1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

DaNES II: When the Stars Fall

Discussion in 'Never Ending Stories' started by Dachs, Feb 17, 2010.

  1. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    DaNES II – When the Stars Fall

    The deadline for Turn 5 orders is 0300 GMT ON THE MORNING OF FRIDAY MAY 21 2010.

    Introduction

    This is a NES, set in the Eastern Hemisphere of an Earth quite different from our own, still in the throes of the great era of migrations. In the Mediterranean, the Roman hegemony never occurred, and was stillborn at the hands of a powerful Seleukid Empire, which in its own turn slowly broke apart, while at the same time the faith of the Holy Wisdom spread throughout Southwest Asia and the Mediterranean. Gaelic civilization dominated Western Europe, in its various forms, until the great migration era, as Germanic and even Iranian peoples began to settle in large numbers. China, savaged by waves of steppe invaders, has fallen into the period of the Five Dynasties after the death of the Han state. And India, the cultural beacon for most of Southeast Asia, is increasingly wracked by fighting between the Pala and Chola states and their respective allies. In short, it is a wholly different world that meets us in this year, 600 (or, 912 of the Seleukid Era). And it’s going to get a whole lot more unrecognizable now that you’ve all got your hands on it…

    But you are not the only agents of chaos and change. In the darkness that surrounds the civilized world, from the dark forests of Europe to the trackless plains of Central Asia, from the scorching deserts of Arabia to the steaming jungles of Indochina, a primal urge has been awoken. Great peoples are on the march, and the shockwaves from their impact can bring down ancient empires. This is a world in which the stars are beginning to fall.

    The Usual First Post Stuff

    I apologize for the pretentious and poorly written title/intro stuff. It's kind of customary in NESing. Not that it's not fun to type.

    Players – anybody can join, provided that you send orders and that they are on time. All powers are available by application; that is, provide me with a brief CV in the thread, telling me about success/failure in NESes, strengths as a player, that sort of thing. You might also want to tell me what you plan on eventually doing with your state (might be best not to do that in the thread though).

    Stories – you can write them, and I recommend doing so if you feel like it or if you have nothing better you want to do, or if you get bitten by a writing bug, or whatever. They may have an effect on the course of the NES, and I’ll incorporate them into the update if I can. Not every story will get a concrete bonus (more on that later).

    Orders – above all, orders must be clear, concise, and easy to understand. Depending on who you’re playing and what you’re doing, they might be long, or they might be short, but in all cases save length for the really important stuff. I don’t want to have to wade through paragraphs on what your spies’ passwords are, or what precisely your court ceremonial involves. In countries with representative systems of government, it is highly advisable to take the reactions of the opposing party/parties into account, or even negotiate with the mod (via IRC, PM, or whatever) to ensure the passage of the measures that you want to succeed. In all states, some orders may be deemed objectionable because of the lack of support for a given action; thus, it is also advisable to discuss your justification for your actions. They will all probably be announced, even the ones that people don’t like, but they may have unintended consequences or may be stillborn. And finally, since updates are five years long, you should try to work into your orders an idea of what year certain things should be happening in.

    In the event of extenuating circumstances (i.e. something major that wasn’t anticipated by a player’s orders but to which he ought to have the chance to respond) I may also PM a player after the update deadline to ask a question or questions about the response to a given situation. Players will have 24 hours from the time the PM is sent to respond before I make something up for them.

    NPCs (Non-Player Controlled entities) – some countries or peoples, deemed by the mod to be insignificant and a possible drain on players, may be permanently NPCed (that is, until we get enough players to make them playable). Said countries will be listed in the stats as such, denoted by unbolded names (playable NPCs and player-controlled states will have bolded names). Since there is nobody to play them, I’ll take charge of them, and I’ll make sure that they aren’t pushovers. Heh heh heh.

    Updates – in order to ensure timely updates, all orders will be due on Tuesday nights at midnight, GMT (which works out to 7 PM Tuesday evening on the East Coast of the United States, and frankly, I don’t really give a damn what time it is anywhere else). That way, I can write the update on WedNESday. However, in the event of extenuating circumstances, update times and order deadlines may be changed by the mod; information on the current orders deadline can be found at the top of the OP. In addition, it should be noted that each update covers the period of five years. I will endeavor to award at least one bonus for each update, for perhaps good stories, timely orders, or other things decided by fiat. These will not be the same each update, because my consistency is only rivaled by my knowledge of Chinese and Indian history.

    Countries – pick an NPC (not a permanent one) or start a rebellion (please consult me first before starting one, because it’d suck if it got crushed instantly, and that would happen if you don’t pick carefully). If you pick an existing country, make sure to read your state’s background, so you can act in-character and so I don’t get so many questions. I’d also recommend doing at least a little bit of research on the period in real history as well; I changed a lot of stuff, but I didn’t change everything.

    Map – this is the “Symphonic Style” Winkel-Tripel projection, not the “Northern Style” because I hate the way that that map shows coastlines. Only the capital city of each country is denoted on the map, partly due to lack of real demographic data and mostly due to laziness. Several steppe confederacies have no capital, because the capital is defined as “whatever yurt the chief/qagan is living in at the time”. Any colored state (unless it’s a perm-NPC) can be taken over by a player, divided by single-pixel black lines. Wars will be shown by shifting a state’s color while keeping the prewar border on the map. Have fair warning, though, that this is not the First World War, and you don’t exactly have troops all along your borders with another state.

    Rules

    TEMPLATE
    Polity Name
    Capital:
    Ruler/Player: /
    Government:
    Factions (Confidence/Strength):
    Culture:
    Army:
    Army Quality:
    Army Description:
    Navy:
    Navy Quality:
    Income (Raw – Upkeep):
    Treasury:
    Infrastructure:
    Prestige:
    Description:

    Government:

    Funnily enough, this is your system of government. There are a few differing kinds of this from which to choose, though most are monarchical; there are further qualifiers, though. It is a descriptive stat, and includes such tidbits as whether your government is monarchical, the level of centralization, the type of provincial governments, the level of corruption in your bureaucracy – assuming you have one – and so forth. Governments that include a strong republican element, such as Panormos, will need to see players work to get legislation passed. The archontes are not dictators; they cannot get measures passed by fiat. Another thing that would be as ill-advised as attempting to pass your own legislation would be repeated government changes and major reforms, especially if they don’t make any sense at all. (If you’re not sure about this, ask the moderator! He will know the answer.) In addition, decentralized states will often have decreased player control over actions occurring at the lower levels of government.

    Factions:

    Shamelessly ripped from BirdNES 3, because they’re a really good idea. Their confidence in your rule, on a one to five scale (five being ‘extremely confident’), and their strength, on a one to five scale (five being ‘extremely powerful’) are noted in parentheses next to a brief description of what the faction is. It would be wise to side with one or more of these groups within your state. I strongly doubt that you’ll get anything done without them. Politicking will become a necessity.

    Culture:

    Herein will be listed major cultural groups within your country along with their strengths, as well as foreign influences and religions and so on. This is obviously an extremely important stat that you can’t influence directly, but many of your actions and those of other players will have an indirect impact on it. It, like the Government statistic, is a descriptive one.

    Military:

    This is the usual number-based military, divided into infantry, cavalry, and ships. It’s also highly customizable! Each state’s army is discussed in a descriptive stat (appropriately enough titled ‘Army Description’) that breaks down the…breakdown of your troops as well. How much does your army use archers? Are you most proficient with heavy cavalry? This descriptive stat can be changed through military reforms and so forth.

    The number shown is the number of troops available to you personally as the ruler. It does not show the number of troops you might be able to levy from the population or the troops your nobility might provide to you in a time of crisis. (Ask me for probable numbers on both of these.) Non-personal troops will be denoted as such in the stats. It should also be noted that fortified area troops, frontier guards, and urban garrisons are also not included in the stats, though they will have an effect on the battlefield. (Ask me for a description of these as well.)

    Your army and navy also each have a Quality stat, which is kind of a description of training and weapons quality and leadership all in one abstracted package. Ask me for the amount of money you’ll need to invest to increase it by one level; it varies extensively based on your government, the size of your military, the nature of your military, the type and manner of combat operations going on at the time, and so on. It may decay if your military sits unused for some time, or if you suffer major losses to your trained troops.

    Finally, you will have to pay upkeep for your troops. This number increases due to a whole lot of factors, and may decrease due to a whole lot of factors, too numerous to list here. Your upkeep will be by far the largest expenditure in your economy, almost certainly. Hiring soldiers is easy; a signing bonus, perhaps some allowances for arms and armor, and you’re set. Paying their wages every day? Not so much. You have the option of not paying your upkeep either in full or in part, but this will have severe consequences in terms of Quality and deserters. It is ill-advised. For some states (chiefly, nomadic steppe peoples) military upkeep may actually be higher than income; to compensate for this, you’ll need to raid the surrounding regions for stuff with which to pay off your troops. Civilized peoples usually yield more money than uncivilized peoples; ask me about potential targets and whether they will make up the deficit. Raiding will also be a significant part of warfare for more sedentary states, too, but wars tend to be more formal for them.

    1,000 infantry = 150 talents
    1,000 cavalry = 300 talents
    10 ships = 200 talents

    Economy

    The economic side of things is relatively simple. I give you a number for income, give you another number for upkeep, a third number that subtracts upkeep from income, and a fourth number for the amount of cash you have in your treasury. Pretty simple, right? You can spend this money on virtually anything under the Sun, from spy missions to fortifications to soldiers to ships to temples to bribes to attractive slaves of the opposite sex with which to spend quality time. You can increase this number in many ways – economizing on salaries, conquering new territory, instituting new taxes and duties, confiscating the lands of your nobility, importing more people to increase the area under cultivation, exploiting untapped mineral resources, taking advantage of expanding trade, and the like. I recommend you figure out how to do that.

    All money is denoted in terms of the Attic silver talent (talanton). The Attic standard is the standard weight of measurement for the entire Mediterranean and Greek worlds. The talent isn’t actually a coin, but a weight; this weight in silver is equivalent to a certain value in lower denominations, which actually are coined (such as the mina, drachmon, or stater). Talents aren’t coined because they are worth so friggin’ much; one talent could pay a skilled laborer for a decade. (Roughly.) The numbers would get outlandish if any other denomination were used, so we’re sticking with the talents. The Chinese, Indians, and so forth don’t use the Attic standard, but to simplify things the values for everything everywhere will be given on the Attic standard. I recognize that, due to the wonderful problem of varying market basket values, the same number of Attic talents would not purchase equivalent numbers of virtually any good in China and Syria. This problem has been somewhat avoided by inflating or deflating the income and price numbers for all spending and upkeep except for military recruitment for all relevant states.

    Infrastructure:

    This is a stat represented in self-explanatory word-levels. This does not just denote a roading system, but encompasses “everything that makes it easier to travel in your country” – roads, grain depots, caravanserais, harbor facilities, and the like. Usually increasing infrastructure also increases the volume of trade (and the contrapositive is true as well); it also permits more rapid movement of troops within your territory. However, high levels of infrastructure also contribute to a higher level of upkeep (especially if they are in bad terrain). You can forgo paying part or all of your upkeep, but it will have adverse consequences for your infrastructural level.

    In order to increase your infrastructure level, you’ll need to ask me about how much money to pay. Sometimes it will take more than a turn of payment to increase your infrastructural level, in which case the number paid and the total number required will be displayed next to your infrastructure level in the stats. I elected not to tie the infrastructure level to anything specific in the stats or to a size stat so as to fix certain economic problems and to better account for regional variations in how much work it is to build a road and so forth.

