The World Becomes Ours

Decamper

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Jul 28, 2014
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Hevik grit his teeth as the hard wooden seat cracked against his bony arse for umpteenth time in this long, cold journey north. Well, the cold wasn’t as much of an issue anymore, but that didn’t assuage his tailbone at all. The mules pulling his carts didn’t seem any happier, plodding towards the Capital as reluctantly as if towards their own execution. Why in all the gods’ names that damned Emperor wanted so much silver was beyond Hevik. It was heavy, useless, and ugly, and if the northerners loved it so damned much they should just go mine it themselves. Or at least get someone else to drive the caravans besides his sorry old self.

He sighed and looked at the shimmering sea, dozens of ships constantly buzzing in and out of the great harbour. Even from as far away as he was, Hevik still thought the capital looked like a grotesque mountain, full of unnatural angles and colours. At least he had something to look at now, even if it was a nightmare. The past month had been boring beyond imagining. Back home they had said the roads were full of brigands and barbarians, that the Empire was too weak to patrol its own roads. He wished that had been true, brigands would have at least been interesting. Hells, they might have even killed him! That would have been a blessing from the gods indeed.

The road along the bay was just as packed as the sea, an endless chain of wagons and soldiers streaming towards the city from all over the south. Gold, silver, steel, salt, fish, wood, grain, even some of what Hevik thought might be that infernal black blasting powder the Qeng were so proud of, all going to fund the hubris of the latest and greatest emperor. Hevik huffed again, tried to distract himself from the press of humanity and beasts around him, and that’s when he noticed something odd.

The capital seemed to twitch, districts dancing up and down. Then the ground beneath him seemed to rush up through the wagon itself, hurling him over one of his mules, leaving him a crumpled heap on the road. The day became blindingly bright for a heartbeat, and after another the imperial city was replaced by a great rising ball of fire and smoke. Hevik watched mouth agape, then slowly began to smile, and was just about to burst out laughing when the pain finally hit him. The gods seemed to favour him that day, as the pain disappeared when a wave of searing heat ripped him apart.​

Background

The Qeng Xo Empire completed its conquest of the known world almost three hundred years ago. The first Imperial century saw a peace between nations never thought possible, and the trade of goods, people and ideas brought the three continents closer together than ever before. Peace begins to grate, though, when its held by the edge of a blade. This golden age ended after less than a century when a string of incompetent emperors lead to the decline of imperial legitimacy as governors and local leaders began to accrue their own power independent of the Empire. Peoples from across the three continents gathered around self-labeled kings and warlords promising independence and a return to the days of old when the only men they bent their knees to were of their own blood. They waited for any sign, some chance to break free and claim what they so eagerly sought, and the chance did indeed come to them. In the year 297 of the Imperial calendar, the capital city of the Qeng Xo Empire was destroyed by some unknown calamity, killing the Emperor, his council, much of the Empire’s central bureaucracy, and the elite core of the Imperial army. Nobles and peasants, nationalists and fanatics, priests and generals, rose up across the three continents, ready to claim this new uncertain world for their own.

Introduction

Hi, I’m Decamper. Some of you might know me from around here, NES, or running a game over on the Frontier. I’m still pretty new to all of this, much less running games, but some people seemed to like the last one, so I figure I’ll give another one a shot. The last game ran for 17 updates, so hopefully that means this one will have a good chance of not dying in a month.

The Game

As you might gather from the little blurb up there, The World Becomes Ours is a game will be set in a low/non magical fantasy world during the end of a transcontinental empire. The technology level is roughly comparable to OTL’s 13th century. While the Empire made use of hand cannons and larger siege cannons to great effect, the battlefield is still dominated by archers, crossbowmen, sword and pike infantry and lancers. Players will control factions that rise up amid the crumbling Empire, whether they be royal blood lines that had been lying in waiting, warlords eager to grab whatever they can by force, Imperial governors set on restoring the Empire or founding their own, religious leaders set on building their holy theocracies, or anything else you can think of (within reason). Magic does not exist in this world, but religion is as strong as ever.

Brief History of the Empire

Spoiler blank map :

Spoiler climate map :

Key
(roughly from south to north)
Dark Bluish-Green: Tundra
Light Bluish-Green: Taiga
Light Green: Continental
Dark Green: Tropical
Orange: Semi-Arid
Yellow: Arid
Blue: Alpine

For reference, the southern continent is roughly the size of Africa.

RULES

Government, Factions and Religion
Government, factions and religion are all descriptive, and do not directly affect your harder stats. The leader of your government may be an individual, or a small group, depending on your government type. Depending on the country, there may be various factions that may hold some influence over the government or the country’s population. They could either help you, or stir up more trouble. Religions are listed in order of what percentage of the population follows them. Depending on stability or the influence of factions, religions may become violent towards one another. In general, the Imperial Pantheon doesn’t have much of an issue with other religions, but native religions are more hostile towards the Imperial Pantheon.


Stability, Issues, Will-to-Fight
Ranges from 0 to 10, and displays how content your population is with your government. It can be decreased by all manner of things, and can generally only be raised by actions taken by the players. The level of stability modifies your income, with stability rates above 5 increasing your income, and stability below 5 decrease your income, do to your people either working harder or hoarding goods/avoiding taxes. The possibility of Bad Things happening increases as stability drops.

Stability 10-8 - People are content, willingly pay taxes and do what you wish of them.
Stability 7-5 - People are not overly satisfied with their rulers. They will pay taxes accordingly, but could be pushed into violence and bridgandry.
Stability 4-1 - Your government has lost the support of the majority of its population. If not emerged yet, resistance movements will become a frequent occurrence. If unchecked, full scale civil war will break out.
Stability 0 - Your government has collapsed, rebel brigades and warlords fight over the remains of your once proud nation. You lose, try again next time, but not so sucky.

Issues are the current events that your population or factions worry about, and can be a useful indicator of an approaching problem or of how to raise stability. Will-to-Fight displays what percentage of your population supports a given war effort, and the morale of your troops. If it drops below 50%, you will risk stability loss and rebelling soldiers. Will-to-Fight will be discussed further in the war section, but the general rule of thumb is to get Will-to-Fight as high as possible to start with, and begin thinking about ending a conflict if it nears 50%.


Economy
Your economy is represented by good ol’ Economic Points (EP). The first number is your banked EP, the second is your income, the last is your upkeep. You may only spend your banked EP. Your income is decided by the Black Box that is your development and trade (see below for more). Upkeep is decided by your military and the development levels of agriculture, industry and infrastructure added together. Income can also be gained from plunder, either from conquering territory, raiding, or piracy. Raiding and piracy will gain you EP, while lowering the development of your target.


Trade
Trade Power is the relative power you have invested in controlling the world’s trade routes. The percentage is the actual amount of control you have over global trade. The higher the percentage, the more EP you are making from international trade. You can improve your Trade Power by increasing the development level of infrastructure and seafaring, as well as by active measures such as using ships or troops to control trade routes, or capturing areas that are important to regional trade. Experiment with whatever backhanded methods you can think of to improve your control over trade.

Trade Value, on the other hand, is how much value your faction is adding to global trade value. While you will always receive EP equal to your Trade Value (unless you are blockaded), having a higher Trade Power will let you take advantage of the full global trade system.


Development
Development represents how developed a particular field is in your nation, as well as the technological level of that field (for example, a high agriculture development level can signify that the nation has many fields, or that the fields it does have are very advanced and productive). Development is generally increased through projects, military conquest, or simply the passage of time. Development can be decreased by military defeats (or conquests, if you annex a large undeveloped territory) or intentionally downgrading to avoid upkeep costs (note: decreasing development will likely piss off your population or specific factions). The development fields are:

Gunnery - How experienced your faction is with gunpowder. Only Imperial factions begin with development in Gunnery. Other factions can only gain access to Gunnery development through another nation with Gunnery, either through force or friendlier methods. Allows the training of Firepower Regiments.
Army - How advanced and experienced your land forces are. Most commonly increased through military campaigns, but may be increased by creative projects. You generally have a better chance of increasing army development when fighting against more advanced opponents. May decrease from terrible defeats, or long term disuse of military. Allows training more advanced military regiments.
Seafaring - How advanced and experienced your naval forces are, as well as the effectiveness of your maritime traders. Contributes to trade power and trade value. May be increased through naval combat as well as projects. Allows you to develop more advanced ships.
Agriculture - How developed your food production is. Contributes to your economy, and is more effective with higher Infrastructure development. Contributes to trade value.
Industry - How developed your production and industry is. Contributes to your economy, and is tied to infrastructure, but less so than agriculture. Contributes to trade value.
Infrastructure - How developed your roadways and infrastructure is. Contributes to your economy, and is mostly used to increase the effectiveness of agriculture, and to a lesser extent Industry. Contributes to trade power and trade value.
Culture - How developed your faction is artistically, philosophically, etc. While it contributes slightly to economy and trade value, it mostly represents a less material stat than the other development fields. Can help with stability, or will-to-fight (either increasing your own or decreasing your opponents).


Projects
Projects are large undertakings that have a single set EP cost that can be paid over multiple turns. They can range anywhere from expansive highways to a massive statue of your cat, and will generally have a positive effect on your development, trade, or stability, though it might not be immediately apparent. If you wish to undertake a project, PM me with your idea, and I’ll put a price in your stats after the next update assuming I approve of the project.


Warfare
The first and most important aspect of war in this game will be Will-to-Fight, representing your populace’s support of any current war. Once a war begins, a Will-to-Fight percentage will appear in your stability issues section. Will-to-Fight will be most affected by what the reason for war is, and therefore you should put some thought into why you are going to war, and what you will tell your people and the world. This doesn’t mean land grabs aren’t impossible, if your people are poor and starving or your nobles are greedier than usual, they would be all over stealing some more land, but you’ll need to use some political savy in most cases. Of course, having a legitimate reason for a war will raise your initial Will-to-Fight, with defensive wars likely being the only ones to warrant a full 100% Will-to-Fight. As wars drag on and more soldiers die, the percentage will drop, with only very key victories having a chance of raising it. Once it dips below 50%, you will risk having stability-hitting revolts or rising brigandry, or possibly even coups if your stability is low enough. Will-to-Fight indicates the morale of your armies, and once it dips below 50% you may face desertion, or outright rebellions as it nears 0%.

Combat will take into account the terrain, strength of supply lines, who is defending/attacking, ratio of troops in combat, mobility, strategy outlined in orders, and the stats of the regiments in combat. When writing combat orders, the more information the better, generally. Your generals will try to follow your orders to the best of their abilities, but will react in whatever way they feel most appropriate if the enemy counters your plans. If you don’t include any orders regarding the placement of defensive troops, that’ll once again be ‘automated’ by your generals, which once again may not be optimal. You will almost always be better off doing things yourself than leaving it up to me, as I have all the rest of the game to think about. When fighting far off wars or in difficult terrain (tropical, mountains, deserts) it doesn’t hurt to throw extra EP and soldiers to keep supply lines open.


