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N-NES: Rules.
Introduction
This NES takes place in the fantasy land of Tasson which is host to Humans, Elves, Orcs, Elocs and Demons. In this world there has been catastrophic events and there will be more to come! It currently takes place ten years after a major event known as 'The Quake', which was when the demons were introduced to this world. Also there have been major wars that have ended not so very long ago which may play a roll in relationships between nations.Introduction
N-NES may be a fantasy NES but I have put as much structure and background into this NES as I can possibly put in, although if you have any questions feel free to ask me on the forums or through a PM and I will gladly answer it!
Stability
Stability in this NES plays a significant role to your nation and has three levels; High, Average and Low.Extremely Stable- Perfect stability, no chance of revolts.
High Stability- Your people love you and will back almost every decision you make.
Good Stability- You have the trust of just over 50% of your nation and revolt is unlikely.
Average Stability- Your people are about 50/50 agreeing with you, revolt is a possibility but not a high risk.
Low Stability- Less then 50% of your people agree with you, revolt is likely.
Unstable- Horrible stability almost a guarantee there will be a revolt.
Religions
Religions will be a big part of this NES and can help to form alliances or start wars. Every religion will be different, but multiple nations can share the same religion and that will help build a friendship. Certain nations will be host to certain religions capitals and can call 'crusades' on other religions to unite multiple nations against others.If there are multiple religions in your nation, you can focus on pushing out one or multiple religions. This can reduce the risk of revolt by those who support a different religion then your majority. Or you can promote freedom of religion within your nation, this can also reduce the chance of revolt but there is always the chance of two religions going to war.
Religious wars can start between any religions. The only way religious wars can start is by a nation that has said religion can request the religions leader to call a crusade against another religion. If the religion does call war all followers of that religion will pick up weapons and go to war with the target religion, if both religions are in the same nation. If your nation does not have the target religion in it, it is advised that your nation declare war on said religion and attack the religion within other nations.
Religious stability can play a roll if your nation have multiple religions in it. If a religion calls a crusade against another religion and your nation doesn't answer the call you can lost religious stability and possibly have a war between religions within your nation making you side with one or the other.
Gold and Resources
Gold is your main tool for building, projects, expansion and war for your nation. You can gain more gold through projects, expansion, trade routes and discoveries. Each turn you can save gold you don't spend which can have benefits or not, any stored gold will be distributed through your nation that turn and you will sometimes receive bonus gold back (the higher your stability the higher chance you can get more gold the next turn). However there is always a chance your nation can have an epidemic where you may lose that gold, things that can cause it is if your nation's economy drops to much, or a natural disaster strikes, etc (Economy is linked with stability, the higher stability the higher your economy is). You can also invest gold into your army, navy and farming which will increase your army quality, navy quality and your stability/military cap. Resources are used for construction of troops and certain projects but can't be banked like gold.
Military Caps
Military caps are set to make it so small nations can't have an unreasonably high amount of military, however the more your nation expands the higher your cap will be. Also when you go to war you can open a 'draft' which will increase your military cap by 50% of it's current number.Drafts
During wars nations can open drafts to increase the amount of troops they can make for their militaries. If you open a draft you increase the amount of your current military cap by 50%, although you will most likely lose stability for doing this. When your nation enters a Cease Fire or Treaty however the draft ends and you troops will go home, bringing your amount of troops back to its original cap and your individual troops will be reduced to meet that cap. (If your military cap doesn't have a whole number for 50% it will be rounded up).Defending & Fortifying
During wars, nations can fortify cities for defense. When fighting on your territory, with fortifications, you have an increased chance to win a battle. When you fortify you will have to say how many troops you want to fortify that certain city and those troops must stay there until your fortification is removed.Unit Cost
There are SIX different types of units in this NES, three army style units or land units and three naval units. They are; Footmen, Mounted, Siege, Transports, Galleys and Cogs.Footmen- The basic land, general use, unit. COST: 2 Gold 1 Resource for 1 Footman.
Mounted- Land unit that is good for attacking. COST: 2 Gold 2 Resources for 1 Mounted.
Siege- Normal siege units (Catapults, rams, etc). COST 3 Gold 3 Resources for 1 Siege.
Transports- Boat used to move units over water. COST 2 Gold 2 Resources for 1 Transport.