    The point has also been made that frequently infrastructure was increased by means of corvee labor, that is unpaid peasantry working on public works and infrastructure projects by law as part of their feudal obligations. This policy is necessary in feudal governments (tastefully highlighted by the appellation “Feudal” in their government description; I recognize that there are many many MANY other facets of feudalism, but that was the most convenient way to describe this); you can increase and maintain your infrastructure by corvee, but it will come at a different cost. You will also face a greater risk of peasant revolt; people don’t tend to like those unpaid obligations. The fact that your state operates via feudal government also will decrease your revenues, since most of your cash will be collected from your own demesne instead of a universal taxation system. (The Chinese governments are mostly represented by the “Semi-Feudal” appellation, meaning that they both have elements of national taxation and the necessity of using corvee. They also face a horrifyingly high likelihood of peasant revolt due to this combination.) The time in turns required to increase infrastructure by corvee will be displayed next to the infrastructure level instead of the monetary investment numbers shown in others’ stats.

    Word-levels:
    Atrocious-Pathetic-Bad-Tolerable-Decent-Improving-Good-Efficient-Great-Excellent

    Prestige:

    This is arguably the most important (numerical) stat in the game, because whoever has the highest prestige at the end of this NES gets the Winner award. It does not have many, if any, concrete effects on your empire, and rightly so. However, the drive to gain prestige does. There are plenty of ways to increase prestige. You can conquer territory and win military victories; you can successfully face down some of your Factions; you can implement a vast new public-works project; you can finance the rantings and ravings of a philosopher, or the upkeep of a grand library. (When initiating grand public works projects, take care not to go too far. It would suck to end up like one of these guys.) Prestige can also be lowered by military defeats, political squabbles, open corruption problems, and the like. Virtually anything and everything you do in this NES will alter your prestige.

    Description:

    This is a short (ha!) outline of the historical background for your state, chiefly for the purposes of context. Fairly self-explanatory, really. If you have any further specific questions about the setting, you should ask me; since this is a Guess-the-PoD map, not a timeline, I didn’t go into absurd depth on every inch of history since the PoD (which, for the record, was immediately after the Battle of Magnesia in 190 BC), which means that I may have not even thought about the thing you’re wondering about, so you can make it up on your own! Ask first, though.

    Other Investments

    As mentioned before, you can spend money on, well, virtually anything. It might not always have an effect – in fact, sometimes it will have quite a negative effect – but far be it from a mere mod to tell the god-king of the Seleukid Empire what he can do with his money! More seriously, though, there are plenty of other things on which you can spend your cash. Fortifications, military reforms, public-works projects, attractive slaves, some nice books, or whatever. If you can think of it, I’ll do my best to incorporate it somehow, with the appropriate benefits (or disadvantages) for you. The only limitation on this is technology, really – you can’t have somebody build you a roller coaster in the equivalent of 600 AD. Sorry.

    Abbreviated Stats

    Some states simply don’t work the same way as others do. I daresay that the qagan of the Antes doesn’t really worry about the level of infrastructure in the lands his horde controls, for instance. So some states may not incorporate all of the stats that others do. (This mostly just applies to Navies and Infrastructure.) Others, such as perma-NPCs, incorporate almost no stats at all. This is mostly for purposes of expediency. If they ever get players they will have more in depth stats added to them.
     
  2. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    Spoiler Stats, part 1 :
    Kingdom of Uerturio
    Capital: Farrais
    Ruler/Player: Cailtran mac Dub/NPC
    Government: Tribal Monarchy
    Culture: Pictish with strong Cumbric influences; Pictish-speaking; worship of the Celtic pantheon is near-universal.
    Army: 750 infantry
    Army Quality: 3
    Army Description: Chiefly light spearmen with some sword- or axe-armed shock infantry, and skirmishers of varying types. Virtually no cavalry is used.
    Description: This Pictish group united in 608 under the leadership of the charismatic warrior Dub. Perhaps this particular Pictish group will be longer-lasting than most.

    Kingdom of Ystrad Clud
    Capital: Alt Clut
    Ruler/Player: Domnall map Dumnagual/NPC
    Government: Decentralized Elective Feudal Monarchy
    Culture: Cumbric (Brythonic) with some Pictish strains; Cumbric-speaking; worship of the Celtic pantheon is near-universal.
    Army: 700 infantry
    Army Quality: 2
    Army Description: Chiefly sword-armed shock infantry, levy spearmen, and skirmishers. Virtually no cavalry, and of those only chariots are used.
    Description: The collapse of Gododdin and the heavy pressure of the Picts in the fifth century permitted the rise of a new northern Brythonic polity, the kingdom of Ystrad Clud. After some initial startling military successes against Germanic raiders and the Picts to the north, the kingdom experienced something of a golden age in the last century, a high that will be difficult to maintain as old foes rear their heads once again.

    Cambrian Confederacy
    Capital: Cairnnewydd
    Ruler/Player: Cambric Council/Lord of Elves
    Government: Decentralized Theocratic Feudal Monarchic Confederacy
    Factions (Confidence/Strength): Ceredigion (4/3), Dyfnaint (4/3), Pengwern (3/2), Dobunni (2/3)
    Culture: Britannic, or Cambric; dialects of Brythonic predominate (chiefly Cambric); Celtic polytheism is virtually universal, with druids incorporated into government.
    Army: 3,500 infantry, 14,470 levy infantry
    Army Quality: 4
    Army Description: Chiefly sword-armed shock infantry and skirmishers; virtually all cavalry is chariotry. Few long-range missile infantry and no heavy infantry or horseback cavalry are used.
    Navy: 5 ships
    Navy Quality: 2
    Income (Raw – Upkeep): 1030 - 990 = 40
    Treasury: 10
    Infrastructure: Bad
    Prestige: -2
    Description: Brythonic life was rudely interrupted a century and a half ago when the Germanic peoples began to migrate to the southwestern coasts of the island. Nearly too late, the kings of the west united in confederacy on Ynys-Mon, and by their combined efforts won a signal victory over the invaders at the ratae of the Corieltauvi eight decades ago. The ensuing comfortable hegemony has been recently disturbed with a fresh influx of invaders, along with the collapse of friendly Gododdin to the north. The kings of Cambria will doubtless be called upon to reunite soon.

    Kingdom of Rygia
    Capital: Tan-arth
    Ruler/Player: Dryhten Aethelric/Perfectionist
    Government: Decentralized Feudal Tribal Monarchy
    Factions (Confidence/Strength): Rygi (4/4), Kimbria (4/2), Rondinga (3/3), Silenga (3/4)
    Culture: West Germanic with extremely strong Brythonic and East Germanic influences; ruling Germanic groups speak Old West Germanic dialects, with many loan-words from East Germanic dialects and a large Brythonic population speaking Cambric; worship of the Germanic pantheon is widespread among the invaders, Celtic polytheism is similarly dominant among the natives, and there is one small Sophist mission in the south.
    Army: 1,210 infantry, 21,940 levy infantry, 500 cavalry
    Army Quality: 4
    Army Description: Reliant on shock infantry, bearing both sword and spear with significant variety as to the amount of armor used. Very few cavalry are used, though both light and heavy cavalry are represented. Very few missile infantry are used, though what few archers there are have excellent training.
    Income (Raw – Upkeep): 755 - 600 = 155
    Treasury: 160
    Infrastructure: Pathetic
    Prestige: 6
    Description: The Rygi and Kimbria began to settle on the western shores of Britannia a century and a half ago. They came as traders and colonizers and refugees, but apparently the people who were living there already didn’t particularly like being colonized – fancy that! After many of the Kimbria were killed by the natives in the land of the Corieltauvi, the erla and karla of the Rygi banded together under the Dryhten Ewald and prevented the Cambrians from driving them into the sea. Of late, a new migration has begun, made up mostly of Rondinga. If the military power of these new arrivals can be harnessed by the Dryhten, they could swing the balance against the hitherto-powerful Cambrians…or their arrival could herald a fresh round of vicious infighting.

    Winnili Horde
    Ruler/Player: Agelmund thiudans/NPC
    Government: Tribal Monarchy
    Factions (Confidence/Strength): Stiuri Winnili (4/4), Minnira Winnili (3/2), Wūba (2/3), Sala (4/3), Silenga (1/3), Belgic natives (2/3)
    Culture: East Germanic with some Belgic and West Germanic influences; mostly Old High German-speaking, with a large Belgic-speaking native populace; Germanic polytheism is widespread, with Celtic polytheism retaining a few native adherents.
    Army: 6,000 infantry, 3,500 cavalry
    Army Quality: 5
    Army Description: Excellent sword-bearing shock and ambush infantry, very good light and medium cavalry, significant numbers of missile infantry and skirmishers, good but limited heavy cavalry.
    Income (Raw – Upkeep): 1210 – 1140 = 70
    Treasury: 45
    Infrastructure: Atrocious
    Prestige: 2
    Description: The creation of the Gothic empire in the east displaced many barbarian groups that had once lived there. Among the first of these to reach the west in the first decade of the seventh century was the Winnilic tribal confederacy, which quickly entangled itself in the Nerwian civil war. A falling-out with the Nerwians themselves, though, led to war, which resulted in the Winnilic conquest of Nerwia itself. Will the Winnili keep going or have they found their new home?

    Kingdom of Walhia
    Capital: Wien
    Ruler/Player: Trohtîn Wiolant/Adrogans
    Government: Confederal Feudal Tribal Monarchy
    Factions (Confidence/Strength): Trohtîn's Bastarna (5/2), Atmona Bastarna (3/3), Yazyga (2/3), Arverni natives (2/3), Aulerci natives (2/3), Silenga (3/2)
    Culture: Celto-Germanic (East Germanic) among the invaders, Celtic (Walhic and Belgic) among the natives; Old High German (with many Walhic and East Germanic loan-words) chiefly spoken among the invaders, with Walhic-speaking natives; invaders generally worship the Germanic pantheon, natives are mostly Celtic polytheistic with some druidic practices remaining.
    Army: 5,760 infantry, 22,950 levy infantry, 220 cavalry
    Army Quality: 6
    Army Description: Shock infantry, both heavy and light, are widely used, with good skirmishers but few ranged missile infantry. Notable are the lack of staying power among all melee infantry and the wide use of the rhomphaia, or falx, among the Bastarna. Few good quality cavalry are used, none of them heavily armored.
    Navy: 15 ships
    Navy Quality: 2
    Income (Raw – Upkeep): 2,145 - 2,010 = 135
    Treasury: 110
    Infrastructure: Bad (3 turns)
    Prestige: 2
    Description: The fearsome Bastarna, after defeating the native Allobroges and Arverni, have made themselves masters of the Walha. Though quite decentralized, as migrating tribes are wont to be, they have been successful thus far in repelling the half-hearted invasions of their territory by the Hatta and Aorsi. United at least formally under the person of the Trohtîn, the various Bastarna warlords constantly squabble amongst themselves and with the native Walha. The empire is in serious danger of internal collapse, and only a strong Trohtîn will be capable of uniting the disparate warlords into a cohesive whole.

    Iberian Empire
    Capital: Numantia
    Ruler/Player: Drechton Gerold/NPC
    Government: Decentralized Feudal Monarchy
    Factions (Confidence/Strength): Hellenic poleis (5/3), Lusotannan natives (2/2), Celtiberian natives (2/2), Hatta marcher-lords (3/2), Hatta Assembly (3/2)
    Culture: Native population is by turns Lusotannan, Celtiberian, Punic, and Greek, with West Germanic invaders as a semi-separate overclass with little mixing as yet.
    Army: 4,750 infantry, 29,300 levy infantry, 1,150 cavalry
    Army Quality: 6
    Army Description: Variegated mixture of native troops, primarily light infantry, skirmishers, medium infantry, and medium cavalry; colonizer troops, primarily heavy spear infantry; and German troops, primarily medium and heavy melee infantry, light cavalry, and archers. Virtually no heavy cavalry.
    Navy: 30 ships
    Navy Quality: 4
    Income (Raw – Upkeep): 1,860 – 2,115 = -255
    Treasury: 80
    Infrastructure: Tolerable (4 turns)
    Prestige: 1
    Description: Iberia has always been a land of many peoples. The Lusotannan and the Celtiberians migrated here in the distant past, and the Punic and Hellenic settlers followed them. Unlike the Carthaginians, the Romans, Seleukids, and Perseids tried to conquer the peninsula in its entirety, but they only half-succeeded. After they ruled, the Lusotannan held sway, but their hegemony was short-lived. Instead, the Frankish migration, what some have called the harbinger of the migratory age, brought those people, who called themselves Hamaba, to the southern coasts. A century ago, the Hatta followed them, establishing their power in the northern part of the peninsula and eventually, after a series of hard-fought border wars, subsuming the Franks a decade ago. Now masters of the whole peninsula, the Hatta can look forward towards a new age of foreign conquest.

