DaftNES 2: Throne of Destiny

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
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Portsmouth, England, UK
FOR YOUR INFORMATION: this NES may be continuing if people still want to. The latest and greatest update is now up on page 50. However I want to change the rules and stats, and move to a nice new untarnished thread. As such I no longer officially endorse this front page, and the stats shown below are not current.

Thankyou :salute:

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"To be strong is not enough. Your enemy is not conquered until he is consumed by fear."
- Kyzar Khan

"Fear is the source of all superstition and cruelty. To conquer fear is the beginning of wisdom."
- Ivan Avaryk

A NES by:
KrimzonStriker: Rytarrian Empire
jalapeno_dude and Symphony D.: United Empire
Thlayli: Imperial Republic of Antalya
Luckymoose: Kingdom of Rove
The_Farow: Empire of Germanica
Warman17: Videssian Empire
Lord_Iggy: Pangari Republic
TerrisH: Tuscan Republic
~Darkening~: Macrabi
The_Loser: Tanyis
Slavic_Sioux: Awahan
Justo: Pegu
Andis-1: Oryx
Disenfrancised: Ceinurissian Aonsaise
Kol.7: Yssian Republic
JosefStalinator: Vancuissi League
Alex994: Sung Taej
Fuschia: Asturian League
thomas.berubeg: Daran League
Insane Panda: Freiland
Charles Li: Juhtland
Azale: United Islands
Daftpanzer: ABSENT deity

With thanks to:
das, Ironman2055 and Neverwonagame2

A new age has arrived, and it is one of great opportunity for most. Trade routes are well established around the world. The various sciences, arts, and crafts have all reached new heights. Muskets and cannons are taking over the battlefield. Steam power, metal working and engineering all hold great promise for the future. This may well be an age of entrepreneurs and innovators, as much as warlords and emperors. The old order is already broken. Any number of countries could rise to be the new superpowers...

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What is this NES?

Its a world just like Earth, but with very different geography. And thus, very different history...

The Story so far:

Spoiler :


5000 BC: The so-called 'Desert Age' came to an end. The climate began to cool down, and agriculture became a more practical enterprise. It seems that the first towns and cities appeared in the Taejon valley region of southern Asia.

The existence of Zoroqian civilisation at this time is based on Pangari studies of the region's ancient ruins. They are known to have invented pictographic writing and left behind many impressive monuments before mysteriously dying out.

Pyrmidan civilisation is pure conjecture - some Tuscan and Antalese scholars believe an advanced civilisation arose at the same time as the Taej, and was responsible for constructing the original Great Pyramid, as well as harnessing 'magical' technologies which have yet to be rediscovered. If there was any firm proof of the Pyrmidian's existence, it has been buried under the debris of many other civilisations since.



3000 BC: By this point, sea levels had dropped to their modern levels, as glaciers reappeared near the poles. The Mediterranean had become home to many fine city-states, with knowledge of bronze working, and various alphabets. Yet it seems they remained some way behind the Taej in terms of wealth and sophistication. The 'Great Taej' kingdoms reached heights of literacy, mathematics, masonry, medicines, astronomy and metalworking, none of which would be equalled for another 2000 years. Strong tribal peoples lurked on the borders of the civilised world, slowly absorbing their ideas, while waiting for any sign of weakness...

2500 BC: The first civilisations all came crashing down in a storm of war, famine and disorder. The causes are not exactly clear. The uncivilised peoples have often been blamed by early historians - particularly the Garanshi, the legendary ancestors of both the Pangari and Ormashi peoples - but a brief change in climate or gigantic natural disasters may have been to blame.



2000 BC:
Civilisation had recovered, in three separate places. The Taej city-states were but feeble shadows of their former glory. With blood and bronze, the Argosian Empire had forged together the remnants of old Mediterranean cultures. It was a brutal militarist state, though not without a fondness for the old arts. Finally, Kairon was a newer and more innovative culture, born from the mixing of refugees with the native peoples of the fertile Oryx river.

Meanwhile, the messy death of the older civilisations had spread 'civilised' ideas to a much larger area. Many other tribes and cultures were beginning to settle down into farming life, centred around the forts or fortified towns were the rulers lived. Most of the world's modern cultures can trace their roots back to this time.



1000 BC: From humble beginnings, the 'Tengrian' peoples had forged an empire far larger than anything seen before - Altyn Kanalat, the empire of the golden throne. Though dismissed as sky-worshipping barbarians by later writers, their achievements should not be understated. Their capitol, Altyn Sarai, was home to the famous 'Hanging Gardens' and was probably the most beautiful and cultured city in the world at this time.

The Kaironians had been beaten after an epic series of wars, and now the Argosian generals turned on each other. The two civilisations had been locked in a death-spiral for centuries, and were so weakened that the emphasis had shifted elsewhere...

The Almothians were fierce warriors, notable for their monopoly on high-quality iron weapons, as well as their obsession with enslaving defeated peoples. Anguille was another strong military power, noted for its well-trained and disciplined swordsmen. Anguille was also a keen importer the best of mediterranean culture, which was adapted to local tastes. The Anguille of this period is often looked back to as the classical, ideal, almost utopian European state, though the reality was far from ideal.

Yssian seafaring culture spread from the Hebridiean islands to western Africa, and absorbed many ideas as it traded with the mediterranean.

Asia was already home to a lively mix of cultures, mostly equal in strength. However, the Yaktan armies were the first known to use riders on horseback, instead of chariots as was the norm. This proved very successful in battle, and the idea spread rapidly amongst the peoples of Asia.



500 BC: This was a period of decline for northern civilisation. Local plagues and climate shifts may be partly to blame. Meanwhile, the civilisations of central and southern Asia went from strength to strength.

The ancient Argosian Empire finally collapsed, leaving behind its capitol city - Argos - full of many great monuments dating back throughout history. The nearby city of Mycenae was one fraction that managed to survive on its own, as a strong city-state with a fearsome army of Hoplites. The remnants of Kairon were reborn as the Umidian Empire, destined to be one of the longest lasting of all empires.

The Ulak peoples, who had been exiled from their homelands by Altyn-Kanalat centuries earlier, now become masters of the horse and bow.

Altyn Kanalat, having fended off repeated attacks by horders of Ulak and Samar horse-riders, finally fell to invasion by the Librians and other tribes from the north. The empire split into two - Altynai was the 'true' inheritor, while the much stronger Aahnad Empire incorporated Librian and Argosian cultures. Libria itself collapsed into anarchy, releasing its hold on the Germanic peoples, who then headed into central europe.

A giant tsunami struck the east coast of europe, later though to be caused by a volcanic landslide on the central Euris Ocean island of Ember. This brought about the end of the old Yssian seafaring culture. The Catalyans emerged as a separate power, and had a brief period of glory, while the later Yssians became distracted with the unification of the Counille peninsular.

Meanwhile, Pictish peoples had reached North America by this time, in sturdy boats of Yssian design. They mixed with the few natives of the area, and eventually gave rise to Kinlander culture. These first colonists were apparently accidental arrivals, and were never in contact with Europe, though old legends hint at several secret voyages to the 'great eastern lands' over the centuries.



200 BC: The unique and isolated culture of Videssos first appears on the scene around this time. Its earlier origins are not clear, although exiles arriving from the old eastern empires may have played a role in its creation. The Videssians worshiped Phos, the God of light, sun, and life. Phosism would eventually spread across northern Asia and into western Europe.

Under Bazilevs Alexandyr I, the Aahnad Empire became the Agrinese Empire, with a new capitol at the small hill-city of Agre.

The Ulaks had regrouped under new leaders. With jungle and mountains blocking their path to the Ormash Empire, they only ever had one suitable target - the Agrinese lands. Several great invasions took place, but the young Agrinese Empire was able to resist, keeping the steppe peoples from attacking anywhere else.

The expanding borders of Umidia set off a wave of migrations by tribal peoples across Africa. The old culture of Hlobane in the south gave way to the new power of Saruk, which would eventually overtake Umidia as the leading power in Africa.

Meanwhile, the old balance of power in South Asia ceased to exist. New religions were also appearing on the scene - the faith of Oruism drove the Oru warriors to great feats of bravery against the expanding armies of Ormash, while peaceful Taoist philosophy was taking hold in Taejon.

The Pangari states were officially united, and a golden age of science and philosophy began. Taejon, too, was more unified than ever before, though still not quite an empire. The loosely-unified Yaktan kingdoms had splintered, while the Gyut tribes moved in from the north - related to the Ulak, the Gyuts were tough fighters and would cause problems for centuries to come.

At this point, two young religions were competing for influence over southern Africa. Tarrism had evolved from old Kenbuan beliefs, while Theosim was based on the teachings of the prophet Murabi.



51 BC: Minor powers were swallowed up as a set of huge empires began to dominate the old world, though none were particularly stable.

Through betrayal and blatant aggression, the Taej conquered their eastern neighbours, and the legendary Taej Empire was born. An army of spearmen and bowmen with powerful long-range composite bows was able to defeat the legendary heavy cavalry of the Yaktans. Taej's level of culture and learning was finally surpassing the best of the ancient achievements. However, the rapid expansion caused various problems, and Ormash took advantage, soon reaching its peak in size and strength.

By this time, the Agrinese Empire had became closer to old Argosian and Mycenean cultures. After the mostly-peaceful annexation of the Mycenean cities, the Agrinese Empire reached its height, and set a record for territory which has yet to be beaten in modern times. In 51 BC, an expedition into the heart of Ulakam would cripple the Ulaks for centuries, though it would be last major campaign the Agrinese would ever undertake.

Meanwhile, new pioneers had reached the Americas, this time in greater numbers - Pangans reached South America from the east, while Yssians reached North America from the west. The Pangans arrived just as South American civilisation was reaching new heights, with bronze and iron working, literacy and complex astrology. Seafaring was reaching new heights, especially among the Yssians, though the original invention of the Compass is credited to the Taej. In any case, trade across much greater distances was becoming possible. Many different cultures were coming into contact with each other for the first time.

40 AD: Having defeated Ormash in a long and bloody war, the Taej Empire was at the peak of its power and wielded tremendous influence. Great Pangari, with its relatively small army, was unable to resist annexation by the Taej. Pangari independence was restored a few years later, when a new emperor came to power, but in the meantime the Pangan colonists had their first taste of independence.

In any case, the golden age of Pangari science continued. The first practical steam engines were built at this time, used for pumping water on a small scale. It would be centuries before the art of metallurgy had improved enough to allow more powerful engines to be built.

61 AD: Ormash lost its grip on the central Asian territories. The rival Orion Empire was established by rebel generals and nobles. It was destined to have a relatively short life span, but would nonetheless leave its mark on world history.



78 AD: The divided Anguille states had fallen under the influence of Saxon warbands they originally hired as mercenaries. After a lifetime of fighting and political intrigue, Prince Vos of Saxony managed to create a new empire for himself, centred on the old Anguille city of Lenierde, which for a brief time rivalled anything in Asia. Unity didn't last long, but Anguille culture and central europe were never the same.

Saxon-Anguille leaders began to take an interest in the emerging religion of Aeonism, based on the teachings of 'Aeonis' who had lived and been executed in Lenierde during the previous century. But the ancient gods and mysticism would last for a long time yet.

86 AD: The Ys League was thrown into chaos by Saxonguille invasion. But Gustornii the Great, a Pictish chieftain, arrived to defeat the Saxonguilles. The Thulean League was born, uniting both Yssian and Picts on equal terms.



115 AD: Kyzar Khan formed a brief empire from the broken steppe peoples, and invaded the Agrinese Empire seeking revenge for old insults. The Agrinese were fighting on all fronts, including rebels within their borders, and it was down to local forces in the north - Antalyans - to halt Kyzar's advance at all costs. Kyzar Khan was killed at the battle of Antalyak, his hordes of horsemen scattered by the frightening - but primitive - gunpowder rockets of the Antalyans, the likes of which had never been seen before.



300 AD: The Khanate founded by Kyzar was still in existence, and still causing trouble. But the crown of the steppe had passed to Tian, a new and mostly-civilised state.

The original Agrinese 'Empire' was reduced to a few cities in northeast Africa, under attack from all sides. After a series of civil wars, power had shifted to Antalyak and the new Antalese Empire.

In Europe, the Holy Rovien Empire had been brought together by Rovien, one of the splinter states left behind by the Saxon-Anguille empire. Simultaneously, the western kingdom of Germanica was busy with the task of re-uniting the Saxon and Gothic peoples, as well as conquering various other cultures.

The Thulean League had begun to set up serious colonies in North America, and had already regained much of former Yssian glory - save for south africa, where a fierce war was now being fought between Saruk and fierce Tarrist invaders from Kenbu. The rival Almhadar dynasty and its tribal allies also fought against Saruk.

Inspired by their Theosist faith, the fanatical Aj-Savar horsemen had conquered large swathes of east africa. Umidia had also embraced Theosim, and it had quickly spread to Umidia's colonies.

365 AD: The Taej Emperor was able to take residence in his great and wondrous new palace, Tianzou, on the outskirts of Huich’on. Hundreds of envoys from across the then-known world were invited to attend the opening ceremonies.

The first officially-recognised circumnavigation of the world was achieved a few years later, unsurprisingly by Thulean navigators.

376 AD: The Umidian Empire had reclaimed much of its old territory, and had begun settling colonies of its own in the east. Umidian armies were among the first to use reliable gunpowder cannons on land as well as at sea. With growing confidence, the Umidians attacked the Thulean League, and enjoyed great success at first.



415 AD: Umidia was losing one war after another. The Thuleans had adopted the new gunpowder weapons, and could now build better ships on a much larger scale. At the same time, Thulean soldiers and cavalry were aggressively stamping their mark on North America.

The Holy Rovien Empire had embarked on a Holy War to cleanse Theosim from southern europe, and rescue the Catalyans from their Umidian overlords. But Theosim was still on the rise elsewhere - Saruk had defeated the Kenbuan invaders and their tribal allies.

In Asia, the Orion Empire was locked in a costly series of wars with the Antalese. Orion forces briefly besieged Altyn-Sarai, though that was as far as they got.

Tian was rapidly growing in power, and began to compete with Ormash for influence over the fractured Rayamese peoples of the west. The Videssians would later side with Tian in a series of wars against Ormash. Garuda was one Rayamese kingdom that briefly flourished around this time, and even founded its own colonies in the Americas.

Taej prestige and influence had been falling for some time, allowing a bold new Republic to take power in Pangari. With the help of a strong fleet, the Pangans first overran half of the Hocatelco Empire - which had been threatening the Pangan colonists in South America - and then invaded the Taej Empire itself. Around the same time, the Chimuko Empire reached its height, and made vassals out of the isolated Taej colonists of the far south.

421 AD: Saruk and the Savarians were united into one large empire - The Kaliate of Acre - founded by Ismail 'al Zaiye, who many considered to be another prophet of the divine. The Kaliate soon tried to open another front against the aggressive Aeonist powers in Europe, supporting the last dregs of Almothien resistance with an ambitious invasion of southern Germanica. This ended in failure and the final annihilation of Almothian hopes, doing no good for Ismail's reputation. Ismail died in 444 AD, leaving behind many doubts about his divine nature. Meanwhile, much of Europe was left in the grip of xenophobic Aeonist extremists.



464 AD: The Antalese finally achieved their goal of conquering Orion, which had already been weakened from within. But the Antalese were soon set upon by various invaders, at the same time as a vicious civil war broke out - the faith of Phosism refused to yield to the new 'Rationalist' philosophy without a fight.

Tian had emerged as the victor in western Asia, gaining influence over the Rayamese region after a series of bitter wars against Ormash and its allies. Tian would later annex its vassals and become the Rytarrian Empire. The Taej and Pangari had also settled their differences, going back to old borders.

Ruled by the successors of Ismail, the Kaliate of Acre continued to dominate Africa, while neighbouring Umidia was in terminal decline after many long and exhausting wars ended in defeat. Help from the Kaliate's growing navy had not been enough to hold off the mighty Thulean fleets. However, Umidian and Sarukian culture had left their mark on parts of the Euris Ocean.

The Holy Rovien Empire was starting to come undone. Aeonist fanatics and 'Crusaders' steamrolled their weakened Emperor into wars with the 'heretical' Freilanders and 'pagan' Thuleans. These wars ultimately ended in disaster for the HRE.



484 AD: Kaelazar the Great had formed a huge new empire from the fragments of the Orions and a declining Ormash. After conquering the Taej, Kaelazar invaded the struggling Antalese Empire, now known as Antalya. Kaelazar died of old age on this final campaign, sparing the Antalyans from almost certain defeat, while leaving much of Asia in turmoil.

Within a few years, Antalya had regained its core territory and defeated every invader, thanks to its battle-hardened army of Rationalist troops. Though, fighting against die-hard Phosist rebels continued for decades.

Around the same time, the southern Africans had split from the Kaliate of Acre, and had reverted to traditional Theosim. But the Savarians and others in the north remained loyal to the legacy of Ismail. The state of Haman was soon trying to rebuild the Kaliate, in the name of Ismail's descendents.

The Thulean League continued to expand aggressively, though it was beginning to outpace itself. Raids and reprisals by the North American natives became more serious.

The Holy Rovien Empire existed in name only, as fanatical Aeonists had taken hold, and central authority had collapsed.

511 AD: Germanica and the western Rovien provinces agreed to create the Holy State of Lenierde, to serve as the formal centre of Aeonist faith, an authority that could keep a lid on the troublesome fanatics.



539 AD: The Thulean League had reached a height of wealth, power, and unfortunately arrogance also. Under the pretext of defending the League from the fanatical Aeonists, the Thuleans invaded the Rovien States, and came close to crushing all resistance. But a dispute over war taxation arose with the Vancuissi colonists, who were already struggling to fend off the Videssians encroaching from the east. Other colonists joined in with various long-running grievances of their own, while several nobles gave support from Europe. A brief civil war was fought. The reformists won, but the Thulean system never recovered from the turmoil, as more and more power was gained by local leaders.

However, the Thuleans maintained control over most of the Rovien territories for another three decades. It was not until local factions began to gather around three strong causes - Gallica, Rove and Vengano - that Thulean control was pushed back into the north.

In Africa, Haman had also reached the height of its power, and it too was also facing decline, as it had simply made too many enemies by this point.

In Asia, the successors of Kaelazar had achieved the near-miracle of keeping his diverse empire together, as an 'Alliance of Peaceful and Prosperous Empires', otherwise known as the United Empire.

The former Taej Empire remained fractured into squabbling territories, each driven by its own ambitions. The Sung would grow to prominence by the end of the century, though they faced much competition.

590 AD: By this point, the Thulean League had been split apart until it only existed in the form of common culture and customs. Many new Leagues and states had appeared in its place, keeping trade routes flowing across half the world, and beyond.

The next few decades were relatively quiet, as the borders took their modern shape.

650 AD: An unusually quiet year began, with no serious wars taking place anywhere in the world...



The World of 650 AD:

*Large world map at the start of this NES*


Technology: AD and BC mean nothing to this world, except as a convenient measure of time. It can be assumed that the stone age began to end around the same time as in the real world, but the pace of change accelerated after 2000 BC, and there has since been no real 'dark age' to slow things down. Generally speaking, the technology of this world is now similar to 1650 AD in real-world history. In the area of machinery and metallurgy, things are closer to 1750 AD. And in terms of living standards, things are better still.

Industry: Huge state foundries and metalworks have been built by several countries, mainly for making armaments. Smaller private ventures have been the real source of profit and innovation, though these have been limited by the societies of the time. Steam power has been around for centuries, though it is only recently that the quality of metal working has allowed more powerful engines. So, the technology is already there - it is social problems that are the biggest obstacles. Anyone wishing to spark an industrial revolution will probably be heading towards a more liberal and enterprising society, and risking potentially-violent conflict with the established order...

On the other hand, masses of cheap labour can still move mountains with their bare hands, or at least get various things done without the need for social change and expensive machinery. This may be a better option for some, especially the larger empires, at least while industry is not too far advanced elsewhere.

Society: Repressive feudalism is a common theme, and some form of slavery is present in most cultures. Laws may be fair and just, but peasants have few 'rights' as such, even if they do own land. As for political freedoms, these are basically unheard of. If there is voting to be done, usually it is a select group of aristocrats who will do it. Luxury goods are still reserved for the aristocracy, most common people do not have the means to buy anything beyond the essentials of life. Religion also has a great hold over people's beliefs and attitudes, especially in Europe and Africa.

