IsrNES4: Novus Ordo Seclorum

Israelite9191

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Novus Ordo Seclorum

A New Order for the Ages

Welcome to IsrNES4: Novus Ordo Seclorum. This is my fourth NES and I feel I have gotten to a decent ability level as a Mod by this point. This NES has also been in the works for about half a year, so I desperately hope that is ready by now. My updates will be quite in-depth and I hope your orders and stories will not only live up to the updates, but surpass them. Now, one thing that all players should realize about my Moding is that I will not make this easy and I will not make the NPCs extraordinarily weak. Now, that does not mean I will run NPCs the way I would play a PC, but they will be more active and more powerful than most NPCs. Furthermore, while I do not by any means expect multi-PM orders, I want orders that have thought and effort put into them; if I get order that are not worthy of their sender and their nation, then it will have undesired results. Not quite lastly, it should also be noted that everything is subject to the Mod. Finally, I want it to be known that despite my high expectations, I am a realist. I recognize that there will be times when I will have trouble keeping up with the pace of things and there will be time when you will have trouble keeping up with things. I am flexible and I will work with you, that is, if you are flexible and work with m. Now, remember, NESes are meant to be fun, so make sure you are having fun and let it be known if you aren’t.

The world you are about to enter is at a crossroads. An age of brutal chaos has come to a brief respite and the world has entered a rare balance. In no place in the world is one nation dominant entirely over its neighbors. Everything is primed and ready for change. Will you lead your nation to emergence as the strongest and greatest of its neighbors, or will you allow your nation to fall into obscurity and weakness, and even destruction?

RULES

Starting Year:

450 BCE

The Map

Basics:

The map will show each nation with a different colour, except for dependencies which will have the same colour as the nation they are dependent on. Borders between nations will be thick, however all others will be thin. I will be showing provinces and their boundaries on the map, but this is mainly to help myself keep track of different things such as ethnic lines, religious lines, etc.. They are changeable and will likely change due to war, they may also change over time on their own or if the player asks for them to be changed. Fortifications, while not present at the moment, will be shown as one by one squares/dots. Cities will be two by two squares/dots while capitals will have a white border and special cities will have a coloured border depending on type.

Important Cities:

This NES will utilize the three city system as developed by myself with the aid of Thlayli, who should be accredited with the two city system. The system is based on the previous Das and Kamilian city systems. As the name suggests, there are three types of cities:

Centres of Economics: Most of these are centres of trade (all will be until such things as the stock market are developed). They will provide you with an extra eco every turn with the occasional more productive centre. Examples would be New York, Singapore, Tokyo, and London. These are the most common type of important cities. Economic centres are coloured red.
Centres of Culture: These can be educational, artistic, philosophical, pan-national, etc. These will provide you with a variety of bonuses of any type (as long as it makes senese) at any interval, it is all to the discretion of the Mod. Examples would be Paris, Oxford, Chicago, and Boston. These are less common than economic centres but more common than religious centres. Cultural centres are coloured green.
Centres of Religion: These cities are the centres of major religions and major religious pilgrimages. They will provide one eco per turn, religious bonuses (easier proselytizing, higher loyalty, etc.), and other random bonuses, all of these are at the discretion of the Mod. Examples include Jerusalem, Rome, Mecca, and Dharamsala. These are the least common, but most beneficial, type of important city. Religious centres are coloured blue.

Government

Government Stat:

Government is how you rule your people. If you are an elected government, I will take the place of the senate/parliament, if you are a feudal monarchy, I will take the place of feudal lords, etc. Government helps to determine how happy your people are, how confident they are, how likely rebellions are, how free religiously they are, how free economically they are, and so much more.

Centralization:

Centralization is incredibly important. How centralized you are has great influence on how your nation carries on its business, and how it responds to outside pressure and influences. Your nation’s centralization determines the way nearly everything runs. Centralized states are generally more united and more efficient. However, they are also vulnerable to attacks on its centre, as well as unrest among minorities and those who may be disadvantaged by the centralization of power. Decentralized stats on the other hand are generally less united and less efficient, while at the same time better able to survive an attack on the nation’s centre and have more universal support (if such a thing as universal support even exists). In each turn you can generally move one level in either direction. However, while this can be popular among some, it can be very unpopular among others. These groups and the overall benefits of a centralized or decentralized nation must always be kept in mind. The levels are:

League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Mostly Unitary-Unitary-More Unitary-Very Unitary-Uberunitary

Dependencies:

There are two main kinds of dependencies that can be created or negotiated. A PC can negotiate any of these with an NPC or another PC. NPCes may also enter into these kinds of relationships with each other. Economy is different for dependencies than for independent sates, for info see Economy. The different kinds of dependencies are:

Colony The nation to which a colony is dependent receives all of the colony's eco points from special cities. Colonies are under your direct control for military and economic matters, but other matters of domestic policy are under the control of the colonial government. Colonists tend to have little to no loyalty to their home country and are much more likely to rebel, but due to little native infrastructure are not likely to succeed. Colonial militias are at the home country’s control, but remain small and inefficient, in the event of a rebellion they revert to the control of the rebel government in an amount determined by the mod based on numerous factors.
Protectorate: The proceeds of all special cities are deducted from the protectorate and given to the parent country. The protectorate’s military is under the command of the home country, but in the event of a rebellion the forces will revert to the rebel government’s control, and normally in higher numbers than colonial militias. A protectorate maintains much of the its independent infrastructure making rebellions more successful. However, since protectorates maintain home rule they are less likely to rebel. Protectorates also have a different, slimmer, template which is as follows:

Nation Name
Capital:
Ruler/Player:
Government:
Religion:
Economy:
Infantry (Training):
Cavalry (Training):
Navy (Training):
Mercenaries (Training)(Duration of Employment):
Culture:
Projects: None
Nation Background:

Leadership:

This is how good your military leaders (generals, admirals, etc.) and your civilian leaders (bureaucrats, governors etc.) are. The higher is obviously the better. The best generals can whip sub-standard soldiers into shape, while horrid generals will fail even with the best orders from above. Likewise, competent bureaucrats will cause domestic policy to continue on course even with little player attention, while bad bureaucrats will embezzle and carry on other forms of corrupt behavior. The cost of expanding this stat is dependent upon your orders, give me a good strategy and it will cost less. In general, it will cost five eco to progress either leadership stat. Your leadership may go down if you are too lazy with your military; your borders expand to much; or anything of that sort. However, an active military or an active bureaucracy can improve your leadership (good military training can also increase your military leadership). The levels are:

None-Imbecile-Moronic-Stupid-Incompetent-Tolerable-Competent-Better-Good-Smart-Brilliant

The People

Religion:

Practically every mod says this, and means it, but for me it will actually be true. I intend to make religion extremely important. Religion will be the basis for many alliances and wars. In order to succeed, you must harness the political power of faith to its fullest potential, or else your opponents will.

Age:

The age you are in gives a general idea of the level of technology the people are using at the time. If you are of a more developed age than another civilization, than that is a decisive advantage, but only to an extant. While Bronze Age nations have little chance against Renaissance nations, they stand a strong chance against Early Iron Age nations. You can either enter a new age on your own, or find your way to it by following another civilization. The list of ages, for now, runs as follows:

Late Stone Age
Bronze Age
Early Iron Age
Middle Iron Age
Imperial Age

Education:
This is how educated your people are. The better it is, the more likely you are to increase to the next age, discover new inventions, have random increases in leadership or training, etc. Education will cost generally five eco per level, but your plans may cause the cost to go down, or a really bad plan may cause the cost to go up. I do, however, want a plan. The levels are:

Hopelessly Idiotic- Idiotic- Illiterate- Ignorant- Below Average- Average- Above Average- Clever- Smart- Wise- Enlightened

Culture:

Unlike most NESes, I am going to follow the North King model as seen in N3S and use this stat to give you an overview of your culture, rather than rate it. For instance, for the modern nation of Israel I might say something like “Most heavy influence is Jewish culture, bringing influences ranging from Indian to Russian. There is a heavy Euro-American ‘Western’ influence, as well as a lesser influence from the Arabic Middle East.”

Confidence:

This is how confident your people are in their government and nation. The higher, the less likely you are to face revolts and the more successful your policies will be, particularly if you are an elected government. Confidence is effected by just about everything, but if your county is doing good, then confidence will be high, if it is doing bad, then confidence will be low. The levels are as follows:

Lynching- Hateful- Resentful- Barely Tolerating- Tolerating- Respecting- Admiring- Loving- Cult of Personality

Leadership:

See “government.”