    Burgunda Horde
    Ruler/Player: Gundahar thiudans/NPC
    Government: Tribal Monarchy
    Culture: East Germanic with significant numbers of Slavic, Celtic, and West Germanic peoples; East Germanic and proto-Slavic-speaking; widespread worship of the Germanic pantheon, with significant Celtic-deity worship among the native populace.
    Army: 6,500 infantry, 4,600 cavalry
    Army Quality: 5
    Army Description: Primarily light and medium melee infantry serving in ambush roles, and large numbers of levy spearmen. High quality medium cavalry, some heavy cavalry, significant numbers of cheap skirmishers and archers.
    Description: The seventh-century rise of the Goths in the east prompted a wave of migrations across Europe. Godegisel of the Burgunda led his people into southern Germany. The struggle against the Windelicians ahead will be long and difficult, but at its end, hopefully, lies salvation for the Burgunda and a place to start anew.

    Aorsi Horde
    Capital: Patikapatta
    Ruler/Player: Murunda Zanvar/Reno
    Government: Feudal Tribal Elective Monarchy
    Factions (Confidence/Strength): Spada (4/5), Tyrrenian Aursa (2/2), Adriatic Aursa (2/2), Sannic Aursa (3/2), Markomanna (1/2)
    Culture: Iranian nomadic (Saka) among the Aorsi themselves, with Germanic, Celtic, Latin, and Etruscan strains more or less intermixed among the natives (who all self-identify as ‘Markomanna’ now); Western Middle Iranian-speaking among the Aorsi with Gothic predominating among the general populace; the Aorsi themselves are Zoroastrian, but the general populace is mostly Sophist with some Germanic and Latin polytheists.
    Army: 7,950 cavalry, 8,750 levy cavalry
    Army Quality: 6
    Army Description: The main army is dominated by horse-archers and lancers, both heavily and lightly armed and armored; of the levies, archers and large bodies of cheap spearmen are the norm. Virtually no heavy infantry with any staying power.
    Income (Raw – Upkeep): 1,095 – 1,130 = -35
    Treasury: 70
    Infrastructure: Bad
    Prestige: 6
    Description: The Gavas and Raukas of the Aorsi, or Aursa, have led their people on a long journey since being driven from the lands northeast of the Caspian Sea two hundred years ago. For the last thirty of those years they have ruled northern Italy, seizing control from the Marcomanni who lived there before. Their military prowess has allowed them to raid up and down the peninsula virtually at will. Now the Aorsi look further afield, and have begun to direct their matchless cavalry across the Alps and into the depopulated east.

    Republic of Panormos
    Capital: Panormos
    Ruler/Player: Archon Anastasios Makhaneus/Thlayli
    Government: Federal Plutocratic Republic
    Factions (Confidence/Strength): Sikeliot Merchantry (4/5), Panormos Mob (2/3), Megale Hellenic poleis (2/5), Sikeliot Gentry (2/4), Aphrike (3/4)
    Culture: Sikeliot and Megale Greek, with a significant Punic population in Aphrike and minor native Italic (Samnite, Latin) populations in Italy; overwhelmingly Greek-speaking; almost wholly Sophist, save for small pockets of Phoenician polytheists in Aphrike.
    Army: 18,550 infantry, 4,450 cavalry
    Army Quality: 5
    Army Description: Reliant on heavy spear infantry (thorakitai) and some bodies of pikemen. Significant numbers of medium cavalry, some poorly integrated heavy cavalry, some skirmisher cavalry. Decent quality crossbow infantry.
    Navy: 186 ships
    Navy Quality: 7
    Income (Raw – Upkeep): 23,050 – 19,730 = 3,320
    Treasury: 2,000
    Infrastructure: Good
    Prestige: 10
    Description: Panormos, originally the capital of the Perseids’ Sicilian satrapy, successfully revolted as the Sophist wars hit the Perseid Empire centuries ago. In 394, the Sicilian kingdom that had emerged from the revolt was brought down by a revolution of the poleis, which reorganized the island into a federal republic, modeled on the Achaian and Aitolian states of old. Control of Africa, won in the fifth century, brought immense wealth; control of south Italy, achieved at nearly the same time, connected it all together. But in the last seven decades Panormos has been crippled by scandal and social unrest, while Aorsi raids devastate the Italian possessions as Panormos’ armies tear themselves to shreds in internecine conflict. Panormos is sick, and needs reform, before one or more of its many internal and external foes does it in.

    Kingdom of Istria
    Capital: Tersatike
    Ruler/Player: Archon Daochos/NPC
    Government: Confederal Plutocratic Monarchy
    Culture: Epeirote and Illyrian Greek with heavy Iranian, Italian, and Sklavenian influences; Greek-speaking; Sophist.
    Army: 3,500 infantry
    Army Quality: 4
    Army Description: Mostly heavy urban spear militia with effective skirmishers. Virtually no cavalry or pike infantry.
    Navy: 30 ships
    Navy Quality: 6
    Infrastructure: Decent
    Description: Military defeats for the Chaonian state in the 610s began to break it up along regional lines, with Daochos, the hyparchos of Istria, being the first rat to flee the sinking ship. Much has been staked on this drive for independence; the Istrians are trapped between several powerful, ominous states, and the only real bargaining chip they have is their fleet. Still, their territory is a defensible one, and the Istrians have a reasonable prospect of survival if enough things go right.

    Kingdom of Chaonia
    Capital: Seleukeia in Epidamnia
    Ruler/Player: Basileus Admetos III/NPC
    Government: Confederal Feudal Aristocratic Monarchy
    Factions (Confidence/Strength): Epeirotai (1/3), Illyria (2/3), Molossis (2/2), Taulantia (3/3)
    Culture: Epeirote and Illyrian Greek; Greek-speaking; mostly Sophist.
    Army: 8,000 infantry, 3,700 levy infantry, 1,150 cavalry
    Army Quality: 5
    Army Description: Chiefly comprised of heavy spear infantry (thorakitai), small bodies of pikemen, skirmishers, and medium and heavy cavalry. Very few light cavalry or long range missile infantry.
    Navy: 10 ships
    Navy Quality: 5
    Income (Raw – Upkeep): 9,720 – 7,715 = 2,005
    Treasury:
    Infrastructure: Improving
    Prestige: -4
    Description: A reconstituted Epeiros, down to the federal league system of government it has adopted, Chaonia revolted from Makedonia a hundred years ago and enjoyed significant political and cultural success, both asserting dominance over much of Megale Hellas and providing a home to the great political theorist Leon of Ambrakia. Those early glory days have given way to troubles in the last fifty years, with increasing Ruxsalannoi and Aorsi raids and Samnitic stirrings in Italy. Chaonia will face the ultimate test in weathering the coming storm.

    Amphilochian League
    Capital: Ambrakia
    Ruler/Player: Archon Aristainos/NPC
    Government: Confederal Aristocratic Republic
    Culture: Mainland Greek with some Italian and Syrian influences; Greek-speaking; Sophist.
    Army: 6,400 infantry, 700 cavalry
    Army Quality: 4
    Army Description: Chiefly comprised of heavy spear infantry (thorakitai), skirmishers, and some medium cavalry. Some long range missile infantry, virtually no pikemen or heavy cavalry.
    Navy: 15 ships
    Navy Quality: 4
    Infrastructure: Improving
    Description: The military revolts of the late 610s brought the revival of Amphilochian regionalism, given a lease on life by Makedonian military support against the crumbling Chaonian central authorities. Early military victories against the Chaonians and Akarnanians will mean little without Makedonian support, and there is some approval in Amphilochian circles for a more direct tie with Makedonia to retain at least some autonomy.

    Aitolian League
    Capital: Naupaktos
    Ruler/Player: Strategos Theophanes/NPC
    Government: Federal Theocratic Monarchy
    Culture: Mainland Greek with some Syrian influences; Greek-speaking; Sophist.
    Army: 4,750 infantry
    Army Quality: 4
    Army Description: Chiefly comprised of heavy spear infantry (thorakitai), skirmishers, and long range missile infantry. Virtually no cavalry or pikemen of any sort.
    Navy: 5 ships
    Navy Quality: 3
    Infrastructure: Decent
    Description: Aitolian revolt was a direct consequence of Makedonian military support under Patroklos Bardanes in the 610s and the military protagonism of the Aitolian native Theophanes, formerly of the Chaonian army. There is little unity among these poleis, however, and Aitolian regionalism is not strong enough to prevent persuasive arguments among Aitolian leaders to fold the League into the larger Amphilochian group or even into the Makedonian power structure, as fears of Chaonian reprisal are severe.

    Gothic Horde
    Ruler/Player: Ariaric thiudans/NPC
    Government: Tribal Confederal Monarchy
    Factions (Confidence/Strength): Maiza Gutans (4/3), Minniza Gutans (2/3), Winida (2/3), Finna (3/4)
    Culture: Usual polyglot tribal-confederal mixture, with large elements of Gothic (East Germanic) and Proto-Slavic groups; mostly Gothic-, Old High German-, and Proto-Slavic-speaking; mostly Germanic or Slavic polytheist, with small numbers of Sophists.
    Army: 5,650 infantry, 9,100 cavalry
    Army Quality: 6
    Army Description: Primarily light and medium melee infantry serving in ambush roles, and large numbers of levy spearmen. High quality medium cavalry, some heavy cavalry, significant numbers of cheap skirmishers and archers.
    Income (Raw – Upkeep): 840 – 795 = 25
    Treasury:
    Prestige: 1
    Description: The great Ariaric united the Gothic peoples under one banner in a series of wars from 598 to 608, and is now looking to conquer newer lands. His war machine makes up in sheer power what it lacks in finesse, and already dominates the plains of much of Eastern Europe. Will Ariaric and his successors lead the Goths into new lands in search of even greater plunder?

    Ruxsalannoi Horde
    Capital: Kallatis
    Ruler/Player: Kalarauka ?/NPC
    Government: Feudal Tribal Confederal Monarchy
    Factions (Confidence/Strength): Kala Ruxsalanna (4/5), Greek coastal poleis (3/4), Mauya Ruxsalanna (4/4), Thyssakata (2/2), Getai (2/3)
    Culture: Iranian nomadic (Saurometai) among the Ruxsalanna and Thyssakata, with major Greek populations along the coast and large numbers of Getai in the north; Western Middle Iranian-speaking among the Ruxsalanna and Thyssakata, Greek-speaking everywhere else; the invaders are mostly Zoroastrian, and the native peoples are either Sophists or Hellenic polytheists.
    Army: 1,400 infantry, 8,100 cavalry, 7,100 levy cavalry
    Army Quality: 6
    Army Description: Chiefly comprised of various forms of steppe cavalry, both lancers and horse archers, augmented by large bodies of levy spearmen. Small numbers of heavy spear infantry are available from the Hellenic poleis, and small numbers of light melee infantry can be levied from the Getai.
    Navy: 30 ships
    Navy Quality: 2
    Income (Raw – Upkeep): 1,220 – 1,290 = -70
    Treasury: 1,910
    Infrastructure: Bad
    Prestige: 2
    Description: A hundred years have passed since Rausimodes, the Great King of the Ruxsalannoi confederation, led his people across the Danube and into immortality. They have carried fire and sword through the Balkans, first overwhelming the coastal poleis and then raiding great Makedonia itself. It was Ruxsalannoi pressure that caused the Thraikians to revolt, and Ruxsalannoi horse-archers that killed King Alexandros VI at Doberos. Now, with the Hellenic coastal poleis forced to be tributaries, their power in the Balkans seems to be unrivaled – but a reforming Makedonia, the threat from the Aorsi, and a nameless fear in the north may combined to undo hitherto-unstoppable Ruxsalannoi might.
     
