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The pre-AFSNES I.

PCs:

Chalchitlan
Capital: Chalchitlan
Ruler: ?/Abaddon
Government: Tribal Confederacy
Culture: Cochimu with strong Nahuan influences and admixtures; flourishing, but divided and ill-defined.
Technology: New World Bronze Age; generally backwards, but slowly catching up; little in the way of naval technology.
Army: 5 regiments
Army Description: Elite bands of fierce tribal warriors (light infantry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/0/0)
Area (Points Required): 2
Infrastructure: Dirt Paths
Bureaucracy: Ineffectual
Population (Points Required): 1
Military Cap: 10
Education: Dumb
Living Standards: Very Low
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: A tribal confederacy created by Nahuan refugees from the southeast when they intermixed with the Cochimu natives. Largely peaceful and backwards at the moment.

Zapotec Kingdom
Capital: Quetzaltula
Ruler: ?/North King
Government: Monarchic City-State League
Culture: Zapotec with limited Mayan and Tepehuani influences, as well as elements of native cultures; in renaissance, but heavily regionalist and increasingly bickering.
Technology: New World Bronze Age at its best.
Army: 2 regiments (Quetzaltula), 3 regiments (Dainzu), 10 regiments (assorted other cities)
Army Description: Small, professional and dedicated urban armies (heavy infantry), as the nucleus for various levies to rally around. The king in Quetzaltula is officially the supreme commander, but little real military coordination exists.
Navy: 10 ships (Dainzu), 30 ships (other cities)
Navy Description: Large, powerful vessels with elite crews for Dainzu; similar, but less so for the other cities.
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Incompetent
Population (Points Required): 2
Military Cap: 30
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Ruled – in a very loose and often nominal manner – by descendants of the Tepehuani general Quetzalcoatl, these Zapotec city-states and their colonies are all that remains from the once-mighty Danipaguachean Empire. They are bickering and incapable of reviving Zapotec military might, but still remain perhaps the most prosperous and advanced of the New World polities. In recent times, the northwestern trade centre of Dainzu had risen to great power and prominence, to the dismay of both the king and the other cities; that said, it hasn’t made them bicker amongst each other any less.

Caerix
Capital: Caerix
Ruler: ?/JosefStalinator
Government: Bureaucratic Monarchy with theocratic and feudal elements
Culture: Neo-Arecomician (Arecomician with major Native Britannic admixtures) with major Tartessian influences and minor recent Hibernian influences; fanatically Neo-Tigranist, quite united and culturally flourishing; old Druidism still survives in the countryside (though it is a very small and geographically-scattered religious minority), and a few scattered Germanic settlements still exist on the eastern coast.
Technology: Between Dark Age and Steel Age.
Army: 15 regiments
Army Description: Fairly disciplined, well-trained standing army of dedicated warriors; mostly medium and heavy infantry, but also some elite cavalry.
Navy: 30 ships
Navy Description: Medium-sized advanced war-cogs (less maneuverable, but more tenacious) with fairly good and experienced crews.
Economy (Base/Manufacturing/Trade): Growing (2/1/2)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 25
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The latest incarnation of the ancient Arecomician monarchy – or so it is said, anyway – the Kingdom of Caerix emerged to regional power status under the wise leadership of King Belimar in the early 7th century AD, who finally reunified the Arecomician principalities after the centuries of strife that followed the death of the prophet-king Tureno, founder of Neo-Tigranism. That philosophy was adapted as the new kingdom’s state religion, and along its lines, new institutions were created to bind the realm closer together in the face of the Germanic raids. Also, a standing army was created. As trade routes towards the continent were set up and Neo-Tigranism spread far and wide, Caerix emerged as a local great power, though the Germanic threat is yet to be dealt with conclusively.

Tarekid Amsurate
Capital: Malaka
Ruler: ?/Kal’thzar
Government: Theocratic Feudal Monarchy
Culture: Berber with major Nubian and Tartessian influences; fanatically Ashaist, with heavily-persecuted and tiny Agade Dag and Tigranist minorities; downtrodden, usually quite assimilated Iberian minorities; the Berbers themselves are very fanatical and united; the culture is developing, though somewhat primitive.
Technology: Steel Age
Army: 20 regiments
Army Description: Fanatical, well-equipped and fairly well organised warriors (mostly medium infantry and heavy cavalry, with some light camelry as well).
Navy: 15 ships
Navy Description: Large, sturdy galleys with experienced crews.
Economy (Base/Manufacturing/Trade): Static (2/1/1)
Area (Points Required): 3
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 30
Education: Literate
Living Standards: Barely Tolerable
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Nubian and Watchurian Ashaist missionaries have found eager ears amongst the Berber tribes of North Africa, and so when the Watchurian wars of conquest reached the western Mediterranean, the Berber tribes became Watchur’s main allies against the Arganthine Dominate. After the conquest of North Africa and Iberia, the Berbers remained loyal allies, settling in former Tartessian heartlands and providing warriors, most famously the great Iberian general Tarek. He conquered northern Iberia and southern Gaul for the Watchurian Empire, and, as the central authority in the empire degraded, became the de facto ruler of Iberia and Berberia. His clan took the name of the Tarekids and remained dominant in the west after his death, even through the Dark Age; albeit many territories were lost to rebels and invaders, the Tarekid Amsurate – reformed in the early 7th century AD to become a feudal theocracy – remains to this day one of the mightiest Ashaist and Mediterranean powers, and has the favour of His Eminence in Arecomos.

Nord-Frisia
Capital: Bjorgvin
Ruler: ?/shortguy
Government: Feudal Monarchy with minor, but growing mercantile and bureaucratic elements
Culture: West Germanic with major Scandic influences and admixtures; unified and proud; culturally advanced and flourishing, leading a Scandic religious revival.
Technology: Dark Age with some Steel Age elements
Army: 5 regiments
Army Description: An experienced, loyal and usually disciplined retinue of heavy infantry and cavalry.
Navy: 20 ships
Navy Description: Well-built, well-crewed longships.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 10
Education: Educated
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: After the original Frisian kingdom had to submit to the Tartessians, the more unruly of the proud seafarers that dwelled there chose to travel north, establishing a new kingdom around one of the Frisian trade outposts in Scandinavia. Intermixing with the natives, these Nord-Frisians proved surprisingly successful; they waged a constant war of raids and piracy with the assorted Celts of the British Isles, while trading extensively all over Northern Europe. Even as other Scandic kingdoms emerged, Nord-Frisia remained at the forefront, both politically and culturally, spearheading a new cultural revival and exercising strong influence in Vikland.

Danelaw
Capital: Aarhus
Ruler: ?/Dreadnought
Government: Centralised Feudal Monarchy
Culture: Scandic with noteworthy East Germanic admixtures and Frisian influences; still, largely independent culturally; developing; quite united; minor Slavic and Finno-Ugric populations in the colonies; mostly negligible Ashaist presences.
Technology: Dark Age with growing Steel Age elements.
Army: 5 regiments
Army Description: Well-trained, well-equipped, loyal and mostly disciplined army of heavy infantry
Navy: 15 ships
Navy Description: Sturdy, well-crewed longships.
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 10
Education: Literate
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Nord-Frisia’s main competitor for Scandic hegemony, Danelaw has arisen in the late 6th century AD to become a mighty military power with surprising amounts of political unity. At some point the Danes were hegemonic in the North Sea, and controlled Vikland. Since then, defeats at Caerixian and Nord-Frisian hands led to Danelaw’s decline, but in more recent times it managed to carve out a new empire of trade outposts and colonies in the Baltic Sea, leading to new tensions with Latgallia and Vendelia. Danelaw remains, above all, a nation of great warriors.

Liguria
Capital: Belesova
Ruler: ?/Flavius Aetius
Government: Very Decentralised Feudal Theocratic Monarchy
Culture: Ligurian with minor Tartessian, Hellenic and Germanic influences and admixtures, mostly in the past; heavily xenophobic; fanatically Belenist; repressed underground Ashaist and Agade Dag minorities; also, suppressed, minor Athanoi and Illyrian populations; the Ligurians themselves are culturally united and nationalistic; somewhat stagnant.
Technology: Steel Age, somewhat backwards in several fields, especially naval technology
Army: 5 regiments
Army Description: Fanatical, loyal and organised warrior, chiefly light and medium infantry (including particularily masterful archers); largely defensive and not very flexible.
Navy: 10 ships
Navy Description: Comparatively primitive, but sturdy galleys with dedicated, though inexperienced crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Incompetent
Population (Points Required): 2
Military Cap: 15
Education: Educated
Living Standards: Tolerable
Confidence: Nation Personified
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The ancient priest-kingdom of Liguria had weathered many storms thanks to its mighty and zealously-guarded mountain strongholds; in the chaos the Dark Age, the determined and well-organised Ligurians had achieved unprecedented heights, conquering many territories and eliminating numerous threats. Though the expanded Ligurian realm had grown much decentralised, the Priest-King in Belesova still commands great authority. Though traditionally quite isolationistic, Liguria has recently begun to open up to foreign trade, to a very limited extent ofcourse.

Latgallia
Capital: Jelgab
Ruler: ?/j_eps
Government: Tribal Monarchy
Culture: Baltic with minor Finnish and Turkic influences and admixtures; tribalistic, but increasingly united; rather primitive; minor Agade Dag and Ashaist presences.
Technology: Dark Age with minor Steel Age elements
Army: 5 regiments
Army Description: Ferocious, but somewhat poorly-equipped and undisciplined warriors (mostly medium infantry)
Navy: 10 ships
Navy Description: Tenacious, well-crewed Baltic galleys.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 1
Military Cap: 5
Education: Literate
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Close allies of the mighty Liths at their zenith (when the Lithuanian Empire dominated Central Europe), the Latgallians basically inherited what remained of that polity from the overstretched Liths when it all fell to pieces. Having retreated northwards, the Latgallians preferred to peacefully reassert control over the amber trade, but soon had to contend with Danelaw’s eastwards expansion and raiding.

Odrysa
Capital: Odrysa
Ruler: ?/Daftpanzer
Government: Centralised Feudal Monarchy with noteworthy mercantile and theocratic elements
Culture: Thracian with considerable Magyar, Bulgar and Slavic admixtures and influences (and some half-assimilated tribes of these ethnicities); state and predominant urban religion is Agade Dag, but various polytheistic beliefs are widespread in the countryside and precariously coexist in the cities; regionalistic, but increasingly unified; somewhat cosmopolitan; in renaissance.
Technology: Steel Age, somewhat backwards (especially in engineering and agriculture) but catching up.
Army: 10 regiments
Army Description: Dedicated and well-organised though unevenly-equipped and a bit inexperienced host of warriors, chiefly heavy cavalry.
Navy: 15 ships
Navy Description: Sturdy, but somewhat cumbersome and primitive galleys with mostly-inexperienced crews.
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Blundering
Population (Points Required): 2
Military Cap: 20
Education: Educated
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Black Sea trade port of Odrysa played many roles over the course of Thracian history. It was the cradle of Thracian civilisation and the capital of the earliest Thracian empire, but also, as an independent principality, frequently collaborated with foreign invaders against other Thracian centres. A major cosmopolitan outlet and trade centre, it became a major religious centre as the faith of Agade Dag took hold in eastern Thrace. After the Dark Age Odrysa came under the rule of Thracianised Magyars, most notably Prince Jeno, who used its numerous advantages and influential position to unify, peacefully or forcefully, a large chunk of Thrace. Despite some complications in centralising this vast domain, the Odrysan monarchy has managed to emerge as one of the preeminent Balkan powers, and now seems poised to reclaim old Thracian glory.

Corcyran League
Capital: Corcyra
Ruler: ?/Thlayli
Government: Mercantile Republican City-State League/Hegemony
Culture: Hellenic with major Illyrian admixtures and influences; Hellenised Agade Dag, with other religions (especially a small Ashaist community) mostly suppressed; fairly cosmopolitan; tolerated, half-assimilated Italic and Libyan populations; increasingly united culturally, but with some local backlash; quite advanced and in renaissance.
Technology: Steel Age
Army: 5 regiments
Army Description: Professional, experienced, well-equipped but not very reliable long-term mercenary troops (chiefly heavy infantry).
Navy: 40 ships
Navy Description: Advanced, maneuverable but also quite strong galleys with experienced, dedicated crews.
Economy (Base/Manufacturing/Trade): Growing (1/2/2)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 10
Education: Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Illyria, eastern Italy and the various Adriatic islands had always been out of effective control of most empires; as such, they became a natural destination for refugees fleeing from the fall of first the Tarantine Republic and then the Hellenic Empire. These waves of refugees created a vibrant Greek community, which dominated the local urban civilisation as it developed. After the fall of the Watchurian Empire, the city-states of this region asserted independence, but in the face of Ashaist ankhades aimed against the local Agade Dag temples, the more southern city-states formed a league around the island-city-state of Corcyra, which was already then a significant naval power. Having fought off the ankhades, Corcyra asserted its loose hegemony within the league and spearheaded the efforts that confirmed Corcyran naval dominance in the Eastern Mediterranean and established a colonial empire of forward ports and trade outposts. The League is increasingly overstretched now, however, and the lesser members are ever less eager to participate in wars far abroad. Bad omens abound.

