Update 5 - Post 2
First Age, Year 36-48
Wrath of the Gods -- Salvonic and the Horde
"Oh Xelo, the drums. They beat for days. Men went mad, desperately trying to make the terrible thundering stop. They would shove knives in their ears... Oh Xelo the drums!..." - Salvonic citizen, Unknown
After several years of skirmishes and pitched battles of a war of attrition, the Salvonic - Makadic War began in earnest again in Year 36. Salvonican forces begin executing dangerous and unarguably-brave ambush charges into the various outposts of the Horde. They do much to cut down on the numbers and confidence of the Horde, but even moreso cut down on the numbers of the Salvonican armies. Bards in the relatively-peaceful homes of western Salvonic tell of the glorious deeds of Salvonican soldiers, giving their lives for Xelo and their country against the stone-faced, animal-like Makadic hordesmen.
Inspiring a great national fervor that burns brighter than any fire throughout Salvonic, thousands upon thousands of the Kingdom's citizens report for battle. Everywhere, the cries of "For Xelo and country!", can be heard like a great mantra, a hymn of defiance before the terror of the Horde.
As the war grows, greater battles are fought, and the hymn grows only stronger, lit by the fires of the burning cities, the cries of orphaned children, ruined businessmen, refugees. Salvonican armies converge upon the city of Adla for what must be the greatest battle of the war in Year 40.
Adla, besieged by Makadic forces, lies in a valley. On either sides are mountain-passes, through which the Salvonican armies march and pitch their tents, and wait. A terrible silence permeates the valley, broken only by the constant thundering of Makadic drums, a form of primitive psychological warfare the Makadi have begun to employ against the defenders of towns besieged by their hordes. If the Salvonicans are to push back the Makadic advance, it will be here.
The lights of the city are dark, and the only light in the cold night is that of the campfires of the Horde. Salvonican commanders agree; battle shall be joined at dawn. And a glorious dawn it is, fit for war! Horns sound, spear and sword clank against shield. War! Makadic forces are interrupted in their breakfast quite rudely by the shrieking cries of Salvonican warriors, descending upon them like demons from the depths of the greatest abysses capable of being imagined by the fearful mind. Wasted, spent provincials atop the walls cannot believe their eyes. But when they do, they too start shouting.
The gates are opened, and the defenders sally forth with a renewed vigor. The Makadic Horde, unstoppable, unbeatable, is caught in a trap. On either side to their back is the armies of the Salvonics, to their front is the city only hours ago they kept wrapped in a darkness of fear, its defenders now coming to bring death to them. The Horde routs, and the fields are painted in blood.
The Battle of Adla will forever be remembered as a crowning moment of achievement for the Salvonican people. War returns to its horrible stalemate of give and take, but the renewed Salvonican people fight without the terror they once held for their enemy. They are indeed human, and thus fallible. And Xelo is a god...
Argulum and the Confederacy
"Commander, what is this alternative? There is no alternative to victory!" - High Queen Octeny
First Age Year 30-45
Argulum enjoys a decade and a half of expansion both military and economic. A massive road network integrates the Argulumic people, and High Queen Octeny relinquishes some control over the Argulumic fiefdoms, allowing them to tax their land independently. This increases the confidence of the nobility and the general populace even more in their legendary leader, and in Argula many statues rise of the Strong Bear, mother to all of Argulum, High Queen of Argulum and Argulack.
Creating perhaps the world's first nation-wide education system for the general populace, the next generation of Argulumics become wise in the history of their young nation, and the more ancient history of their people, as well as in arithmetic, trade, and military matters. Argulum is truly the dominant power of north-western Europa, or rather, Argulack.
Less popular efforts are the creation of a military school for boys from ages twelve to eighteen, which prepares them for reserve military service as levees in time of war. Though the people are truly proud of their High Queen and loyal to their government, many a mother and father are resentful for having their children taken away from them, even if it is for the welfare of the glorious Kingdom. Gathering about influential nobles as well as lauded tacticians, High Queen Octeny creates a pseudo-religious, pseudo-governmental order of knights known as the Knights of Organikism of which the bards are either greatly inspired, or well-paid, to sing and write tales of.
Expanding further into Argulack and the Argulaic Peninsula, skirmishes with the Confederacy by colonial levees are not uncommon, and tension builds again between the two nations, who had it was thought reached a stalemate of inactivity that might allow the waters of the North Sea to become safe for large-scale trade yet again. Alas, it was not to be, and low-scale warfare continued between the two for several years as Argulum continued to expand.
Continued fortification of the Isles is a well-placed investment, as in the Year 45, something actually comes of the Argulumic and Confederate skirmishes and raiding. Hastilgons, long thought to be the site for an invasion of the Isles both by the Argulumics and the Confederates, is assaulted by a fleet of Confederate ships. Having previously been fortified against just such an attack, the battle is bloody. Argulumic defenders, blood red shields and cold pikes in hand, bravely repel the fearless Confederate berserks.
Villagers attempt to flee, but are cut down, and their deaths gloriously avenged. It is a battle as one would hope a battle to be, glorious, short, deadly. The invasion fleet is soon repelled, and as it sails back to Confederate territory, torn apart by colonial war-ships. Warfare breaks out in the Argulaic Peninsula on a full scale, and now both professional soldiers of the High Queen's legions and provincial levees fight against Confederate warriors. The outcome of the war is yet to be seen, but it is already a bloody affair.
As a note, Jadueh in the service of Ja'Net arrive as missionaries to the Isle, but are generally repulsed by the populace, though not harmed physically.
The East
First Age, Years 45-60
Dymaea does little but continues to consolidate its borders, and sees success on this front. An increase in population, military training, and naval expertise has made them wealthy, numerous, and powerful.
Angkola expands in all directions, but does little but increase the size of its army and navy otherwise.
Citia creates a tariff and tax designed to pay for a road network which has done much to increase their economy, and conducts a census which gives them an idea of their general population, among other things.
Gvardia continues to expand, and its people build a great temple, to be called the Great Temple of the Spirits. It shall be completed soon. Gvardian forces head south, north and east, decimating natives and enslaving those that survive.
Poland does little at all, but sees an increase in its army and navy.
Calli does nothing.
Update Summary
Salvonic - +2 Army, +1 Nationhood/Loyalty, -1 Economy
The faction of the Malakhan Kingdom ceases to exist.
Jenetia - -2 Army, -1 Nationhood/Loyalty, +1 Economy, +Great Project
Kivoria - +1 Army, +1 Navy, +1 Nationhood/Loyalty, +1 Economy, +Great Project
Citia - +1 Army, +1 Economy
Argulum - +1 Army, +1 Navy, +1 Nationhood/Loyalty, +1 Economy, +1 Population, +Religious Strength
Dymaea - +1 Economy, +1 Army
Angkola - +1 Army, +1 Navy
Poland - +1 Army, +1 Navy
Calli - Stagnates
MAP