LINESII- Into the Darkness- Part III

Cleric: Something Ambiguous
 
Chandrasekhar: Rajkutran Empire
tuxedohamm: Magland
Slavic Sioux: I am in this nes!
Thlayli: Valins
a_prop: Destre
LightFang: Aryie
Darkening: Ardan
The Farow: Croyodon
Jalapeno_dude: Citadel
alex994: Guangfei
foolish icarus: Zuoharra
Luckymoose: Gorin
Kal'thzar: Blue Khremi
Justo: will get back to you
Cleric: Something Ambiguous
Emu: Zamdar

How hard was that? I mean really
 
So, here are the nations that were NPCed earlier, or who have not had their players reclaim them yet. They are up for grabs, though if one of the older players who previously ruled a country shows up soon I shall give preference to them, in case they haven't noticed this thread yet.

NPC Nations

Chancosanx
Cities: Sobol
Leader: None
Culture: Chancotolese and Sanx are the two major ethnicities, of roughly-equal size. Divotheist, split between Chanc and Orthodox, with a large Banist minority and a small Alse minority.
Government: None
Economy: None
Population: Small
Army: 1000 Spearmen
Navy: 40 Galleys
Education: None
Technology: Iron Age
Wonders:
Description: Chancosanx was the union of the two nations of Chancotol and Sanx, as its name implies. It was the last great bastion of Divotheist power, containing within it both the commercial cunning of Chancotol and the zeal of Sanx. However, a long war with Kelios, a Valin invasion, then an utterly devastating plague have reduced this nation to practically nothing, merely an impoverished protectorate of an overseas nation.

Chincuk
Cities: ZhuJing
Leader: Chin'cuk Lo
Culture: Animist Chincuk, with Large Native Minority.
Government: Egalitarian Tribalism
Economy: 1- 1/0
Population: Tiny
Army: 2000 Spearmen
Navy: 30 Galleys
Education: None
Technology: Bronze Age
Wonders: None
Description: Chincuk is a very young nation, with what some have described as an excessively vibrant mythology. They have prospered, and built up a small coastal nation, but further growth will require great changes. Their fair and representative tribal government is already very inefficient, and any further expansion of it will make the system unworkable.

Dengarai
Cities: Chera
Leader: Tribal Council
Culture: Lengel with Large Davian and Medium Keranian Minorities. Pirian Oneist with Orthodox Keranian Population. Davian and Khemri Influences.
Government: Tribal Council
Economy: 2- 2/0
Population: Small
Army: 1500 Swordsmen, 2000 Archers
Navy: None
Education: None
Technology: Iron Age
Wonders:
Description: After gradually assimilating into Davian and Khemrian cultures, the Dengarian Lengels have reasserted their authority in Old Davar, with the help of Lord Anabet of Khi. Dengarai has quickly grown into a locally influential nation, and is likely to only keep on growing in the future.

Emor
Cities: Ciruca
Leader: Lord Gamraeus
Culture: Emoran with a Large Gorinese Minority. Miscellaneous Oneist with a Large Masra Minority.
Government: Monarchy
Economy: 1- 1/0
Population: Small
Army: 2000 Swordsmen, 2000 Spearmen
Navy: None
Education: None
Technology: Imperial Age
Wonders:
Description: Moving into southern Gorin after the second fall of Emor, this population has declared independence from their hosts, quickly gaining a respectably-sized region of land. Whether they can hold it remains to be seen.

Fairhelt
Cities: Ariz
Leader: King Stakir ‘The Wolf’
Culture: Fairhelt, with Small Merhai Minority. Animist.
Government: Monarchy
Economy: 2- 2/0
Population: Small
Army: 1500 Spearmen, 2000 Axemen, 25 Wooly Ramids
Navy: 20 Galleys
Education: None
Technology: Iron Age
Confidence: Neutral
Culture: None
Wonders:
Description: One of the two branches of the Merhai race, the Fairhelt consolidated their control around their ancient bay, and banished those who resist their rule. In their recent wars, they have now even conquered the banished, conquering Merhai and establishing themselves as the true Lords of the North. However, their fortunes have since turned, and attacks from Gamorrea and the Iron Faces have left them in control of only their homelands.