Delphian Empire
Capital: Delphi
Ruler: ?/The13thRonin
Government: Centralised Aristocratic Monarchy
Culture: Hessonian Greek, with noteworthy Hellenic admixtures and Watchurian (now Arecoman) cultural influences; quite united and nationalistic; advanced, but increasingly stagnant and reactionary.
Technology: Steel Age
Army: 15 regiments
Army Description: Somewhat hastily-trained and unevenly-equipped, but well-organised standing army (chiefly heavy infantry with a small, but elite cavalry arm); particularily devoted and well-educated leadership.
Navy: 10 ships
Navy Description: Well-built (though slightly obsolete) galleys with experienced crews.
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Competent
Population (Points Required): 2
Military Cap: 25
Education: Educated
Living Standards: Barely Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Delphian Empire is probably the most legitimate of old Hessonia’s successor states, being ruled by descendants of the Hessonian royal bloodline, but it is a shadow of that ancient empire’s former self. Despite keeping true to the proud military traditions of Hessonia and fighting with great skill, the Delphians had, over the course of the 7th century AD, suffered several major defeats, losing ground to their numerous enemies, especially the competing successor state of Miletos. Still, it is clear that Delphi’s ruling military aristocracy will not go without a fight.

Jalion
Capital: Jalion
Ruler: ?/Toltec
Government: Tribal Confederacy
Culture: Nok with some Mande and Mediterranean admixtures and influences; syncretistic (Cult of Heke plus native animism); tribalistic, but increasingly united; quite influential; comparatively sophisticated.
Technology: West African Iron Age
Army: 3 regiments
Army Description: Elite, dedicated, well-equipped but poorly-organised warriors (mostly light infantry, but also some cavalry).
Navy: 10 ships
Navy Description: Sturdy river war boats with well-trained crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Blundering
Population (Points Required): 2
Military Cap: 10
Education: Literate
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The area presently occupied by Jalion has been the earliest cradle of civilisation in Sub-Saharan West Africa, the site of the Iron Age Nok culture which the present confederacy succeeded. Having likewise benefited from the rise of the trans-Saharan trade routes, the Nok had also intermixed with some small groups coming from beyond the desert. This ultimately added new cultural elements and sped up the creation of the first Nok state, which already emerged as a significant regional power.

Colchis
Capital: Chinvali
Ruler: ?/LuckyMoose
Government: Absolute Monarchy with feudal elements
Culture: Colchian (West Arranian with numerous additions; roughly similar to OTL Georgian) with considerable Paphlagonian and Turkic admixtures and influences, as well as present-day Greek communities and Turkic tribes (mostly loyal); Ashaist; regionalistic; developing, but increasingly conflicted.
Technology: Dark Age
Army: 5 regiments
Army Description: Elite, fierce, but poorly-organised and undisciplined warriors.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 1
Military Cap: 10
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: One of the most remote Ashaist realms, Colchis is constantly embattled by the Turkic barbarians to the north and the Akkadian Empire to the south and the east; wars against those foes and their predecessors occupied all of this kingdom’s comparatively short history. Though mountainous terrain and fierce highlanders help even out the otherwise-impossible odds, Colchis is presently in a very precarious position, seeing as the enemies of Ashaism are on the offensive once more.

Third Neo-Akkadian Empire
Capital: Ecbatana
Ruler: ?/Niklas
Government: Bureaucratic Absolute Monarchy with major theocratic and some tribal elements
Culture: Sumerian with considerable Iranian admixtures, as well as some subtle Indic, Turkic and Arabic influences; Arabic tribes (presently reigning) in Mesopotamia and western Persia, and Turkic tribes in Mesopotamia, eastern Persia and Central Asia (both the Turkic and the Arabic tribes are semi-assimilated and Agade Dag in their majority); also, rather discontent Arranian minority to the north; Sumerians and Sumerianised Iranians are nevertheless the majority in most territories. Fervently Agade Dag, with underground Ashaist communities (mostly in the northwest) and assorted heresies heavily suppressed; culturally centralised, though with growing regionalistic tendencies; very advanced, but somewhat stagnant.
Technology: Steel Age with Age of Exploration elements.
Army: 30 regiments
Army Description: Dedicated, well-trained and generally well-equipped standing army (chiefly medium and heavy infantry, with a strong cavalry arm and some camelry).
Navy: 10 ships
Navy Description: Large war dhows with lackluster crews; somewhat neglected.
Economy (Base/Manufacturing/Trade): Growing (3/2/2)
Area (Points Required): 7
Infrastructure: Good
Bureaucracy: Competent
Population (Points Required): 4
Military Cap: 40
Education: Educated
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Sumeria, the cradle of civilisation, remained a key player in Middle Eastern politics for millenniums. Dynasties changed a lot during that time, but outside of short intermissions the existence of a Sumerian Empire was a well-established fact, and indeed, the Neo-Akkadian Empire created in the 1st century AD gained the epithet of the Eternal Empire. That empire was perhaps the height of the Sumerian civilisation; its birth was intertwined with the emergence of Agade Dag, the modern Sumerian/Akkadian religion, which had evolved into one of the main world religions over the subsequent centuries, while the Akkadian armies, driven by a religious zeal, conquered vast lands from Lake Balqash to Sahara. Though subsequent rebellions, barbarian invasions and in particular the rise of Nubian Ashaism with its associated empires (first Nubia itself and then Watchur) led to the collapse of that empire, it still was later rebuilt once more. The Dark Age with its new waves of barbarians ultimately resulted in the creation of the present empire, ruled by an Arabic dynasty. Though that dynasty’s position is getting precarious as of late, it had managed to reassert Akkadian hegemony in the Middle East; however, this isn’t exactly unchallenged, and several new threats seem poised to arise in the neighbouring regions.

First Bahulatvan Coalescence
Capital: Rotating between key member cities
Ruler: ?/Disenfrancised (?)
Government: Highly-Decentralised City-State Confederation
Culture: Avyaktaragan Indic with considerable Jewish and Sinhalese influences, as well as a thriving Yahweist Jewish community; Coalescent Paramatmanistic majority, but other movements are tolerated as well; very regionalistic, but mostly interconnected culturally; in renaissance.
Technology: Indic Age of Exploration, with particularily advanced naval technology and commercial practices.
Army: None
Army Description: None
Navy: 70 ships
Navy Description: Combined elite fleet of tall warships and catamarans, with professional sailors and an unified command.
Economy (Base/Manufacturing/Trade): Growing (1/0/4)
Area (Points Required): 4
Infrastructure: Good
Bureaucracy: Tolerable
Population (Points Required): 5
Military Cap: 5
Education: Well Educated
Living Standards: Normal
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Bahulatva Coast of southwestern India has always been at the centre of Indic civilisation’s cultural and scientific development, and perhaps the most advanced area of the world. It was also traditionally disunited, with the local city-states protected by walls, fleets and immense economic influence. The past three centuries saw change, however. First, in the 5th century AD, Nyayana, Sunda and some other mighty Indic states rose to such power that the Bahulatvan city-states were forced to establish a greater degree of diplomatic cooperation to defend themselves and their interests from imperial domination; then, in the Dark Age, social uprisings forced the powers that be to cooperate against the rebels as well. Finally, the 7th century AD threats to the vital Bahulatvan commerce posed by pirates and Kohaitans in the wake of Nyayana’s downfall finally forced the Bahulatvans to form the Coalescence and an unified military command, which succeeded spectacularly in a series of campaigns. Now, the Coalescence is – somewhat inadvertently - the dominant power in the western Indian Ocean. How will it cope with this unexpected situation is yet unclear.

Tibetan Empire
Capital: Lhasa
Ruler: ?/silver2039
Government: Theocratic Absolute Monarchy with bureaucratic and tribal elements
Culture: Tibetan with major Old Magadhan and considerable Turkic influences; fanatically Buddhist; regionalism is strong in some parts, but largely suppressed; Turkic tribes in north and Mon-Thai populations in the southeast are Buddhist and mostly integrated though retaining their cultural identity on some level, but the Chinese populations in the northeast are restive and resistant to missionary efforts; fairly advanced civilisation in general, though somewhat stagnant of late.
Technology: Steel Age with minor Age of Exploration elements, chiefly in land military sphere
Army: 25 regiments
Army Description: Fanatical, well-organised standing army (chiefly medium infantry, but with a strong cavalry arm)
Navy: 5 ships
Navy Description: Rather primitive river war boats with reluctant crews.
Economy (Base/Manufacturing/Trade): Static (3/2/1)
Area (Points Required): 5
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 3
Military Cap: 30
Education: Educated
Living Standards: Low
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Founded largely under the influence of the Magadhan Buddhist movement, Tibet gradually – thanks to the efforts of strong expansionist kings as well as newly-converted Central Asian tribes – became a great military power, expanding heavily in the 7th century AD in a holy mission of world conquest. Needless to say, that got it a lot of enemies, but as implied before, Tibet IS very militaristic and more than willing to fight.

Neo-Khitan Empire
Capital: Horqin
Ruler: ?/emu
Government: Decentralised Feudal Monarchy with major tribal elements
Culture: Turko-Tungusic with major Korean and Xiongnu influences; Tengrist, with minor Paramatmanistic and Buddhist presences; tribalistic; somewhat primitive, though the eastern urban areas are comparatively sophisticated.
Technology: Steel Age
Army: 10 regiments
Army Description: Superbly disciplined and organised hosts of light and medium cavalry.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (2/1/1)
Area (Points Required): 4
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 10
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: A distant successor to the ancient Khitan Empire, the modern Khitan state is a Turko-Tungusic tribal confederacy with a strong monarchic element. Though largely a backwater at present, it has, after defeating the Tiele confederacy in the late 6th century AD, emerged as the undisputed master of the northern steppe, and so in position to menace the assorted urban civilisations to its south.
 
Republic of Guangling
Capital: Guangling
Ruler: ?/alex994
Government: Representative Republic with major mercantile influences
Culture: Xishan Chinese with limited Luoyangese and Avyaktaragan influences; neo-Sunfucianist, with tolerated but limited Paramatmanistic presences; quite sophisticated and in the midst of a cultural renaissance.
Technology: Age of Exploration
Army: 10 regiments
Army Description: Dedicated, professional standing army (chiefly heavy infantry) with some organisation problems.
Navy: 30 ships
Navy Description: Advanced war junks and river war boats with skilled crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Tolerable
Population (Points Required): 3
Military Cap: 10
Education: Well Educated
Living Standards: Normal
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The latest incarnation of the Eastern Chinese civilisation, the Republic of Guangling can be seen as the ultimate triumph of the Xishanese republican tradition. Climbing out of the Dark Age chaos through a combination of luck with diplomatic guile, the republic managed to secure a fairly large area in eastern China, often temporarily allying with various warlords and even giving them positions of power to thwart their less cooperative counterparts. Now seemingly secure, the Republic of Guangling turned to catching up technologically and commercially; however, new threats may be emerging in China.

Kingdom of Nam
Capital: Haijing
Ruler: ?/ThomAnder
Government: Bureaucratic Absolute Monarchy
Culture: Nanshan Chinese with limited Zhongshanese and considerable Avyaktaragan (Sundanese) influences, as well as some Viet and Thai admixtures; also, some remaining half-assimilated Thai and Viet populations in the west and southwest, though these are invariably outnumbered by the colonists and the assimilated locals; syncretistic Paramatmanistic (Coalescent) and neo-Mohist, though various folk beliefs are largely tolerated (neo-Sunfucianism is suppressed as a radical philosophy, however); in renaissance, though stifled somewhat by the restrictions.
Technology: Age of Exploration
Army: 25 regiments
Army Description: Professional disciplined standing army (chiefly medium infantry, but also a strong cavalry arm and an engineering corps).
Navy: 25 ships
Navy Description: Standard tall warships and some smaller, more maneuverable junk types; uneven crews; generally somewhat neglected.
Economy (Base/Manufacturing/Trade): Growing (2/2/2)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Competent
Population (Points Required): 5
Military Cap: 40
Education: Educated
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: A successor to Luoyang – the largest historical Chinese empire – the Kingdom of Nam was built by an ambitious and skilled Dark Age warlord named Shi Nupan, who not only conquered and defended most of the kingdom’s modern territory, but also managed to ensure his state’s long-term viability through a strong standing army and a developed bureaucracy. Though his more immediate heirs were rather incompetent and let the kingdom decline, it survived long enough to see a renaissance in more recent days, under the more capable rule of Shi Longxing. Having reestablished ties with the Sunda Ascendancy, Nam is now an important player in both China and South-East Asia.