Living standards: Many cities will still be stinking, filthy messes - particularly in central Europe - but sanitation has been a background theme of African and Asian civilisation throughout history. City buildings can rise to eight or more floors, thanks to semi-reinforced concrete, with water pumped around using steam power. Plant-based anaesthetics were pioneered by the Videssians centuries ago. Cleanliness is known to be important when carrying out surgery. Micro-biology is a new science being pioneered by the Pangans, which may hold the key to further discoveries on this front.

Seafaring: This is still something of a mystery for most. But the Thuleans, Sarukians and Pangans have become experts, and their ship designs are the most common on the open ocean. Thulean navigators are the most prized of all, as they routinely circumnavigate the world in pursuit of profit. European and African ships are fast and manoeuvrable - the biggest warships are roughly the size of real-world 'Frigates', with three masts at most. Meanwhile, Asian ship design has leaned towards larger vessels, tough and storm-proof, with plenty of room for weapons and cargo, at the expense of speed and manoeuvrability. In shallow coastal waters, especially the mediterranean, cannon-armed galleys and galleasses are still common.

Warfare: The tangled mess of history, cultures and religion provides almost any excuse needed for going to war. And there will probably be lots of it. After centuries of use, gunpowder is now at the heart of warfare, in the form of reliable, if slow-loading muskets, and a vast array of artillery weapons. Gunpowder weapons have been widely traded, and only the most isolated tribal peoples will be without any, though obviously the quality can vary tremendously.

Those musketeers armed with the very latest muskets and tactics are on the verge of being able to stand alone on the battlefield. But for now, aggressive use of fast cavalry and melee infantry can still rip them to shreds. And so pikes, swords, maces, and all kinds of sharp implements still have a role to play in war. Armour is not out of fashion either, and it can still deflect shots from weaker muskets and pistols. 'Primitive' crossbows and longbows still have the advantages of rate-of-fire and lower cost.
 
Introduction:

This is the continuation of a NES which has existed in various forms since summer 2006. Originally, it began as an experiment, an actual game of Civ3 which ran on my computer (Civ3 NES 1). Players gave basic orders, similar to a NES, which I would attempt to implement using a save-game editor. The idea didn't really work, but some great cultures were created by the players, and so things evolved into a normal NES (DNES 2). The game progressed in various interesting ways, though I did not let it go so smoothly. I always had trouble with the update format, finally resulting in a very lengthy hiatus. But through constant pain and hardship, many lessons were learnt. I'm determined to make this a substantial improvement over my previous efforts, and much more consistent.

The goal then, is for a relatively simple NES in an alternate world, continuing the story of many cultures and religions that have built up over time, while keeping things as realistic and fun as possible.

And yes, I have finally realised how selfish it is to try to monopolise to whole letter 'D', so I have added some letters to the name of the NES. Apologies for any confusion...

Players: No limits, anyone brave enough to join in will have my greatest respect, as will those willing to rejoin from the last version of the game. All I would like is for players to 'role play' a little. I don't meant elaborate diplomacy, but to plan orders from the viewpoint of this being a real world, rather than a simple game of world conquest. Which isn't to say that world conquest is impossible!

Players are not expected to care too much about the sprawling history of this NES. I can let people know about the main issues, and if they are doing anything which seems out of character for their nation. The future is important! At the point at which the game starts, the old order is gone, and nations can be moulded to your will. Though, there may be fierce resistance to change.

Old players will of course have priority over their old nations, or the nations which descended from them. However, all unclaimed nations will still be open to players, and after a few turns, the 'rightful' claims will pass to anyone willing to play consistently. Brand new nations can possibly be made from rebels or tribal areas, but please PM me about that first. Generally, only unclaimed NPC nations are available to play.

NPCs: (Non-Player Controlled nations) The world will be full of them. I will control their actions and diplomacy, and they can be treated just like player nations. They may be boring and insular, or loyal allies, or erratic and back-stabbing rogues. They are not simply fodder for the growth of player empires - they will not roll over so easily as before, and are not to be underestimated.

Stories: Not necessary, but very welcome. Ideally, you'd only post a story - or something else - if you feel inspired, or have some background details that you wish to add to the NES. They may or may not lead to extra spending points, but more importantly they will give me a better idea of the way you see things, and could have any number of subtle or not-so-subtle effects on the next update.

Spending Point system: There are no Eco points in this NES. You do not have Eco points, you cannot spend Eco points. So please do not mention Eco points, else I'll assume you have no interest in what the actual rules of this NES are! What you do have, and what are actually the only numbers listed in the stats, are your 'Spending Points'. This system is carried over from the Civ3 NES, where players had limited input to the game. Though simple, it has generally met with approval by previous players.

To quote Warman17, these SP's represent the combined collaborative efforts of your nation. You will receive one spending point per turn, unless you are rewarded for stories or special achievements, in which case you may get more. You can spend as many as you like, and any unspent points will be 'banked' for use on any other turn, up to a maximum of 4 points stored.

The 'spending points' cannot be traded or given to other nations.

It may help to think of these points as 'great people' from the Civ games. They represent great feats of organisation, effort, and willpower, rather than the economy or industry. Each one can create a mini 'golden age' but only in one specific area, for example - Trade, Culture, Religion, Technology, Stability, Leadership, Military strength, Naval strength, Espionage, Exploration, Colonisation, Infrastructure/Construction, Wonders - or perhaps anything else you can justify. You can spend more than one point on the same area for double or triple or quadruple effects, or you can spend each point on a different area. In any case, they cannot be split into fractions, so there may be some hard choices to make about how they are used.

The amount you get has nothing to do with the strength of your nation. As such, its a way of giving all players an equal amount of 'divine intervention' in the NES. However, those points used by more powerful nations will generally have more impact than those used by weaker nations. This should all become clear as the game progresses...

Rival Factions: I'm aiming for this to be a big part of the NES, and a counter to some negative aspects of player behaviour. Rival factions in your own nation may be as difficult to deal with as enemy nations, especially as your nation gets larger and more powerful. They may resist any changes you attempt to make, or may gain unwanted influence because of your actions. If rival factions take over, they can change the government and do various things against your will. On the other hand, you may want to deliberately engineer an overthrow of a weak or corrupt leadership. You can also try to set up rival factions in other countries, for various fun effects.

Researching Technology: In contrast to the earlier version of this NES, players can no longer request specific new technologies to research. Most of the time, the best you can do is throw money - or 'spending points' - at scholars and engineers, and hope for the best. What they actually come up with depends on the country's situation and what the most pressing needs are. Sometimes, though, various new ideas will be brought to the world's attention, and you will be able to choose which ones to invest in. These restrictions are an attempt at realism, and to prevent a headlong rush towards industrial-era weapons and machines.

Orders: Orders should probably be by PM, and should include three essentials: spending point usage (if any), confirmation of any deals with other players, and overall goals for the turn. I'd much prefer something as opposed to nothing - even one line would do, if you don't have time. Generally, a few paragraphs should be enough detail for this NES, maybe more in times of war. There will be little benefit to writing more than that - honestly, I am horrified by some of the huge orders I've seen in the 'show me your battle plans' thread! The military stats are deliberately vague so that, hopefully, people will take a wider view instead. That is, general tactics and methods, overall goals, acceptable risks and losses, conditions for peace, etc. Usual stuff like conscripting, hiring mercenaries etc is all possible too. Generally, I don't want to keep track of lots of little tricks and traps and intrigues, unless it is absolutely essential. Note that, given the time frame, wars are likely to begin and end in the same turn, unless they are really epic wars. The century-long conflicts of the past will not be repeated in this version of the NES!

As mentioned, there isn’t anything else to spend apart from the 'spending points', which by the way are not Eco points! Even if nothing is spent, your nation will still gradually develop, explore and expand by itself. So feel free to say what general direction you’d like the nation to take, and set general orders for building, army recruiting, researching and settling etc. You don't have a treasury listed in the stats, but you can still set general priorities for government spending, which will be taken into account during updates.

Map: Should be self-explanatory. Grey areas are tribal lands, though the polar reaches will be basically uninhabited. Black borders are established, guarded frontiers - they may be missing if the border has recently changed, or if it is the front of an expanding colony. The black shroud hides areas not commonly known about - some nations may get private maps of their own if they go exploring. Cities are shown with larger blobs for higher populations. A gold star indicates a capitol city of an independent nation, a silver star the capitol of a vassal-state.

Various other icons have been kept from the NES's origins as a Civ3 game. You may want to look out for resource icons - the grey lumps represent various useful metals, while coal will become increasingly useful as a fuel for industry. Timber also serves as a fuel, as well as making it easier to build ships. Fruit and crops will obviously provide more food, to support larger populations and bigger cities. Other icons are various luxuries which will be beneficial to trade. The icons have a wide radius, and so might be shared by various different nations. Yellow trade arrows show the location of major trade centres, which may attract all kinds of travellers. Finally, the blue cogwheel represents an area with fledgling industries of various kinds, which again will help the economy, and war production also.

Updates: These will generally cover around 8 years or so, and probably less if there are many wars and important events taking place. I won't dare to set a strict schedule for deadlines and updates, so things will be flexible. However I do aim to update more in less time than previous versions of this NES. This time around, my aim is for the updates to provide only the facts, with extra 'spotlights' added sometime afterwards, on request of players, so as to avoid delaying things. Random issues may also appear for certain players, presenting some tough choices about how to proceed. There may also be some random statistics and rankings to show how nations compare. Things should become clear after the first update.

Stats Description:

Size Ratings: tiny, small, average, large, huge, gigantic
General Ratings: terrible, poor, average, good, excellent, outstanding
Influence Ratings: weak, notable, strong, mighty, transcendent

As you see, there aren't many different notches on these scales. Each rating is quite broad ranging. When a stat changes, it means there has been a really significant increase, or decrease.

Note: Any (+) symbol next to a stat will mean that it is improving rapidly, even if it hasn't jumped up a rating from one turn to the next.

Leadership: Only detailed for 'important' nations. There may be a certain ruler, whose age will increase with time, and will eventually die. If it isn't an 'elected' position, then the number of heirs will be listed. Small numbers of heirs make the ruling family more vulnerable to assassination, while lots of heirs could cause in-fighting, treachery, and general squabbling for position. 'Weak' leaders are easier to replace and less influential than 'Strong' ones. There may also be abstract bodies of people, 'noble assemblies' etc, which also have a certain influence rating. If power is shared, then each entity is listed in order of authority and influence, which is likely to change over time.

Ruling Faction: This is referring to the current rulers, or at least to the most influential advisors behind the throne. They may or may not be affiliated with a certain type of government, or culture, or nation, or ideology.

Rival Factions: There probably will be some, and if they grow stronger than the ruling faction, then a revolution of some kind may occur - which isn't always a bad thing. There could be a swift overthrow, or a bloody and prolonged civil war. If there are several equally-balanced rival factions fighting for power, then things may not be resolved so easily. If and when a new faction takes power, then the actual leadership may or may not change, depending on the situation. For example, the same monarch may continue to reign, but with a different set of advisors behind the throne. Note that rival factions may appear due to the actions of other countries, and may receive assistance from abroad.

Main Religions: The faiths and philosophies that have a substantial following - not including the various minorities that will probably exist. The dominant religion(s) may affect relations with other countries. They also have different effects on the society (see Current Info below, for a list of religions). Some religions can co-exist peacefully, while others are likely to cause violence. It may or may not be in your interest to make one of them the officially-backed 'State Religion'. You can attempt to 'suppress' a religion, or at least 'discourage' it, though obviously this may upset large parts of the population. It is also possible to create your own religion, if you can provide some suitable background and description for it.

Main Cultures: The cultures of the leadership and bureaucracy. Peoples of the same cultures can be more easily governed. If you conquer lands with different cultures, they will be harder to govern, and may be more prone to rebellion etc. Though, over time, conquered people may be assimilated into your culture. There is a world culture map (see Current Info below) which shows the main areas of influence. Due to historical reasons, a nation may have a culture listed here that isn't actually present in any of its territory anymore, but remains part of the aristocracy. Relations between nations are helped if they share the same culture.

Society: A brief description, together with any major problems. Everything listed here can be changed, given enough time and effort. Note that extremely generic terms are used - 'feudalism' refers to any system where nobles and aristocracy place limits on how and where people live. 'free peasantry' is more liberal, but does not mean that people actually have any rights as such. The idea of true 'citizenship' may come into play later on. 'Tribal' societies are generally harder to meddle with, though they are more resistant to invasion or disasters. An 'unstable' society isn't going to be at its best - this refers to a situation where the central government is losing grip, and it is much more likely that rival factions will make a bid for power.

Economy Rating: The average wealth of the nation, compared to the global average. Note that a larger nation will have more real wealth than a smaller nation with the same rating listed here. Though, it is easier for a small nation to increase its rating. A good economy makes it easier to do just about anything, whereas a poor economy will be making things harder. Although the economy is handled in an abstract way, you can still set the main spending priorities in your orders. It is possible to raise taxes and squeeze the economy harder, at the risk of lowering the economy rating in the long term. Economy also affects the confidence of your people, though it is hardly the only factor. There may even be reasons why you'd want to deliberately harm the economy - poverty can often spawn radical ideology, for one thing. Note that the economy can fluctuate due to all kinds of events, whereas infrastructure is only vulnerable to major disasters, wars, or complete social collapse. Finally, may I remind you that there are no Eco points in this NES!

Technology Rating: Like other ratings, this is relative to the global average. So if it stays the same for many turns, it doesn't mean that no progress is being made! Technology will give various advantages in all areas - warfare and trade in particular.

Infrastructure: A mixture of both urban infrastructure and things like roads, farms and forts. These are 'solid' investments. A higher infrastructure rating will help with all other areas, but especially with population growth, economy and technology. It will also help to prevent random things like disease and famine. Infrastructure in the form of roads, barracks and stables will also aid military movements. Forts are also taken into consideration here, as they will often be minor centres of manufacturing and weapon making, as well as barriers to invasion.

Wonders: Generally speaking, unlike previous versions of the NES, and indeed other NESs, wonders will no longer give specific bonuses to your stats. Most of the older wonders are no longer listed, though they may get mentioned in updates from time to time. I don't wish players to start 'projects' to boost specific stats, as spending points can be used for that directly. This time, wonders are more about prestige, confidence, and leaving a mark on history. They will also relate to specific cities and areas, more so than having nation-wide effects. Their benefits are more subtle, but just as powerful. Any new wonder should be something truly wonder-ous, and should also be some kind of physical monument that can be constructed, as opposed to an abstract concept. Huge engineering works may also count as wonders, at my discretion - the 'Great Canals of Antalya' are one example already in existence.

Current Army: This refers to the soldiers who can fight at a moments notice - or at least, a few days notice. Size, quality, leadership, and supply status are listed. Note that 'quality' is a mixture of weaponry, experience, training and loyalty - which, for simplicity, are all lumped together, at least for purposes of these stats. Improving quality will take time, effort, and will require more from the economy. Improving supply and maintaining large armies will also drain the economy as you might expect. To increase the size of the army, you can accept volunteers on a gradual basis, or more likely, you can issue conscription orders. It is perfectly reasonable to suddenly raise and disband soldiers as needed. Note that disbanded soldiers aren't 'lost', since they will leave their weapons in the armoury, rejoin the conscript pool, and probably add experience to it, increasing its quality.

Conscript pool: This refers to the conscripts that can be raised with a few months notice. Rather than slowly increasing the size of the army over many turns, it is possible to conscript large numbers of soldiers to fight specific war, and perhaps to go back to civilian work within the same turn. Conscription will drain the economy, both from the cost of equipping soldiers, and the loss of manpower working in the fields etc. It may also cause unhappiness, depending on the situation. There could also be mandatory peacetime training etc to improve the quality of the conscription pool, but this will be another drain on the economy, and will generally be unpopular with people trying to get on with their ordinary lives.

Army Doctrine: These 'doctrines' will affect how your army acts in battle, beyond what you can reasonably put in your orders. They will also determine what kind of troops you have in your army, rather than relying on a long list of UU's. You will have a choice of one doctrine to focus on exclusively, or two to mix together. More may become available later, as armies become more experienced and sophisticated. There are certain default doctrines (see Current Info below), and you can develop your own custom doctrines with a little time and effort - provided you can give a reasonable explanation in your orders/stories. Changing doctrines can also have adverse affects on quality and leadership for a while, until the new tactics are fully adopted. Doctrines can also affect how fortifications are built and used, and maybe even have effects on the society as a whole.

Navy: The floaty version of the army. Note that, currently, you cannot conscript boats - increasing the size of the navy is more of an undertaking than conscripting troops, and will depend more on the status of your economy and infrastructure, as well as the number of coastal cities under your control, and sources of timber.

Navy Doctrine: As with Army Doctrines, these will determine how your navy acts in battle, as well as what kind of ships are most common in your fleets. Some 'doctrines' may be the same as those for the army, but others may be different (see Current Info below). And, as with the Army Doctrines, you can develop your own types, provided you can give a reasonable explanation in your orders/stories.
 
Current Info:

Latest Maps:

Political Map 677 AD

Culture Map

Plain Terrain Map

Terrain Map with border overlay (677 AD)

Declared Alliances:

The 'Thulean League': A semi-official alliance of the Yssian Republic, Hebridean League, Asturian League, Daran League, Ceinurissian Aonsaise, Vancuissi League, Sturmhaus and Gunthii.

'Central Alliance': A defensive alliance between Antalya and the Rytarrian Empire.

The 'Mediterranean Alliance': A trade and defence agreement between the Asturian League, Vengano and Utica.

'North Zeyris League': A defensive alliance between Vancuissi League and the Rytarrian Empire.

The 'Zeyris Triad': a full alliance between Videssos and the United Empire, with Pangari as a unofficial supporter.

Pangari and Silash have an alliance.

Haman and Segah have an alliance.

Gunthii and Amik have an alliance.

Ceinurissian Aonsaise and Zalachan have an alliance.

Ongoing Wars:

Qaran vs Temec.

Stories:

'Final Discourse': Thlayli
'Addresses to the Asturian Council': Fuschia
'I murdered my father': ~Darkening~
'A Banquet fit for a King': alex994
---
'Honor Thy Forefathers': KrimzonStriker
'The Flight of the Flower': part 1 - slavic Sioux
The Flight of the Flower': part 2 - slavic Sioux
'Captain Gartusnii': Fuschia
'One Mere Game': alex994
'Notes and Conversations': Thlayli
---
'20 Years Earlier':Lord Iggy
'A Singular Method of Inquiry part 1': Disenfrancised
'A Singular Method of Inquiry part 2': Disenfrancised
'Alexandyr, I have surpassed thee': Thlayli
---
'The People’s Cry': alex994

Update History:

#1: 650 - 660
#2: 660 - 669
#3: 669 - 677

---

I wont link to the updates from the old thread, as I'm embarrassed by most of them now. However the two 'Boring Time' updates may throw some more light on things, if need be:

BT#1: 150 BC to 250 AD
BT#2: 445 BC to 650 AD

Religions:

Spoiler Religions: :
Phosism: There is a duality between Phos, the god of light, sun, and life - and Skotos, the god of darkness, night, and death. Ultimate victory will come to Phos and those that follow him. All of life's joys and trials can be seen as an extension of this great battle.

The practice of Phosism has traditionally centred around the city of Videssos, under the overall leadership of the Patriarch, who oversees all religious activity. The cause of Phos and the cause of Videssos are seen as one and the same, and this promotes great loyalty among the people - most of the time. Enemies of the people are thus seen as followers of Skotos, and this demonisation of the enemy is a strong motivator during times of war. The simple but appealing message of Phosism has won many converts across northern Asia and beyond. In recent centuries, there has been a reconciliation between the Patriarch and various 'heretical' variations of the faith, which have different views on the inevitability of Phos's victory - some see it as a matter of faith, rather than a certainty.

Oruism: One's spirit will have many reincarnations, and one acquires knowledge over many lifetimes, until one has learned enough to be able to live in heaven permanently, without falling back into confusion, and thus being drawn back into the physical world. Enlightenment is the end of suffering, and one no longer suffers if one can learn to detach from the desires of this world. This is the way of Oru. One's spirit can make a great step on the path to enlightenment by giving up physical life in defence of spiritual teachings.

