The World Becomes Ours: Pre-Thread

(You thought it was over? Well, you thought wrong.)

TRADE IN EAMOA
A thrilling expose written by a bored, anonymous merchant-

Who dares wins. This is the maxim of most Eamoan traders these days (as opposed to the previous one, which was "Can this thing even float?"). Indeed, risking their lives on a dinky boat built by a blind carpenter, or on the open road, where bandits might try to pull off "money or the life" shtick they seem to love so much (except for Marazen caravans. These guys will shoot you in the lung before you can even say "money".). Some win. Some beat the ocean winds and reach their destination and return with a fortune and a half. Some sink to the bottom of the seas. Some manage to beat the bandits and stuff them where even Mora won't be able to find them. Some others leave their skeletons on the road, as a warning that nothing lives forever, that just as you believe you're safe, you're not.

The successful ones bring different stocks from faraway places. Hungry, faraway places. The main export of Eamoa, is, in comparison to the stuff imported, rather prosaic. Food. The terrain allows for huge grain and corn production, as thousands serfs of different houses toil under the hot sun so that it can be sold for some nomads who, coincidentally, have silk and dye in excess but food and deficit.

More specifically, from the mainland continent, via the Khasteg, who are nomads acting as middlemen on behalf of the sparsely populated Jamhay lands, which, normally wouldn't be of interest. But they had one key stock, one valued greatly by all nations with a respectable religion: incense. Required for many religious rituals, it always fetches a good profit. Incense is always traded at low prices, mostly because otherwise the grain ships wouldn't arrive, and wouldn't that be mighty unfortunate?

Closer to home, and reachable even by land (although it is an adventure and a half!), the lands of Amraki Ho is a real treasure trove. In the jungles of Amraki, dye, bananas and spices are there, all waiting to be bought up and then imported into the ever-hungry Eamoan market. In exchange, iron tools and weapons from the markets are being exported for the expansion of the colony deeper into the jungle, in an effort to find more resources, which will be then sold for more tools and weapons, thus closing the circle. As unbelievable as it might sound, the only way to get through the thick jungles of Amraki Ho is via the so-so called "elephant caravans". This painting is one of the proof of their existence, but I somehow doubt it's authenticity. The heat does funny things to people.

The relationship with Xi-Peng is...odd. Depending on which political force has the greatest influence within the walls of its capital, relations with Eamoa can be from "frozen icicle" to "welcome, brothers!". The fact that serfs regularly rebel and inevitably turn into bandits, thus killing food production, which results into starvation, which turns even the few remaining serfs into rebels and bandits. It's a fascinating cycle of rebels, but the Great Road must remain opened and safe, which is why food deliveries are sent once things get really dangerous. In exchange, Xi-Peng tolerates worship of Mora (which is ever more on the increase, as it seems that the inefficiency of the governor is, at least, in the people's minds, related to his worship of the Pantheon.) and occasionally even pays. Be it in nature or money. And sometimes? Even knowledge.

One interesting relationship is the triangle between Eamoa-Manash-Ravash. See, the gold mines in Ravash need to be protected. What better way than using the nearby iron ore and the high-quality armours and weapons produced by Manash? Unfortunately, there's a very big demographic problem in Manash - apparently, hundreds of years of constant resistance against the Empire had taken its toll, and ironically, once it actually DID fall, the population of Manash had fallen to an all-time low. This had an adverse effect on agriculture, which with each year was less and less able to feed the population that remained. So, the rich miners and rulers of Ravash, not desiring to conquer the land and kill its master-craftsmen, had to improvise. They found the answer in, of course, Eamoa. The deal was: they give gold and silver to Eamoa, while they send each year 1000 workers to settle down there and work, plus regular food shipments. It's a system which so far, benefits everyone.

Those are the most used trade routes. There, of course, are brave people who go far beyond. They usually are singular cases, but they don't return very often. At least not in one piece. And there's evil men, who upon dark seas or winding roads, enslave other fellow people, be they Eamoans or other ethnicities, and then sell them on the slave markets. Slavery, in general, is a rather tricky thing in Eamoa. Quen Ho are behind it, so are the Morashilds (among whose mitts are some of the greatest slavers), who need slaves to row their enormous ships. On the other side, the Marazens fiercely fight against this practice, and it isn't too uncommon to see a caravan launching a fearsome attack upon a slaver camp. Inland nobility, or the Morarians, of course, are supporting them, as slaves outsourcing serfs is a trend they don't like, and don't tolerate at all.

That is all, for now.

MAY MORA BLESS US ALL.
 
Can I request an extension to Sunday
 
Ah ok. That's fine. I'll see what I can do.

... And requesting Sunday extension too - I will be able to provide a proper, nonrushed faction that evening (DK time)
 
Let's go ahead and make Sunday official then. Sign-ups due by Sunday, September 26th.