Military Regiments
Military regiments have 3 stats: Attack, Maneuver, and Armour. Attack and armour determine how well a unit will perform in direct combat. Maneuver is how quickly your regiments can move or relocate, both tactically and strategically, and is used to determine how far your armies can ‘push’ borders. It may be cool to have a army made solely of heavy infantry and cannons, but you’ll be crawling across the world while the enemy flanks you and burns everything you love. In regards to the size of individual regiments, it is largely up to your own roleplaying, but in general most basic land regiments are around 1000 soldiers, and cannon regiments are around 10 guns.

Levies are simple folk that have been pressed into military service. They have low initial prices, and no upkeep, but can only be recruited when your nation is at war, and will be immediately disbanded once the nation is at peace. Warning: suddenly raising large amounts of levies can disrupt your nation’s growth, lowering stability and development.

Gunpowder and naval regiments may be traded between countries.

If you have an idea for a unique unit, PM me with your idea and why it should exist. If I’m cool with it, it will become a small project that you need to fund to design, then you can construct them normally.

Infantry Regiments
Spoiler :
Unit: Attack: Maneuver: Armour: Initial Cost: Maintenance: Availability: Notes:
Levy Infantry 1 4 1 1 0 all levy
Light Infantry 3 5 3 3 2 all
Heavy Infantry 5 3 5 5 3 military development 3
Heavenly Guard 4 4 4 4 2 Qi
Shen den Lavang 7 4 3 6 3 Zang nations, military development 3 grenadiers
Taka Makas 5 6 1 4 2 Tha’mad, Xidau Tropical Tribes
Druzhina 6 1 7 7 4 Polav, military development 5

Ranged Regiments
Spoiler :
Unit: Attack: Maneuver: Armor: Initial Cost: Maintenance: Availability: Notes:
Levy Skirmishers 2 5 0 1 0 all levy
Archer 4 5 1 2 1 all
Crossbowmen 6 4 1 4 2 military development 5
Horse Archer 4 10 1 3 2 Polav, Soxyn, Nomads

Cavalry Regiments
Spoiler :
Unit: Attack: Maneuver: Armor: Initial Cost: Maintenance: Availability: Notes:
Light Cavalry 5 10 3 7 4 all
Heavy Cavalry 7 7 5 9 5 military development 4

Gunpowder Regiments
Spoiler :
Unit: Attack Mobility Armour Initial Cost: Maintenance: Availability: Notes:
Handcannon Gunner 10 3 2 7 3 Gunnery 1
Handcannon Knight 13 2 5 9 5 Gunnery 1, military development 3
Light Cannon 20 2 0 11 6 Gunnery 3
Heavy Cannon 30 1 0 15 8 Gunnery 5

Ships
Spoiler :
Ship: Attack: Maneuver: Armor: Initial Cost: Maintenance: Availability: Notes:
Levy Cog 1 1 1 1 0 Seafaring 1 Levy
Cog 2 2 2 2 1 Seafaring 1
Galley 5 5 5 5 2 Seafaring 3
Morafren 10 4 5 7 4 Eamo, seafaring 4
Heavy Junk 15 3 8 12 6 Seafaring 5, Wind-Prince Republic
Light Gunboat 20 4 5 15 7 Seafaring 5, Gunnery 3
Turtle Gunboat 20 1 10 30 17 Seafaring 6, Gunnery 3, Chien Hao
Heavy Gunboat 30 3 5 20 10 Seafaring 7, Gunnery 5


Stories
Stories are the best things ever. Write them and you’ll gain favourable mod bias my appreciation, 5ep per update (so no spamming paragraph stories for a billion ep), and mentions in the updates.


Orders
Please format orders somewhat like this. Send by PM.

Current Stats
Spending how much EP you’re putting towards training regiments, funding projects, etc.
Military Orders what troops are moving where. More detailed war plans will generally yield better results. Maps too, if you’re feeling saucy.
Whatever Else Trade deals, espionage, domestic policy, whatever and anything else goes here. Throwing some EP at anything you do will greatly increase its effectiveness or chance of success.

If your orders are based on diplomacy or something posted in the thread, include a copy in your orders. Don’t assume I read the thread (I do, obviously, but I miss or forget things).

DON’T POST UNTIL I SAY TO OR I’LL LIGHT YOU ON FIRE
 
World Stuff​

Spoiler Religions :
Religions

Jia Dau-originated Religions

The Imperial Pantheon
The Qeng Xo Empire found it much easier to occupy territories by allowing local religions to continue, or even serve the Empire’s purpose. As such, it created the Imperial Pantheon, which grew with each conquered people, and their deities along with them. The Pantheon places the Emperor as the chosen one, by every god in the pantheon, to lead mankind as their avatar on earth. When the Empire fell, the Imperial Pantheon was the most widely practiced faith in the known world, though most of its practitioners have specific gods they worship.

Dzegyekhul
Dzegyekhul is a nontheistic religion originating from the Nampho people of western Jiadau. It teaches enlightenment, harmony, cooperation, and global respect. The Tsampa is the head of Dzegyekhu.

Juunjia
A religion originating from the Watu region of north-central Jiadau. Its main tenants are creation and harmony, while decrying wrath, dishonour and sloth. In its original form Juunjia did not have a central deity, but by the time of the Empire’s fall the creator deity Mulungu was at the centre of the religion. Other deities have become affiliated with Juunjia and Mulungu, namely Nyara the goddess of destruction and Shetanithe the Emperor of the Countless Hells.

Kengdai Chi
A quasi-religious philosophy born from the Zeng people of western Jiadau. Kengdai Chi is unique in that while most religions are absorbed by the Imperial Pantheon, the reverse was true for Kengdai Chi. As Kengdai Chi teaches that all things are part of a single, natural existence, it was able to absorb the deities of the Imperial Pantheon under its cosmology. It places a heavy emphasis on experimentation and creativity to uncover the hidden mysteries of the world.

Burned Men
While likely beginning as a two distinct practices of ancestor and sun worship, the Occulta people’s long history of brutal hardships has warped the these practices into the Burned Men religion. It worships ancestors as vengeful spirits whose hatred and wrath is compounded with each successive murdered generation.

Kar-Sur
Kar and Sur are the gods of the Karnei and Surr people, respectively. The two gods exist in both groups, but switch places, with one being the one true right and good god, while the other is the enemy of the world. The two gods take on the form of bickering siblings in many regions, and in further areas the two are worshipped as equals, rather than as enemies. As such, while Kar-Sur is a fairly wide spread faith, its dogma varies strikingly depending on location.

Pheonix Path
The Pheonix Path is a faith originating from eastern Jiadau Kishlahi people.

The Sunken Queen
The Sunken Queen is worshipped by the tribal and islander people of southern Jiadau.

Dofangdau-originated Religions

Khuranism
Khuranism is a bitheist religion originating from the northern Dofangdau Ezporatan people. The two gods of Khuranism are the creator god Khuran and the destroyer Anrukh. The two are believed to be in an eternal struggle of creation and destruction, and will continue until the universe is destroyed. Anrukh is usually depicted as the evil god, with darkness, a scythe, and a black robe, which had a hood covering his head. Khuran is depicted as the good god, with light, a staff, and a white robe, with a hood covering his head.

Wind Cult
The Wind Cult is native to western Dofangdau, and is based around the unpredictable nature of weather.

Geonism
Founded in western Dofangdau, and more a philosophy than a religion, Geonism explores what are considered the natural explanations for how the world works, and how these natural ‘laws’ can help one understand the will of the gods.

Nine Spirits Faith (Traditional/Planà)
The Nine Spirits Faith originates from the people of central eastern Dofangdau. It is based on the principle that all humans, creatures, the weather, the sea, the forests, the rivers, the mountains have souls. Every soul is guided by the all the spirits at different times in their lives, but every soul has one guardian spirit that will never leave them. Upon death, a soul may be reborn as a spirit, or as a new human or animal.

In the Qeng Xo influenced Vélache, a more centralised and organised version of Nine Spirits, known as Planà Nine Spirits after the city is was founded in, has become popular as the among those who seek a more ‘civilised’ version of their faith. Planà and Traditional Nine Spirits coexist mostly peacefully.

Mora
Originating from the southern Dofangdau Eamoan people, Mora is the goddess of water. The followers of Mora hold water as the most sacred on earth. Mora is a goddess that gives live and wealth, but can also be wrathful and destructive, drowning the unfaithful or drying lakes.

Mara-Zen
An sect of the Mara Faith, that worships the equally powerful god Zen, deity of fire.

ziNweta
An animistic and shamanistic religion originating from the isolated amaNganathuze people of southern Dofangdau.

Xidau-originated Religions

Soxyn Religion
The religion of the Northern Xidau Soxyn people consists of multiple deities, mostly dealing with war, strength, family, and the pasture.

Vasikemkom Faith
A militaristic religion born from the warrior Polav people of northwestern Xidau. The warrior god Vasikemkom is worshiped with a mix of fear and respect by his followers, who view him as both their protector and executioner. Worshippers practice animal and human sacrifice, ritual scarring, and ingesting ritualistic drugs before combat.

Xazun
The Xazun, which translates to ‘night court,’ is the religion of the northern Xidau Zaya people. It’s main deities are Jhana the Moon goddess and Dante the Life-Bringer, but it interprets the stars in the night sky as each being its own deity. Some of the larger star-deities have their own cults.

The Great Three
While worship of the Bear, Turtle, and Warrior (or Gunslinger) was originally specific to the Deschaeni, and later absorbed by the Imperial Pantheon, the specific worship of the Great Three continues as a separate distinct doctrine from the Pantheon for both the Deschaeni and those related to them. The Bear is supposed to signify strength, the Turtle endurance, and the Warrior signifies loyalty and wisdom.

Xidau Tribal Religions
The southern jungles of Xidau are difficult to travers, and populated by a diverse mix of tribal groups. As such, dozens of religions are practised throughout the region, constantly mixing and augmenting one another.

Wang-Ling / Kongxism
Originating from the Qi Empire of southern Dofangdau, the worship of the Heavenly Emperor Wang and Supreme Deity Ling is a comparatively new religion, and Kongxi philosophy even more so. While Wang and Ling are worshipped as deities, ancestors are also given great importance. While Kongxism is not a religion in the general sense, it has been intrinsically connected to Wang-Ling by non-Qi practitioners, who see it all as one faith. Kongxism teaches that human beings are fundamentally good, and teachable, improvable, and perfectible through personal and communal endeavour, especially self-cultivation and self-creation.


Spoiler Brief History of the Empire :
A Brief History of the Qeng Xo Empire

93 BIC - 59 BIC: Emperor Batdai the Uniter - United the Qeng Xo petty kingdoms, began spreading the Empire across Jiadau (Southern Continent). Died of natural causes.