  3. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    Spoiler Stats, part 2 :
    Kingdom of Makedonia
    Capital: Pella
    Ruler/Player: Basilissa Anastasia I/NPC
    Government: Federal Aristocratic Monarchy
    Factions (Confidence/Strength): Army Assembly (4/5), Mesogaioi (4/3), Paralioi (3/3), Thraikian poleis (1/2)
    Culture: Makedonian and Mainland Greek, with significant Syrian influences; Greek-speaking; almost wholly Sophist, save for small academic communities of Greek polytheists and a few Jews.
    Army: 14,000 infantry, 5,500 cavalry
    Army Quality: 6
    Army Description: Mostly heavy spear-wielding shock infantry with skirmishing capabilities (thorakitai), some skirmishers and long-range missile infantry, and a small elite body of pikemen. Mostly heavy cavalry and lancers, few scout cavalry.
    Navy: 65 ships
    Navy Quality: 3
    Income (Raw – Upkeep): 10,710 - 12,700 = -1,990
    Treasury: 450
    Infrastructure: Improving
    Prestige: 1
    Description: After successfully revolting from the Perseids under Meleagros in the third century, the state of Makedonia has developed into a significant regional power, both on land and sea. Its control of the holy city of Athens and the significant natural resources of the Greek North have allowed its rulers to maintain a rivalry with the powerful Perseids. But recently, Makedonia has suffered from revolts, both in Epeiros and Thraikia, sparked by military failures against the dangerous Ruxsalannoi in the north. The beleaguered Makedonian state has a long and difficult road ahead.

    Kingdom of Mysia
    Capital: Kios
    Ruler/Player: Basileus Theodorokanos I/Flavius Aetius
    Government: Centralized Aristocratic Monarchy
    Factions (Confidence/Strength): Mysia (4/4), Bithynia (1/3), Phrygia (4/4), Hetairoi (4/3), Merchantry (3/4), Byzantion (2/2)
    Culture: Anatolian Greek, with some Pisidian groups; mostly Greek-speaking; mostly Sophist, with some scattered Jews and Hellenic polytheists.
    Army: 13,600 infantry, 5,450 levy infantry, 5,800 cavalry
    Army Quality: 5
    Army Description: Mostly comprised of heavy spear infantry (thorakitai) and medium cavalry. Significant numbers of skirmishers and heavy melee infantry; very few ranged missile infantry.
    Navy: 119 ships
    Navy Quality: 4
    Income (Raw – Upkeep): 13,190 – 14,630 = -1,440
    Treasury: 1,910
    Infrastructure: Improving
    Prestige: 4
    Description: The satraps of Mysia and Bithynia had revolted from the Perseid Empire during the course of its long religious convulsions centuries ago, and despite briefly coming under Makedonian domination managed to safeguard their independence from all comers. Even the Pisidians were warded off until Prousias X of Bithynia died in battle against them thirty years ago. Since then, the kings of Mysia have absorbed their weaker neighbor, not just for personal profit but out of a sincere desire for mutual defense, and have gained in power as the Pisidian hegemony in Anatolia breaks down. The question now seems to be whether Mysia can replace Pisidia or whether some other state will beat them to the punch.

    Kingdom of Kimmerian Bosporos
    Capital: Pantikapaion
    Ruler/Player: Basileus Eupator V/Espoir
    Government: Confederal Plutocratic Administrative Monarchy
    Factions (Confidence/Strength): Pantikapaion (5/4), Merchantry (4/4), Gorgipeia (3/2), Olbia (3/2), Skythoi (1/3), Pontos (2/4)
    Culture: Skythohellenic syncretic; Greek-speaking; overwhelmingly Sophist.
    Army: 17,850 infantry, 9,500 levy infantry, 7,600 cavalry, 4,900 levy cavalry
    Army Quality: 7
    Army Description: Mixture of pikemen, heavy spear infantry (thorakitai), foot archers, and both armored and unarmored horse archers. Few units of melee or light infantry, virtually no skirmishers.
    Navy: 141 ships
    Navy Quality: 6 (500/1,080)
    Income (Raw – Upkeep): 21,430 – 19,390 = 2,040
    Treasury: 3,970
    Infrastructure: Improving
    Prestige: 2
    Description: Initially coalescing around a league of Hellenic trading poleis, intermediaries between the steppe peoples and Hellenistic society, the Bosporans are one of the oldest polities in existence, at least in part because they are too far away for anybody else to conquer, and rich enough to have an army capable of protecting them against most comers. Over the centuries, the Bosporans have successfully managed to create a hybrid culture with their various Skythian neighbors, having the side effect of giving them a potent military as well and permitting them to weather the storm of migrations over the last few centuries. But as a fresh wave of migrations begins, the Bosporan basileis will need to start kicking faster just to keep their heads above water.

    Kingdom of Kappadokia
    Ruler/Player: Basileus Šābuhr/NPC
    Government: Tribal Monarchy
    Factions: Royal court (4/4), Kappadokians (4/5), Hellenes (2/3), Hai (3/2), Pisidoi (4/3)
    Culture: Iranoanatolian with strong elements of Armenian and Hellenic culture; mostly Kappadokian-speaking with some Greek- and Armenian-speakers; mostly Sophist.
    Army: 12,500 infantry, 7,500 cavalry
    Army Quality: 5
    Army Description: Some heavy and light spear infantry, including some thorakitai and sparabara variants; decent light infantry; excellent medium cavalry. Few ranged missile infantry or heavy cavalry.
    Income (Raw – Upkeep): 13,350 – 13,100 = 250
    Treasury: 1,200
    Infrastructure: Improving
    Description: Pisidia’s collapse in the 610s permitted the rise of the Kappadokians, always the most privileged of the Pisidian subjects – and a refuge for Pisidians fleeing Mysian wrath, to boot. Kappadokia’s inaccessibility on the Anatolian plateau and its inherently excellent cavalry will serve it well in the event that trespassers come calling.

    Perseid Empire
    Capital: Antiocheia on the Orontes
    Ruler/Player: Basileus Andronikos I/Bill3000
    Government: Centralized Autocratic Administrative Monarchy
    Factions (Confidence/Strength): Imperial bureaucracy (3/4), Army Assembly (4/3), Nesiarchy (5/5), Peloponnesos (2/2), Ionia (3/4)
    Culture: Greek, especially Syrian and Anatolian Greek, with some Pisidians; Greek-speaking; almost wholly Sophist, save a large Jewish community in Ioudaia and in most trading poleis.
    Army: 20,850 infantry, 10,300 levy infantry, 6,950 cavalry
    Army Quality: 7
    Army Description: Mixture of pikemen, heavy spear infantry (thorakitai), heavy cavalry, and cataphract horse archers. Few skirmishers; large body of unusually well-trained archers.
    Navy: 177 ships
    Navy Quality: 7
    Income (Raw – Upkeep): 22,710 – 23,350 = -640
    Treasury: 2,545
    Infrastructure: Good
    Prestige: 15
    Description: The death of the great Seleukid emperor Demetrios III sent his empire into a long and difficult succession war, fueled by unsolved social ills. Perseus, the younger of his sons, eventually emerged with the western half of the empire under his firm grasp. The grasp of his successors was not quite so firm, especially after the growth of Sophism. Egypt, Makedonia, Africa, Anatolia, and Italy were all lost to revolt. Yet in recent years, many of the Perseids’ enemies have fallen on bad times of their own, and the empire still has the most powerful fleet in the Mediterranean. Military successes and a cultural golden age have been set upon the empire in these last decades. The Perseids have good prospects and the means to take advantage of their openings; it remains to their emperors whether their revival will succeed or fail.

    Banu Ghatafan
    Ruler/Player: Phylarchos Abu Hamza ibn Affan/NPC
    Government: Tribal Monarchy
    Culture: Northern Arabian and Nabataian with strong Syrohellenic and Mesopotamian Greek influences; chiefly Arabic-speaking, with Greek as a widely used trade language; mostly Sophist with a sizable group of Arabian polytheists.
    Army: 7,000 cavalry
    Army Quality: 5
    Army Description: Excellent light skirmishing and medium shock cavalry, with few infantry of any kind outside of lightly armed spearmen and archers.
    Description: The efforts of the Perseids to expand their influence in Arabia concomitant with the defeat of the Aigyptians and the appearance of the Ghassanid heresy led to the patronage of the banu Ghatafan and its allies as a bastion of orthodox Sophism and Perseid power in northern Arabia. Currently, Syrian silver holds the coalition together more than anything else.

    Kingdom of Aigyptos
    Capital: Alexandreia
    Ruler/Player: Basileus Sophidosios I/NPC
    Government: Centralized Administrative Monarchy
    Factions (Confidence/Strength): Army Assembly (4/4), Alexandrian mob (2/1), Sophist clergy (3/2), Royal bureaucracy (5/3), Nesiarchy (2/1)
    Culture: Egyptian Greek with a large minority of native Egyptians; Greek-speaking with a significant minority of Demotic Egyptian speakers; majority Sophist, with a small minority worshipping the Egyptian pantheon.
    Army: 8,850 infantry, 2,500 cavalry
    Army Quality: 6
    Army Description: Significant numbers of pike infantry and heavy spear infantry augmented by levy spearmen from the native Egyptian warrior class (machimoi). Better than average medium cavalry and ranged missile infantry; poor skirmishers and few heavy cavalry.
    Navy: 32 ships
    Navy Quality: 7
    Income (Raw – Upkeep): 18,410 – 15,990 = 2,420
    Treasury: 255
    Infrastructure: Efficient
    Prestige:
    Description: Even after revolting from the Perseids in the fifth century, the former satrapy of Aigyptos has always had to play second fiddle to their larger neighbor. The Perseid fleet was always better than the Aigyptian one, and their armies pushed Aigyptian ones out of Phoenicia and Palestine not long after the rebellion started. Aigyptos then nearly collapsed in a series of religious conflicts and Alexandrian mob wars. This vicious cycle only ended with the restoration of order under the Sophist king Orestes (564-575), and since then Aigyptos has slowly gained in stability and economic power. Its fleet is second only to that of the Perseids, but in a one-on-one showdown the Perseids would still dominate the contest. Still, the Alexandrian monarchy is the only credible rival for the Perseids that remains.

    Kingdom of Alodia
    Capital: Medewi
    Ruler/Player: King Silko/NPC
    Government: Confederal Aristocratic Monarchy
    Culture: Nubian; chiefly Nubian-speaking; populace is generally Meroitic polytheist, but ruled by a Sophist elite with significant numbers of Jews among the merchantry.
    Army: 12,000 infantry, 3,000 cavalry
    Army Quality: 3
    Army Description: Chiefly cheap levy spearmen, skirmishers, and some cavalry. Some heavier infantry (spear and melee) and some archers are also available. Few elephants.
    Description: Of the three Nubian states, Alodia managed to achieve political dominance after displacing hitherto-powerful Makuria a hundred years ago. The Alodian kings, who are in the midst of leading their people into Sophism, maintain strong ties with the Amyntid kings of Aigyptos, and have kept up a healthy rivalry with Aksum over their Nilotic territories.