Galleys- The heavily armed naval unit. COST 4 Gold 3 Resources for 1 Galley.
Cogs- The smaller, quicker naval unit. COST 3 Gold 2 Resources for 1 Cog.
Projects
Projects play a major role in this NES for increasing your nations stability, military and economic growth. Projects can be any sort of thing from specialized weaponry, fortifications, special buildings (great libraries, great temple for certain religions, etc.). Basically you can make a project for anything you can think of, just send me a PM and I'll send you the cost it will take to make.Discoveries
Discoveries are random events that happen throughout this NES that will boosts to nations, either short term or long term. Discoveries can be anything from an abandoned gold mines to ancient ruins with secret powers and they all benefit nations differently. You can invest into researching things or exploring for things but however much you wish, there is no limit on spending into this.Expansion
If you want your nation to expand, it's not all about wars. If you wish to expand you can invest some gold and resources each turn and send out explorers to find new lands. Once the land is found you can spend 10 Gold and 5 Resources to make a new settlement. Keep in mind when you first make a settlement the stability will be low and very costly upkeep, but in the end it can benefit your nation greatly!City produces a set amount of gold until you have upgraded the city. When you create a new city it will not immediately produce funds, some will even cost you more after creation. However you can purchase upgrades like; irrigation, sewage, etc (anything cities would have normally) to increase the cash flow of said city. You also can have trade routes, and if a city is located on or near a trade route it will increase the income from that city.
Heroes & Leaders
Heroes play a huge role for nations in this NES. The people of your nations can love a hero leader, or hate him and look towards another leader to take his place or lead a revolt. Your heroes can also be great military leaders and boost the moral of their troops on the battlefield. Heroes can only be gained by leading a great military victory and being an outstanding leader/warrior.Nations can only have a maximum of THREE heroes and their max level can only reach level 5. However the lower stability, and the more heroes, the higher chance of a revolt. Keep in mind heroes and leaders can die over time, if a leader dies and there is nobody already to replace them their heir will take their place. Heirs that just come to the thrown are to young to lead nations, so your nation will be governed by a counsel until that heir is old enough. (I will PM you how old your leader is, and in an update I will say when the heir has come of age)
Leaders of your nations are the people YOU play as, you do NOT play as your heroes (unless one of your heroes is you nation leader). With this said some of your heroes can turn against you and lead revolts in your nation to over throw your rule You can have heroes executed, exiled, etc if your stability begins to decrease and you suspect one to lead a revolt.
Great Evils
Great evils in this NES are the evil superpower and start with one level 6 hero. Usually when a great evil gets introduced into the game they will not be able to use their hero or a majority of their army for a few turns, allowing players to prepare for them. The first great evil is The Dark Legion, it is playable but if you select to be them you are allowed to switch to an unclaimed nation at any time. If you choose to stay the current great evil till they are defeated, you'll have first dibs on the next great evil.Great evils will not be guaranteed to be defeated by players, so don't think that if you choose to be the great evil you don't have a chance to win. If a great evil is defeated that player can choose to be another nation until the next appears and choose to be which ever they want. There will be a while between appearances of evils to allow nations to recover from their war.
Gods & Demi-gods
Each religion in this NES has one or multiple gods, and/or demi-gods, that they worship. Nobody really knows how many gods or demi-gods there are watching this world but they all play a role. Some times they may interact with the mortals of this world but those are only rare occasions, demi-gods interact more often with people then gods do.Gods and demi-gods can bring gifts to nations that worship them regularly and sacrifice things, or people, in their name. Demi-gods really rely on gathering followers to worship them, as the more they have the stronger they become.
Alliances & Wars
CURRENT ALLIANCES:Southern Clans - Hummad and Vaxxo.
Demonic Legions- The Dark Legion and Bleeding Fist.
CURRENT WARS:
The Dark War- The Dark Legion, Bleeding Fist vs Nations of Casoon.
Felrend Invasion- Felrend vs Darmaz vs Grenoc.
Draxxor Invasion- Draxxor vs Southern Casoon vs Bleeding Fist.