I'd really like to get the main thread out by Monday, and maybe even update 0 the same or next day.
 
@Arrow, Immaculate, I'd be happy to coopertae and make the changes necessary to adapt my timeline and culture for continuity.
@ Nuka, I can't really give up my part of the islands. Most of the southernmost island is still yours, though.
@Decamper, You seem to have missed the tiny island on the Morazen Coast.
I'll update my claim to add a different colony if you're giving the part of the island I claimed to Nuka.
 
The Umzingeli mobilised in the moment of the imperial downfall to lay claim to Watun farmlands. While otehrs would travel on maintain their nodmatic and tribal disctions, some would henceforht cling to a new era of feudaldom, while those who followed the mercenery traditions that the sons of Umzingeli ikoshies (chieftens) take up to earn their place as a successor through martial honour have founded a more permament front as buisness entities. Among these merceneries is Owethu the Lion, a warrior exiled from his clan for slaying the ikoshi’s desired succesor in a dual. Owethu took to a band of merceneries known as the Ilangan Riders, intitally to regain to applease his clan but that changed when the Jamhuri ya Ropmji offered Owethu’s company a grand sum to defend them from Owethu’s own clan. Though hesitant at first, Owethu would be committed to turn his back to his clan when the ikoshi sent forth a warrior band to scare off his mercenary company; the tension resulted in a skirmish that concealed Owethu’s fate. Henceforth the Ilangan Riders took to defend Ropmji from raiders, ending with the death of Owethu’s former ikoshi. Famed for his valore Owethu attracted not just Umzingelian warriors but also Watun figthers and even refuges of the Qeng Xo to seek to serve him. Enlightened with a desire to build further his fame and to find a new home in the mercenary trade Owethu reorganised his corp and reframed the Ilangan Riders as a part of a new company: the Sa Ukubakhona.

200

The Sa Ukubakhona or the Dawn Company is a famed mercenery corp with desires for gold and fame. Individual members of the company are often revered to as San. Leaded by the brave Owethu the Lion the company takes their inspiration from the Juunjia sun deity Ilanga, taking an oath “they will travel to fight in any place the dawns comes to rule over.” Though the Juunjian symbolised is an emergent of a strong Juunjian faith among the command core of the Sa Ukubakhona the company nevertheless attracts a cosmopolitan employment, along any creed and culture who seeks to fight in the corp to the serve the corp’s interests further. Despite Owethu’s shaky history with his own clan many clan ikoshi have taken to allow their kin to join the company as a means to build their character, a practice also been recently adopted by Watun dynasties, including the merchant families of the Mungu though the Munguns do tend to request roles as stewards for the Sa instead of direct fighters.

The Sa Ukubakhona is structured as followed:

  • The Mpanda Ilangan or Ilangan Riders consist of the most veteran warriors of the company; they serve as the prime melee infantry of the company.

  • The Mpanda Jau or Sun Riders are the (non-elite) carvery units of the company.

  • The Panga Jua or Sun Swords are, to the namesake, the official swordsmen of the company.

  • The Upinde wa Jua or Sun Bows serve as the archers of the company.

  • The Mwezi Wawindaji or Moon Hunters are the skirmisher infrantry bracnh of the company.

  • The Matanga Jua or Sun Waves are entitled with duties of marine transportation for the company and for the provided escort for the mercenery transport barges.

  • The Jua Wakili or Sun Stwards are assigned to ensure management of money and resources.

  • The Alfajiri Wanaotafuta or the Dawn Seekers provide message services for the army core of the company and to serve as diplomatic envoys to those seeking the services of the Sa Ukubakhona.

The company desires to take advantage of the imperial downfall to gain services from those who need their protection or who desire a solar raid against a potential rival. Though they serve the highest bidder the Sans follow a strict code of conduct, known as the Nine Oaths.

  1. Do not break a contract, even if the opposition offers greater funds.

  2. Do not conduct cruelty or other harms to civilians, if possible.

  3. Do not accept offers that may involve the razing of a settlement.

  4. Disputes in who gets the service of the company will be settled with bias towards the defender.

  5. Those who refuse to pay the due money are entitled to have their lands to be set as exchange.

  6. Those who conduct bravery in face of the enemy are to be granted bonuses.

  7. Those who defend civilians will be given bonuses.

  8. Those who show loyalty and intrigue will be given bonuses.

  9. Bravery is to be rewarded but it is best to be a coward than to sacrifice masses for the sake of a foolish last stand.

Owethu the Lion will live this code as he strides to serve those who give the right price.
 