Felaran Kingdom of Rozan
Cities: Rozan
Leader: King Felar
Culture: Fwiglan/Rozanian population. Majority Trinlinist with Large Tinuraji and Small Ancestor-Worshipping Minorities.
Government: Monarchy
Economy: 2- 2/0
Population: Small
Army: 1000 Iron Faerr, 1000 Swordsmen
Navy: None
Education: None
Technology: Iron Age
Wonders:
Description: After a dispute with the Council, a young Fwiglan noble named Felar gathered his followers behind him and left the nation. He then participated in the destruction of Rozan, taking control over the north of the country. He declared himself King of Rozan, to gain support from the population.
Spoiler :
tribalsunrozanflag.PNG


Fwiglo
Cities: Fantigo
Leader: The Council of Five
Culture: Loosely-united Fwiglan, equally-divided between Trinlinism, Bladeism, and Tinuraj.
Government: Oligarchy
Economy: 2- 2/0
Population: Tiny
Army: 2000 Spearmen, 500 Iron Faerr, 500 Axemen
Navy: None
Education: None
Technology: Iron Age
Wonders:
Description: Fwiglo is perhaps one of the smallest country in the world. They found their religion through an old man who been in many countries. Through him, Bladeism was found. Due to its size, their government, The Council of Five, was able to make the country stable. They spent most of their time on economy, building roads, and making farms for efficient. Now, they decide to reveal themselves upon the other empires.

Gamorrea
Cities: Zam Gamorre, Gorrah, Thula Pax, Barakuir
Leader: Temuj Algorrah
Culture: Gamorrean, With Large Malkavian Minority, Large Ikki Minority, Small Lengel Minority and Small Orumo Minority. Volatile Gooranist/Gorrahnist split, Medium New Eldist Minority, and Neo-Animist and Tendai Animist Minorities in Ikki.
Government: Theocracy
Economy: 5- 2/3
Population: Medium
Army: 5500 Takil-Gorrahn, 500 Horse Archers, 4000 Axemen, 2500 Spearmen
Navy: None
Education: 1 (1 Upkeep)
Technology: Imperial Age
Wonders: Goora's Children, Glory of Gorrah- Builds massive Basilica, +Religious Center
Description: The Gamorreans were once a loose confederation of tribes, and are now an efficient and powerful theocracy. They are masters of archery and horseback riding, a dangerous combination. Following the long and chaotic War of Treachery, Gamorrea emerged on top, controlling both North Gamorra and Malkavia. In the second Northwest War, it destroyed Ikki. Now, it faces religious strife, between Gooranism in the north, and Gorrahnism in the south.

Gerougia
Cities: Kallipolis
Leader: Basileus Sarimidon and Council of Archoi
Culture: Gerougian. Messianic Gnostic.
Government: Autocratic Oligarchy
Economy: 2- 2/0 (3 Banked)
Population: Small
Army: 1000 Spearmen, 6000 Kyrioi (5)
Navy: 30 Galleys
Education: None
Technology: Iron Age
Wonders: Eugenidean Academy- +2 upkeep free Education levels, +Kallipolis Cultural Center (7/8)
Description: The Gerougioikoi, or Those that make Their Homes in the Lands of the Ancients (Gerougia means Land(s) of the Ancients) have, since the dawn of time, been an intensely varied and often paradoxical people. They are religious zealots and atheistic philosophers, cultural giants and military heroes, loving towards Life and respectful of Death, they have fought many wars amongst themselves while establishing a unique culture that unites all the various peoples. The brilliant Kallipoloi Strategos, Telamon of Ruthless Bronze, subdued all the warring cities and brought around a new era of unity. As trade begins to flourish, Telamon’s successor works on bringing about unity through the increasing belief that the State supercedes not only the individual, but the City as well. The Age of the Poleis (cities) is over. The Age of the Politeia (republic!) has begun.