    Banu Makhzum
    Capital: Yathrib
    Ruler/Player: Amir ‘Ali ibn Hasan/NPC
    Government: Tribal Monarchy
    Culture: Hijazi Arabic and Nabataian with strong Syrohellenic, Egyptian Greek, and Aksumite influences; nearly wholly Arabic-speaking; Jewish and Sophist, with a heavy concentration of the so-called ‘Ghassanid heretics’.
    Army: 8,300 cavalry
    Army Quality: 6
    Army Description: Excellent light skirmishing and medium shock cavalry, with few infantry of any kind outside of lightly armed spearmen and archers.
    Description: ‘Ali ibn Hasan, at the head of a mighty confederation of Jewish and Sophist tribes, took advantage of Qurayshi military weakness and unpopularity with the ‘Ghassanid’ Arabic Sophists to conquer Makkah in 617. From there, the banu Makhzum and its allies have overrun much of the Hijaz, bringing them to the brink of war with the Perseids.

    Aksumite Empire
    Capital: Adulis
    Ruler/Player: Negusa nagast Gersem/Tree151
    Government: Decentralized Plutocratic Monarchy
    Factions (Confidence/Strength): Merchantry (4/4), Troglodytic Hellenes (2/3), Aksum Highlanders (2/3), Blemmyes (3/2)
    Culture: Aksumite east of the Red Sea and in some colony cities in Arabia, south Arabian east of the Red Sea, and Hellenic in several poleis along the coast; Ge’ez-speaking along the coasts and west of the Red Sea, and Arabic-speaking in Sab’yn, Himyar, and Ma’in; chiefly Jewish, with pockets of Hindus and Sophists along the coast.
    Army: 10,100 infantry, 2,650 levy infantry, 4,300 cavalry
    Army Quality: 6
    Army Description: Reliant on spearmen, both cheap levies and heavier variants from the Greek poleis; some good quality medium axe-wielding melee infantry; large numbers of good quality archers; decent light skirmishing cavalry. Infrequent use of elephants. Very few heavy cavalry or heavy melee infantry.
    Navy: 106 ships
    Navy Quality: 6
    Income (Raw – Upkeep): 15,970 – 15,630 = 340
    Treasury: 2,680
    Infrastructure: Good
    Prestige: 1
    Description: The Aksumite people exploded into prominence with the evolution of trade routes through the Red Sea to and from the new Greek-ruled territories in India in the second century. But it was only in the late sixth century that Aksum made its greatest strides after largely converting to the Jewish faith, conquering Yemen, and opening up Arabia to even greater amounts of trade and exploration. Since then, Aksum has maintained its dominance, relying on military power bought by the proceeds from extensive trade. Having extended their reach through their immediate backyard, Aksum is beginning to look further afield, to the north and to the east.

    Kingdom of Qataban
    Ruler/Player: Malik Abraha
    Government: Decentralized Feudal Monarchy
    Culture: Aksumite, with a large population of Sab’yn and Arabic peoples; Ge’ez- and Arabic-speaking; chiefly Jewish, with some Sophists in the cities.
    Army: 2,950 infantry, 18,600 levy infantry, 8,350 levy cavalry
    Army Quality: 6
    Army Description: Reliant on spearmen, both cheap levies and heavier variants from the Greek poleis; some good quality medium axe-wielding melee infantry; large numbers of good quality archers; decent light skirmishing cavalry. Very few heavy cavalry or heavy melee infantry.
    Infrastructure: Decent
    Prestige: 1
    Description: Abraha’s secessionist kingdom of Qataban, while somewhat militarily potent, lacks a strong base of support due to its leader’s inherent distaste for native customs and practices. He probably wants to become the ruler in Adulis instead of remaining a rebel.

    Antes Horde
    Ruler/Player: Murunda Zeriuranis/NPC
    Government: Steppe Tribal Monarchy
    Culture: Usual steppe mixture of Iranian, proto-Slavic, and Germanic elements; the closest thing to a common tongue is Western Middle Iranian; worship is chiefly animistic.
    Army: 13,000 cavalry
    Army Quality: 5
    Army Description: Reliant on various types of steppe cavalry (horse archers and shock cavalry, armored and unarmored), can raise significant numbers of levy spearmen and foot-archers as well.
    Description: The latest major steppe power to coalesce north of the Caucasus, the seminomadic Antes have spent much of the seventy years since their loose confederation was formed raiding, both through the Caucasian passes and into the rich coastlands of the Bosporan Kingdom. Time will only tell whether they are able to continue doing this or whether the recent stirrings in the steppe will yield a power strong enough to drive them out.

    Armenian Empire
    Capital: Artavashat
    Ruler/Player: Arkah Haroutyoun/~Darkening~
    Government: Decentralized Feudal Aristocratic Monarchy
    Factions (Confidence/Strength): Artavashuni (3/2), Nakharars (3/4), Shinakans (3/3), Kavakaza marz lords (4/3), Adurbagadan (4/3), Pokr Hayk (3/4)
    Culture: Armenian, with traces of other Caucasian groups and strong influence from Greeks and Saka-type steppe cultures; chiefly Armenian-speaking; slight majority of Sophists, concentrated mostly in the cities, with large numbers of Zoroastrians scattered throughout the countryside.
    Army: 3,200 infantry, 7,700 cavalry
    Army Quality: 5
    Army Description: Large numbers of skirmishers and levy spearmen, many good cataphract cavalry, both lancers and horse archers. Few melee infantry or armored infantry, some horse archers.
    Navy: 30 ships
    Navy Quality: 3
    Income (Raw – Upkeep): 12,570 – 11,650 = 920
    Treasury: 580
    Infrastructure: Decent
    Prestige: 3
    Description: Only the greatest of the Seleukid kings ever conquered the Hai people of Armenia; save that interlude more than six centuries ago, they have been proudly and fiercely independent. The wise Hai kings played the jackal for a long time, taking scraps from first the Seleukids, then the Perseids, and so forth, all the while expanding their mountain empire across the Caucasus. Their power grew so great that Tigran III (366-390) even led his army to besiege the great city of Seleukeia-on-the-Tigris (albeit unsuccessfully). Since that glorious apogee, though, the Hai have been in decline. First the Pontic league of Hellenic coastal poleis broke away from Hai domination, then the waves of steppe invaders hit the Caucasus forts. Territorially, the Hai have not lost much, but their populace has been depleted and their riches robbed by the steppe lords, the Antes. Much authority has been ceded from Artavashat to the marz lords on the frontiers. Surrounded by enemies, it may be all Armenia can do to survive.

    Seleukid Empire
    Capital: Seleukeia on the Tigris
    Ruler/Player: Megas Basileus Nikandros/Kal'thzar
    Government: Centralized Theocratic Aristocratic Monarchy
    Factions (Confidence/Strength): Seleukid dynastic cult (4/3), Seleukeian mob (2/3), Army Assembly (3/3), Merchantry (2/2), Sophists (2/3)
    Culture: Eastern Greek; overwhelmingly Greek-speaking; mostly worshippers of the Seleukid dynastic cult, but with a small, persecuted, and growing number of Sophists in many of the poleis, as well as some Jews, Hindus, and Buddhists in Charax and Seleukeia.
    Army: 15,650 infantry, 1,250 cavalry
    Army Quality: 6
    Army Description: Urban heavy spear militia and pikemen are the backbone of the army, along with cataphract horse archers and lancers. Foot missile units are sparse, as are most varieties of light infantry.
    Navy: 52 ships
    Navy Quality: 6
    Income (Raw – Upkeep): 18,610 – 13,280 = 5,330
    Treasury: 4,100
    Infrastructure: Efficient
    Prestige: 1
    Description: Past glories are one of the few things left to the rump of the Seleukid Empire. A domain that stretched from the Indus to the Pillars of Herakles at one point has been reduced to the first divine Seleukos’ old satrapy of Babylonia. The Seleukid emperors, deified priest-kings of a moribund religion, still have cards to play, though they are few; their state’s kernel is still strong, and they have the enormous weight of prestige. Perhaps they may keep time from claiming their attenuated empire; perhaps the state may rise, like a phoenix, from the ashes.
     
  4. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    Spoiler Stats, part 3 :
    Mazsakata Horde
    Ruler/Player: Spadahaura Ardashir/Kentharu
    Government: Steppe Tribal Monarchy
    Factions (Confidence/Strength): Xaraosta Mazsakata (3/3), Mazsakata Azats (3/2), Alanna yabghu (2/3), Daha yabghu (4/4)
    Culture: Usual steppe mishmash, chiefly Iranian (Saka and Saurometai) and Turkic; various Iranian and Turkic dialects are used, with Eastern Middle Iranian as the closest thing to a lingua franca; mostly Tengriist, with several Zoroastrian and even Sophist groups.
    Army: 17,800 cavalry, 7,600 levy cavalry
    Army Quality: 6
    Army Description: Reliant on steppe cavalry, lancers and horse archers, unarmored and cataphract. Few infantry are used, and of those only cheap and numerous levy spearmen, and foot archers are employed with any regularity.
    Income (Raw – Upkeep): 13,250 – 14,100 = -850
    Treasury: 135
    Prestige: 2
    Description: Long have the Mazsakata lived in the barren lands the Greeks call Chorasmia. It is said that their queen Tomyris slew the greatest of the Iranian kings a millennium ago, and that their chief Attakes did the same to the Seleukid ruler Demetrios III. The yabghus of the Alanna and the Daha, the subsidiary tribes of the confederacy, have remained loyal through thick and thin to the Mazsakata Haura. New tribes and hordes have entered the Mazsakata group, others have since left for other pastures, but the yurts of the Mazsakata themselves ever remain. Well, in the same general area at least.

    Kingdom of Areia
    Capital: Hekatompylos
    Ruler/Player: Basileus Platon II/spryllino
    Government: Centralized Aristocratic Theocratic Monarchy
    Factions (Confidence/Strength): Army Assembly (4/4), Medioi (3/3), Zoroastrian clergy (5/3), Merchantry (3/2), Sousiane (4/4), Karmania (2/2)
    Culture: Iranohellenic syncretism; chiefly Greek-speaking, though Iranian languages are more widespread in Media and Hyrkania; mostly Zoroastrian, with significant pockets of Sophists in the west and southeast, Jews in most major poleis, and worshippers of the Seleukid dynastic cult in Persis.
    Army: 22,150 infantry, 9,900 cavalry
    Army Quality: 6
    Army Description: Primarily reliant on heavy spear infantry (thorakitai), Iranian native archer-spearmen, cataphract multirole (horse archers and shock cavalry) heavy cavalry, and Median medium cavalry. Light cavalry, sword infantry, and skirmishers are all scarce.
    Navy: 32 ships
    Navy Quality: 3
    Income (Raw – Upkeep): 24,410 – 20,470 = 3,940
    Treasury: 790
    Infrastructure: Good
    Prestige: 6
    Description: Religion destroyed the Seleukid Empire after the great civil war. In Areia, the cult of the deified Seleukid emperors went too far, and both Greek colonists and Median natives rose against the oppressive hand of Seleukos VI in the second century. Straton II, the third Greek king of Areia, mandated instead the worship of Achoura Maznta, a step which has symbolized the syncretic nature of the Areian Iranohellenic culture. Having made great gains at the expense of the near-dead Seleukid Empire and the recently extinct Karmanian state, Areia stands in a position to dominate the oikoumene.

    Qypchaq Qaganate
    Ruler/Player: Bunaq Qagan/Ninja Dude
    Government: Steppe Tribal Confederacy
    Factions (Confidence/Strength): Ulug Qypchaq (4/2), Ashina yabghu (3/3), Xazarlar yabghu (3/4), Khamnigan yabghu (3/3), Peçenekler yabghu (2/4)
    Culture: Usual mixed bag of steppe cultures, with Turkic and Tungusic peoples being the most prevalent; tend to speak variants of Old Turkish; mostly Tengriist, with some Zoroastrian and even Jewish tribes mixed in.
    Army: 23,500 cavalry, 17,500 levy cavalry
    Army Quality: 6
    Army Description: Reliant on steppe cavalry, lancers and horse archers, unarmored and cataphract. Few infantry are used, and of those only cheap levy spearmen and foot archers are employed with any regularity.
    Income (Raw – Upkeep): 14,410 – 15,150 = -740
    Treasury: 800
    Description: Weakness to the south and climate change to the north brought the Qypchaq peoples together under the charismatic Bunaq in 616-8. In the confederacy’s earliest years, success has been meteoric, with the assimilation of Ashina and Xazarlar groups from the Tantan and Mazsakata groups. It remains to be seen whether these new arrivals will have staying power.