59 BIC - 58 BIC: Emperor Batdai II the Disappointment - Death by hand cannon misfire.

58 BIC - 21BIC: Empress Khulan the Great - Conquered the rest of Jiadau and nearly the entirety of Dofangdau (Eastern Continent). Death by assassin.

21 BIC - 10 IC: Emperor Mongdei the Forger: completed conquest of Xidau (Western Continent), uniting the known world under the Qeng Xo Empire. Death by natural causes.

10 IC - 38 IC: Empress Qingnu the Firm: Established a secure trade network across the three continents. Death by natural causes.

38 IC - 62 IC: Emperor Sorhai the Reformer: Passed reforms that consolidated the Empire's power. Death by unknown illness of the throat.

62 IC - 115 IC: Emperor Daiger the Long Lived: Effectively maintained the status Quo. Death by falling of a horse.

115 IC - 117 IC: Emperor Dinanhai the Potential: Planned to enforce higher centralisation. Death by choking.

117 IC - 118 IC: Emperor Erhai the Young: Death by unknown illness of the neck.

118 IC - 118 IC: Empress Xilang the Unfortunate: Death at coronation by heart attack.

118 IC - 140 IC: Emperor Zhuley the Thirsty: Left most matters up to his council. Death by alcohol sickness.

140 IC - 173 IC: Emperor Tagao the Short: Spent a fortune on improving the Imperial Palace. Death by natural causes.

173 IC - 194 IC: Emperor Xixin-Nashin the Bloody Eyed: Oversaw brutal crack downs on tax evaders. Death by natural causes.

194 IC - 211 IC: Empress Shanlian the Poor: Made massive repayments to territories ravaged by Xixin-Nashin's forces. Death by unknown illness of the throat.

211 IC - 223 IC: Emperor Batdai III the Conceder: Granted higher autonomy to local governments. Death by natural causes.

223 IC - 258 IC: Emperor Tagao II the Brick Layer: Completed plans layer out by his namesake, emptying the treasury once again in the process. Death by stomach illness.

258 IC - 275 IC: Emperor Poshan-Go the Mad: Left his quarters only once for his coronation. Death by falling from palace tower.

275 IC - 295 IC: Empress Shengle the Traveler. Spent much of her reign visiting far-flung regional capitals, spending extravagantly along the way. Death by drowning.

295 IC - 297 IC Emperor Dinanhai II the Eager: Had amassed an army to reinforce waning authority in provincial territories. Death by cataclysm.

OOC: Jiadau (south continent), Dofangdau (east continent) and Xidau (west continent) are the Qeng Xo names for the three continents. Other cultures likely have their own titles for the continents.


Spoiler Organisations :

Dalian League: Formed 0-5NA, 300-3005IC
Members: Chien Hao, Xiao Dau, Xo-Che, Ji Sin, Suiyang
Description: Maritime trade league of former Qeng Xo colonies. Chien Hao, Xiao Dau and Xo-Che maintain a military alliance.

Tha'mad Trade Group: Formed 0-5NA, 300-305IC
Members: Tha'mad, Kainja, Panyoja, Banija, Kaxija
Description: Overland trade network centred on Tha'mad, giving inland tribes access to overseas market trough Tha'mad harbours.

Zang Alliance: Formed 0-5NA, 300-305IC
Members: Mao Sho, Mao Nang Sho, Emang Likong, Mala Leng
Description: Alliance of Zang nations against possible invasion by Occulta.

Watu Military Alliance: Formed 0-5NA, 300-305IC
Members: Mungu, Nija Kavu, Ropmji
Description: Alliance of Watu states formed in the event of Ikhaya invasion.


Link to Pre-Thread
 
Stats 1

Spoiler Northern Xidau :

The Grand Principality of Polavostronya Zappericus
Spoiler :

Elective Monarchy: Grand Boyar Kazimier Yekom Radziwill
Factions:
  • Northerners. Highly influential, control food production
  • Islanders. Influential, control capital city
  • Southerners. Uninfluential, live on poor desert land
Religion:
  • Vasikemkom Faith (80%)
  • Xidau Nomadic Religions (15%)
  • Imperial Pantheon (5%)
Stability: 7 (Heathens, wealth and power disparity between north and south, power of other principalities)
Economy: 31 (+63) (-31)
Vassals
  • Principality of Kazar +1ep
  • Principality of Rusvogorod +1ep
  • Principality of Slavabrest +1ep
Trade Power: 6 (0.9%)
Trade Value: 11 (Metals, Mercenaries)
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 3
- Industry 5
- Infrastructure 4
- Culture 3
Projects:
Army: 2 light infantry, 1 archer, 1 light cavalry, 1 horse archer
Navy:
Description: Centre of the Polav people, a warrior people that fought long and hard against imperial occupation.

Principality of Kazar (Vassal of Grand Principality of Polavostronya) NPC
Spoiler :

Elective Monarchy: Boyar Basel Khmelnytsky
Factions:
Religion:
  • Vasikemkom Faith (80%)
  • Xidau Nomadic Religions (15%)
  • Imperial Pantheon (5%)
Stability: 6 (Wealth Compared to Other Principalities)
Economy: 16 (+32) (-29)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 7
- Seafaring 2
- Agriculture 2
- Industry 4
- Infrastructure 2
- Culture 2
Projects:
Army: 2 light infantry, 2 archers, 2 light cavalry, 1 horse archers
Navy:
Description: Largely nomadic Polav principality.

Principality of Rusvogorod (Vassal of Grand Principality of Polavostronya) NPC
Spoiler :

Elective Monarchy: Boyar Vladim Dnieper-Kovos
Factions:
Religion:
  • Vasikemkom Faith (90%)
  • Xidau Nomadic Religions (5%)
  • Imperial Pantheon (5%)
Stability: 7 (Power Compared to Grand Principality)
Economy: 22 (+45) (-22)
Trade Power: 8 (1.3%)
Trade Value: 10
Development:
- Gunnery 0
- Army 7
- Seafaring 5
- Agriculture 5
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 1 light infantry, 1 heavy infantry, 2 archers
Navy: 2 cogs, 1 galley
Description: Most fertile Polav principality. Skilled traders.

Principality of Slavabrest (Vassal of Grand Principality of Polavostronya) NPC
Spoiler :

Elective Monarchy: Boyar Józef Masłowski
Factions:
Religion:
  • Vasikemkom Faith (100%)
Stability: 7 (Heathens in Principalities)
Economy: 18 (+36) (-29)
Trade Power: 5 (0.8%)
Trade Value: 6
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 4
- Industry 2
- Infrastructure 3
- Culture 7
Projects:
Army: 2 heavy infantry, 1 crossbowmen, 1 light cavalry, 1 heavy cavalry, 1 horse archer
Navy:
Description: Religious and military centre of the Polav principalites.

Bei Bao NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Imperial Pantheon (100%)
Stability: 10
Economy: 11 (+23) (-11)
Trade Power: 7 (1.1%)
Trade Value: 5
Development:
- Gunnery 3
- Army 5
- Seafaring 5
- Agriculture 1
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army:
Navy: 1 light gunboat
Description: Ex-Imperial fleet and trade port, now independant after admiral named himself King.

Olbaatar Khonate NPC
Spoiler :

Horde:
Factions:
Religion:
  • Soxyn Religion (80%)
  • Vasikemkom Faith (15%)
  • Imperial Pantheon (5%)
Stability: 6 (stretched borders, uncertain neighbours, War of Succesion (100%))
Economy: 12 (+24) (-18)
Trade Power: 3 (0.5%)
Trade Value: 3
Development:
- Gunnery 0
- Army 8
- Seafaring 1
- Agriculture 4
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 1 light infantry, 1 archers, 1 light cavalry, 1 horse archer
Navy:
Description: Khonate of the Soxyn Horde. Has some ethnic connection to the Polavs it borders.

Soxlynd Khonate NPC
Spoiler :

Horde:
Factions:
Religion:
  • Soxyn Religion (90%)
  • Vasikemkom Faith (5%)
  • Imperial Pantheon (5%)
Stability: 6 (control of territory, War of Succesion (100%))
Economy: 16 (+33) (-19)
Trade Power: 4 (0.6%)
Trade Value: 5
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 4
- Industry 3
- Infrastructure 2
- Culture 4
Projects:
Army: 1 light infantry, 1 archers, 1 light cavalry, 1 horse archer
Navy:
Description: Khonate of the Soxyn Horde. Contains the capital of the Soxyn people.

Untkonate Khonate Terran Empress
Spoiler :

Horde: Khon Bardel
Factions:
Religion:
  • Soxyn Religion (80%)
  • Xazun (10%)
  • Imperial Pantheon (10%)
Stability: 7 (control of territory, Bei Bao presence, War of Succesion (100%))
Economy: 17 (+33) (-18)
Trade Power: 4 (0.6%)
Trade Value: 5
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 4
- Industry 3
- Infrastructure 2
- Culture 3
Projects:
Army: 2 light infantry, 1 archer, 1 light cavalry
Navy:
Description: Khonate of the Soxyn Horde. Relatively good farmland, compared to the other Khonates. Ethnic connection to the Zaya people.

Osthorda Khonate NPC
Spoiler :

Horde:
Factions:
Religion:
  • Soxyn Religion (70%)
  • Xazun (20%)
  • Imperial Pantheon (10%)
Stability: 5 (religious friction, control of territory, Bei Bao presence, War of Succesion (100%))
Economy: (+24) (-17)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 1 light infantry, 1 archers, 1 light cavalry, 1 horse archer
Navy:
Description: Khonate of the Soxyn Horde. Ethnic connection to the Zaya people.

Fengpei NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Imperial Pantheon (80%)
  • Soxyn Religion (15%)
  • Vasikemkom Faith (5%)
    Stability: 8
    Economy: 0 (+31) (-21)
    Trade Power: 7 (1.1%)
    Trade Value: 6
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 4
    - Agriculture 3
    - Industry 1
    - Infrastructure 3
    - Culture 5
    Projects:
    Army: 3 light infantry, 2 archers, 1 crossbowmen, 1 handcannon gunner
    Navy: 1 cog
    Description: Small Imperial territory, mostly civilian refugees from Polav uprising escorted by scattered military regiments.

  • Zhong Xi NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Imperial Pantheon (80%)
    • Soxyn Religion (15%)
    • Vasikemkom Faith (5%)
      Stability: 8
      Economy: 0 (+31) (-21)
      Trade Power: 7 (1.1%)
      Trade Value: 6
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 4
      - Agriculture 3
      - Industry 1
      - Infrastructure 3
      - Culture 5
      Projects:
      Army: 3 light infantry, 2 archers, 1 crossbowmen, 1 handcannon gunner
      Navy: 1 cog
      Description: Small Imperial territory, mostly civilian refugees from Polav uprising escorted by scattered military regiments.