---

NPCs:

Tepehuani Empire
Capital: Acatlan
Ruler: ?
Government: Proto-Bureaucratic Monarchy with strong feudal elements
Culture: Nahuan with heavy Zapotec and Mayan influences, and local admixtures; somewhat stagnant, but generally united; distinct, but not very rebellious Olmec and Zapotec minorities in the southeast.
Technology: New World Bronze Age; considerably behind in naval technology, but on par or even ahead in other fields, especially land military.
Army: 20 regiments
Army Description: Professional standing army (heavy and medium infantry), very well-organised, good siege equipment.
Navy: 5 ships
Navy Description: Fairly large and impressive but somewhat neglected ships with lackluster crews.
Economy (Base/Manufacturing/Trade): Growing (3/1/1)
Area (Points Required): 3
Infrastructure: Tolerable
Bureaucracy: Improving
Population (Points Required): 3
Military Cap: 30
Education: Literate
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Founded on the ruins of famine-crushed, revolt-ridden Danipaguachean Empire by a particularily strong and disciplined group of Nahuan invaders, the Tepehuani Empire had at first been little more than a tribal confederacy; however, time, strong rulers and beneficial Mayan and Zapotec influences allowed for an eventual creation of a real and powerful empire, which now seems to be in its zenith. Still, there are many places to conquer left.

Coba
Capital: Coba
Ruler: ?
Government: Aristocratic Urban Monarchy with lesser monarchic vassals and local bureaucratic elements
Culture: Mayan with considerable Zapotec influence; in renaissance; very regionalistic, but not overtly bickering at the moment; very unified and nationalistic centre.
Technology: New World Bronze Age, generally on the level.
Army: 8 regiments
Army Description: Disciplined, elite heavy infantry with skilled light infantry auxiliaries.
Navy: 20 ships
Navy Description: Fairly large well-crafted ships, quite maneuverable, well-crewed.
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 10
Education: Educated
Living Standards:
Confidence:
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background:

Bicudaani
Capital: Bicudaani
Ruler: ?
Government: Aristocratic Monarchy with tribal and feudal elements
Culture: Increasingly-divergent Zapotec with major native (Lenca and Comanchi) admixtures; presently rather ambiguous and ill-defined, and generally uncertain.
Technology: New World Bronze Age, but generally a bit backwards.
Army: 3 regiments
Army Description: A very uneven mixture of elite and fanatical royal forces with fierce but undisciplined tribal warriors.
Navy: 5 ships
Navy Description: Small, but well-designed and maneuverable ships with fairly good crews.
Economy (Base/Manufacturing/Trade): Declining (1/0/0)
Area (Points Required): 1
Infrastructure: Barely Tolerable
Bureaucracy: Corrupt
Population (Points Required):
Military Cap: 5
Education: Literate
Living Standards: Low
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: A small breakaway Zapotec state, Bicudaani is by far the most successful of those Zapotec cities that didn’t accept Quetzalcoatl’s rule; that is not saying much, however. It seems to be sliding into barbarity at present, though that may actually be turned to the kingdom’s advantage as greater ties are forged with local barbarian tribes.

Pacatnamu
Capital: Pacatnamu
Ruler: ?
Government: Aristocratic Monarchy with growing mercantile influences
Culture: Moche/Chorrera with minor Zapotec influences; reviving, fairly united; increasingly influential in the Andes. Mildly rebellious Comanchi tribes in the north.
Technology: New World Bronze Age.
Army: 15 regiments
Army Description: Fairly well-organised standing army (medium infantry), with a large imperial bodyguard and good light infantry auxiliaries.
Navy: 15 ships
Navy Description: Well-built medium-sized ships of the golden middle variety and with good crews.
Economy (Base/Manufacturing/Trade): Growing (2/1/2)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 35
Education: Tolerable
Living Standards: Low
Confidence: Barely Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The northernmost and in almost all regards the most well-off of the legendary Moche Empire’s successor states, Pacatnamu is simultaneously a major naval-commercial power and a key player in Andean politics. Thus far it is doing fine in both regards, but if the rising empire’s resources are overstretched dire consequences are sure to follow.

Pachacamac
Capital: Pachacamac
Ruler: ?
Government: Theocratic Monarchy
Culture: Moche/Chorrera with Pirincar native admixtures and Tiahuanacan influences; limited emperor-cult; stagnating, but fairly united and sometimes fanatical.
Technology: New World Bronze Age.
Army: 5 regiments
Army Description: Fanatical elite warrior caste (heavy infantry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 10
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Pachacamac – another Moche successor state - is a small and generally insignificant state, and to some level its rulers are aware of that; in foreign policy the priest-emperors had always striven to maintain the local balance of power while avoiding antagonisation of any of its more powerful neighbours. That said, this realm is fairly prosperous for its size, and the population is fiercely loyal.

Ocucaje
Capital: Ocucaje
Ruler: ?
Government: Aristocratic Monarchy with major theocratic elements
Culture: Moche with major Tiahuanacan influences; stagnant and ill-defined, increasingly conflicted.
Technology: New World Bronze Age, generally more backwards.
Army: 10 regiments
Army Description: Experienced standing army (medium and heavy infantry) with loyalty problems.
Navy: 5 ships
Navy Description: Medium-sized ships, similar to Pacatnamu designs; fairly good crews.
Economy (Base/Manufacturing/Trade): Growing (1/0/0)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population (Points Required): 1
Military Cap: 10
Education: Tolerable
Living Standards: Low
Confidence: Barely Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Ocucaje, the southernmost Moche successor state based in the regions conquered by the Moche Empire from the crumbling Cahuachi state (now Teotihuacan), was once loosely predominant in the post-Moche Andes. However, the rise of a new Teotihuacani state and a series of failed wars with Pachacamac and Pacatnamu resulted in a considerable decline of Ocucaje’s economical, political and military might, as well as loss of numerous regions. The situation got so dire that recently, a new dynasty has risen to the throne in a coup d’etat. It is now trying, with some success, to revive Ocucaje’s fortunes and restore disrupted trade links, but this often heavy-handed reformism has further undermined this dynasty’s already weak population support.

Huarpa
Capital: Huarpa
Ruler: ?
Government: Military-Aristocratic Monarchy with growing bureaucratic elements
Culture: Pirincar with very major Moche and Tiahuanacan admixtures and cultural influences; developing, fairly united; population mostly Moche with ambiguous cultural identity, semi-assimilated Pirincar rulers.
Technology: New World Bronze Age, quite backwards, especially in naval technology.
Army: 10 regiments
Army Description: Disciplined and fanatical standing army (heavy and medium infantry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/0/0)
Area (Points Required): 2
Infrastructure: Barely Tolerable
Bureaucracy: Corrupt
Population (Points Required): 1
Military Cap: 15
Education: Tolerable
Living Standards: Very Low
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Huarpa was a forward Moche fortress and provincial capita prior to being overran by nearby Pirincar tribes during the Moche Empire’s collapse. The Pirincar were not all that brutal, however; they occupied the region and subjugated the population, but kept the city intact and eventually adapted some of the traditional Moche institutions, allowing for some of the literate Moche to advance. Eventually, the city became the capital of a Pirincar military empire, which has become a regional power of some significance in the central Andes.

Tiahuanaco
Capital: Tiahuanaco
Ruler: ?
Government: Bureaucratic Monarchy with feudal and theocratic elements
Culture: Neo-Tiahuanacan (Moche/Mochefied Pirincar with very major native Tiahuanacan admixtures and influences) with limited modern Moche influences; in renaissance, but fairly united and even fanatical; emperor-cult.
Technology: New World Bronze Age – less advanced in naval technology, but ahead in metallurgy and engineering.
Army: 30 regiments
Army Description: Dedicated and well-organised standing army (medium infantry).
Navy: 5 ships
Navy Description: Medium-sized ships, similar to Pacatnamu designs; good crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 35
Education: Educated
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Tiahuanaco has been one of the earliest cradles of civilisation in the New World, and was the capital of two great Andean empires. Though the third one, formed by the Moche northerners, had successfully conquered Tiahuanaco itself (then known as Cahuachi), after its fall the city reemerged as a significant Andean centre; under new Pirincar rulers, it entered into a renaissance, taking upon a new cultural identity and becoming an important empire. Being a major military power, Tiahuanaco is probably Pacatnamu’s main competitor for Andean hegemony.

Hibernia
Capital: Lairge
Ruler: ?
Government: High Kingdom
Culture: Irish Celtic with minor Old Tartessian and major Caerixian influences; Neo-Tigranist, but with remnants of druidic beliefs widespread in the countryside and generally tolerated; heavily regionalistic; flourishing.
Technology: Dark Age, with spreading elements of Steel Age
Army: 5 regiments
Army Description: Fierce and elite but very undisciplined foot warriors gathered from all over Hibernia to be the High King’s army.
Navy: 10 ships
Navy Description: Small, highly maneuverable war-cogs.
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Area (Points Required): 1
Infrastructure: Pathetic
Bureaucracy: Incompetent
Population (Points Required): 1
Military Cap: 10
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Descending from the ancient kingdom of Laigin, modern Hibernia had only recently become reunified to any degree, and even then to a very limited one. The small Irish principalities had no choice but to unify in the face of the mounting threat posed by the Frisians and other Germanic peoples, but still retained as much autonomy as they could, as well as the right to elect the high king. With their efforts united and alliances with other Celtic peoples renewed, the Hibernians had fought off several major raids and invasions, but the threat is yet to recede; in the meantime, trade with the European continent began to pick up again, while the spread of Neo-Tigranism allowed for a great cultural revival.

Pictavia
Capital: Cathures
Ruler: ?
Government: High Kingdom with strong clans
Culture: Pictish Celtic with noticeable Caerixian and Hibernian influences; Neo-Tigranist; regionalistic; stagnant, but generally nationalistic.
Technology: Dark Age
Army: 5 regiments
Army Description: Fierce, experienced but unruly swordsmen gathered from all over Pictavia to be the High King’s army.
Navy: 15 ships (longships), 5 ships (cogs)
Navy Description: Somewhat hastily-crafted and not well-crewed longships, based on Germanic ones, plus a few Hibernian-style cogs with experienced crews.
Economy (Base/Manufacturing/Trade): Declining (1/1/0)
Area (Points Required): 1
Infrastructure: Pathetic
Bureaucracy: Corrupt
Population (Points Required): 1
Military Cap: 10
Education: Educated
Living Standards: Barely Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The warlike Picts have only recently gained any meaningful united institutions of government, largely under the Neo-Tigranist influence from Caerix and Hibernia. Though ambitious and arrogant, Pictavia has accepted alliances with those two other Celtic countries in order to counter the incessant Germanic raids from beyond the North Sea, being seriously weakened by a particularily devastating seaborne invasion in the 670s AD.

Ligania
Capital: Nont
Ruler: ?
Government: High Kingdom with tribal elements, but also with somewhat greater centralisation than usual
Culture: Germano-Celtic, with minor Tartessian and major Caerixian influences; Neo-Tigranist, but both Germanic and Celtic polytheisms still often survive in the countryside (amongst lesser Germanic tribes and in the more isolated Celtic villages); fairly united culturally, and largely flourishing, though there is considerable xenophobia and bickering in the reactionary Celtic northern provinces.
Technology: Dark Age, gradually advancing to Steel Age
Army: 5 regiments
Army Description: Fierce, often undisciplined but largely loyal warriors gathered from all over Ligania to be the High King’s army.
Navy: 5 ships
Navy Description: Small, maneuverable cogs with somewhat inexperienced crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population (Points Required): 1
Military Cap: 15
Education: Literate
Living Standards: Low
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The valley of the great Gaelic river Liga has always seen much strife: between Gaelic tribes, between Gauls and the Germanic invaders, between New Arecome and the Germanics, between the western kingdoms and the Tartars, and between Tartessos and New Arecome. A brief period of peace under the Tartessian rule saw continued, though less overt, strife between the Celtic natives and Germanic invaders; however, after Tartessian fall the land was greatly devastated and the warring peoples had no choice but to make peace, in order to rebuild and to form a common front against the other, newer Germanics coming into the region. Eventually, a peculiar syncretic Germano-Celtic culture emerged; later Caerixian influences also introduced the philosophy of Neo-Tigranism, which was used by the Germanic kings to bring about a greater degree of unity, creating the modern kingdom of Ligania. This kingdom still faces considerable internal strife, as well as external threats, but if it survives it has great potential in Gaul.