Guarela
Cities: Galade
Leader: Hari Notnis
Culture: Moderate Swade Bladeist, with Heavy Gerougian Influences.
Government: Monarchy
Economy: 1- 1/0
Population: Small
Army: 4000 Swordsmen
Navy: 40 Galleys
Education: None
Technology: Iron Age
Wonders:
Description: The Guarelans are a southern group of Bladeists, once thought to be one of the Swade spreadings forever lost at sea, now known to be running a minor island nation in the south Exodian Ocean.

Hiutu
Cities: Hevberg (not capital)
Leader: Besbagle
Culture: Hiutu with large Rozanian and Tribal Minorities. Mixed Trinlinist and Animist, with small Ancestor-Worshipping and Tinuraji Minorities.
Government: Tribal Despotism
Economy: 1- 1/0
Population: Small
Army: 4000 Sgelme
Navy: None
Education: None
Technology: Iron Age
Wonders:
Description: The Hiutu were originally a small southern tribe on the edge of Trinlinist influence. However, under the leadership of Besbagle, they grew into a great horde and crashed into Rozan. With the help of several other disasters, the Hiutu broke Rozan and settled in its southwest. The Hiutu are quickly settling, and picking up large pieces of culture from the conquered population.

Hugion
Cities: Rifaroc, Saeport
Leader: Baron Teradin
Culture: Ethnic Davian, with strong Gamorrean, Lengel, Khemri and Valin influences. Pirian Oneist, with Small Lengri and New Eldist Minorities.
Government: Barony
Economy: 2- 1/1
Population: Tiny
Army: 3000 Militia, 2000 Archers
Navy: None
Education: 1 (1 Upkeep)
Technology: Iron Age
Wonders:
Description: After Khemri/Kalmar and the Union of Ardan split Davar between themselves, a large number of Davians found themselves on the wrong side of the line. Refusing to give up their homes, the group named themselves the ‘Hugions’ (after Hugi, a rebellious cultural hero from several generations prior) and continued to rebel against Khemri’s puppet of Kalmar. They suffered greatly in the rebellion, but their will was strengthened. However, they couldn’t hold out forever, so Baron Faldin finally led his people from their conquered homes into the empty lands once owned by the Citadel, to start anew.

Iron Face Republic
Cities: Khori
Leader: The Khagan
Culture: Merhai with dominant Lengel Minority, all Lengri.
Government: Tribal Republic
Economy: 1- 1/0 (+1 Bonus)
Population: Small
Army: 4000 Horse Archers, 1000 Spearmen
Navy: None
Education: None
Technology: Iron Age
Wonders:
Description: The indominitable Lengels, having lost their homelands, spent several years in Gamorrea before attacking the nation of Fairhelt. Liberating the Merhai, they now live alongside their old allies, slowly merging into a single nation.

Kalmar
Cities: Copenholm, Kallamas
Leader: King Vadon III
Culture: Kalmarian with large Valin Minority. Orthodox Oneist with Small Masra Minority and Tiny New Eldist Minority.
Government: Monarchy
Economy: 2- 1/1
Population: Small
Army: 1000 Spearmen, 1000 Archers, 1500 Axemen, 5000 Swordsmen
Navy: 40 Galleys, 10 Caravels
Education: None
Technology: Imperial Age
Wonders:
Description: Kalmar is the last remaining successor state of Old Veritas. It has, in the long years since the first fall of Veritas, redeveloped its own culture. It is unique among the Oneist powers due to the fact that it fights on the side of the UKKK.
Spoiler :
de_sacr1.gif


Kehexou
Cities: Soloxau, Takrau
Leader: Various Local Leaders
Culture: Kehex with a Large Khemrian Minority and Small Valin Minority. Aegyptians, though technically all heretics due to rebellion.
Government: Rebellion (variety of local leaders)
Economy: 2- 1/1
Population: Small
Army: 1000 Pikemen, 10 000 Militia
Navy: 40 Caravels, 10 Tridents
Education: None
Technology: Imperial Age
Wonders:
Description: As Khemri falls into a harsh civil war, Kehexou once again makes a grasp for independence.