    Kingdom of Sogdiane
    Capital: Marakanda
    Ruler/Player: Basileus Nikias I/foolish icarus
    Government: Centralized Aristocratic Monarchy
    Factions (Confidence/Strength): Dayuan (1/1), Hellenes (4/4), Merchantry (2/1), Chorasmians (2/2)
    Culture: Eastern Greek with strong Saka and Ferghanan influence; Greek-speaking, with some Turkic speakers; mostly Sophist, with some Tengriists and Zoroastrians.
    Army: 5,300 infantry, 17,450 levy infantry, 4,950 cavalry, 3,200 levy cavalry
    Army Quality: 5
    Army Description: Professional army is mostly comprised of foot archers, pikemen, and cavalry, both lancers and horse archers, with some cataphracts. Very few heavy infantry are used. Large numbers of levy spearmen are available.
    Income (Raw – Upkeep): 8,160 – 6,350 = 1,810
    Treasury: 400
    Infrastructure: Bad
    Prestige: -4
    Description: When the Baktrian Empire fell apart in the fifth century, the satrap of Sogdiane, Amyntas, was one of the big winners, quickly extending his hold to both his home satrapy and Ferghana. Sogdiane, with its control of the trade routes between China and the West and its well-drilled military, seemed about to dominate Central Asia a hundred years ago. But foolish kings, relentless Areian pressure, and finally an influx of nomads (first the Dayuan and then the Tantan) broke the back of Sogdianan power. A Dayuan chief, who Hellenized his name to Stasanor, took the throne in 574 and, with his superb cavalry augmenting the Sogdiane armies, engineered something of a revival. His successors would need brilliance, luck, or providence to maintain the ground he held against the Tantan, Mazsakata, and Areians now.

    Kingdom of Baktria
    Capital: Baktra
    Ruler/Player: Basileus Diodotos VI/Yui108
    Government: Centralized Aristocratic Monarchy
    Factions (Confidence/Strength): Royal bureaucracy (1/4), Hellenes (4/4), Paropamisans (2/3), Kapisans (4/2), Katoikiai (0/4)
    Culture: Eastern Greek with strong Iranian (esp. Baktrian) and Indian influences; Greek-speaking; mostly Sophist, with some Zoroastrians and a large number of Hindus in the Paropamisadai.
    Army: 26,350 infantry, 1,750 levy infantry, 9,750 cavalry, 400 levy cavalry
    Army Quality: 6
    Army Description: Reliant on heavy spear infantry (thorakitai) and heavy cavalry, including cataphracts. Significant numbers of archers and skirmishers are also available, as well as some horse archers.
    Income (Raw – Upkeep): 17,130 – 19,930 = -2,800
    Treasury: 1,770
    Infrastructure: Improving
    Prestige: 7
    Description: After brief independence under the Diodotoi, Baktria was forced back into the Seleukid fold by Antiochos III. It was not until the Perseid war that the Baktrians were able to reclaim independence, achieved by Hippomenes I. Hippomenes and his descendants, especially the great Zoilos I, took advantage of the vacuum created to their east by the decline of the Sunga Empire to carve out a large swath of the Gangetic Plain. A brief cultural flowering, aided by the interplay between Iranians, Greeks, and Indians, went hand in hand with this political-military golden age. But since then, due to the rise of the Palas, Sogdiane, Karmania, and then Areia, Baktria has been on the back foot; recently, control of nearby Margiane was lost to the Areians, sparking a desperate initiative at reform.

    Kingdom of Kaspeireia
    Capital: Apollodoteia in Sagalene
    Ruler/Player: Basileus Archebios I/NPC
    Government: Centralized Feudal Aristocratic Monarchy
    Factions (Confidence/Strength): Army Assembly (2/4), Hellenes (1/3), Indians (3/4), Zoroastrians (2/2), Prasiane (2/3)
    Culture: Eastern Greek and Gandharan; Greek- and Prakrit-speaking; Zoroastrianism predominates among the Greeks, with Hindu worship most popular among the Gandharans, while Sophism and Buddhism are strong minority faiths.
    Army: 6,000 infantry, 12,200 levy infantry, 1,500 cavalry, 3,600 levy cavalry
    Army Quality: 5
    Army Description: Reliant on heavy cavalry (armored and unarmored), cavalry archers, and large numbers of light infantry and foot archers. Some urban spear militia (hoplitai) and heavy spear infantry (pratradhaka ksatriya, thorakitai) are also available. Few elephants.
    Income (Raw – Upkeep): 8,585 – 8,130 = 455
    Treasury: 3,315
    Infrastructure: Decent
    Prestige: -1
    Description: As the waning Baktrian empire struggled under blows from the Palas and Karmanians in the fifth century, the general Apollodotos revolted with his army and formed a new state in Gandhara. He was not the only one of Baktria’s generals who chose to carve himself a niche in the new order, but he was certainly the most successful, and defeated most of his Gandharan rivals while cultivating good relations both with his Indian subjects and his Indian neighbors, the Palas. Following his example, the usual pattern of Kaspeireian rulers has been to side with the Palas while fighting the Baktrians in the high passes of the Hindu Kush. The recent advance of Areia may change that, and Kaspeireia’s challenge will be to find a new chair once the music stops.

    League of Patalene
    Capital: Antipatreia
    Ruler/Player: Archon Telephos/Commander Gorma
    Government: Confederal Plutocratic Republic
    Factions (Confidence/Strength): Antipatreia (3/4), Barygaza (2/3), Abiria (3/3), Surastrene (2/4), Oraia (3/2)
    Culture: Eastern Greek and Sindhi; Greek- and Prakrit-speaking; Sophist plurality, with a large Hindu population and scattered Buddhists and Zoroastrians.
    Army: 21,000 infantry, 5,000 cavalry
    Army Quality: 6
    Army Description: Largely composed of urban spear militia, heavy guild infantry, mercenary heavy spear infantry (thorakitai), longbowmen, and medium cavalry. Very few elephants are used.
    Navy: 186 ships
    Navy Quality: 7
    Income (Raw – Upkeep): 23,430 – 23,210 = 220
    Treasury: 7,220
    Infrastructure: Improving
    Prestige: -1
    Description: When the brief Karmanian state collapsed in the sixth century, the Patalene League (Koinon Patalikon) was formed, comprised of powerful Hellenic poleis along the west Indian coast that had grown rich off the trade with the West and were quite able to defend themselves, thank you. Their greatest success came when Patalan and Palan armies and fleets turned back the seemingly inexorable Chola advance. Since then, inter-state politics have nearly torn the league apart, dominated by the perennial rivalry between Antipatreia, seat of the league, and Barygaza. The declining trade with the West before the ascendancy of Aksum also played a role. A strong elected archon might unify the league; one is needed, in the face of the ominous threat of Areia.

    Pala Empire
    Capital: Pataliputra
    Ruler/Player: Samraat Gopala II/conehead234
    Government: Feudal Administrative Monarchy
    Factions (Confidence/Strength): Kannauj (4/5), Viceroy of the Gurjaras (3/4), Viceroy of Malwa (3/4), Brahmins (2/4), Bengal (3/3)
    Culture: Magadhi, Bengali, and other North Indian peoples, with large numbers of Kambojas in the west; Prakrit-speaking; overwhelmingly Hindu, with very few pockets of Buddhism remaining and a few small Sophist communities.
    Army: 27,050 infantry, 8,200 cavalry
    Army Quality: 6
    Army Description: Large quantities of light levy spearmen, medium guild melee infantry, and longbowmen; some elephants; reliant on Kamboja medium cavalry and chariotry. Few heavy infantry.
    Navy: 36 ships
    Navy Quality: 2
    Income (Raw – Upkeep): 37,770 – 38,920 = -1,150
    Treasury: 1,060
    Infrastructure: Improving (5 turns)
    Prestige: 1
    Description: The Pala clan of Bengal’s original name is not recorded before the fourth century, when they began to style themselves Pala, or “protector”, after winning victories over the Yavana Baktrians. Since then, the Palas have had nowhere to go but up, spectacularly driving the Baktrians out of the Gangetic Plain under Devapala II in the late fifth century and driving back the seemingly unstoppable Chola wave a few decades later. Yet new problems are beginning to emerge, as the Cholas have been working to recover their balance, while new Yavana kingdoms emerge in Kaspeireia and Patalene. Once again, the Palas will have to muster a supreme effort to deal with the many foes that encircle them.

    Ganga Empire
    Capital: Talakad
    Ruler/Player: Raja Polavira/NPC
    Government: Decentralized Aristocratic Monarchy
    Factions (Confidence/Strength): Royal court (4/3), Pandya (3/4), Melizigara (4/2), Muziris (3/3), Alupas (3/3)
    Culture: Kannadiga Indian; chiefly Hale Kannada-speaking; religiously Hindu with coastal centers of Sophist, Greek polytheistic, Jewish, and Buddhist worship.
    Army: 7,725 infantry, 16,150 levy infantry, 400 cavalry
    Army Quality: 4
    Army Description: Reliant on guild medium melee infantry, longbowmen, some medium cavalry (chiefly supplied by Kambojas), and urban spear and archer militias. Virtually no heavy cavalry. Some elephants.
    Navy: 150 ships
    Navy Quality: 6
    Income (Raw – Upkeep): 15,520 – 15,900 = -380
    Treasury: 3,090
    Infrastructure: Improving
    Prestige: 2
    Description: The troubles of the Chola Empire in the sixth century spawned a new state, that of the Gangas, which successfully defended its independence. Over the last few decades, the Ganga economy has been able to benefit from the recent rise in Indian Ocean trade, benefiting many of the coastal cities at the expense of the monarchy, which now despairs of finding the resources to militarily resist the Cholas if they sally forth once again.

    Kingdom of Kalinga
    Capital: Rajapura
    Ruler/Player: Raja Srutayu/NPC
    Government: Centralized Aristocratic Monarchy
    Culture: Oriya Indian; Prakrit-speaking; chiefly religiously Hindu, focusing on Sun worship, outside of a small pocket of Buddhists.
    Army: 8,800 infantry, 20,750 levy infantry, 950 cavalry, 2,800 levy cavalry
    Army Quality: 6
    Army Description: Reliant on guild medium melee infantry, longbowmen, some medium cavalry (chiefly supplied by Kambojas), and urban spear and archer militias. Virtually no heavy cavalry. Some elephants.
    Navy: 31 ships
    Navy Quality: 3
    Description: The various Kalingan states down through the centuries have long been the catspaw of neighboring powers. Their leaders are now quite used to the role, and have elevated ‘being an intermediary power’ to an art form.

    Chola Empire
    Capital: Thanjavur
    Ruler/Player: Maharajadhiraja Arinjaya/Anonymoose
    Government: Decentralized Feudal Plutocratic Monarchy
    Factions (Confidence/Strength): Chola bureaucracy (2/4), Great Viceroy of Maharashtra (3/4), Viceroy of the Nalas (3/3), Merchantry (2/3), Matha (3/2)
    Culture: Tamil, with large numbers of Maharashtrans and Andhras; Old Tamil-speaking, with large numbers of Prakrit speakers in the north; almost wholly Hindu.
    Army: 8,750 infantry, 750 levy infantry, 2,100 cavalry, 650 levy cavalry
    Army Quality: 5
    Army Description: Reliant on light spearmen and archers, with some cavalry (incl. Kambojas) and elephants. Few heavy infantry, all of which are provided by guilds.
    Navy: 167 ships
    Navy Quality: 7
    Income (Raw – Upkeep): 22,420 – 18,910 = 3,510
    Treasury: 0
    Infrastructure: Decent
    Prestige: -3
    Description: The Tamil people had been but a fief of the Satavahana emperors until Aditya Chola revolted against their power and drove them north of the Krishna River in the waning years of the fifth century. Aditya’s son Vikrama and grandson Athirajendra brought Chola power even further north, destroying Satavahana power totally and conquering all of Maharashtra. Only the combined power of the new Yavana state of Patalene and the great Pala Empire could halt Athirajendra’s armies, which they did in a terrific series of wars in the 520s. But after that, the Cholas’ too-quickly built empire began to fall apart around their ears; the Gangas broke away entirely, while Maharashtra was only held by appointing a native viceroy. The most recent round of civil wars has finally come to an end, but if the Cholas are to seize foreign opportunities they must first be careful to not disturb their jury-rigged domestic foundation.