Elven Civil War- Dunaai vs Bassoc. (Cease Fire)
Cease Fires & Treaties
When nations are at war with one another they can always make Cease Fires and Treaties at any time. Cease Fires made during the NES by the players will end when at the designated dates written into the Cease Fire. Cease fires made prior to the NES beginning however can end when ever the players decide (Elven Civil War).Treaties can be signed any time during wars, unless it is with the 'Great Evil' of the current time. The only treaty you can sign with a 'Great Evil' is you becoming their slave and do what they tell you to do.
Nations & Players
Nations can have multiple cities within its influence, these small black dots represent smaller cities within the nation while the bigger dots are capitols. Players in charge of the nations can name their smaller cities, while I'll name the major cities.Zaldorn
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Teracion: Claimed by Lord of Elves.
Leader: King Sylon
Religion: Paganism 48%, Seavarism 52%.
Gold: 10 (+7 Gold TURN 4 ONLY)
Research: None
Resources: 8
Stabililty: Average.
Army: 21 Footmen, 17 Mounted, 4 Siege.
Army Quality: 3
Navy: 4 Transports, 1 Galley, 3 Cogs.
Navy Quality: 2
Military Cap: 55
Hero: King Sylon level 3.
Kaldorn: Claimed by Adrogans.
Leader: King Kaldos
Religion: Paganism 60%, Seavarism 40%.
Gold: 15 (+5 Gold TURN 3 ONLY)
Research: Mining Operation 9/3, College 6/1.
Resources: 8
Stability: Average
Army: 20 Footmen, 12 Mounted, 2 Siege.
Army Quality: 3
Navy: 2 Transports, 3 Galley, 2 Cog.
Navy Quality: 2
Military Cap: 45
Hero: Prince Kaan level 3.
Pasod: Claimed by Abaddon.
Leader: Counsel of Pasod
Religion: Paganism 75%, Seavarism 25%.
Gold: 7
Research: None.
Stability: High
Resources: 5
Army: 4 Footmen, 3 Mounted, 1 Siege.
Army Quality: 1
Navy: 2 Transports, 1 Galley, 2 Cogs.
Navy Quality: 1
Military cap: 30
Hero: Knight Captain Paldo level 2.
Mattle: Claimed by Eltain.
Leader: King Maxus
Religion: Seavarism 100%. (Seavarism Capital)
Gold: 8 (+ 8 Gold TURN 2 ONLY)
Research: 5/2 (city).
Resources: 7
Stability: High
Army: 10 Footmen, 5 Mounted.
Army Quality: 1
Navy: 5 Transports, 7 Galleys, 10 Cogs.
Navy Quality: 4
Military Cap: 50
Hero: Admiral Lox level 3.
Bordel:
Leader: King Brax II
Religion: Paganism 5%, Orthodox Ashloian 95%.
Gold: 9
Research: None
Resources: 9
Stability: Average
Army: 18 Footmen, 15 Mounted, 5 Siege.
Army Quality: 3
Navy: 8 Transports, 4 Galleys, 6 Cogs.
Navy Quality: 2
Military Cap: 70
Hero: King Brax II level 3.
Vantok:
Leader: King Garm
Religion: Paganism 5%, Orthodox Ashloian 25%, Reformed Ashloian 70%. (Reformed Ashloain Capital)
Gold: 10
Research: None
Resources: 8
Stability: Low
Army: 7 Footmen, 12 Mounted, 2 Siege.
Army Quality: 3
Navy: 9 Transports, 3 Galleys, 4 Cogs.
Navy Quality: 2
Military Cap: 40
Hero: Prince Jerog level 2, Prince Gal level 1.
Ashlo:
Leader: King Charles-Ash IV
Religion: Paganism 1%, Orthodox Ashloian 93%, Reformed Ashloian 4% (Orthodox Ashloian Capital)
Gold: 5
Research: None
Resources: 4
Stability: High
Army: 5 Footmen, 5 Mounted, 1 Siege.
Army Quality: 1
Navy: 2 Transports, 2 Cogs.
Navy Quality: 1
Military Cap: 25
Hero: King Charles-Ash IV level 2.
Sention:Claimed by Northen Wolf
Leader: King Mikten
Religion: Paganism 2%, Orthodox Ashloain 63%, Reformed Ashloian 35%
Gold: 7
Research: None
Resources: 6
Stability: CIVIL WAR
Army: 10 Footmen, 5 Mounted, 2 Siege.
Army Quality: 1
Navy: 5 Transports, 5 Galleys, 15 Cogs.