    • Kazah Horde NPC
      Spoiler :

      Nomadic Confederation
      Factions:
      Religion:
      • Vasikemokom Faith (60%)
      • Soxyn Religion (30%)
      • Imperial Pantheon (10%)
      Stability: 6
      Economy: 0 (+21) (-18)
      Trade Power: 3 (0.5%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 6
      - Seafaring 1
      - Agriculture 3
      - Industry 2
      - Infrastructure 2
      - Culture 2
      Projects:
      Army: 2 light cavalry, 1 horse archer
      Navy:
      Description: Loose confederation of Polav nomads. Rose up against the light presence of Imperials in the region.

      Jiau Fei NPC
      Spoiler :

      Military Junta:
      Factions:
      Religion:
      • Imperial Pantheon (80%)
      • Vasikemokom Faith (10%)
      • Soxyn Religion (10%)
      Stability: 7
      Economy: 31 (+62) (-50)
      Trade Power: 4 (0.6%)
      Trade Value: 5
      Development:
      - Gunnery 1
      - Army 8
      - Seafaring 0
      - Agriculture 6
      - Industry 5
      - Infrastructure 4
      - Culture 5
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 1 crossbowmen, 1 light cavalry, 1 heavy cavalry, 3 handcannon gunners, 1 light cannon battery
      Navy:
      Description: Well developed Qeng Xo colony under the rule of an Imperial general.

      Petrov Horde NPC
      Spoiler :

      Nomadic Confederacy:
      Factions:
      Religion:
      • Vasikemokom Faith (60%)
      • Soxyn Religion (30%)
      • Imperial Pantheon (10%)
      Stability: 6
      Economy: 10 (+21) (-18)
      Trade Power: 3 (0.5%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 6
      - Seafaring 1
      - Agriculture 3
      - Industry 2
      - Infrastructure 2
      - Culture 2
      Projects:
      Army: 2 light cavalry, 1 horse archer
      Navy:
      Description: Loose confederation of Polav nomads. Rose up against the light presence of Imperials in the region.

      Fenaeni NPC
      Spoiler :

      Tribal Monarchy:
      Factions:
      Religion:
      • Xazun (60%)
      • The Great Three (30%)
      • Imperial Patheon (10%)
      Stability: 6
      Economy: 12 (+25) (-18)
      Trade Power: 1 (0.2%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 5
      - Seafaring 0
      - Agriculture 4
      - Industry 4
      - Infrastructure 1
      - Culture 3
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 2 archers
      Navy:
      Description: Mountain folk related to those on the east coast of Xidau. Largely ignored by the Empire, now loosely connected by a tribal monarch. Rivalry with Ghanaeni.

      Ghanaeni NPC
      Spoiler :

      Tribal Monarchy:
      Factions:
      Religion:
      • Xazun (40%)
      • Soxyn Religion (40%)
      • The Great Three (10%)
      • Imperial Patheon (10%)
      Stability: 6
      Economy: 0 (+25) (-18)
      Trade Power: 1 (0.2%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 5
      - Seafaring 0
      - Agriculture 4
      - Industry 4
      - Infrastructure 1
      - Culture 3
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 2 archers
      Navy:
      Description: Mountain folk of an ethnic mix between Soxyn, Zaya and Deschaen. Largely ignored by the Empire, now loosely connected by a tribal monarch. Rivalry with Fenaeni.

      Yazdepur NPC
      Spoiler :

      Theocratic Monarchy:
      Factions:
      Religion:
      • Xazun (80%)
      • Soxyn Religion (10%)
      • The Great Three (5%)
      • Imperial Pantheon (5%)
      Stability: 7
      Economy: 14 (+28) (-16)
      Trade Power: 2 (0.3%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 0
      - Agriculture 4
      - Industry 3
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 1 light infantry, 1 archers, 1 light cavalry
      Navy:
      Description: Fairly isolantionist Zaya state, ethincally related to Soxyn people. Dealing with heathens in its borders, and is not pleased with the growing number of non-Zaya religions in other Zaya states.

      Emachn NPC
      Spoiler :

      Noble Republic:
      Factions:
      Religion:
      • The Great Three (40%)
      • Xazun (40%)
      • Imperial Pantheon (10%)
      Stability: 7
      Economy: 14 (+29) (-18)
      Trade Power: 3 (0.5%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 0
      - Agriculture 4
      - Industry 2
      - Infrastructure 3
      - Culture 4
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 2 archers
      Navy:
      Description:
      • Diverse nation with heavy influence from both Zaya nations and Deschaen. Power is held by noble families that are divided in religious blocs.

      Nasrau NPC
      Spoiler :

      Absolute Monarchy:
      Factions:
      Religion:
      • Xazun (65%)
      • Soxyn Religion (15%)
      • The Great Three (10%)
      • Imperial Pantheon (10%)
      Stability: 6
      Economy: 13 (+26) (-17)
      Trade Power: 3 (0.5%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 0
      - Agriculture 3
      - Industry 2
      - Infrastructure 3
      - Culture 5
      Projects:
      Army: 2 light infantry, 1 archers, 1 light cavalry
      Navy:
      • Description:
      • Zaya-majority nation of disperate groups that was brought together by a High King following the Imperial collapse.

      Zayakutra SouthernKing
      Spoiler :

      Elective Monarchy: High Queen Daria Zia II
      Factions:
      • City Administrators. Highly influential, control cities and vote for High Queen.
      • Scholars. Very influential, highly regarded position in society, control Zaya doctrine to some extent.
      • Qeng Xo colonists. Uninfluential, future uncertain.
      Religion:
      • Xazun (75%)
      • Imperial Pantheon (10%)
      • Soxyn Religion (10%)
      • The Great Three (5%)
      Stability: 8 (Qeng Xo colonists, uncertain neighbours, stance towards heathens)
      Economy: 31 (+62) (-27)
      Trade Power: 6 (0.9%)
      Trade Value: 10
      Development:
      - Gunnery 0
      - Army 7
      - Seafaring 2
      - Agriculture 8
      - Industry 2
      - Infrastructure 4
      - Culture 9
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 1 archers, 1 light cavalry
      Navy: 1 cog
      Description: The centre of the Zaya nations, Zayakutra is one of the most intellectually focused countries in the known world. With the Qeng Xo gone, a High Queen once again sits on the throne.

      Barseh NPC
      Spoiler :

      Merchant Republic:
      Factions:
      Religion:
      • Imperial Pantheon (40%)
      • Xazun (30%)
      • The Great Three (30%)
      Stability: 7
      Economy: 27 (+54) (-37)
      Trade Power: 9 (1.4%)
      Trade Value: 12
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 5
      - Agriculture 5
      - Industry 2
      - Infrastructure 4
      - Culture 5
      Projects:
      Army: 2 light infantry, 3 archers
      Navy: 3 cogs, 1 galley
      Description:
      • Diverse nation with heavy influence from both Zaya nations and Deschaen. Power is held by rich merchants.

      Droenean NPC
      Spoiler :

      Theocratic Monarchy:
      Factions:
      Religion:
      • The Great Three (90%)
      • Kaya (5%)
      • Imperial Pantheon (5%)
      Stability:
      Economy: 11 (+22) (-15)
      Trade Power: 2 (0.3%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 5
      - Seafaring 0
      - Agriculture 4
      - Industry 3
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 2 light infantry, 1 crossbowmen
      Navy:
      Description: Deschaen sister state, though views its larger neighbour as corrupt for being too accepting of non-Great Three religions.
    Spoiler :


    Ukreshaen NPC
    Spoiler :

    Noble Republic:
    Factions:
    Religion:
    • Imperial Pantheon (60%)
    • Vasikemokom Faith (20%)
    • Soxyn Religion (10%)
    Stability: 8
    Economy: 27 (+54) (-37)
    Trade Power: 9 (1.4%)
    Trade Value: 11
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 5
    - Agriculture 3
    - Industry 3
    - Infrastructure 4
    - Culture 5
    Projects:
    Army: 4 light infantry, 1 heavy infantry, 2 archers, 1 crossbowmen, 2 light cavalry
    Navy: 2 galleys

    Mesan Horde NPC
    Spoiler :

    Nomadic Monarchy:
    Factions:
    Religion:
    • Vasikemokom Faith (50%)
    • Soxyn Religion (30%)
    • The Great Three (20%)
    Stability: 6
    Economy: 11 (+23) (-16)
    Trade Power: 2 (0.3%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 6
    - Seafaring 0
    - Agriculture 2
    - Industry 3
    - Infrastructure 2
    - Culture 2
    Projects:
    Army: 1 archer, 2 light cavalry
    Navy:
    Description: Loose confederation of Polav/Southern Xidau Native nomads.

    Kainja NPC
    Spoiler :

    Tribal Monarchy:
    Factions:
    Religion:
    • Xidau Tribal Religions (60%)
    • Imperial Pantheon (30%)
    • The Great Three (10%)
    Stability: 9
    Economy: 9 (+19) (-12)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 0
    - Agriculture 2
    - Industry 3
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 2 light infantry, 2 archers
    Navy:

    Panyoja NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Xidau Tribal Religions (50%)
    • The Great Three (35%)
    • Imperial Pantheon (15%)
    Stability: 7
    Economy: 7 (+15) (-11)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 0
    - Agriculture 3
    - Industry 2
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 2 light infantry, 1 archers
    Navy:

    Deschaen Mosher
    Spoiler :

    Military Junta: First Spear Aerik Sytai
    Factions:
    • Order of the Seven Spears. Highly influencial, acting government.
    • Bourgeois Farmers. Moderately influential, control agriculture.
    • Commoners. Slightly influencial, give legitamacy to the ruling Order.
    Religion:
    • The Great Three (45%)
    • Imperial Pantheon (30%)
    • Zaya (10%)
    Stability: 6 (Order legitimacy, Religious disparity, Qeng Xo population)
    Economy: 45 (+94) (-43)
    Trade Power: 7 (1.1%)
    Trade Value: 17 (Grain)
    Development:
    - Gunnery 0
    - Army 8
    - Seafaring 3
    - Agriculture 14
    - Industry 4
    - Infrastructure 4
    - Culture 5
    Projects:
    Army: 2 light infantry, 2 heavy infantry, 2 archers, 2 light cavalry
    Navy: 1 cog
    [size]Description:
  • Spoiler :
    Once the the bread basket of the Empire's overseas territories, Deschaen is now ruled by a military order known as the Seven Spears. While rich with arable land, the large size and sudden military takeover keep the nation in an unstable state.[/size]
 
Stats 2

Spoiler southern Xidau :

Banija NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (80%)
  • Imperial Pantheon (20%)
Stability: 7
Economy: 7 (+14) (-10)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Princedoms of Tha'mad Seon
Spoiler :