    Kingdom of Anuradhapura
    Capital: Anuradhapura
    Ruler/Player: Sri Aggabodhi/NPC
    Government: Theocratic Administrative Monarchy
    Culture: Sinhalese; proto-Sinhala-speaking; almost wholly Buddhist.
    Army: 5,000 infantry
    Army Quality: 4
    Army Description: Chiefly comprised of a small body of professional spearmen, with levy spearmen, chariotry, and cavalry assembled during wartime. Some elephants.
    Navy: 40 ships
    Navy Quality: 6
    Description: Anuradhapura, the quiet, out of the way, Buddhist kingdom centered on an eponymous city that has ruled Ceylon for centuries, is chiefly remarkable for being, well, a center of Buddhism in an Indian world that tends to frown on such things. It is also the sacred resting place of the sacred Tooth of the Buddha.
     
  5. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    Spoiler Stats, part 4 :
    Tantan Qaganate
    Ruler/Player: Touhan Qagan/Karalysia
    Government: Steppe Tribal Confederacy
    Factions (Confidence/Strength): Ulug Tantan (4/4), Tantan Qoriltai (4/3), Tiele yabghu (2/4), Jiankun yabghu (4/2)
    Culture: Usual steppe mixture, including Turkic, Mongolic, Tungusic, and Iranian peoples; mostly Old Turkish-speaking; mostly Tengriist.
    Army: 31,100 cavalry, 20,400 levy cavalry
    Army Quality: 7
    Army Description: Chiefly comprised of horse archers and lancers, both cataphract and unarmored. Some levy spearmen and archers are available. No heavy infantry of any kind are used.
    Income (Raw – Upkeep): 23,450 – 27,650 = -4,200
    Treasury: 4,415
    Prestige: 2
    Description: Until a century ago, the Wusun held sway over the Tarim Basin and the old trade routes of Central Asia. Then came the Tantan, who drove them eastwards and established a strong power of their own, wiping out what was left of the local Sakas and Xiongnu. The Tantan chiefs were the first to adopt the title of qagan and, more importantly, the first to exploit the rich iron veins of the Altais. This, along with the control of virtually the entire supply of jade to China, has made the Tantan qagans extremely fearsome and powerful. Tantan horsemen rule the steppes. The only thing the qagans need fear is another, stronger steppe foe replacing them…

    Xianbei Qaganate
    Ruler/Player: Shegui Qagan/NPC
    Government: Steppe Confederal Monarchy
    Culture: Xianbei, with heavy Sinic and Turkic influences; various Turkic, Mongolic, Tungusic, and Sinic languages are all widespread, with a Xianbei lingua franca used for inter-tribal communication; religiously Tengriist.
    Army: 19,450 cavalry
    Army Quality: 6
    Army Description: Chiefly comprised of horse archers and lancers, both cataphract and unarmored. Some levy spearmen and archers are available. No heavy infantry of any kind are used.
    Description: The Liang broke up the last effective Xiongnu confederacy three hundred and fifty years ago, and the Xianbei came in to replace it. In many ways they are overshadowed by their neighbors the Tantan, but they are a major military power in their own right and not to be trifled with.

    Houqin Dynasty
    Capital: Pingcheng
    Ruler/Player: Hunmo/Morning Star
    Government: Confederal Tribal Monarchy
    Factions (Confidence/Strength): Da Wusun (5/4), Xiao Yuezhi (1/3), Murong Xianbei (2/3), Tuqi of the Right (3/2), Tuqi of the Left (3/2)
    Culture: Normal steppe mixture, with Wusun, Turkic, and Mongolic elements; largely Turkic- and Saka-speaking; mostly Tengriist, with some Buddhist tribes.
    Army: 29,900 cavalry, 26,250 levy cavalry
    Army Quality: 5
    Army Description: Chiefly comprised of horse archers and lancers, including cataphract cavalry. Some levy spearmen and archers are available; no heavy infantry is used.
    Income (Raw – Upkeep): 23,090 – 25,450 = -2,360
    Treasury: 2,310
    Infrastructure: Pathetic
    Prestige: -2
    Description: The Wusun, after being defeated by the Yuezhi in the 160s BC, were driven westwards, out of their Gan homeland to the Tarim Basin and the Ili Valley. Only when the Tantan arrived in the 490s were the Wusun forced back east, into their old haunts east of Dunhuang. Upon arriving, the Wusun forced the Xiao Yuezhi into their confederacy, and soon expanded to conquer much of the western Huanghe. They have been a new weight in the balance of power in China, and one that will require some adjustment before it is made to fit.

    Daliang Dynasty
    Capital: Bianliang
    Ruler/Player: Yuezhi Baojuan/Shadowbound
    Government: Semi-Feudal Centralized Aristocratic Monarchy
    Factions (Confidence/Strength): Inner Court (4/3), State bureaucracy (3/3), Da Yuezhi (3/4), Sun clique (3/2), Xu clique (2/3)
    Culture: Large group of Yuezhi ruling over a much larger group of Chinese, with some Turkic and Xianbei settlers in the mix; Yuezhi are Middle Tocharian-speaking, the populace is overall Middle Chinese-speaking; the state has adopted many Daoist practices in an effort to link itself with the general populace, who tend towards various millenarian cosmologies, including Daoism.
    Army: 31,850 infantry, 65,050 levy infantry, 47,150 cavalry, 13,750 levy cavalry
    Army Quality: 7
    Army Description: Reliant on mostly-native Chinese military settlers for medium and heavy infantry; Yuezhi-provided cavalry (horse archers and shock cavalry, cataphract and unarmored) predominate in the mounted arm. Midrange missile infantry are more widely used than are archers.
    Navy: 64 ships
    Navy Quality: 5
    Income (Raw – Upkeep): 54,820 – 61,230 = -6,410
    Treasury: 12,350
    Infrastructure: Improving
    Prestige: 1
    Description: The Indo-European Yuezhi, long the most powerful of the peoples bordering the Chinese civilization, have played a prominent role in the north since their destruction of the Xiongnu in the second century BC. It was only with the return of the Wusun and the collapse of the great Han Empire a century and a half later that they were forced to migrate to the lands around the Huanghe, and it was only three hundred years ago, due to the collapse of the Qi, successors to the Han, that their chief proclaimed himself emperor. Now, their military power, unmatched throughout China, has led them into a position of great prominence. It remains to be seen if they can go further, and reunite all China, or perhaps fall prey to jealous neighbors.

    Dayang Dynasty
    Capital: Linxiang
    Ruler/Player: Sui Wen/The Strategos
    Government: Semi-Feudal Centralized Aristocratic Monarchy
    Factions (Confidence/Strength): Inner court (4/3), Royal bureaucracy (3/4), Zhu clique (3/2), Gu clique (3/3), Lu clique (2/2), Buqu (4/4)
    Culture: Chinese, with various Turkic, Xianbei, and Mongolic groups settled in the north and some Yue settled in the south; Middle Gan Chinese is most often used in the core territories, with Turkic dialects spoken in the north and Xiang Chinese in the east; state ideology of governance is focused on Confucianism and Legalist ideas, with millenarian cults (incl. Daoism) and Buddhism gaining a growing following among the general populace.
    Army: 58,850 infantry, 18,150 cavalry
    Army Quality: 6
    Army Description: Military colony-based supply of heavy and medium infantry and midrange missile units predominates, along with medium cavalry chiefly raised from settled pastoralist groups.
    Navy: 58 ships
    Navy Quality: 4
    Income (Raw – Upkeep): 68,950 - 67,100 = 1,850
    Treasury: 10,000
    Infrastructure: Good
    Prestige: 3
    Description: Originally, the Yang were claimed to be a ‘continuation’ of the dead Qi Dynasty, but their hold on the provinces began to crumble within decades, weakened further by serious blows from the Liang. Yet in the fifth and sixth centuries the Yang, especially under the reign of Jianwen (471-509), recovered many of their provinces, and rebuilt a military that, if not as powerful as that of the Liang to the north, at least had a chance of standing toe-to-toe with them. But any ruler of the Yang must be careful, for enemies lurk to every side, and concentrating too intensely on one may leave him open to attack from another.

    Wu Dynasty
    Capital: Jianye
    Ruler/Player: Yang Yunfen/Kraznaya
    Government: Semi-Feudal Centralized Aristocratic Monarchy
    Factions (Confidence/Strength): Inner court (4/4), Royal bureaucracy (3/4), Merchantry (3/3) Xie clique (3/2), Yuan clique (3/4), Buqu (4/3)
    Culture: Chinese, with a significant Yue population in the south and some Turkic and Xianbei groups settled in the north; mostly Middle Wu-speaking, with some Yue-speakers in the south; Daoist and other millenarian cults command large followings among the peasantry, and there are very large numbers of Buddhists, especially settled along the coast, but court ideology remains somewhat Confucian.
    Army: 25,700 infantry, 27,800 levy infantry, 2,900 cavalry, 8,050 levy cavalry
    Army Quality: 7
    Army Description: Based chiefly on urban militias and a small core of military colonies (supplying chiefly medium melee and spear infantry, and midrange missile infantry), with some Turkic and Xianbei groups settled in the north supplying some medium and heavy cataphract cavalry.
    Navy: 201 ships
    Navy Quality: 7
    Income (Raw – Upkeep): 58,930 – 56,760 = 2,170
    Treasury: 3,962
    Infrastructure: Good (2 turns)
    Prestige: 3
    Description: One of the many competing states to emerge from the messy demise of the Qi Dynasty, the maritime Wu have survived the test of time, so far. Under their late ruler, the great Yi, their old enemy, the Beiyue dynasty, was destroyed, chiefly by the Wu fleet, which is preeminent throughout China. Having resisted the onrushes of the Liang and the methodical, overwhelming numbers of the Yang, Wu now has an opening to strike back, perhaps ultimately to claim the long-abeyant imperium.

    Nanyue Dynasty
    Capital: Panyu
    Ruler/Player: Zhao Wenming/alex994
    Government: Semi-Feudal Aristocratic Monarchy
    Factions (Confidence/Strength): Royal court (4/4), Royal bureaucracy (3/4), Ying clique (5/3), Anguo clique (2/3), Merchantry (4/3), Funan Protectorate (2/1)
    Culture: Some Chinese (incl. the royal family) but general population is largely Yue, with overwhelmingly Funanese (but Thai-influenced) people in Funan; Yue-speaking, with Khmer-speakers in Funan; almost wholly Buddhist (incl. state ideology) but Daoist and other millennialist cults have gained a significant following among the peasantry in the north.
    Army: 34,900 infantry, 3,930 cavalry
    Army Quality: 5
    Army Description: Urban spear militias, archers, and midrange missile infantry form the backbone of the army, with some medium cavalry units playing a secondary role.
    Navy: 168 ships
    Navy Quality: 7
    Income (Raw – Upkeep): 56,570 – 59,120 = -2,550
    Treasury: 8,050
    Infrastructure: Improving
    Prestige: 3
    Description: Some call it a miracle that the Nanyue have survived for this long. In some ways, they are the last relic of a bygone age; their first ruler had served the First Emperor before carving out a separate kingdom for himself. But in others, they are at the very wavefront of change. Nanyue is one of the few Buddhist states in the world, and is as active in proselytizing as anyone would expect. As the Buddhist faith spreads through China, new opportunities are opening up. For too long, Nanyue have been forced to play Yang against Wu (and vice versa) in their periodic wars and proxy conflicts. Perhaps now they can become strong enough to have their own say.