Oruism's origins are obscure, all that is known for sure is that it started as a small cult in the remote mountains of central Asia in about 300 BC. Since then, it has been scattered across much of Asia. Oruism has, at times, taken a far more militant tone, and many Oruists have been inspired to perform great acts of bravery on the battlefield - this is seen as a way of demonstrating true mastery of the physical body, through contempt of pain and death.

Taoism: There is one universal god, Tao. Through his mercy, there is no true death, only the Great Wheel of Life. A virtuous and righteous life will allow one’s soul to return as a human, while a sinful life will cause one to return as an insect. To reach enlightenment one must come to grief with their past, and all their sins. When one is able to return to the Wheel of Life in a fully pure state, one may then proceed on into the heavens and the light of Tao.

Taosim originated in Taejon around 200 BC, and was partly based on the older Oruist beliefs. Taoism has become known as a religion of peace and open-mindedness – encouraging intellectual pursuits, instead of discouraging them, and at the same time helping to keep order among the masses.

Orhadism: The journey of many lifetimes is to be enjoyed. True virtue comes from making the best of what one has, and making the most of the existence which the universe has provided, while maintaining respect for other beings. Life is not meant to be lived in rejection and poverty, nor in fear and slavery. As the wolf has been given its teeth, and the eagle its claws, so to have good men been armed with courage to keep the cruel and weak-minded in their place.

This religion combines aspects of Taoism and Oruism with other outside influences, and has become common among Ormashi culture in particular. It is less of a stabilising force than Taoism, and there is less emphasis on intellectual pursuits, but more focus on psychology and solving practical issues in everyday life. As with Oruism, there has also been an emphasis on warfare, where a righteous death in defence of one's ideals, or at least one's country and family, is greatly admired.

Tarrism: There is one supreme god – Tarr, lord of water and fish – who rules over several lesser Gods, each of whom has the power to decide who can enter the afterlife. Tarr bestows greatest favour on those who offer the greatest sacrifice. Those favoured by Tarr will be blessed with health and happiness

Tarrism evolved slowly from tribal beliefs of what is now Tanyis. It incorporates many elements of animism and various ancient beliefs, and so spreads more easily among tribal peoples. Giving sacrifice to Tarr remains important, although human sacrifice is very rare. Tarrism has helped leaders to keep order among diverse tribes and cultures.

Theosim: There is not god but Eos, and Murabi is his prophet. The path to heaven is set out by the six Jiahs which Murabi has provided: Kaji - faith, Abej - accepting guidance, Bah - charity, Ta'jie - prudence, Raej - prayer, Yusuf - war and sacrifice. If necessary, one is required to give one's life in battle for other Theosists.

Theosim originated in the Kingdom of Saruk around 200 BC. Although somewhat harsh and demanding by the standards of other religions, it has great appeal to the hardy peoples of Africa, and has been a great inspiration to soldiers in many battles. There has been a particularly bitter history between Theosim and Aeonism, heightened by the uncomfortable similarity of their basic message. Various sub-sets of Theosim arose in previous centuries, as it initially spread across Africa - most have now died out, apart from Ismailism which has emerged as a truly separate faith. Traditional Theoists see Ismail as a great teacher, but do not dare to compare him with Murabi.

Ismailism: There is no god but Eos. Murabi and Ismail are his prophets, and Ismail's children are the most favoured by Eos.

Ismailism only emerged as a separate form of Theosim after the death of Ismail al'Zaiye in 444 AD. It has the same values and core beliefs as Theosim, the main difference is their acceptance of Ismail as a truly divine man, close to Murabi himself. Ismailism is also more militaristic, and even stricter in its application of the Jiahs than traditional Theosim. Ismailists continue to honour the living descendents of Ismail as being closer to Eos than ordinary people.

Aeonism: There is but one god, and Aeonis is his son and messenger, who suffered and rose from the dead to continue his teachings. Aeonis offers the salvation of one's soul and eternal rest in the warm embrace of the divine god. When all have embraced Aeonis as their saviour, heavenly bliss will descend upon the whole world.

This religion has its roots in ancient Germanic and Gallic mysticism, as much as the life of Aeonis, who is generally thought to have started his teachings around 80 BC, in the city of Lenierde. Aeonism is a unifying force among believers, and like many religions it inspires soldiers to greater deeds. Its code of morals discourages corruption and crime among the people, but it also tends to distract them from academic pursuits. Since its birth, the faith has been hijacked by both extremists and authoritarians for various purposes, but it maintains a strong core of believers across central europe.

Ultimism: There may not be a beginning god, but there will be a Final God, the ending and unification of the universe, in whom all deeds are incorporated and all thoughts collected. The Saints are those who see this more clearly, and are able to give guidance for others to follow. A good life is one full of great deeds, acts of daring, wisdom, and kindness that have changed the world, things worthy of inclusion in the Final God.

More of a philosophy than a unified religion, Ultimism began around 100 AD with the teachings of Ur-Saint Qyiss, the first 'Saint'. Sainthood is bestowed by general consensus – all it takes is enough people to agree that one has lived a suitably worthy life. Thus, Ultimism spurs people on to great accomplishments and individualism, while it is very accommodating of other faiths – the traditional prophets and gods of other cultures easily become adapted to ‘saints’ under Ultimism.

Lanvinquism: There is but one god, and Aeonis is his son and messenger, who suffered and rose from the dead to continue his teachings. The interpretation of those teachings is a personal quest. No man has the right to punish another for his beliefs. One is created as a spark of god, to help god know itself through one's own struggles. On the Final Day, all those of virtue will be united as one with god almighty, and the world shall be no more.

The Lanvinquists are named after their leader Poiret Lanvin who, around 350 AD, began to argue that orthodox Aeonism had lost its way, and that the plague in Europe at the time was an act of god, a signal for people to rise against the flawed authority of the Holy Rovien Empire. The Lavinquists were also greatly inspired by the 'unusual' wiritngs of Ultimist mystics living on the far northern island of Staffa, north of Juhtland. The result was a mixture of Aeonism and Ultimism. The ideas of Lanvinism have spread across scattered parts of northern europe, and has appeal for liberalists and intellectuals alike, as well as anyone with a grudge against traditional Aeonism.

Altocism: The Great God has sent lesser gods into the world, in the form of strong and wise leaders, to bring order and justice, and defeat evil and chaos. It is the duty of all people to seek out the true gods, and fight against the evil men and women - false gods - who seek to keep the world in disorder.

Altocism originated during the rise of the Hocatelco Empire, sometime after 100 AD. Sometimes emperors and kings may be seen as gods, but sometimes it is rebel leaders who are seen as divine. It is not a great formula for stability, but can at times provide more fanatical support from the people than any other faith.

Rationalism: The quest for truth relies on the individual. The divine may take one form or many. However one sees the divine, one should have a commitment to enlightenment - through active spiritual thought, self-control, through keeping the body healthy and free of needless greed or lust, and altruism, actions of kindness to surrounding citizens, and fighting to uphold a fair society.

Founded around 430 AD in the Altyn-Sarai Academy of Philotheology, by the famous philosopher Ivan Avaryk. Rationalism does not act like a traditional world religion. It has no established hierarchy, and encourages individual self-exploration. Though its core concepts may be beyond the understanding of the average peasant, it has great appeal for liberalists and philosophers alike, and has been an attractive alternative for those disillusioned with religion. Although initially tolerant of other faiths, Rationalism has taken a more militant tone as a result of the brutal civil wars and invasions which plagued Antalya from 464 AD onwards.

Ulachism: In the name of Eos and the great prophets, fight the unbelievers and take their land. For Eos has granted this world to his followers, and his followers alone!

Ulachism can be described as a mixture of Theosim with ancient tribal mysticism. It has recently emerged in the country of Qaran, on the northwest coast of South America. It is a religion of many parts. While it has similar values to the 'Jiahs' of Theosim, it is also a strict and militant religion which preaches the forceful conversion of others as its main virtue.


Army Doctrines:

Spoiler Army Doctrines :
Iron: An emphasis on quality and morale. There will be a core of high quality soldiers, with the best available training and armament, who will aim to stand, fight and win against the best the enemy has to offer. Commanders may prefer to fight large, decisive battles.

Aggression: Various aggressive tactics will be used to break the spirit of the enemy at close quarters, or at least keep them confused and on the defensive. An aggressive fighting spirit will be encouraged. Short-range weapons will be favoured. Cavalry will also be important, if available. Commanders may be too reckless sometimes.

Flexibility: The army may be extremely varied, with specialist troops gathered from as far a field as possible, to deal with various kinds of terrains and different types of battles. Local commanders will have more authority, and use of initiative will be encouraged.

Speed: An emphasis on mobility, out-manoeuvring the enemy, and making a fast escape if need be. Troops will wear less armour and carry less weaponry. Less artillery will be carried around, if any. Cavalry will be highly favoured.

Stealth: An emphasis on scouting, ambushing, assassination, sabotage and general subterfuge. Small divisions of troops will be favoured, especially at night or in rough terrain, with the goal of causing chaos and confusion, rather than fighting pitched battles.

Firepower: An emphasis on muskets and cannons, or at least ranged weapons of various kinds - whatever is available. The goal is to cause as much damage to the enemy as possible with ranged fire. Troops will only get in close to 'finish the job'.

Mass: The goal is to overwhelm the enemy with sheer numbers, or at least slug things out to a draw. The army will be geared towards using large numbers of conscripts, regardless of quality. This will work best for large empires with plenty of manpower to spare.

Defence: An emphasis on fighting from behind walls - forts and cities - or else not fighting at all. Battles on open terrain will be avoided if possible, unless victory is almost certain. The aim will be to delay the enemy as much as possible, and force him to withdraw through exhaustion and lack of supplies. Commanders will not be very aggressive in their actions.


Navy Doctrines:

Spoiler Navy Doctrines: :
Speed: Smaller, faster ships are favoured. The aim will be to out-manoeuvre the enemy fleet, and only engage when both the wind and the odds are favourable, or else make a swift get-away.

Aggression: Ships will be designed for getting in close, and ultimately fighting boarding actions, overrunning enemy ships with as many armed men as possible. Short-range armament will be favoured. Discipline and bravery will be encouraged at all levels.

Firepower: The primary goal is to cripple or sink enemy ships at range. Ships will be built to carry as many cannons as possible. Heavy long-range guns may also be favoured. Crews will be drilled to achieve a higher rate of fire than the enemy.

Defence: An emphasis on delaying tactics, protecting trade from raiders, and protecting vital harbours. Ships may be of various types, but will probably not want to fight any major battle without a coastal fort nearby.

Navigation Ships will be built for enduring long voyages on the open sea. Long range patrols will hunt down pirates and privateers far from home. Exploring and pioneering new trade routes will also be a priority. Navigation skills will be encouraged above most other concerns. Detailed knowledge of currents and shallows etc will often be useful in battle.


Wonders of the World:

Spoiler Wonders of the World :
The Great Harbour of Ys: A symbol of the resurgence of Ys as a centre of power and prestige. A set of huge harbours and impressive waterfront buildings that can handle more trade than any other port in the world.

The Great Canals of Antalya: These are giant canals that allow passage of ships from the Ak-Dynghez sea to the Mediterranean, as well as the 'golden lakes' around Altyn Sarai. A symbol of Antalyan engineering and manpower.

The Palace of Roves near Robime: The largest and most beautiful palace in Europe, recently restored by King Phillip III and now full of wonderful art and sculpture. It is a symbol of a proud history, of Rove's defiance, and of its ambition for the future.

Martyr's Cathedral in Lenierde: Construction began soon after the Holy State of Lenierde was founded, and took over a century to complete. Full of wonderful sculptures and paintings by the best craftsmen in Aeonist Europe, it is dedicated to all those who died in the service of the Aeonist faith. It is the greatest religious monument outside of Africa.

The White Ihali of Kure: Arguably the most beautiful building in the world, a symbol of continued confidence in the Theosist faith, and a monument to the enlightened and benevolent rule of Macrabi's Kaliphans.

The Sacred Crypt of al-Eran: The burial place of Ismail's descendents - though not of Ismail himself - this a possibly to most revered monument of all. Although humble in appearance, it is a shrine of great importance to Ismailists across the world, all of whom aim to visit it once in their lives.

The Great Hall of the Khans in Aral Tiyu: A monument to the exaggerated glories of the old steppe peoples, a glory of which Tian claims inheritance. It has been expanded over the centuries to become a shrine to honoured generals, Khaizars and tribal leaders of recent history.

Tianzou Palace, near Huich'on: The largest and most impressive palace in the world, surrounded by acres of oriental gardens and smaller palaces, bathed in an aura of power and authority. Formerly the seat of mighty emperors. Lesser leaders now take residence there, but the impression the palace makes on foreign visitors is no less striking.

The Ancient Monuments of Argos: Argos is no longer a great city, but its weathered monuments still draw tourists from across the old world. The Great Pyramid is the most spectacular, and dates back to at least 3000 BC, if not before. The Antalyans can claim to be the true of inheritors of these past glories.

The Colossus of Ormash: Originally built around 500 BC, and rebuilt around 250 AD after it partially collapsed during an earthquake. The monument is a symbol of the enduring culture and traditions of the Omashi people.

The Grand Temple of Phos in Videssos: For centuries this has been the heart of the Phosist faith. Huge crowds can assemble under its great dome, and bask in the glory of Phos, and of Videssos. It may now be in need of some restoration, but it sill one of the greatest and largest buildings in the world.

The Golden Conclave of Agre: This monumental building is the central hub of Rationalism, attracting attention from across the world. The city of Agre was largely re-planned around its foundations. Its great dome comprises the largest enclosed space ever seen. As with other Rationalist Conclaves, there are no formal religious ceremonies, but specific times when debates or discussions are held on the nature of Faith and the Divine, the spiritual and physical worlds, etc. Other topics include the rights of the people, kings, and nobility, and even the traditions and doctrines of other religions. It may also be a venue for grand state occasions.

The Hippodrome of Altin Tiepe: A huge stretched-oval arena surrounded by seating for tens of thousands. This was completed in 676, opening with several weeks on non-stop horse races and chariot races. These are dangerous sports - deaths regulary occur on the track. There are also shows where steppe horsemen can display their skills. Huge sums of money are bet on the races, and the spectacle attracts visitors from all over Asia and beyond.

 
Stats for Europe:

Spoiler :
Yssian Republic
Claimed by Kol.7
Spending points: 1
Leadership: Lord Protector Prince Gustharii (elected ruler, weak, 64 years old), Guild Council (assembly of nobles, strong)
Ruling Faction: Yssianists (strong)
Rival Factions: moderate republicans (notable), Ultimist cultists (weak)
Main Religions: Ultimism (strong), Aeonism (notable), Levanquism (notable), Theosim (weak)
Main Cultures: Thulean, Old Yssian, Pictish
Society: civilised, mostly free peasantry, many small minorities, mostly stable
Economy Rating: good (+)
Technology Rating: good (+)
Infrastructure: developed
Industry: improved armaments, improved shipbuilding, improved commercial industry
Wonders: The Great Harbour of Ys
Current Army: large size, good quality, excellent leadership, adequately supplied
Conscript pool: large size, average quality
Army Doctrine: firepower and flexibility
Standard Troops: pikemen, musketeers
Support Troops: riflemen, melee infantry, cavalry, cannons
Navy: large size, good quality, good leadership, well supplied
Navy Doctrine: aggression and navigation
Description: The Yssians have been a strong seafaring culture since the dawn of recorded history, spreading their culture and ideals far and wide. Together with the Picts under the Thulean League, which lasted from 86 AD to 590 AD, they opened up the 'Eastern Americas', and pioneered trade routes between Europe and the rest of the world. The ancient city of Ys has emerged as a centre of power again after the dissolution of the Thulean League, which collapsed following a long and costly war with what is now Rove and Vengano, combined with a rebellion by some of the American colonies. However the League still exists in the form of common culture, treaties and trade routes across the Euris Ocean and beyond. Some now wish to revive the great Thulean League, this time centred on Ys itself, with the peaceful or not-so-peaceful annexation of other Leagues. Others are happy to maintain the status quo and focus on trade and wealth.

Hebridean League:
No current player
Is a vassal of Yssian Republic
Spending points: ?
Leadership: Lord Protector Dunbraer (elected ruler, weak, 43 years old), Guild Council (assembly of nobles, notable)
Ruling Faction: Thulean restorationists (notable)
Rival Factions: Pictish republicans (notable), Pictish militants (weak)
Main Religions: Ultimism (strong, state religion), Phosism (weak), Aeonism (weak), ancient mysticism (weak)
Main Cultures: Pictish, Thulean
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic armaments, improved shipbuilding, basic commercial industry
Wonders: none
Current Army: small size, mixed quality, good leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: aggression and flexibility
Standard Troops: melee infantry, musketeers
Support Troops: light cavalry, cannons
Navy: small size, good quality, good leadership, well supplied
Navy Doctrine: aggression and navigation
Description: Life in the Hebridean islands has not changed that much since ancient times. The Picts have periodically been vassals, enemies, and allies of the Yssians. Following the exploits of Gustornii the Great, the Picts where united with the Yssians under the Thulean League in 86 AD. Pictish sailors, explorers and pioneers gained as much fame as their Yssian counterparts. Now the Thuelan League is no more, and the new Hebridean League faces an uncertain future. It has inherited a wide territory containing peoples who resent continued Pictish dominance - the Olesien peoples on the northern coast of the mainland, south of Yuchan, and Nordic peoples on the westernmost islands. Recently the Thulean Restorationist faction has taken power, causing deep divides about whether or not a reunion with Ys is really a good idea. Many Picts fear this would lead to chaos and the loss of their influence in northeast Europe.

Union of Dunottar:
No current player
Spending points: ?
Leadership: Clan Council (assembly of nobles, strong), Gunald Duthi (appointed figurehead, notable)
Ruling Faction: Pictish republicans (notable)
Rival Factions: Pictish militants (notable), Thulean restorationists (weak)
Main Religions: Ultimism (strong, state religion), Phosism (notable), Aeonism (weak)
Main Cultures: Pictish, Thulean
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed (+)
Industry: basic shipbuilding, basic commercial industry
Wonders: none
Current Army: small size, mixed quality, good leadership, adequately supplied
Conscript pool: tiny size, average quality
Army Doctrine: iron and flexibility
Standard Troops: melee infantry
Support Troops: musketeers, light cavalry, light cannons
Navy: small size, average quality, good leadership, well supplied
Navy Doctrine: navigation and defence
Description: Originally part of the Hebridean League. Dunottar seperated in 675, under the leadership of Pictish hard-liners opposed to reunion with Ys, and opposed to the 'weak' leadership of the Hebridean League. These western Picts are eager to keep their own independent trade links with the Euris Ocean and North America. Relations with the rest of the Hebridean League are still tense.

Olesia:
No current player
Spending points: ?
Ruling Faction: Olesian republicans (notable)
Rival Factions: Olesian militants (weak)
Main Religions: Ultimism (notable), Levanquism (notable), Aeonism (weak)
Main Cultures: Olesian, Freisish, Pictish
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: poor
Technology Rating: average
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: small size, average quality, good leadership, adequately supplied
Conscript pool: tiny size, average quality
Army Doctrine: defence and flexibility
Standard Troops: light melee infantry
Support Troops: musketeers, light cavalry, light cannons
Navy: landlocked
Description: With the Hebridean League in disorder, the Olesian peoples near the border with Freiland took advantage of the confusion to declare their own independence. Olesia has yet to be recognised by any outside power, and a war with the Picts is looking possible.

