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NK and I have been spending several late nights to get things finished up for our launch this week.

Tonight we're going to post the Thule and Karai nation descriptions, including the regions of Beidan and Celia and the subregion of Ela'im, which will complete the known world. NK will also post an updated claims list/map.

We're also planning on organizing a "story database," including every story ever written in PureNES. To make this easier for us, please (once you've written about 3 or 4 stories,) post named links to your stories that we can then copy onto the front page.
 
*expects them in three days :)*

It's not my fault that writing orders for your NES took up valuable PureNES time. On the other hand, it is my fault that I'm typing this instead of them... Or we could just send the blame right back at you again. I prefer that latter option.
 
Thlayli, any chance we could get a little more information on the Church of the Seraph (hierarchy, structure, etc)? Also, is Taenevix High Seraphist (Unist?) or is it the follower of some damnable heresy? :p

EDIT: Don't mean to leave you out, NK, if you wanna answer, just figured Thlayli probably made it up. Any answer is good :)
 
Darkening, I'll stay up until 5 AM just to prove you wrong! :p

Boots, I'll get to it soon enough. I'm just working out the religious history of the Holy Seraphic Church at the moment. The Imperial Republic of Taenevix, along with the greater Claidhe area, follows Aspectist Seraphism, which could be considered the Greek Orthodox version of Seraphism, in that its differences aren't that great from the Unists, who could be considered "Catholic" in that analogy.

You also have a small Unist minority in your eastern lands.
 
Spoiler map :
PureNES_Named_Map.PNG


Spoiler descriptions :
Northern Karai:

The Anski Khanate is the second largest Argai state left over from the great conquests: established on the southern plains near Naia, it has enjoyed as peaceful an existence as Khanates ever get. Occasional wars against the Saranir and their fellow Khans only bolstered unity, and they managed to establish the most stable of the steppe states, with most clans freely desiring to follow the Khan, even in the most difficult of times. However, the expansion of the technologically advanced, powerfully motivated Naia has become an immense threat, and coupled with this, breakaway Naian settlers in Calun have posed an immense thorn in the Khan’s side. With rifles and cannon now staring the ancient horse people in the face, this may be a good time for that most abhorred of practices: diplomacy.

The Argai Khanate is one of the last, and certainly the greatest ever steppe empire. Once by far the largest land empire on the planet, it is now losing that title to colonial empires, who surpass it in technology and military might as well. In fact, the plains of Central Karai are once again being riddled with bloodshed as clan turns against clan; the Argai Khanate is falling apart at the seams. The Khan no longer has true power over his subjects, and warlords run amok. Not least of the Khanate’s troubles is the fact that two of Arios’ greatest powers, Jathalland and Cyrusicum, are intruding more and more, stepping on the Khan’s toes and demanding more privileges. At stake is the tantalizing possibility of building a railroad straight through Karai, delivering the valuable goods of the Spice Isles and the Yun Empire to Arios, bypassing the Telerian Empire’s stranglehold on the southern seas. The Khan himself is barraged with bribes, while at the same time his officials are torn away from him by the meddling of Arios. Either he will have to support one nation and risk war with the other, or he will have to find some better way of playing these powers off of each other.

Argai Iacce is a branch of Deccian Iacce. Here the hills roll serenely above the trouble countryside of the rest of the world; philosophers and teachers live in enclaves far above the common man. Indeed, there is almost no such thing as the common man in the Iacce: least of all in Argai Iacce, which was founded by a noble in the Deccia who felt crowded; he created his own state, free from the gaze of the other nobles. Here he founded numerous schools on top of the hills, fed by quiet springs and a couple of isolated fields. It is drier here than in the rest of the Iacce, and the darkly forested hills are interspersed with the beginnings of a steppe: to the east it opens up into the vast Argai Plain. In all likelihood, this nation will be overlooked by the rest of the world, which is exactly as they prefer it.

The Balatu Khanate was one of the splinter states formed from the massive Argai Khanate. Close in proximity to Ele’im, it adopted the monotheistic faith of that land, becoming the first of the Argai to do so. While others followed suit, this rift somewhat separated them from the other successor states at first, and thus they launched several wars against the main Khanate, but especially against their immediate neighbor, the Urda. Determined to conquer this small state, the Balatu began a strategy of encirclement, conquering the northern lands of the erstwhile great Temazhi. Yet this grand outflanking move earned them the enmity of nearly every state in the region, and currently they are something of pariahs: with this, they have been forced to trade with the Ele’im to maintain their income. They are likely to be dragged into the succession crisis in the Temazhi.

Calun is a branch off of the Federated Lands of Naia; settlers from the western nation moved far away from the bounds of civilization to establish their own, free from pesky laws and that sort of thing. Alas, the land they settled on was that of the Anski Khanate, which, while not the most powerful of the steppe nations, was still immensely powerful militarily; the composite bows of their fleet horsemen could easily match the flintlocks of the settlers blow for blow. Thus, Calun became something of a besieged land; their capital girdled with stone and wood walls that had long gone out of fashion in the civilized world. At the same time, they were fearful of a Naian attack, which might overrun their nation; all in all, this place, self advertising as the freest land in the world, may soon become just another serfdom.

The Deccian Iacce is at once a foreboding and beautiful place; rolling hills covered with a thick, vast forest of pines and deciduous trees; from a far distance they appear nearly black. Wreathed by ethereal mists at the base, the peaks jut proudly into the sky; at their crest is occasionally the well fortified home of a noble house. These are the rulers of the Iacce: great philosophers, artists, and extremely wealthy men, living in deep seclusion within this forest of unearthly beauty. The spires of rock that sometimes poke above the level of the trees are occasionally fortified by cannon to surprise the unwary army; this and the rugged landscape perhaps explains why this land has never been conquered.

The Elaid Khanate, a tiny Argai successor state, has always been something of a tagalong. They seceded from the Khan only when others did so, and only declared war when others did so. Needless to say, this has made nearly everyone in the region detest them, as they have made war on everyone at least once. Recently, they have gained a claim to the throne of the Temazhi Khanate, however the succession is muddied, and other nations would doubtless be massively
displeased by an Elaid successor.

Erbis, not to be confused with the similarly spelled khanate, is a small fishing and trading state. Bringing in logs from the massive forests of the Iacce, the Erbisians often call themselves the Gateway to that region, and they have seen many scholars and merchants passing through to find their way into those isolated, idyllic hills. Many wars with Arpona and clashes with the Gergovi have convinced them to build modern fortifications in the northwest.

The Erdis Khanate is situated in a slightly hillier part of the steppe than most, however, this is no deterrent to raising an army of skilled horsemen: something the Erdisi are very good at. This army has come in handy numerous times, as the Argai and Anski often clash very nearby, and the smaller nation could easily have been swallowed up if it weren’t for their military prowess, such as it is. They are separated from the Calun state by a small strip of Anski territory, and thus are relatively untroubled, yet for all of this, they have very little breathing room: the west is a series of increasingly hilly and rocky lands: terrible for their horse armies, while the khanates on the other side obviously prevent expansion. Something must be done, lest they dwindle into nothingness...

Feirnar is an oddity, to say the least. Isolated from the rest of Karai, it is surrounded by a ring of high, bleak mountains; the few traders who do go there report that the land itself is little more than black rock and soot from the volcanoes which erupt monthly. With almost nothing to scrape sustenance from in their homeland, they must rely on grain imports from the south and game from the north, and when those are not available, they simply ration and starve half of their population. Meanwhile, their sledges, fleet over the black rocks and ice, are drawn occasionally by horses, occasionally by dogs; they constantly plot war against Shalot and the tribes to their north, but Shalot is too powerful, and the north too useless to do much more than plot.

Gergov Iacce is a densely forested land like all of the Iacce, however, these lands are completely unlike their neighbors. Instead of the peaceful, self-isolated scholars and philosophers of the hilltops that are so common there, the Gergovi people migrated here from the further east, and conquered it by brute force: the rivers here feed small, intensely cultivated plots of land that help sustain towns deep in the forest. Fierce warriors from here, both axemen and their feared bowmen, were long used as mercenaries by Cyrusicum and Arpona, but with the influx of rifles into the Eastern Ariosi armies, it is very likely that the Gergovi mercenaries will march no longer. In this case, they have to look to some other means of involving themselves in world affairs: the other Iacces are too lightly populated to be of much use, but the coastal Erbis is certainly a tempting target.

The Greyharrows were aptly named: rocky, treacherous bays awaited any ship who dared to come near. But the waters just offshore were grey with the bountiful life of the sea, and one of the largest every fishing grounds was discovered just offshore. It has declined in recent years, due to overfishing, however, the Jathallanders have decided upon a new use for the territory. Landing at the few safe harbors in this land, they have propped up a local chief to become the ruler of a client kingdom: should the route through the Argai fall to the Cyrusican schemers, then the Greyharrows will provide a convenient route for a northern railroad through Karai to the Spice Isles.