@Arrow, Immaculate, I'd be happy to coopertae and make the changes necessary to adapt my timeline and culture for continuity.
@ Nuka, I can't really give up my part of the islands. Most of the southernmost island is still yours, though.
@Decamper, You seem to have missed the tiny island on the Morazen Coast.
I'll update my claim to add a different colony if you're giving the part of the island I claimed to Nuka.
As of right now I think our cultures mesh pretty well. Let me know if there's anything that stands out to you.
 
New map. All three continents are filled out now. As always, feel free to rename, redraw, or write backgrounds for any NPCs near you. New players, go ahead and claim over NPCs if you want. Stats will likely be later than intended, late tomorrow.
Spoiler map :
eJDI5g1.png
Rather than renaming four countries to fit with mine, I'd like to rename my country, to fit with them.

Osporines - Ezporata
I never really liked that name anyway.

Also, I am slightly altering Thuranity to Khuranism, and the leader, Cration Augmiren, to Kraetaq Ahgzmirat.
 
@Arrow, Immaculate, I'd be happy to coopertae and make the changes necessary to adapt my timeline and culture for continuity.

The only thing that might be useful is if you included something about the native inhabitants of the land- or maybe just the natives that were displaced. These natives are followers of the Nine Spirits, communal property owners, and relatively unsophisticated (see my post on the second page for more details).

Also, there can definately not be a wind lord who conquered everything between the two seas... how about between your sea and the mountains... forcing the native peoples i had mentioned across the mountains as refugees?
 
Rather than renaming four countries to fit with mine, I'd like to rename my country, to fit with them.

Osporines - Ezporata
I never really liked that name anyway.

Also, I am slightly altering Thuranity to Khuranism, and the leader, Cration Augmiren, to Kraetaq Ahgzmirat.

Thanks Exhera! With the name change, maybe the Ezporata people would be more closely related to the people of north Xidau (western continent), like SK's Zayakutra or whatever the big north blob turns into, rather than Deschaen?

EDIT: besides waiting on a few sign ups, everything is more or less ready to go. Main thread should be up tomorrow or the day after, with update 0 soon after.
 
Xo-Che
Colour: Default
Government/Ruler: Board of Admiralty/Lord Admiral Castine Song. Based out of the island for more than a hundred years, the Imperial second fleet called the island home. Following the destruction of the Imperial capital, and with it the First Fleet and all the highest ranking admirals, the highest ranking officers of the Second Fleet reconstituted the Board of Admiralty with some important differences. The Board of Admiralty consists of a number of Lord Commissioners of the Admiralty, consisting of three naval officers from the fleet (Sea Lords) and 2 politicians from the island (Civil Lords). Lord Admiral Castine Song sits at the head of the Board as Lord High Admiral and almost complete power on the Board.
Religion: The Imperial faith is dominant with some particular facets emphasised. With a large mercantile and naval presence, the worship of a local sea god named Temos is paramount over other worship. There are two aspects to this worship: first is the temple of Lumium, where worshipers often go to give votive offerings or make sacrifice at the temple before making voyages. The other particular aspect is a practice called Vortigen, which is the carrying of a small symbolic tree from the island on voyages. So long as the tree maintains life and survives on the ship, the ship is supposed to be blessed and will return to the island.
Values: Trade, Sailing, Naval Power, Military Tradition
Sample Names:
History: Hundreds of years ago, the Island of Xo-Che was colonised by Imperial Settlers in order to cement the Empire’s naval presence in the region. The local primitive fisher people were easily subjugated and quickly assimilated through culture and intermarriage. As such, the people of Xo-Che speak Imperial language with local dialect affected by the ancient language of the natives. For more than a hundred years, the natural harbour of the city of Sokoki served as the base for an Imperial fleet that patrolled the waters against pirates, and moved the armies from place to place. Because of the political power of the Imperial navy in Xo-Che the nominal Imperial Governor was largely ceremonial. Curiously, that Governor was in the capital at the time of its mysterious destruction. To maintain order on the island, Admiral Song--head of the Second Fleet--constituted a new Admiralty to manage Xo-Che’s affairs. Although he incorporated civilian leadership, it is effectively ruled by the military and Song in particular.
Claims and Capital City: Xo-Che island and its capital of Sokoki.
 
And of course stuff got in the way :/ I will submit later even if unallowed. Hope to get it in tomorrow.
 
24 hour extension.

If applications aren't in by then, the main thread will go up with NPCs in place. You'll have a short grace period until update 0 comes out, but after that new factions will not be accepted.

EDIT: If some of you are wanting to do something, feel free to point out where cities besides your capital are in your country. These don't have any noticeable impact on stats, but can be important points during wars. Be reasonable with your cities, at most 4 per faction, and even then that should only be for the most populous nations (agriculture can be a rough way to compare population).

EDITEDIT: Also, if anyone has any ideas for a religion for the tribal folk in southern Xidau (eastern continent), that would be neat. I'd rather not have the generic 'tribal religions' or whatever in the stats, and its more fun if players come up stuff.
 