Gelderland:
No current player
Spending points: ?
Leadership: Staten Generahl (elected assembly of nobles, strong)
Ruling Faction: pro-Freiland republicans (notable)
Rival Factions: pro-Thulean republicans (notable), Rovien nobles (weak), fanatical Levanquists (weak)
Main Religions: Levanquism (strong), Ultimism (notable), Aeonism (notable)
Main Cultures: Geldish
Society: civilised, mostly free peasantry, mostly stable
Economy Rating: good
Technology Rating: good (+)
Infrastructure: developed (+)
Industry: improved shipbuilding, basic commercial industry
Wonders: none
Current Army: small size, average quality, good leadership, well supplied
Conscript pool: average size, average quality
Army Doctrine: firepower and defence
Standard Troops: heavy pikemen, musketeers
Support Troops: light cavalry, cannons
Navy: small size, good quality, good leadership, well supplied
Navy Doctrine: defence and navigation
Description: Has been under foreign rule for most of its history - mostly Yssian or Thulean, but also periods under the Rovien, Saxonguille and ancient Anguille empires. Gelderland has growing trade links across the Euris Ocean. It has avoided most of the religious violence and mayhem of the past few centuries, despite having a volatile mixture of religions itself. Gelderland is known for its fine ales.

Kingdom of Rove:
Claimed by Luckmoose
Spending points: 1
Leadership: King Phillip III (ruler, mighty, 59 years old, many heirs), Estad Generale (appointed assembly, notable)
Ruling Faction: Rovien monarchists (strong)
Rival Factions: fanatical Aeonists (strong), pro-Thulean republicans (weak)
Main Religions: Aeonism (strong, state religion), Ultimism (weak, suppressed)
Main Cultures: Saxonguille, Old Gallic
Society: civilised, mostly feudal, stable
Economy Rating: average
Technology Rating: good (+)
Infrastructure: developed
Industry: improved armaments, basic centralised industry
Wonders: The Palace of Roves at Robime
Current Army: average size, good quality, good leadership, well supplied
Conscript pool: average size, good quality
Standard Troops: melee infantry, musketeers, cavalry
Support Troops: cannons
Army Doctrine: iron and aggression
Navy: small size, average quality, average leadership, adequately supplied
Navy Doctrine: speed and defence
Description: Many great empires have been born in these lands. First came ancient Anguille, which flourished and fell a number of times. Then came a period of Germanic influence under the Saxon-Anguille or Saxonguille empire, until the Rovien ascendancy. The Roviens were originally outcasts, considered to be barbaric mercenaries on the fringes of Saxonguille territory. They founded their own state and eventually rebuilt the fractured Saxonguille lands into the great Holy Rovien Empire. The HRE itself only lasted two centuries before collapsing under a wave of violent Aeonist fanaticism. The modern kingdom of Rove is the toughened survivor of countless wars with Thulean forces and rival city states. It has emerged as one of the strongest and best organised states in europe, with a hardened army at its command. Its rulers may dream of founding yet another great empire, but few of the neighbouring states are keen on the idea.

Gallica
Claimed by tuxedohamm
Spending points: 1
Leadership: King Artur VII (ruler, notable, 47 years old, several heirs), Gallic Council (appointed governing assembly, weak)
Ruling Faction: Gallican monarchists (notable)
Rival Factions: fanatical Aeonists (strong), Rovien nobles (notable), pro-Thulean republicans (weak)
Main Religions: Aeonism (strong, state religion), Theosim (weak, discouraged)
Main Cultures: Old Gallic, Catalyan
Society: civilised, mostly feudal, unstable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: developed
Industry: basic armaments, basic shipbuilding
Wonders: none
Current Army: small size, average quality, good leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: iron and defence
Standard Troops: pikemen, cavalry
Support Troops: musketeers, cannons
Navy: average size, average quality, good leadership, well supplied
Navy Doctrine: defence and navigation
Description: This part of europe still maintains the old Gallic culture, with little Germanic influence. Many old ruins and place-names from ancient Anguille still remain. There was however a brief period of rule by the now-defunct Umidian Empire, based in north east Africa. After 400 AD the country saw many harsh reprisals against Theosists converts, following the re-conquest by the Holy Rovien Empire and Aeonist 'Crusaders'. Religious hatred is now deep rooted in the country, which has added to economic problems over the centuries. Aeonism is still dominant, but the few remaining Theosists are no longer persecuted with such enthusiasm. The current monarchy emerged after the collapse of the HRE and is opposed to Rovien resurgence. Though there are Rovien noble families in the country who take the opposite view. Still others are pushing for closer ties with the Yssians in the hope of increasing trade and wealth. Recently the country has been edging towards militant Aeonism, with its support of the Crusades in Africa, and the forced deportation of Umidian minorities.

Vengano:
No current player
Spending points: ?
Leadership: Doge Alcento I (elected ruler, strong, 44 years old), Senate (elected governing assembly, notable)
Ruling Faction: Venganese patricians (strong)
Rival Factions: pro-Thulean republicans (strong), Rovien unionists (weak), fanatical Aeonists (weak)
Main Religions: Aeonism (notable, state religion), Theosim (notable, discouraged), Ultimism (weak)
Main Cultures: Mediterranean, Saxonguille, Aryzian, Butoan
Society: civilised, semi feudal, cultural friction, mostly stable
Economy Rating: average
Technology Rating: average
Infrastructure: developed
Industry: basic armaments, basic shipbuilding, basic commercial industry
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: firepower and defence
Standard Troops: pikemen and musketeers
Support Troops: light cavalry, cannons
Navy: average size, average quality, good leadership, adequately supplied
Navy Doctrine: firepower and defence
Description: Vengano rose from an obscure port city to a great city-state after the collapse of the HRE. In alliance with the Tuscans, the Venganese managed to expand their trade and power at every opportunity during the chaos of the last two centuries. The Venganese have since sided with the Pisaean faction and taken advantage of Tusca's downfall. Vengano's holdings in North Africa have entangled the country with the Aeonist 'Crusades' led by Germanica and Rove. At the same time, Vengano has also made an alliance with the Asturian League and has fought in the Tuscan wars.

Freiland Alliance:
No current player
Spending points: ?
Leadership: Grand Council (elected ruling assembly, strong), Lord Protector Henri Guntham (elected sub-ruler, notable, 38 years old)
Ruling Faction: moderate republicans (strong)
Rival Factions: fanatical Levanquists (weak)
Main Religions: Levanquism (strong, state religion), Ultimism (noteable), Aeonism (weak)
Main Cultures: Freisish, Saxonguille, Germanic, Geldish
Society: civilised, mostly free peasantry, mostly stable
Economy Rating: good (+)
Technology Rating: excellent
Infrastructure: developed (+)
Industry: improved armaments, basic centralised industry, complex commercial industry
Wonders: none
Current Army: average size, good quality, excellent leadership, well supplied
Conscript pool: average size, good quality
Army Doctrine: iron and firepower
Standard Troops: heavy pikemen, musketeers, cavalry
Support Troops: cannons
Navy: landlocked
Description: Formerly part of the Anguille and Saxonguille empires, the Freilanders were among the first to embrace the 'heretical' faith of Levanquism, a more liberal and empowering offshoot of Aeonism, founded by the dissenting Aeonist monk Poiret Lanvin around 340 AD. The traditional Aeonist powers didn't like it, but due to other distractions they were never able to combine their forces to truly wipe out this heresy. This didn't stop them trying, however. Great Freisish generals and their victories are celebrated with much enthusiasm. As the country became more insular and paranoid, Freisish emerged as a separate culture in its own right. Germanica and Rove remain traditional enemies of Freiland. Relations with the Yssians and Hebrideans are a little better, but still ambiguous. Paranoia about foreign invasion has helped to drive development of the military and infrastructure.

Seculia
No current player
Spending points: ?
Is a vassal of Germanica
Ruling Faction: pro-Germanican monarchists (strong)
Rival Factions: Seculien republicans (weak)
Main Religions: Aeonism (notable, state religion), Levanquism (weak, suppressed), Ultimism (weak, discouraged)
Main Cultures: Seculien, Germanican
Society: mostly civilised, semi feudal, mostly stable
Economy Rating: average (+)
Technology Rating: average
Infrastructure: under-developed (+)
Industry: basic armaments
Wonders: none
Current Army: tiny size, average quality, average leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: iron and defence
Standard Troops: melee infantry
Support Troops: musketeers, cavalry, light cannons
Navy: landlocked
Description: In ancient times the Zecul people lived here, after being forced eastwards by the fierce Almothians. Both cultures were later squashed and broken between the then-rising powers of Anguille, Mycenae and Saxony. 'Seculien' culture has had something of a revival in recent centuries, but like many others is now blended with Gallic and Germanic. As a loyal vassal of Germanica, Seculia has been relatively calm and peaceful in recent centuries, though it is now something of a backwater province. Seculien nobles have had some involvement in the Germanican civil wars, fighting in support of the Emperor.
 
Stats for Europe: (continued)

Spoiler :
Axemhaus
No current player
Spending points: ?
Ruling Faction: pro-Germanican monarchists (notable)
Rival Factions: liberalists (notable)
Main Religions: Aeonism (strong, state religion), Levanquism (weak, suppressed)
Main Cultures: Germanican, Saxonguille
Society: civilised, semi feudal, stable
Economy Rating: average
Technology Rating: average
Infrastructure: developed
Industry: basic armaments
Wonders: none
Current Army: tiny size, average quality, good leadership, adequately supplied
Conscript pool: tiny size, average quality
Army Doctrine: defence
Standard Troops: pikemen
Support Troops: cavalry, light cannons
Navy: landlocked
Description: In 501 AD, during a time of calm and prosperity for Germanica, the lands of Axemhaus were given as a gift by Emperor Gunther I to his beautiful wife Olga. In following years Axemhaus managed to remain independent and slowly expanded its lands by making deals and exploiting tensions along the borderlands. Noted for its fine noble houses and gardens, which are a magnet for tourists and artists from across europe.

Holy State of Lenierde
No current player
Spending points: ?
Leadership: Holy Patriarch Jaronus I (elected ruler, notable, 64 years old), Aeonarchy (elected assembly of nobles, notable)
Ruling Faction: Aeonist theocracy (strong)
Rival Factions: fanatical Aeonists (weak)
Main Religions: Aeonism (strong, state religion)
Main Cultures: Saxonguille, Germanic, Mediterranean
Society: civilised, feudal, stable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed
Industry: none
Wonders: Martyr's Cathedral in Lenierde
Current Army: small size, good quality, average leadership, adequately supplied
Conscript pool: average size, average quality
Army Doctrine: firepower and defence
Standard Troops: heavy melee infantry, heavy cavalry
Support Troops: musketeers, light cannons
Navy: tiny size, average quality, average leadership, adequately supplied
Navy Doctrine: firepower and defence
Description: In 511 AD Germanica made a deal with several of the Rovien states to set up the Holy State of Lenierde, based on the city where Aeonis himself was said to have lived and died. Lenierde quickly became the centre of the Aeonist faith. Various Aeonarchs and High Priests moved there from other parts of Europe, until there was a single 'Holy Hierarchy' that most people could accept. Lenierde has had a stabilising influence on Aeonist europe, lending authority to traditional monarchists, while discouraging the kind of fanaticism that caused problems in the past.

Juhtland
No current player
Spending points: ?
Leadership: King Grisli III (ruler, notable, 69 years old, several heirs)
Ruling Faction: Juhtland monarchists (notable)
Rival Factions: none
Main Religions: Aeonism (strong, state religion), Ultimism (notable, discouraged), Levanquism (weak, discouraged), ancient mysticism (weak, discouraged)
Main Cultures: Nordic
Society: semi civilised, semi feudal, stable
Economy Rating: poor (+)
Technology Rating: average
Infrastructure: under-developed (++)
Industry: basic centralised industry
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: tiny size, good quality
Army Doctrine: flexibility and aggression
Standard Troops: melee infantry
Support Troops: musketeers, light cavalry, light cannons
Navy: small size, good quality, average leadership, adequately supplied
Navy Doctrine: speed and aggression
Description: The first Juht kingdom began to take shape around 1 AD. For the past few centuries, the Juht peoples have been struggling to establish their own country, under constant pressure from the Hebrideans and Norgarians. The coastal province of Mecklenjurg was recently reclaimed from the Hebrideans thanks to a diplomatic agreement, supported by Germanica. There is still some territory that Juhtland would slike to reclaim - the cities of Baro and Alldan. Their culture has become basically identical to the Norgars, though the people remain fiercely patriotic about the Juht cause. Unlike Norgar, the faith of Aeonism has been firmly embraced here.

Norgar
No current player
Spending points: ?
Leadership: King Nortvand III (ruler, 23 years old, no heirs)
Ruling Faction: pro-Videssian monarchists (notable)
Rival Factions: pro-Germanican monarchists (notable), Nordic militants (weak)
Main Religions: Aeonism (notable), Phosism (notable), Ultimism (notable), ancient mysticism (weak)
Main Cultures: Nordic
Society: mostly civilised, semi feudal, stable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed
Industry: none
Wonders: none
Current Army: small size, good quality, average leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: iron and aggression
Standard Troops: pikemen, musketeers
Support Troops: light cavalry, light cannons
Navy: small size, good quality, average leadership, adequately supplied
Navy Doctrine: speed and aggression
Description: The Nors or Norgars were among the last peoples in europe to accept civilisation and to form their own kingdom. At its height, around 400 AD, the Kingdom of Norgar held much of Juhtland, and other lands now held by Germanica and Koruzia. Norgar was also a Phosist stronghold and an ally of Videssos - Videssian troops were even stationed in Norgar for a time. However, after 450 AD, there came civil war, decline and defeat at the hands of Aeonist Germanica. Now the faith of Phosism no longer burns as brightly. Relations with Videssos have been revived in recent years, but Germanica remains a dangerous adversary and it is still unclear how the Norgarians can restore their former glory.

Tavuria
No current player
Spending points: ?
Ruling Faction: Tavuri monarchists (strong)
Rival Factions: warlords (notable)
Main Religions: ancient polytheism (strong), Phosism (weak), Aeonism (weak, suppressed)
Main Cultures: Tavuri
Society: semi civilised, semi tribal, mostly stable
Economy Rating: poor
Technology Rating: poor (+)
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: small size, good quality, average leadership, well supplied
Conscript pool: tiny size, good quality
Army Doctrine: speed and aggression
Standard Troops: melee infantry
Support Troops: musketeers, archers, cavalry
Navy: landlocked
Description: The Tavuri are the last survivors of 'barbaric' peoples in europe. Their culture and society have changed little from ancient times. Around 800 years ago, the Tavurians migrated from their original homelands on the western coast, to settle in their current position. They have resisted all comers ever since, though for a time they were vassals of stronger powers in the south, before Germanica expanded in that direction. Tavuri culture is quite closely related to that of the Librians. Though, unlike the Librians, the Tavuri are less than willing to change their old ways of living, and seem willing to fight on for the old traditions. Foreign religions have drifted through these lands, but never taken hold.

Libria:
No current player
Is a vassal of Germanica
Spending points: ?
Ruling Faction: Germanic nobles (strong)
Rival Factions: Librian monarchists (weak), Librian warlords (weak)
Main Religions: Aeonism (strong), Phosism (notable, discouraged), Rationalism (weak, discouraged), ancient polytheism (weak, discouraged)
Main Cultures: Librian, Germanic
Society: mostly civilised, semi-feudal, rural unrest, cultural friction, mostly stable
Economy Rating: poor (+)
Technology Rating: average
Infrastructure: under-developed (++)
Industry: none
Wonders: none
Current Army: small size, good quality, good leadership, well supplied
Conscript pool: small size, mixed quality
Army Doctrine: iron and aggression
Standard Troops: heavy melee infantry
Support Troops: musketeers, cavalry, cannons
Navy: landlocked
Description: Ancient Libria was once a much larger state with its capitol further west. Its glory has long since been forgotten by all, save for a few traditional song-singers, and even fewer historians. Librian tribes once roamed across western europe, and finally played a role in shaping the Aahnad Empire, the early ancestor of modern Antalya. There followed many centuries of obscurity, and later subjugation by steppe invaders from as far away as what is now Rytarrian territory. Known at this time as Talibria, the Librians fought for their masters in many battles against the Germanicans. Ultimately Talibria was crushed, but old Librian culture survived. Recently the Germanicans have increased their influence in the wake of civil war among Librian nobles. Libria has been made a vassal of Germanica and is being steadily assimilated into Aeonism and Germanic culture. Rebel warlords still hold out in the west, keeping the dream of a truly 'Librian' kingdom alive. Meanwhile, many other ethnic-Librians are still living outside Libria, under Koruzian rule.

Empire of Germanica:
Claimed by The_Farow
Spending points: 1
Leadership: Emperor Gunther I (ruler, mighty, 52 years old, several heirs), Reichstag (assembly of nobles, weak)
Ruling Faction: reformist monarchists (notable)
Rival Factions: absolute monarchists (notable), fanatical Aeonists (weak), liberalists (weak)
Main Religions: Aeonism (strong, state religion), Ultimism (weak, suppressed), Levanquism (weak, suppressed), Phosism (weak, suppressed)
Main Cultures: Germanic
Society: mostly civilised, semi feudal, cultural friction, religious violence, mostly stable
Economy Rating: average (++)
Technology Rating: good (+)
Infrastructure: developed
Industry: complex armaments, basic shipbuilding, basic commercial industry
Wonders: none
Current Army: average size, good quality, good leadership, adequately supplied
Conscript pool: large size, mixed quality
Army Doctrine: iron and aggression
Standard Troops: pikemen, heavy melee infantry, musketeers, cavalry
Support Troops: cannons
Navy: average size, average quality, average leadership, adequately supplied
Navy Doctrine: defence and navigation
Description: Has its origins with the ancient Saxons and Goths, 'barbaric' peoples who prospered at the expense of Almothians and Zeculiens, the even more ancient peoples of Europe. The Saxons did most of the hard work in uniting Germanica, but their noble families later became involved further east, following the collapse of Anguille, leading to the rise of Saxonguille culture. Families with Gothic roots are now thought of as 'true' Germanicans. Germanica has existed since about 90 AD, making it the oldest unbroken monarchy in europe. The faith of Aeonism was firmly embraced by successive Kings and Emperors. Around 400 AD, Germanica became an ally of the Holy Rovien Empire, and fought great battles against African invasions and Almothian rebels. Almothian lands were held, and their culture was brutally eradicated. But the fighting was costly, and later invasions by western 'barbarians' brought more hardship. Civil war followed, ending around 550 AD. The Emperor lost some power to a assembly of nobles called the 'Reichstag', but this allowed a revival to take place over the course of the last century. Long running feuds were settled in Germanica's favour, and borders pushed outwards in all directions. But many enemies were gained, and attempts to incorporate the eastern Librian peoples, who share a common ancestry with the old Goths and Saxons, have not yet been successful. Political problems are now resurfacing, as rival factions become equal in power and influence to the ruling reformists.

Republic of Utica:
No current player
Spending points: ?
Leadership: Senate (elected assembly, notable), Princeps Marco Inzaghi (elected sub-ruler, notable, 53 years old)
Ruling Faction: Tuscan restorationists (notable)
Rival Factions: Utician separatists (notable)
Main Religions: Aeonism (notable), Rationalism (notable), ancient polytheism (notable), Levanquism (weak), Ismailism (weak)
Main Cultures: Tuscan, Mycenean, Mediterranean
Society: civilised, mostly free peasantry, unstable
Economy Rating: poor
Technology Rating: average
Infrastructure: under-developed
Industry: improved armaments, basic shipbuilding
Wonders: none
Current Army: small size, good quality, average leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: firepower and defence
Standard Troops: heavy pikemen, musketeers
Support Troops: crossbowmen, cavalry, cannons
Navy: small size, good quality, good leadership, adequately supplied
Navy Doctrine: firepower and defence
Description: Formerly part of the Tuscan Republic. In the aftermath of civil war, Antalyan invasion, and the Razynist revolution, the island of Pisae declared a separate republic, with the intention of reclaiming the Tuscan peninsular and restoring a traditional republic. With help from the Asturian League, Vengano and Tarcedon, and after much bloody fighting, this had been partly achieved by 677.

Tarcedon:
No current player
Spending points: ?
Ruling Faction: republicans (notable)
Rival Factions: Tuscan restorationists (weak), warlords (weak)
Main Religions: Aeonism (notable), Rationalism (notable), Levanquism (notable), ancient polytheism (notable)
Main Cultures: Tuscan, Mycenean
Society: civilised, mostly free peasantry, unstable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed (+)
Industry: basic armaments
Wonders: none
Current Army: small size, good quality, average leadership, well supplied
Conscript pool: small size, mixed quality
Army Doctrine: firepower and flexibility
Standard Troops: melee infantry, musketeers
Support Troops: crossbowmen, cavalry, cannons
Navy: landlocked
Description: As with Utica, this was formerly part of the Tuscan Republic. In the far north of former Tuscan territory, the province of Tarcedon had been left alone long enough to become established as another new state, ruled by traditional republicans, fiercely opposed to the Razynists, and loosely allied with the Vengano-Pisaeans. It has inherited some experienced and well-armed soldiers, but is otherwise lacking in manpower and resources.