A new nation, the Federated Lands of Naia is a place where no civilized men went before; once, the land was occupied by roving tribes, and the land was too wild to be worth the effort of clearing out the steppe nomads. The twin inventions of the flintlock musket and the steel plow allowed incoming immigrants to settle the Telerian colonies that were set up in the area. They created a land of sprawling cities, with all the land in the world at their disposal, or so it seemed, and when a plague cleared out the steppe tribes, new immigrants came like locusts; the land was rapidly tamed. By now the settlers were from all backgrounds: Telerian colonies on Hadir had provided a route for Hadiri to come from their own troubled land to Naia to start anew; Sinarans from the north came in droves to plant their olives and vineries; and from far in the south, famine drove Hadatonese into the nation in droves. Villas and log cabins began to vary with airy mosques, tiered temples and adobe huts, pagodas and quiet pools. Religious and racial toleration were a necessity; those that could not abide it were self-evicted, and a democratic atmosphere arose, one that allowed the people to harness their collective force and drive out the Telerian government. A series of battles were fought that demonstrated the power of the new republic, and they quickly adapted to their role as the sole power in these lands; they grew between the northern, darkly forested hills of Iacce, and the southern alien landscapes of the Dreadlands, replete with strange spires. The massive Cuvellian River cordoned off the area from the more fearsome of the steppe warriors, and the plains south of that were rapidly colonized, with the prairies becoming fair fields stretching as far as they eye could see. Meanwhile, the prospering towns became bustling cities. Citizens of the FLN developed a unique value system. Family (immediate, but also to a large degree extended) was very important. Religion was deeply important as well–though they did not agree on the nature of god, Naians knew that there certainly was one (or many). A mixed architecture of stylized arches, flowing geometric engravings, and curving sloped roofs, began to dominate their buildings, while every large house had a pool to meditate by within the fruit groves. They were also strong believers in karma, so they tried to maintain something of honor in their dealings; “honest as a Naian” became a not uncommon saying in the trading world.

The Noble Houses of Karakov, Alekov, Teliov, and Ivarov were breakaway states from the great Cyrusican Empire. One simply boyars who had found the rule of the Emperor to be too oppressive, they fled over the great mountain range to evade capture, and founded their own states there. Conquered shortly thereafter by the great Argai wars, they finally regained their independence as the Khanate began to break up, but they were now transformed into Cyrusican influenced Argai states, with fierce horsemen who defied both the Emperor and the Khan regularly. Finally, the Emperor of Cyrusicum had enough, and launched a major invasion; the largest state, Karakov, launched a counterattack. Deep in their war now, the Cyrusicans are determined to bring to heel each of these recalcitrant states in an effort to reach the Argai Khanate and secure their hold over Karai.

The Sakani Khanate is a moderately sized successor to the great Argai Khanate that once ruled over much of Karai. While mostly absorbed in the scheming and struggles of the other Khanates in central Karai, it has also found the time to war ferociously with the Saranir, though few gains have been made. Meanwhile, southern riders often tell of the Astronomer Kingdoms, a mysterious group who dwell just inland and whose boundaries have never been truly explored.

Ancient and foreboding, the Saranir Empire was long a power in our world, a massive empire whose boundaries extended deep into Karai in all directions. Alas, those days were numbered; they met the Telerian Empire, who utterly crushed their armies in several battles, and forced them to pay homage to that Empire. Only when the Telerians fell did the Saranir regain full independence, and they had been stunted. Their lands were now infertile, dry and unproductive. Warring occasionally with the Anski and Sakani Khanates, they were too weak to do anything but sign a vague treaty with Naia that allowed several border regions to be plucked away fairly easily, and the feeble emperors can only watch as the Daraji Kattavasaran rebels put his own armies to flight and take his cities. This is a dying empire.

Small and oft beaten, the Temazhi Khanate is one of the least powerful successors to the great Argai Khanate. Their territory is tiny, and they are sandwhiched in between several larger powers; their northern territories, once more extensive, were conquered by the Balatu years ago. Now little more than a plaything for larger nations, the Temazhi Khan has died under suspicious circumstances; his son and lawful heir has been accused and imprisoned by the old Khan’s bastard son. Should the lawful heir be executed, it is likely that the brothers of the old Khan will be dragged into it: one leads a fairly large army, and another is a guest of the Elaid court. Yet the Khan also left two daughters: one was married with astonishing rapidity to the Khan’s bastard (a terrible crime, especially as the daughter is little more than three, and the bastard seventeen); the other daughter, fifteen, fled to the Balatu Khanate, fearing the bastard’s hand in marriage (which was then transferred to aforementioned younger sister). The Urda, on the other hand, are tempted to toss their hat in the ring, having captured and raised the son of one of the Khan’s brothers. Thus, with most of their neighbors having a legal claim of sorts to their land, the Temazhi are unlikely to survive longer.

Fairly stable, the Urda Khanate has managed to fend off most intruders into its relatively hilly landscape for several centuries now. Successors to the Argai, they fought with another successor state, the Balatu, mostly over religious reasons, and the long war caused the Balatu to attempt an encircling move; the destruction of Urda was easily averted by the threat of an alliance with the Argai Khanate proper. Now they seem likely to be dragged into the succession crisis in the Temazhi state, having captured the cousin of the legal heir to the throne (who has been imprisoned); to gain the crown for their own claimant, however, they will have to fend off at least five other factions.

The Celian Ocean:

Long was the Telerian Empire queen of all the Seas. The Berian Republic formed as an offshoot to that ancient empire: when the very land erupted in flames beneath the feet of the old capital in Telerius, they were second to break off, after the Telcari. Free from the wrath of any resurgent empires, they were too far north for anyone to bother them: mostly their energies were spent struggling with their brother successor nation in Hespiron, a fearsome naval war that lasted for a rather long period of time, until the Hespirians agreed to cede several islands to the Berians: soon this successor state thought of becoming involved within the greater part of the Celian Ocean. All these thoughts came to a close, however, when the Princeps fleet appeared out of the north, sheathed in iron and with many cannon, absolutely devastating the wooden fleet of the Berians; the goddess Celia seemed to have abandoned them. Forced to sign a humiliating peace treaty, they were the vassal of the Dominion, and a potential base for the Princeps to interfere with the Celian Ocean further.

The rocky island of Ialius managed to sever ties with the mainland at the fall of the Telerian Empire fairly easily: most Telerian ports were on the other side of their island, and the reduced state of the empire meant that the Ialians could be free of most interference. Taking some land on the continent nearby, they settled down to a relatively peaceful existence, and did not join in the feuds between the New Telerians and the Liassans except in a few, choice circumstances, preferring to fish their rich waters and ignore most of the world. Soon, their colonies brought a boon, however, for traders reported that an inland Mountain People were happy to take their technological marvels along with silks and spices from the far East in return for an immensity of gold and silver: so much precious metal that the Ialians suddenly were catapulted to one of the richest nations in the world. This influx of wealth has left them quite a bit of potential, however, they are yet to truly utilize it.

Liassa is one of the successors to the erstwhile Telerian Empire, greatest nation of the ancient world. While they did not inherit the island home of Telerius, the fleets of Liassa did find themselves excellent islands, far from the hellhole that their mainland had become, and founded their own kingdom here, ports overlooked by high mountaintop fortresses. While they were relatively minor for a long period of time compared to the New Telerian Empire, they managed to garner some of the more advanced technologies of the northerners, and combine them into their own designs: they were the first Telerians to develop ironclads and steam engines, and they now have the most powerful navy, ship for ship, in the Celian Ocean. Alas, they are outnumbered, so their ship vs. ship advantage is outweighed by the sheer numbers of the New Telerian Empire; they are thus trying to find new ways to expand their empire: onto the southern continent, and even into the Mournful Coasts.

The New Telerian Empire is easily the greatest seafaring power in the southern seas, by far more powerful than even Liassa, more powerful than the Metti guilds, more powerful than anyone who dares to venture here. Yet this is still a mere shadow of the past: the most glorious empire in the world. The Telerians will always claim that they were the progenitors of all civilization; that they were the people who started it all. While modern archaeological discoveries indicate they were just one of several starting nations, no one may deny that they were the most powerful in the ancient world. Developing on their island in isolation from other nations, they mined it heavily for all manners of riches, both practical and not: mountains of jewels and gold, storeroom upon storeroom of steel and bronze. They were the best sailors of the millennia, plying the waves so serenely it seemed that their sea goddess Celia, who they revered above all the rest of their pantheon, truly did watch over them, and in battle it seemed as though her lightning would utterly lay waste to a thousand ships. The ancient Daraji were overcome by sheer force of arms and technological marvels, with dozens of cities being sacked. They set the rising Saranir to flight, subdued all other islands of the Celian Sea, settled the lands which would become Sinara, jumpstarted the ancestors of the Princeps into a nation, laid waste to the powerful Darian Empire, and even extended their borders into the lands of the ancient east in Qiankun. Then, terribly, it all went wrong. It was said that the deep pits of the miners had opened into the very bowels of the Earth, for eruptions scoured the homelands of the Telerians, and the skies were filled with the blackest of soot. The sun was blocked out for years, and terrible plagues of locusts and boils befell the populace. The empire which had been so mighty had awakened the anger of the rest of the gods, or perhaps Celia herself was at war with the Pantheon. Millions starved, and the ships crashed upon rocks, but the intervention of Celia herself prevented the utter destruction of the Empire. The far east broke off first: the Telcari. Then the northern Berians and northwestern Hespironi; the Saranir reestablished, the Daraji launched a mighty war of reconquest that landed on the very shores of Telerius itself. Liassa and Ialius fell away, but Telerius stood firm, even in the heart of the Dark Ages, when the south was at its nadir, and the medieval kingdoms of the north rose to their height. Ages passed, and Telerius had been repeopled. Their love of the sea had never fallen away, and their belief that they were the mother culture of the world was never far either. They determined to rise again, and began to rebuild their empire, a New Empire, landing in Daraj again, and in the south of Hadir. Yet troubles remain, for Liassa has modernized beyond anything that Telerius can bring to bear; even more modern are the far northern fools in the Princepii, who have crushed the brother nation of Beria. These New Telerians have a route to the Spice Isles, with their riches of nutmeg, cloves, cinnamon, and saffron; in recent years exploratory voyages have found the wild lands of the Mournful Coasts, which may perhaps be an entirely new world to explore: these are small hopes, but they may bolster the greater hope of the Telerians once again assuming their rightful place at the top of the world...