Economy

Economy Stat:

This is very similar to the NES2 V and NES2 VI, however it is not exactly the same. Each level has different points awarded for it, as opposed to the normal system. If you have negative eco points, then I will have many nasty things happen to you depending on the amount of debt and any ways you plan to handle it. In order to move up in eco level you must not spend your base eco and you must give me strategy(ies)/reason(s) why it should grow. If you invest more eco than necessary, you are more likely to advance or you may even advance more than one level. You may sacrifice up to two levels for an extra six eco. You will also have eco from elsewhere, almost all of this extra eco will be from important cities. In your eco stat you will have a number, and if you are lucky followed by another number, in this manner: #, +#. The first is your base eco and the second is extra eco. If a dependency is in question, then the formula is: #, (-#) with the first still the base eco and the second is the eco that goes to the country on which the dependency is dependant. The economy levels are:

Severe Depression (-2)- Depression (-2)- Bankrupt (-1)- Recession (-1)- Very Poor (0)- Poor (0)- Not Bad (1)- Normal (1)- Good Enough (2)- Growing (2)- Rich (3)- Very Rich (3)- Richer (4)-Richest (4)- Economic Powerhouse (5)- Monopoly (6) (after Monopoly, you get Monopoly+x (6+(x/2)), where x is the amount of economy levels beyond Monopoly)

Infrastructure:

This is basically the quality of your road network, ports system, etc. A higher level means your nation runs better and you are able to transport troops within your nation more easily. However, a higher level also means that enemies are able to manoeuvre within your territory more easily, and are able to take advantage of your nation’s resources more easily. The levels are:

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Special Cities:

See under “government”

Military

Army, Cavalry, and Navy:

This is the military power of your nation. All will be based on infantry (in thousands), cavalry (in thousands), and squadrons of ships. Siege weapons (if your nation should have developed them by now as par considerations of history and this timeline) are counted as automatically being part of each division. In your orders you can specify how you want siege weapons utilized, just as you can specify other tactics. In fact, it is highly encouraged that you include some kind of tactics. I will not be too brutal on someone who knows very little about military tactics, but I will be brutal on someone who does not take the effort to give their troops some orders. At least give me strategy (i.e. move here with these, then do this to cause effect A and this to cause effect B etc.). You will always receive five thousands per eco and twenty-five ships per eco. It is also possible to conscript, and it is possible to receive irregulars. These will have minimal training based on the level of your education and cultural factors determined nation to nation. Conscripts are basically irregulars you raise and equip at your will. However, they will generally be less enthused about fighting than irregulars and the raising of them may cause disturbance among the general populace.

Unique Unit (UU):

You can have two UUs at a time, but if you have one it will most likely be all the better for it. You can change your UU at any time; the demoted UU just won’t like it, which could at times be quite an understatement. UUs increase normally, five thousands per eco.

Mercenaries:

Mercenaries were important in early warfare and have continued to be important even into the modern day. Mercenaries are expensive, but normally very well trained and bring a kind of expertise that normally only a UU can have. Mercenaries, however, can be a gamble; you never can know exactly what you are getting. So, when you want mercenaries to bolster your ranks, tell me how much you want to spend, what kind of mercenaries you want (infantry, cavalry, archery, naval, etc.), if there is a specific region you want them from, and I will do the rest. You may luck out and get Arab camelry with the best training in the world going cheap, or you may get very unlucky and get Latin cavalry with the worst training for an incredibly expensive price. If you want to keep them, you can, if you want to get rid of them, you can, but you can not get your money back. Mercenaries will stay with you for only a limited amount of time. You can re-hire them after the period is over, but the rate may have gone up. Or, you can let them go.

Conscripts/Militia/Irregulars:

Should you feel the need, it is possible to conscript militias. Almost always your confidence will take a hit for this, and people will become overall much more revolutionary. The people may also rise on their own to form militias against an enemy or in favour of a revolution (which, if against you, you will obviously not have control over). Troops raised in either way are very poorly trained, with the training level depending on several things including but not limited to education and culture. A colonial militia is of the same training, and large funds and good strategy are needed to change this.

Training:

This is, basically, how well trained your military is. Your UU will generally have a higher training level than your basic military of the adjoining type (cavalry UU to cavalry, infantry UU to infantry, and naval UU to navy). If your military grows too large or too speedily, your training may suffer. To raise the training costs two eco per every five thousands. The levels are:

None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite

Leadership:
See under “government.”

Other

Projects:

Tell me what you want it to do, what it's called, a brief description of it (try and put a longer one in a story), and I will say in the update how much it will cost. But please, don’t give me just one or two of the above, if you don’t give me all of them, you will not get the project. You may invest up to two eco a turn, but no more. You can also use strategies, should you think of them, to speed up the project. Should you write a story about the project, I may speed it up, but only just maybe.

Random Events:

Random events will occur, and as the name suggests, many will be totally detached from your orders, and some will be totally random. The majority of “random events,” however, will be indirect results of your orders. Your orders will almost always have indirect results. Some will be good, some will be bad.

Orders:

Please keep in list form, and please include your stats for the turn. Orders will be due on Fridays at 3:00 PM U.S. Central Time (GMT -6). Please PM orders, although if you insist on e-mailing them for some acceptable reason, see below about e-mail under ‘Contact’.

Stories:

In the past, I didn’t care that much. Now, I do. Give me stories people; I don’t want my updates to be the only interesting thing in the thread.

Kvetching and Hocking Me a Chynick (a.k.a. Complaints to the Mod)[/U]:

I will probably be more willing to listen than other Mods are. This because I love constructive criticism, it makes things run better.

Contact:
My AIM is stignatiusjew, if you need to e-mail me your orders for some reason, although I much prefer them PMed, then ask me for my e-mail and I will most likely give it to you.

I believe that is it. If anything comes up later, I will post it here.
 
Here are the maps. First is the normal map, second is the religion map.
 

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Stats

Africa

Carthaginian Empire
Capital: Carthage
Ruler/Player: King Hasdrubal I/Alex994
Government: Thalassocratic Monarchy
Religion: Ba’alism 60%, Berber Polytheism 15%, Helenic Polytheism 15%, G-ddess Worship 5%, Other 5%
Economy: Growing, 2+7
Centralization: Loose Federation
Dependencies: None
Infantry (Training): 20 thousands (Normal)
Cavalry (Training): 10 thousands (Barely Tolerable)
Navy (Training): 20 ships (Good) 15 Punic Triremes (Professional)
Mercenaries (Training)(Duration of Employment): 10 thousands Numidian Spearmen (Good)(5 turns) 15 thousands Berber Cavalry (Very Good)(5 turns)
Military/Civilian Leadership: Better/Moronic
Education: Above Average
Age: Imperial Age
Culture: Carthage is Punic with a unique North African identity. They are naval, commercial, have an affinity with mercenaries, and are influenced by the entire Mediterranean.
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
Nation Background: Carthage was for a long time part of the Phoenician Empire, under whom it quickly grew to become a world-class city. When Phoenicia began to collapse, it was to Carthage that Empress Dido escaped. Here she founded the new Carthaginian Empire which quickly absorbed Phoenicia’s other N. African colonies. As time progressed they absorbed the entirety of Syracuse and Napoli as well as the islands of Corsica and the Balearics and Minoan Libya. They are now a major power, however they have increasing competition from all sides as well as internal problems, the most obvious of which is corruption among the civilian leadership.

Egyptian Empire
Capital: Thebes
Ruler/Player: Pharaoh Mernemptah/Kentharu
Government: Pharonic Monarchy
Religion: Egyptian Polytheism 85%, G-ddess Worship 5%, Hellenic Polytheism 5%, Other 5%
Economy: Good Enough, 2+8
Centralization: Unitary with Exceptions
Dependencies: None
Infantry (Training): 10 thousands (Good) 10 thousands (Rabble) 20 thousands (Semi-Rabble)
Cavalry (Training): 20 thousands (Normal)
Navy (Training): 20 ships (Normal) 10 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Incompetent/Better
Education: Above Average
Age: Imperial Age
Culture: A culture unto itself with few influences from outside. Within Egypt the varying regions maintain distinct features, particularly in Hellenic Cyrenaica, but overall cultural hegemony is present
Confidence: Respecting
Infrastructure: Efficient
Projects: None
Nation Background: Even when the unstoppable Moesians stormed up the Nile, even when the unbreakable armies of Israel marched on Goshen, even when the Libyan horsemen came in locust-swarms out of the desert, Egypt did not fall. The farthest south they have ever been driven is Thebes, and in Thebes Egypt has always won. When the Moesians drove Egypt south, Egypt conquered Kush. When the Moesians retreated back down the Nile, the Egyptians followed. They have been unsuccessful in finally riding the land of Aramaeans and Israelites, but Egypt is at its strongest. The old and once glorious empire of Cyrenaica is now ruled from Thebes and the old civil wars appear over. However, Egypt still has many challenges ahead. Rashid remains in the hands of G-ddess worshipers and the powers that be in Egypt continue to bicker. Strong leadership will guarantee Egypt’s stature in the world, but weak leadership will lead it to destruction.

Americas

Caddo Confederation
Capital: Nadaco
Ruler/Player: High King Tahwin/
Government: Monarchy
Religion: Great Southern Cult
Economy: Good Enough, 2
Centralization: Confederation
Dependencies: None
Infantry (Training): 5 thousands (Normal)
Cavalry (Training): None
Navy (Training): 5 ships (Semi-Rabble)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Competent
Education: Idiotic
Age: Late Stone Age
Culture: Culturally unique and strongly independent, however, they have absorbed Muskogean religion and Olmec agriculture.
Confidence: Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: Bound together for generations upon generations, the Hasinai, Kadohadacho, and the Natchitoches as well as the oppressed and mostly killed in genocide Wichita and Pawnee, form the Caddo Confederation. Up to now the Caddo have resisted the Comanche and Apache, carving out a thriving agricultural and militant civilization. They are a second-tier power compared to Muskogeans and other Mississippi powers. However, the Caddo have a strategic power base and position that could be utilized in a grand rise to power, although they first must continue to stand up to the constant attacks on their borders by the Plains tribes.

