das
Regeneration In Process
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.
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.