Southwestern Karai

A breakaway from the Daraji Empire after the failed Reconquest, Allavari has mostly kept to itself, fending off Daraji incursions and mostly protecting their rather rugged home from outside invasion. Religiously devout, many temples can be seen throughout this land, interspersed with the cities and fortifications; their only real rivals are Daraj, and that nation is fading fast. Perhaps it is time to go on the offensive for once?

Adurapune is a nation on the edge of this region, beleaguered, with its capital under siege by strange jungle nomads from the north. Once the mightiest nation in the east of this region, the attacks have brought it to its knees. They still manage to hold onto their culture, however, even if their military is failing miserably to defend them. Ruled by the religious oligarchy, they found their leaders shut up in the capital’s siege to be something of a blessing: more competent people in the south of the nation are beginning to lead; people who deny the idea of a theocracy, and are importing dangerous new ideas...

Anagra is the second smallest of the Daraji states, and none too powerful, being as it is not very modern, and not being able to raise larger armies. Yet they have a storied history, and powerful fortifications about their capital: these were the vanguard of the Reconquista against the Telerians. While that dynasty passed away long ago, the citadel was handed from ruler to ruler, always maintaining independence despite long odds. More recently, they were the nation that turned back a renewed Telerian assault on the Daraji lands, and contained them at the coasts, even securing the independence of the tiny Saral... Yet they still hang from a very thin thread at best.

Balai is the most seafaring state of this region, but this is a rather more dangerous occupation to hold here than in any other part of the world. Technological progress–or the utter lack of it, in this case, has left them with ships which, while still very fleet and well rigged, are piteously underarmed; mere playthings for any Arioan or Telerian ship that passes by. However, all that is changing, and rapidly, for the King of Balai has brokered an excellent deal with the Metti traders who pass by from time to time: he will offer them protection and safe port, so long as they freely trade him their technology. With cannons and muskets arming their improving ships, the Balai traders may well become part of the much bigger world–this is all assuming that the Telerians don’t stamp down on the Metti, that Benghar Di remains ambivalent to Balai, and that everything remains according to plan–which it never does.

Benghar Di: the mere name invokes in Arios mystery, jungles, and strange monks deep in massive temples plated with layers of gold. The truth is somewhat different, but no less fantastic: Benghar Di stands for its region as much as any state does, for it is here that the abrupt change from Hadato or Daraj is immediately visible. This state provides a point where the Arioan or Teleri traders can come, step across the border, and realize that they are in a completely different world: here, the jungles reign supreme, even more so than in Daraj. The rivers are lined with rice paddies that stretch onwards, and beyond them, rising out of the jungle as if by divine will, the mighty temples and buildings of the great Emperors stand. Benghar Di is the most modern of its region as well; acquiring new weaponry from the black market in Telerius, they managed to equip their armies and train them as well; the states immediately to their south fell at once, but Rathuri was too powerful to be subdued immediately, and Balai lingered under the protection of the Metti. Thus, Benghar Di has turned northward, almost finished with Thubien, and already invading Chandara and Epaliputra. Here, however, they may run into the first major obstacle, for another force is invading the same states: Thuhar, who are rumored to have the very will of the gods behind them, and when this northern titan meets the south, what will result?

Chandara is, at best, a failing state. Once full of the opulent temples and palaces common in the region, it has fallen to pieces now. The cities are still in the hands of their rulers, but it is only a matter of time now; they have fallen before, and this reconquest seems very fleeting. Invaded from the north by a people they know only as the Thuhar, it seems as though the Chandi armies can do no right: they are forced from the field in every engagement. Their imminent destruction is at hand...
 
Spoiler :
Daraj is perhaps one of the oldest civilizations that exists in this world: about as old as the Telerians or the Qiankunji. Yet they were utterly, unimaginably different than these other two civilizations. The Daraji divided themselves into castes, which determined occupations and positions from birth; warriors fought with warriors only, while priests prayed, unfettered by earthly concerns, just as kings ruled without interference. At the same time, a thriving merchant culture between the city states was built up; agriculture became more and more prominent, dependent on the region’s yearly monsoon. All this continued for some time before a great ill befell this early civilization: another ancient kingdom. The Telerians were the most powerful nation of their time, and a quick strike nearly paralyzed the Daraji, with hundreds of thousands landing on their shores. The steel weapons of the Telerians were not that much of an advantage for them here: the Daraji had their own steel, strangely patterned and far tougher, along with war elephants which drove whole armies of men running. Yet the long ships of the Telerians, sleek and fast, were intractable, racing all over the shores and landing huge forces before any Daraji kings could respond. Dozens of cities were burnt to the ground, and it was said that Daraj became more a land of ruins than of people. The core of these lands were yet recalcitrant, however, and despite Telerian claims to the contrary, were never subdued; the mountains and deep forests still flew the tiger striped banner of old. Therefore, when the fall of the Telerians came, Daraj seized its chance, launching a Reconquest of proportions scarcely seen by the world: immensely successful, they conquered to the borders of Hadato and the Saranir, even building ships in the ways of the Telerians. They landed on Telerius itself, sacking many of the cities that still stood after volcanic eruptions, and boastful inscriptions claim a several century rule over the island. Yet reality was that the rule was far more fleeting: with a ruined heartland, there was very little to maintain momentum, and the Telerians broke the Reconquest, rebuilding their empire slowly. The Daraji were only beginning to rebuild themselves, with dynasties rising and falling, the people regaining confidence, when the New Telerian Empire brought down a rain of holy terror upon Daraj. The old armies broken, they were forced to cede coastal lands again, and in the last few centuries have endured more and more unstable rule than ever. Outright rebellion and barbarian invasion in the north have combined with stable breakaway provinces in the south; Karipune in particular has gone on the warpath, while the Untouchable leader of the Kattavarasa has led his own populist rebellion. Yet even as the actual empire falters, the people remain strong. Lands are being sown again, crops growing, homes building at a pace faster than ever before. Men and women take up residence in formerly ruined halls, and the long decline of Daraj is being turned around even as its political entities are entering their darkest days yet. All that is needed is a true leader who can reunite Daraj, and these people may reach greatness again.

Duhali has survived the veritable holocaust that has haunted the north in the form of the holy armies of Thuhar, mostly, it is rumored, by simply buying off the Thuhai to give themselves more time to prepare. Yet this is a stratagem that can only work for so long. Thuhar surely will lose credibility among its northern subjects if it were to simply deny their chosen status to rule all of men on earth for a few gold pieces; they must attack, for Duhali borders them directly. Chandara has been invaded, and the rulers of Duhali know that they cannot come far behind; aid must be secured: perhaps in the form of the armies of Benghar Di.

Epaliputra, founded on the fork of the great Suri River: the largest of the region and one of the larger ones in the world. This special locality has awarded it a special place of fertility, even in the jungle, and much of the trees have been pushed back in order to make way for miles upon miles of farmland. This obviously contributes to its agricultural productivity, and makes it a tempting target for would-be new powers; enter Benghar Di from the south, and Thuhar from the north. Racing against time and each other, the two armies threaten to tear the nation in two, and Epaliputra must decide its fate: the religious gurus of the north, or the remorseless guns of the south...

The Qiankun voyages to the west did not, as is commonly believed, completely end in failure. Before meeting the Telerians, settlers landed in Hadato and founded small settlements on the eastern coast; these were taken by the Telerians, however, this merely induced the settlers to move further inland, where they intermixed with the locals. The resulting nation was fiercely proud of its origins, and maintained its own animistic beliefs despite numerous neighboring religions. Hadato also developed something of a warrior tradition, with the fine blades from Daraj being merged with the martial traditions of Qiankun; these created fearsome swordsmen; some of the greatest the world has ever seen. Isolated into various mountain valleys, the Hadatonese found that warrior clans were fiercely independent, and almost no one answered to the Emperor. This civil war lasted until very recently, when guns from the West began to pour in, spelling the doom of the warrior class as they united every mountain valley under the rule of the Emperor. However, this is a fragile dominion, for now the warriors have mastered guns as well as swords, and there is every chance that they could rebel at any time against their Emperor, and who knows what the New Telerians might make of that opportunity...