Empire of Calusamul
Capital: Mound Key
Ruler/Player: King Carlos/
Government: Monarchy
Religion: Calusahatchee Polytheism 95%, Cult of Kukulcan 5%
Economy: Good Enough, 2
Centralization: Unitary
Dependencies: None
Infantry (Training): 5 thousands
Cavalry (Training): None
Navy (Training): 10 ships
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Stupid
Education: Idiotic
Age: Late Stone Age
Culture: Minimalist agriculture, extensive hunting and fishing, slaveholding, and an emphasis on war define Calusahatchee culture. However, the conquered peoples tend to be the reverse in most areas, as well as having absorbed Olmec agriculture. The largest foreign influence is in language, as the Calusahatchee speak a blend of Kaan Mayan and the native language.
Confidence: Respecting
Infrastructure: Dirt Paths
Projects: None
Nation Background: Facing Mayan pressure, the Calusahatchee emperors consolidated their nation and formed a stiff resistance to the Mayan colonizers. The Calusa are an eager nation with large prospects and great hopes; however, they are restricted by their vigilant and wealthy neighbours. It is time for Calusamul to once again rise to the occasion and make the tough decisions that could forge a great new power in the region.

Kaan
Capital: Kalakmul
Ruler/Player: King B’olon K’awil/Kal’thzar
Government: Monarchy
Religion: Cult of Kukulcan 70%, Cult of Chaak 10%, Taíno Polytheism 10%, Cult of the Jaguar 5%, Other 5%
Economy: Growing, 2+4
Centralization: Unitary with Exceptions
Dependencies: Colony of New Maya and the Isle of Youth, Colony of Xamaica, Colony of Myamaimul and the Lucaya Islands
Infantry (Training): 15 thousands (Normal)
Cavalry (Training): None
Navy (Training): 15 ships (Good)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Competent
Education: Illiterate
Age: Late Stone Age
Culture: Kaan is the cosmopolitan, commercial, naval bizzaro of Mutal. They are fully Mayan and the great exporters of Mayan culture, but have likewise absorbed influences from around the gulf.
Confidence: Tolerating
Infrastructure: Tolerable
Projects: None
Nation Background: As the Golden Age of the Mayan Empire came to an end civil war erupted in the heartland. The major sides were: the central government in Chichén Itzá, Kalakmul, and Mutal. It soon became evident that Chichén Itzá would be completely irrelevant in this war. After many bloody years of fighting the Mayan Empire was split in two: in the north of the Yucatán was Kaan, who also inherited the colonial holdings, and in the south the Mutal Empire. Kaan has continued to focus its attention on the Olmec Gulf [Gulf of Mexico], but they must always keep a vigilant eye on affairs in Mesoamerica.

Kingdom of Karankawamul
Capital: Dogs’ Bay
Ruler/Player: King Tooyalaket/
Government: Monarchy
Religion: Cult of Kukulcan 70%, Karankawan Polytheism 30%
Economy: Normal, 1+2
Centralization: Unitary
Dependencies: None
Infantry (Training): 10 thousands (Normal)
Cavalry (Training): None
Navy (Training): 15 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Tolerable
Education: Idiotic
Age: Late Stone Age
Culture: Karankawamul has lost much of its original nomadic, hunting-gathering, militaristic, cannibalistic, culture in favour of the colonizing Mutal Mayan culture.
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: None
Nation Background: Colonized by the Maya, Karankawamul is part of the Mayan world. After the collapse of the Mayan Empire the Karankawamul colony easily established its independence. They now seek to follow the path of Mutal and create a naval, mercantile empire. However, old habits die hard and with the constant pressure of their sworn enemies, the Comanche, Karankawa has found little room to advance. With luck, all that could change.

Muskogean Confederation
Capital: Nanih Waya
Ruler/Player: High King Hatchootucknee/
Government: Tribal Monarchy
Religion: Great Southern Cult 90%, Cult of Kukulcan 10%
Economy: Good Enough, 2+1
Centralization: Confederation
Dependencies: None
Infantry (Training): 10 thousands (Normal)
Cavalry (Training): None
Navy (Training): 5 ships (Better)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Tolerable
Education: Idiotic
Age: Late Stone Age
Culture: Similar to Caddo, the Muskogeans are bound together by language. They are a very religious people and form the homeland of the Great Southern Cult. They are also militant to an extent, but not as much as many of its neighbours. Like others they have adopted Olmec agriculture.
Confidence: Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: The Muskogean confederation, consisting mainly of the Choctaw and Chickasaw, is bound together by language, culture, and faith. It was in Nanih Waya that the Great Southern Cult, which is now the dominant belief system of Mississippi. As the Mayan Empire began to collapse, the Muskogeans dealt a devastating blow by seizing the valuable Mayan colony of Mayan Mississippimul.

Mutalan Empire
Capital: Yax Mutal
Ruler/Player: King K’inich Ehb’/
Government: Monarchy
Religion: Cult of Chaak 80%, Cult of Kukulcan 10%, Other 10%
Economy: Good Enough, 2+1
Centralization: Mostly Unitary
Dependencies: None
Infantry (Training): 10 thousands (Normal) 10 thousands (Better)
Cavalry (Training): None
Navy (Training): 5 ships (Better) 5 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Incompetent/Better
Education: Illiterate
Age: Late Stone Age
Culture: Mutal is the militant bizarro of its orthern neighbour Kaan. Both are Mayan and exporters of the Mayan culture. However, Mutal has absorbed more foreign influences than Kaan taking influences from the conquered peoples to its east.
Confidence: Tolerating
Infrastructure: Pathetic
Projects: None
Nation Background: After the collapse of the great Mayan Empire, Mutal emerged as the great power in the south. Prevented from dominating the Yucatan by Kalakmul, they instead focused on expanding eastward into the Mayan and non-Mayan regions that the Old Empire had conquered. In the past the city of Chichicatenango was the centre of Mayan religion. However, this has been usurped by Chichén Itzá. This could still be reversed, but it will be hard. The same can be said of Mutal as a whole, which is usurped as the centre of the Mayan world be Kaan, but still has the potential to change this.

Zapotec Empire
Capital: Monté Albán
Ruler/Player: King Cosijoeza/
Government: Monarchy
Religion: Cult of the Jaguar 90%, Cult of Kukulcan 10%
Economy: Normal, 1+2
Centralization: Unitary
Dependencies: None
Infantry (Training): 10 thousands (Normal)
Cavalry (Training): None
Navy (Training): 10 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Incompetent/Tolerable
Education: Illiterate
Age: Late Stone Age
Culture: The Zapotecs are, well, Zapotec, ie militant and agrarian, yet with a knack for overland trade. They have absorbed influences from the conquered Olmec and from the regionally dominant Maya.
Confidence: Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: The Zapotecs were always the militant backwater of the region. However, they quickly rose to prominence by conquering the ancient and revered Olmec. Now, they stand at a stand still. They are not powerful enough militarily to compete with Mutal, nor economically with Kaan; meanwhile, the Nahua tribes are still too powerful to be dealt with easily. The Zapotecs must now make a choice: either maintain their balanced culture and remain in mediocrity, or choose a new direction and learn to compete with their neighbours.

Asia (West/Iran)

Mamlaka of Arabia
Capital: Abu Dhabi
Ruler/Player: Malik Shakhbut bin Zayed al Nahyani/
Government: Monarchy
Religion: Arabic Polytheism 75%, Brahmanism 10%, Hinduism 5%, Judaism 5%, Other 5%
Economy: Growing, 2+4
Centralization: Tight Federation
Dependencies: None
Infantry (Training): 10 thousands (Rabble)
Cavalry (Training): 15 thousands (Tolerable)
Navy (Training): 40 ships (Good) 10 ships (Very Good)
Mercenaries (Training)(Employment): 10 thousands Arabic Camelry (Good)(10 turns) 10 thousands Assyrian Infantry (Good)(5 turns)
Military/Civilian Leadership: Incompetent/Good
Education: Average
Age: Imperial Age
Culture: Mercantile with strong roots in Bedouin desert nomadism. Thoroughly Arabic, however there are large influences from Mesopotamia, Persia, India, and elsewhere.
Confidence: Tolerating
Infrastructure: Efficient
Projects: There are none at this time
Nation Background: As trade swept through the Persian Gulf several independent nation states arose on the coast. Eventually, Abu Dhabi would rise to the challenge and conquer most of it’s neighbours with the exception of a smaller Bahraini state in the west. After successfully taking Masqat from the crumbling Minaeans, Abu Dhabi absorbed the slowly declining Bahraini Empire, forming the Mamlaka of Arabia. Their position is strong and their coffers overflowing, but they are dependent on mercenaries and the fickle trade routes, should either of these resources dry up they would find themselves in big trouble.

Aram Damascus
Capital: Damascus
Ruler/Player: King Haza’el/Azale
Government: Monarchy
Religion: Elism 40%, Judaism 30%, Ba’alism 15%, Hellenic Polytheism 10%, Other 5%
Economy: Growing, 2+8
Centralization: Unitary with Exceptions
Dependencies: None
Infantry (Training): 25 thousands (Normal), 15 thousands (Good)
Cavalry (Training): 10 thousands (Barely Tolerable)
Navy (Training): 30 ships (Better), 15 ships (Good)
Mercenaries (Training)(Duration of Employment): 10 thousands Arabic Camelry (Very Good)(5 turns) 10 Punic Triremes (Preofessional)(5 turns)
Military/Civilian Leadership: Tolerable/Competent
Education: Average
Age: Imperial Age
Culture: Descended from Darmasheq, Aram Damascus is primarily Aramaean with heavy influences from the Israelites and slightly lower from the Hellenes, Egyptians, Punics, and various Mesopotamian nations.
Confidence: Respecting
Infrastructure: Good
Projects: None
Nation Background: Following the collapse of the Moesian Empire, Aram Damascus filled the power vacuum in Syria. Overtime Aram Damascus successfully brought the collapsed Israelite and Phoenician (except for Sidon, Byblos, and Cyprus) kingdoms under its control. Soon after, both Judaism and Ba’alism began to gain wild popularity in the kingdom. However, during the reign of Hadadezer the prophet Bar’el spread the new religion of Elism, a blend of Jewish, Ba’alist, traditional Canaanite, and traditional Aramaean elements. Elism quickly became the dominant faith of the Aramaeans and many of their subjects gaining a plurality in Aram Damascus. Now, under the zealously religious rule of Haza’el, Aram Damascus is at a crossroads. They are one of the greatest powers in the world, but they are also surrounded by the others of the greatest powers in the world. They now have the choice to either propel themselves forward into a new Golden Age, or stagnate as so many other empires have.