Kelios
Cities: Kelios, Aldis, Mard (temporary capital)
Leader: Revered Sabin
Cultural: Loyal Keliosi Majority, tiny Tsayan Minority, with Small Divotheist and Valin influences. Majority Alse, with Medium Banist, Small Atheist, Oneist and New Eldist Minorities.
Government: Republic
Economy: 2- 1/1
Population: Small
Army: 500 Archers, 1000 Swordsmen, 500 Cavalry
Navy: 20 Galleys
Education: None
Technology: Iron Age
Wonders: The Guidehouse- +1 Culture, Spreads Alse, The Cenotaph -Aldis Rebuilt, Restored Aldisir Cultural Center
Description: Keliosian civilization first grew out of the two rich, sheltered cities of Kelios and Aldis, propogating the pseudo-religious philosophy of Alse into surrounding areas. A war with Tsaya has made Kelios the most powerful nation in Azulia, a title which it enjoyed for a short golden age. Then, the Divotheists attacked. A brutal war was fought, only to be ended by the most devastating plague in the history of the world. With Tsayan barbarians now pouring into the country from the north, Kelios appears to be on its last legs.
Spoiler :
Kelios.png


United Kingdom of Khemri and Kehexou
Cities: (Said), (Hasko), (Swadri, Swex), (Lux), (Salvation), (Krenel), Keranopolis
Leader: King Erias II (Though the Noble Houses rule their states de facto)
Culture: Khemran, with Large Kehex Minority, Large Valin Minority, Medium Swade Minority, Medium Assimilated Nurmaferi Minority, and Small Davian Minority. Majority Aegyptian, with Large Orthodox Oneist Minority and Medium Otornosiast, Crystalist, Masra, Pirian Oneist and New Eldist Minorities.
Government: Collection of loosely-unified States
Economy: 5- 2/3
Population: Medium
Army: 1000 Pikemen, 1000 Archers, 5000 Royal Guards (6), 2000 Crystal Knights (6), 5 Armoured Ramids, 60 000 Militia
Navy: 5 Galleys, 15 Caravels
Education: None
Technology: Imperial Age
Wonders: The Island Pinnacles- +3 Culture, +Alaxau Religious center; Silk Route- Creates three coastal Eco. Centers, The Gods- Spreads Aegypt, Improves Assimilation of Minorities (3/6)
Description: The histories of the Kehex and Khemri people have always been closely interwined. At times Khemri has occupied Kehexou, more recently the reverse almost came true. At the end of the 2nd Kehexou War, the two nations made peace. King Ptolemy III Khemr married a young Kehex princess to become King Ptolemy I, of the United Kingdom of Khemri and Kehexou. For a generation, Khemri lived subservient to the Lengels, until its chance at betrayal came at last. It destroyed the Lengel Armies of the south, while Gorin and the True Lengels decimated the north. For over a century, Khemri was the most powerful nation in the world. However, after surviving multiple attempts to knock it off of its high platform, the nation was broken apart during the Strangling Death. After a brief period of massive decentralization, with the nobility holding all of the power, the nation broke apart into a civil war. Supporters of the King are known as Loyalists.
Spoiler :
UKKK's Flag:
KHEMRI.png


Cultesian Bladeist Empire of Greater Myocaca
Cities: Sanctus Tutela, Helmthorn, Diliculo, Venustas, Ansamsana, Sunescia, Jarade, Swade
Leader: King Thranwuir III
Culture: Myocacan with Huge Swade and Small Emoran Minorities. Majority Bladeist, with Tiny Oneist Minority.
Government: Monarchy
Economy: 12- 4/8
Population: Medium
Army: 3500 Swordsmen, 3000 Bigjaur Riders (4), 1000 Cavalry, 2000 Yu-Yan Archers (5), 500 Longbowmen, 4000 Knights of Divine Enlightenment (6), 10 Ramids, 5 Ballistae, 30 000 Militia
Navy: 25 Bladeremes, 15 Ramise
Education: None
Technology: Imperial Age
Wonders: Grand Gates of Blade- Two rebuilt Massive Statues of Myocacan Kings Feanor and Fasra; Light of Blade- Massive Religiously Important Lighthouse, +Helmthorn Religous Center, Spreads Bladism, +Culture
Description: Emerging from war with their Swade Bretheren, Myocaca is now the dominant force in Cultesia, and the superpower of the Bladeist world. However, the Oneists still continue their internecine wars with the Bladeist faith, so Myocaca has not yet had the chance to prosper in peace.