Princedom Federation: Headmaster Kharazam
Factions:
  • Arms. Very influential, current College. Leader: Headmaster Kharazam.
  • Eyes. Very Influential, current Shadow College. Leader: Shadow Headmaster Khama
  • Farmers. Uninfluential, majority of population.
Religion:
  • Local Religions (90%)
  • Imperial Pantheon (10%)
Stability: 8 (Fear of breaking isolation, Neighbouring tribes)
Economy: 24 (+49) (-20)
Trade Power: 6 (0.9%)
Trade Value: 9 (Tropical spices, jungle wood, Venom Blood Gems, Feather-crafted goods, dried exotic fruits, cotton, sugar)
Development:
- Gunnery 0
- Army 4
- Seafaring 3
- Agriculture 5
- Industry 3
- Infrastructure 3
- Culture 6
Projects:
Army: 2 light infantry, 1 heavy infantry, 1 archer
Navy: 1 cog

[bKaxija][/b] NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (50%)
  • Imperial Pantheon (35%)
  • The Great Three (15%)
Stability: 7
Economy: 7 (+15) (-11)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Ji Sin NPC
Spoiler :

Merchant Republic:
Factions:
Religion:
  • Imperial Pantheon (90%)
  • Xidau Tribal Religions (5%)
  • The Great Three (5%)
Stability: 9
Economy: 17 (+34) (-21)
Trade Power: 9 (1.4%)
Trade Value: 8
Development:
- Gunnery 1
- Army 6
- Seafaring 6
- Agriculture 2
- Industry 1
- Infrastructure 3
- Culture 5
Projects:
Army: 2 light infantry, 1 handcannon gunner
Navy: 1 cog, 1 light gunboat
Description: Qeng Xo port colony turned merchant republic. On moderately friendly relations with neighbouring natives

Ticuja NPC
Spoiler :

Tribal Despot:
Factions:
Religion:
  • Xidau Tribal Religions (40%)
  • Imperial Pantheon (35%)
  • The Great Three (25%)
Stability: 8
Economy: 8 (+16) (-10)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Kamaxna NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (40%)
  • Imperial Pantheon (35%)
  • The Great Three (25%)
Stability: 7
Economy: 12 (+25) (-15)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 3 light infantry, 2 archers
Navy:

Cainja NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (30%)
  • Imperial Pantheon (30%)
  • The Great Three (30%)
Stability: 7
Economy: 12 (+25) (-15)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 3 light infantry, 2 archers
Navy:

Mala NPC
Spoiler :

Merchant Republic:
Factions:
Religion:
  • Imperial Pantheon (70%)
  • The Great Three (30%)
Stability: 10
Economy: 16 (+32) (-16)
Trade Power: 9 (1.4%)
Trade Value: 8
Development:
- Gunnery 0
- Army 2
- Seafaring 6
- Agriculture 1
- Industry 1
- Infrastructure 3
- Culture 7
Projects:
Army: 3 light infantry, 1 archer
Navy: 2 cogs, 1 galley

Tapireye NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Xidau Tribal Religions (70%)
  • Imperial Pantheon (30%)
Stability: 8
Economy: 8 (+16) (-10)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Favante NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (80%)
  • Imperial Pantheon (20%)
Stability: 6
Economy: 7 (+15) (-11)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Muntaha NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (65%)
  • Imperial Pantheon (35%)
Stability: 7
Economy: 10 (+20) (-14)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 3
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 3 light infantry, 2 archers
Navy:

Qeng Vanteha NPC
Spoiler :

Noble Republic:
Factions:
Religion:
  • Xidau Tribal Religions (55%)
  • Imperial Pantheon (45%)
Stability: 7
Economy: 25 (+50) (-34)
Trade Power: 7 (1.1%)
Trade Value: 10
Development:
- Gunnery 1
- Army 6
- Seafaring 4
- Agriculture 5
- Industry 3
- Infrastructure 3
- Culture 4
Projects:
Army: 2 light infantry, 2 handcannon gunners, 1 light cannon
Navy: 1 light gunboat

Surui NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (75%)
  • Imperial Pantheon (25%)
Stability: 6
Economy: 13 (+26) (-17)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 4
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 4 light infantry, 2 archers
Navy:

Qeng Kubeo NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Xidau Tribal Religions (45%)
  • Imperial Pantheon (45%)
  • Wang-Lingism / Kongxism (10%)
Stability: 7
Economy: 26 (+53) (-35)
Trade Power: 7 (1.1%)
Trade Value: 8
Development:
- Gunnery 1
- Army 7
- Seafaring 3
- Agriculture 5
- Industry 3
- Infrastructure 4
- Culture 3
Projects:
Army: 2 light infantry, 2 handcannon gunners, 1 light cannon
Navy: 1 light gunboat

Waoxana NPC
Spoiler :

Tribal Despotism:
Factions:
Religion:
  • Xidau Tribal Religions (85%)
  • Imperial Pantheon (10%)
  • Wang-Lingism / Kongxism (5%)
Stability: 7
Economy: 15 (+31) (-20)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 6
- Seafaring 0
- Agriculture 3
- Industry 4
- Infrastructure 2
- Culture 3
Projects:
Army: 3 light infantry, 1 heavy infantry, 2 archers
Navy:

Haoxa NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (80%)
  • Imperial Pantheon (15%)
  • Wang-Lingism / Kongxism (5%)
Stability: 6
Economy: 7 (+15) (-11)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Pakuxi NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (70%)
  • Imperial Pantheon (20%)
  • Wang-Lingism / Kongxism (10%)
Stability: 7
Economy: 10 (+20) (-11)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 3
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Mbyana NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Xidau Tribal Religions (70%)
  • Wang-Lingism / Kongxism (20%)
  • Imperial Pantheon (10%)
Stability: 7
Economy: 8 (+16) (-10)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Buanya NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (70%)
  • Wang-Lingism / Kongxism (25%)
  • Imperial Pantheon (5%)
Stability: 6
Economy: 7 (+15) (-11)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 2 light infantry, 1 archers
Navy:

Tupinao NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (60%)
  • Wang-Lingism / Kongxism (30%)
  • Imperial Pantheon (15%)
Stability: 7
Economy: 0 (+20) (-14)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 3
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 3 light infantry, 2 archers
Navy:

Empire of Qi Christos200
Spoiler :

Absolute Monarchy: Emperor Yangdi
Factions:
  • Bureaucrats. Highly Influential, maintain all vital functions of the Empire
    • Eunuchs. Moderately influential, maintain powerful positions in the bureaucracy.
    • Commoners. Uninfluential, make up majority of population, but have little control.
      Religion:
      • Wang-Lingism / Kongxism (75%)
      • Imperial Pantheon (25%)
      Stability: 10
      Economy: 26 (+58) (-23)
      Trade Power: 6 (0.9%)
      Trade Value: 11 (Tropical goods)
      Development:
      - Gunnery 0
      - Army 7
      - Seafaring 3
      - Agriculture 4
      - Industry 4
      - Infrastructure 3
      - Culture 10
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 2 crossbowmen, 1 cog
      Navy:
      Description: Independant state of rebelled Qeng Xo colonists. Highly developed beuracracy, but its growth has been stifled by the jungle.
 
Stats 3

Spoiler Northern Dofangdau :

The Republic of Ezporata Exhera
Spoiler :

Federal Republic: Kraetaq Ahgzmirat
Factions:
  • Osporine Islanders. Highlyinfluential, main population.
  • Donfangdau Mainlanders. Moderately influential, work most farms.
  • Qeng Xo colonists. Slightly Influential.
Religion:
  • Khuranism (80%)
  • Xazun (10%)
  • Soxyn Religion
  • Imperial Pantheon (5%)]/list]
    Stability: 7 (Ethnic divides and power division)
    Economy: 33 (+67) (-20)
    Trade Power: 11 (1.7%)
    Trade Value: 19 (marine goods, agricultural products)
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 8
    - Agriculture 6
    - Industry 3
    - Infrastructure 3
    - Culture 5
    Projects:
    Army: 2 light infantry, 2 archers
    Navy: 1 galley
    Description: An archipelago united in a federal republic. The Ezporatans are skilled sailors, traders, and fishers.

  • Radaeh NPC
    Spoiler :

    Noble Republic:
    Factions:
    Religion:
    • Khuranism (70%)
    • Xazun (20%)
    • Imperial Pantheon (10%)
    Stability: 8
    Economy: 28 (+57) (-35)
    Trade Power: 8 (1.3%)
    Trade Value: 12
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 5
    - Agriculture 6
    - Industry 3
    - Infrastructure 3
    - Culture 4
    Projects:
    Army: 2 light infantry, 1 heavy infantry, 2 archers, 2 crossbowmen, 2 light cavalry
    Navy: 2 cogs

    Batizar NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Khuranism (70%)
    • Zaya (20%)
    • Imperial Pantheon (10%)
    Stability: 8
    Economy: 26 (+53) (-35)
    Trade Power: 7 (1.1%)
    Trade Value: 10
    Development:
    - Gunnery 0
    - Army 5
    - Seafaring 4
    - Agriculture 6
    - Industry 3
    - Infrastructure 3
    - Culture 3
    Projects:
    Army: 2 light infantry, 1 heavy infantry, 2 archers, 2 crossbowmen, 2 light cavalry
    Navy: 2 cogs

    Insatbar NPC
    Spoiler :

    Theocratic Monarchy:
    Factions:
    Religion:
    • Khuranism (95%)
    • Imperial Pantheon (5%)
    Stability: 8
    Economy: 28 (+57) (-36)
    Trade Power: 6 (0.9%)
    Trade Value: 9
    Development:
    - Gunnery 0
    - Army 5
    - Seafaring 3
    - Agriculture 6
    - Industry 4
    - Infrastructure 3
    - Culture 4
    Projects:
    Army: 2 light infantry, 1 heavy infantry, 2 archers, 2 crossbowmen, 2 light cavalry
    Navy: 2 cogs

    Ghazjuk NPC
    Spoiler :

    Nomadic Monarchy:
    Factions:
    Religion:
    • Khuranism (50%)
    • Zaya (30%)
    • Imperial Pantheon (20%)
    Stability: 6
    Economy: 12 (+24) (-21)
    Trade Power: 4 (0.6%)
    Trade Value: 3
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 2
    - Agriculture 3
    - Industry 2
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 2 light cavalry, 2 horse archers
    Navy:

    Taqar NPC
    Spoiler :

    Nomadic Confederacy:
    Factions:
    Religion:
    • Xazun (50%)
    • Khuranism (30%)
    • Imperial Pantheon (20%)
    Stability: 6
    Economy: 6 (+13) (-10)
    Trade Power: 3 (0.5%)
    Trade Value: 2
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 2
    - Agriculture 1
    - Industry 1
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 1 light cavalry, 1 archers
    Navy:

    Bafra'gurk NPC
    Spoiler :