Sund-Frisia
Capital: Dunfestig
Ruler: ?
Government: Feudal Monarchy with mercantile elements
Culture: West Germanic, with very minor Caerixian and major Scandic influences; conflicted due to traditionalism and regionalism in the face of political reforms, but generally quite united; slightly flourishing.
Technology: Dark Age with minor Steel Age elements
Army: 10 regiments
Army Description: Battle-hardened, but rather undisciplined warriors (mostly heavy and medium infantry, plus some cavalry).
Navy: 15 ships
Navy Description: Well-designed, well-crewed, highly-maneuverable longships.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 10
Education: Literate
Living Standards: Low
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Frisian homeland, Sund-Frisia, has been heavily devastated by various invaders during the assorted 5th century wars, and eventually even had to submit to Tartessian rule. While many of the Frisians fled north, to establish Nord-Frisia, most remained and eventually – having assimilated some newly-arrived Germanic tribes – formed the feudal realm of Sund-Frisia. As previously, the Sund-Frisians have focused on the seas, establishing trade routes and raiding the Britannic shores; however, they have also involved themselves economically and diplomatically in the polities of Germanic Gaul, and though initially it was merely to prevent any threatening leaders from arising there, by now Sund-Frisian influence in the south has made it a potential unifying power for northeastern Gaul. Opportunities abound, but so do risks.

Thuringia
Capital: Ardenberk
Ruler: King Wideph II
Government: Centralised Feudal Monarchy with tribal elements
Culture: East Germanic with major Sund-Frisian and Scandic influences; regionalistic, tribalistic to the point of great strife; stagnant.
Technology: Dark Age
Army: 15 thousands
Army Description: Battle-hardened, usually loyal but poorly-organised and not very disciplined army of retainers and frontier guards (mostly infantry, but also large amounts of cavalry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Recovering (1/1/0)
Area (Points Required): 2
Infrastructure: Barely Tolerable
Bureaucracy: Incompetent
Population (Points Required): 1
Military Cap: 20
Education: Literate
Living Standards: Very Low
Confidence: Barely Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Thuringii were among the later-arrivals to Gaul, fleeing from the chaos of post-Tartar Germany and settling down on the Tartessian frontiers. Having briefly served as frontier-guarding foederati for the Tartessians, the Thuringians have subsequently (after the Tartessian collapse) established a strong feudal state, subjugating or integrating many other tribes in eastern Gaul. In recent times, a prolonged period of feudal civil war culminated with King Wideph II taking power and reining in the disloyal feudals, introducing a semblance of centralised rule; though this allowed him to bring the realm closer together, several border provinces have been lost, while the defeated feudals continue to seethe and plot. For now, however, Wideph is safe to try and revive his kingdom’s fortunes.

Burgundsrich
Capital: Vinshausen
Ruler: ?
Government: Decentralised Tribal Monarchy with rising feudal elements
Culture: West Germanic with limited Tartessian, Liganian and Sund-Frisian influences; very regionalistic, tribalistic, but increasingly unified; minor, but growing Agade Dag and Ashaist presences (largely in the cities); developing, but getting ever more conflicted along the way.
Technology: Dark Age with Steel Age elements
Army: 3 regiments
Army Description: Elite, well-equipped knights (mostly heavy cavalry); not very loyal, but not too undisciplined neither.
Navy: 5 ships
Navy Description: Small, not particularily war-fit cogs.
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 2
Military Cap: 20
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: After the chaos of Germanic invasions, Tartessian downfall and Watchurian collapse, southern Gaul ended up as a particularily chaotic patchwork of Germanic tribes and principalities. Eventually, pressures from other Germanic states combined with the growth of commerce allowed for stronger kingdoms to arise; during this time, the various Burgundian tribes rose to the forefront, and a few decades ago, King Gundobad of Vinsland managed to unify those tribes into a single empire, Burgundsrich. This state outlived him thus far, but heavy regionalism may yet end up splitting it in two.

Teutonic Empire
Capital: Gristain
Ruler: ?
Government: Absolute Monarchy with competing bureaucratic and feudal elements.
Culture: West Germanic with major Tartessian and Celtiberian influences and admixtures, and considerable modern Caerixian influences; fanatically Neo-Tigranist; significant, but mostly suppressed Ashaist minority; mostly united and flourishing culturally.
Technology: Steel Age, slightly behind in agriculture and engineering.
Army: 25 regiments
Army Description: Disciplined, well-trained and well-organised standing army (mostly heavy infantry, with some light infantry and cavalry).
Navy: 10 ships
Navy Description: Modified medium war-cogs, maneuverable but tenacious; well-crewed.
Economy (Base/Manufacturing/Trade): Static (2/1/1)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 35
Education: Literate
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Teutons, a warlike and numerous Germanic people, were the first to invade Iberia back in the 4th century AD; never properly put down by the Arganthines, they settled down in the northwest, where they intermixed with the locals and eventually carved out their own kingdom, often inheriting the native institutions. Though conquered by the Watchurians, the Teutons remained restive and retained their cultural identity; when Watchuria fell apart, they successfully rebelled and eventually coalesced into the Teutonic Empire. Having taken in major Tartessian and Caerixian influences, the new Neo-Tigranist Empire views itself as the only rightful successor state of ancient Tartessos and European civilisation’s first line of defense, especially against the Berbers of the Tarekid Amsurate. Though politically troubled due to feudal intrigues to regain power, the Teutonic Empire is presently one of the mightiest realms in Europe.

Brukterland
Capital: Logron
Ruler: ?
Government: Decentralised Feudal Monarchy with strong clan system
Culture: West Germanic with limited Tartessian and Ashaist influences; very xenophobic; heavily regionalistic but also nationalistic; culturally united, but quite primitive.
Technology: Dark Age with some Steel Age weaponry.
Army: 10 regiments
Army Description: Elite and battle-hardened warriors (heavy infantry and cavalry); unevenly-equipped, poorly-organised and hard to control.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/0/0)
Area (Points Required): 1
Infrastructure: Barely Tolerable
Bureaucracy: Corrupt
Population (Points Required): 1
Military Cap: 20
Education: Tolerable
Living Standards: Very Low
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Bructerii were an assortment of various Germanic tribes that migrated into war-torn Iberia during the 6th century AD; extremely warlike, they were temporarily defeated by the great Watchurian general Tarek, but eventually regrouped to the north, retreating to powerful mountain strongholds. There, the present militaristic and xenophobic spirit of the Brukterlanders was forged; their raids and ambushes became renowned for both cunning and brutality. When the Watchurian Empire collapsed, the Brukterlanders rallied together and claimed their present land, fighting off numerous attackers though occasionally clashing with each other as well. The fierce independence of the Brukterlander feudal clans is a major obstacle for both foreign invaders and native kings.

Arganthine Demarchy
Capital: Arganthinopolis
Ruler: ?
Government: Enlightened Oligarchy with democratic and bureaucratic elements
Culture: Neo-Tartessian, minor Celtic and Germanic influences and admixtures; Tartessified Agade Dag; small, repressed Ashaist minority, and a larger but still repressed Belenist Ligurian one in the northeast; major Germanic populations in the countryside partially assimilated; very advanced, but somewhat stagnant culture overall; mostly unified culturally.
Technology: Steel Age
Army: 10 regiments
Army Description: Elite, dedicated, very disciplined professional heavy infantry (and a bit of heavy cavalry).
Navy: 15 ships
Navy Description: Large, well-designed galleys, well-crewed and often equipped with Arganthine fire.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 10
Education: Well Educated
Living Standards: Normal
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Tartessos, once the mightiest empire on Earth, has fallen in the 5th century AD, apparently for good; however, its culture was far from dead, and as the Watchurian Empire which conquered the previous Tartessian state (the Arganthine Dominate) too fell apart, the second capital of Tartessos, Arganthinopolis, saw an Agade Dag-inspired rebellion (by then the Akkadian religion became an important factor in the reviving Arganthine culture) and the creation of an “enlightened demarchy” in the newly-independent city-state. The wise oligarchs of this Demarchy used a combination of skillful diplomacy and dedicated, technologically-advanced military to secure a fairly large area in northeastern Iberia and southeastern Gaul, but remain menaced both by the warlike Germanics to the north and the zealous Ashaists to the south.
 
Vikland
Capital: Viksborg
Ruler: ?
Government: Decentralised Elective Feudal Monarchy with strong clans
Culture: Scandic with major Nord-Frisian and Danish influences; heavily regionalistic, culturally ambiguous and increasingly pulled apart by conflicting foreign influences and regional traditions; in religious revival.
Technology: Dark Age with minor Steel Age elements
Army: 3 regiments
Army Description: An elite retinue of experienced, generally well-equipped, but not always loyal warriors (mostly heavy infantry).
Navy: 15 ships
Navy Description: Fast, maneuverable, well-crewed longships.
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Corrupt
Population (Points Required): 1
Military Cap: 5
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The shores of the Vik, around which Vikland is situated, were the home of the original Vikings, who joined the Frisians in raids against the Celtic lands. The local warlike clans and war bands rallied by charismatic leaders attacked ferociously in all directions, and still do often participate in raids. Over time, however, infighting also became a favoured custom, and though Vikland has become sort of unified with time, it still sees lots of feudal strife between the clans. Foreign influences are strong, and Vikland has often been reigned by Nord-Frisian or Danish rulers; even when native kings ruled, both neighbouring realms continued to exercise great influence and conspire against each other’s interests. Vikland is increasingly torn apart by foreign influences, but the local nobles do not seem to care, dedicating their time chiefly to fighting at home and abroad.

Vendel Kingdom
Capital: Vendel
Ruler: ?
Government: Feudal Monarchy
Culture: Scandic with major Nord-Frisian and limited Danish influences; somewhat regionalistic; ill-defined, but advancing; noticeably affected by the religious revival.
Technology: Dark Age
Army: 5 regiments
Army Description: Elite hosts of heavy infantry and cavalry; mostly reliable, though poorly-organised and unevenly-equipped.
Navy: 10 ships
Navy Description: Tenacious, well-built, well-crewed Baltic galleys.
Economy (Base/Manufacturing/Trade): Static (1/0/2)
Area (Points Required): 2
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 1
Military Cap: 10
Education: Literate
Living Standards: Low
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: One of the main Scandic kingdoms, Vendelia has been very much a sleeping giant since its unification early in the 7th century AD; prosperous from trade, it is yet to involve itself heavily in greater Baltic politics or major military affairs as such, individual raiding and mercenary service aside. It has great potential, but is yet to start fulfilling it.


Gothland
Capital: Erichsburg
Ruler: ?
Government: Decentralised Feudal Monarchy with tribal elements
Culture: East Germanic with heavy Scandic influences; somewhat regionalistic, but increasingly united; affected by religious revival.
Technology: Dark Age
Army: 4 regiments
Army Description: Elite retinue of well-equipped, dedicated, but not always disciplined warriors (mostly heavy infantry).
Navy: 5 ships
Navy Description: Small, maneuverable longships in imitation of the Scandic ones; good hired crews.
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Area (Points Required): 2
Infrastructure: Barely Tolerable
Bureaucracy: Tolerable
Population (Points Required): 1
Military Cap: 5
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The assorted Gothic tribes emerged triumphant during the chaotic, multi-sided Dark Age tribe wars over the north of old Germany; though initially this resulted in the rise of myriad small principalities and chiefdoms, eventually the Slavic raids and invasions forced the Goths to rally together under King Gheuderich in the mid-7th century AD. Gheuderich held the Slavs at bay and introduced an advanced Gothic legal code, which remains at the foundation of the Gothic kingdom to this day. Though presently backwater, the Gothic kingdom is well-defended and has huge potential.

Sachsland
Capital: Schwartzburg
Ruler: ?
Government: Feudal Monarchy with mercantile elements
Culture: East Germanic with some West Germanic admixtures and Scandic influences, as well as major Sund-Frisian influences; fairly unified, comparatively sophisticated and advancing; some presently negligible Ashaist and Agade Dag presences in the capital.
Technology: Dark Age with growing Steel Age elements
Army: 5 regiments
Army Description: Organised and disciplined but comparatively lackluster defensive urban infantry.
Navy: 5 ships
Navy Description: Well-built, well-crewed river war boats.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 10
Education: Literate
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Sachs, or the Saxons, are yet another group of Germanic tribes that, through a combination of good leadership and sheer luck, emerged in a position of strength in their area after the most chaotic part of the Dark Age. Having carved out a realm in central Rhineland, they became well-positioned to benefit from the reviving European riverine trade routes, and, under Sund-Frisian influence, developed a surprisingly sophisticated urban civilisation. Small, but wealthy, Sachsland is now threatened by envious neighbours.