Karipune is not at the head of the pack in terms of technology. It still fights using mostly traditional methods: a combination of muskets, cannon, swords, and elephants, with a thundering cavalry charge still sensible instead of ending in a massacre. Yet these methods are enough to defeat the decaying, decrepit armies of Daraj, which have failed repeatedly in battle against the Kari. They are thus pushing rather quickly forward, and the whole Daraji Empire will fall to pieces. The only problem here is that there are more than one states who would be eager to succeed the massive nation, and a few of them have advantages that the Kari, locked in traditional ways, utterly lack.

Kattavarasa defies every expectation and rule. All societal restrictions are broken, for this state is not just a haven for the unwanted of the caste system–it is ruled by an Untouchable. Named Vishva, his ambitious goal is not just the destruction of Daraj; it is the utter destruction of the caste system, the destruction of oppression. To term his war a crusade would be an understatement: he believes that he is fighting a war against pure evil. Vishva is of course abhorred by those with “common sense” in Daraj, for the caste system is hardly oppressive (in their eyes): it simply delineates the purpose of everyone in life. Vishva disagrees, and intends to tear down the entire edifice of Daraj with it, in creating a new state. His ragtag army has less than the best weapons: indeed, most still fight with swords or spears. It is not their sophistication that matters, but their ruler’s utter genius for fighting: even badly outclassed as he is, he defeated the armies of both Daraj and the Saranir with very few losses. Whether his rebellion will succeed gloriously or simply fall to pieces is unknown, but he could spell the beginning of a very different future for the nation, and the world as a whole.

Mondyan is at the delta of the Suri River, and as such has quite a lot of fertile land to call its own. Not so deeply locked in the jungle as the other states, it is much less isolated as well, and has a more worldly outlook, though it has been rather overlooked by other states in the world in favor of its neighbor, Balai. Perhaps, though, it can draw the attention of the Telerians, and use them as an ally against its rival, so that it can become the great seafaring state of this land.

The Najala are secluded, even by the standards of this part of the world. The high mountain peaks that guard their home are steep, and lined with a steamy jungle that pours sludge over the unwary traveler; insects multiply by the billion, and parasites are numerous. Even ignoring these natural barriers, the Najala, who legends say had a terrible tragedy in their past (including exile from the land of Daraj), are eager to reinforce their isolation to a greater degree.

Ranu is one of the smallest states along the Suri River, and it has not that much to distinguish itself. Upriver from Mondyan, the jungle is more thick here, and the farms a little less dense: but the people still crowd its lone, eponymous city to an extreme. While it has very little to base a nation off of, this might be turned into an advantage: other states are overlooking it in favor of larger catches; they could rise rather sneakily while the titans clash.

The Rathuri are a thick slice of land between Hadato and the jungle states of Benghar Di and others to the north. Not particularly modern, they are not isolated, either, for they are forced to almost constantly defend from attacks on either side. The aggressive, powerful Benghar Di constantly threaten their northern borders, while the proud Hadatonese are often warring as well. As such, their cities are highly fortified against any invader.

To call Saral a city state would be flattery. It is little more than a series of docks, fortified on the landward and seaward side by some of the most modern walls in all of Daraj. In fact, this rather unremarkable state would long since have been added to the massive conquests of the New Telerians but for both the protection of Anagra, whose admittedly waning armies threaten to flank any invader of the tiny state, and the wealth it gains from being the sole port for Metti traders in the Telerian Channel. This only makes the New Empire more annoyed, however, and the clash may come sooner than any Saralan would like.

Teshal was never one of the larger states of the region, however, it has always been one of the states of the region. The mountains that make up the landscape here are very rugged, and despite their breathtaking beauty, they held little that could be considered valuable. If tourists could get here, they surely would: but they can’t, and neither can large armies. Thus, Teshal has maintained its independence except against the greatest of conquerors, or when it voluntarily submits to becoming part of another nation.

In desperate straits, Thubien was once one of the proud nations of the Suri River. Now it has fallen into pieces against the assault of the technologically advanced Benghar Di, whose cannons demolished the most determined military forces, and even now are pounding the capital’s walls into dust. Worse, Thubien doesn’t even have the advantage of enemies that may be turned against each other, as is the case in Chandara; doubtless, this nation will fall.

Ujjena recently emerged from obscurity when its prince crowned himself a king, and declared himself sovereign of southern Daraj. The central government made a halfhearted attack on the northern citadel of Ranore, and was turned back by the massive fortress there (sited on top of a rocky crag). This has allowed the Ujjenans to develop free from the trials of war; they leave that sort of dirty business to their neighbors in Karipune, and have used the lull to modernize: they are, in fact, one of the most modern militaries in the world, on land, at least. By sea, they are very weak, but they can perhaps rely on allies to cover their weakness there; their infantry, however, are well disciplined, and have rifles as well.

Vandi is the easternmost of its region, and locked in a deep jungle thicket that few explorers will brave. This has allowed them a great deal of isolation: the King of this nation even styles himself “Emperor”. Yet the fishermen on the south coast know better, and this Emperor’s rule is tried already by marauding barbarians to the north.

Southeastern Karai:

Haijon, the hill people, have always been apart from most of the world. Looked down upon by Qiankun, they never truly traded that much, yet their supposedly barbaric armies of spearmen ambushed and defeated the Emperors several times. Spiteful and rather rude, the poets of the Imperial Court retaliated by calling them bad names in their epic works, and constantly characterizing them as the villains. This didn’t bother the Haijonese at all, for they never read these works, and it pleased the Qiankunese: it was a win-win situation. As this status quo continued, the Haijonese continued in their old ways, herding the animals and roving the hills, until the Argai came. Brave though they were, the disunited tribesmen were bent by the nomads from the north, and the tax organizations that the Argai left remained in place even after the Empire collapsed under its own weight: thus, the Haijonese managed to retain a unified government despite the tribal underpinnings of their society.

The Huyue are a people who many had believed dead. Driven away from their homelands in what is now Telcari by the Telerian invasion, they vanished into the deepest jungle mountains, and were presumed eaten. Yet they had survived, interbreeding with the tribesmen there; more importantly, they knew what was to the south: a great empire, full of magical secrets. Their wise men had limited trading on the borders enacted; randomized so that it would not seem as though anyone were being supplied, and in this manner managed to gain access to a whole range of goods, which were of course immediately found to be not at all magical. Discovering the processes behind them was not far behind, and soon steel tools were being made in the Huyue villages, while their leaders plotted how best to regain their old lands. Converting their people slowly to a faith of Baiyun, which reassured them that God desired them to retake their land from the Telcari, they waited for centuries, occasionally raiding during the long wars between the Telcari and the Qiankun. Finally, during the last few assaults by the Qiankun, they drove back the Telcari from the jungles, and isolated an enclave; the walls which had proved so useful against the masses of Qiankun fell before the poisoned arrows and clever tactics of the Huyue, who managed to gain much land before agreeing happily to a peace. They have not yet regained their holy land, and some are saying there is no need to, however, there is always the temptation of joining in this newest war between the dragon and serpent...

Jin Bo, or the Golden Junks are supposedly holders of secret knowledge, but wiser, cooler heads know that they are a fairly new organization, founded around the same time as the Second Interregnum of the Yun Empire. The Yun were the epitome of hypocritical reactionism, rejecting Western ideals even as they embraced their firearms. The Jin Bo were not the opposite, for they, too, embraced firearms. They were, however, eager to adopt other Western ideals, for as the merchant class they had always felt overlooked–indeed, downtrodden–in the wars against the Telcari. They desired the freedoms that most other Qiankun had never even heard of, however, and their exhortations to support free speech, free presses, and free assemblage fell on apathetic ears. Thus, they were forced to remain fairly hidden, all the while recruiting from the merchant and artisan classes; their mere lack of action convinced the Emperors that nothing was wrong, and that more young men could be rounded up to be sent against the fortifications of the Telcari; this only infuriated the middle class more. And thus they grew, importing arms from indifferent Metti, devious Telerians, and desperate Telcari, growing immensely powerful. The Emperors were still uncomprehending of the situation; the vast numbers of junks who now flew the gold dragon on black, rather than red on gold, seemed meaningless, and the hulls painted yellow meant nothing as well. If anything, the Emperors insisted, they were some kind of cult or criminal organization, and nothing that a few cracked heads would not solve. It has turned out to be a most likely fatal error, for on the eve of the Telcari attack, the Jin Bo launched their own, with every merchant port in the east flying the golden dragon. Their armies were filled with the common people, armed with flintlocks and rifles; the first matchlock and pike armies of the Emperor to march against them were utterly massacred by case shot and bullets. The golden hulled junks slaughtered the Imperial Navy immediately, sinking a thousand ships and burning the ports that had not turned to the Gold. Even as the Emperors sent more armies, they grew more powerful, and with the Telcari assault beginning, there seems to be little that can be done. The Jin Bo are more powerful than the emperors thought (not so powerful that they can defeat the entirety of the Emperor’s armies, of course); their ideas of new freedoms are so alien that if they triumph, there may well never be another Dynasty. It could be the end of Qiankun as we know it; the start of a new era. And while the peasantry could care less about the idea of being able to speak their mind, the idea of a good harvest and peaceful existence where young men would not be sent off to war strikes a deep chord. The Golden Dragon is marching.