Naetsaya
Cities: Allan
Leader: King Tezar
Cultural: Tsayan, with a small Keliosi Minority. Majority Atheist, with large Alse Minority and small Divotheist Minority.
Government: Despotism
Economy: 2- 1/1
Population: Small
Army: 1500 Axemen, 1000 Archers, 500 Swordsmen
Navy: None
Education: None
Technology: Iron Age
Wonders: None
Description: In the aftermath of the Gasping Death, one Tsayan group descended from the north and conquered a small section of western Kelios. Setting up a state based around the former Keliosi city of Allan, Warlord Tezar declared himself to be a King, and set out to create the second great nation of the Tsayans.

Otaria
Cities: Afettoh, Falas
Leader: Sorekan Slovene
Culture: Swade Bladeist.
Government: Svet (Nobility Elect a Leader)
Economy: 2- 1/1
Population: Small
Army: 2000 Bigjaur Riders
Navy: 25 Bladeremes, 20 Titans
Education: None
Technology: Iron Age
Wonders: Swade Industriousness- +1 Rural Economy, Can do 2 Projects at Once (4/6)
Description: After slaying Evern IV Wilipi, the White Rider led his followers to the islands of Exilsium, renamed it to 'Otaria', then began to build his nation from the ground upwards, on the ruins and empty cities of the destroyed Valins.

Priory of Envia
Cities: Envia Abbey
Leader: Abbot Ferak VI
Culture: Envian Monotheist.
Government: Theocracy
Economy: 1- 1/0
Population: Tiny
Army: 3000 Swordsmen, 1000 Archers
Navy: None
Education: None
Technology: Bronze Age
Wonders:
Description: The Priory of Envia is a Religious and warlike group. They have long settled in the mountain chain south of Guarela where they have been protected by the outside world. They focus mainly on their Religion, farming, and the creation of a military. They have recently expanded their reach west to the river and plan to continue to gain living space for their ever growing nation.
Spoiler :
PrioryofEnviaflag-1.png


Saratsaya
Cities: Tsarana
Leader: King Sargad
Cultural: Tsayan, with a large Keliosi Minority. Majority Atheist, with large Alse Minority.
Government: Despotism
Economy: 2- 2/0
Population: Small
Army: 1000 Swordsmen, 1000 Archers
Navy: None
Education: None
Technology: Iron Age
Wonders: None
Description: As Kelios continued its decline, more Tsayan groups moved south to reclaim what they still viewed as theirs. The Saratsayans, under the Command of the King Sargad, conquered a large region of old Tsaya from Kelios. Whether or not they will choose to continue their advance remains to be seen.

Syracia
Cities: Jara, Iolar Geimhread
Leader: The Tricameron
Culture: Syracian, with Large Aithean Minority, Small Tsayan Minority and Tiny Ida’an’i’i Minority. Majority Atheist, with large Alse following and Divotheist remnants.
Government: Monarchy
Economy: 3- 2/1
Population: Small
Army: 1000 Swordsmen, 1000 Archers, 2000 Spearmen, 500 Axemen, 1000 Arbaliers (crossbowmen), 500 Sparakae (4.5), 1000 Cavalry, 10 Thresis Bows
Navy: 30 Galleys, 3 Separahs (Heavy Galleys)
Education: None
Technology: Imperial Age
Wonders: Scriptora Syracia- (2/6)
Description: After the destruction of Tsaya, the Syracians eliminated all of their competitors and took the eastern portion of the nation for themselves. A people who take pride in strength of arms and ingenuity, they have little patience for those who would limit themselves with devotion to silly superstitions.
Spoiler :
SyracianFlag3.png