Langobardia
Capital: Godvala
Ruler: ?
Government: Feudal Monarchy
Culture: East Germanic with limited Sund-Frisian, Scandic and Ligurian influences; regionalistic; somewhat primitive, but advancing; minor Belenist and Ashaist presences.
Technology: Dark Age
Army: 5 regiments
Army Description: Experienced, loyal but not very disciplined and unevenly-equipped retainers (mostly heavy infantry and a healthy amount of cavalry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Area (Points Required): 1
Infrastructure: Barely Tolerable
Bureaucracy: Incompetent
Population (Points Required): 1
Military Cap: 10
Education: Literate
Living Standards: Low
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Langobards had been the preeminent power in the southwest of Old Germany since the 4th century AD, having wisely collaborated with the Tartars and received various assistance from them. When the short-lived Tartar Empire imploded, the Langobards were weakened as well, but they managed to recover and eventually – having integrated some other Germanic tribes - founded a decent kingdom on the western Danube, helping halt westwards Slavic expansion.

Capua
Capital: Capua
Ruler: ?
Government: Centralised Feudal Monarchy
Culture: Latin with major Tartessian influences and admixtures, plus more recent Watchurian influences and minor Germanic additions; Ashaist with persecuted underground Agade Dag and Latin polytheist minorities; quite unified and increasingly influential in neighbouring regions; in the midst of a renaissance.
Technology: Steel Age
Army: 8 regiments
Army Description: Disciplined, organised standing army (chiefly heavy infantry, with a fair amount of cavalry).
Navy: 10 ships
Navy Description: Somewhat sub-par but well-crewed galleys.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 15
Education: Well Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Italy’s vast potential, granted to it by fertile terrain and strategic position, has been left unfulfilled for many centuries due to constant wars and foreign invasions. For centuries, Italy was little more than the battlefield of Mediterranean empires. A semblance of peace came after the rise of the Watchurian Empire; with the capital moved to nearby Arecomos, its rulers were able to properly care after Italy, healing its wounds and granting privileges to the loyal Latin subjects so as to counterbalance less reliable peoples. The Dark Age saw Italy attacked by Ligurians and Germanic tribes, but the fortified Latin cities were mostly able to hold out, and in the 7th century AD entered a new cultural renaissance. While the fortified northern city-states remained politically-disunited and heavily regionalistic, the south had, soon after Watchuria’s fall, coalesced into the Kingdom of Capua. Considering itself the rightful successor to the ancient Roman Republic, Capua has already become a surprisingly important Ashaist power for its size.

Arecomos (His Eminence’s State)
Capital: Arecomos
Ruler: ?
Government: Theocracy with bureaucratic and feudal elements
Culture: Arecoman (confusing mixture of Arecomician, Paphlagonian, Tartessian, Hellenic and Watchurian cultures, with elements of the latter two presently at the forefront); fanatically and permeatingly Ashaist; very influential; mostly united, but with some ethnic tensions; in renaissance.
Technology: Steel Age
Army: 4 regiments
Army Description: Dedicated and well-organised but not particularily experienced guards (mostly heavy infantry).
Navy: 20 ships
Navy Description: Large, well-designed but somewhat cumbersome galleys with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (1/0/2)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 1
Military Cap: 5
Education: Well Educated
Living Standards: Barely Tolerable
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Arecome too has been often fought over with great viciousness in the past few centuries, greatly derailing its progress; here, too, Watchurian conquest had many beneficial effects, especially as King Kayin reformed his empire and moved the capital to Arecomos. Suddenly no longer a backwater but instead a capital of much of the known world, the island prospered economically and flourished culturally, especially after religious reforms made Arecomos a spiritual capital also with the appointment of the first Skri (His Eminence) to head the Ashaist church. When the Watchurian Empire crumbled in the 6th century AD, the present Skri took control over first the city and then the island, persuading elements of the Watchurian fleet to defect to him and help fight off a barbarian invasion. Though there was no recovering the empire, Arecomos remained a religious centre, gaining great power and authority amongst the Ashaist states in the post-Watchurian period; this allowed it to somewhat controversially expand into southern Italy and take over some important trade routes.

Daesita
Capital: Daesita
Ruler: ?
Government: Feudal Monarchy
Culture: Thracian with major Illyrian, and later Germanic and Slavic, admixtures and influences (also with a considerable amount of half-assimilated Slavic tribes); religiously conflicted with significant Slavutian, Ashaist and Agade Dag presences and official Thracian polytheism; somewhat disunited.
Technology: Dark Age with Steel Age elements
Army: 3 regiments
Army Description: An elite but unruly and poorly-organised retinue of warriors (mostly assorted cavalry).
Navy: 5 ships
Navy Description: Sturdy, well-crewed river barques.
Economy (Base/Manufacturing/Trade): Static (1/0/0)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 1
Military Cap: 5
Education: Literate
Living Standards: Barely Tolerable
Confidence: Resentful
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The westernmost post-Dark Age Thracian principality, Daesita is very troubled, ruled by unpopular half-Slavic princes and particularily torn apart by religious differences. It is also the most backwater of those principalities.

Singidun
Capital: Singidun
Ruler: ?
Government: Feudal Monarchy
Culture: Thracian with minor Illyrian, Magyar and Slavic admixtures and influences; increasingly religiously conflicted with noteworthy Ashaist and Agade Dag presences and official Thracian polytheism, but fairly centralised culturally, and flourishing.
Technology: Between Dark Age and Steel Age.
Army: 5 regiments
Army Description: An elite and dedicated but poorly-organised and unevenly-equipped retinue of warriors (mostly heavy infantry with some cavalry).
Navy: 5 ships
Navy Description: Sturdy, well-crewed river barques.
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 10
Education: Educated
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Singidun, one of the greatest traditional Thracian centres, survived the chaos of the Dark Age in a surprisingly good shape, and its princes have since then began to reassert their power. This principality may well be a fair match for Odrysa if left unchecked for a while longer.

Skupi
Capital: Skupi
Ruler: ?
Government: Feudal Monarchy with theocratic elements
Culture: Thracian with minor Illyrian and Magyar admixtures and influences; somewhat xenophobic, but an Agade Dag minority is tolerated (though an Ashaist one is heavily suppressed); in religious revival; fairly united.
Technology: Dark Age with Steel Age elements
Army: 4 regiments
Army Description: An experienced and loyal but disorganised and unevenly-equipped retinue of warriors (mostly heavy infantry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 5
Education: Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Another old national and religious centre of the Thracians, Skupi was, surprisingly, less fortunate than the more northerly Singidun, being sacked by a particularily far-reaching Magyar raid. Still, it was eventually reclaimed and rebuilt, and emerged as an important principality once more, also entering a religious revival that caused strife with steadily-advancing foreign religions.

Numidia
Capital: Ulasis
Ruler: ?
Government: Monarchic City League with strong mercantile and minor theocratic elements
Culture: Berber with considerable Arecomician, Tartessian and Watchurian cultural influences; small, but well-established Greek and Tartessian communities; very cosmopolitan; Ashaist, but not particularily fervent, with some heresies taking hold and a largely-ignored semi-underground Agade Dag community; quite regionalistic; culturally flourishing.
Technology: Steel Age, ahead in naval technology
Army: 5 regiments
Army Description: Highly-decentralised but well-organised and well-equipped city guard units, primarily medium infantry with a strongly defensive mentality.
Navy: 15 ships
Navy Description: Swift galleys and some newly-built galleasses, with professional and experienced crews.
Economy (Base/Manufacturing/Trade): Growing (1/2/1)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Blundering
Population (Points Required): 2
Military Cap: 10
Education: Educated
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Another oft-contested, prosperous territory of the Central Mediterranean, Numidia was fought over quite often, but usually for short amounts of time, and was fortunate to avoid any truly debilitating devastation in most of those wars, whilst becoming very rich indeed in times of peace. After the fall of the Watchurian Empire, the region’s wealthy and largely-autonomous cities became independent city-states; however, barbarian raids and growing piracy forced them to form a league, while the crafty diplomacy of King Mastena of Ulasis allowed him to take the title of King of Numidia, though the cities retained great degrees of autonomy. A peaceful, prosperous and tolerant civilisation – when compared to those around it – Numidia naturally draws the greedy eyes of its neighbours, especially as internal divisions quietly worsen.

Garamantes
Capital: Zinchecra
Ruler: ?
Government: Tribal Monarchy with theocratic elements
Culture: Berber with major Watchurian influence; tribalistic, but increasingly unified culturally; quite sophisticated; Ashaist with minor elements of old beliefs, and in a religious revival.
Technology: Steel Age, generally more backwards.
Army: 5 regiments
Army Description: Dedicated, well-organised camelry.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 5
Education: Educated
Living Standards: Low
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Having arisen in the 4th century AD, the Garamanteans existed quietly on the periphery of the civilised world before widespread camel domestication allowed the creation of long trans-Saharan trade routes. The kingdom grew prosperous, while maintaining a consistent policy of siding with the strongest in the Mediterranean, in this manner becoming a Watchurian vassal and adapting the Ashaist religion. After Watchuria collapsed, Garamantes reclaimed its independence and has in recent days expanded greatly. In recent times, the Garamantean leaders have taken to viewing themselves as the forward outpost of Ashaism and sent out missionaries to the more primitive Saharan Berber tribes. Culturally, economically and perhaps even militarily, Garamantes seems posed to expand south.

Mande Empire
Capital: Jenne-jeno
Ruler: ?
Government: Tribal Monarchy with mercantile elements
Culture: Mande with minor Berber and Jalion influences; tribalistic and regionalistic; somewhat primitive, but advancing; locally influential.
Technology: West African Iron Age
Army: 10 regiments
Army Description: Unevenly-organised, unevenly-equipped, ferocious but not always reliable hired warriors (chiefly light infantry).
Navy: 5 ships
Navy Description: Somewhat primitive river war boats, with ill-trained crews.
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area (Points Required): 2
Infrastructure: Barely Tolerable
Bureaucracy: Incompetent
Population (Points Required): 1
Military Cap: 10
Education: Tolerable
Living Standards: Low
Confidence: Barely Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The rise of the trans-Saharan trade routes allowed for the rise of West African city-states in the Jalio valley; by far the most prominent of these city-states was Jenne-jeno. Asserting cultural and economic supremacy, its Mande rulers had also allied with various nearby Berber and Mande tribes, and used them to intimidate several other city-states into submitting to their rule, founding the Mande Empire. It is somewhat ramshackle though, and local dissent is rising.

Harb
Capital: Fustat
Ruler: Tallah
Government: Feudal Theocratic Monarchy with tribal and oligarchic elements
Culture: Arabic rulers and their tribes ruling over a heavily-oppressed discontent sedentary semi-Nubianised Karungian majority; Harbic Ashaist rulers and Arab tribes; mostly Orthodox Ashaist subjects; culturally centralised, but obviously conflicted, with a growing religious reaction and a general cultural crisis.
Technology: Steel Age, less advanced in engineering and naval technology.
Army: 10 regiments
Army Description: Fanatical, well-organised and well-equipped – though sometimes too bloodthirsty and not very disciplined – warriors, mostly medium infantry and camelry.
Navy: 10 ships
Navy Description: Large, but somewhat poorly-designed galleys with reluctant crews.
Economy (Base/Manufacturing/Trade): Declining (2/2/0)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Incompetent
Population (Points Required): 3
Military Cap: 20
Education: Educated
Living Standards: Very Low
Confidence: Hateful
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Expelled from Arabia by Rais Khalid, the heretical Harbic Ashaist Arabs were able to conquer the chaos-struck post-Watchurian Karung. Forged into a fanatical war machine by the never-ending conflicts and under the leadership of the cunning King Murr, the Harbics had managed to conquer northern Nubia and the Levant, but after his death the kingdom collapsed into infighting, and was pushed out of the Levant by Akkadian allies. More recently, the Harbic warlords, threatened by Akkadians and local rebels alike, signed a truce and reunited under the loose leadership of one of their number, named Tallah. Though Tallah was superficially able to restore order and revive power, in truth his realm’s situation remains precarious, as intrigues amongst the warlords abound while rebel movements keep springing up.

Nubia
Capital: Soba
Ruler: ?
Government: Absolute Monarchy with feudal elements
Culture: Nubian with minor Fur and Arabic influences and admixtures; xenophobic; Orthodox Ashaist with suppressed heresies and old polytheist cults; fairly united; stagnant and isolationist.
Technology: Steel Age, but generally more backwards.
Army: 5 regiments
Army Description: Elite, well-equipped and well-organised but inexperienced and inflexible warriors (mostly heavy and medium infantry).
Navy: 20 ships
Navy Description: Well-built but recently neglected and poorly-crewed war galleys and river boats.
Economy (Base/Manufacturing/Trade): Static (1/1/1)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Blundering
Population (Points Required): 2
Military Cap: 10
Education: Educated
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: After the collapse of the Nubian Empire in the 5th century AD, the most isolated southwestern provinces coalesced around Soba, forming a highly conservative and xenophobic kingdom. Stagnant and peaceful, Soba was reinvigorated under the energetic rule of King Qalhaka in the middle 7th century AD. Qalhaka conquered an access to the Red Sea for the previously-landlocked kingdom, rebuilt a fleet, invited foreign specialists to help modernise his realm and fought off a series of Harbic raids from the north. His heirs were much less competent and the kingdom seems to have relapsed into stagnation, but as internal troubles in neighbouring kingdoms intensify, great opportunities begin to emerge for any future Nubian strongmen.