Tuscan Republic:
Claimed by TerrisH
Spending points: 2
Leadership: Consul-Generals (military assembly, mighty)
Ruling Faction: Razynist fanatics (strong)
Rival Factions: Razynist moderates (weak)
Main Religions: Rationalism (notable), Aeonism (notable), ancient polytheism (notable), Levanquism (weak), Phosism (weak)
Main Cultures: Tuscan
Society: civilised, mostly free peasantry, unstable, starving
Economy Rating: poor
Technology Rating: good
Infrastructure: under-developed
Industry: improved armaments, improved centralised industry
Wonders: none
Current Army: large size, mixed quality, good leadership, poorly supplied
Conscript pool: small size, poor quality
Army Doctrine: firepower and aggression
Standard Troops: heavy melee infantry, musketeers, cannons
Support Troops: crossbowmen, cavalry
Navy: tiny size, average quality, average leadership, adequately supplied
Navy Doctrine: firepower and defence
Description: For centuries the Tuscans were an obscure people, part of the great empires of Argos and later Mycenae. As Mycenae declined in power, Tusca was one of the areas briefly held by the Saxon-Anguille empire. By around 90 AD, as Saxonguille power declined in turn, the Tuscans found an opportunity to assert themselves. The neighbouring Mycenaean factions suffered a slow decline over the centuries, being torn between the Aeonist europe and the volatile empires of the Agrinese and Antalyans. After centuries of carefully exploiting things to their advantage, the Tuscans gained most of former Mycenean lands, and more besides. However, the liberal republic became corrupt, and by 655 a civil war had begun, soon made worse by invasion of Antalyans. The Razynist faction rose from the chaos, only to face further opposition from the splinter-state of Tarcedon and the 'Mediterranean Alliance' led by the Asturian League.
 
Stats for Asia:

Spoiler :
Imperial Republic of Antalya:
Claimed by Thlayli
Spending points: 2
Leadership: Bazilevs Demetyr I (ruler, mighty, 52 years old, several heirs), Kuzma (assembly of nobles, notable), Municipal Councils (urban assemblies, weak)
Ruling Faction: militant Rationalists (notable)
Rival Factions: moderate Rationalists (notable), Antalese traditionalists (weak), Mycenean liberalists (weak)
Main Religions: Rationalism (strong, state religion), Phosism (weak, suppressed), Aeonism (weak), Levanquism (weak), Ismailism (weak), Theosim (weak)
Main Cultures: Antalyan, Skovyan, Mycenean, Turuk
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: average (+)
Technology Rating: good
Infrastructure: developed
Industry: complex armaments, basic shipbuilding, improved centralised industry, basic commercial industry
Wonders: The Ancient Monuments of Argos, The Great Canals of Antalya, The Golden Conclave of Agre.
Current Army: large size, good quality, excellent leadership, well supplied
Conscript pool: large size, average quality
Army Doctrine: aggression and flexibility
Standard Troops: melee infantry, musketeers, cavalry
Support Troops: crossbowmen, archers, cannons
Navy: average size, good quality, good leadership, well supplied
Navy Doctrine: speed and firepower
Description: The descendent of many great empires dating back to ancient times. The centre of gravity has shifted many times, but now rests again upon the ancient city of Altyn Sarai, city of the golden lakes. A common culture in the heartland has been developing since Aahnad times. The later Agrinese Empire, at is height, has never since been surpassed in terms of size and glory. In comparison, Antalya is a much more modern state, with a fearsome and experienced military, though this has come at a cost. After 450 AD, a devastating civil war was fought, as traditional Phosist nobles tried to overthrow the new Rationalist regime being imposed by the Bazilevs. Foreign powers became involved, Videssos in particular. Antalya eventually emerged as a vengeful and fiercely Rationalist state, with reduced territory and a brutalised population. Phosism took the blame for all the trouble, and is still a tightly suppressed religion. After a century of recovery, Antalya remains a largely militarised society with economic problems, though it has proud achievements in technology and engineering. Foreign powers are increasingly nervous, as they fear the battle-forged might of Antalya being used to export the Rationalist 'enlightenment' to the rest of the world.

Cyramenya
No current player
Is a vassal of the Imperial Republic of Antalya
Spending points: ?
Leadership: Bazilas Tamarik IV (ruler, notable, 54 years old, several heirs)
Ruling Faction: Pro-Antalyan monarchists (strong)
Rival Factions: warlords (weak)
Main Religions: Rationalism (strong), Phosism (notable, discouraged), Aeonism (notable)
Main Cultures: Gorund
Society: mostly civilised, semi tribal, mostly stable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: small size, good quality, average leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: iron and aggression
Standard Troops: melee infantry, cavalry
Support Troops: musketeers, cannons
Navy: landlocked
Description: This area has long been important for its gold and silver mines. It has also been a crossroads of European and Asian cultures. Various invaders have reached these lands over the centuries, each time imparting some of their culture. The resulting mix has become known as Gorund culture. The modern Antalyan empire continues to exert considerable influence.

Koruzia
No current player
Spending points: ?
Is a vassal of Videssian Empire
Leadership: Prince Valsud II (ruler, notable, 21 years old, one heir), Tanbri Council (assembly of nobles, notable)
Ruling Faction: Skovyan monarchists (strong)
Rival Factions: Videssian nobles (notable), warlords (notable)
Main Religions: Phosism (strong, state religion), Rationalism (weak), Aeonism (weak)
Main Cultures: Skovyan, Videssian, Nakuri
Society: mostly civilised, semi feudal, cultural friction, mostly stable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: average size, average quality, good leadership, adequately supplied
Conscript pool: average size, mixed quality
Army Doctrine: iron and flexibility
Standard Troops: melee infantry
Support Troops: cavalry, cannons
Navy: average size, average quality, good leadership, adequately supplied
Navy Doctrine: speed and aggression
Description: Skovyan culture first rose to prominence under the old kingdom of Muskovya. Phosism was adopted soon after. Invasion by the Tarkans followed, causing much destruction. Under the later kingdom of Ryzovy, the Skovyans became vassals of Videssos, and then benefited from several centuries of Videssian civilisation. By 560 AD, with Videssos in the grip of civil war, Ryzovy gave way to the ambitious Koruzia dynasty, who set out to create a 'new Videssos' in the east. Within two decades, thanks to some inspired leadership, they had more than tripled their territory. First the troublesome Nakuri tribes of the north were re-conquered and then, thanks to fleet of sturdy Norgar-inspired longships, the western remnants of Talibria were added too. They even skirmished with the Antalese with some success. All this was done in Videssos's name and for the unity of Phosism, but it wasn't until 609 AD, when it was clear that Videssos was back on its feet, and the Antalyans were a growing threat, that Koruzia reluctantly became a vassal. Koruzia is likely to face a struggle to hold its various territories, where there is much dissent among the non-Skovyan peoples, especially the Librians. Koruzia is the main exporter of timber and furs to Antalya.

Videssian Empire:
Claimed by Warman17
Spending points: 2
Leadership: Patriarch Kyphos I (elected religious leader, strong), Avtokrator Alanis II (ruler, insane, 50 years old, many heirs), Torus (elected assembly of nobles, notable)
Ruling Faction: reformists (notable)
Rival Factions: traditionalists (notable), fanatical Phosists (notable)
Main Religions: Phosism (strong, state religion), Orhadism (notable, discouraged), Oruism (weak, discouraged), Ultimism (weak)
Main Cultures: Videssian, Skovyan, Nakuri, Hojo, Champa
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: average (+)
Technology Rating: good
Infrastructure: under-developed (+)
Industry: basic armaments, basic shipbuilding, basic centralised industry, basic commercial industry
Wonders: The Grand Temple of Phos in Videssos
Current Army: large size, mixed quality, good leadership, adequately supplied
Conscript pool: large size, average quality
Army Doctrine: speed and flexibility
Standard Troops: melee infantry, musketeers
Support Troops: cavalry, cannons
Navy: large size, mixed quality, good leadership, adequately supplied
Navy Doctrine: speed and navigation
Description: Videssos first emerged as a serious power around 250 BC, though its earlier origins are somewhat obscure. According to some legends, the ancestors of the first Videssians were Argosian exiles who travelled all the way from the western mediterranean to what is now Korosev at the eastern end of the Videssian Sea. Videssos's isolated position has led to a unique culture, quite unlike the rest of Asia, but more closely related to modern Antalyan. Videssos was the birthplace of the Phosist faith, which has spread far and wide over the centuries, though it has recently begun to lose ground to other faiths, most notably Rationalism in Antalya. Videssos's borders have expanded in gradual phases, over land at sea, at the expense of many 'primitive' cultures. Some, like the Vaspurikans, are now assimilated and all but forgotten. Other more recent conquests like the Champa and Nakuri are still threatening to rebel. Stronger opponents like old Ormash were fought with success in previous centuries. Videssos has since lost much of its prestige, suffering from corruption, stagnation and civil war. However, moderate reforms have been passed, and things may be on the rise again. Videssian explorers and colonists are eagerly perusing any sign of opportunity in North America.

Shimazu:
No current player
Spending points: ?
Leadership: Emperor Tajimawa I (ruler, strong, 78 years old, many heirs), Imperial Council (appointed assembly of nobles, notable)
Ruling Faction: traditional monarchists (notable)
Rival Factions: pro-Videssian reformists (notable), pro-Rytarrian reformists (notable), militarists (notable)
Main Religions: Phosism (notable, state religion), Orhadism (weak)
Main Cultures: Choson
Society: civilised, feudal, stable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: developed
Industry: basic centralised industry
Wonders: none
Current Army: tiny size, good quality, average leadership, well supplied
Conscript pool: average size, average quality
Army Doctrine: iron and flexibility
Standard Troops: melee infantry, cavalry
Support Troops: archers, light cannons
Navy: tiny size, mixed quality, good leadership, adequately supplied
Navy Doctrine: defence and navigation
Description: For much of their history, these islands have been divided between squabbling warlords. The current Shimazu state is the most successful attempt yet at holding things together, having lasted since around 400 AD. Choson culture has more in common with Pangan, Taej and Ormash, suggesting settlement by seafarers from south Asia in ancient times. Though, its nearer neighbours now demand attention. For two centuries the Shimazu court has been playing a careful game, trying to make Videssian and Rytarrian envoys compete with each other to offer the best trades and treaties. There is still a strong military tradition, but it is slowly fading, as there is little opportunity for fighting in these peaceful times. Ancient seafaring skills have been lost, but there is growing interest in taking to the seas again, particularly to trade with America and cut out foreign middle-men.

Rytarrian Empire:
Claimed by KrimzonStriker
Spending points: 2
Leadership: Khaizar Tovaul III (ruler, strong, 33 years old, one heir), Yurtyr (elected assembly of nobles, notable), Zeyris Guild (assembly of merchants, notable)
Ruling Faction: Rytarrian monarchists (strong)
Rival Factions: warlords (weak), fanatical Phosists (weak), fanatical Oruists (weak)
Main Religions: Phosism (notable), Rationalism (notable), Orhadism (notable), Oruism (notable)
Main Cultures: Tianese, Rayamese, Ulak, Tarkan, Avar, Ibir
Society: mostly civilised, semi-feudal, religious tensions, stable
Economy Rating: good
Technology Rating: good
Infrastructure: under-developed (+)
Industry: improved armaments, basic shipbuilding, basic centralised industry, basic commercial industry
Wonders: The Great Hall of the Khans in Aral Tiyu, The Hippodrome in Altin Tiepe
Current Army: large size, good quality, good leadership, well supplied
Conscript pool: large size, average quality
Army Doctrine: firepower and speed
Standard Troops: light melee infantry, musketeers, cavalry, light cannons
Support Troops: archers, war elephants, rockets
Navy: average size, mixed quality, good leadership, well supplied
Navy Doctrine: firepower and navigation
Description: Born from 'barbaric' steppe culture of the Ulak, who were originally from what is now the vicinity of Antalyak in the Antalyan Empire. The ancient Ulak peoples were pushed into the western steppe by the growing power of Altyn-Kanalat civilisation. There the Ulaks adopted the ways of the horse, bow and spear. Ulak hordes once rampaged across central asia, from coast to coast. But around 60 BC, defeats at the hands of the Agrinese and Ormash empires put an end to the Ulak golden age. Then came civilisation in the form of Tian, or civilisation in steppe style. By 450 AD, after a long series of bitterly fought wars, Tian had gained control of the Rayamese west, as well as the obedience of the northern and western steppe peoples. The 'Rytarrian' empire was born. The empire has steadily grown in size and wealth, and its trade ventures in America and the Zeyris Ocean islands are more profitable than most. Still, much unrest remains amongst the Rayamese people of the west, and the vassal state of Gaiyvaria shares similar problems. The various steppe tribes and cultures across the empire can only be relied upon to serve their own interests.

Gaiyvaria:
No current player
Is a vassal of Rytarrian Empire
Spending points: ?
Leadership: King Arudhan I (ruler, weak, 50 years old, several heirs)
Ruling Faction: pro-Rytarrian monarchists (notable)
Rival Factions: Rayamese militants (weak)
Main Religions: Orhadism (notable), Phosism (notable), Oruism (weak)
Main Cultures: Rayamese, Tianese
Society: mostly civilised, semi-feudal, rural unrest, unstable
Economy Rating: average (+)
Technology Rating: average
Infrastructure: under-developed (+)
Industry: basic commercial industry
Wonders: none
Current Army: small size, average quality, average leadership, adequately supplied
Conscript pool: average size, mixed quality
Army Doctrine: firepower and iron
Standard Troops: light melee infantry, musketeers
Support Troops: archers, cavalry, war elephants, cannons, rockets
Navy: tiny size, good quality, good leadership, well supplied
Navy Doctrine: speed and navigation
Description: The kingdoms of ancient Rayam and later Garuda once stood here. Gaiyvaria is supposedly a free state for the Rayamese people, though it is still a vassal and under the influence of the Rytarrian Empire, and covers barely half the territory where Rayamese culture is foremost. The pro-Rytarrian monarchy is not respected by most Rayamese, though it has grown rich by working with the Rytarrians in trading across the Zeyris Ocean. Indeed, the Rytarrians have depended on Rayamese seafaring skills for their colonial enterprises in the west.

Tajeshian:
No current player
Is a vassal of the United Empire
Spending points: ?
Ruling Faction: pro-UE monarchists (strong)
Rival Factions: fanatical Orhadists (weak), warlords (weak)
Main Religions: Orhadism (strong), Oruism (weak), Taosim (weak)
Main Cultures: Ormashi, Rayamese
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: good
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic armaments
Wonders: none
Current Army: small size, average quality, good leadership, adequately supplied
Conscript pool: average size, average quality
Army Doctrine: firepower and defence
Standard Troops: pikemen, musketeers
Support Troops: crossbowmen, light cavalry, war elephants, cannons
Navy: small size, poor quality, average leadership, adequately supplied
Navy Doctrine: firepower and defence
Description: One of the many creations of the UE as it tried to create more sustainable borders. Its territory covers part of old Ormash, as well as Rayamese lands in the west that had long been under Ormashi influence. The Rayamese have less problems with the Ormashi than the Rytarrians, based on their history, but things remain potentially volatile.

United Empire:
Claimed by jalapeno_dude and Symphony D. (joint players)
Spending points: 1
Leadership: Atash Tajarak I (ruler, mighty, 64 years old, several heirs), Marashan (military council, notable), Imperial Court (elected civil assembly, weak)
Ruling Faction: conservative militarists (strong)
Rival Factions: reformists (notable), fanatical Orhadists (weak), Oruist warrior monasteries (weak)
Main Religions: Orhadism (strong, state religion), Oruism (notable), Taosim (notable), Rationalism (weak), Phosism (weak)
Main Cultures: Ormashi, Baraki, Taej, Gyut, Ugasi, Turuk
Society: mostly civilised, semi-feudal, cultural friction, religious violence, mostly stable
Economy Rating: good (+)
Technology Rating: good (+)
Infrastructure: under-developed (+++)
Industry: improved armaments, basic shipbuilding, complex centralised industry
Wonders: The Colossus of Ormash, The Grand Canal of Otikash (89% built)
Current Army: large size, good quality, good leadership, adequately supplied
Conscript pool: gigantic size, average quality
Army Doctrine: firepower and aggression
Standard Troops: melee infantry, musketeers, cavalry
Support Troops: cannons
Navy: average size, good quality, average leadership, adequately supplied
Navy Doctrine: firepower and aggression
Description: The ancient and immovable civilisation of Ormash eventually spawned a rival empire in the east, the Orion empire. Centuries of ambiguity and tension followed, but the two cultures never separated too far. After Orion's fall to Antalese invasion, and Ormash's collapse into anarchy, both empires were united by the unceasing efforts of Kaelazar the Great. Amazingly, Kaelazar's empire survived his death in 485 AD mostly intact. Under a succession of able leaders, the so-called 'Alliance of Prosperous and Peaceful Empires', or simply 'United Empire' was born. The Empire's borders inevitably shrank, as they were simply too huge to sustain at that point, but in most cases friendly vassal states appeared in their place. A new culture of austerity and practicality has replaced the famous excesses of the old imperial court of Orion. Though vast quantities of gems, gold and other metals are still mined and exported from the heartland, much of the income is spent on military upkeep, and building of roads and forts. Old military traditions have been revived. The UE remains surprisingly stable and strong, but is still relatively young and unproven. Most of its neighbours regard it as an artificial monstrosity, already overdue for demolition. Since Kaelazar's time, it has rarely seen more than minor rebellions, swift overthrows, and border skirmishes. It remains to be seen how well the UE can handle a serious threat to existence.

Rajarash:
No current player
Is a vassal of the United Empire
Spending points: ?
Ruling Faction: pro-UE militarists (strong)
Rival Factions: fanatical Oruists (weak), Taej nobles (weak)
Main Religions: Orhadism (strong), Oruism (notable), Taosim (notable)
Main Cultures: Ormashi, Taej, Rayamese
Society: mostly civilised, feudal, cultural friction, mostly stable
Economy Rating: poor (++)
Technology Rating: good
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: small size, good quality, excellent leadership, well supplied
Conscript pool: small size, good quality
Army Doctrine: iron and flexibility
Standard Troops: melee infantry, cavalry
Support Troops: musketeers, light cannons
Navy: landlocked
Description: Founded by a core of elite Rayamese soldiers, after they were granted lands for their service in the armies of the United Empire. Much of the territory is poor and mountainous, with mixed Taej and Ormashi culture. Military skills have been maintained by fighting bandits and raiders along the volatile borderlands. They have recently gained land from the rebellious Gyuts, as a reward for loyal service to the UE.

Gyutshian:
No current player
Is a vassal of the United Empire
Spending points: ?
Leadership: King Kabai I (ruler, notable, 38 years old, several heirs), Gyu-uruk (assembly of nobles, weak)
Ruling Faction: pro-UE monarchists (strong)
Rival Factions: Gyut militarists (weak), warlords (weak), Taej nobles (weak), fanatical Oruists (weak)
Main Religions: Taosim (strong), Oruism (notable), Orhadism (notable)
Main Cultures: Ormashi, Taej, Gyut, Yutanese
Society: mostly civilised, semi-feudal, semi-tribal, cultural friction, mostly stable
Economy Rating: poor (+)
Technology Rating: average
Infrastructure: under-developed
Industry: none
Wonders: none
Current Army: small size, average quality, good leadership, well supplied
Conscript pool: small, mixed quality
Army Doctrine: speed and flexibility
Standard Troops: melee infantry, cavalry
Support Troops: archers, light cannons
Navy: landlocked
Description: The ancestors of the Gyut were to be found on the steppes of northern asia, fighting in the service of the old Ulak empire. Around 225 BC, as a campaign against the Agrinese Empire turned sour, the 'Dyngulak' tribes deserted the cause, and headed south to seek new lands of their own. Later known as the Gyuts, their fortunes rose and fell several times over the centuries. After being defeated by Kaelazar the Great, the Gyutans were later granted Taej lands in return for military service, and have bounced back under new leaders to become too powerful for anybody's liking. Only the northernmost and most undeveloped part of the territory can truly be called Gyut homeland. The rest is full of resentful Taej peasants and city-dwellers, much of whose wealth is being drained off to pay the wages of the formidable Gyut military and support the lavish lifestyle of the Gyut nobles.