Kingdom of Asia
Capital: Enopolis
Ruler/Player: Basileus Basileon Ziaelas I/LittleBoots
Government: Monarchy
Religion: Hellenic Polytheism 90%, Hittite Polytheism 5%, G-ddess Worship 3%, Other 2%
Economy: Good Enough, 2+4
Centralization: Unitary
Dependencies: None
Infantry (Training): 25 thousands (Normal) 10 thousands (Very Good)
Cavalry (Training): 10 thousands (Normal)
Navy (Training): 20 ships (Normal) 10 ships (Better)
Mercenaries (Training)(Duration of Employment): 10 thousands Hoplites (Very Good)
Military/Civilian Leadership: Good/Competent
Education: Clever
Age: Imperial Age
Culture: Greeks in culture and faith with small Scythian, Hittite, and other influences. Though united politically, Pontus and Bithynia remain divide in many ways culturally with Bithynia being more militant and land-focused and Pontus more commercial and naval.
Confidence: Respecting
Infrastructure: Good
Projects: None Yet
Nation Background: The region now occupied by the Kingdom of Asia has a very long and complicated history. At different points in time ruled by Hittites, Armenians, Neo-Hittites, Dardanians, and Trojans, it was after the collapse of the Moesian Empire that independence for the region was finally won. Two separate kingdoms, Bithynia in the west and Pontus in the east took shape. Pontus quickly evolved into a commercial and naval power controlling much of the Anatolian coast, the Lesser Armenian coast, and even Crimea after the successful conquest and colonization of Crimean Scythia. Bithynia on the other hand evolved into a militant power, ruling a small part of the Anatolian coast as well as all of north-central Anatolia, including inner Hatti. Bithynia even briefly controlled Dardania and Thrace, though not Troy. Under the leadership of Basileus Polemon of Pontus and Basilissa Etazeta of Bithynia, Pontus and Bithynia were peacefully united as the Kingdom of Asia with the capital in the new city of Esnosis Polis (Union City), which has evolved into Enoplis. The Kingdom of Asia now stands as a strong power with both commercial naval traditions and military traditions. However, it is trapped between the more powerful Troy and Scythia with little room to move.

Kingdom of Cyprus
Capital: Salamis
Ruler/Player: Basileus Evanoras/Swissempire
Government: Monarchy
Religion: Hellenic Polytheism 95%, Other 5%
Economy: Growing, 2+1
Centralization: Mostly Unitary
Dependencies: None
Infantry (Training): 10 thousands (Good)
Cavalry (Training): None
Navy (Training): 10 ships (Good)
Mercenaries (Training)(Duration of Employment): 15 thousands Hoplites (Very Good)(5 turns), 10 Hellenic Triremes (Good)(5 turns)
Military/Civilian Leadership: Barely Tolerable/Competent
Education: Above Average
Age: Imperial Age
Culture: Originally Punic now fully Hellenic. There are still large Punic influences as well as Egyptian, Aramaean, Isralite, and Hittite influences. Very naval, very trade orientated.
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
Nation Background: After the capture of the island by Moesian forces, Cyprus experienced a huge influx of Hellenic immigrants and the creation of a large and power Hellenic nobility. After the fall of the Moesian Empire, the subsequent civil wars and genocide of Punic, and rise of Salamis, Cyprus finally became an independent, and unified, nation. Though they are comparatively weak, they have many allies among the mercenaries who find housing in the ports of Cyprus in-between jobs. Cyprus has apparently little hope of creating a great empire, but far wilder things have happened.

Mamlaka of Himyar
Capital: Aden
Ruler/Player: Malik Ibrahim ibn Rabiah/Cuivienen
Government: Monarchy
Religion: Judaism 80%, Arabic Polytheism 15%, Other 5%
Economy: Growing, 2+5
Centralization: Tight Federation
Dependency: Independent, No Dependencies
Infantry (Training): 20 thousands (Better)
Cavalry (Training): 20 thousands (Better)
Navy (Training): 25 ships (Tolerable) 15 ships (Better)
Mercenaries (Training)(Duration of Employment): 10 thousands Arabic Camelry (Very Good)(5 turns), 10 thousands (Good)(5 turns), 10 ships (Good)(5 turns)
Military/Civilian Leadership: Incompetent/Competent
Education: Average
Age: Imperial Age
Culture: Basically Arabic in culture with large Jewish (most notably in religion) and Ethiopian influences. Himyar is a nation of merchants and farmers, but they have not forgotten their Bedouin roots as desert nomads.
Confidence: Tolerating
Infrastructure: Improving
Projects: None
Nation Background: As the decadence and corruption of Minaea grew, so did rebellions and with them social change. While the government strived desperately to keep hold of its valuable border territories, a threat even closer to home was brewing. The Minaean Arabs were relatively quickly converted en masse to the imported faith of Judaism. By the time the authorities noticed, it was too late. The rebellion came and the Minaean kingdom was overthrown to be replaced by the new, Jewish, Himyarite Kingdom. Himyar has focused on consolidating its holdings and improving its trade network. Now could well be the time for the young kingdom to take up the sword and march forwards for the glory of the kingdom. Himyar may be young, but it has boundless potential.

Kingdom of Kizzuwatna
Capital: Kummanni
Ruler/Player: King Paddatishu I/carmen510
Government: Monarchy
Religion: Hittite Polytheism 70%, Ba’alism 15%, Hellenic Polytheism 10%, Other 5%
Economy: Normal, 1+2
Centralization: Unitary
Dependencies: None
Infantry (Training): 20 thousands (Tolerable)
Cavalry (Training): 25 thousands (Normal)
Navy (Training): 20 ships (Barely Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Tolerable
Education: Average
Age: Imperial Age
Culture: Inheritors of the Hittite legacy, they have a militaristic, nomadic root but have in large part adapted to their coastal, Mediterranean existence. Kizzuwatna has absorbed major influences from the Punics and Hellenes, as well as lesser ones from the Egyptians, Israelites, and Aramaeans.
Confidence: Tolerating
Infrastructure: Tolerable
Projects: None
Nation Background: After the collapse of the Neo-Hittite Empire at the hands of its neighbours, the remaining Hittite aristocracy fled south to the formerly Luwian region of Kizzuwatna. Here they created a new kingdom. Successfully resisting the efforts of the Phoenicians to conquer and colonize the region, Kizzuwatna managed to hold out until the collapse of the Phoenician Empire. They have subsequently grown slightly and entered the political region as a third-tier power. Surrounded by more powerful neighbours, it is often said that it is only by the Grace of the G-ds that Kizzuwatna still exists. Inhabiting a strategic position, Kizzuwatna has great potential, but it could be excruciatingly hard to utilize that potential given the geo-politics.

Persian Empire
Capital: Persepolis
Ruler/Player: Emperor Cyambisis III/Grandmaster
Government: Monarchy
Religion: Zoroastrianism 85%, Other 10%, Pashtunwali 5%
Economy: Normal, 1+8
Centralization: Unitary with Exceptions
Dependencies: None
Infantry (Training): 30 thousands (Normal), 20 thousands (Semi-Rabble), 10 thousands (Better)
Cavalry (Training): 20 thousands (Better)
Navy (Training): 20 ships (Tolerable) 10 ships (Better)
Mercenaries (Training)(Duration of Employment): 10 thousands Pashtun Cavalry (Good)
Military/Civilian Leadership: Competent/Tolerable
Education: Average
Age: Imperial Age
Culture: Persian with minimal Central Asian influences through religion, Arabic and Indian influences through trade, and Pashtun influences through military.
Confidence: Respecting
Infrastructure: Improving
Projects: None
Nation Background: Persia is nearly as eternal as Egypt. For centuries Persia has ruled over their vast empire across the Iranian plateau, at one point even Mesopotamia. They are still extraordinarily powerful and have influence beyond their borders, but the loss of Mesopotamia is still hard felt. Persia is a great power, but needs strong leadership.

Scythian Empire
Capital: Phanagoria
Ruler/Player: Emperor Madya/~Darkening~
Government: Despotic Monarchy
Religion: Hellenic Polytheism 40%, Armenian Polytheism 40%, Slavic Polytheism 10%, Scythian Polytheism 5%, Other 5%
Economy: Normal, 1+2
Centralization: Unitary with Exceptions
Dependencies: None
Infantry (Training): 20 thousands (Semi-Rabble)
Cavalry (Training): 30 thousands (Better) 20 thousands (Good)
Navy (Training): 15 ships (Semi-Rabble)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Good/Stupid
Education: Idiotic
Age: Imperial Age
Culture: The Scythian overlords maintain there militant, nomadic roots, however, they have been significantly Hellenized. The Slavs in the north and the Armenians in the south maintain their identities while the Hellenes in the ports bring outside influences.
Confidence: Barely Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: After the collapse of the Crimean Scythia, the nobility fled across the Crimean Bosporus to seek the aid of its nomadic brethren. From Phanagoria they began to build their empire, first bringing other Scythian tribes under their command and then they destroyed the Slavic states, completely eradicating the Russian Confederation and forcing its civilians into Kyiv, which they subsequently captured.