Kohaitan Empire
Capital: Kohaita
Ruler: ?
Government: Absolute Monarchy with mercantile and feudal elements
Culture: Nubian with major Axumite admixtures and Avyaktaragan and Watchurian influences; nationalistic, but fairly cosmopolitan; Ashaist, with suppressed heretical and Yahweist minorities; somewhat regionalistic, with discontent Sumali tribes to the southeast; sophisticated and flourishing, but increasingly conflicted due to a growing reactionary movement.
Technology: Steel Age with growing Age of Exploration elements.
Army: 10 regiments
Army Description: Disciplined, well-organised but poorly-trained standing army.
Navy: 20 ships
Navy Description: Sturdy, large war galleys with well-trained crews and educated leaders.
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 20
Education: Educated
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Another Nubian successor state, Kohaita saw surprising amounts of success in the first century and a half of its existence, largely thanks to the abrupt downfall of the Nyarnan Irinate; under a series of strong thalassophilic rulers, the Kohaitans annexed the tribal kingdom of Sumal and conquered the Nyarnan colonies in the Horn of Africa. However, rebellions and an attack by the Bahulatvan Coalescence fleet destroyed much of the Kohaitan fleet in the 7th century AD, and many of the previous gains were lost to the Bahulatvans. The Kohaitan Empire survived those defeats, but still was severely shaken, and internal tensions had been on the rise since then. Though still possessing a great potential, Kohaita is in an ever more precarious position.
 
Mahapura Ascendancy
Capital: Mahapura
Ruler: ?
Government: Mercantile Oligarchy with minor theocratic elements/Ascendancy
Culture: Jewish with large Indic and smaller Bantu minorities, and major Avyaktaragan cultural influence; Yahweist, but with tolerated and widespread Paramatmanistic movements amongst the Indics; culturally flourishing and more or less unified.
Technology: Age of Exploration
Army: 15 regiments
Army Description: Professional, well-trained, well-organised long-term mercenaries (chiefly medium infantry).
Navy: 25 ships
Navy Description: Advanced long-range militarised catamarans with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (2/1/2)
Area (Points Required): 3
Infrastructure: Good
Bureaucracy: Tolerable
Population (Points Required): 3
Military Cap: 20
Education: Well Educated
Living Standards: Normal
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: A distant successor to the Yahweist Ksayarnan Ascendancy, Mahapura was born of an uneasy alliance of southwestern “New Bahulatvan” city-states and post-Ksayarnan Yahweist pirates, whose most ambitious local leader, named Mordechai ben-Yishai, used a combination of sheer force, intimidation and cunning diplomacy to create an empire. Under his successors, the empire expanded, while also converting into a more peaceful state; eventually (approximately four decades ago), a peaceful coup in the capital/stronghold of Mahapura itself saw the dynasty replaced by a mercantile oligarchy, though still a largely Yahweist one.

Miletean Theocracy
Capital: Miletos
Ruler: ?
Government: Decentralised Feudal Theocracy
Culture: Hessonian Greek with major Old Paphlagonian and limited Watchurian influences; fanatically Ashaist (though with some mildly heretical ideas); culturally united, rigid, advanced and stagnant; suppressed heretical, Agade Dag and old polytheist movements; repressed Thracian populations in the northwest.
Technology: Steel Age
Army: 10 regiments
Army Description: Elite and well-equipped though somewhat unruly zealots (mostly heavy cavalry, plus some medium infantry).
Navy: 15 ships
Navy Description: Standard galleys with poor crews
Economy (Base/Manufacturing/Trade): Growing (2/0/2)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 20
Education: Educated
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Often classed a Hessonian successor state, the Miletean Theocracy has little political connection to old Hessonia, being a theocratic feudal confederacy created by the influential and adroit Hierophant Melanthios during the anarchy of the Dark Ages, allowing him to restore order and coordinate defenses against barbarians and bandits. The drive provided by a combination of religious zeal and feudal ambition allowed the famed Miletean cavalry to eliminate all other warlords in western Anatolia and eventually fight its way into Macedonia, defeating the Delphians quite handily. Many other opportunities for military expansion abound now.

Paphlagonia
Capital: Sinope
Ruler: ?
Government: Centralised Feudal Monarchy
Culture: Hessonian Greek with major Old Paphlagonian and minor Turkic admixtures and influences; only partially-assimilated, but loyal Anatolian ethnic majority; formally Ashaist, but the widespread polytheist and Agade Dag movements are tolerated and thriving; fairly nationalistic; culturally united, but somewhat stagnant.
Technology: Steel Age
Army: 15 regiments
Army Description: Superbly-trained, well-organised and well-led forces, chiefly heavy infantry with a strong cavalry arm.
Navy: 10 ships
Navy Description: Rather sup-bar galleys with skilled hired crews.
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Competent
Population (Points Required): 2
Military Cap: 15
Education: Literate
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The heirs of the great Watchurian Greek general Euandrios continued to reign much of Anatolia and the Levant after his death, but through incompetence and sheer level of rebel and barbarian threat lost most of their holdings towards 625 AD. At that point, a member of a more militarily-competent line of heirs – named Pharnaces – staged a coup d’etat and started a new dynasty; introducing military reforms, Pharnaces managed to partially reverse these bad fortunes and reconquered most of Anatolia. However, subsequent Arabic and Miletean attacks put his successors firmly on the defensive; the Paphlagonian military held on stalwartly, but was forced to pull back to more tenable frontiers, where it now awaits the next series of attacks.

Ghatafania
Capital: Nahitiya
Ruler: ?
Government: Tribal Monarchy with feudal and theocratic elements (Akkadian vassal)
Culture: Arabic rulers and tribes with sedentary Anatolian and Karungian subjects as a majority; also, small loyal Sumerian and Greek colonies; strong Akkadian influences; Agade Dag, with a considerable, but suppressed Ashaist minority; tribalistic; somewhat primitive rulers increasingly assimilated by more sophisticated subjects.
Technology: Steel Age
Army: 3 regiments
Army Description: Elite, well-organised and dedicated light infantry and camelry.
Navy: 5 ships
Navy Description: Well-built galleys with uneven crews; somewhat neglected in general.
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 2
Military Cap: 5
Education: Literate
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: During the 6th century AD Arab Flood, Arabic tribes of various religions fleeing from the Khalidid-dominated heartlands swept aside the Watchurian military governorates along the eastern Mediterranean shore and drowned these lands in religious strife. Though the Ashaist Arabs – first the Orthodox ones and then the followers of King Murr – dominated the Levant and southern Anatolia early on, after the Harbic Civil War the Agade Dag tribes, propped up by the Akkadians, emerged triumphant, creating the kingdoms of Ghatafania and Najjaria. The former has since then expanded further into Anatolia, taking part in the never-ending wars there; however, as it is outclassed by the post-Hessonian military powers there, its position now seems increasingly precarious.

Najjaria
Capital: Ariha
Ruler: ?
Government: Theocratic Monarchy with feudal and tribal elements (Akkadian vassal)
Culture: Arabic rulers and tribes with sedentary Phoenician, Sumerian and Karungian subjects as a majority; also, small loyal Greek colonies; strong Akkadian influences; Agade Dag, with a considerable, but suppressed Ashaist minority; tribalistic; somewhat primitive rulers increasingly assimilated by more sophisticated subjects.
Technology: Steel Age
Army: 5 regiments
Army Description: Elite, well-organised and dedicated light infantry and camelry.
Navy: 15 ships
Navy Description: Well-built galleys with fairly good hired crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 2
Military Cap: 10
Education: Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: During the 6th century AD Arab Flood, Arabic tribes of various religions fleeing from the Khalidid-dominated heartlands swept aside the Watchurian military governorates along the eastern Mediterranean shore and drowned these lands in religious strife. Though the Ashaist Arabs – first the Orthodox ones and then the followers of King Murr – dominated the Levant and southern Anatolia early on, after the Harbic Civil War the Agade Dag tribes, propped up by the Akkadians, emerged triumphant, creating the kingdoms of Ghatafania and Najjaria. The latter has since then tried to develop as a commercial and naval power, but was thwarted in its attempt to consolidate control over the Levantine coast by the Corcyran League.

Khalidid Raisdom of Arabia
Capital: Mecca
Ruler: ?
Government: Monarchic Tribal Confederacy with theocratic elements
Culture: Arabic with considerable Nubian/Watchurian and Sumerian/Akkadian influences; fanatically Ashaist with minor elements of traditional beliefs; tribalistic, but increasingly unified culturally; somewhat primitive, but developing.
Technology: Steel Age with Age of Exploration elements.
Army: 3 regiments
Army Description: Dedicated, well-organised units of elite camelry.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (1/2/1)
Area (Points Required): 3
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 5
Education: Literate
Living Standards: Low
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: For long divided along tribal lines as well as by conflicting foreign influences and religious movements, Arabia was united by Rais Khalid of Mecca during the early Dark Age religious and civil wars. Having defeated and expelled both religious and political opponents of his tribal coalition, Khalid managed to organise the creation of a kingdom that to this day remains under the rule of his dynasty, though at the expense of letting the various allied tribes keep lots of autonomy and privilege. Since then, Arabia developed comparatively peacefully, fighting off the occasional Akkadian expedition and benefiting from the various trade routes that pass through it. Population pressure is on the rise again, though, and a war of conquest appears to be an ever more attractive option.

Saba
Capital: Sana’a
Ruler: ?
Government: Absolute Monarchy with theocratic and tribal elements
Culture: Jewish with considerable Arabic influences and admixtures, as well as major Avyaktaragan influences; Yahweist; increasingly xenophobic and reactionary, with a backlash against some of the Indic influences; some polytheistic and Ashaist Arabic communities as well as Paramatmanistic Indian colonies exist, but are only barely tolerated; in religious revival.
Technology: Age of Exploration, but fairly backwards in many regards.
Army: 4 regiments
Army Description: Fanatical, well-organised but obsolete guardians (medium infantry and some camelry).
Navy: 5 ships
Navy Description: Comparatively primitive war dhows with experienced, but not always reliable crews.
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 1
Military Cap: 5
Education: Educated
Living Standards: Tolerable
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The sole surviving colony of the original Israelite kingdom, Saba came under Nyarnan protection in the 4th century BC. Though the colony itself became something of a backwater, it still managed to thrive in this prolonged period of peace, while the spreading Jewish community became quite influential in the greater Avyaktaragan world. The 6th century AD collapse of the Nyarnan colonial empire hit the economically-dependent colonies hard, especially as piracy rose and the Kohaitans attacked. Saba itself was overran by the latter, but soon after, the various hardships provoked a religious revival and a national rebellion. Though successful in reasserting independence, Saba was left weakened and impoverished, and culturally alienated from the Avyaktaragans despite still being economically dependant on them.

Magan
Capital: Sohar
Ruler: ?
Government: Tribal Monarchy
Culture: Arabic rulers and tribes with largely Indic plus some Jewish subjects; somewhat tribalistic; the Arabs are Agade Dag with some local traditional elements, but most subjects are Paramatmanistic or Yahweist; somewhat primitive rulers resisting assimilation by more culturally advanced subjects.
Technology: Mediterranean Steel Age with some Indic Age of Exploration elements.
Army: 5 regiments
Army Description: Ill-disciplined and unevenly-equipped but dedicated warriors (mostly camelry and some light infantry).
Navy: 5 ships
Navy Description: War dhows with dedicated but inexperienced crews.
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 1
Military Cap: 5
Education: Literate
Living Standards: Low
Confidence: Resentful
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Magan has always been a backwater, despite Sohar being a mildly significant trade port along the route from Nyayana to Ur. It was wholly unprepared for the abrupt downfall of the Nyarnan Irinate, and fell into chaos and infighting; this allowed a group of Arabic Agade Dag tribes fleeing from the north (where Rais Khalid rose to power just then) to conquer the colony. Subsequent Bahulatvan attempts to reclaim it failed, but the Arabs soon discovered themselves economically dependent on Bahulatvan trade anyway. In more recent times, however, the Maganese established greater diplomatic and commercial ties with their Akkadian coreligionists; this may be a great opportunity for both Magan and Akkad.