Tojushian:
No current player
Is a vassal of the United Empire
Spending points: ?
Ruling Faction: pro-UE monarchists (strong)
Rival Factions: Taej nobles (weak)
Main Religions: Orhadism (strong), Taosim (strong)
Main Cultures: Taej, Ormashi
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic armaments
Wonders: none
Current Army: tiny size, average quality, good leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: firepower and defence
Standard Troops: melee infantry, cavalry
Support Troops: archers, light cannons
Navy: landlocked
Description: Formerly part of the Taej Empire, now a buffer zone for the UE. The population is almost totally Taej in culture, but are denied any place in government, unless they are part of the military. The land is not the richest, nor has there been much effort to repair the damage of previous wars.

Tanashian:
No current player
Spending points: ?
Is a vassal of the United Empire
Ruling Faction: pro-UE monarchists (strong)
Rival Factions: pro-Taej monarchists (weak), fanatical Oruists (weak)
Main Religions: Orhadism (strong), Taoism (strong), Oruism (weak)
Main Cultures: Ormashi, Taej, Pangan
Society: civilised, semi-feudal, cultural friction, mostly stable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed (+)
Industry: basic shipbuilding
Wonders: none
Current Army: small size, average quality, average leadership, adequately supplied
Conscript pool: average size, average quality
Army Doctrine: defence
Standard Troops: pikemen, cavalry
Support Troops: musketeers, archers, light cannons
Navy: tiny size, poor quality, average leadership, adequately supplied
Navy Doctrine: defence
Description: A region that never fitted comfortably into the UE, due to its mix of cultures and territorial claims. It was formerly split in various ways between the old Ormash and Taej empires. The UE maintains that all of this land was part of ancient Ormash long before it was assimilated by the now-defunct Taej Empire. Though, most of the southern half is now Taej in culture. Pangari influence is also present along the western border.
 
Stats for Asia: (continued)

Spoiler :
Tyansua:
No current player
Spending points: ?
Leadership: King Jiajing (ruler, strong, 45 years old, several heirs)
Ruling Faction: moderates (strong)
Rival Factions: militarists (strong)
Main Religions: Taoism (strong), Orhadism (notable), Rationalism (weak)
Main Cultures: Taej, Pangari
Society: civilised, semi-feudal, stable
Economy Rating: average
Technology Rating: good
Infrastructure: developed
Industry: basic armaments, basic centralised industry
Wonders: none
Current Army: average size, good quality, good leadership, adequately supplied
Conscript pool: average size, good quality
Army Doctrine: iron and firepower
Standard Troops: pikemen, musketeers, cavalry
Support Troops: crossbowmen, cannons
Navy: landlocked
Description: This land may be the original cradle of civilisation. The very first proto-Taej cities appeared in the vicinity of modern Ki yuwan and Kya Taej, perhaps as far back as 6000 BC. Much later, Taej revival also occurred here. Kya Taej was the city from which the later Taej Empire was born. Proud legacies aside, the kingdom of Tyansua is one of the stronger remnants of the Taej Empire, and has suffered less from previous wars and unrest, though it is stuck between the power of the United Empire and the Sung Taej, with no obvious way of expanding its own power. The region is famous for its fine silk and porcelain.

Qi Taej:
No current player
Spending points: ?
Leadership: Emperor Chung-jong (ruler, notable, 43 years old, many heirs), Imperial Council (appointed assembly of nobles, notable)
Ruling Faction: traditional monarchists (strong)
Rival Factions: Taej restorationists (weak)
Main Religions: Taoism (strong)
Main Cultures: Taej
Society: civilised, semi-feudal, stable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: developed (+)
Industry: basic armaments, basic centralised industry
Wonders: Tianzou Palace near Huich’on
Current Army: small size, average quality, average leadership, well supplied
Conscript pool: large size, average quality
Army Doctrine: iron and defence
Standard Troops: pikemen, cavalry
Support Troops: crossbowmen, musketeers, cannons
Navy: landlocked
Description: Officially, the Taej Empire continues, as does the old Zehju dynasty, still ruling from the magnificent Tianzou Palace on the outskirts of Huich’on. Though Tianzou is now regarded as nothing more than a symbolic capitol by the other Taej states. The United Empire's attempts to manipulate and control the Taej territories through Qi Taej have not been so successful. Qi Taej now has uncertain relations with all its neighbours. The region remains famous for its exquisite arts and crafts.

Sung Taej:
Claimed by Alex994
Spending points: 1
Leadership: King Haoming (ruler, strong, 27 years old, several), Majestic Court (appointed assembly of nobles, notable)
Ruling Faction: Sung monarchists (strong)
Rival Factions: Taej restorationists (notable)
Main Religions: Taoism (strong), Rationalism (weak), Orhadism (weak), Oruism (weak)
Main Cultures: Taej, Yutanese
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: good
Technology Rating: good (+)
Infrastructure: under-developed (++)
Industry: improved armaments, improved shipbuilding, basic centralised industry, basic commercial industry
Wonders: none
Current Army: average size, average quality, good leadership, well supplied
Conscript pool: large size, average quality
Army Doctrine: firepower and flexibility
Standard Troops: pikemen, musketeers, cavalry
Support Troops: archers, crossbowmen, cannons, rockets
Navy: huge size, good quality, excellent leadership, well supplied
Navy Doctrine: firepower and navigation
Description: Following the defeat of the old Taej Empire by Kaelazar the Great, a splinter state led by the Sung dynasty emerged in the south. Over the last century, it has swallowed up several smaller rivals by force and by diplomacy, to become the closest thing to the old empire. The most important addition was the former vassal of Yutan, together with its island territories, and the seafaring skills of its people. The Sung soon had a growing fleet of rather large warships and bulk trading vessels, with which they founded colonies right across the southern hemisphere, and built up good relations with both the African nations and the Thuleans. As for the borders of Southern Asia, or even the restoration of the Taej Empire, much remains undecided.

Onga:
No current player
Spending points: ?
Leadership: King Jo-yin (ruler, notable, 33 years old, one heir), Ongan Council (elected assembly, notable)
Ruling Faction: Ongan monarchists (strong)
Rival Factions: warlords (weak)
Main Religions: Taoism (strong), Orhadism (weak)
Main Cultures: Onga, Taej
Society: mostly civilised, mostly free peasantry, stable
Economy Rating: average (+)
Technology Rating: good
Infrastructure: under-developed (+)
Industry: basic armaments
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: small size, good quality
Army Doctrine: firepower and defence
Standard Troops: pikemen, musketeers
Support Troops: archers, light cavalry, heavy cannons
Navy: tiny size, average quality, average leadership, adequately supplied
Navy Doctrine: speed and defence
Description: The Ongans are mostly descended from ancient Pangans. Pangan settlement and journeying across southern Asia was much more widespread before the ascendancy of the Taej. Their culture has blended with Taej over the centuries but, at least in the case of the Ongans, has never been fully assimilated. An independent Onga has risen several times, only to be crushed. After the collapse of the Taej Empire, it was natural that the remaining Ongans would try again. With indirect aid from Panga, the Ongans have survived several wars with the Sung Taej over the past century, so that they remained a thorn in their side. A brave kingdom that can count on strong support from its people.

Pangari Republic:
Claimed by Lord_Iggy
Spending points: 2
Leadership: Ri-Panga (elected assembly, strong), Dosu Tahan-Kira (elected sub-ruler, weak, 33 years old)
Ruling Faction: Pangari republicans (notable)
Rival Factions: industrial reformists (notable), science houses (weak), Pangari militants (weak)
Main Religions: Orhadism (strong), Rationalism (notable), Taoism (strong), Phosism (weak)
Main Cultures: Pangari, Taej
Society: highly civilised, free peasantry, stable
Economy Rating: good
Technology Rating: good (+)
Infrastructure: developed (+)
Industry: improved armaments, improved shipbuilding, basic centralised industry, basic commercial industry
Wonders: The Diamond Conclave of Panga (84% built)
Current Army: average size, average quality, average leadership, well supplied
Conscript pool: large size, poor quality
Army Doctrine: firepower and defence
Standard Troops: melee infantry, musketeers
Support Troops: crossbowmen, cavalry, cannons
Navy: average size, average quality, average leadership, well supplied
Navy Doctrine: navigation and firepower
Description: The oldest surviving state in the world, if the brief episode between 40 and 47 AD when it was annexed by the Taej Empire can be ignored. Ancient Pangans were as warlike as any other people, but since civilisation began, Panga has been untouched by war and unrest for most of its history. The ongoing threat of absorption into the Taej Empire led to a rare period of militancy between 350 and 450 AD, during which time Panga regained territory from the Taej in South Asia, and fought wars in South America to safeguard its colonial interests there - Pegu is now the most developed and independent of any colonial state. More importantly, Panga is credited with advancing science more than any other civilisation, and together with the Taej, they have exported South Asian ideas and customs around the world. Yet, as developed and civilised as it is, Panga almost seems like a stagnating nation, a left-over from a bygone age. It is no longer such a dominant trading power, and its army has suffered from two centuries of inactivity. Panga's legendary scientific and philosophical institutions have actually become something of an obstacle to further progress, and have gained an unhealthy amount of political influence.
 
Stats for Africa:

Spoiler :
Haman:
No current player
Spending points: ?
Leadership: Council of Ismail (body of nobles, strong), Salim Azrju (figurehead, weak, 29 years old, several heirs)
Ruling Faction: Ismailist militarists (strong)
Rival Factions: Savarian moderates (weak), warlords (weak)
Main Religions: Ismailism (strong, state religion), Theosim (notable), Rationalism (weak, suppressed)
Main Cultures: Savarian, Narian
Society: semi-civilised, semi-feudal, semi-tribal, unstable
Economy Rating: poor
Technology Rating: average
Infrastructure: under-developed (+)
Industry: none
Wonders: Sacred Crypt of al-Eran
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: speed and aggression
Standard Troops: light melee infantry, light cavalry
Support Troops: archers, light cannons
Navy: tiny size, average quality, average leadership, poorly supplied
Navy Doctrine: speed and defence
Description: Haman is the heart of the Ismailist cause, with a descendent of Imsail as figurehead leader. The city of al-Eran is revered as sacred ground, for it holds the tombs of most of Ismail's descendents. Fierce Savarian horsemen arrived from Saruk around 200 AD, and began to spread the faith of Theosim. By 420 AD, they were part of the great but short-lived empire, the Kaliate of Acre. The Savarians were among the greatest believers in Ismail al-Zaiye, and enthusiastically took part in the Kaliate's ill-fated invasions of southern Germanica. Later, after the Kaliate's dissolution in 482 AD, the Savarians and their allies almost succeeded in rebuilding it, and captured much of northern Africa. But defeat and decline followed, and the hated Venganese were able to establish strongholds in the north-east of Africa. A century later, Haman has come under renewed attack from all sides, and is now in a weak and isolated position, though the zeal of the Ismailists remains strong.

Oryx:
Claimed by Andis-1
Spending points: 1
Leadership: King Amram II (ruler, notable, 55 years old, several heirs)
Ruling Faction: Umidian monarchists (notable)
Rival Factions: fanatical Theosists (weak), fanatical Ismailists (weak)
Main Religions: Theosim (strong, state religion), Ismailism (notable), Ultimism (weak)
Main Cultures: Umidian, Aryzian
Society: civilised, semi-feudal, mostly stable
Economy Rating: average
Technology Rating: good (+)
Infrastructure: developed (+)
Industry: improved armaments, improved centralised industry
Wonders: none
Current Army: average size, good quality, good leadership, well supplied
Conscript pool: average size, good quality
Army Doctrine: firepower and flexibility
Standard Troops: pikemen, musketeers, cavalry
Support Troops: archers, cannons
Navy: tiny size, average quality, good leadership, poorly supplied
Navy Doctrine: firepower and speed
Description: The site of one of the cradles of civilisation. The ancient Kairon empire, centred around modern Oryx, was one of the first civilisations, and a rival of the ancient Argosians. After a period of anarchy in ancient times, Umidian civilisation then emerged. Umidian power rose and fell over the centuries, at its height controlling half of Africa. The faith of Theosim was one of the many imports from the south. Later, following centuries of contact with old Yssian colonies on the eastern coast, the Umidians also founded a colonial empire of their own in the Euris Ocean. Their armies and fleets were the first in the world to use gunpowder cannons on a large scale. Finally, after enduring for over a thousand years, Umidia succumbed to a combination of poor leadership, religious turmoil, corruption, defeat by the Aeonists in southern Europe, and defeat at sea by the Thuleans. Two centuries later, the kingdom of Oryx has risen from the ashes, only to face invasion by Germanica and Rove, hated European infidels. Oryx is not beaten yet. The idea of restoring past glory still holds appeal for the nobles and common people alike.

Daran League:
Claimed by thomas.berubeg
Spending points: 1
Leadership: Daran Council (elected assembly, strong)
Ruling Faction: pro-Asturian republicans (strong)
Rival Factions: warlords (weak)
Main Religions: Theosim (strong), Ultimism (notable), Ismailism (weak), Tarrism (weak)
Main Cultures: Darian, Thulean, Umidian
Society: mostly civilised, semi-feudal, stable
Economy Rating: average (+)
Technology Rating: good (+)
Infrastructure: developed (+)
Industry: improved armaments, basic shipbuilding, basic commercial industry
Wonders: none
Current Army: small size, average quality, good leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: speed and flexibility
Standard Troops: light melee infantry, light cavalry
Support Troops: musketeers, light cannons
Navy: average size, good quality, good leadership, adequately supplied
Navy Doctrine: speed and navigation
Description: Born from the mixing of Yssian, Umidian and east African cultures which began in ancient times. The seafaring skills of these people were especially important for the Umidians during their colonising efforts between 300 and 450 AD. After Umidia's decline, these coasts fell into the Thulean orbit, and combined with Umidia's old colonies to form a satellite league of the Thuleans. Though it was forced to release its hold on Oluhanik, it managed to expand on some of Umidia's earlier colonies in the far south. The southern land of Himutshakla is one of the few open spaces left for the colonists that isn't a frozen glacier. There the Daran League competes with rival colonists from the Sung Taej and the United Empire. The Daran League is now independent, but remains an ally and an important trading partner of the Thulean countries.

Asturian League:
Claimed by Fuschia
Spending points: 1
Leadership: Asturian Council (elected assembly, strong), Merchant's League (assembly of merchants, strong)
Ruling Faction: Asturian republicans (strong)
Rival Factions: Pro-Yssian unionists (weak), Catalyan separatists (weak)
Main Religions: Ultimism (notable, state religion), Theosim (notable), Rationalism (weak), Aeonism (weak), Ismailism (weak)
Main Cultures: Thulean, Catalyan
Society: civilised, free peasantry, many ethnic minorities, mostly stable
Economy Rating: good (+)
Technology Rating: good (+)
Infrastructure: under-developed (++)
Industry: improved armaments, improved shipbuilding, improved commercial industry
Wonders: none
Current Army: average size, good quality, good leadership, well supplied
Conscript pool: average size, mixed quality
Army Doctrine: iron and flexibility
Standard Troops: pikemen, musketeers
Support Troops: crossbowmen, cavalry, cannons
Navy: large size, good quality, good leadership, well supplied
Navy Doctrine: firepower and speed
Description: As with the Daran League, the Asturian League has a mixture of cultures, resulting from the rise and fall of Umidian and Yssian power over the centuries. Ancient Yssian colonists were the first 'civilised' people to settle on these shores and islands. The territory on the southern tip of mainland Europe later gave rise to Catalyan culture, which enjoyed a brief ascendancy around 250 BC, rivalling Anguille, before its swift decline. Umidian dominance followed in later centuries, followed by Thulean victory in the great Euris war and the retaking of the island territories. Culture of the main islands is now essentially Thulean, with traces of assimilated ancient cultures lurking beneath. The Catalyan territory on the southern tip of europe retains a distinct culture of its own. With the final break-up of the Thulean League in 590 AD, the Asturian League was formed as an afterthought, only because these areas did not fit easily into the Yssian or Daran spheres. Its leaders have since done well to keep the peace between the different cultures and religions, and are now promoting a sense of patriotism to Asturia, as opposed to Ys.

Segah:
No current player
Spending points: ?
Leadership: King Guru IV (ruler, notable, 33 years old, several heirs)
Ruling Faction: monarchists (strong)
Rival Factions: warlords (weak)
Main Religions: Theosim (strong), Ismailism (notable)
Main Cultures: Segu, Umidian
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: poor
Technology Rating: poor (+)
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: speed and stealth
Standard Troops: light melee infantry, cavalry
Support Troops: archers, light cannons
Navy: landlocked
Description: The Segu peoples are relatively new arrivals here, having invaded from central africa around 410 AD. As Umidia declined, the Segu rapidly grew from an obscure tribe of desert nomads into a civilised kingdom. Segu culture has remained dominant in the south, although it has merged with the original Umidian-influenced culture of the natives. The people of the arable north are still 'true' Umidians, and may prove troublesome in future. The rest of the land is mostly arid, or mountainous.

Kzame:
No current player
Spending points: ?
Leadership: Zareh (elected assembly of nobles, strong), Iban Abdan Knza (elected sub-ruler, notable, 51 years old)
Ruling Faction: pro-Antalyan republicans (notable)
Rival Factions: anti-Antalyan republicans (notable), pro-Macrabian unionists (weak), Kzame monarchists (weak), fanatical Ismailists (weak), Tamlki militants (weak)
Main Religions: Theosim (strong), Ismailism (notable), Rationalism (notable), Taoism (weak)
Main Cultures: Sarukian, Narian, Arzambian, Tamil
Society: mostly civilised, semi-feudal, religious violence, cultural tension, urban disorder, unstable
Economy Rating: average
Technology Rating: good
Infrastructure: under-developed (+)
Industry: basic armaments, basic shipbuilding, basic commercial industry
Wonders: none
Current Army: average size, average quality, good leadership, well supplied
Conscript pool: average size, mixed quality
Army Doctrine: defence and flexibility
Standard Troops: pikemen, musketeers
Support Troops: archers, cavalry, light cannons
Navy: large size, good quality, good leadership, adequately supplied
Navy Doctrine: speed and navigation
Description: One of the two southern states which emerged from the break-up of the great Kaliate of Acre. Kzame was founded by a wealthy merchant family led by Jrek Knza. Successive leaders continued to expand their trade routes and territories. The old Yssian colony of Sulchan, or al-Huan, long assimilated into Sarukian culture, was peacefully annexed by 500 AD. And by the time of Haman's decline, Kzame had also annexed Arzamber, the Theosist outpost in the middle of the Euris Ocean, as well as most of the small islands around Africa. Kzame also built up good relations with the other side of the Ak-Dynghez Sea, namely Antalya and the Sung Taej, even though the Taej are traditionally a mortal enemy of all things Theosist. Kzame has grown rich from trade, and much of this wealth has gone into funding scholars and artists. The capitol, Kamekar, has become dotted with impressive academies. Kzame is unusual for being the first Theosist republic. Kzame shares the same majority Sarukian culture as Macrabi, though other cultures are given fair representation. Relations with Macrabi have been peaceful thus far, as Kzame's wealth and naval strength seems to make up for Macrabi's greater manpower.