    Nomadic Despotism:
    Factions:
    Religion:
    • Xazun (40%)
    • Khuranism (35%)
    • Imperial Pantheon (25%)
    Stability: 6
    Economy: 10 (+20) (-18)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 6
    - Seafaring 0
    - Agriculture 2
    - Industry 3
    - Infrastructure 1
    - Culture 5
    Projects:
    Army: 2 light cavalry, 1 horse archer
    Navy:

    Percee NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Traditional Nine Spirits (80%)
    • Planà Nine Spirits(10%)
    • Imperial Pantheon (10%)
    Stability: 6
    Economy: 8 (+16) (-13)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 0
    - Agriculture 5
    - Industry 2
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 2 light infantry, 1 archers
    Navy:

    Kwasga'a NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Traditional Nine Spirits (65%)
    • Imperial Pantheon (20%)
    • Planà Nine Spirits(15%)
    Stability: 7
    Economy: 9 (+19) (-15)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 0
    - Agriculture 7
    - Industry 2
    - Infrastructure 1
    - Culture 4
    Projects:
    Army: 2 light infantry, 1 archers
    Navy:

    Dofang Xin-Xo NPC
    Spoiler :

    Constitutional Monarchy:
    Factions:
    Religion:
    • Imperial Pantheon (70%)
    • Planà Nine Spirits (25%)
    • Traditional Nine Spirits
    Stability: 8
    Economy: 0 (+76) (-53)
    Trade Power: 9 (1.4%)
    Trade Value: 16
    Development:
    - Gunnery 1
    - Army 7
    - Seafaring 5
    - Agriculture 8
    - Industry 3
    - Infrastructure 4
    - Culture 5
    Projects:
    Army: 2 light infantry, 2 light cavalry, 2 handcannon gunners, 1 light cannon
    Navy: 2 light gunboats

    Mikquin NPC
    Spoiler :

    :Tribal Monarchy
    Factions:
    Religion:
    • Traditional Nine Spirits (50%)
    • Imperial Pantheon (30%)
    • Planà Nine Spirits(20%)
    Stability:
    Economy: 13 (+27) (-18)
    Trade Power: 5 (0.8%)
    Trade Value: 6
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 3
    - Agriculture 5
    - Industry 2
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 2 light infantry, 1 archers, 1 light cavalry
    Navy:

    Hash'gal NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Xazun (50%)
    • Imperial Pantheon (30%)
    • Khuranism (20%)
    Stability: 7
    Economy: 12 (+25) (-19)
    Trade Power: 5 (0.8%)
    Trade Value: 4
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 3
    - Agriculture 2
    - Industry 2
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 2 light infantry 1 archers, 2 light cavalry
    Navy:

    Innaki NPC
    Spoiler :

    Tribal Despotism:
    Factions:
    Religion:
    • Traditional Nine Spirits (85%)
    • Planà Nine Spirits(10%)
    • Zaya (5%)
    Stability: 6
    Economy: 0 (+20) (-12)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 0
    - Agriculture 3
    - Industry 3
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 2 light infantry, 1 archers
    Navy:

    Hisgish NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion: [*]Traditional Nine Spirits (50%)
    • Planà Nine Spirits(30%)
    • Imperial Pantheon (20%)
    • )
    Stability: 8
    Economy: 8 (+16) (-12)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 0
    - Agriculture 4
    - Industry 2
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 2 light infantry, 1 archers
    Navy:

    Yi-qi Onaabe NPC
    Spoiler :

    Administrative Republic:
    Factions:
    • Qeng Xo colonists. Highly influential, majority of government positions.
    • Dofangdau natives. Very influential, make up majority of population, occupy positions in government.
    Religion:
    • Planà Nine Spirits(40%)
    • Imperial Pantheon (35%)
    • Traditional Nine Spirits (25%)[
    Stability: 7
    Economy: 31 (+63) (-47)
    Trade Power: 9 (1.4%)
    Trade Value: 14
    Development:
    - Gunnery 0
    - Army 5
    - Seafaring 5
    - Agriculture 7
    - Industry 2
    - Infrastructure 4
    - Culture 6
    Projects:
    Army: 5 light infantry, 3 archers, 2 crossbowmen, 1 light cavalry, 2 light cannons
    Navy: 1 cog

    Hash'unaki NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Imperial Pantheon (55%)
    • Zaya (35%)
    • Thuranity (10%)
    Stability: 6
    Economy: 20 (+41) (-27)
    Trade Power: 5 (0.8%)
    Trade Value: 7
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 3
    - Agriculture 4
    - Industry 4
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 3 light infantry, 1 heavy infantry, 3 archers, 1 light cavalry
    Navy: 1 cog

    Maqwyan NPC
    Spoiler :

    Tribal Monarchy:
    Factions:
    Religion:
    • Traditional Nine Spirits (75%)
    • Planà Nine Spirits(15%)
    • Wund-Cult (10%)
    Stability: 6
    Economy: 12 (+24) (-18)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 0
    - Agriculture 3
    - Industry 4
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 4 light infantry, 2 archers
    Navy:

    Tinchone NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Planà Nine Spirits(40%)
    • Traditional Nine Spirits (35%)
    • Imperial Pantheon (25%)
    Stability: 7
    Economy: 11 (+22) (-16)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 2
    - Seafaring 0
    - Agriculture 5
    - Industry 3
    - Infrastructure 1
    - Culture 5
    Projects:
    Army: 3 light infantry, 1 archers
    Navy:

    Most Honorable Wind-Prince Republic Cadellon
    Spoiler :

    Federal Republic: Wind-Prince Syngman
    Factions:
    • Hyeobhoes. Highly influential, control overseas trade.
    • Beucracracy. Highly influential, control government functions.
    • Citizens. Influential, 'pure-bloods' that make up the upper class, about a quarter of the population.
    • Mixed-bloods. Slightly influential, less rights than pureblood citizens, but also less obligations.
    • Slaves, Uninfluential
    Religion:
    • Wind-Cult (45%)
    • Geonism (35%)
    • Imperial Pantheon (15%)
    • Atheism (5%)
    Stability: 7 (Colonial security, legitimacy of ruler, wealth disparity)
    Economy: 34 (+68) (-28)
    Trade Power: 10 (1.6%)
    Trade Value: 18
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 7
    - Agriculture 5
    - Industry 4
    - Infrastructure 3
    - Culture 6
    Projects:
    Army: 2 light infantry, 2 archers
    Navy: 4 cogs, 2 galleys
    Description: Strong naval republic with imperial history. Overthrew Qeng-Xo governor along with neighbouring nations, now maintains some colonies.

    Chien Hao <nuke>
    Spoiler :

    Republic: Prauguan Jin Fei
    Factions:
    • Six Charter Families. Highly influential, directly control supreme court, and inderectly control senate and the Prauguan.
    • Qeng-Xo colonists/officers. Highly influential, control much of the admiralty, and therefore Chien Hao's navy.
    • Senate. Somewhat Influential, votes on laws proposed by the Prauguan. Made up of wealthy citizens, and largely controlled by the Charter Families.
    Religion:
    • Imperial Pantheon (100%)
    Stability: 7 (public criticism of Qeng-Xo influence on government, corruption, hold on southern islands)
    Economy: 22 (+55) (-21)
    Trade Power: 12 (1.9%)
    Trade Value: 16
    Development:
    - Gunnery 3
    - Army 3
    - Seafaring 8
    - Agriculture 2
    - Industry 2
    - Infrastructure 4
    - Culture 9
    Projects:
    Army: 1 heavy infantry
    Navy: 1 cog, 1 galley, 1 light gunboat
    Description: Materialistic maritime republic with strong Qeng-Xo imperial remnants. Strong naval presence in the crowded central sea.

    Xiao Dau NPC
    Spoiler :

    Theocratic Military Junta:
    Factions:
    Religion:
    • Imperial Pantheon (100%)
    Stability: 10
    Economy: 10 (+20) (-18)
    Trade Power: 7 (1.1%)
    Trade Value: 3
    Development:
    - Gunnery 3
    - Army 8
    - Seafaring 5
    - Agriculture 1
    - Industry 1
    - Infrastructure 2
    - Culture 2
    Projects:
    Army:
    Navy: 2 light gunboats

    Pyong NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Wind-Cult (40%)
    • Geonism (30%)
    • Imperial Pantheon (15%)
    • Traditional Nine Spirits (10%)
    Stability: 8
    Economy: 12 (+24) (-15)
    Trade Power: 2 (0.3%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 0
    - Agriculture 2
    - Industry 3
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 2 light infantry, 1 heavy infantry, 1 archers
    Navy:

    Kogu NPC
    Spoiler :

    Theocratic Oligarchy:
    Factions:
    Religion:
    • Wind-Cult (80%)
    • Traditional Nine Spirits (10%)
    • Imperial Pantheon (5%)
    • Geoism (5%)
    Stability: 7
    Economy: 31 (+62) (-46)
    Trade Power: 7 (1.1%)
    Trade Value: 12
    Development:
    - Gunnery 0
    - Army 6
    - Seafaring 4
    - Agriculture 7
    - Industry 4
    - Infrastructure 3
    - Culture 4
    Projects:
    Army: 3 light infantry, 1 heavy infantry, 3 crossbowmen, 2 light cavalry, 1 heavy cavalry
    Navy: 2 galleys

    Haishian NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Traditional Nine Spirits (50%)
    • Planà Nine Spirits(40%)
    • Weather Cult (10%)
    Stability: 6
    Economy: 12 (+25) (-17)
    Trade Power: 1 (0.2%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 0
    - Agriculture 3
    - Industry 4
    - Infrastructure 1
    - Culture 4
    Projects:
    Army: 2 light infantry, 1 heavy infantry, 2 archers
    Navy:

    Vélache Immaculate
    Spoiler :

    Meritocratic Oligarchy
    Factions:
    • Administrators. Highly influential, run government systems.
    • Merchants. Somewhat influential, confrom to traditional communal ownership.
    • Qeng Xo colonists. Uninfluential, largely absorbed into native population.
    Religion:
    • Planà Nine Spirits(80%)
    • Traditional Nine Spirits (10%)
    • Imperial Pantheon (10%)
    Stability: 6 (Effective control over territory, integration of Qeng Xo colonists, tribal feuds)
    Economy: 47 (+94) (-47)
    Trade Power: 6 (0.9%)
    Trade Value: 16 (Cotton textiles, medicine, incense, silver, lumber, leather-goods, furs, honey, rice and grain, dried fish)
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 2
    - Agriculture 14
    - Industry 4
    - Infrastructure 4
    - Culture 10
    Projects:
    Army: 9 light infantry, 7 archers
    Navy:
    Description: Meritocracy of Dofangdao natives that prospered greatly from Qeng-Xo influence. Breadbasket of Dofangdau, but its overseas trading capabilites were vastly reduced during the fall of the Empire.