Chien Hao, a city of wonders, of inventors, of progress, of wealth and greed unrestrained!

Government: Chien Hao prides itself on its republican traditions, and its most public face is the office of the Prauguan. The Prauguan is elected by the entire citizen (tax paying) population. To be considered as a candidate for the Prauguan, one must be nominated by a Charter Family’s Taicho. This guarantees the Prauguan is very establishment friendly, but the election process is an every three year bonanza of goodies for the populace so populism is mostly kept in check. Elections are a massive ten day affair of festivals, speeches, bribery and general spectacle that will end in eternal three year glory for one, and a horrific defeat for the others. A Prauguan can serve one term, and though officially associated with one family, it is an alliance with other families that usually that brings them to office. Once in office, the Prauguan serves as the face of the city, receiving diplomats, coordinating with the military to achieve the city’s goals, and most importantly, proposing new laws.

When the Prauguan proposes laws, it is the responsibility of the Senate to vote. The Senate is made up of citizens that have purchased an appointment as a senator for a term of one year. Senate seats go on sale one week after the New Year, and gives the holder the right to vote on legislation. There is an unlimited number of senate seats for sale, and the total number of seats in the Senate is kept confidential until after the deadline is passed. Often the six families tend to purchase a good number of seats to vote for or against legislature according to their interests. Other families and groups will purchase seats so that they can align themselves with one of the Six in exchange for assistance in another matter. The Senate cannot propose its own laws, and is mostly responsible for voting for or against the Prauguan’s actions.

The third, and the most powerful (though also the least active) branch is the High Court. The High Court is made up of the Taicho of the Six Charter Families. The High Court, along with its unofficial power that comes with their mass wealth, holds a variety of powerful official functions. The High Court with a simple majority can veto a law passed by the Prauguan and Senate (with no option for an override of the veto). The High Court is responsible for the appointment of lesser judges, and will also be responsible for confirming the assent of a new Grand Admiral (though this vote is more a formality). What is less a formality though is that the High Court must have a majority vote to affirm a new Prauguan’s assent (and there have been times when a Prauguan was denied the office), which helps keep any Prauguan from trying to stoke populist sentiment too fervently. Perhaps most importantly, the High Court is the only group that can make any changes to the City Charter, including the price of how much it costs to become a new Charter Family.
 
Claiming the Mao Sho NPC area, writing up a societal description now. - it should be up for grabs right?

Anyone, if what I do is too contrary to the surroundings, let me know, I have four hours from now to finish my country within the time extension. Sorry for being so problematic, it's a combination of being very busy and being very interested in partaking in this.

I also have difficulties getting an overview from reading the thread. I am doing it now, but there's a lot of text I don't need, and I'm having trouble telling (currently) relevant from (currently) irrelevant. If anyone can answer the below questions, I'd really appreciate it, even if I'm reading up on it right now:

- Has anyone written anything about Mao Sho' bay?
- What are the greater religious movements in Jiadau?
- The peninsula above the bay seems like a mess. I'd like to know more about it, and this is where I have trouble parsing information. Also a lot of the map claims people have made are... kind of small, it's difficult to tell where the claims are. If anyone has the time I'd love to see the posts that specifically concern themselves about the peninsula.
- What is the peninsula's name?

Thanks all. Post will be updated soon with details.