Trojan Empire
Capital: Troy
Ruler/Player: King Diometrius III/Dachspmg
Government: Monarchy
Religion: Hellenic Polytheism 90%, G-ddess Worship 5%, Other 5%
Economy: Good Enough, 2+9
Centralization: Unitary with Exceptions
Dependencies: None
Infantry (Training): 30 thousands (Tolerable), 25 thousands (Better)
Cavalry (Training): 15 thousands (Tolerable)
Navy (Training): 25 ships (Better), 15 ships (Good)
Mercenaries (Training)(Duration of Employment): 10 thousands Scythian Cavalry (Good), 10 Hellenic Triremes (Good)
Military/Civilian Leadership: Competent/Incompetent
Education: Below Average
Age: Imperial Age
Culture: Hellenic with little outside influence, that’s it.
Confidence: Tolerating
Infrastructure: Good
Projects: None
Nation Background: After the collapse of the Dardanian Confederation, Troy lost its standing, and it appeared to be for good. Soon they found themselves, for the first time in its history, the subjects of a foreign power, for the Moesian Empire had stretched across the Dardanelles to take the ancient city. Troy, however, would not tolerate this. It was because of Pleistoanax, the rebel leader of Troy, that the Moesian Empire fell. The subsequent kings of the Pleistonaxian Dynasty rebuilt the power Troy had in the Dardanian Confederation. The Trojan Empire has risen to new heights and dominates nearly all of Hellas. They are the greatest power in the region, but that power is constantly under threat.
 
Stats

Asia (Indian Subcontinent/Central Asia)

Kingdom of Chola
Capital: Urayur
Ruler/Player: Rajakesari Kolothunga/
Government: Monarchy
Religion: Hinduism 100%
Economy: Normal, 1+1
Centralization: Unitary
Dependencies: None
Infantry (Training): 10 thousands (Normal) 5 thousands (Better)
Cavalry (Training): None
Navy (Training): 10 ships (Normal)
Mercenaries (Training)(Duration of Employment): Normal
Military/Civilian Leadership: Tolerable/Tolerable
Education: Ignorant
Age: Bronze Age
Culture: Chola is Tamil Indian. Within the country the west and south are more commercial while the north and east and more agricultural and militant. There are also remaining divisions between the ruling Cholas from the east, Pandyas from the south, and Cheras from the west.
Confidence: Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: After years of vicious war the Cholas united the southern tip of the Indian Subcontinent. Chola now stands as a fierce rival to their neighbour across the straights in Sinhala, but it also must contend with the “un-civilized” Tamils to their north. In addition, divisions remain within the nation. If Chola is truly to bring together such a diverse nation and rise to greatness above all of its competition it must conquer its inner enemies as well as its out enemies.

Mughal Empire
Capital: Delhi
Ruler/Player: Grand Mogul Farrukhsiyar/Birdjaguar
Government: Despotic Monarchy
Religion: Brahmanism 80%, Hinduism 10%, Pashtunwali 5%, Other 5%
Economy: Good Enough, 2+10
Centralization: Federation
Dependencies: None
Infantry (Training): 25 thousands (Semi-Rabble) 20 thousands (Tolerable) 10 thousands (Good)
Cavalry (Training): 15 thousands (Better)
Navy (Training): 25 ships (Better) 15 ships (Normal)
Mercenaries (Training)(Duration of Employment): 10 thousands Pashtun Cavalry (Good)
Military/Civilian Leadership: Better/Stupid
Education: Average
Age: Imperial Age
Culture: The Mughals are Aryan Indians with a relatively high amount of Dravidian influence. The Mughals and their subjects are militant, hierarchical, agricultural, and in the large cities mercantile. They are also extremely religious, following the faith of the empires founder, Brahminism.
Confidence: Tolerating
Infrastructure: Improving
Projects: None
Nation Background: Founded by Babur, a claimant to the Sindu throne, who fled persecution and became a prophet. Founding Brahmanism, he gathered to him a large following. Over time the Mughal Empire conquered the surrounding nations and spread its hegemony over northern India. Eventually, it even destroyed its great enemy Sindu. They are now arguably the most powerful nation in the world, a distinction that is beginning to breed corruption and dangerously excessive self esteem.

Kingdom of Sinhala
Capital: Anuradhapura
Ruler/Player: King Vijaya/
Government: Monarchy
Religion: Hinduism 100%
Economy: Normal, 1+1
Centralization: Unitary
Dependencies: None
Infantry (Training): 10 thousands (Tolerable)
Cavalry (Training): None
Navy (Training): 10 ships (Normal) 5 ships (Better
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Competent
Education: Ignorant
Age: Bronze Age
Culture: The Sinhalese are descended from Orissan Indo-Aryans, rather than Dravidians. They are sea and trade orientated with little military and agriculture preferences.
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: None
Nation Background: Sinhala is an extraordinarily young nation. It is the current king, King Vijaya, who led the Sinhalese out of Orissa and to the isle of Lanka where they have found their kingdom and their capital of Anuradhapura. The Sinhalese have dynamic leadership and hold that they have the blessings of the g-ds. If they are correct, then they are destined for greatness, if they are wrong then their future is entirely unpredictable.

Sri Ksetra
Capital: Sri Ksetra
Ruler/Player: King Pyinbya/Luckymoose
Government: Monarchy
Religion: Mon-Pyu Polytheism 100%
Economy: Growing, 2+1
Centralization: Tight Federaton
Dependencies: None
Infantry (Training): 5 thousands (Tolerable)
Cavalry (Training): None
Navy (Training): 10 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Moronic/Good
Education: Above Average
Age: Bronze Age
Culture: Sri Ksetra is basically Pyu in culture, but they have recently absorbed much Mon culture. They are extreme pacifists and will only act militarily when necessary.
Confidence: Admiring
Infrastructure: Dirt Paths
Projects: None
Nation Background: The Pyu cities of Burma have always lived in relative peace and seclusion. The only period of real civilization was Suwarbumathumi, but that is long gone. Recently, however, as the Mon culture has infiltrated the region the Pyu have peacefully united around the strongest city state, Sri Ksetra. They are still extreme pacifists and would almost never go to war, but their horizons are broadening and with it the possible necessity of war comes into view. Sri Ksetra is well placed to take the world by storm, and it has many advantages in that matter, but their future is still questionable and their place insecure.

Asia (East)

Kingdom of Bei
Capital: Beijing
Ruler/Player: King Gao Zu/Symphony D.
Government: Monarchy (Mandate of Heaven)
Religion: Confucianism 70%, Legalism 25%, Taoism 15%
Economy: Not Bad, 1+2
Centralization: Unitary with Exceptions
Dependencies: None
Infantry (Training): 40 thousands (Tolerable) 30 thousands (Rabble) 10 thousands (Semi-Rabble)
Cavalry (Training): 20 thousands (Better) 10 thousands (Tolerable)
Navy (Training): 20 ships (Normal)
Mercenaries (Training) (Employment): None
Military/Civilian Leadership: Competent/Competent
Education: Average
Age: Imperial Age
Culture: The northern fringe of China, Bei s somewhat militaristic. Remnants of the old Imperial culture of the Bei Dynasty remain in Beijing, but overall Bei is an agricultural society with little commercial culture. They are predominantly Confucian as opposed to Taoist.
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none yet
Nation Background: After King Wen Di finally destroyed the Xiongnu hegemony over the largely Chinese population in the Battle of Zhuolu, the new Bei (or Northern) Dynasty was established. Years of war with the remnants of the Xiongnu, the collapsing Yue, and the retreating Gojoseon created a Chinese empire stretching from the Liaoding Peninsula to beyond the Huang He in the south and to the east banks of the Huang He in the west. The Bei Dynasty thrived in the north while in the south the Nan (Southern) Dynasty reigned supreme. Though a fierce rivalry existed, the fall of both empires would be at the hand of the rebels in-between the Huang He and Yangtze who would found the Kingdom of Zhong (Central) and rebels in Shan-Dong who would found the Kingdom of Qi. Bei is now a much smaller and much weaker kingdom desperate to hold on to power, but without the trade of Nan and with the threat of Zhong, Qi, and Han they will need a miracle to retain the glory of yore.

Kingdom of Han
Capital: Chang’an
Ruler/Player: King Xuanhui/
Government: Monarchy (Mandate of Heaven)
Religion: Legalism 60%, Confucianism 30%, Taoism 10%
Economy: Good Enough, 2+2
Centralization: Unitary
Dependencies: None
Infantry (Training): 10 thousands (Good) 25 thousands (Semi-Rabble) 20 thousands (Rabble)
Cavalry (Training): 20 thousands (Semi-Rabble)
Navy (Training): 10 ships (Semi-Rabble)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Good
Education: Ignorant
Age: Imperial Age
Culture: The west of China, Han is a young agricultural society with little trade and little militarism. Legalist as opposed to Taoist, Han society is very strict.
Confidence: Respecting
Infrastructure: Barely Tolerable
Projects: None
Nation Background: While the east of China waged war after civil war, the west was gradually united under the power of the Han. Numerous small powers fell before their hands and now the Han have reason to a place of prominence among their neighbours. However, they are still normally out of the field of vision in Chinese affairs as the eastern states care more about the seas than the land. Han has great potential, if only a strong leader was able to utilize it.