Shensen: The Argai War of 1134-1201 gave birth to the people of Shensen. During this time, the Khanate had occupied most of Ele’im to the north, and brought their faith of Elai with them. During the long occupation of the western provinces, many inhabitants of western Qiankun converted voluntarily to Elai. After the liberation, they were treated as both collaborators and heretics, and a large minority was killed outright. The survivors, mostly women and children, were shipped off in exile to the coastal province of Shensen, to serve in the Imperial Shipyards. Heavy state-supported discrimination and occasional pogroms from the “loyal” population ingrained a deep bitterness into the hearts of the Shensen, as they were then known. When the time of the Jin Bo Rebellion came, the Shensen too threw off the Imperial mantle, claiming freedom from so many years of ugly oppression.

The Telcari Empire was the far eastern outpost of the ancient and immensely powerful Telerian Empire, whose wealth and beauty is known the world over. Yet this eastern outpost was won by the blood of millions of Telerian soldiers, spilled at the gates to Qiankun, who desperately fought to retain their homeland. The eagle standards of the Telerians fought the red dragons of the east, and on and off wars raged for years. The terrible wrath of kings laid waste to the entire country, and it took many dead to build the Great Wall of Qiankun, which finally managed to keep out the Telerians for good. Finally, in the latter days of the Telerian Empire, when the great deaths ravaged the homeland, a discontented Telerian general planted his own standard: that of the silver serpent on violet, and declared his land to be a free empire: that of the Telcari. Naturally, this new split attracted the Qiankun, who attacked in droves. Millions of conscripts rushed at the fortifications of the Telcari, but these walls had been built by some of the greatest engineers the world had ever known, and the corpses piled so high that they formed walls themselves. Yet the power of the Qiankun was not to be underestimated, and city after city fell into ruins as the red dragon was flown, over and over. Peace would be signed, only to have another war only a few years later; the Telcari, for all of their engineering marvels, were too few, and had to fall back time after time. Finally, instability in the Qiankun bought them a little breathing room, which they used to reinforce their armies; this came quite in handy when the newest Yun dynasty inaugurated their new doctrines by using them against the Telcari forts. Thrown back to the Eretrii River, it was only with blood that the Telcari regained the East Bank; with rebellions in central and northern Qiankun, it seemed as though the Yun might finally be driven away for good. Supplying with no real secrecy the Jin Bo, the Telcari launched an invasion of their own shortly thereafter, with an amphibious invasion having landed behind the enemy lines. With the Yun distracted by millions of rebels, this may seem like a ripe time, but it is in fact truly precarious: no one knows for how long the tides of Qiankun may be held back. The silver serpent may be flying its last.

The Yun Dynasty are merely the latest holders of the crown of Qiankun, a land whose lineage may well predate the Telerians. United by ancient dynasties, the influence of Qiankun was gigantic: every neighbor has felt their hand at some time or another, and the rather pathetic hill nomads to the north never really posed a challenge. Thus they were able to develop in splendid isolation, convinced that they were the only true civilization in the world, and that all others were barbarians. The long Silken Way led so far from the Qiankun that no one really knew what was on the other side; all that mattered was that they received masses of money for it, to fund the splendor of their own court. Unchallenged at land, they began to expand by sea, sailing into the Beidan Ocean and subduing some of the Spice Isles, while explorers also scoured the west for signs of a nation that must submit to the Divine Throne. Unfortunately for the Qiankun, they found this nation in the form of Telerius, the most powerful land of its time. The Telerian Empire noticed the ships of the Qiankun, and laughed at their demand of homage, responding with a full invasion force of ten thousand ships and, supposedly, ten million men. They poured into the southeast of Qiankun, subjugating city after city; the old dynasties abandoned their fight for the Beidan Ocean to pour all of their considerable resources into driving out this evil, demon-like threat. Literally millions of men were mustered by either side, and the dragon met the eagle on a field that spanned a continent. Whole cities were slaughtered; mountains were built with the rubble of devastated walls. Finally the Qiankun held the Telerians to something of a stalemate, and built the Great Wall, a massive defensive work that plunged the nation into bankruptcy but fully demonstrated their ability to mobilize massive manpower. Rebuilding their nation slowly, their empire began to reach new heights of architecture and culture. When the Telcari broke away from their erstwhile rulers, the Qiankun saw the opportunity, and struck. Yet these Telcari were masters of defensive works as their masters had been before them, and though many cities were ruined, they managed to grimly, tenaciously hold on despite everything. Final solutions evaded the world, and the wars dragged on through millennia, draining the power of both nations nearly to the breaking point. Even when the Telcari were docile, a massive Argai invasion was only barely turned back from the western lands after decades of fighting. After several interregnums, the “New” Yun Dynasty replaced an older branch, and avoided the sea and its works entirely, focusing on building a powerful land military. Guns were cast by the hundreds of thousands, and an army like the world had never seen marched on the Telcari one last time... only to be thrown back at the Eretrii River. It was the ultimate straw; the peasantry had enough, and simply left their camps. Generals found themselves without armies to command. The long suffering merchant class rose under the rebellion of the fierce and secretive Jin Bo, whose imported Western technologies were wielded with effectiveness by the low peasantry to kill the highest noble; the Emperor’s armies were routed at every turn. Shensen, a tiny peninsular people, rebelled as well, and vast swathes of northern lands fell away to warlords. The Emperor insisted nothing was wrong; Qiankun had resisted many storms before, and would weather this as well. But his calm was not pacifying; it was disastrous. The Telcari launched their own, long-awaited invasion, landing behind enemy lines even as their own forces arrayed for battle; new armies were no more successful than the old at fighting the Jin Bo. The people of Qiankun may never die, this much is true. However, the power of the Yun Dynasty is fading fast, and would-be usurpers are prolific. A superb leader must be found, one who can turn the overconfidence of the West against them, and appeal to the sense of unity that Qiankun has. It is an age of generals, blood, and glory. It is Qiankun’s darkest hour.

Beidan (Northeastern Karai):

Andshi: This tribal nation is a bit of an anomaly in the North Qiankun area. Its people are actually ethnic descendents of the Argai Khanate. After the Khanate’s massive retreat following their wars with Qiankun, a very large number of horse archers and light cavalry were “acquired” by Haijon as mercenaries. With this veteran force, Haijon’s armies went on a rampage across Qiankun, sweeping away the native states in their path. The armies of Nephalim and Etsien, halted this advance during the 3-day Battle of Nephala, where that famous fortress city held its ground against the larger enemy force. Following this defeat, Haijon fell into bankruptcy and internal warfare. The mercenaries, who had brought their families and supplies with them, were without payment. So they simply took it, carving out the fertile plains of northeastern Haijon as their own domain. Since then, the Andshi have remained sedentary, and their nomadic ways have fallen into decay. If an opportunistic neighbor were to strike, they might easily wipe out the last descendents of the horsemasters.

Chalan: Situated along the upper banks of the Guangli river, Chalan should be a peaceful and uneventful place to live. Too bad it’s a haven of strife, chaos, and constant upheaval. Haijoni, Andic tribes, and fierce orthodox Ele’im exiled from Yesara all make their homes here…and each wants the other dead. It’s hard to say why people don’t classify Chalan as a den of complete anarchy, perhaps only due to the fact that the sides ceasefire to repopulate. At present, the tribes have been forced back into Andshi, but they plan to take the other two sides unaware in a huge counterattack. Of course, Haijon also lurks on the borders of their former province.

Etsien: Protected by the deep, swift flowing waters of the Guangli River, and the profound disinterest of everyone around them, the land of Etsien harbors a deep distrust for their southern Yun neighbors in their hearts. Their “Emperors” claim descent from the rogue Sien Dynasty, a pretender branch that seized sporadic control over much northeastern Yun territory during their first interregnum. Unfortunately, an Emperor ruled the Sien in name alone, and their subjects distrusted the eunuchs that truly ran things. Eventually, the Sien were routed, and their remnants fled into the north. Today they remain a nation of rice farmers, plotting and scheming to regain what they never truly had.

Haphar, the northernmost of the “true” Beidan nations, is home to a highly stratified society. A small Ele’im aristocracy rules the land, thanks to an elite military that crushes any resistance with steel and musket fire. Most of the islands and rocky peninsulas that make up the nation are covered in vast spice plantations, tended by thousands of native slaves. Yesaran merchants eagerly purchase the saffron and indigo as fast as the crops are harvested. It is a volatile system, but brute force keeps the ruling class established. If someone were to give the Haphari natives proper weapons, though, complete chaos would break out.

Havalot: Across the Heshan Mountains that border Yesara and the sea, thick pine forests carpet the land. Swift rapids roar down from the mountains, carving out steep valleys where the Havalotim live. The water’s current powers many of their lumber and grain mills, as well as their forges. This is the easternmost nation following Elai, and its people, though heavily influenced by the cultures of Qiankun around it, are closely connected with Yesara. The kings of the region are tightly bound in alliance with the mercantilists, supplying raw materials in return for their independence. For the Havalotim were originally rogue Yesaran colonists, that attempted to rebel against the Lapis Thrones. Though their revolt was quelled, the victorious Yesarans gave the provinces virtual independence, which reduced the cost of governing them, and allowed them to acquire all the resources they needed in return for said independence. The Havalotim are resentful, but know that the price of defying the payments is too painful to bear.
 
Here are the nation descriptions for Thule and Ele'im, as well as the second half of Beidan. Refer to the named map of the world in NK's post for assistance.

