UPDATE 0:
Years 0 to 500
CRADLE ONE:
A chain of civilization worms its way across the great continent...
Its northwest corner is the lands of gleis, home to the Calengian peoples, who are known for building fortified stone house-towers amongst the cold northern forests, some reaching many stories high. The impressive cone-like buildings are eventually copied by the tribes of Yodan. These enigmatic structures will remain for many centuries to come.
The sheltered coasts of the 'middle sea' nourish a number of growing seafaring settlements. For now there is no need for rivalry. Trade routes slowly stir into life. The western islands seem peaceful at this time, while the islands of Cria are less so, with stories of massacres and bloody battles amongst the people of the Napodi, the 'Grape tribes', who nonetheless find some time for religion also.
The religion of the Iksander Antar'ah has murky origins, but by this time it is already established along the southern coasts of the middle sea. A variety of temples are dedicated to this faith, hinting that it is adopted voluntarily, and often slightly altered in the process. Various city-states and nomads exist relatively peacefully. Things are different in the mountains of Geskh, where the Rattram war with the neighbouring tribes, and each other, perhaps to be united at last by one leader.
The land of Hurud may have been the birthplace of civilization on this continent. But now it is humbled by the Nomesters, fierce raiders from the lands of Siach, armed with hardened metal spearheads. The Kings of the Nomesters have short and violent reigns, but are able to accumulate vast wealth by raiding the Hurud and Faradi, and over time they build a great palace for themselves, no less than the greatest building in the world, and a source of great prestige.
In the mountains of Tharn, the mercantile Shahanar find peace with the nomadic Tharnites. Trade routes are taking shape, passing through the mountains to the two seas and the two great plains beyond. To the east, the Sa'ad Danab lure merchants to their oasis settlements. Meanwhile strange ships being to land on the southern coast, brining small amounts of sugar and exotic spices, hinting at what lies far beyond.
The Nartozieroni are perhaps the most civilized of all peoples at this time, and perhaps this owes something to the mixing of peoples in the lands of Lothas. Their homeland is crowded, shared by the ambitious Haskites, old invaders from the southern desert, and by minor tribes defeated and fleeing from the En Corthan nomads, who are growing more and more united under their 'Great Leader of Peace'.
The Hal'ska are on the tail of the great curving worm. After some minor wars and fortuitous events, their northern lands are completely united under their Shaman-Kings, in theory at least.
CRADLE TWO:
A similar chain of young civilizations works its way east-west. Things are rather more peaceful and sedate on the great southern continent, except in the lands of Zhailin, where the Vakar kings are already attempting conquest. After several wars they have gained slaves and wealth, but have made firm enemies of the neighbouring tribes.
In the hills of Zhunun, a large, hardy animal is domesticated (Alpaca-like), providing food and clothing. Meanwhile the great eastern river is infested with large crab-like creatures, an acquired taste but rather nutritious. The 'River Peoples' grow in number, and encroach on the ancestral lands of the Aquen.
CRADLE THREE:
The jungles of Maltik are the birthplace of civilization on the third great continent. But this birth is not without pain, for these lands witness many bloody battles. The city of the Hubrians rises to greatness, spreading fear and awe. But its victory is not complete, for the enlightened lords of Hulukap unite what remains of the local settlements and vow to halt the pillage and enslavement.
The southern sea is stirred up by the storm gods for most months of the year. But there is a trading season were ships travel to and from the Sollo islands, and a seafaring culture is taking shape, not dissimilar from the faraway islands of the Ongen and Novai. For now the Agrian peoples struggle to establish themselves as traders, and so seek their livelihood from the inland jungles of the islands. There the crossbreeding of two strains of domesticated ground-birds creates something much bigger, and potentially deadlier - a creature big and strong enough to smash a man's skull with its beak if provoked, yet still largely passive in nature. Its meat can feed a whole village and its eggs are considered a delicacy on the continental mainland, where intoxicating incense and invigorating beans also to be found in the markets of the Hubrian and Hulukap towns.
INVENTIONS:
Two forms of writing appear, more flexible than the pictographs and runes that came before, in that they are capable of recording actual conversation. In the mountains of Tharn, the script of the Shahanar emerges, with a little influence from the Tharnite mystics. On the island of Cria, the Novai create an entirely separate script, which often appears in ornate form on their famous pottery. Humanity's first written words detail the minor points of ancient trade deals. The age of history has dawned.
Bronze working already spreads from Siach, the lands of the Nomesters (Cradle #1), to the regions of Makar and Hurud. In a faraway land it is simultaneously discovered by the Vakar (Cradle #2).
The Iksander Antar'ah, the Haskites, and the Nartozieroni (Cradle #1) all learn to make use of the wheel, one way or another. The Iksander Antar'ah are already using it in battle, although they lack horses, which are only just being domesticated in the lands of Teph.
The Tarenzisis of this time (Cradle #2) also make use of the wheel, but only for hand-carts in their settlements. For the moment there are no suitable beasts of burden.
NOTES:
Totally ran out of time for doing intelligent or proof-read commentary! Hope this is OK to get things rolling.
In your stats, you have more spend-able money than your income would give you. I have added a little extra to give everyone more options the first turn.
Any unit without a 'shield' is also a barbarian (white) and I will do any negotiations for them individually.
The Halska have no rivals near home, but they are not centralised enough to totally 'own' their starting territory.
You may choose your own colour, I forgot to say earlier.
You may suggest the names of great people and famous places.
Stats in next post...