Hitachi
Capital: Mito
Ruler/Player: Mito Daimyo Baba Yoshinobu/
Government: Feudal Monarchy
Religion: Shinto 100%
Economy: Normal, 1
Centralization: Unitary
Dependencies: None
Infantry (Training): 5 thousands (Good), 5 thousands Samurai (Very Good), 5 thousands (Better)
Cavalry (Training): None
Navy (Training): 5 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Good/Tolerable
Education: Illiterate
Age: Imperial Age
Culture: Like most of Nippon, Kansai is Japanese with little foreign influences. Unlike the rest of Nippon, the Ainu still play a large role in Hitachi’s culture. Their society is highly stratified between peasants and samurai nobility. For the peasantry rice is the focus of their life while for the samurai honour and war form the centre of life.
Confidence: Admiring
Infrastructure: Dirt Paths
Projects: None
Nation Background: Always having been far away from the cultural and political centres of Nippon, Hitachi is a fiercely independent backwater. Here, the battle with the barbarian Ainu still rages on and trade is not even a question. War has hardened these people and in the future, once the Ainu are dealt with, the Mito Daimyos may be able to steal the coveted title of Nipponese Emperor.

Joseon
Capital: Pyongyang
Ruler/Player: King Dareum/
Government: Monarchy
Religion: Korean Polytheism 70%, Confucianism 25%, Jeju Polytheism 5%
Economy: Good Enough, 2+2
Centralization: Unitary
Dependencies: None
Infantry (Training): 15 thousands (Better) 30 thousands (Semi-Rabble)
Cavalry (Training): 15 thousands (Good)
Navy (Training): 20 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Competent
Education: Average
Age: Imperial Age
Culture: Joseon is distinctly Korean, refusing to absorb foreign influences. However, whether they like it or not, China has given them many influences (primarily Confucianism) as well as some influences coming from the more closely related Jeju-Do.
Confidence: Tolerating
Infrastructure: Tolerable
Projects: None
Nation Background: Joseon is oddly the “Old Man” of Asia. All other nations from its time have by now collapsed, and Joseon may well follow. Already, it is on the descent. At its height Joseon controlled the whole of Korea, as well as Jeju-Do, the Shandong Peninsula, and much of what is now Bei. Since then an unfortunate series of events has left Joseon clinging to its heartlands in desperation. They still have potential, and still have significant power, but they appear to be on their way out.

Kansai
Capital: Heijokyo
Ruler/Player: Kansai Daimyo and Nipponese Emporer Sh¬omu/Wubba360
Government: Feudal Monarchy
Religion: Shinto 100%
Economy: Normal, 1+1
Centralization: Unitary
Dependencies: None, Over-arch of the Nipponese Empire
Infantry (Training): 10 thousands (Good) 5 thousands Samurai (Very Good)
Cavalry (Training): None
Navy (Training): 10 ships (Tolerable) 5 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Good/Tolerable
Education: Ignorant
Age: Imperial Age
Culture: Like most of Nippon, Kansai is Japanese with little to no foreign influences. Their society is highly stratified between peasants, merchants, and samurai nobility. For the peasantry rice is the focus of their life while for the samurai honour and war form the centre of life.
Confidence: Admiring
Infrastructure: Barely Tolerable
Projects: None
Nation Background: After the collapse of the Yamato, the daimyos of Nara rose to power in the Kansai region. The most powerful of Yamato’s successor states in Nippon, they led the movement to create the Nipponese Empire, a close-knit alliance to preserve the independence of Nippon under the threat of Tamnese imperialism. The Daimyo of Kansai is now the Emperor of Nippon, but this power is not as stable as it may seem.

Kyukoku
Capital: Fukuoka
Ruler/Player: Fukuoka Daimyo Uda/
Government: Feudal Monarchy
Religion: Shinto 100%
Economy: Good Enough, 2+1
Centralization: Mostly Unitary
Dependencies: None
Infantry (Training): 10 thousands (Good), 5 thousands Samurai (Very Good)
Cavalry (Training): None
Navy (Training): 10 ships (Better)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Good
Education: Ignorant
Age: Imperial Age
Culture: Unlike most of Nippon, Kyukoku is Japanese, but with significant influences from Jeju-Do, China, and Korea. Their society is highly stratified between peasants, merchants, and samurai nobility, although the merchants have more power than elsewhere in Nippon. For the peasantry rice is the focus of their life while for the samurai honour and war form the centre of life.
Confidence:
Infrastructure:
Projects: None
Nation Background: The island of Kyushu has a long history of foreign rule, in particular rule by the mercantile Tamnese of Jeju-Do. This has formed a culture more cosmopolitan than any other in Nippon. However, they are also fiercely independent and even after attaining independence from Tamna they refused to remain subject to Yamato and were even extraordinarily hesitant to join the Nipponese Empire. If it were not for they hesitancy, the Fokuoka Daimyos could have a real chance to steal the coveted title of Nipponese Emperor.

Kingdom of Nan
Capital: Nanjing
Ruler/Player: King Guiming Hou/Insane Panda
Government: Monarchy (Mandate of Heaven)
Religion: Taoism 70%, Legalism 25%, Other 5%
Economy: Very Rich, 3+5
Centralization: Tight Federation
Dependencies: None
Infantry (Training): 15 thousands (Normal), 30 thousands (Semi-Rabble), 20 thousands (Rabble)
Cavalry (Training): None
Navy (Training): 20 ships (Normal) 20 ships (Good)
Mercenaries (Training)(Duration of Employment): 10 thousands (Good)(5 turns) 10 ships (Very Good)
Military/Civilian Leadership: Tolerable/Better
Education: Below Average
Age: Imperial Age
Culture: Nan is the south of China. Here Imperialism remains a strong memory from the Nan Dynasty. Both agriculture and mercantilism are important in this society. The majority is Taoist.
Confidence: Respecting
Infrastructure: Good
Projects: None
Nation Background: In time past the Yue dominated the region. At its height, Yue China ruled over the majority of the Chinese cultural sphere. However, this would not last. When Tamna came Yue was already in stagnation and suffering from corruption. They managed to finally push out the Tamnese, but the damage was done. It was not long before the Yue were replaced by a new dynasty, the Nan (South). Nan went on to create an empire over all of southern China, while their counterpart the Bei ruled all of the north. This too, however, would not last. Revolts in central China, on both sides of the Nan-Bei border, resulted in the emergence of the Zhong. Nan has since turned its attention toward the sea, where it is now fighting to overcome the Tamnese and attain naval and commercial supremacy. Nan is the oldest power in China, but its golden age may yet come.

Naniwa
Capital: Osaka
Ruler/Player: Osaka Daimyo Junnin/
Government: Feudal Monarchy
Religion: Shinto 100%
Economy: Growing, 2
Centralization: Unitary
Dependencies: None
Infantry (Training): 5 thousands (Good) 5 thousands Samurai (Very Good)
Cavalry (Training): None
Navy (Training): 10 ships (Tolerable) 5 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Good/Tolerable
Education: Ignorant
Age: Imperial Age
Culture: Like most of Nippon, Naniwa is Japanese with little to no foreign influences. Their society is highly stratified between peasants, merchants, and samurai nobility. For the peasantry rice is the focus of their life while for the samurai honour and war form the centre of life.
Confidence: Respecting
Infrastructure: Pathetic
Projects: None
Nation Background: After the collapse of the Yamato, the daimyos of Osaka took several steps to secure their position in the region defeating opponents in always powerful Kyoto and strong rival Kobe. This regional competition prevented the Osaka Daimyos from securing their position as the Nipponese Emperorrs, but now that regional competitors are defeated Naniwa and the Osaka Daimyos can focus on greater achievements and perhaps even steal the title of Emperor of Nippon from the Heijokyo Daimyos.

Kingdom of Qi
Capital: Linzi
Ruler/Player: King Xiaobai/
Government: Monarchy (Mandate of Heaven)
Religion: Taoism 90%, Legalism 5%, Other 5%
Economy: Rich, 3+4
Centralization: Unitary with Exceptions
Dependencies: None
Infantry (Training): 10 thousands (Tolerable), 20 thousands (Semi-Rabble)
Cavalry (Training): 10 thousands (Tolerable)
Navy (Training): 20 ships (Tolerable), 10 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Better
Education: Below Average
Age: Imperial Age
Culture: Qi is thoroughly Chinese and thoroughly Taoist. Despite incredible amounts of trading and periods when ruled from Korea, Qi has prevented large amounts of foreign influences. They are incredibly commercial and the least agricultural of all the Chinese.
Confidence: Respecting
Infrastructure: Efficient
Projects: None
Nation Background: At the height of Joseon Qi found itself under their rule. During this period they began to grow more commercial. This was only heightened under Tamnese rule. After return to the Bei, Qi found itself completely incompatible with the Confucian, agrarian Bei. After a grand revolt Qi emerged independent and in control of the valuable Shandong and Liaoding Peninsulas. Qi is now one of the three mercantile powers of the Eastern Sea, along with Nan and Tamna. However, both Bei and Joseon have their eyes on its valuable territory. Qi has an uncertain future, as does the whole of the region.