Macrabi:
Claimed by ~Darkening~
Spending points: 1
Leadership: Kaliphan Jammen Sayyad I (ruler, strong, 43 years old, several heirs), Yusufah (appointed body of nobles, strong)
Ruling Faction: monarchists (strong)
Rival Factions: fanatical Theosists (weak), Republicans (weak)
Main Religions: Theosim (strong, state religion), Ismailism (weak, suppressed)
Main Cultures: Sarukian, Dogon, Koan
Society: mostly civilised, semi-feudal, mostly stable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic armaments, basic centralised industry
Wonders: The White Ihali of Kure
Current Army: large size, good quality, good leadership, well supplied
Conscript pool: huge size, average quality
Army Doctrine: speed and aggression
Standard Troops: light melee infantry, cavalry
Support Troops: archers, war elephants, cannons
Navy: small size, average quality, average leadership, adequately supplied
Navy Doctrine: speed and defence
Description: The ancient Hlobane kingdom was the first semi-civilised culture to appear in southern africa. Around 200 BC, Hlobane was overthrown by the ancestors of modern Sarukians. Saruk grew and prospered over the centuries, and was the birthplace of the Theosist faith. After 250 AD there were gruelling wars against rival splinter-states and a serious invasion by Kenbuans, from what is now the island kingdom of Tanyis. Millions died, but Saruk was the final victor. Saruk was on the rise again until Ismail al-Zaiye rose to power in 421 AD, and the Kaliate of Acre was formed. After the break-up of the Kaliate, the new state of Macrabi was founded by old noble families of Saruk. The idea of Ismail's divinity was never truly accepted by the people of the south, and Macrabi fought alongside Kzame against the Ismailist forces of Hamadan. Since then, relations have been ambiguous. What Macrabi lacks in money, trade, and ships, it makes up for in manpower. Its army is still based more or less on the old Sarukian model, with massed light infantry and war elephants. Macrabi also competes for the grandest monuments in the world. After 550 AD there was a wave of great building projects - many fine palaces, gardens, academies and observatories, but most of all the great Ihali, Theosist temples. The 'White Ihali' of Kure on the east coast, finally finished in 643 AD, is often called the most beautiful building in the world today.

Tanyis:
Claimed by The_Loser
Spending points: 1
Leadership: King Gamaturundi (ruler, notable, 78 years old, many heirs)
Ruling Faction: monarchists (strong)
Rival Factions: fanatical Tarrists (weak)
Main Religions: Tarrism (strong, state religion), Ultimism (notable), Theosim (weak, suppressed), Rationalism (weak)
Main Cultures: Kenbuan
Society: semi-civilised, semi-feudal, stable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic shipbuilding
Wonders: none
Current Army: average size, good quality, average leadership, adequately supplied
Conscript pool: average size, average quality
Army Doctrine: aggression and stealth
Standard Troops: melee infantry, archers
Support Troops: musketeers, cavalry, light cannons
Navy: small size, average quality, average leadership, adequately supplied
Navy Doctrine: speed and defence
Description: The people of Kenbu first appeared on the scene around 200 BC, following contact with Yssian colonists on the north coast of the island. Kenbu later went to war with the Yssians, who soon fled, and a period of isolation followed. Nonetheless, a strong native culture emerged, strong enough to launch an overseas invasion of Saruk from the early 300's AD. The unique native religion of Tarrism also rose to prominence at this time. After many thousands of warriors, tens of thousands of settlers, and several kings of Kenbu met their deaths in South Africa, Kenbuan civilisation went into decline. The story of the next century is one of squabbling chiefdoms across the southern islands, while old Kenbuan monuments and Tarrist temples were left to rot. By 450 AD, the kingdom of Tanyis had risen to power, though by then Tongan culture had gained a foothold on the west of the main island. Good relations where made with the Thulean League, and with their help, Tanyis was able to begin expanding into the Kantu islands of the south-east. The Theosist states of South Africa remain hostile to the Tarrist religion, more so than the actual kingdom of Tanyis itself.

Tonhela:
No current player
Spending points: ?
Ruling Faction: monarchists (notable)
Rival Factions: Sung Taej nobles (notable), warlords (notable)
Main Religions: Theosim (notable), Taoism (notable), Tarrism (notable), Ultimism (weak)
Main Cultures: Tongan
Society: semi-civilised, feudal, unstable
Economy Rating: poor (+)
Technology Rating: poor (+)
Infrastructure: very basic (+)
Industry: none
Wonders: none
Current Army: small size, good quality, good leadership, well supplied
Conscript pool: tiny size, average quality
Army Doctrine: speed and aggression
Standard Troops: light melee infantry, archers
Support Troops: musketeers
Navy: tiny size, poor quality, good leadership, well supplied
Navy Doctrine: speed and aggression
Description: The survivor of several semi-civilised cultures that have come and gone on this island. Tongan culture is closer to the Kenbuans than the Sarukians. There have been centuries of conflict with Sarukian colonists, and now the Sung Taej are gaining a foothold in the west. However, relations with the Sung Taej have been improving in recent years.
 
Stats for North America:

Spoiler :
Ceinurissian Aonsaise:
Claimed by Disenfrancised
Spending points: 2
Leadership: Lord Protector Arturii Dumail (elected ruler, strong, 61 years old), Ceinurissian Congress (assembly of nobles, notable)
Ruling Faction: republicans (strong)
Rival Factions: militarists (notable)
Main Religions: Ultimism (strong), Aeonism (weak), Orhadism (weak)
Main Cultures: Thulean, Kinlandish, Ohiwa
Society: semi-civilised, free peasantry, mostly stable
Economy Rating: excellent (+)
Technology Rating: good (+)
Infrastructure: developed (+)
Industry: improved armaments, complex shipbuilding, complex commercial industry
Wonders: none
Current Army: average size, good quality, good leadership, well supplied
Conscript pool: average size, good quality
Army Doctrine: firepower and flexibility
Standard Troops: musketeers, light cavalry
Support Troops: melee infantry, light cannons
Navy: average size, good quality, good leadership, adequately supplied
Navy Doctrine: firepower and navigation
Description: According to official history, Yssian pioneers first reached continental North America around 50 BC. Colonisation only really began under the Thulean League. Some natives became allies, but most became enemies. Brutal tactics were used to expand Thulean territory, and resentment among the natives steadily grew. By 500 AD, the trickle of colonists from Europe - including Freilanders, Germanicans, Saxonguilles and Geldish, as well as Yssian and Pictish - was being spread more thinly across much of the west coast of North America - otherwise known as the Ceinurissian coast. Progress slowed, war with the natives escalated, and there was growing anger over the management of colonial affairs. Various Ceinurissian colonies fought on both sides of the brief Thulean civil war. After dissolution of the Thulean League, the Aonsaise or 'League of Leagues' was declared - originally intended to include Vancuissi, this idea proved unworkable, as Vancuissii had grown too confident and influential to accept rule from the west coast. A century later, the Ceinurissians are on good terms with other Thulean countries, though their claim on Vancuissi has not been totally abandoned. Thulean culture is well established along the coast, but so is hostility among the inland natives. A militaristic mood has recently taken hold. Frontiers have been expanded, and defences have been strengthened. Many of the Aonsaise's leaders now see renewed war with the natives as inevitable.

Socota:
No current player
Spending points: ?
Ruling Faction: aggressive chieftains (notable)
Rival Factions: moderate chieftains (notable)
Main Religions: animism (notable), Ultimism (weak)
Main Cultures: Scota, Kinlandish
Society: semi-civilised, tribal, mostly free peasantry, mostly stable
Economy Rating: poor (+)
Technology Rating: poor
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Standard Troops: melee infantry
Support Troops: musketeers, light cavalry
Conscript pool: tiny size, good quality
Army Doctrine: stealth and aggression
Standard Troops: melee infantry
Support Troops: musketeers, light cavalry
Navy: landlocked
Description: Early Yssian explorers found the mysterious Scota tribes already practicing ancient Pictish and Yssian traditions, some of which had actually died out in europe. They were clearly influenced by contact with the Kinlanders, the descendents of ancient Pictish seafarers who became isolated on the north-west tip of America, perhaps as far back as 1000 BC. The Scota have a strange mixed language, but unlike the Kinlanders who still live further north, they are now entirely native in appearance. Since 275 AD, several fierce wars have been fought with the Thuleans and their various local allies. From the brink of extinction, the Scota have clawed their way back and now rule their own territory again.

Imawa:
No current player
Spending points: ?
Ruling Faction: monarchists (notable)
Rival Factions: warlords (notable)
Main Religions: animism (notable), Ultimism (weak)
Main Cultures: Alganwi
Society: semi-civilised, semi-tribal, mostly free peasantry, mostly stable
Economy Rating: poor (+)
Technology Rating: poor
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: small size, good quality
Army Doctrine: speed and iron
Standard Troops: melee infantry
Support Troops: archers, musketeers, light cavalry
Navy: landlocked
Description: An alliance of native tribes, originally founded by the Alganwi, whose culture is now dominant. Originally the Alganwi were on better terms with the Thuleans than most other natives, and received weapons and supplies for their wars against the once-mighty Hawan peoples of the south. They later turned these weapons against Thulean colonists, with some success, having kept their lands free of 'invader' control thus far. Centuries of contact with the Thuleans has hastened the appearance of a more civilised and organised state.

Ostia:
No current player
Spending points: ?
Ruling Faction: liberal republicans (strong)
Rival Factions: militarists (notable), pro-Ceinurissian republicans (notable)
Main Religions: Levanquism (notable), Ultimism (notable)
Main Cultures: Germanic, Thulean
Society: semi-civilised, free peasantry, mostly stable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic armaments
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: small size, good quality
Army Doctrine: stealth and iron
Standard Troops: melee infantry, musketeers
Support Troops: light cavalry, light cannons
Navy: landlocked
Description: Formerly part of the Thulean League, this was a dangerous but fertile area of the frontier, where Levanquists and other outcasts from Germanica began to gather from around 450 AD. Later, they were joined by sizeable numbers of Germanic-speaking Freilanders. Relations with the Thuleans began to break down as battles with native tribes became almost constant, and Thulean garrisons were unable to provide much help. After the break-up of the Thulean League, these people chose their own path and refused to join the Aonsaise. They have proved tough and resourceful, and remain fierce enemies of the natives, having driven far into their lands.

Ohiwa:
No current player
Is a vassal of the Ceinurissian Aonsaise
Spending points: ?
Ruling Faction: pro-Ceinurissian chieftains (notable)
Rival Factions: militant chieftains (weak)
Main Religions: Ultimism (notable), animism (weak)
Main Cultures: Ohiwa, Thulean
Society: semi-civilised, free peasantry, stable
Economy Rating: poor
Technology Rating: poor (+)
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: tiny size, average quality, good leadership, adequately supplied
Conscript pool: tiny size, average quality
Army Doctrine: stealth and defence
Standard Troops: melee infantry
Support Troops: archers, musketeers, light cavalry
Navy: landlocked
Description: A century was spent under the rule of the Hawan people. Hawan power declined after 400 AD, but the Ohiwa remained vulnerable. They submitted to the threats and promises of the Thuleans. Two centuries later, they remain on good terms with the Thuleans of the Aonsaise. There has been some Thulean settlement inside Ohiwan borders, and many Ohiwans have adopted variations of the Thulean Ultimist faith, but Ohiwan culture is still present.

Awahan:
Claimed by Slavic_Sioux
Spending points: 1
Leadership: King Ganwagan II (elected ruler, strong, 40 years old), Tribal Council (assembly of nobles, notable)
Ruling Faction: Hawan monarchists (notable)
Rival Factions: militant chieftains (strong)
Main Religions: animism (notable), Ultimism (weak)
Main Cultures: Hawan
Society: semi-civilised, semi-tribal, semi-feudal, mostly stable
Economy Rating: average (+)
Technology Rating: average
Infrastructure: under-developed (++)
Industry: basic armaments
Wonders: none
Current Army: small size, good quality, good leadership, well supplied
Conscript pool: small size, mixed quality
Army Doctrine: speed and aggression
Standard Troops: melee infantry, musketeers
Support Troops: archers, light cavalry
Navy: landlocked
Description: Several times in the past few centuries, strong and aggressive Hawan kingdoms have appeared under various names, only to fall apart within a few decades. Currently, the Hawans are not at their best, but the current kingdom based at Mahonan is gathering more and more support from the scattered Hawan tribes. It also controls some of the most productive farmland on the continent. Unlike the other native cultures of the north, the emergence of civilisation here has less to do with European influence and more to do with native innovation. Hawan skills in metallurgy are comparable in many ways to the Europeans, if only for small items like swords and ornaments. Conflict seems likely as Awahan's borders meet those of Ostia and the Aonsaise.

Vancuissi League:
Claimed by JosefStalinator
Spending points: 1
Leadership: Lord Protector Tallaniss (elected ruler, notable, 42 years old), Vancuissi Council (elected assembly, strong)
Ruling Faction: liberal republicans (notable)
Rival Factions: militarists (notable), moderate republicans (weak)
Main Religions: Ultimism (strong), Phosism (weak), Orhadism (weak)
Main Cultures: Thulean
Society: semi-civilised, free peasantry, mostly stable
Economy Rating: good
Technology Rating: good (+)
Infrastructure: under-developed (++)
Industry: improved armaments, improved shipbuilding, improved centralised industry, basic commercial industry
Wonders: none
Current Army: small size, good quality, good leadership, well supplied
Conscript pool: average size, good quality
Army Doctrine: speed and iron
Standard Troops: melee infantry, musketeers
Support Troops: light cavalry, light cannons
Navy: average size, good quality, good leadership, well supplied
Navy Doctrine: speed and navigation
Description: Thulean explorers had mapped most of the 'north-east passage' by 425 AD. Thulean colonists were soon braving the dangerous icy seas to settle in the lands beyond. Within a few decades, Vancuissi was already a thriving trade port. It was blessed with a good harbour, and was an ideal meeting place for trade from Thulean Northeast America, Northwest Asia, and the Mogui river valley which runs deep into the continent. The natives were also less troublesome than those of the west coast. Since then, the tough Vancuissians have driven off the Videssian Empire, provided the spark for the break-up of the Thulean League, and earned a reputation as a brave and resourceful people. They refused to join the Ceinurissian Aonsaise, though the westerners have not given up their claim to all of Thulean North America. Some territorial disputes also remain with the Videssians, particularly the northern Arlus islands, which although basically worthless, are still claimed by Vancuissi under old treaties. Vancuissi trade expeditions routinely sail across the Zeyris Ocean, often as far as Pangari and the United Empire. Borders continue to expand, and recent colonial wars with Pangari resulted in the gain of more territory.

Taroq:
No current player
Spending points: ?
Ruling Faction: pro-Pangari chieftains (strong)
Rival Factions: militarist chieftains (notable)
Main Religions: ancient mysticism (strong), Orhadism (notable), Ultimism (weak), Phosism (weak)
Main Cultures: Taroq, Pangari
Society: semi-civilised, tribal, mostly free peasantry, stable
Economy Rating: poor (+)
Technology Rating: poor (+)
Infrastructure: very basic (+)
Industry: none
Wonders: none
Current Army: tiny size, excellent quality, good leadership, well supplied
Conscript pool: tiny size, good quality
Army Doctrine: defence and stealth
Standard Troops: melee infantry
Support Troops: archers, musketeers
Navy: landlocked
Description: Natives of the east coast were never as 'advanced' as those in the west. For the most part, these more thinly-spread tribes have been displaced by Asian and European invaders. The Taroq are one exception, having now gathered together and emerged as a semi-civilised kingdom. Colonists from Pangari have forged good relations with them. The Taroq people are distrustful of growing foreign influence, but the tribal leaders see little choice at present. Taroq territory is mostly mountainous, making it easier to defend. Their land is also home to some interesting stone ruins, which may be from a very ancient civilised culture, long since forgotten.

Silash:
No current player
Spending points: ?
Ruling Faction: Silashi chieftains (strong)
Rival Factions: pro-Pangari Republicans (weak)
Main Religions: Orhadism (strong, state religion), Oruism (weak), animism (weak)
Main Cultures: Silashi, Ormashi
Society: semi-civilised, semi-tribal, mostly free peasantry, stable
Economy Rating: average (+)
Technology Rating: poor (+)
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: tiny size, excellent quality, good leadership, adequately supplied
Conscript pool: tiny size, good quality
Army Doctrine: stealth and iron
Standard Troops: melee infantry, archers
Support Troops: musketeers, light cannons
Navy: tiny size, average quality, poor leadership, well supplied
Navy Doctrine: defence and firepower
Description: Ormash had high hopes for Silash, founded as it was in 440 AD by rough-and-tough refugees from Rayamese lands, many of whom were veterans of guerrilla warfare against the Tianese (later Rytarrians), and were used to living off the land. But Silash had the same problems as other colonists - the failure of Asian crops in the American climate, the lack of discipline amongst the people, and the danger from native tribes. The replacement of Ormash with the United Empire left Silash hanging on for survival. Sliash only really began to expand after 600 AD, and then it was as a partially native-ised culture, which is now distinct from Asian Rayamese or Ormashi. New ties have been forged with the UE, but Silash remains independent. Gold has recently been found in the west, where Silash's border meets a great mountain range.

Chaunka:
No current player
Spending points: ?
Ruling Faction: Chaunkan monarchists (strong)
Rival Factions: ?
Main Religions: ancient mysticism (strong)
Main Cultures: Chaunka
Society: semi-civilised, semi-tribal, semi-feudal, stable
Economy Rating: poor (+)
Technology Rating: poor (+)
Infrastructure: basic
Industry: none
Wonders: none
Current Army: average size, good quality, good leadership, adequately supplied
Conscript pool: average size, mixed quality
Army Doctrine: stealth and aggression
Standard Troops: light melee infantry
Support Troops: archers, musketeers
Navy: landlocked
Description: Even after centuries of sporadic contact with European and Asian explorers, not much is known about the Chaunka. Their kingdom or empire seems to have only grown in power since first contact was made. There are rumours of great wealth and large armies, but also of a poor homeland that is mountainous and arid. Chaunkan culture seems unrelated to other native cultures, but their people share the same general appearance.

Naochi:
No current player
Spending points: ?
Ruling Faction: Noachi monarchists (strong)
Rival Factions: warlords (weak)
Main Religions: Altocism (strong), ancient mysticism (notable), Ultimism (notable, discouraged)
Main Cultures: Noachi
Society: semi-civilised, semi-tribal, semi-feudal, stable
Economy Rating: poor
Technology Rating: average (+)
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: small size, excellent quality, good leadership, adequately supplied
Conscript pool: tiny size, mixed quality
Army Doctrine: iron and aggression
Standard Troops: light melee infantry, musketeers, light cavalry
Support Troops: archers, light cannons
Navy: landlocked
Description: For centuries, the Naochi were a minor ethnic group inside the Hocatelcan Empire. They earned a reputation as fierce warriors, and eventually became very influential within the Hocatelcan military. In 533 AD, following a dispute over their status, they conspired with a coalition of mercenaries and privateers from Kopeng and Pegu to overthrow their emperor. However, the chaotic rule of the foreign mercenaries was not to their liking. Rather than get involved in the endless intrigues and power squabbles of Tecochen, they moved north with Pangan-made cannons and Thulean muskets, to carve out their own domain from the borderlands. They soon made their presence felt along the Thulean frontier, and even gained some ground from the hated colonists during the break-up of the Thulean League. Their territory has continued to expand ever since, and Naochi culture has been successfully imposed on the local peoples.

Zalachan:
No current player
Spending points: ?
Ruling Faction: pro-Ceinurissian warlords (strong)
Rival Factions: Hocatelcan monarchists (weak), fanatical Altocists (weak)
Main Religions: Ultimism (notable), ancient mysticism (notable), Altocism (notable), Theosim (weak)
Main Cultures: Hocatelcan, Thulean, Quipian.
Society: mostly civilised, semi-feudal, religious violence, mostly stable
Economy Rating: poor (+)
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic commercial industry
Wonders: none
Current Army: average size, mixed quality, good leadership, adequately supplied
Conscript pool: small size, mixed quality
Army Doctrine: iron and aggression
Standard Troops: melee infantry, musketeers
Support Troops: archers, light cavalry, light cannons
Navy: tiny size, average quality, average leadership, adequately supplied
Navy Doctrine: firepower and defence
Description: Centuries ago, the Hocatelco Empire was the greatest power in the Americas, with territory on both sides of the central straights. It faced a steady decline after wars with Pangari invaders in the south, and loss of influence to the Thuleans in the north. After a period of weakness and rule by foreign elites, the empire collapsed altogether. The western pro-Ceinurissian warlords have now established their own 'republic' named Zalachan, literally meaning 'resurgent horned lizard'. It is ruled by a native military elite, with Ceinurissian merchants basically acting as the bureaucracy.