    Ceethuche NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Planà Nine Spirits(50%)
    • Traditional Nine Spirits (45%)
    • Mora (5%)
    Stability:
    Economy: 6 (+13) (-10)
    Trade Power: 3 (0.5%)
    Trade Value: 2
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 2
    - Agriculture 2
    - Industry 1
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 2 light infantry, 2 archers
    Navy:

  • Spoiler Southern Dofangdau :

    Ishiel Province Arrow Gamer
    Spoiler :

    Miltary Junta:
    Factions:
    • Imperial Military. Highly Influencial, control the western coast line and highway.
    • Qeng Xo Merchants. Very Influential, provide the military the funds to function.
    • Dofangdau Natives. Influential, majority of population, control most of the jungle east of highway.

      • Religion:
        • Traditional Nine Spirits (45%)
        • Imperial Pantheon (45%)
        • Mora (10%)
        Stability: 6 (Native uprisings, uncertain relations with neighbours, funding for military)
        Economy: 26 (+52) (-30)
        Trade Power: 11 (1.7%)
        Trade Value: 11
        Development:
        - Gunnery 3
        - Army 10
        - Seafaring 6
        - Agriculture 3
        - Industry 2
        - Infrastructure 5
        - Culture 5
        Projects:
        Army: 3 light infantry, 1 heavy infantry, 1 handcannon gunner, 1 light cannon
        Navy: 1 galley
        Description: Imperial military remnants based around a port and trade road through the Dofangdau isthmus. Hostile relations between Qeng-Xo soldiers and natives.


    • Xao Tai NPC
      Spoiler :

      Despotism:
      Factions:
      Religion:
      • Imperial Pantheon (50%)
      • Traditional Nine Spirits (35%)
      • Mora (15%)
      Stability: 7
      Economy: 12 (+24) (-21)
      Trade Power: 7 (1.1%)
      Trade Value: 5
      Development:
      - Gunnery 1
      - Army 5
      - Seafaring 5
      - Agriculture 2
      - Industry 1
      - Infrastructure 2
      - Culture 3
      Projects:
      Army: 1 handcannon gunner
      Navy: 3 galleys ,1 light gunboats
      Description: Defected Qeng-Xo 5th fleet turned to piracy and brigandry.

      Masel NPC
      Spoiler :

      Tribal Monarchy:
      Factions:
      Religion:
      • Imperial Pantheon (35%)
      • Traditional Nine Spirits (35%)
      • Mora (30%)
      Stability: 7
      Economy: 12 (+24) (-17)
      Trade Power: 4 (0.6%)
      Trade Value: 5
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 3
      - Agriculture 4
      - Industry 2
      - Infrastructure 1
      - Culture 4
      Projects:
      Army: 3 light infantry, 2 archers
      Navy: 2 cogs

      Sahra NPC
      Spoiler :

      Tribal Confederacy:
      Factions:
      Religion:
      • Mora (40%)
      • Traditional Nine Spirits (30%)
      • Imperial Pantheon (30%)
      Stability: 7
      Economy: 9 (+18) (-12)
      Trade Power: 2 (0.3%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 1
      - Agriculture 3
      - Industry 2
      - Infrastructure 1
      - Culture 3
      Projects:
      Army: 2 light infantry, 2 archers
      Navy:

      Morazen NPC
      Spoiler :

      Absolute Monarchy:
      Factions:
      Religion:
      • Morazen (80%)
      • Imperial Pantheon (15%)
      • ziNweta (5%)
      Stability:
      Economy: 22 (+44) (-28)
      Trade Power: 8 (1.3%)
      Trade Value: 11
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 4
      - Agriculture 6
      - Industry 2
      - Infrastructure 4
      - Culture 5
      Projects:
      Army: 3 light infantry, 2 archers, 1 light cavalry
      Navy: 2 cogs, 1 galley

      Ek' Cenra NPC
      Spoiler :

      Tribal Despotism:
      Factions:
      Religion:
      • Morazen (40%)
      • Mora (40%)
      • ziNweta (20%)
      Stability: 7
      Economy: 16 (+33) (-20)
      Trade Power: 4 (0.6%)
      Trade Value: 3
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 1
      - Agriculture 3
      - Industry 3
      - Infrastructure 3
      - Culture 3
      Projects:
      Army: 3 light infantry, 1 heavy infantry, 2 archers
      Navy:

      amaNganathuze Cived
      Spoiler :

      Clan Confederacy:
      Factions:
      • isiKabuye. Influential, skilled weavers.
      • isiYozambe. Influential, strong agriculture.
      • isiMrigwethi. Influential, skilled pottery and metalworking/
      • isiTswebehe, skiled woodworking.
      • isiMlweti. influential, traders.
      Religion:
      • ziNweta (90%)
      • Mora (5%)
      • Imperial Pantheon (5%)
      Stability: 9 (Isolationism, uncertain relations with neighbours)
      Economy: 19 (+38) (-19)
      Trade Power: 2 (0.3%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 5
      - Seafaring 0
      - Agriculture 3
      - Industry 5
      - Infrastructure 2
      - Culture 5
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 2 archers
      Navy:
      Description: Decentralised group of five clans. Rebelled constantly against the Empire, and is now once gain largely isolated from the outside world.

      Isath NPC
      Spoiler :

      Nomadic Confederacy:
      Factions:
      Religion:
      • Mora (40%)
      • Traditional Nine Spirits (30%)
      • IziNweta (30%)
      Stability: 7
      Economy: 6 (+13) (-10)
      Trade Power: 1 (0.2%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 0
      - Agriculture 4
      - Industry 1
      - Infrastructure 1
      - Culture 5
      Projects:
      Army: 1 light cavalry
      Navy:

      Emaki NPC
      Spoiler :

      Tribal Republic:
      Factions:
      Religion:
      • Mora (45%)
      • Imperial Pantheon (35%)
      • Traditional Nine Spirits (20%)
      Stability: 7
      Economy: 21 (+43) (-30)
      Trade Power: 6 (0.9%)
      Trade Value: 8
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 3
      - Agriculture 6
      - Industry 2
      - Infrastructure 3
      - Culture 4
      Projects:
      Army: 4 light infantry, 1 heavy infantry, 4 archers
      Navy: 2 cogs, 1 galley

      Zaofang NPC
      Spoiler :

      Military Junta:
      Factions:
      Religion:
      • Imperial Pantheon (50%)
      • Mora (30%)
      • Traditional Nine Spirits (20%)
      Stability: 8
      Economy: 32 (+64) (-51)
      Trade Power: 10 (1.6%)
      Trade Value: 12
      Development:
      - Gunnery 2
      - Army 7
      - Seafaring 5
      - Agriculture 7
      - Industry 1
      - Infrastructure 5
      - Culture 4
      Projects:
      Army: 3 light infantry, 1 heavy infantry, 1 light cavalry, 2 handcannon gunners, 2 light cannons
      Navy: 1 light gunboat

      Xi-Peng NPC
      Spoiler :

      Military Junta:
      Factions:
      Religion:
      • Imperial Pantheon (60%)
      • Mora (30%)
      • Mora Zen (10%)
      Stability: 6
      Economy: 17 (+34) (-27)
      Trade Power: 8 (1.3%)
      Trade Value: 8
      Development:
      - Gunnery 2
      - Army 8
      - Seafaring 4
      - Agriculture 4
      - Industry 2
      - Infrastructure 4
      - Culture 4
      Projects:
      Army: 1 heavy infantry, 1 light cavalry, 1 handcannon gunner, 1 light cannon
      Navy: 1 cog

      Manash NPC
      Spoiler :

      Absolute Monarchy:
      Factions:
      Religion:
      • Traditional Nine Spirits (35%)
      • Mora (35%)
      • Morazen 30%)
      Stability: 6
      Economy: 23 (+46) (-38)
      Trade Power: 2 (0.3%)
      Trade Value: 7
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 0
      - Agriculture 3
      - Industry 6
      - Infrastructure 2
      - Culture 3
      Projects:
      Army: 5 light infantry, 4 heavy infantry, 5 archers
      Navy:

      Ravash NPC
      Spoiler :

      Absolute Monarchy:
      Factions:
      Religion:
      • Imperial Pantheon (60%)
      • Mara (30%)
      • Traditional Nine Spirits (10%)
      Stability: 6
      Economy: 25 (+51) (-26)
      Trade Power: 2 (0.3%)
      Trade Value: 12
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 0
      - Agriculture 3
      - Industry 6
      - Infrastructure 2
      - Culture 3
      Projects:
      Army: 5 light infantry, 5 archers
      Navy:

      Min Hao NPC
      Spoiler :

      Noble Republic:
      Factions:
      Religion:
      • Imperial Pantheon (80%)
      • Mara (10%)
      • ziNweta (10%)
      Stability: 7
      Economy: 11 (+23) (-15)
      Trade Power: 2 (0.3%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 0
      - Agriculture 1
      - Industry 3
      - Infrastructure 2
      - Culture 6
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 2 archers
      Navy:

      Republic of Eamo Tolni
      Spoiler :

      Noble Republic:
      Factions:
      • Nobles. Highly influential, control voting blocks.
      • Merchants. Influential, control trade.
      • Commoners. Uinfluential, majority of populaiton.
      Religion:
      • Mora (80%)
      • Imperial Pantheon (15%)
      • Traditional Nine Spirits (5%)
      Stability: 7 (Uncertain neighbours, power balance between nobles and merchants.)
      Economy: 36 (+73) (-33)
      Trade Power: 9 (1.4%)
      Trade Value: 17
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 5
      - Agriculture 9
      - Industry 2
      - Infrastructure 4
      - Culture 7
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 3 archers, 1 light cavalry
      Navy: 2 cogs, 1 galley

      Maliso NPC
      Spoiler :

      Feudal Monarchy:
      Factions:
      Religion:
      • Mora (60%)
      • Imperial Pantheon (25%)
      • Kar-Sur (15%)
      Stability: 6
      Economy: 13 (+27) (-21)
      Trade Power: 4 (0.6%)
      Trade Value: 4
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 2
      - Agriculture 4
      - Industry 2
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 2 archers, 1 light cavalry
      Navy:

      Imarki NPC
      Spoiler :

      Tribal Confederacy:
      Factions:
      Religion:
      • Imraki Religions (80%)
      • Mora (15%)
      • Imperial Pantheon (15%)
      Stability: 7
      Economy: 8 (+17) (-14)
      Trade Power: 3 (0.5%)
      Trade Value: 3
      Development:
      - Gunnery 0
      - Army 5
      - Seafaring 2
      - Agriculture 4
      - Industry 1
      - Infrastructure 1
      - Culture 4
      Projects:
      Army: 2 light infantry, 1 heavy infantry, 1 archers
      Navy:

      Amraki Ho NPC
      Spoiler :