Tir Tairngire
Cities: Shae da Dale, Murias
Leader: Chief Chawric
Culture: Ethnic Tuatha, Divotheist and Pirian Oneist (roughly the same sized groups) with a Medium, and Growing, Banist Minority.
Government: Monarchy
Economy: 2- 2/0
Population: Small
Army: 1000 Spearmen, 3000 Swordsmen
Navy: None
Education: None
Technology: Iron Age
Wonders:
Description: The Tuatha (which simply means "people" in their tongue) are a fierce warrior people. Tir Tairngire is one of the most notoriously unstable Azulian nations, due to both its mercenary habits and warlike leaders. Even today, this instability continues, with a large Divotheist population chafing with their Pirian brethren and government.

Trinlin
Cities: Trinlin
Leader: King Daelin II
Culture: Trinlinese Trinlinists.
Government: Monarchy
Economy: 2- 1/1 (+1 Bonus)
Population: Medium
Army: 3000 Spearmen, 1500 Swordsmen
Navy: None
Education: None
Technology: Iron Age
Wonders: None
Description: Freed at last from Mag occupation, Trinlin reappeared as only a shadow of its former self. Important lands were taken away from it, and ethnic troubles abounded. They were solved to some extent with the redrawing of borders and the destruction of Rozan, though the situation is still somewhat precarious.

Yathai
Cities: Viskas
Leader: ?/Silver Steak
Culture: Yathai, with Native Coastal Minority. All of the population follows Mantea.
Government: Theocratic Monarchy
Economy: 2- 2/0
Population: Tiny
Army: 3500 Spearmen
Navy: 60 Yathai Galleys
Education: None
Technology: Bronze Age
Wonders: Mantea Core- +Viskas Religious Center; Silver Sails- Develops Great Yathai Longboats to traverse the boundless seas surrounding the archipelago- (2/4)
Description: An island people that gathered together, united by faith in Mantea. They have now civilized almost all of their archipelago home, now looking intently at the barbarians to their south. The barbarians do the same northwards.

Zuoharra
Cities: Windkeep
Leader: The Warrior Princes
Culture: Skilv’so, with Large, Partially-Assimilated Nurmaferi Minority. Plurality Otornosiast, with Large Masra and Aegyptian Followings.
Government: Military Oligarchy
Economy: 3- 2/1
Population: Small
Army: 2000 Pikemen, 1000 Flailmen, 1000 Sozettar, 1000 Skirmishers, 2000 Greatbowmen
Navy: 30 Galleys, 10 Zuoharran Caravels
Education: None
Technology: Imperial Age
Wonders: Avenue of Chimes- +2 Culture; Academy of Achievements- Prepares the next generation of leaders, statespeople, and innovators
Description: Originally an isolated fortress in the middle of nowhere, Ivorykeep developed into a centre of trade, living and profession. Over time they became more and more assimilated by Gorin, up to the point where it was peacefully annexed. However, Skilv'so lived on, for its patriotic military successfully set up a new state (later known as Zuoharra) in occupied Nurmafer, later becoming a largely-isolationist vassal of Khemri.
 
Haha. Technically Aney Tigot still exist :p.

You really should kill it some when so I will have a reason to stop looking for it ;)
 
Chandrasekhar: Rajkutran Empire
tuxedohamm: Magland
Slavic Sioux: I am in this nes!
Thlayli: Valins
a_prop: Destre
LightFang: Aryie
Darkening: Ardan
The Farow: Croyodon
Jalapeno_dude: Citadel
alex994: Guangfei
foolish icarus: Zuoharra
Luckymoose: Gorin
Kal'thzar: Blue Khremi
Justo: will get back to you
Cleric: Something Ambiguous
Emu: Zamdar
human-slaughter: Priory of Envia

Im putting myself down to hold my spot. I hopefully will have the time to dedicate to this.
 