Taxal:
No current player
Is a vassal of the Rytarrian Empire
Spending points: ?
Ruling Faction: pro-Rytarrian warlords (notable)
Rival Factions: Hocatelcan monarchists (weak), fanatical Altocists (weak)
Main Religions: Altocism (notable), ancient mysticism (notable), Orhadism (weak), Ultimism (weak)
Main Cultures: Hocatelcan, Quipian
Society: mostly civilised, semi-feudal, rural unrest, mostly stable
Economy Rating: poor (+)
Technology Rating: average (+)
Infrastructure: under-developed
Industry: none
Wonders: none
Current Army: small size, average quality, average leadership, adequately supplied
Conscript pool: tiny size, mixed quality
Army Doctrine: iron and aggression
Standard Troops: light melee infantry, musketeers
Support Troops: archers, light cavalry, light cannons
Navy: tiny size, poor quality, average leadership, poorly supplied
Navy Doctrine: defence
Description: Similar to Zalachan, Taxal is an offshoot of the once-great Hocatelco Empire. With Rytarrian help, these eastern warlords have been able to hold off attacks by fanatical Altocists. Most of the country's wealth is currently funnelled into Rytarria's Zeyris Guild, in return for military aid.
 
Stats for South America and Euris Ocean:

Spoiler :
Kopeng:
No current player
Spending points: ?
Ruling Faction: monarchists (notable)
Rival Factions: republicans (notable), fanatical Altocists (weak), warlords (weak)
Main Religions: Ultimism (notable), Orhadism (notable), Theosim (notable), Altocism (notable), Aeonism (weak)
Main Cultures: Quipian, Thulean, Pangari
Society: mostly civilised, semi-feudal, many ethnic minorities, religious violence, mostly stable
Economy Rating: good (+)
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic armaments, basic shipbuilding, basic commercial industry
Wonders: none
Current Army: small size, mixed quality, average leadership, adequately supplied
Conscript pool: average size, mixed quality
Army Doctrine: iron and firepower
Standard Troops: melee infantry, musketeers
Support Troops: archers, light cavalry, cannons
Navy: small size, good quality, average leadership, adequately supplied
Navy Doctrine: defence and navigation
Description: Born out of the great and colourful mixture of cultures that has taken place along the central American straights, after the Pangans and Peguans captured the area from the Hocatelco Empire around 390 AD, and it became an easy avenue for trade between the great oceans. In following centuries, much of the territory alternated between Pangan, Peguan, and rebel control, and it became infamous as a haven for pirates and smugglers. Modern Kopeng is a smaller and much more stable country, though problems still exist. Kopeng maintains alliances with Pegu and Pangari, though it has its own distinct culture, containing influences from every continent. The sheltered island capitol, Quichen, continues to receive a huge amount of trade, and is probably the largest city in the Americas at this time.

Qaran:
No current player
Spending points: ?
Ruling Faction: Ulach fanatics (notable)
Rival Factions: warlords (weak)
Main Religions: Ulachism (notable, state religion), Ultimism (weak, suppressed), Altocism (weak, suppressed)
Main Cultures: Kahan
Society: semi-civilised, semi-feudal, religious violence, mostly stable
Economy Rating: poor
Technology Rating: poor
Infrastructure: under-developed
Industry: none
Wonders: none
Current Army: tiny size, good quality, good leadership, adequately supplied
Conscript pool: tiny size, mixed quality
Army Doctrine: speed and aggression
Standard Troops: melee infantry
Support Troops: archers, musketeers
Navy: tiny size, poor quality, poor leadership, poorly supplied
Navy Doctrine: speed and defence
Description: In 430 AD, devout Theosist colonists reached these shores, having travelled from Arzamber and South Africa. Their grand plan to convert the Americas never got very far. However, the Theosist faith endured, although in distorted and blended form. In the shadow of the Thulean and Pangan colonial empires, a more civilised lifestyle gradually took hold, until the kingdom of Qaran emerged from the various settlements, trading posts, and pirate-havens of the coast. The mixed-up 'Kahan' culture is unique to these lands.

Temec:
No current player
Spending points: ?
Leadership: King Takulinaku (ruler, strong, 31 years old, several heirs)
Ruling Faction: Tolmec monarchists (strong)
Rival Factions: warlords (weak)
Main Religions: mysticism (notable), Ultimism (notable), Altocism (weak), Orhadism (weak)
Main Cultures: Tolmec
Society: semi-civilised, semi-feudal, mostly stable
Economy Rating: poor (+)
Technology Rating: poor (+)
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: small size, good quality, good leadership, well supplied
Conscript pool: small size, average quality
Army Doctrine: iron and aggression
Standard Troops: melee infantry
Support Troops: archers, musketeers, light cavalry, light cannons
Navy: tiny size, poor quality, poor leadership, adequately supplied
Navy Doctrine: firepower and defence
Description: Since ancient times, the proud Tolmec people have risen and fallen under various different city-states and kingdoms. Mostly it is a sad story of defeat and decline. The newly-emerged kingdom of Temec is one of the stronger versions. It has recently begun to expand its borders under great King Takulinaku.

Zocon:
No current player
Spending points: ?
Ruling Faction: Tolmec monarchists (notable)
Rival Factions: warlords (weak)
Main Religions: mysticism (notable), Orhadism (weak), Altocism (weak)
Main Cultures: Tolmec
Society: semi-civilised, semi-feudal, mostly stable
Economy Rating: poor (+)
Technology Rating: poor (+)
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: average size, good quality, average leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: stealth and iron
Standard Troops: melee infantry, archers
Support Troops: musketeers, light cavalry
Navy: landlocked
Description: An alliance of 'primitive' Zocon tribes grew in strength following the decline of the Hocatelco empire. Though fierce warriors by nature, they have maintained good relations with Pangari, Pegu and Kopeng. A centralised Zocon kingdom began to emerge after 550 AD. Pangari explorers have travelled extensively through the mountains and jungles of Zocon land, and written many books about its unique culture and mysterious ancient ruins. Zocon's borders have not changed for many decades, and its leaders seem content to maintain the status quo.

Chimuk:
No current player
Spending points: ?
Ruling Faction: Chimuk monarchists (notable)
Rival Factions: warlords (weak)
Main Religions: Orhadism (notable), animism (notable)
Main Cultures: Chimuk
Society: semi-civilised, semi-feudal, stable
Economy Rating: poor
Technology Rating: poor (+)
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: tiny size, average quality
Army Doctrine: iron and aggression
Standard Troops: melee infantry, archers
Support Troops: musketeers
Navy: landlocked.
Description: Ancient Chiumk peoples were able seafarers, reaching as far as what is now Oluhanik, whose culture remains similar in many ways. They could also be called the most inventive and cultured of all the native American peoples. Chimuk kingdoms rose and fell throughout ancient times, but by 400 AD, there was a Chimuk Empire which covered a third of South America, as well as the islands in the north-west that are now ruled by Amik. Civil war and collapse was hastened by destabilising influences from Asia, Africa and Europe. Later, a kingdom called Chimuk emerged again in the central territory around the city of Uxil. Recently, it was pushed steadily eastwards during war with Kulo. Although still known as 'Chimuk', it now has little relevance, besides its remaining army of veteran soldiers, and is clinging to the very edge of Chiumk territory.

Kulo:
No current player
Spending points: ?
Ruling Faction: Chimuk monarchists (notable)
Rival Factions: warlords (weak)
Main Religions: Orhadism (notable), Ultimism (notable), animism (weak), Theosim (weak)
Main Cultures: Chimuk
Society: semi-civilised, semi-feudal, mostly stable
Economy Rating: poor (+)
Technology Rating: average
Infrastructure: under-developed (+)
Industry: basic armaments
Wonders: none
Current Army: small size, mixed quality, good leadership, adequately supplied
Conscript pool: average size, mixed quality
Army Doctrine: iron and aggression
Standard Troops: melee infantry, musketeers
Support Troops: archers, light cavalry, cannons
Navy: small size, average quality, average leadership, poorly supplied
Navy Doctrine: speed and defence
Description: Originally centred on the eastern Chimuk lands, Kulo defeated a rival Chimuk kingdom in a recent war, thanks in part to the purchase of arms from Pegu, Kopeng and Gunthii. Chimuk heartlands are now reunited, although the kingdom of Kulo has exhausted much of its wealth and enthusiasm in the process. Kulo itself was once the greatest city in the Americas, but has since been reduced by war and natural disasters.

Pegu:
Claimed by Justo
Spending points: 1
Leadership: Tari-Panaga (elected assembly, strong), Kinzu Hezu (elected sub-ruler, notable, 53 years old)
Ruling Faction: Pro-Pangari republicans (strong)
Rival Factions: separatist republicans (weak), separatist monarchists (weak), warlords (weak)
Main Religions: Orhadism (strong), Rationalism (weak), Oruism (weak), animism (weak)
Main Cultures: Pangari, Quipian
Society: mostly civilised, free peasantry, mostly stable
Economy Rating: average (+)
Technology Rating: average (+)
Infrastructure: developed
Industry: basic armaments, improved shipbuilding, basic commercial industry
Wonders: none
Current Army: average size, good quality, good leadership, well supplied
Conscript pool: large size, average quality
Army Doctrine: flexibility and firepower
Standard Troops: melee infantry, musketeers
Support Troops: archers, light cavalry, cannons
Navy: average size, average quality, average leadership, adequately supplied
Navy Doctrine: navigation and defence
Description: Pangan explorers reached mainland South America sometime around 100 BC. The settlement of Takan Panaga, or New Panga was founded a few decades later. As Pangan colonisation already dates back more than 500 years, its no surprise that Pegu is one of the most developed and independent of all the colonies in the Americas, with a standard of living not too far below Pangari itself. The Pangan colonies had their first taste of independence around 40 AD, when Pangari was temporarily annexed by the ascendant Taej Empire. For several years the colonies struggled to survive, but they emerged with a level of self-rule and greater confidence. The modern state of Pegu took shape in later centuries, as colonial frontier was pushed north and south, without too much violence. With help from the 'mother country', Pegu also gained large tracts of land from the aggressive Hocatelco empire. Pegu's culture remains almost identical to Asian Pangari, but has also been influenced by different native cultures. Relations with Pangari remain friendly.

Zhizhou:
No current player
Spending points: ?
Ruling Faction: Pro-Sung monarchists (strong)
Rival Factions: warlords (notable), republicans (weak)
Main Religions: Taoism (notable), Orhadism (notable), animism (weak)
Main Cultures: Zhizhouj
Society: semi-civilised, semi-feudal, unstable
Economy Rating: average (+)
Technology Rating: average
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: average size, mixed quality, average leadership, adequately supplied
Conscript pool: average size, poor quality
Army Doctrine: iron and aggression
Standard Troops: melee infantry, archers
Support Troops: musketeers, light cavalry, light cannons, rockets
Navy: small size, average quality, average leadership, adequately supplied
Navy Doctrine: navigation and defence
Description: The Taej were late arrivals to South America. Their colony of Zhizhou was founded around 380 BC, and was barely on its feet when it was forced to become a vassal of the powerful Chimuko Empire, which was expanding its rule southwards. The Taej Empire then faced its own problems and was powerless to intervene. Following the humiliating submission to the natives, Zhizhou regained its independence as the Chimuko went into decline. Then the tables were turned, and Zhizhou was able to absorb large tracts of former Chimuko territory. However, the conquered 'Arkat' peoples of South America remain just as resentful towards Zhizhou as they were towards the Chimuk. Modern Zhizhou is now as much a native country as it is Asian, with a core culture that no longer fits into either category. It has good relations with both the Sung Taej and the Thulean countries. The capitol, Kimu, is essential port of call for any ship rounding the south of South America.

Amik:
No current player
Spending points: ?
Ruling Faction: pro-Thulean republicans (notable)
Rival Factions: warlords (weak)
Main Religions: Ultimism (notable), Orhadism (notable), animism (weak), Theosim (weak)
Main Cultures: Yihamco, Thulean, Chimuk
Society: semi-civilised, mostly free peasantry, mostly stable
Economy Rating: average (+)
Technology Rating: average
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: tiny size, good quality, average leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: iron and aggression
Standard Troops: melee infantry, musketeers
Support Troops: archers, light cannons
Navy: small size, average quality, average leadership, well supplied
Navy Doctrine: firepower and navigation
Description: These islands were formerly part of the Chimuko empire, with Chimuk culture. Since then, they have been split between various different owners at different times, including the great African empire known as the Kaliate of Acre at one point. Finally, two centuries were spent under the Thulean League, until its dissolution, when mixed-race governors took over. Current leaders remain friendly towards the Thulean sphere. Culture is similar to other nearby islands, but with much greater Chimuk influence, and some Sarukian influences from Africa. These islands are generally more peaceful and lawful than others in the north, though they are not without their own pirates and outlaws. Trade in sugar and various tropical goods brings in a steady trickle of wealth.

United Islands:
Claimed by Azale
Spending points: 2
Ruling Faction: pro-Ceinurissian republicans (notable)
Rival Factions: none
Main Religions: Ultimism (strong), ancient mysticism (notable), Aeonism (weak)
Main Cultures: Thulean, Yihamco
Society: semi-civilised, free peasantry, mostly stable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed (+)
Industry: basic commercial industry
Wonders: none
Current Army: tiny size, average quality, average leadership, well supplied
Conscript pool: tiny size, average quality
Army Doctrine: firepower and flexibility
Standard Troops: melee infantry, musketeers
Support Troops: light cannons
Navy: tiny size, average quality, good leadership, well supplied
Navy Doctrine: firepower and speed
Description: During the recent war in the Yihamcoross, the 'United Islands' were declared by pro-Ceinurissian nobles who had been able to organise a revolt in Sturmhaus's western territories, based on opposition to slavery, and various liberalist ideals. The new state got off to a slow start as it struggled to deal with the emancipation of thousands of former slaves. This allowed the majority-Saxonguille population of Saint Belda to declare their own independence, which was a major annoyance.

Saint Belda:
No current player
Spending points: ?
Ruling Faction: pro-Thulean republicans (notable)
Rival Factions: pro-Gallican republicans (weak), warlords (weak)
Main Religions: Aeonism (notable), Ultimism (notable), ancient mysticism (notable, discouraged)
Main Cultures: Saxonguille, Yihamco
Society: semi-civilised, mostly free peasantry, unstable
Economy Rating: average
Technology Rating: average
Infrastructure: under-developed (+)
Industry: none
Wonders: none
Current Army: tiny size, mixed quality, good leadership, adequately supplied
Conscript pool: tiny size, mixed quality
Army Doctrine: firepower and defence
Standard Troops: melee infantry, musketeers
Support Troops: archers, light cannons
Navy: tiny size, average quality, average leadership, poorly supplied
Navy Doctrine: firepower and speed
Description: Descendents of settlers from the former Holy Rovien Empire. After that came a period under Thulean rule, followed by occasional oppression by Sturmhaus. Following the recent war in the Yihamcoross and the dismantling of Sturmhaus, these people have taken the opportunity to declare independence as a Saxonguille country. Though, this may have been a little too optimistic. They are still surrounded by the Thulean powers, and seem to have little support from the old motherland in Europe.

Gunthii:
No current player
Spending points: ?
Ruling Faction: pro-Ceinurissian republicans (notable)
Rival Factions: Pegurian nobles (weak), militarists (weak)
Main Religions: Ultimism (strong), Orhadism (notable), animism (weak)
Main Cultures: Thulean, Yihamco, Quipian
Society: semi-civilised, mostly free peasantry, cultural friction, mostly stable
Economy Rating: good (+)
Technology Rating: average (+)
Infrastructure: under-developed (+)
Industry: basic armaments, basic shipbuilding, basic commercial industry
Wonders: none
Current Army: small size, good quality, good leadership, adequately supplied
Conscript pool: small size, average quality
Army Doctrine: firepower and flexibility
Standard Troops: melee infantry, musketeers
Support Troops: archers, cannons, rockets
Navy: small size, excellent quality, good leadership, well supplied
Navy Doctrine: firepower and navigation
Description: This part of the Yihamcoross was an outpost of the mighty Hocatelcan Empire when Europeans first arrived, and was part of Kopeng at various times after that. The Thuleans took control from around 450 AD. The recent history of the islands is much the same as those under Sturmhaus rule, except a different merchant house took power after the Thulean League was dissolved, the Gunthii. The house of Gunthii is of Pictish and Yssian descent. They have gained a much more honourable reputation than the Sturmhaus, and their islands are more law-abiding and peaceful, though not without problems. The sea lanes to Quichen and through to the Zeyris Ocean are as busy as ever, and Gunthii is steadily gaining power. Gunthii ships have gone on pirate hunting expeditions in both oceans, and have assisted the Cenurissians on several occasions.

Oluhanik:
No current player
Spending points: ?
Leadership: King Matunsuakl II (ruler, weak, 31 years old, several heirs)
Ruling Faction: monarchists (strong)
Rival Factions: Umidian nobles (notable), Sturmhaus nobles (notable), pro-Thulean republicans (weak), warlords (weak)
Main Religions: Theosim (notable), Ultimism (notable)
Main Cultures: Ohuc, Umidian, Thulean
Society: semi-civilised, semi-tribal, mostly free peasantry, unstable
Economy Rating: average (+)
Technology Rating: average
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: small size, mixed quality, average leadership, adequately supplied
Conscript pool: average size, mixed quality
Army Doctrine: aggression and flexibility
Standard Troops: melee infantry, archers
Support Troops: musketeers, light cavalry, light cannons
Navy: small size, poor quality, poor leadership, adequately supplied
Navy Doctrine: speed and defence
Description: Whatever race were the original inhabitants were, they were absorbed by waves of South American Chimuk peoples during ancient times. But the large island was never part of the South American empires, and remained in semi-isolation for many centuries, gradually evolving its own culture. Thulean explorers had mapped much of the northern coastlines as early as 200 AD, but made little impact on the natives. A centralised civilisation was just getting started in the central river valley when the Umidians arrived around 300 AD. The Umidians established their own colonies and pressured the existing native cities into submission. The faith of Theosim was also imported from Africa. Several attempted uprisings were crushed by the cannon-wielding Umidians and their native allies, until Umidia's defeat by the Thulean League in the Euris Ocean war. A peace treaty limited Umidia's territory to the south of the island. As Umidia fell into chaos, and the natives gained confidence and gunpowder weapons from the Thuleans, this line was pushed steadily south. After another century, all of the mainland was under native control, and Oluhanik was born. The Umidians had however contributed greatly to the development of Ohuc culture. Currently there are good relations with the Thuleans, particularly the Gunthii and Cenurissians, but much of the aristocracy still speak the Umidian language, and the faith of Theosim remains strong.

Himutshakla:
No current player
Spending points: ?
Leadership: Kula Tumalkam I (ruler, weak, 38 years old, several heirs)
Ruling Faction: Himut monarchists (notable)
Rival Factions: Sung nobles (notable), warlords (notable)
Main Religions: tribal mysticism (strong), Taoism (weak), Theosim (weak)
Main Cultures: Himut
Society: mostly uncivilised, tribal, unstable
Economy Rating: terrible (+)
Technology Rating: terrible (+)
Infrastructure: basic (+)
Industry: none
Wonders: none
Current Army: small size, mixed quality, good leadership, well supplied
Standard Troops: melee infantry, archers
Support Troops: musketeers
Conscript pool: tiny size, average quality
Army Doctrine: stealth and aggression
Navy: landlocked
Description: Isolated for many centuries, civilisation is a new idea here, and was speeded by the arrival of Umidian colonists around 420 AD. In the last century they have been joined by Taej and United Empire colonists, and more tribes have flocked to Himutshakla for protection. Despite their severe lack of technology, the native warriors have been able to intimidate the colonists, and have slowed their advance. The natives are closer to South African than South American in appearance, though they don't quite fit either category. Relations with the Sung Taej are growing in importance.
 
You who are among the nameless, awaken! Awaken and become part of the new order!

> Posting is now authorised, thankyou very much.
 
Checking in Daft, let us begin the new age! For the Rytarrian Empire! :salute:
 
The Mirror Universe quotient of the United Empire is here for baggage claim.
 
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