Tamnese Empire
Capital: Jeju-Si
Ruler/Player: Empress Chonmyoung/
Government: Monarchy
Religion: Jeju Polytheism 20%, Taoism 45%, Korean Polytheism 25%, Shinto 15%
Economy: Very Rich, 3+6
Centralization: Federation
Dependencies: None
Infantry (Training): 30 thousands (Normal), 20 thousands (Good)
Cavalry (Training): None
Navy (Training): 35 ships (Normal), 30 ships (Good), 10 ships (Very Good)
Mercenaries (Training)(Duration of Employment): 30 thousands (Good)(5 turns), 10 ships (Very Good)(5 turns)
Military/Civilian Leadership: Competent/Competent
Education: Above Average
Age: Imperial Age
Culture: Tamna’s culture is based on that of its native Jeju-Do. They have also exported this culture successfully around the empire. However, more so than other nations, they have internalized heavy external influences. They are almost entirely mercantile as well as naval depending heavily on mercenaries.
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
Nation Background: Under the leadership of Empress Seondeok the Great and later Empress Jindeok the Reformer Tamna not only shook off the shackles of oppression, but managed to conquer a vast maritime empire that at times included everything from the Shandong and (majority of the) Korean Peninsulas, to vast amounts of the Chinese coastline, to the islands of Liuqiu [Taiwan], Kyushu, Shikoku, and the Ryukyus. Tamna is now the greatest naval, commercial, and political power in the region with influence extending far inland in China. Their supremacy is constantly under threat from Qi, Nan, and the Nipponese Empire, but overall they remain the power of the region.

Kingdom of Zhong
Capital: Zhongjing
Ruler/Player: King Zhuangxiang/
Government: Monarchy (Mandate of Heaven)
Religion: Taoism 70%, Confucianism 15%, Legalism 10%, Jeju Polytheism 5%
Economy: Good Enough, 2+2
Centralization: Unitary
Dependencies: None
Infantry (Training): 30 thousands (Semi-Rabble), 10 thousands (Tolerable), 10 thousands (Better)
Cavalry (Training): None
Navy (Training): 20 ships (Better)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Incompetent/Better
Education: Average
Age: Imperial Age
Culture: Chinese through and through, with most influence being Jeju influence on the leadership and merchants.
Confidence: Barely Tolerating
Infrastructure: Tolerable
Projects: None
Nation Background: The Zhong long lived under domination by either the Nan southerners or the Bei northerners. It was their rebellion that brought the two great dynasties to their knees. Now, they are the weakest power in China and are dependent on Tamna for support. If not for Tamna, the Zhong might well have been conquered already and would be conquered now. Zhong has great potential sitting at the centre of China, but they are dependent on the crutch of Tamna and not likely to relieve themselves of that dependency any time soon.
 
Stats Cont.

Europe

Kingdom of Brittany
Capital: Brest
Ruler/Player: King Eon I/KrimzonStriker
Government: Monarchy
Religion: Breton Druidism 92%, Iberian Polytheism 4%, Gallic Druidism 2%, Isles Druidism 2%
Economy: Good Enough, 2+3
Centralization: Unitary with Exceptions
Dependencies: Protectorate of the Akitania
Infantry (Training): 20 thousands (Normal) 10 thousands (Good) 10 thousands (Tolerable)
Cavalry (Training): None
Navy (Training): 20 ships (Normal)
Mercenaries (Training)(Employment): None
Military/Civilian Leadership: Tolerable/Barely Tolerable
Education: Illiterate
Age: Middle Iron Age
Culture: Gallic Celts, but strongly independent with a mercantile culture and a sense of being superior to other Gauls. Despite their sense of being superior to their neighbours, they still enjoy a good war and have a knack for wringing every ounce of loot from their victims.
Confidence: Admiring
Infrastructure: Resentful
Projects: None
Nation Background: The loss of Cornwall and Lutetia was too much for the ruling family to take, and after a bloody civil war a new line was started by Erispoë the Great. Only one generation later the kingdom seemed on the brink of another civil war as the economy plummeted with the dying out of the Tin Route at the end of the Bronze Age. In desperation the monarchy slaughtered much of the populous to maintain order, which they did. Having weathered economic collapse, land loss, and civil unrest the monarchy has taken advantage of Akitania to salvage itself. Their future is uncertain, but Brittany holds enormous potential.

Caledonian Confederation
Capital: Perth
Ruler/Player: High King Cináed of All the Picts/The Farow
Government: Elective Monarchy
Religion: 90% Pictish Druidism, 5% Briton Druidism, 5% Isles Druidism
Economy: Good Enough, 2+2
Centralization: Federation
Dependencies: Protectorate of Kent
Infantry (Training): 20 thousands (Rabble) 15 thousands (Better)
Cavalry (Training): None
Navy (Training): 10 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Better/Competent
Education: Illiterate
Age: Middle Iron Age
Culture: Celtic, in general anti-Erin, minimally anti-Briton, clan based, and militant. The Picts are herders with minimal agriculture, as the land is not very well suited to it. British and Erin influences exist, but are minimal.
Confidence: Tolerating
Infrastructure: Pathetic
Projects: None
Nation Background: Under the influence of King Calgacus of the Caledonii the Picts were brought together in the Caledonian Confederation. They proceeded to win the northern Britons, create a puppet state in Kent, and later take Erin holdings in Pictland. They are a strong nation with ample opportunity to dominate the region, but there are many forces in the nation that would prefer isolationism and neighbours in Eire who would prefer the same for Pictland.

Kingdom of Dacia
Capital: Sarmizegetus
Ruler/Player: King Dapyx/
Government: Monarchy
Religion: Zalmoxisianism 65%, Hellenic Polytheism 35%
Economy: Good Enough, 2+2
Centralization: Unitary
Dependencies: None
Infantry (Training): 15 thousands (Normal), 10 thousands (Tolerable)
Cavalry (Training): 15 thousands (Normal)
Navy (Training): 10 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Normal
Education: Idiotic
Age: Imperial Age
Culture: The Dacians are barbarians, but still part of the Hellenic cultural sphere. They identify themselves as Hellenes, even if Athenians might not. They are warlike and the bravest warriors in the region. However, Dacia is also where the north-south trade routes run.
Confidence: Respecting
Infrastructure: Pathetic
Projects: None
Nation Background: As culture has spread northwards in Hellas, Thrace became the new Macedon, then Moesia the new Thrace, and Dacia the new Moesia. If Moesia is any sign, Dacia has the potential to rise to the greatest power of the region. However, if Macedon and Thrace are examples, they have the potential to be quickly overrun by more cultured neighbours. Allied to Troy, they have bought themselves time to develop and choose their future.

Kingdom of Eire
Capital: Tara
Ruler/Player: High King Díthorba/JosephStalinator
Government: Elective Monarchy
Religion: Isles Druidism 95%, Other Druidism 5%
Economy: Growing, 2+4
Centralization: Tight Federation
Dependencies: None
Infantry (Training): 10 thousands (Tolerable) 10 thousands (Normal)
Cavalry (Training): None
Navy (Training): 25 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Good
Education: Ignorant
Age: Middle Iron Age
Culture: The native Celtic Erin culture is dominant with Briton, Pictish, Breton, and Manx influences. Highly religious, Eire is the home of Isles Druidism.
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: None
Nation Background: The British Wars were a great benefit to Eire, as they gained Wales, Cornwall, and much of West Britain, including Stonehenge itself. Eire is the dominant country of the region utilizing its economic, religious, and social powers to its advantage. However, there is strong competition from Caledonia (to whom they have already lost once), because of whom Eire will need to remain ever vigilant if they wish to remain on top and not fall prey to their Pictish neighbours.

Gallic Empire
Capital: Paris
Ruler/Player: Emperor Conetidonus/Sheep
Government: Monarchy
Religion: Gallic Druidism 90%, Breton Druidism 5%, Isles Druidism 3%, Briton Druidism 2%
Economy: Normal, 1+1
Centralization: Loose Federation
Dependencies: None
Infantry (Training): 30 thousands (Semi-Rabble), 10 thousands (Tolerable), 10 thousands (Rabble)
Cavalry (Training): None
Navy (Training): 10 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Incompetent
Education: Illiterate
Age: Middle Iron Age
Culture: Very militant Celts with minimal mercantilism, who, as their name suggests, are Gallic; the Gauls are a rather simple people. The only real outside influences come from the Erin Isles [British Isles], but even this is minimal.
Confidence: Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: Under pressure from Brittany and the Lombards the Gauls gradually developed their tribes into kingdoms. One of these kingdoms, the Parisii, had actually seceded from the Bretons. The Parisii would eventually conquer the rest of Gaul and turn their regional capital of Lutetia Parisiorum into the Gallic cultural and political center of Paris. The Gallic Empire is merely a regional power, but it has great potential. If its agricultural and cultural potential were developed, it is any person’s guess what could emerge.

Latin Union
Capital: Rome
Ruler/Player: Caeser Maximian and the Senate of Rome, Barca, and Æmona/
Government: Imperial Republic
Religion: Latin Polytheism 70%, Iberian Druidism 10%, Pannonian Polytheism 10%, Hellenic Polytheism 10%
Economy: Growing, 2+4
Centralization: Confederation
Dependencies: None
Infantry (Training): 25 thousands (Normal) 20 thousands (Tolerable)
Cavalry (Training): None
Navy (Training): 25 ships (Semi-Rabble)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Good
Education: Average
Age: Imperial Age
Culture: Latin is the over-arching culture, but Celtiberian, Æmonian, and Pannonian culture persist. There is also a large Hellenic influence and smaller influences from around the Mediterranean. The Latins were formerly militaristic, but now tend away from militarism. The Latins are known for exporting their culture, especially their uber-efficient management style.
Confidence: Tolerating
Infrastructure: Tolerable
Projects: None
Nation Background: As the Lombard League’s vast empire entered its dying days, the fringes of the empire began to be infiltrated by Latin culture. Eventually, two independent kingdoms were declared: the Kingdom of Barca and the Kingdom of Æmonia (which also included Pannonia). Soon, however, Barca and Æmonia united with Rome to form the Latin Union. A rising power with great potential, they appear destined for greatness.