Spoiler Beidan Continued: :
Beidan Continued:

Kala'iakea, Ka-la'i-akea done properly in the native tongue, is a small island chain located off the Beidan Archipelago. Kala'iakea, which simply means the Peace Islands, is known mainly for the small amounts of spices natives to the semi-isolated islands. The chain is composed of 3 core islands, seven minor islands, and dozens of sub-islands. The main island, Kanani, is home to the seat of the islands' government, the small city of Kane. Here the kamalili (the 'grand cheif') presides over his court. The other two core islands, Kapuni to the east of Kanani, and Kawailani to the west, are ruled by either brothers of the kamalili or other relatives. The islands are ruled in a feudal system, with each small village on any given island having an appointed leader. From here, different sections of the island are placed under the command of several men (Kanani is divided into thirteen subsections), which are then placed under the island leader, of the al'ili. Every island has their own al'ili, all of which have taken oaths to serve the kamalili on Kanani. The people (simply known as Kame) are as diverse as you could expect them to be. Most of the inhabitants make their living upon the seas, such as fishing, guides, sailors, and dispatchers. A slightly smaller percentage of the people make their living from farming, either by growing food crops or the much harder to raise spices. In particular, the black peppers of Kanani are known in the eastern region for their flare, and the plants are grown quite numerously on the island. Aside from the two mainstays, smaller percentages make thier livings from government work (the al'ilis, various 'law enforcements') or from crafts. The islands are known (by those who do know of them) for the many festivals held during the year. Even through most of the islands only celebrate selections of the groups, Kanani is known for experiencing them all. Among the more famous celebrations are the Ku'u-aloha (My Love), Ku'u-lani (My King), and the Ma-kai. Each festival, while not celebrated largely in the smaller villages of the kingdom, are celebrated with enormous (for Kame standards) festivities in Kane (the capital).


Maleke, not as powerful as the great Spice Isle powers of Yesara, Shevien, and Matayar, is still one of the larger nations in these isles, and occupies an excellent central position, which can either be used as an asset (expansion in every direction), or will bog it down in a multiple front conflict. Their border and extensive trade with the New Telerians could bring quite a bit of modern technology into their nation, but as of yet, they are still at the same level as the rest of the Spice Isles, if one of the larger ones.

Matayar: Second only to Shevien and Yesara in power, Matayar is arguably the strongest of Beidan’s island kingdoms. The Pajatva dynasty has been blessed with a series of intelligent, reform-minded rulers, who have managed to modernize Matayaran society while respecting the ancient traditions of its people. The volcanic soil is incredibly fertile, inhabited by many communities of peaceful villages who harvest food and spices on communal, shared land. The islands are also home to many thriving, walled port cities, where Ele’im traders mix with mercenaries from Qiankun and natives journeying on pilgrimages. Yesara is a friendly trading partner, but Shevien is an enemy, ever since their cannon junks destroyed the Matayari navy and occupied the island of Pattana thirty years ago. Still, the Matayari have many directions to expand in, and their future looks bright.

Narun is not a very remarkable state: one of the Spice Isle kingdoms, it has the same riches that every one of the others do, if in smaller amounts than the giants. It is surrounded by other nations, which puts it at a crossroads: it may be the center of technological diffusion, and create a new empire, or it may simply be overwhelmed by an alliance of other states. Still, the highly defensible capital, well fortified at the head of an even more well fortified bay, should prove discouraging for would-be attackers.

Nephalim: Few have seen the domed fortress city of Nephala and lived to tell the tale. For it is hard to discover a more isolationist nation, more resistant to outside customs and even modernization. But it is an ancient land. The Heshan Mountains curve south, abruptly terminating at the sizable Mount Nephal. It is suspected that the last thread of the great Ele’im migration halted here. But the people are far from worshippers of Elai. It is rumored that they follow a strange polytheistic faith that personifies the mountains in and on which they’ve tunneled and stacked their homes. It’s difficult to say what they’re up to now…

Sayos: Though they share the same Ele’im faith, the people of Sayos have a deep hatred for their Yesaran neighbors. Outcompeted at every turn, forced into a cramped mountain valley, the Sayosi have struck fast and often at the Yesarans holdings, only to be driven back into a corner by force of numbers and technology. They have grown annoying enough to merit permanent extinction, but their fortified city of Beraviv, built with decades of toil, will be a tough nut to crack, especially for the sea-based Yesarans.

Ancient, Shevien was the first state to grow into the Beidan region. Its first recorded dynasty, the Xu, united the lands north of the river swamps thousands of years ago when some of the northernmost Qiankunese generals stumbled upon the nation. They tried to conquer it repeatedly, but were thrown back by the fortifications that lay in the swampland, which, unsteady as they might be in their foundations, were near enough unassailable that it made little difference: the dead turned the swamps crimson with blood. Eventually, the Qiankun resorted to a more subtle tactic: sending colonists into the northern region of Shevien to outflank the kingdom. This, too, met in failure, as the colonists intermarried with the Shevenese, and eventually joined the nation themselves. Capitalizing on their dual cultural heritage, Shevien became the premier power of the Spice Isles for a while, though they are now waning in comparison to the rising, powerful Yesara. Despite this, they still control a large region, and have the potential for much mayhem should they turn their eyes on any of the ripe fruits that lie nearby.

The edge of the world, Vallanaja is one of the newest of the states in the Beidan Ocean. Its position gives quite a bit of potential to explore and push back the edges of the map, however, it could also condemn it, for it is a complete backwater, on the very end of the trade route. If any technology comes here, it will surely come slowly. Again, though, this may be a blessing in disguise, for being on the end of a trade route means that there is only one direction they are likely to be attacked from. All in all, the future of the King of Vallanaja is interesting at least.

Yunal: What is there to say about such a peaceful, uninteresting nation? Yunal’s people are a fairly pure strain of Qiankun blood for the area. They worship their ancestors in small pagodas, and tend tubers and leeks in their fields. They’re viewed as incredibly inconsequential by their neighbors, and no one has thought to do anything but farm the land. Of course, if the confederacy of feudal lords that ruled the land was intelligent enough to dig a mine in the eastern spur of the Heshan Mountains that terminates in their south, they would discover the largest vein of precious metals in the entire continent. Too bad…or perhaps not...

Spoiler Ele'im Descriptions :
A note on Elai: There are three major cults: Imperialist, Pastoralist, and Mercantilist. Their main difference is on the nature of the prophet that will foretell (or has foretold) the return of Elai to “wipe clean the slate of the world.”

Empire of Ariana: “And a king of kings shall come, and he shall fortell the coming of Elai with swift judgement and a rod of iron.” Influences from the Argai Khanate, which occupied the Plains of Ariana for over a century, eventually gave rise to a powerful, theocratic empire. Ariana is the sole practitioner of the Imperial cult, which declares that the Emperor is the reincarnated spirit of a past prophet. They are stewards of the land, caretakers of the Ela’im until the coming of Elai. Unfortunately, Ariana remains oppressive and unfriendly, brutally crushing adherents to the other sects. They have historically had a large army, supplemented by elite Argai mercenaries. In recent years however, they have become increasingly isolationist, and their only foreign contact has been periodic wars with Zhanda and Ashkelot. Whispered rumors say that Emperor Jekiah VI has gone insane…but anyone caught saying such things is dragged to the block.

League of Ashkelot: “Kill or enslave not a man for his faith. To win a man for Elai, you must buy his soul through love and mercy.” Originally when Ariana rose, many Ela’im cities joined the Empire of their free will, before they realized that the price for peace and security was a heavy one. When Ariana began the first of a series of mass pogroms against divergent cults, several of the largest mercantile cities of the Kelot Peninsula united in a league. It had a threefold purpose: Protection for the merchant shipping that was the lifeblood of the cities, mutual defense against the threat of Ariana, and freedom of religion…within the confines of worshipping Elai, of course. The wealth and tolerance of the cities has attracted the best artists, philosophers, and scientists from all Ele’im, and even the reluctant southern cities are slowly being integrated into the League…some say by force. Recently, Ashkelot scientists discovered that steam could be harnessed to turn a piston. The impact of this discovery is yet to be seen.

Maniyah: “Strive among your brothers to reveal the truth of Elai’s name.” A nation caught in a power play, Maniyah’s ruling family has been trapped into a horrible choice. Descended from the fierce archer-clans of the Barevat Hills, the Maniyans have been fiercely divided between the mercantilist and pastoral sects. Now the shepherds and farmers of the south have risen up against their rulers, demanding that Elai be recognized as the incarnated form of the earth and its creatures, as the Pastoralists believe. To make matters worse, the armies of Ereva have joined the crusade. The League of Ashkelot has offered aid, in return for their independence, and joining Ashkelot as a tributary. It is a difficult decision, between vassalage or certain death.

Ereva: “And he shall come to the humble men, and the common shepherd shall be as a prophet.” Ereva is the birthplace of the pastoralist sect, and it remains a lushly forested land of gently rolling hills. The land here is viewed as sacred, and burning a tree without proper permit is tantamount to killing a child. Even the cities are built around nature, with the streets lined with trees, and the buildings covered in lush gardens. Virtually all buildings are made of stone to prevent the killing of trees, and as a result the urban architecture has become remarkably well developed. The standard of living is so high thanks to this well-implemented policy of authoritarian environmentalism that nobody really cares that vast tracts of forest are kept for royal use. For now, at least.