Navy Quality: 3
Military Cap: 45
Hero: King Mikten level 2, Admiral Rom level 1.
Leader: King Sylon
Religion: Paganism 48%, Seavarism 52%.
Gold: 10 (+7 Gold TURN 4 ONLY)
Research: None
Resources: 8
Stabililty: Average.
Army: 21 Footmen, 17 Mounted, 4 Siege.
Army Quality: 3
Navy: 4 Transports, 1 Galley, 3 Cogs.
Navy Quality: 2
Military Cap: 55
Hero: King Sylon level 3.
Kaldorn: Claimed by Adrogans.
Leader: King Kaldos
Religion: Paganism 60%, Seavarism 40%.
Gold: 15 (+5 Gold TURN 3 ONLY)
Research: Mining Operation 9/3, College 6/1.
Resources: 8
Stability: Average
Army: 20 Footmen, 12 Mounted, 2 Siege.
Army Quality: 3
Navy: 2 Transports, 3 Galley, 2 Cog.
Navy Quality: 2
Military Cap: 45
Hero: Prince Kaan level 3.
Pasod: Claimed by Abaddon.
Leader: Counsel of Pasod
Religion: Paganism 75%, Seavarism 25%.
Gold: 7
Research: None.
Stability: High
Resources: 5
Army: 4 Footmen, 3 Mounted, 1 Siege.
Army Quality: 1
Navy: 2 Transports, 1 Galley, 2 Cogs.
Navy Quality: 1
Military cap: 30
Hero: Knight Captain Paldo level 2.
Mattle: Claimed by Eltain.
Leader: King Maxus
Religion: Seavarism 100%. (Seavarism Capital)
Gold: 8 (+ 8 Gold TURN 2 ONLY)
Research: 5/2 (city).
Resources: 7
Stability: High
Army: 10 Footmen, 5 Mounted.
Army Quality: 1
Navy: 5 Transports, 7 Galleys, 10 Cogs.
Navy Quality: 4
Military Cap: 50
Hero: Admiral Lox level 3.
Bordel:
Leader: King Brax II
Religion: Paganism 5%, Orthodox Ashloian 95%.
Gold: 9
Research: None
Resources: 9
Stability: Average
Army: 18 Footmen, 15 Mounted, 5 Siege.
Army Quality: 3
Navy: 8 Transports, 4 Galleys, 6 Cogs.
Navy Quality: 2
Military Cap: 70
Hero: King Brax II level 3.
Vantok:
Leader: King Garm
Religion: Paganism 5%, Orthodox Ashloian 25%, Reformed Ashloian 70%. (Reformed Ashloain Capital)
Gold: 10
Research: None
Resources: 8
Stability: Low
Army: 7 Footmen, 12 Mounted, 2 Siege.
Army Quality: 3
Navy: 9 Transports, 3 Galleys, 4 Cogs.
Navy Quality: 2
Military Cap: 40
Hero: Prince Jerog level 2, Prince Gal level 1.
Ashlo:
Leader: King Charles-Ash IV
Religion: Paganism 1%, Orthodox Ashloian 93%, Reformed Ashloian 4% (Orthodox Ashloian Capital)
Gold: 5
Research: None
Resources: 4
Stability: High
Army: 5 Footmen, 5 Mounted, 1 Siege.
Army Quality: 1
Navy: 2 Transports, 2 Cogs.
Navy Quality: 1
Military Cap: 25
Hero: King Charles-Ash IV level 2.
Sention:Claimed by Northen Wolf
Leader: King Mikten
Religion: Paganism 2%, Orthodox Ashloain 63%, Reformed Ashloian 35%
Gold: 7
Research: None
Resources: 6
Stability: CIVIL WAR
Army: 10 Footmen, 5 Mounted, 2 Siege.
Army Quality: 1
Navy: 5 Transports, 5 Galleys, 15 Cogs.
Navy Quality: 3
Military Cap: 45
Hero: King Mikten level 2, Admiral Rom level 1.
Casoon
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Darmaz: Claimed by Anonymoose
Leader: Warchief Garmoz
Religion: Ancestor Worship 100%.
Gold: 14 (+2 gold TURN 2 ONLY)
Research: 4 (Army).
Resources: 11
Stability: High
Army: 16 Footmen, 18 Mounted, 10 Siege.