    Kingdom of Champa
    Capital: Indrapura
    Ruler/Player: King Simhavarman II/NPC
    Government: Feudal Aristocratic Monarchy
    Culture: Cham, with heavy Indianizing and some Sinicizing elements; Cham-speaking, with some Prakrit and Yue Chinese speakers; religiously Hindu, with a large Buddhist population.
    Army: 3,000 infantry
    Army Quality: 4
    Army Description: Mostly urban spear militias and an assortment of light infantry and skirmishers. Few cavalry.
    Navy: 75 ships
    Navy Quality: 5
    Description: The Cham people, or their predecessors, were formerly ruled by the Nanyue before domestic problems and wars forced the Nanyue to abandon the region in the second century. Since then, they lived much as they had before until the paradigm shift that arrived with the importation of Hindu culture two centuries ago.

    Chenla League
    Ruler/Player: Sarvabhauma/NPC
    Government: Feudal Aristocratic Confederation
    Culture: Funanese and Thai, with large numbers of Khmers; Funanese/Old Khmer-speaking, with Prakrit popular in many of the ports; chiefly Buddhist, with a strong Hindu minority.
    Army: 8,700 infantry, 11,400 levy infantry
    Army Quality: 5
    Army Description: Urban spear militias, melee infantry and skirmishers of varying style and armament, some good quality light infantry. Minor use of elephants.
    Description: The Nanyue intervention in Nakhor Phnom, after being somewhat mishandled, ended up spawning a resistance movement by oppressed Funanese notables, hiring whatever local troops they could find. Though a highly unstable confederacy, the Chenla League, as the notables’ alliance has become known, has been militarily effective in pushing back the Nanyue occupiers to the sea…thus far.

    Kingdom of Jin-guk
    Capital: Ungjin
    Ruler/Player: Seong Wang/Azale
    Government: Semi-Feudal Aristocratic Monarchy
    Factions: Seonggol (4/3), Jingol (3/4), Yukdupum (2/3), Odupum (4/2), Buddhists (3/3)
    Culture: Korean, with heavy Sinic and Japanese influences; Silla Korean-speaking; shamanistic religions (influenced by Chinese mythology) are the most prevalent, although Buddhism is gaining a following in port cities.
    Army: 17,500 infantry, 17,890 levy infantry, 3,950 cavalry, 4,200 levy cavalry
    Army Quality: 6
    Army Description: Chiefly comprised of medium spearmen, midrange missile infantry, and medium cavalry. Few melee infantry are available.
    Navy: 94 ships
    Navy Quality: 5 (250/420)
    Income (Raw – Upkeep): 23,400 – 22,900 = 500
    Treasury: 1,675
    Infrastructure: Tolerable
    Prestige:
    Description: The Korean peoples emerged from their Three Kingdoms period rather rudely 170 years ago, after the invasions of the Liang destroyed the hitherto-dominant Buyeo state in the north. The Samhan confederacy of Jin rose to the occasion and led the Korean peoples to defeat the Liang invaders, but since then the Liang have continued to make slow progress in on and off wars, while the Yamato have begun a naval rivalry. Even more insidious, foreign tongues and religions are beginning to gain a hold on the Korean peninsula…

    Yamato Empire
    Capital: Keishi
    Ruler/Player: Suiko-tennō/Birdjaguar
    Government: Feudal Tribal Aristocratic Monarchy
    Factions (Confidence/Strength): Imperial Family (5/3), Soga clan (2/3), Kasai clan (3/2), Taira clan (3/4), Gamō clan (3/5)
    Culture: Yamato, with heavy Korean and Sinic influences; Old Japanese-speaking; native Japanese religion is most prevalent, but Buddhism and Daoism, though they have not spread very far yet, are growing in popularity, especially in the western port cities.
    Army: 9,430 infantry, 2,000 cavalry
    Army Quality: 5
    Army Description: Reliant on light and medium infantry, both spearmen and melee, with some skirmishers and midrange missile infantry. Few cavalry are used, but horse archers and light cavalry are both represented.
    Navy: 120 ships
    Navy Quality: 5 (375/450)
    Income (Raw – Upkeep): 19,430 – 19,170 = 260
    Treasury: 1,400
    Infrastructure: Bad
    Prestige: 1
    Description: The settlement of the Japanese islands by the Chinese and Korean migrants derisively referred to by the Chinese courts as Wa is still a comparatively recent phenomenon. It is only in the last century that an Emperor has achieved ascendancy over the rest of the various clans that knit Yamato society together. This somewhat disorganized political structure is balanced, however, by a fairly powerful military, energized by the strength of the clans, which has in the last few decades gone so far as to fight on the Asian mainland in Jin. It remains to be seen what can be made of the Yamato polity, for paths lead in every direction.
     
  6. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    OKAY NOW YOU CAN POST

    PLEASE MAKE SURE TO POST IN THE THREAD TO CONFIRM THE APPLICATIONS FROM THE PREVIEW THREAD, OTHERWISE THINGS COULD GET TRICKY


    List of open wars:

    Nerwian Civil War (601-608)
    Third Aorsi War (601-610): Panormos, Chaonia vs. Aorsi
    Great Thraikian War (602-605): Makedonia vs Mysia vs Ruxsalannoi
    Second Persian War (602-616): Areia, Armenia vs Seleukids
    Second War of Chola Aggression (602-615): Cholas vs Pala
    Third Attican War (603-?): Makedonia vs Perseids, Chaonia, Mysia vs Ruxsalannoi
    Aksumite-Avalite Trade War (603-606): Aksum vs (Avalites)
    Shi Revolt (603-606): Shi vs Wu
    War of Bumin's Nose (604-607): Tantans vs Xianbei
    Great Anatolian War (606-615): Mysia, Perseids vs Pisidia
    Raphian War (606-616): Aigyptos, Panormos vs Perseids, Aksum
    Aquitanic War (607-?): Iberia vs Walhia, Aorsi
    Burgundian Migration (607-615): Burgunda vs Windelicia, Aorsi vs Winnili
    Quraysh Revolt (607-610): Quraysh vs Aksum
    Ganga Intervention (607-?): Gangas vs Cholas
    Second War of the Three Kingdoms (607-?): Wu, Houqin, Jin-guk, Yang vs Liang vs Xianbei vs Tantan

    Winnilic War (608-610): Winnili vs Nerwia
    Pontic War (609-614): Bosporan Kingdom vs Pontos
    Gothic War (612-?): Goths, Antes vs Bosporan Kingdom
    Qatabani Revolt (611-?): Aksum vs Qataban, Banu Makhzum
    Yamato Wars of Expansion (611-?): Yamato vs (Hayato, Emishi)

    Nanyue Intervention in Funan (612-614): Nanyue vs Funan
    Tyleian Trade War (612-?): Patalene, Areia vs (Hellenoarabic poleis)
    Dacian War (613-?): Goths vs Ruxsalannoi
    Second Britannic War (614-?): Cambria vs Rygia
    Kalingan War (617-?): Pala vs Kalinga
    Chenla Revolt (617-?): Chenla vs Nanyue


    ---

    List of updates:

    Update 1 (601-605): In which the usual major wars get kicked off, the usual major reform schemes backfire, the usual suspects fail to send orders, and the usual amusing screwups are committed by all. Notable for being completed on time. We'll see if that keeps up.
    Update 2 (606-610): In which the usual major wars get a helluva lot bigger, exponentially increasing the amount of work per update, and also in which the first pangs of war exhaustion start to make themselves felt. A few clever NESers also initiated reform programs that basically took out all the parts that made them stupid in the first turn. Notable for not being completed on time because it was rescheduled to a weekend. I wasn't thinking too clearly on that one.
    Update 3 (611-615): In which some wars wind down, some wars continue to expand, and some people get bored and play musical chairs with either wars or countries. Countries are also beginning to die off at an accelerated rate. Notable for being semi-completed on time, since I posted the update before midnight on WedNESday but I wasn't done with the stats for a few more hours.
    Update 4 (616-620): In which some wars finally climax, some states finally start to settle down, and the musical chairs game continues. Notable for being a whole goddamned month late, due to computer issues and then scheduling conflicts. Eurgh.

    ---

    List of world maps:

    World Map, 600 (NES Start)
    World Map, 605 (Update 1)
    World Map, 610 (Update 2)
    World Map, 615 (Update 3)
    World Map, 620 (Update 4)
    Spoiler World Map, Current Turn (620) :
     
  7. Kraznaya

    Kraznaya Princeps

    Joined:
    Sep 28, 2005
    Messages:
    6,822
    Location:
    Land of the Successor
    The Emperor of All Under Heaven, Yang Yunfen of the Wu Dynasty is officially present.
     
  8. Kentharu

    Kentharu Zebra Commander

    Joined:
    Apr 16, 2005
    Messages:
    5,908
    Location:
    Place with things
    Basileus Amyntas of the Kingdom of Aigyptos checking in.
     
  9. Abaddon

    Abaddon Deity

    Joined:
    Apr 20, 2002
    Messages:
    31,182
    Location:
    NES/FG/SF Activity:Arguing the toss
    The Emperor of All Under Heaven, Wang Wunfen of the Liang Dynasty is officially present.
     
  10. Kraznaya

    Kraznaya Princeps

    Joined:
    Sep 28, 2005
    Messages:
    6,822
    Location:
    Land of the Successor
    Quoted for posterity. :lol:
     
  11. Karalysia

    Karalysia Deity

    Joined:
    May 29, 2009
    Messages:
    8,438
    Basileus Arkadios of the Kingdom of Areia is here.
     
  12. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    Might want to edit copied posts before you click "Submit Reply". :p
     
  13. Kal'thzar

    Kal'thzar Deity

    Joined:
    Apr 1, 2005
    Messages:
    7,655
    Location:
    Scotland
    Confirmed

    Name will come later, after I think through some important stuff...
     
  14. Kraznaya

    Kraznaya Princeps

    Joined:
    Sep 28, 2005
    Messages:
    6,822
    Location:
    Land of the Successor
    Protip: "Wun" does not exist in Chinese pinyin.
     
  15. Abaddon

    Abaddon Deity

    Joined:
    Apr 20, 2002
    Messages:
    31,182
    Location:
    NES/FG/SF Activity:Arguing the toss
    Drat. :)

    I replied quickly because I wanted to be no posts imbetween (failed on that)
    I then needed to edit quickly, but the phone rang and now i've been quoted (failedx2)
    Finally, the whole point was to make the joke of respective views on the world..even more so now!
     
  16. Abaddon

    Abaddon Deity

    Joined:
    Apr 20, 2002
    Messages:
    31,182
    Location:
    NES/FG/SF Activity:Arguing the toss
    I'll take that on board. As stated i was trying to hold a conversation on the phone the same time as posting that.

    However, I know nothing about Chinese/China/Asia really. So this NES will be a good excuse to change that. Suggestions of a suitable name?

    An how many leaders in this NES would claim such a title?
     
  17. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    All of the Chinese states save, really, Nanyue claim to be ruled by the Son of Heaven.
     
  18. TheWesley

    TheWesley Warlord

    Joined:
    Dec 4, 2009
    Messages:
    270
    I'm thinking of joining, maybe as a faction within a state or a minor power for a challenge. Dachs, what are some good choices?
     
  19. Dachs

    Dachs Hero of the Soviet Union

    Joined:
    Feb 23, 2005
    Messages:
    32,588
    Location:
    Moscow
    Nerwia and Kaspeireia aren't bad. Armenia certainly would be a challenge.
     
  20. TheWesley

    TheWesley Warlord

    Joined:
    Dec 4, 2009
    Messages:
    270
    Requesting Nerwia.
     

Share This Page