i'll take back the bladeists
 
Chandrasekhar: Rajkutran Empire
tuxedohamm: Magland
Slavic Sioux: I am in this nes!
Thlayli: Veritas
a_prop: Destre
LightFang: Aryie
Darkening: Ardan
The Farow: Croyodon
Jalapeno_dude: Citadel
alex994: Guangfei
foolish icarus: Zuoharra
Luckymoose: Gorin
Kal'thzar: Blue Khremi
Justo: will get back to you
Cleric: Something Ambiguous
Emu: Zamdar
human-slaughter: Priory of Envia
Wubba360: Myocaca
Charles Li: Chincuk
North King: Kelios
 
Hiutu
Cities: Hevberg (not capital)
Leader: Besbagle
Culture: Hiutu with large Rozanian and Tribal Minorities. Mixed Trinlinist and Animist, with small Ancestor-Worshipping and Tinuraji Minorities.
Government: Tribal Despotism
Economy: 1- 1/0
Population: Small
Army: 4000 Sgelme
Navy: None
Education: None
Technology: Iron Age
Wonders:
Description: The Hiutu were originally a small southern tribe on the edge of Trinlinist influence. However, under the leadership of Besbagle, they grew into a great horde and crashed into Rozan. With the help of several other disasters, the Hiutu broke Rozan and settled in its southwest. The Hiutu are quickly settling, and picking up large pieces of culture from the conquered population.

Oopsisee, this was mine I think. :)
 
Wait, I thought I had a nation already created in this nes.
 
I would like to claim this nation please:

Otaria
Cities: Afettoh, Falas
Leader: Sorekan Slovene/Swissempire
Culture: Swade Bladeist.
Government: Svet (Nobility Elect a Leader)
Economy: 2- 1/1
Population: Small
Army: 2000 Bigjaur Riders
Navy: 25 Bladeremes, 20 Titans
Education: None
Technology: Iron Age
Wonders: Swade Industriousness- +1 Rural Economy, Can do 2 Projects at Once (4/6)
Description: After slaying Evern IV Wilipi, the White Rider led his followers to the islands of Exilsium, renamed it to 'Otaria', then began to build his nation from the ground upwards, on the ruins and empty cities of the destroyed Valins.

Tho I would like an explanation of why 2 projects at once would be of any use?
 
Wait, I thought I had a nation already created in this nes.
Yes, Xochicalco.

I would like to claim this nation please:



Tho I would like an explanation of why 2 projects at once would be of any use?
Welcome, though if Swissempire returns for this before I'm finished the update, he will take precedence.

It's an advantage because it allows you to do two projects at once. If you don't consider that to be good, than it's simply not an advantage.
 
I would like to claim this nation please:



Tho I would like an explanation of why 2 projects at once would be of any use?

Ask Swissempire it was his idea.

I'll send orders tomorrow
 
The drum beat sounded steadily against the cool morning air. Hoof beats rang haphazardly against the rumbling beat. Iron masks glinted in the rare spot of sunlight that managed to pierce the morning fog. It seemed strange to the people that had stayed behind on the plains.

Stories had been told and written down, passed from generation to generation, about the great Lengel wars that had terrified the people of the continent for many generations. How the horsemen became fascinated by victory, and the great wealth they accumulated. Became so consumed by it, that they used the precious metals they had won in victory to become their very faces, masks to symbolize their status and power.

It had become a fairy tale in the recent years. Mere wives tales from the wicked north, meant to scare children to bed. To frighten the little ones when they thought of an adventure to the north.

A fairy tale? A dream? A mere story? Once, that had seemed all the stories were. Now, the silent stares from dark, shadowed eyes atop a seemingly endless horde of horses proved otherwise. Iron faces, all with the same features and beards marched in a long column.

The Iron Face Lengels had returned. The dream was shattered. Peace would no more hold upon the bloodied planes.

Nations would hold contempt for each other in bloody wars once more.
 
Intrude: They're like the Flood; just keep coming back until you kill every last one of them.
 
Yes, Xochicalco.

Welcome, though if Swissempire returns for this before I'm finished the update, he will take precedence.

It's an advantage because it allows you to do two projects at once. If you don't consider that to be good, than it's simply not an advantage.

Well, as all projects cost money, unless I am rolling in it, I doubt two projects is worthwhile.

If Swiss doesn't pick it up, can we scrap that part of the project and have it finish this turn?
 
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