Sabanah: “Do not tame the wildness of the land, for who can tame the revealed will of Elai?” The rolling hills of Ereva and the plains of Ariana gradually grow into mountains and plateaus. Here lies the land of Sabanah, as untamed and free as the day Elai forged the world. It is broken up into clans, ranging from the size of a family to a small army. Each clan owns a farm, settlement, village, town, or even a city. Everyone in the nation belongs to a clan, except the Forsaken, who are treated as scum, slaves, or worse. The eleven largest clans meet each year to make the nation’s decisions, ranging from declarations of war to petty land disputes. Besides these common decisions, each clan leader in Sabanah makes the laws for his own…and the laws of a clan leader are as unbreakable as those of Elai.

Bar Korai: “Follow the prophets, who lived free on the edge of the earth.” A nation of exiles, Bar Korai is a rough land on the eastern edge of the unending steppe. Farmers and merchants fleeing persecution in Ariana mixed with army deserters and renegades from across El’aim. There many adopted the dress and customs of the Argai, and worshipped an eclectic mix of the Three Sects. Ariana has invaded at least a dozen times, but they find it impossible to hold the territory, as the people flee the cities, take to their horses, and wage an unbearable asymmetric warfare until the garrisons are decimated. A trickle of traders from Argai manages to keep this nation from the edge of death, just barely hanging on.

Tem Elat: “Accept willingly the harshest exile, and cherish in your heart the blessings that Elai gives to those who suffer.” Tem Elat is another exile nation, this forged from the ashes of the battle that created Ariana. The Imperialists fought a dedicated and well-led group of Mercantilists, who cherished those of Elai’s prophets that described the beauty of an ordered society made up of the wealthy aiding the downtrodden. But they were less organized than the Empire, and their purchase of Argai mercenaries eventually turned the tide. Forced out of their ancestral home, they fled up the Temel river valley. There they built something that resembled a Republic, with suffrage granted in return for military service. It is a highly individualistic, hardened nation, that remains a dedicated enemy of Ariana, waiting for its opportunity to regain the lands of their ancestors.


Zhanda: “Even to the foreign peoples of the east, the words of the prophets are no stranger.” Like Yesara, Zhanda is a meeting point for the cultures of Qiankun and Ele’im. In this case, Qiankun’s culture triumphed. While the people have a distinctly East Karai appearance, they follow the way of Elai very devoutly, though some worship their ancestors graves as well. They have a very cosmopolitan, urbanized nation, and are the center of a crucial triangle trade between Ashkelot, the Argai Khanate, and the Yun Empire. These characteristics have stirred the greed and hatred of Ariana, whose armies frequently make Zhanda a target due to their racial differences and amassed wealth. But the Zhandan cavalry and muskets no know equal in the region, thanks to that handy supply of extra cash.

Ludda: “True peace is not attained by speaking of peace, but by acting peacefully.” It seems like Ludda is a fixture of Ele’im, and that no matter how many dynasties come and go in the world, it will remain. The people retain their old customs, are mostly farmers and shepherds, and do little to trouble the world. Of course, the people of Ludda grow a rare tree, whose leaves cure the deadly shaking sickness that plagues the south of Karai so often. For some reason, the unique climate of Ludda is the only place to find this tree. As a result, Yesara, who sells the leaves for an astronomical price in the Yun Empire and elsewhere, has fiercely protected the Luddans as a valuable investment. The people have little need for a large army because of this protection.

Hashea: “In times of trouble, ring your house with a wall of stone, and build within your mind a fortress.” People see very little of the Hasheans, ever since a devastating war with Ereva that left a third of their men dead. The survivors retreated to the mountains, building incredibly secure fortresses as far away from enemies as possible. Little of them is known anymore, except their famous paranoia.

Faladh: “As the prophets meditated in the desert, the harshest land will yield the unlikeliest of bounties.” The people of Faladh are desert nomads, wandering the sparse scrublands and glass plains of the northern edge of the Jaida Desert. The Faladh are notoriously fierce, and will execute many outsiders that wander into their lands. They guard their oases jealously, poisoning many to deter raiders from Haijon.

Shalot: “Give yourself totally to Elai, and you shall be marked among the holy.” The northernmost land of Ele’im is almost as isolationist as Ariana, though much less violent. Its people live in sturdy timber cities, and build beautiful, if ancient-looking ships from pine. The entire nation is dotted with tiny monasteries, filled with monks singing the praises of Elai in isolation. It is a frequently observed national custom that all men and women over the age of sixty enter their town’s monastery. The monks and nuns of Shalot have produced wonderful poetry, stunning art, and amazing works of choral music. Only Ashkelot, their sole trading partner, knows of these remarkable cultural achievements.

Yesara: “Elai puts the great in the unlikeliest of places.” Yesara is a remarkable nation. Part Qiankun, mostly Ele’im, the nation was founded by complete accident. Shipwrecked merchants from Shevien were often spilled out on the coasts of Yesara, whose Ele’im natives lived peaceful, quiet lives under the misty forests. The interbreeding created a society that took the commercial instincts of Shevien, and added to it an Ele’im desire to achieve greatness for Elai. Over several centuries of war and development, the Yesarans rose to create a colonial empire that stretched from Ashkelot, to Shevien. The Merchants’ Alliance of these three nations has kept Beidan safe from pirates, and safely supplied the spices of Beidan and precious metals of Ele’im to markets in Qiankun and even Celia. Their wealth is without compare…the only question is, where will Elai lead the Yesarans next?

Spoiler Thule Nation Descriptions :
The Kingdom of True Gleanne: Not since the ancient legendary Kingdom of Pelathir had the Gleanne been united into one nation-state. After that time, the Gleanne fragmented into feuding clan-warfare with several petty kingdoms, each claiming the ancient throne. It was easy for the Confederate Kingdoms of Jathalland to conquer this region, supplying technology and weapons to minor states while annexing the most dangerous kingdoms outright. There was only a scattered line of free settlement left on the northern coast of Gleanna. But then came Dunn Morrigan. A clansman exiled from his home for adultery and apostasy, a roving Seraphist monk took him in, converting the young man to the Faith of the Sky. Morrigan returned to his home, spreading the new doctrine with steel and gunpowder. At first Jathalland supported him, hoping to gain a loyal vassal state in the unmanageable northern coasts. But then Morrigan turned on them, launching a holy war of liberation fueled by the strange, fanatical brand of Gleanne Seraphism that he had slowly spread through conquest. His armies fought those of Jathalland to a standstill, resulting in the division of Gleanna between a Jathalland-occupied zone in the south, and Morrigan’s kingdom in the north. The heirs of House Morrigan have pursued a policy of aggressive expansion, subduing rebel clans and occasionally venturing into the Baronies. They are suspiciously silent towards Jathalland, but both sides know that the clash can only be delayed for so long…

High Princedom of Dunmora: When the first Athurian ships landed, Dunmora knew which way the wind was blowing. Jathalland hadn’t just come to get revenge for the Thulean raids during the Middle Ages: They had come for empire. Dunmora offered Jathalland its loyal service as a vassal during the long and bloody Pacifying Wars, in which countless tribes were slaughtered or exiled to the north. The Confederate Kingdoms handsomely rewarded their ally, giving them only minor restrictions, and a large number of “specialists” to improve their army. Dunmora is still an important buffer between Jathalland and the pure chaos of the Baronies. Even in this age of treachery, their loyalty has never wavered…right? Right?

Pale: Little is known about this frigid land, except the tall, stone-reinforced palisade that the entire nation guards and maintains. Whispers echo about horrible monsters invading from the north, and the people are already retreating to their only line of defense.

Barony of Caraglen: Technically part of the Baronies, Caraglen is ruled by Clan Corrigan, an ethnically Gleanne dynasty migrated from the west. Their small state, unique in its stability, is now torn between a request from Brechin to join their confederacy, and a direct order from Gleanne to help quell their western “rebellion,” which is really a veiled request for a mercenary army to secure their conquests. Their decision, insignificant as it seems, could decide the future course of all Thule.

Barony of Brechin: Alone among the constantly warring Baronies has Brechin managed to create a stable society for its citizens. Huge fortified cities warmed by large underground furnaces, stocked by a constant supply of wood from the trackless forests, have made Brechin a (relatively) nice place to live. As a result, it has attracted citizens and knights from across the region. And Baron Connell is the closest thing to a king that the Baronies have ever had. Alone among the Baronies has Brechin seen the huge threat approaching from the north, and Connell is frantically trying to form a unified alliance with his neighbors. But it would take a miracle, or a major stroke of luck, to unify feudal lords that have squabbled for fifteen hundred years.

Karholm: The Lord of Karholm has always remained apart from the Baronies, slowly pacifying and settling the wilderness, and forcing back the northern tribes in a relentless dance of civilization and barbarism. Though few in number, the people of Karholm are said to be incredibly hard to kill. Now it seems the barbarians have gained the upper hand, but the levies of the south have yet to be called.