EDIT: I'm continually editing this post with details as I write them, so people can correct it underway if I type something stupid.


~~~~


The Grand Thaumaturgy of Sengkan / Angst
The Grand Thaumaturgy of Sengkan - often called simply Mao Sho after its capital, or mockingly the Zang den Busai, which literally means the Scientists of Zang/Grand Scientists but audibly is a pun on "Brass Donkeys" - is a wealthy country with a strong scientific tradition deeply centered in mystic beliefs. It greatly benefits from controlling the lower Zang river and is a significant local trade power while also being the progenitor of many technologies, with an academic tradition that produces tons of thought daily. While scientifically impressive and boasting a famous brass music tradition, its internal structures complicate from being politically divided between religious alchemist guilds as well as worker syndicates.

The inhabitants of the Zang river are known as just that – Zang peoples – which goes for both Mao Sho and its neighbours.

Colour: The current map colour is fine but if I do manage to become a significant power, I'll probably request a more evocative RGB, probably combined with a significant political reform so it makes sense at that time.

Their actual flag is red:
NOuql48.png


(Click here for textureless, here for large textured. I have the flag in a vector editor, ask me if you want anything in particular.

I'll probably get around to doing the other countries' flags soonish.)

Government/Ruler: Technocratic mystic plutocracy complex, see under values / Grand Mong Daokan

Religion: Kengdai chi mysticism is the primary religion of the region and it is kind of interwoven with the Imperial pantheon. Kengdai chi kind of has the same role as Confucianism as it is not technically just a religion but kind of a paradigm that influences every part of Zang spiritual and political life, but it is also a religion. The Imperial gods – any and all gods – are seen as subservient to the kengdai chi cosmology that integrates a lot of things into religion that have nothing to do with divinity. It's a complex of a thing that is described further below. It would absorb native religions in a different way than what the Imperial Pantheon did, but it would still absorb religions.

Values: The below is a detailed writing about everything thaumaturgical.

The Grand Thaumaturgy doesn't actually consist of wizards, but rather an elite court of mystics and chemists. Structurally, the political and economical spheres of the country overlap each other in the form of alchemist guilds. These guilds perform the bulk of the country's organizational services whether it comes to trade, religious services or political proceedings. Power within Mao Sho is centered in Mao Sho itself, the country's capital, and particularly the court of alchemists and its governor, the “zang mong” - Englishized as Grand Mong as we have no equivalent of the word Mong, although you could abstract it to “ph.d. in everything”. (And yes, Zang means Great, which means that the Mao Sho river's literal name is “Great River”.)

Basically all areas of the country's workforce are involved with the guilds through some form of written allegiance, but the farmers and wrights organize themselves in a near-syndicalist system and have significant control over the local production. This means that the guild affliation, while going all the way to the top of the country, is often fleeting, with relatively significant power schewed towards the less fortunate. This high degree of individual freedom within the local organizations means that entrepreneurs migrating to Mao Sho is not unheard of, and it certainly serves an effecient market where a lot of wealth is concentrated with the lower class, allowing for high demand at all times, stimulating the economy and being one of the prime motors for the country's significant wealth, even with the elite.

The farmers and wrights have, however, very little influence over the upper class' sphere of practices, which is a very complicated entity, as a lot of concepts that we see as separate are abstracted as one holistic thing. This way of thinking unifies fields such as economy, trade, polticis, aesthetics, religion, ritualism, the arts, social services, science, law, diplomacy, philosophy, warfare, education and medicine, as well as what we would call alchemy, astrology, thaumaturgy, necromancy, divination, necromancy, healing, shamanism, witchcraft and so on. All of these things, whether beliefs or practices, are considered one sphere of ideas called “kengdai chi”, meaning something akin to wondrous spirit or wondrous magic. Everything is interwoen tightly, and the entities cannot be separate from each other, similar to how philosophy was treated in the OTL West until it crystallized into lesser entities such as science, theology and the humanities - for the Zang, education, religion, statecraft, magic and science are the same thing. Our OTL distinction between science and traditionalism as near-antonyms doesn't even make sense to insert in this culture as science is so interwoven with traditionalist practices - scientific experimentation is one of the core tenets of kengdai chi, but it is also an incredibly traditionalist value.

While the practicioners and believers of this concept encompass the whole population, only the constellation of high-ranking “chi tunga” - literally chemists/alchemists/scientists, chi tung i singular - is allowed to be authorities on kengdai chi. This means that in order to be a ruling politician of any guild, you must first be part of an alchemist guild, then you need a long education, then you will need to be knowledgable on both science, religion and trade, and then you may be allowed to govern depending on what the court decides for you individually. The traditions and cultural qualifiers means that the rulers will almost always be from a wealthy plutocratic family, they will be throughoutly educated in both philosophy, theology and politics, they will perform alchemy recreationally and they will be particularly traditionalist, devout people.