Army Quality: 4
Navy: N/A
Navy Quality: 0
Military Cap: 55
Hero: Warchief Garmoz level 4, Warlord Do'ram level 2.
Grenoc: Claimed by bestshot9.
Leader: Champion Norvash
Religion: Ancestor Worship 40%, Followers of Tasson 60%.
Gold: 10
Research: Infrastructure Project COMPLETE.
Resources: 9
Stability: Average
Army: 12 Footmen, 8 Mounted, 4 Siege.
Army Quality: 2
Navy: 2 Transports, 2 Galleys, 3 Cogs.
Navy Quality: 1
Military Cap: 40
Hero: Champion Norvash level 4.
Felrend:
Leader: Overseer Valgod
Religion: Demon Worship 100% (10% The Dark Legion, 90% Valgod).
Gold: 11
Research: None
Resources: 11
Stability: Average
Army: 15 Footmen, 19 Mounted, 12 Siege.
Army Quality: 3
Navy: N/A
Navy Quality: 0
Military Cap: 60
Hero: Overseer Valgod level 3.
Dunaai:
Leader: Champion Dunaas
Religion: Followers of Tasson 100% (Followers of Tasson Capital).
Gold: 15
Research: None
Resources: 14
Stability: High
Army: 18 Footmen, 18 Mounted, 8 Siege.
Army Quality: 4
Navy: 5 Transports, 5 Galleys, 5 Cogs.
Navy Quality: 3
Military Cap: 125
Hero: Champion Dunaas level 4.
Bassoc:
Leader: Emperor Bassoc
Religion: Cult of Bassoc 99%, Followers of Tasson 1% (Cult of Bassoc Capital).
Gold: 16
Research: None
Resources: 12
Stability: High
Army: 20 Footmen, 15 Mounted, 10 Siege.
Army Quality: 4
Navy: 5 Transports, 5 Mounted, 5 Cogs.
Navy Quality: 2
Military Cap: 125
Hero: Emperor Bassoc level 4.
The Dark Legion: Claimed by Seon.
Leader: Legion Commander Daidros
Religion: Demon Worship 100% (The Dark Legion, Demon Worship Capital).
Gold: 20
Research: Doppelganger (Spies.), Demonic Ships.
Resources: 20
Stability: High
Army: 40 Footmen, 41 Mounted, 44 Siege.
Army Quality: 5
Navy: N/A
Navy Quality: Haunted Transports 2.
Military Cap: 300
Hero: Legion Commander Daidros level 6.
Hummad:
Leader: Kag & Zom
Religion: Ancestor Worship 100%.
Gold: 10
Research: None
Resources: 8
Stability: Average
Army: 10 Footmen, 11 Mounted, 9 Siege.
Army Quality: 3
Navy: N/A
Navy Quality: 0
Military Cap: 50
Hero: Kag level 1, Zom level 2.
Vaxxo:
Leader: Warchief Vaxxo
Religion: Ancestor Worship 100%.
Gold: 8
Research: None
Resources: 6
Stability: Unstable
Army: 8 Footmen, 7 Mounted, 4 Siege.
Army Quality: 2
Navy: N/A
Navy Quality: 0
Military Cap: 35
Hero: Warchief Vaxxo level 2, Warlord Vanno level 1.
Bleeding Fist:
Leader: Lieutenant Kossh
Religion: Demon Worship 100% (The Dark Legion).
Gold: 12
Research: None
Resources: 12
Stability: Average
Army: 13 Footmen, 7 Mounted, 6 Siege.
Army Quality: 2
Navy: N/A
Navy Quality: 0
Military Cap: 45
Hero: Lieutenant Kossh level 3, Overseer Kreeg level 2.
Draxxor:
Leader: Draxxor the Betrayer
Religion: Demon Worship 100% (Draxxor).
Gold: 9
Research: None
Resources: 6
Stability: High
Army: 15 Footmen, 15 Mounted, 10 Siege.
Army Quality: 2
Navy: N/A
Navy Quality: 0
Military Cap: 50
Hero: Draxxor the Betrayer level 2, Dread Commander Selraxx level 1.
Leader: Warchief Garmoz
Religion: Ancestor Worship 100%.
Gold: 14 (+2 gold TURN 2 ONLY)
Research: 4 (Army).
