Well, my very first NES update. And I've only been NESing since August 10th. Is that a record?
Update I- 2500 BCE
The old are falling, the young arise.
The golden age is over, as is our time.
As the neverending tide tries to wipe us away
We stand adamant. They grow more every day.
-High Priest of Atlantis
In the center of the vast Pacific ocean, a small village has rediscovered part of its ancient history. With the arrival of the magical Tamers of the Sea, they have developed into a strong and wise people. They have expanded further off of their home island of Hawaii, and are constantly exploring for new lands to settle.
In the frigid lands at one of the northernmost points of the new world, the last of the Hyperboreans have landed. They wasted no time in founding a small country, based around Na-Uzuldaroum, in the inhospitable conditions. Their exploration and expansion, however, brought them into conflict with scattered groups of natives. Many of them surrendered and joined the young nation, but the rest were greatly angered. A disorganized attack was launched, resulting in the death of hundreds of natives and 50 Hyperborean infantrymen
(-50 Hyperborean Infantry, +500 population)
Meanwhile, back at home, The Lord in Green has begun construction of a massive gateway that will bring in fire from distant places. Hopefully, it will vastly improve the climate of the region upon its completion.
On the island of Atlantis, things proceed as they always have. But that could not be further from the truth for the two groups of Atlantean exiles. Atlantica has launched a great army against distant Ur. Determined to halt Atlantica's warmongering, New Atlantis has joined Ur's side and launched a surprise attack against its brother nation. Continuing its work on the spread of representation, New Atlantis is attempting to convince the newly-formed nation of Karthage to become a republic.
(-100 New Atlantean Archers, -100 New Atlantean Cavalry. -200 Atlantican Infantry.)
Karthage has has not yet set a stance on the war between these powers, but it has been in no means inactive. Attempts to get nearby farmers have been mostly unsuccessful. Still believing that they are part of Ur, they joined the great nation's army long before explorers found their abandoned lands. Karthage has, however, established towns on Sicily and Malta. Unfortunately, a gang of pirates have been plaguing the fleet. They have sunk a few ships and launched raids on the Sicilian colony. Karthage has withstood this well, but is finding the hit and run pirates hard to eradicate.
(-5 Karthaginian Galleys)
On the island of Britain, Merzan has united his people into the kingdom of Gorin. The nation has expanded into the north, towards the lands of the warlike Picts, who aren't taking kindly to these upstarts. They attacked the northern city, inflicting massive damage on the defense. It was the Pyromancers who saved the day, thinning out the Pict ranks before they could reach the city. But Gorin's army is badly weakened.
(-100 Gorin Infantry)
The nation of Illyria, finally mastering the art of necromancy, have begun to develop as a people. Lead by their mighty chaos sorcerer Ren, they have established their superiority in northern Greece, taking advantage of the many roads and irrigation systems left there by Ur. The rich vinyards and irrigation have fed many mouths, causing a significant increase in population.
(+500 population)
Tripolye, after enduring countless wars with Scythia, is finally on the offensive. After fighting off a weak assault, they launched a counter-offensive against southern Scythia. Some Scythians between the Black Sea and Tripolye have pledged allegiance to Tripolye after their defeats, and the rest either fled or died. The flood of immigrants pouring in from defeated southern Scythia has crowded the nation, triggering vicious battles between various Scythian warlords. But one, who nobody knows the name of, is rising above all of the others, and is threatening to unite the tribes into a powerful nation.
(-5 Oborotni, -50 Infantry, +1000 population)
On the River Niger, a nation called Songhai is growing around the city of Timbuktu. The nation has maintained good relationships with other nearby tribes, so there has been little difficulty in convincing them to join Songhai. And the few tribes who challenged the Tiger King were banished by shows of power with mighty lions.
(+500 population)
Fairly isolated on the other side of Africa, Abyssinia was founded near the headwaters of the Blue Nile by a group of people practicing a form of nature magic, aviantry, which connected them with birds and the winds. Summoning great numbers of Rocs, they have explored far and wide, meeting Songhai, Khemri, and Ur.
The necromancers from the Lower Nile kingdom of Khemri have remained in their cities, further developing their powerful magics. Their vessels explored a little ways up the Nile and into the Mediterranean, but they have only made contact with the Roc-riders of Abyssinia.
In response to Atlantica's declaration of war, Ur has posted patrols on all borders. Also, it has rebuilt the ancient city of Dardanel to serve as a fortress.
In the far east, China's turmoil is reaching a boiling point. The ruling dynasty now controls only the fortress-city of Shanghai, while their many rivals control all of the countryside. Death and destruction are befalling the necromantic kingdom. It seems that not even the magical skills of the ruling family can stop the terrible war.
(-400 Chinese Infantry, -200 Chinese Cavalry)
To China's north, on the southern shores of Lake Baikal, a tribe of Mongol Time-Mages have risen to power over their non-magical bretheren. They are constantly expanding further and further into central asia. When China re-unites, will the Mongols be too powerful to stop? Only time can tell.
And deep in the frozen wastelands of Antarctica, a group of aquamancers who work with ice, have founded a city near the southernmost point in the world. Where they came from, nobody knows, but their persistence will be famed forever-if they survive.