Lombard League
Capital: Milan
Ruler/Player: High King Waltari/Dreadnought
Government: Elective Monarchy
Religion: Latin Polytheism 85%, Hellenic Polytheism 10%, Gallic Druidism 5%
Economy: Normal, 1+4
Centralization: Loose Federation
Dependencies: None
Infantry (Training): 25 thousands (Normal) 20 thousands (Better)
Cavalry (Training): None
Navy (Training): 15 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Better/Incompetent
Education: Average
Age: Imperial Age
Culture: Related to the Latins of the south, the Lombards have a distinctly northern and Germanic flair. The Lombards have heavy influences from Hellas, Helvetia, and Massalia, otherwise only minimal influences from elsewhere.
Confidence: Tolerating
Infrastructure: Improving
Projects: None
Nation Background: The Lombard League has a long history as the big man of Italy and the Ventral Mediterranean. Along with their dependency in Helvetia, the Lombards conquered most of the North-Central Mediterranean and extend their sphere of influence up to the borders of Hellas. Since then, however, they have fallen greatly. They only barely protected themselves and Western Europe from the Moesians, and they suffered for it. The Latin Union has risen as a direct threat to Lombard hegemony and others are emerging as well. It is time for the future of the Lombard League to be decided, whether this will be a rise to regain and surpass past successes, or continue their decline as others take front stage.

Muntuan Empire
Capital: Muntua
Ruler/Player: King Jimeno II/justokre
Government: Despotic Monarchy
Religion: G-ddess Worship 70%, Berber Polytheism 15% Iberian Druidism 10%, Ba’alism 5%
Economy: Good Enough, 2+5
Centralization: Unitary
Dependencies: None
Infantry (Training): 20 thousands (Normal) 15 thousands (Tolerable) 5 thousands (Better)
Cavalry (Training): None
Navy (Training): 15 ships (Normal)
Mercenaries (Training)(Duration of Employment): 10 thousands Berber Cavalry (Good)
Military/Civilian Leadership: Tolerable/Incompetent
Education: Illiterate
Age: Imperial Age
Culture: Muntua is mainly Iberian in culture with limited Celtiberian, Punic, Berber and other influences. However, significant Egyptian and Hellenic influence are present in the religion. Most of the Iberians Muntuans shun mercantilism and leave it to the Berber minority to handle such things.
Confidence: Barely Tolerating
Infrastructure: Tolerable
Projects: None
Nation Background: Muntua rose out of war, fighting to supremacy in the Iberian interior. Riding the wave of military success, they destroyed the Basque kingdom and pushed them north into Gaul; then they headed south and conquered the Tartessians, wiping the great port of Tartessos permanently off the map and eradicating all that remained of Tartessos’ great influence on Iberian culture. From there they pushed across the Straights of Heracles to the African pillar. There, they conquered the native Berbers and created a trade connection to the Sahara and that which lay beyond. Muntua is a rising power in the world, but they could still be crushed by the more powerful nations of the Central Mediterranean.

Protectorates

Akitania
Capital: Burdigala
Ruler/Player: King Galindo I/
Government: Monarchy (Breton Protectorate)
Religion: Iberian Polytheism 90%, Breton Druidism 5%, Gallic Druidism 5%
Economy: Growing, 2 (-0)
Centralization: Unitary
Infantry (Training): 10 thousands (Normal) 10 thousands (Tolerable)
Cavalry (Training): None
Navy (Training): None
Mercenaries (Training)(Duration of Employment): None
Culture: Akitania is a nation of Baques living in Gallic land. Their culture is the same as it was in Iberia for the peasantry, but the aristocracy has adopted many Breton and Gallic influences.
Projects: None
Nation Background: As Muntua grew in power; it naturally turned to the Basque territories. The Basques, deathly frightened of the Muntuan hordes, retreated further and further east. Eventually, the very homeland of the Basques was taken, forcing the majority to flee north-east into Gaul and the region they new as Akitania [Aquitaine]. Here, they fought desperately and displaced the native Gauls. However, they were still not safe, so they turned to the Bretons for safety. As a Breton protectorate Akitania has survived as the last outpost of Basque society, but they are still weak and sit on very valuable territory.

Helvetia
Capital: Brenodor
Ruler/Player: King Dumnorix/
Government: Monarchy (Lombard Protectorate)
Religion: Gallic Polytheism 95%, Lombard Polytheism 5%
Economy: Good Enough, 2 (-2)
Centralization: Unitary
Infantry (Training): 15 thousands (Tolerable) 15 thousands (Normal)
Cavalry (Training): None
Navy (Training): None
Mercenaries (Training)(Duration of Employment): None
Culture: Helvetia is in all practicality very much the same as the rest of Gaul, but its people still see themselves as being vastly superior.
Projects: None
Nation Background: For a long time Helvetia reigned supreme among the Celts and posed a constant threat to the Lombards and other southerners. However, their empire slowly began to fall apart and they were forced to become dependent on the Lombards. Under Lombard leadership they have constructed a new kingdom and, even as a protectorate, Helvetia is one of the more powerful nations of the region. Their future is uncertain, perhaps they will grow in confidence and demand independence, or perhaps they will learn again the necessity of Lombard protection.

Kent
Capital: Canterbury
Ruler/Player: King Segovax/
Government: Monarchy (Caledonian Protectorate)
Religion: Briton Druidism 95%, Other Druidism 5%
Economy: Growing, 2 (-1)
Centralization: Unitary with Exceptions
Infantry (Training): 15 thousands (Tolerable)
Cavalry (Training): None
Navy (Training): 15 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Culture: Kent is the last real outpost of pure Briton culture with very limited Picitsh, Erin, Breton, and Gallic influences. They see themselves as the preservers of a great heritage and their position as a dependency only another means for preservation.
Projects: None
Nation Background: When Erin encroachment forced the collapse of the Briton Confederation, the eastern kings declared independence. Of these new, small kingdoms, Kent was the most powerful. Quickly absorbing its neighbors, Kent found itself the new target of Erin imperialism. In order to secure independence and the survival of their culture, they accepted the position of a Caledonian dependency. The following Second War of the Isles, resulted in a Caledonian victory, the checking of Erin expansion, and the securing of Cantiaci independence. Kent is now much more naval and extrovert than its Pictish rulers in Perth, which has resulted in an odd situation. Though Kent is the dependency, in many ways it dictates much of Caledonian foreign policy. If this will result in an emergence of Cantiaci independence, or a suppression of this independence by the Pictish overlords, or something else all together, is completely unpredictable.
 
Kansai confirmed
 
It had been a long time since Japan had seen unification. Where men walked like brothers, rather than untrustworthy foreigners. Shomu sat in his palace. He was the Nipponese Emperor, but what did it really mean. It was nothing but a name.

Japan was a divided nation. The samuri were no longer brothers as was in old times. The Yamoto had failed miserably. It was now a divided south, and a barbaric north.

Fear in the hearts of man. Shomu went into his meditation. It was calm. The incense burned on the table. It was marble carved into two dragons. Mouths open. Fearsome in all that was.

The Emperor pulled from the wall a great sword. He knelt down, pulling the sword from its sheath he inhaled. And exhaled. He calmed his mind to inner harmony. Placid as water, as smooth as glass. To see oneself perfectly through your mind.

Lighting the candles all around him in a circle he closed his eyes. He slashed and cut. The candles were out. Not cut, not even the wick. He unsheathed his sword and placed it back.

The Emperor preced to walk around his palace. He was troubled. Imperialists had claims in his nation. He stared down at the ground. It was late winter. Spring would soon arrive, peddles would fall. Life would be sweet once more.

He looked out seeing the river flow. He would not forget the days past. The days to come. He was to make history. He put down the map of Japan. Examining it closely, he began placing wooden dragons onto the map.

Playing like chess. He grinned. How to make Japan back to what it once was. To make it one placid water. To make it glass, to reflect itself to all people have one goal. To all be Japanese once more. To ride under one banner once more and to end what was started.

The Emperor sat down as his advisors came in. Pouring tea, he told his plan. It was Dragon Whisper, the Emperor's favorite and it was perfect for the task at hand.

edit: first story!!!:woohoo:
 
To The Caledonian Confederation, Protectorate of Kent, Gallic Empire, Kingdom of Brittany, Celtic leaders of the Barca region, Protectorate of Helvitia, and leaders of the Celtic Druidic faith all throughout Europe


My brothers of the faith, there come many crossroads in life that the Gods would bestow their blessings upon the faithful- and there are none more faithful than the proud Celtic people.

But we are a people under seige- from all sides we find ourselves subject to conquest; both religious and cultural, at a time when we are divided and querulous like never before.

Now is the time for unity; both a unity of faith and culture, therefore the Druidic council of the Isles invites religious leaders from all throughout the Celtic world to meet in the holy city of Cill-Dara, to discuss an expansion of the council to that of all the druidic faiths.

Among other things we must discuss the Lombardian conquest of Helvetia, the conversion of the Iberians within Akitania, and, most importantly, the defense of the celtic peoples against the barbaric expansion of the Germanic tribes in the East.

We ask that you resign all quarrels amongst each other in this meeting, and focus upon the threats to celtic tradition that are posed to us from the barbarians which make their residence about our ancestral homelands.

Signed High Druid Muircheartach of Cill-Dara
 
Asia confirmed.
 
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