Kingdom of Nisa
Capital: Nisa
Ruler: ?
Government: Bureaucratic Monarchy with tribal elements
Culture: Turkic with major and long-going Akkadian influences, plus a small, but thriving Sumerian community; fervently Agade Dag; slightly tribalistic, but increasingly sophisticated and unified.
Technology: Mediterranean Steel Age with Indic Age of Exploration elements
Army: 10 regiments
Army Description: Elite, well-trained standing army (chiefly medium cavalry and some heavy infantry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 10
Education: Educated
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Turkic Toba tribes had moved into Central Asia in the 4th century AD, dominating the countryside around the largely-Sumerianised city-states. It was not long before their cultural influence – combined with the appeal of Agade Dag to all would-be emperors – resulted in the conversion of the Tobans to the Akkadian faith, the first such mass conversion outside of the Eternal Empire itself. The Tobans soon became the primary allies of Nippur; Akkad’s 5th century AD internal difficulties allowed Kohamdug, the Toban Emperor, to unify the two empires and usher in a short-lived golden age. Alas, the Dark Age catastrophes combined with military shortcomings of Kohamdug’s heirs led to it all falling apart, the Toban heartlands themselves being overran by the Kara-Khasars. As Akkad revived, however, it was able to prop up the Kingdom of Nisa, helping it unify the other Toban statelets in west Central Asia and form an united front against the aggressive Kara-Khasari Empire.

Kara-Khasari Empire
Capital: Samarkand
Ruler: ?
Government: Tribal Monarchy
Culture: Turkic with minor Sumerian and Indic influences, and major Xiongnu ones; Tengrist; fairly large suppressed Sumerianised Agade Dag minorities; very tribalistic; developing and increasingly conflicted due to tribal traditionalism.
Technology: Steel Age
Army: 10 regiments
Army Description: Well-equipped, well-organised elite heavy cavalry.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area (Points Required): 4
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 20
Education: Literate
Living Standards: Barely Tolerable
Confidence: Barely Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Central Asia had traditionally been a popular destination for migrating steppe hordes, or at least those of them that were unable to break through into India or the Middle East and had to settle for Sogdiana. This allowed for highly-dynamic politics, with empire replacing empire. The Kara-Khasars are the latest newcomers in this region; though halted in their progress west by Akkadians and their allies, and driven back from Bactria by the Sitivasas, they had managed to carve out an empire based in Samarkand and now look to expand it further. Growing internal strife might lead to a swift downfall, though.

Sitivasas High Kingdom
Capital: Sehmendari
Ruler: ?
Government: High Kingdom (autonomous Irinate in Nyayana) with some bureaucratic elements
Culture: Avyaktaragan Indic (Indianised Huna and Nyarnan rulers) with some Turkic and Banghan influences; some Turkic/unassimilated Huna populations to the northwest; Paramatmanistic (predominantly Essentialist); minor Yahweist and Buddhist communities; quite regionalistic; advanced and recently flourishing, but now increasingly stagnant.
Technology: Age of Exploration.
Army: 20 regiments
Army Description: Well-organised well-trained modern standing army (chiefly heavy infantry and cavalry); also, an elite engineering corps.
Navy: 25 ships
Navy Description: Ocean-worthy large warships with professional crews; somewhat neglected of late.
Economy (Base/Manufacturing/Trade): Declining (3/2/2)
Area (Points Required): 6
Infrastructure: Good
Bureaucracy: Competent
Population (Points Required): 6
Military Cap: 30
Education: Well Educated
Living Standards: Normal
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Founded by the great king Konavrttaijt in the early 6th century AD, after a series of grand military campaigns that ended in the conquest of all of northern India, the Sitivasas High Kingdom remains one of the key Indic great powers. Though for much of the 7th century AD it had suffered greatly from constant rebellions and border wars, gradually having to retreat from some of its peripheral territories, it had more recently managed to stop the retreat and fight off attacks from several neighbouring empires and may now look to reverse the previous trends.

Girnari Irinate
Capital: Girnar
Ruler: ?
Government: Irinate
Culture: Avyaktaragan Indic with limited Old Magadhan and major modern Bahulatvan influences; Coalescent Paramatmanistic; quite unified; flourishing.
Technology: Age of Exploration
Army: 5 regiments
Army Description: Professional, dedicated and disciplined warriors (chiefly heavy infantry).
Navy: 20 ships
Navy Description: Large warships with dedicated professional crews, plus some highly-maneuverable catamarans.
Economy (Base/Manufacturing/Trade): Growing (1/2/1)
Area (Points Required): 1
Infrastructure: Good
Bureaucracy: Efficient
Population (Points Required): 3
Military Cap: 20
Education: Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The modern Irinate has little to do with the Girnari High Kingdom of the past; it was founded by urban rebels led by the mercantile oligarchy that by then had taken hold in Girnar itself and now expelled the Sitivasas rulers. Though fiercely independent and quite united, Girnar is a small state caught between greedy empires, and as such is going to have troubled retaining its independence in the coming century.

Purvayamya
Capital: Amravati
Ruler: ?
Government: High Kingdom
Culture: Deccanified Avyaktaragan Indic with noteworthy Banghan and Sinhalese influences; Paramatmanistic with various competing movements; strongly regionalistic; culturally reviving.
Technology: Age of Exploration, but much less naval-minded and so lacking in that department.
Army: 10 regiments
Army Description: Elite, but somewhat poorly-organised warriors from all over the realm; mostly medium cavalry, plus some longbowmen.
Navy: 5 ships
Navy Description: Standard (if somewhat obsolete) tall warships with skilled hired crews.
Economy (Base/Manufacturing/Trade): Static (1/2/1)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 4
Military Cap: 30
Education: Educated
Living Standards: Normal
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The then-dominant but increasingly unwieldy Girnari High Kingdom was in 491 AD partitioned between the previous high king’s two sons, Skandri and Bhagu. Skandri’s northern realm, Kramayata, was supposedly the superior of the two, seeing as it was both larger and came with the title of High King, but it was undermined by feudal strife and attacked by the great Huna ruler Konavrttaijt and crumbled under his attacks. This allowed the Bhagid king of the small, but more centralised southern kingdom of Purvayamya to claim the title of High King as well as some of the Kramayatan lands; the subsequent war with Konavrttaijt was a disaster, however, as most gains were lost and the realm succumbed to peasant revolts and growing feudal strife in the wake of defeats combined with a nasty volcanic winter that came in 535 AD. Nonetheless, the early 7th century AD saw the realm’s revival under the High King Shalabhah, who restored its unity and reconquered some of the northern lands. Purvayamya is now a key player once more.

Bangha
Capital: Bordhoman
Ruler: ?
Government: Absolute Monarchy with conflicting aristocratic, mercantile and bureaucratic elements
Culture: Magadhan Indic with minor Burmese admixtures and considerable Avyaktaragan influences; Buddhist, though with large Vaishanavistic and Paramatmanistic Hindu communities (which form a marginal majority if taken together); mostly unified; increasingly cosmopolitan; in renaissance.
Technology: Age of Exploration, with particular advances in manufacture-related spheres.
Army: 10 regiments
Army Description: Well-organised, well-trained but inexperienced standing army (assorted medium and heavy infantry with a minor cavalry arm).
Navy: 25 ships
Navy Description: Advanced, greater tall warships with well-educated crews.
Economy (Base/Manufacturing/Trade): Growing (2/2/2)
Area (Points Required):
Infrastructure: Good
Bureaucracy: Tolerable
Population (Points Required): 4
Military Cap: 20
Education: Well Educated
Living Standards: Normal
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The successor state of Magadha, Bangha had a lot of ups and downs since the 1st century BC, at some points dominating eastern India and at others ceasing to exist completely, like after Konavrttaijt’s conquest in the 6th century AD. It broke free once again in 653 AD, however, and since then has, despite its shrunken size, been experiencing a cultural and religious renaissance combined with a period of noteworthy technological progress and economical development which also allowed for southeastwards colonial expansion. This golden age might run out pretty soon, though.

Prasannan Empire
Capital: Poghidi
Ruler: ?
Government: Parliamentary Monarchy with limited feudal and bureaucratic elements
Culture: Indo-Sinhalese with very heavy Avyaktaragan influences and admixtures; Paramatmanistic with competing movements; small, but thriving Yahweist Jewish community; slightly regionalistic; flourishing.
Technology: Age of Exploration
Army: 20 regiments
Army Description: Professional, well-equipped, well-organised army (chiefly heavy and medium infantry).
Navy: 40 ships
Navy Description: Advanced, powerful tall warships with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (2/1/2)
Area (Points Required): 3
Infrastructure: Good
Bureaucracy: Competent
Population (Points Required): 3
Military Cap: 20
Education: Educated
Living Standards: Higher
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Old Malaya (directly-governed coastal colonies plus some protected inland principalities and tribes/3/2/10 regiments/Mostly Loyal)
Mekong Delta (protectorate over native tribes, principalities and city-statse/2/1/5 regiments/Increasingly Disloyal)
Sumatra (directly-governed coastal colonies plus some protected inland principalities and tribes/2/1/5 regiments/Mostly Loyal)
Nation Background: The near-collapse of the Sinhalese Empire in the early 3rd century AD had a major and largely unexpected effect, when the imperial family fled to the allied Podhigai (now Poghidi) Ascendancy on Lanka and, retaining a great amount of its naval power and colonies, managed to negotiate an union which created the world’s first true parliamentary monarchy. The new Prasannan Empire managed to reconquer southern Deccan and went on to prevail in the various power-games played in Southeast Asia, establishing a grand colonial empire and now looking to expand it further. This kind of success breeds arrogance in the empire itself, and envy amongst its neighbours; in coming days that is sure to be a source of much conflict.

Sharmathai
Capital: Sankor
Ruler: ?
Government: Centralised Feudal Monarchy with minor tribal elements
Culture: Thai with major Avyaktaragan (and Sundanese in particular) influences; Paramatmanistic (chiefly Coalescent); somewhat tribalistic and regionalistic; developing.
Technology: Age of Exploration, generally more backwards.
Army: 10 regiments
Army Description: Disciplined, dedicated warriors (chiefly heavy infantry; also some elephantry).
Navy: 15 ships
Navy Description: Standard tall warships with sub-par crews.
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 3
Military Cap: 20
Education: Literate
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Southeast Asia had a troubled recent history, largely thanks to the warmongering Annihilation Tendency Pralayadeshan barons who, at their height in the 6th century AD, utterly ravaged most of the region and destroyed several diverse kingdoms and civilisations. This allowed some heavy-handed Prasannan expansion in the area. Fortunately for the locals, this alarmed the Sundanese, who hurried to prop up the small kingdom of Sankor, allowing it to grow into the present Sharmathai Empire. By now, the Sharmathai have united all of the Indochinese lands not conquered by any of the outer empires, and are hopeful that they would be able to defend what they have from further encroachment, or maybe even reconquer some of the lands lost, especially the Mekong Delta.
 
Malaya
Capital: Kendawangan
Ruler: ?
Government: Tribal Monarchy with feudal elements (Prasannan vassal state)
Culture: Malay with considerable Avyaktaragan and Prasannan influences; Paramatmanistic with major local traditional elements; tribalistic; developing.
Technology: Steel Age with occasional Age of Exploration elements; but generally quite backwater
Army: 3 regiments
Army Description: Fierce, unevenly-equipped and undisciplined elite warriors (chiefly light infantry)
Navy: 10 ships
Navy Description: Small, maneuverable catamarans with experienced and dedicated crews.
Economy (Base/Manufacturing/Trade): Static (1/0/0)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Improving
Population (Points Required): 1
Military Cap: 5
Education: Tolerable
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Though most of the Malay lands had been conquered by various Indic powers, the Malays of southern Borneo have more or less thrived on the periphery of civilisation, mostly partaking in piracy. Though extremely disunited and fractitious for much of their history, they were forcefully reunited in the 6th century AD with Prasannan assistance and under Prasannan pressure. Since then, the Malays focused on raiding the Sundanese lands and hiding under the blanket of vassalage to Prasanna, aggravating the regional tensions further.

Sunda Ascendancy
Capital: Madhumatapura
Ruler: ?
Government: Monarchic Ascendancy with feudal and mercantile elements
Culture: Avyaktaragan Indic with minor Australasian, Malay and Sinhalese admixtures and influences; Paramatmanistic (chiefly Coalescent); regionalistic, but not exceedingly so; quite sophisticated and influential.
Technology: Age of Exploration, advanced naval technology.
Army: 5 regiments
Army Description: Elite, but somewhat inexperienced guards (chiefly medium infantry).
Navy: 25 ships
Navy Description: Maneuverable, long-range catamarans with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (2/2/3)
Area (Points Required): 3
Infrastructure: Good
Bureaucracy: Competent
Population (Points Required): 4
Military Cap: 5
Education: Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Emerging from the ruins of the Samkataka Ascendancy in the 1st century AD, the Sunda Ascendancy was quick to reassert control over most of the core regions as well as the key trade routes. Though often plagued by internal divisions and militarily mediocre at best, Sunda remained a leading commercial power to this day, even though its positions have been increasingly assailed by the Prasannan Empire, forcing the Sundanese to commit to all sorts of diplomatic intrigues in order to try and halt the Sinhalese onslaught. Thus far, it is unclear if this is successful or not.