The court of Mao Sho is a complex one where all its inclusions are qualitative, as such there are no formal requirements other than being part of a guild, but being of a higher guild rank is usually a huge factor for whether you will be allowed into the court. There are numerous guilds which each have different ranks, but a lot of them are based on the Kaoling systems initiated during Imperial rule. Below is an attempted Englishification/gross appropriation of each individual rank so it can be somewhat understood from a non-kengdai point of view.

Member - Chi tung – Alchemist (You are always this rank in addition to the below)
Student - Keng - Mage
Examplary student - Sai keng - Beautiful mage
Bachelor's degree student - Dao keng - Illustrious mage
Master's degree student - Dao sao - Illustrious prodigy
Lecturer - Chao den Tin - Master of divinity (This rank is usually skipped however, people of this rank are often teased for not being good enough to archieve mong)
Professor - Mong - No literal translation. Could be associated as a divining politician with a ph.d. in everything.
Post-doctorate professor - Long mong - Arch mong. Basically the level above a person with a ph.d. in everything.
Prime minister - Zang mong - Great mong. This is the leader of Mao Sho's court and therefore the ruler of the nation.


It might be relevant to very shortly touch upon the experimental practices of the alchemists. Contrary to OTL Greek conception of body and medicine, kengdai chi considers bodily fluids to be good things, spiritually equated with the bountiful wealth of the Zang river. Distilling blood, urine and faeces is common practice – it is infact believed by the Zang that they developed gunpowder before the Empire due to local experiments with urine and salt peter, even if they did not manage to weaponize the technology properly. Technology is actually an export of Mao Sho, even if unconventional of the times, where foreign merchants buy small inventions or strange medicines. However, the reason this business model is feasible is also because of the ethics standard of the alchemists, in that they can be quite cruel, even for medieval standards. Murderers are stripped of rights when captive, and they often disappear from prisons, and it's kind of a public secret that their bodies are used for vivisections. Some of these criminals may have injections with painful, primitive needle-like tools, they may be forcibly poisoned or having their limbs separated. Also, in the vein of alchemist mysticism, some experiments are performed in the belief that blood may coagulate into gold, which leads to a lot of painful, futile experiments. All this is done recreationally by the Zang elite, and all of it is done on live people in particular because the living body is seen as a natural form to be investigated only as alive, similar to the bountiful flow of the live Zang river. While torture is often used as punishment in this time period, this intricate, crude, yet relaxed relation to bodily fluids and organs isn't always that well-received in other countries. However, the foreign relations aren't that terrible, especially with the medicine exports that a lot of the time actually work, because of this research.

Military: Because of the significant power of the lower class, mass drafting or martial law is close to impossible to force through. In face of the lower class' power, the Mao Sho government offers several benefits to the people that volunteer into the national army as well as granting compensation to a dead soldier's family. While the morale and quality of the national army is therefore exceptionally high, it is a particularly expensive army, so for a lot of the legwork, the relies on mercenaries.

Stability: Only the Zang Mong may grant executive orders to the army and Mao Sho's mercenaries, and only the Zang Mong may own mercenaries at all within Mao Sho. But he isn't allowed to pay for the army himself, rather it is funded by the plutocratic alchemist guilds in the court at large. This means that while the Zang Mong has control, he can be veto'd. This checks out to balance power hungry alchemists in the court - there is a lot of transparent accountability between the numerous parties of the country. Unless the Zang Mong carries through too many orders without internal support, the nation has difficulty becoming unruly. But on the other hand it's not always that hasty at carrying out significant decisions.

Trade: Mao Sho is famous for its medicine and drugs. The alchemist mass all experiment with things other than biology, especially liquids, and while industrial espionage exists, medicine components are usually kept secret, giving the alchemists monopoly on hundreds of types of medicine.

The country is a significant exporter of fireworks and strange alchemical brews that entertain at parties. For example, a particularly important alchemist export is bu fo xi, which is produced by herb mogul Saoteng; this grayish liquid gives off an awesome sharp green flame when set alight and its gases drug the surrounding crowd, increasing heart rate and give dream-like visions. The substance is a hugely popular component for upper class parties on the Emong peninsula. (That one peninsula which is the southern third of Dofangdau.) Additionally, some of the older available substances have been leaked to the population since ancient times, and infact some of the farmers grow herbs that have hallucinogenic properties, herbs that have a difficult time growing in other geographic locations.

Other than that, the banks of the river Zang are very rich in nutrients and Mao Sho and the other Zang countries act as a bread basket for hungry neighbours, especially those cold or dry.

While Mao Sho produces most of the alchemic products, they are usually exported through Marala (when trading with the Watu city states and western Emong) or through Accatta (when trading with eastern Emong and the Dutchies), granting those countries economic benefits from Zang inventions. Some Eamo merchants import directly from Mao Sho. All of these countries are very close knit due to the trading ties between them.

Sample names:
City names: Mao Sho is the capital. Other than that, Mengdei, Se chung, Mongseng, Daiseng.