Kingdom of Aalenouri/Ethellan: The decline of the Kyo, once the proud and mighty rulers of central Thule, has been slow and painful. It was already well underway when Jathalland began building its empire, and despite several valiant attempts to restore its power, Aalenouri steadily lost ground, especially as the winters in the center of the continent have grown harsher over the years. Even now, a bloody civil war has broken out between followers of the native religion worshipping Varulo, the god of forests, and Seraphist settlers from the south, armed and supported by Jathalland. Both sides are dedicated and well-led…but now, a third force has entered the fray.

Ljos: They are known as Wolves. Their armies are as mysterious as their leader, and, it is said, only fight by night. Nothing else is known.

Icehold: The fabled, ancient fortress has stood since time immemorial, built between two massive, unchangeable glaciers in the heart of Storfjell, the massive mountain that dominates the Stortingen. In the heart of the mountains, the Knights of Icehold have long ruled and protected the isolated valleys, filled with their peasant subjects. They were never interested in empire, preferring to protect the “doorstep of the gods,” the sacred mountains of Stortingen. But now, scattered refugees have fled into Icehold from Stonehaven and Steelhold, telling dark tales of the Wolves that destroyed their castles and massacred their people. The guardians of Icehold now prepare for a titanic clash…for why would the Wolves of Ljos stop now?

Misthaven: Excepting the mighty castle of Icehold, Misthaven is the only remaining free nation in all of Stortingen. For most of the year, the land is permanently covered in fog, as steam rises from massive hot springs deep in the darkest valleys. Terraced gardens were built into the valley walls to exploit this warmth, so rare in Thule. Most of the mountaintops are dotted with castles small and large, whose knights form a confederacy that rules the land. Communication is difficult, but a network of courier falcons holds the scattered fortresses together.

Kingdom of Einsfrodir: Generations of ancient empires have succeeded one another in the land of Frodir. It was Froding longships that originally raided the coasts of Arios, but Jathalland’s rage only fell on the center and east of the continent. Athuria meticulously avoided conflict during the Pacification. Since then, the kingdom has remained mostly intact, despite the ruling house (and name) changing through periodic dynastic Struggles. During the rule of Falsfrodir, gunpowder was developed independently from Arios, and foreign advisors were invited from the south to modernize the country. Since its birth in the bloody civil war of 1447, Einsfrodir has embraced the power of coal and steam as a means of heating homes and powering ships. A profitable fur trade has brought with it a colonial dominion in Karai, but tensions are on the rise with Jathalland.

Kingdom of Falstad: Typically, the dynastic struggles of Frodir raged each generation, with one noble house seeking to supplant the other as rulers of the nation. However, the Struggle of 1447 was not so cleancut. House Ein, though securing the capital and the important coastal regions, failed to penetrate into the northern forests, where the frontiersmen remained stubbornly loyal to House Fal. As Falsfrodir transitioned into Einsfrodir, a rival kingdom was set up in the north. Culturally, it remains more traditionalist and hardy than Einsfrodir. Seraphism is not tolerated, and the old mountain gods reign supreme.

Varhelm/Tarvold: House Var and House Tar, though technically part of Einsfrodir, run virtually independent states on the northern and southern borders. With Einsfrodir preferring to focus on modernization and the navy, the private armies of the vassal houses are used to secure the borders against Jathalland and the northern tribes without significant expense to the monarchy. The vassals have stayed peaceful and quiet. But then again, Frodir is always quiet before a Struggle.


These are the cradle claims so far:

cradiliaclaims01vb5.png


In the cradle, confirmed are:

jalepeno_dude
Birdjaguar
Grombar
Toltec
Nylan
fantasmo
#1 Person
Cuivienen
human_slaughter
foolish_icarus

In the developed world, confirmed are:

Nylan: Gosica
Insane_Panda: Jathalland
LittleBoots: Taenevix
jalepeno_dude: The Two Brothers
Iggy: Sarcastic Merchant Captain
alex994: Yun Empire
Cuivienen: New Telerian Empire
tuxedohamm: Hadato

The actual NES will be up this week.

In the developed world, there are certain "1st tier" nations, great powers that we absolutely need (or strongly encourage) players to take. These nations are still unclaimed or unconfirmed. They include the following:

The Dominion of the Princepii, The Holy Empire of Kantic Halidom (requested by Azale,) The Republic of Mettlingen (or related guild), The Alqazar Caliphate, The Suzira Empire, The Federated Lands of Naia, The New Telerian Empire (CONFIRMED by Cuivienen)

In addition, there are several major "2nd tier" nations that aren't quite great powers, but either have major resources or major potential. We would encourage players to take these nations:

The Empire of Cyrusicum, The Republic of Callixtus, Daria, The United Republic of Alhaven (requested by Cleric,) Liassa, The Telcari Empire, The Jin Bo Rebellion, Shevien, Yesara, The League of Ashkelot, The Ariana Empire, The Argai Khanate, The Anski Khanate.

Beyond that, there are a variety of nations that can be led to greatness. There really are no limits (besides realism) on what your creativity and stories will make possible.
 
Nice.

Why does the Suziran Empire have no ECs?

I'll write some stories for the Suzirans, and other nations.
 
Thlayli, I know you're working hard to get stuff done. I just wanted to know a basic hierarchy. I wasn't planning on writing theology or anything that needed too much history, I just wanted to use some sort of Archbishop type position for a story and wanted to know whether there was such a thing. But I won't pester you ;)
 
“Faugh! Liassan pirate scum!”

Heron, captain of the Unbreakable stood at the prow of his ship and snarled. The Liassans had grown bolder of late. The government claimed it was all brigands and that they were doing their best to stop rogue steamships from harassing Telerian traders. That was all Heron needed to hear to know the Archon of Liassa was behind the recent plague of mechanical piracy in the southern seas.

True, he had no real basis for this assumption. Liassa and Teleria had enjoyed quite prosperous trade relations for some time now, and a decision had recently been reached to divide the Mournful Coasts between them. Yet Heron always found someone to blame for his troubles, and the Liassans had been the target of his rage for some time now, even since the loss of an entire cargo of spices off the coast of Hadato to a jury-rigged steamship bearing Liassan markings.

Some might call it an issue of faith. The disastrous events that had closed the first chapter of Telerian history were imprinted in the minds of every Imperial man, and the notion of steam power often brought back too many harsh memories. Heron distrusted it, even feared it, for even Celia herself had not been able to save Telerius from fire and smoke centuries ago. He was among a small minority in captains who saw shades of the Doom in Liassan technology, but a vocal minority, and one that opposed all scientific innovation.


“The utter fool!”

On the other side of the Hertheo Chain, a collection of small islands forming the southernmost reaches of Teleria before the seas gave way to Liassa, Captain Jerad of the Singing Wind guffawed at Heron’s superstition. The Singing Wind was, of course, the “Liassan steamship” that had chased the Unbreakable all the way down the Girdle of Pearls. Heron certainly deserved such humiliation for continuous anti-Liassan rants at the biannual Gathering of Ships at Telerius, and who better to give it than the Emperor’s favorite on the Captains’ Council?

Jerad himself was an inventor as much as a captain, and he had paid good money to a bankrupt Liassan merchant in Hossia to simply see the internal workings of his steamship. Much impressed, Jerad set out to construct a similar contraption of his own. The Singing Wind was neither so fast nor so powerful as any of the Liassan steamships, and it made a din more than a song when the engine was put to work, but it functioned, and that was what would make Jerad even more favored in the Emperor’s eyes. The might of Teleria was ever-increasing despite the idiocy of a few. Jerad smirked at that.
 
@Cuiv: Great! You're confirmed. (EDIT: Though Liassa's government is a bit more like Venice, with the Archon of Liasse in a Doge-type position)

@Iggy: Those aren't EC's actually. I'll let NK explain what they are, though re-reading the Hadir nation descriptions might help you out.

@LB: Ok, ok! I'm writing up that information with the general history of Seraphism, which should be up soon, probably today. Aspectist Seraphism is currently in disarray, due to several things, the Battle of Pelathir thirty years ago being one of them.
 
Hahahaha, I'm sorry, Thlayli. Forgiveness, please :D Take your time and don't mind me... meanwhile, I will think on a story to write to make amends ;)
 
Nice.

Why does the Suziran Empire have no ECs?

@Iggy: Those aren't EC's actually. I'll let NK explain what they are, though re-reading the Hadir nation descriptions might help you out.

Precisely--if you noticed, no Arios, Karai, Thule, or Alhaven nations have "ECs" either. What those are are the castles of the secretive, somewhat reactionary, mystical Assassin sect. No one really knows what they are up to.
 
The flag of Teleria:

Teleriaflag.png


A dark red eagle on a sea-green field.


@Cuiv: Great! You're confirmed. (EDIT: Though Liassa's government is a bit more like Venice, with the Archon of Liasse in a Doge-type position)

Thanks. I've edited the story.
 
It's not my fault that writing orders for your NES took up valuable PureNES time. On the other hand, it is my fault that I'm typing this instead of them... Or we could just send the blame right back at you again. I prefer that latter option.

I was intending to provoke Thy.

Darkening, I'll stay up until 5 AM just to prove you wrong!

See? It worked ;).
 
What those are are the castles of the secretive, somewhat reactionary, mystical Assassin sect. No one really knows what they are up to.

...I call shotgun. :p

Actually, out of interest, are they up for grabs? If so, I can start writing so I can take them over...
 
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