First Age: Year 21
Things got decidedly more interesting in the west. A people calling themselves the Mandaki have appeared in the steppes, lead by an enigmatic and legendary warlord called only Ravane. The Mandaki, under Ravane's apparently caste-based rule, have united under one banner, putting an end to the warfare between the disparate tribes that had once ruled the lands that now are owned by Ravane. Their seemingly unstoppable expansion led them to the eastern frontier of the Kingdom of Salvonic. Raiding, pillaging, and indiscriminately burning Salvonican towns, it appears the Mandaki will be a large threat to the formerly quiet western hegemony. (+Mandaki Horde faction)
To the west, the Kingdom of Argulum continues to expand northward, crushing and to some extent absorbing the natives into its folds and linguistically and culturually gaining dominance over the indigenous inhabitants of the isles. Its on-going cold war with the Argulic Confederation has come to a draw with both sides, who are holding back their forces and seem to be preparing for some sort of massive battle. (+1 Argulumic Army, +1 Argulumic Navy, +1 Argulic Army, +1 Argulic Navy)
On the subject of more peaceful developments in Salvonica, the lords thereof have continued their land program (+1 Economy), and attempted to educate their population with relative success. The people of the Kingdom of Salvonic are on the whole more literate of both their own language and the nature of the universe, leading to an increase in the strength of Xeloism. (+1 Religion Strength)
The people of Warmia have seen a regicide within this decade, leading to several years of timid leadership by incompetent and self-interested nobles. The society stagnates, although their borders expand thanks to the self-serving efforts of the nobles.
Jenetia and the Ronentic city-states had a very interesting few years as well. Jenetian forces invaded the Ronentic Peninsula in First Age Year 18, crushing the paltry levies of the various Ronentic nobles. Spreading Jenetism throughout the Peninsula, they gained popular support, as well as military forces with which to pulverize the remaining city-states that still hold out against their rule. (+1 Army, +2 Navy, +1 Religion Strength) Jenetian cultural and sovereign expansion throughout the sea that laps against its shores has made it the premier power of the region, with the political castration of the Malakhanic government and its relative stagnation in the Jenetian region. Landing on the shores of the continent to the south, Jenetia has claimed the river that flows through its eastern regions for its lord. Completing its wonder project, the Jenetians began the construction of a road network which served to make trade more practical in their territory, and more unify their people. (+1 Economy, +1 Nationhood/Loyalty).
The people of Kivoria have also proved to be a very ingenious and influential people in the affairs of the region. Beginning a project that will likely serve to increase their national unity, economic status, and religious strength known as the Breath of Vorthon, they shall complete it likely within the next five to ten years (update). They have irrigated their land through a series of canal networks, leading to more lucrative agriculture (+1 Economy), and a general feeling of cultural worth (+1 Nationhood/Loyalty). Their creation of bazaars and trade networks has also added to their economic capability (+1 Economy). Creating a network of resupply and blacksmithing stations for their military, they have arguably the most professional army in the area (+2 Army). Training all citizens in major urban areas as men-at-arms, the Kivorians are truly a people of worth, to be respected and held at an arm's length. A possible threat to the dominance of Jenetia in their region...
The people of the Kingdom of Malakhan have seen economic growth and expansion in current years (+1 Economy) but cultural stagnation. The dissolution of the ruling body of Malakhan thanks to political intrigue has lead to a loss of national unity (-1 Nationhood/Loyalty), but an arguable increase to commerce thanks to the need to trade between the fiefdoms that now make up Malakhan. These fiefdoms, normally ruled by a feudal lord of sorts, are inter-dependant and have formed a confederation that largely keeps Malakhan alive as a single entity, despite its own troubles. Cities in the north of Malakhan often suffer from small Mandakiaic raids, but overall peace is maintained.
Across the sea, the people of Citia expand dramatically in the south, forming a large army which has crushed and assimilated the tribes in the region (+1 Army). Converting many to their religion (+1 Religious Strength) they have become a formidable power in their region. They move their capital from their city of Prosperity to the ironically more prosperous city of Unity.
The people of Gvardia expand eastward and northward, enslaving tribes that refuse to convert to their religion. With slave labor, they construct a network of forts and roads, increasing their economy and nationhood (+1 Economy, +1 Nationhood/Loyalty) as well as a navy (+1 Navy). The meeting of Gvardians and Citians will doubtless be interesting.
Further west, the people of Calli create a network of roads (+1 Economy, +1 Nationhood/Loyalty) and similarly to their further eastern brothers enslave peoples that refuse to assimilate. They create festivals and holidays for specific celestial events, increasing the happiness of their people. They begin a project to create a celestial measure known as Scope, which will likely be finished within the next five to ten years.
To the south, the Kingdom of Amazonia suffers consecutive regicides and the total decimation of the ruling dynasty. Split in two, and with the Qon'Tai biting at their heels, the Kingdoms of Amazonia and Phydon are plagued with trouble. (-2 Amazonian Nationhood/Loyalty, +Kingdom of Phydon faction, +1 Qon'Taiaic Army)
Across the sea, the people of an island chain nearby the Dymaeic territories, unite. Their creation of a sovereign entity known as the Kingdom of Angkola has cause a rift in Dymaeic politics as to what to do with this new people, who have expanded rapidly around and off of their islands. They create a navy, and a feudal military. (+1 Navy, +1 Army)
The people of Dymaea begin a land program that increases their population, at the cost of their national unity with the creation of fiefdoms among land-holding families and those pledged to them (+1 Population, -1 Nationhood/Loyalty). These fiefdoms are barely kept in check by Elders who oversee large plots of land and function as a confederate council which rules Dymaea. With the proliferation of ordered religious centers of learning and worship, their religious strength increases (+1 Religious Strength). They set up a mandatory service of five years for all adults (+1 Army). Attempts to expand to the far southwest fail thanks to the efforts of natives, and the treachery of the terrain, but the Dymaea will surely be successful soon.
OOC: Things are starting to get more interesting here. Charles Li, Eltain and Julyfool, keep sending these awesome orders. They were really good this turn. If you have any questions about the update, PM me, map will be below imminently, and stats will follow tomorrow.
MAP