Names are usually not gender coded, but some are. The g sound sounds very effeminate to Zang peoples, while Ch is usually used at the beginning of guys' names.
Any: Lang, Ze, Zang, Tei, Song
Male: Cho, Chai, Chong, Mei.
Female: Lugei, Migi, Taigei, Sou.

History: The concrete events here are supposed to be canon, but the outlined chronology might need some work, don't consider the actual years canon yet. It might be appropriate for Decamper to decide the years for each event.

Oh, I also renamed my neighbours slightly. I'd love if the changes could be used.

Gravas = Geng Lavas
Marala = Mala Leng
Manaso = Mao Nang Sho
Ealik = Emang Likong

The Zang river used to house an ancient line of kingdoms with varying degrees of unification, with an unwritten history that has probably lasted a couple of thousand years. After writing was developed, a more definite chronicle of the region has been outlined. About a thousand years ago, the Zang peoples were unified from Geng Lavas, but with a significant slave force of the Zang ethnicity itself, which eventually collapsed from the inside. After a few centuries with warring states, eventually a new kingdom brought unification to the Zang valley, this time Emang Likong was the center of civilization. However, the slavery situation was even more severe. While Great Likong was exceptionally prosperous, it suppressed several spiritual movements and installed a cruel blood god as the arch authority, this cruel god still below the divine king who performed several atrocities towards the region as well as building the marble palace in Mao Sho city that currently holds the country's court.

When the Qeng Xo arrived at the region, they joined with the slaves, the farmers and the clergy, which brought a firm end to all royalty of the region after a very bloody civil war. The blood god was so behated that rather than being included in the Imperial Pantheon, he became a regional Satan-like entity who has been used as a boogeyman to scare children to this day. The Qeng Xo divided the Zang imperial provinces into Geng Lavas, Mala Leng, Ma Nang Sho and Emang Likong, the current borders of Mao Sho being divided amongst them along the river. All the slaves were liberated - infact the Zang peoples experienced surprisingly benevolent treatment under the first Qeng Xo, as the Empire needed to be benevolent in order to appease those that had risen against their rulers. It was during this time that the pseudo-syndicates of the lower class were established. These regional gatherings answered directly to Imperial provincial rule, and the clergy's surpressed spirituality slowly developed into the holistic construct that kengdai chi is now. As the Empire slowly crumbled, the Zang upper class established itself as a de facto plutocratic governship, and when the Empire enforced ill treatment and rights restrictions, the workers and alchemists began to undermine the empire together. The Empire performed several crackdowns which only lead to more dissatisfaction until the provincial military offered its services as mercenaries to the Kaoling family rather than being slaughtered in the deathbed of the Zang valley. The combined forces brought down the Imperial army. After taking control of the region, the Kaoling were forced by both the guilds and the syndicates to step down and form a government, which developed into the Thaumaturgy of Sengkan and its neighbours.

Claims and Capital City: Mao Sho's capital city is Mao Sho itself. Mao Sho is infact just the shorthand monicker for the nation, it's true name is The Grand Thaumaturgy of Sengkan after all. Sengkan, by the way, is the name of the small bay that Mao Sho encompasses, it is a heavily trafficed bay.

NB: From now on, I might be less detailed, but don't think it less complex. It's simply because of time restraints as I want to deliver before deadline. The most important part of the nation is kengdai chi which I deem finished. :)

Neighbours:
Here's a overlook of the neighbouring cities, and a lesser fix of the regional borders, please copy it to the map. :) http://i.imgur.com/eoXxRiu.png
eoXxRiu.png

Again, I'd love if you could rename the contries.
Gravas = Geng Lavas
Marala = Mala Leng
Manaso = Mao Nang Sho
Ealik = Emang Likong

Each nation is conveniently named after their capital. I will eventually write out the lesser cities, probably after the update.

The Zang countries encompass the countries of Zang ethnic origin, which has been a constant at least since the recorded unification under Geng Lavas. Most Zang peoples adhere to kengdai chi's cosmology, although particularly western Mala Leng has a significant Juunjia following. Most of the kengdai chi tradition and its row of alchemists rings true for the surrounding countries, but the respective governments usually differ from Mao Sho's concrete version. Here are the differences in detail:

Geng Lavas: Geng Lavas doesn't have a scientific tradition tied into their kengdai chi, and its government is mostly concerned with keeping western Jamhay nomads off their borders. Rather than having a full guild structure, Geng Lavas has fewer families vying for power, making it more an aristocracy than the technocracy of Mao Sho. The country is actively subjugating Inuk in order to gain control of precious metals, and rather than a Grand Mong, the ruler is stylized as Regent. They have quite terrible relations with their neighbours, as the semiaristocratic regency keeps other Zang alchemist guilds out of the region. It suffers heavily from trade problems as everything travels through Mao Nang Sho, Mao Sho and Mala Leng, they pretty much only export grain and the only neighbours in good spirit toward them are Mao Nang Sho, that are allied with them, and the Athlaq.

Mala Leng: the least Zang-ish Zang country, it doesn't even have alchemists. Mala Leng is a peaceful thalassocracy with a long coast, plenty of traders, a huge fleet and peace-minded rulers. Its council are much more democratically oriented than Mao Sho and actively votes new members into it rather than arranging new inclusions in the respective guilds. Mala Leng is incredibly influenced by both the Emong peninsula and the Juunjia countries and prefers to stay allied with everyone. Their only enemy is the Jamhay nomads that often raid the southwestern border.