Atatork Xanate
Capital: Bayan Mod
Ruler: ?
Government: Monarchic Tribal Confederation
Culture: Sardar Turkic with minor Chinese and Khitan influences; Tengrist; very tribalistic and primitive, but with a developing and mostly unified urban culture; xenophobic; some remaining Sinitic populations, mostly in the southwest.
Technology: Steel Age
Army: 4 regiments
Army Description: Somewhat poorly-organised, but dedicated “elite” guards (chiefly light cavalry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Area (Points Required): 3
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 1
Military Cap: 5
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The more primitive of the two Sardar states, the somewhat ramshackle Atatork Xanate seemed poised to fall into the hands of one or several of its more centralised and expansionistic neighbours; still, thus far a combination of difficult terrain and a fierce warrior tradition allowed it to hold out.

Dinghisic Xanate
Capital: Dinghis-Sehir
Ruler: ?
Government: Absolute Bureaucratic Monarchy with mercantile elements
Culture: Sardar Turkic with considerable Avyaktaragan and some Chinese influences (also, a small, but significant Chinese community); Tengrist, with a growing Paramatmanistic movement; mostly unified; increasingly cosmopolitan; quite sophisticated and developing further, though there is a growing reaction.
Technology: Age of Exploration
Army: 10 regiments
Army Description: Disciplined, well-equipped standing army (chiefly medium infantry, but also a traditional strong cavalry arm).
Navy: 20 ships
Navy Description: Modern tall warships with experienced hired crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 10
Education: Literate
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Unlike its western neighbour, the Dinghisic Xanate was quick to develop into a centralised and modern state, joining the Avyaktaragan trade network and coming under Paramatmanistic influence. A combination of a good strategic position with a decidedly mercantile outlook allowed the Xanate to achieve great prosperity, which it is now beginning to translate into political power.

Ba Empire
Capital: Jiang
Ruler: Deng Jinxiang
Government: Feudal Monarchy
Culture: Central Chinese, with limited Luoyangese and Xishanese cultural influences; minor Turkic presences; ideologically and religiously uncertain, with all kinds of movements present; very regionalistic; fairly sophisticated, but in something of a crisis.
Technology: Steel Age with Age of Exploration elements
Army: 30 regiments
Army Description: Well-organised recruited army with experienced commanders, though the soldiers themselves are sub-par in most other terms.
Navy: 20 ships
Navy Description: Primitive river boats with rebellious crews.
Economy (Base/Manufacturing/Trade): Declining (2/2/0)
Area (Points Required): 3
Infrastructure: Tolerable
Bureaucracy: Corrupt
Population (Points Required): 4
Military Cap: 30
Education: Educated
Living Standards: Very Low
Confidence: Barely Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Caught between the assorted Turkic and Chinese empires since the 1st century AD, the region of Chinese Mesopotamia and the rest of what now constitutes the Ba Empire was doomed to be theatre of pretty much all the great wars that occurred since then – and there were many, so the area was devastated over and over again. The constant rebellions further contributed to the chaos, and naturally, the dark 6th century AD saw the worst of it all. Even as more stable warlord states began to emerge, continued rebellions and the Tibetan onslaught that captured Chengdu destabilised things once more, and it was only in 683 AD that the cunning warlord Deng Jinxiang managed to unify the area. However, his empire, though large and endowed with a pretty big standing army, is also ramshackle and might not outlive the now-ailing ruler.

Korea
Capital: Asan
Ruler: ?
Government: Absolute Aristocratic Monarchy with feudal elements
Culture: Korean with considerable Old Khitan admixtures and influences, as well as some Jomonese influences; Dangundo (national-mythicism), with most other religions heavily suppressed, though Paramatmanism is grudgingly tolerated; nationalistic; xenophobic; culturally stagnant.
Technology: Steel Age with growing Age of Exploration elements
Army: 4 regiments
Army Description: Devoted, well-organised and disciplined but generally rather impractical and obsolete royal guards (chiefly heavy infantry).
Navy: 10 ships
Navy Description: Small, rather primitive but sturdy “spear ships” with inexperienced crews.
Economy (Base/Manufacturing/Trade): Declining (1/0/1)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Blundering
Population (Points Required): 2
Military Cap: 10
Education: Literate
Living Standards: Barely Tolerable
Confidence: Barely Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: After having undergone a Dangundo-based religious revival and conquered independence from the Xiongnu in the 2nd century AD, Korea became a highly-conservative theocratic kingdom which enforced near-total isolation from the outer world. Eventual arrival of Avyaktaragan commerce combined with a growing agricultural crisis finally led to a late 7th century AD rebellion and palace coup, after which a more pragmatic dynasty came to power and began to open Korea up to the world. This and the following societal changes caused quite a lot of reactionary outrage, however, and after a brief pause it seems like Korea is once again descending into instability.

Jomon
Capital: Fukushima
Ruler: ?
Government: Feudal Matriarchal Theocracy
Culture: Jomonese with very limited Xishanese, Old Khitan, Korean and Avyaktaragan influences; Himikoist (national-mythicism); highly xenophobic and nationalistic, with most foreign influences and religions brutally repressed; somewhat regionalistic, but with a clear and recognised central cultural authority.
Technology: Steel Age with some Age of Exploration elements
Army: 5 regiments
Army Description: Well-trained and fanatical warriors (medium infantry) with obsolete equipment.
Navy: 20 ships
Navy Description: Small, highly-maneuverable long-range ships with skilled but not always reliable crews.
Economy (Base/Manufacturing/Trade): Static (1/1/1)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Blundering
Population (Points Required): 3
Military Cap: 30
Education: Literate
Living Standards: Barely Tolerable
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Having emerged as a brutally nationalistic theocracy after a multi-century independence war against Xishan which finally ended in the 1st century AD, Jomon was faced with a whole new set of challenges. The entire Jomonese civilisation was basically geared towards the never-ending war effort, and so, after the war’s end, emptiness and restlessness took hold; this combined with other complications led to the Jomonese fighting each other, fighting abroad as mercenaries or taking to piracy and raiding. Reunited and reinvigorated after the late 3rd century AD, the Jomonese state mostly focused on the latter activity from then on, causing grave diplomatic complications with pretty much all the other states to Jomon’s general south. Though the Jomonese were beaten back by a coalition fleet in the 6th century AD and subsequently fell into another era of infighting, in more recent times Jomonese naval activities have once more been on the rise, ambitious feudals often launching far-reaching raids of their own.

Ayutamradvipa
Capital: Yaajipura
Ruler: ?
Government: Absolute Monarchy with parliamentary and feudal elements
Culture: Avyaktaragan Indic, with native Ayutamradvipan admixtures, plus major Sundanese and lesser Chinese influences; some remaining native tribes in the Home Islands plus the large Chinese populations in the colonies and the Malay tribes in Borneo are the main ethnic minorities; Paramatmanistic (chiefly Avatar Ushas worship movement); fairly unified.
Technology: Age of Exploration
Army: 8 regiments
Army Description: Well-trained, well-equipped elite guard (chiefly medium infantry).
Navy: 40 ships
Navy Description: Standard tall warships as well as some advanced long-range catamarans, with skilled and experienced crews
Economy (Base/Manufacturing/Trade): Static (2/1/3)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Improving
Population (Points Required): 3
Military Cap: 20
Education: Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Hokkien (Military Governorate/1/1/5 regiments/Very Rebellious)
Borneo (Protectorate over local city-states/1/1/5 regiments/Quite Loyal)
Nation Background: The northeasternmost of the Avyaktaragan polities, Ayutamradvipa started out as a heavily-Sundanised native kingdom, but as refugees and immigrants flowed in from the rest of the Avyaktaragan world the native population was simply overwhelmed and mostly assimilated, while the never-ending stream of new arrivals kept the nation dynamic and abundant in manpower. Though rather decentralised and limited in force-projection abilities for much of its history, in the 7th century AD Ayutamradvipa found itself both at its height and surrounded by a power vacuum after the collapse of the Luoyangese Empire. Under Emperor Yaaji it was reformed into a more centralised state and a potent naval power, allowing it to both ward off the nascent threat of piracy and exploit its unique opportunities, expanding into Borneo and China. However, the empire has grown a bit overstretched, and its early fortunes may be reversed as other regional powers are recovering from the Dark Age.

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Notes:
- A default religion (i.e. that which is assumed unless pointed out to be otherwise) is a traditional local polytheism or what have you.
- Tribal and feudal nations in particular can raise fairly large and experienced – though not always reliable – levies for any actual warring; only their peace-time armies are shown in the stats. These tend to form the nucleus of the levied armies for actual campaigning.
- The economy basically represents what you have to spend, so highly-prosperous but decentralised states can often have surprisingly low income as a lot of money is under local control. In centralised states, such discrepancies may be the result of corruption and embezzlement (these things can often be taken for granted, to some extent).
- A High Kingdom is a highly decentralised elective feudal monarchy; somewhat similar to the HRE.
- An Ascendancy is a hegemony, or a clearly centralised city-state league.
- An Irinate is an elective monarchy/well-organised dictatorship, often with mercantile oligarchic elements.

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Technological Levels:

New World Bronze Age: widespread bronze weaponry, advanced agriculture (milpa-based) and naval technology, domesticated llamas; frequent leftovers of previous ages (like obsidian weaponry); fairly large standing armies; developing war fleets.

West African Iron Age: widespread iron weaponry, advancing metallurgy and engineering; advanced river boats; irrigation; camelry.

Dark Age: widespread and advanced iron weaponry, developed horse-riding (stirrups), advancing naval technology (longships and the like); primitive slash-and-burn agriculture; feudal armies; strong cavalry and medium infantry.

Steel Age: widespread and advanced iron weaponry, spreading steel weaponry, advanced metallurgy and engineering; sophisticated, but somewhat stagnant naval technology; advancing agriculture, superior irrigation; elite cavalry, strong heavy infantry, semi-feudal and/or standing armies; advancing alchemy (including naptha-based weaponry).

Age of Exploration: widespread and advanced steel weaponry, very advanced metallurgy and engineering (including irrigation and ship canals); developed hydraulic agriculture; advanced naval technology (including ocean-worthy ships); semi-feudal and/or standing armies; highly-advanced mathematics and advancing mechanics.
 
Okay, I'm pretty sure I made a fair amount of silly mistakes in the stats, so please do inform me of any that you notice (as said before). Thanks.
 
Taking the Teutonic Empire as previously stated. Excellent work das! :D
 
Wow, that's a lot of stats. And now to the traditional alex994-esque whining:

OMG, the Republic of Guangling is so weak! How am I supposed to do anything surrounded by states with much more powerful armies and navies? OMG OMG OMG!

:p
 
Oh my, that was indeed a heap of stats. Can't say I find anything amiss, though I'm surprised how militarily weak the Arabian kingdom is. I guess that's because of their tribal status means they have a weak standing army but lots of potential, like you said in the OOC (see, I read the OOC! :D).
 
Wow, that must have been tons of work.

*complains about how Sardinia didn't survive*
 
A few questions:

Do ships affect the military cap? Do levies? Could you explain how Area and Population work, or was that in the preview thread/will that be in the rules?

Also, Thuringia has 15 thousands, but other Dark Age nations have regiments. Not sure if that's a mistake or intentional.
 
How centralized is a "Representative republic" anyways?
 
Okay, I'm pretty sure I made a fair amount of silly mistakes in the stats, so please do inform me of any that you notice (as said before). Thanks.

Excellent work. I'm not sure I was going to make Dainzu *quite* that powerful, but it's actually better this way, I think. :)
 
OMG, the Republic of Guangling is so weak! How am I supposed to do anything surrounded by states with much more powerful armies and navies? OMG OMG OMG!

Oh do be quiet and use your citizen-soldiers and privateers. ;)

I guess that's because of their tribal status means they have a weak standing army but lots of potential, like you said in the OOC

Indeed.

How centralized is a "Representative republic" anyways?

Right, should've mentioned that it's quite decentralised as well. As per your last "orders", if they could be called that. ;)

Could you explain how Area and Population work, or was that in the preview thread/will that be in the rules?

Yes, it was/will be. As was/will the military cap (though I tweaked it abit since the preview thread), which only affects the standing military (however, if you use your levies in drawn-out military campaigns they would be counted as well).

Also, Thuringia has 15 thousands, but other Dark Age nations have regiments. Not sure if that's a mistake or intentional.

A mistake, obviously; not that they're not equivalential for our purposes.
 
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