Resources: 11
Stability: High
Army: 16 Footmen, 18 Mounted, 10 Siege.
Army Quality: 4
Navy: N/A
Navy Quality: 0
Military Cap: 55
Hero: Warchief Garmoz level 4, Warlord Do'ram level 2.
Grenoc: Claimed by bestshot9.
Leader: Champion Norvash
Religion: Ancestor Worship 40%, Followers of Tasson 60%.
Gold: 10
Research: Infrastructure Project COMPLETE.
Resources: 9
Stability: Average
Army: 12 Footmen, 8 Mounted, 4 Siege.
Army Quality: 2
Navy: 2 Transports, 2 Galleys, 3 Cogs.
Navy Quality: 1
Military Cap: 40
Hero: Champion Norvash level 4.
Felrend:
Leader: Overseer Valgod
Religion: Demon Worship 100% (10% The Dark Legion, 90% Valgod).
Gold: 11
Research: None
Resources: 11
Stability: Average
Army: 15 Footmen, 19 Mounted, 12 Siege.
Army Quality: 3
Navy: N/A
Navy Quality: 0
Military Cap: 60
Hero: Overseer Valgod level 3.
Dunaai:
Leader: Champion Dunaas
Religion: Followers of Tasson 100% (Followers of Tasson Capital).
Gold: 15
Research: None
Resources: 14
Stability: High
Army: 18 Footmen, 18 Mounted, 8 Siege.
Army Quality: 4
Navy: 5 Transports, 5 Galleys, 5 Cogs.
Navy Quality: 3
Military Cap: 125
Hero: Champion Dunaas level 4.
Bassoc:
Leader: Emperor Bassoc
Religion: Cult of Bassoc 99%, Followers of Tasson 1% (Cult of Bassoc Capital).
Gold: 16
Research: None
Resources: 12
Stability: High
Army: 20 Footmen, 15 Mounted, 10 Siege.
Army Quality: 4
Navy: 5 Transports, 5 Mounted, 5 Cogs.
Navy Quality: 2
Military Cap: 125
Hero: Emperor Bassoc level 4.
The Dark Legion: Claimed by Seon.
Leader: Legion Commander Daidros
Religion: Demon Worship 100% (The Dark Legion, Demon Worship Capital).
Gold: 20
Research: Doppelganger (Spies.), Demonic Ships.
Resources: 20
Stability: High
Army: 40 Footmen, 41 Mounted, 44 Siege.
Army Quality: 5
Navy: N/A
Navy Quality: Haunted Transports 2.
Military Cap: 300
Hero: Legion Commander Daidros level 6.
Hummad:
Leader: Kag & Zom
Religion: Ancestor Worship 100%.
Gold: 10
Research: None
Resources: 8
Stability: Average
Army: 10 Footmen, 11 Mounted, 9 Siege.
Army Quality: 3
Navy: N/A
Navy Quality: 0
Military Cap: 50
Hero: Kag level 1, Zom level 2.
Vaxxo:
Leader: Warchief Vaxxo
Religion: Ancestor Worship 100%.
Gold: 8
Research: None
Resources: 6
Stability: Unstable
Army: 8 Footmen, 7 Mounted, 4 Siege.
Army Quality: 2
Navy: N/A
Navy Quality: 0
Military Cap: 35
Hero: Warchief Vaxxo level 2, Warlord Vanno level 1.
Bleeding Fist:
Leader: Lieutenant Kossh
Religion: Demon Worship 100% (The Dark Legion).
Gold: 12
Research: None
Resources: 12
Stability: Average
Army: 13 Footmen, 7 Mounted, 6 Siege.
Army Quality: 2
Navy: N/A
Navy Quality: 0
Military Cap: 45
Hero: Lieutenant Kossh level 3, Overseer Kreeg level 2.
Draxxor:
Leader: Draxxor the Betrayer
Religion: Demon Worship 100% (Draxxor).
Gold: 9
Research: None
Resources: 6
Stability: High
Army: 15 Footmen, 15 Mounted, 10 Siege.
Army Quality: 2
Navy: N/A
Navy Quality: 0
Military Cap: 50
Hero: Draxxor the Betrayer level 2, Dread Commander Selraxx level 1.
Map
Nations Map
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Labelled Map
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Geography Map
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