Mao Nang Sho: “The other science nation”, Mao Nang Sho has a experimental culture similar to Mao Sho, but it doesn't concern itself with human bodies, instead focusing on animals. The country has a perculiar variety of wildlife, actually, with several species that exist nowhere else in the world, especially birds. However, it is a divided nation, its cities exist long from each other on different parts of the Zang river. Rather than only having one court, it has two, one in western Mao Nang Sho and one in eastern Mangaleng. Still, it also profits from trading herbs and has several farmers growing exotic drugs that its alchemists develop.

Emang Likong: Emang Likong's alchemist tradition mostly concerns itself with existential and mysticist problems, and it is the most religious of the Zang nations, sending missionaries in all directions and boasting several beautiful temples and a devout group of syndicates that internalize the faith daily. Particularly Athlaq has a love-hate relationship with Emang Likong as several of Athlaq's inhabitants embrace kengdai chi, while others fear its encroachment and loathe it significantly. Its piety is endeared by the rest of the Zang countries, however, that greedily import its poetry and texts regarding the nature of goodness, gods and the human spirit. Furthermore, Emang Likang is in love with the sky, and it has several observatories that chart the universe's stars.

Jamhay: While Jamhay owns a huge territory and controls a dangerous steppe military under a powerful Emperor, infact the largest military of all its neighbours, its borders are never drawn the same size on different maps, as they change from day to day. It is simply an unstable entity that is constantly fluctuating because of the power vacuum after the Qeng Xo Empire. The Jamhay's military is raiding all of its borders to huge effect as all neighbouring countries are trying to put themselves on their feet following the Imperial collapse. However, there is a southern emnity towards the Jamhay emperor which Geng Lavas and Mala Leng in particular capitulates upon, and the nation is slowly collapsing under its own iron boots. Chances are that the south will soon declare independence and the north will focus its warhorses in one direction, destroying one of its neighbours before collapsing completely.

Inuk: A small tribal federation that however boasts a hugely effective resistance against Geng Lavas. It has several mines of precious metals and gems that all of its neighbours prey upon with either trading cartels or soldiers. It is the only nation that is on good terms with the Jamhay.

Athlaq: Athlaq's culture is something completely different from the Zang, and their population is concentrated in the east, but it contains a large kengdai chi minority that is spreading the religion eastwards. The local version of the religion isn't as holistic, however, and moreso concerns itself with existentialist and theological problems than scientific ones.
 
The large peninsula (the south chunk of the eastern continent) is mostly covered in Tolni's travel stories.

http://forums.civfanatics.com/showpost.php?p=13976030&postcount=63
http://forums.civfanatics.com/showpost.php?p=13977363&postcount=70
http://forums.civfanatics.com/showpost.php?p=13978570&postcount=82

As far as I know it doesn't have a specific name yet, but the name of the eastern continent is Dofangdau.

Your specific area is completely untouched by other players, so you're free to do basically whatever with it.

The main religions near you are Juunjia from the collection of small countries northwest of you on the same continent, Sunken Queen from the tundra natives to the south, and some Mara from the peninsula north of you. There's also the Imperial Pantheon present on almost every coastline and major coastal city. To the east you have collection of splintered Occulta states, Elacta, Ulkalata, Olakt, And Occulta Nirea. They're mostly based on Erez's sign up post, and so far only have a placeholder religion made by me. I've called it 'Burned Men' for now, and is mostly a sort of ancestor worship turned fanatical due to suffering suffered by the Occulta at the hands of Empire. If you don't like that feel free to change it.

As I said before, the clump of countries directly around Mao Sho haven't been mapped out by players at all, and are pretty free to be changed as you like.


Sorry for this awful reply, I'm on my phone and it hates cfc.
 
It's an amazing reply, thank you. I think you'll like my submission, I've taken a little freedom to see what I could do with the premises.

(It's actually kind of amusing because you said "no communist wizards please", and I guess my submission can kind of be abstracted into being that. :lol: I think it's a reasonable thing however and I think you'll like it!)

I'm done!

(edit Oops. I'm asking a mod to merge posts)

EDIT: Added a flag!
 
Fantastic stuff Angst! I'll edit all the NPC changes in for the main thread.

And that's all the sign ups (mostly) finished! Now I can start doing the real work.

EDIT: As the main thread is being prepared, I'll give a heads up that I've scrapped the unit design mechanic. It was a bit more work than I had anticipated. I will take suggestions for unique units though, which up until update 1 will not cost anything to develop. After that, new UUS will have a development cost. You can begin sending me your ideas now, and I'll add them to the unit list as I work them out.

EDITEDIT: While I'm getting things set up, here's the final map, for your viewing pleasure.

Spoiler :
b4Sh2WQ.jpg


EDITEDITEDIT: Main thread posted.
 
I'll probably make a unique unit for Zang cultures, if so it will be in today or tomorrow.
(I have plans from now to 10 pm. It's 12 am here.)
 
I looked at the stats. Is it intended that my army is smaller than any of my vassals? Also their economies don't seem to be stable, most spend much more than they make...
 
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