      Noble Republic:
      Factions:
      Religion:
      • Imperial Pantheon (50%)
      • Mara (30%)
      • Traditional Nine Spirits (20%)
      Stability: 7
      Economy: 21 (+42) (-31)
      Trade Power: 7 (1.1%)
      Trade Value: 9
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 4
      - Agriculture 4
      - Industry 2
      - Infrastructure 3
      - Culture 7
      Projects:
      Army: 4 light infantry, 2 heavy infantry, 4 archers
      Navy: 2 cogs, 1 galley
 
Stats 4

Spoiler Western Jiadau :

Ksezdo NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Dzegyekhul (75%)
  • Imperial Pantheon (25%)
Stability: 8
Economy: 22 (+44) (-24)
Trade Power: 5 (0.8%)
Trade Value: 6
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 5
- Industry 3
- Infrastructure 3
- Culture 4
Projects:
Army: 2 light infantry, 1 heavy infantry, 2 archers, 1 light cavalry
Navy:

Sen Ji NPC
Spoiler :

Noble Republic:
Factions:
Religion:
  • Imperial Pantheon (50%)
  • Dzegyekhul (40%)
  • Wang-Lingism / Kongxism (10%)
Stability:
Economy: 26 (+53) (-43)
Trade Power: 7 (1.1%)
Trade Value: 10
Development:
- Gunnery 1
- Army 4
- Seafaring 2
- Agriculture 7
- Industry 3
- Infrastructure 5
- Culture 5
Projects:
Army: 2 light infantry, 1 heavy infantry, 2 crossbowmen, 1 light cavalry, 3 handcannon gunners
Navy: 2 galleys

The Pardusos NPC
Spoiler :

Feudal Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (40%)
  • Wang-Lingism / Kongxism (10%)
Stability: 10
Economy: 14 (+29) (-23)
Trade Power: 7 (1.1%)
Trade Value: 7
Development:
- Gunnery 0
- Army 1
- Seafaring 5
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 7
Projects:
Army: 1 light infantry, 1 archers
Navy: 7 cogs, 4 galleys

Alahesh NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (40%)
  • Wang-Lingism / Kongxism (10%)
Stability: 7
Economy: 13 (+26) (-17)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 2
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 2 light infantry, 2 archers
Navy: 2 cogs, 1 galley

Tsadhek NPC
Spoiler :

Nomadic Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (50%)
Stability: 6
Economy: 8 (+17) (-14)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 2
- Seafaring 1
- Agriculture 3
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 2 light cavalry
Navy:

Grand Principality of Tsangnamdo Bair_the_Normal
Spoiler :

Theocratic Absolute Monarchy: Grand Prince X
Factions:
Religion:
  • Dzegyekhul (95%)
  • Imperial Pantheon (5%)
Stability: 6 (Effective control of territory/sectarian feuds, lack of infrastructure, isolationism)
Economy: 22 (+44) (-24)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 5
- Industry 6
- Infrastructure 2
- Culture 5
Projects:
Army: 3 light infantry, 1 heavy infantry, 2 archers
Navy:
Description: Large territory ruled by an absolute, religiously-mandated monarch. Pressured from various factions on all sides.

Sagyek NPC
Spoiler :

Feudal Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (50%)
Stability: 6
Economy: 22 (+44) (-30)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 2
- Seafaring 0
- Agriculture 7
- Industry 2
- Infrastructure 4
- Culture 4
Projects:
Army: 3 light infantry, 3 archers, 2 light cavalry
Navy:

Western Qeng Xo Empire NPC
Spoiler :

Absolute Monarchy: Emperor Gang Hanzhi
Factions:
Religion:
  • Imperial Pantheon (80%)
  • Dzegyekhul (20%)
Stability: 5
Economy: 45 (+181) (-172)
Trade Power: 10 (1.6%)
Trade Value: 45
Development:
- Gunnery 4
- Army 15
- Seafaring 7
- Agriculture 10
- Industry 8
- Infrastructure 8
- Culture 10
Projects:
Army: 10 light infantry, 5 light cavalry, 3 heavy cavalry, 10 handcannon gunners, 5 light cannons
Navy: 5 galleys, 3 light gunboats

Northern Qeng Xo Empire NPC
Spoiler :

Absolute Monarchy: Emperor Zhenzi
Factions:
Religion:
  • Imperial Pantheon (95%)
  • Dzegyekhul (5%)
Stability: 5
Economy: 32 (+130) (-96)
Trade Power: 4 (0.6%)
Trade Value: 28
Development:
- Gunnery 3
- Army 10
- Seafaring 4
- Agriculture 12
- Industry 8
- Infrastructure 5
- Culture 9
Projects:
Army: 4 light infantry, 4 heavy infantry, 7 handcannon gunners, 3 light cannons
Navy: 5 cogs, 1 light gunboat

Southern Qeng Xo Empire NPC
Spoiler :

Absolute Monarchy: Empress Diyi Nuhaier
Factions:
Religion:
  • Imperial Pantheon (100%)
Stability: 5
Economy: 47 (+190) (-173)
Trade Power: 8 (1.3%)
Trade Value: 41
Development:
- Gunnery 4
- Army 12
- Seafaring 5
- Agriculture 10
- Industry 10
- Infrastructure 8
- Culture 10
Projects:
Army: 15 light infantry, 10 heavy infantry, 5 light cavalry, 10 handcannon gunners, 5 light cannons
Navy: 5 cogs

Shao Thulklan NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Imperial Pantheon (70%)
  • Drowned Queen (30%)
Stability: 6
Economy: 10 (+21) (-14)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 2
- Seafaring 1
- Agriculture 2
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 1 light infantry, 2 archer, 1 light cavalry
Navy:

Bathluk NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Drowned Queen(90%)
  • Imperial Pantheon (10%)
Stability: 6
Economy: 5 (+10) (-8)
Trade Power: 2 (0.3%)
Trade Value: 1
Development:
- Gunnery 0
- Army 1
- Seafaring 1
- Agriculture 1
- Industry 1
- Infrastructure 1
- Culture 3
Projects:
Army: 2 light infantry, 1 archer
Navy:

Selndo NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (50%)[
Stability: 7
Economy: 13 (+26) (-19)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 2
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 4 light infantry, 2 archers
Navy: 2 cogs

Kangdrak NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Dzegyekhul (60%)
  • Imperial Pantheon (40%)
Stability: 6
Economy: 4 (+9) (-8)
Trade Power: 1 (0.2%)
Trade Value: 0
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 1
- Infrastructure 1
- Culture 3
Projects:
Army: 1 light cavalry
Navy:

Suiyang NPC
Spoiler :

Military Junta:
Factions:
Religion:
  • Imperial Pantheon (70%)
  • Dzegyekhul (20%)
  • Juunjia (10%)
Stability: 6
Economy: 25 (+50) (-35)
Trade Power: 8 (1.3%)
Trade Value: 10
Development:
- Gunnery 1
- Army 7
- Seafaring 4
- Agriculture 5
- Industry 2
- Infrastructure 4
- Culture 5
Projects:
Army: 3 light infantry, 2 crossbowmen, 1 light cavalry, 2 handcannon gunner
Navy: 2 cogs,1 galley

Shekya NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Imperial Pantheon (40%)
  • Dzegyekhul (40%)
  • Juunjia (20%)
Stability: 6
Economy: 11 (+22) (-19)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 4
- Industry 1
- Infrastructure 3
- Culture 4
Projects:
Army: 1 light infantry, 1 archers, 2 light cavalry
Navy:

Vusteg NPC
Spoiler :

Nomadic Monarchy:
Factions:
Religion:
  • Imperial Pantheon (50%)
  • Juunjia (40%)
  • Dzegykhul (10%)
Stability: 7
Economy: 6 (+13) (-10)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 1
- Seafaring 2
- Agriculture 1
- Industry 1
- Infrastructure 1
- Culture 3
Projects:
Army: 1 light infantry, 1 archers, 1 light cavalry
Navy:

Yagavu NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Juunjia (65%)
  • Dzegykhul (30%)
  • Imperial Pantheon (5%)
Stability: 6
Economy: 4 (+8) (-5)
Trade Power: 1 (0.2%)
Trade Value: 0
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 1
- Infrastructure 1
- Culture 2
Projects:
Army: 1 archer
Navy:

Talaj NPC
Spoiler :

Tribal Despotism:
Factions:
Religion:
  • Juunjia (60%)
  • Dzegykhul (30%)
Stability: 6
Economy: 9 (+19) (-12)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 3
- Infrastructure 1
- Culture 3
Projects:
Army: 2 light infantry, 2 archer,
Navy:

Rokava NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Juunjia (60%)
  • Imperial Pantheon (35%)
  • Mara (5%)
Stability: 7
Economy: 7 (+14) (-11)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 2
- Seafaring 2
- Agriculture 2
- Industry 1
- Infrastructure 1
- Culture 4
Projects:
Army: 1 light infantry, 1 archers, 1 light cavalry
Navy:

Xo-Che Massive Attack
Spoiler :

Board of Admiralty: Lord Admiral Castine Song
Factions:
  • Sea Lords. Highly influential, control military seats on the board.
  • Civil Lords. Influential, control civilian seats on the board.
  • Merchants. Influential, provide most of the income for the nation.
  • Commoners. Uninfluential.
Religion:
  • Imperial Pantheon (60%)
  • Juunjia (25%)
  • Mara (15%)
Stability: 7
Economy: 23 (+46) (-27)
Trade Power: 11 (1.7%)
Trade Value: 11
Development:
- Gunnery 3
- Army 8
- Seafaring 7
- Agriculture 2
- Industry 2
- Infrastructure 4
- Culture 5
Projects:
Army: 2 light infantry, 2 handcannon gunners
Navy: 2 cogs, 1 light gunboat
Description: Home of the Imperial 2nd fleet when the empire collapsed. Now ruled by a Lord Admiral.

Kuu Jamhuri ya Yagansteg NPC
Spoiler :

Merchant Republic: Kuu Doge Ikeno Bitok
Factions:
Religion:
  • Juunjia (60%)
  • Imperial Pantheon (20%)
  • Mara (20%)
Stability: 9
Economy: 12 (+24) (-18)
Trade Power: 6 (0.9%)
Trade Value: 5
Development:
- Gunnery 0
- Army 3
- Seafaring 4
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army: 2 light infantry, 1 archers, 1 light cavalry
Navy: 2 cogs, 1 galley

[bUsosteg][/b] NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Juunjia (70%)
  • Imperial Pantheon (20%)
  • Mara (10%)
Stability: 9
Economy: 10 (+21) (-18)
Trade Power: 5 (0.8%)
Trade Value: 4
Development:
- Gunnery 0
- Army 3
- Seafaring 3
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army: 2 light infantry, 1 archers, 1 light cavalry
Navy: 2 cogs

Jamhuri ya Ropmji NPC
Spoiler :

Oligarchic Republic:
Factions:
Religion:
  • Juunjia (70%)
  • Imperial Pantheon (20%)
  • Mara (10%)
Stability: 9
Economy: 10 (+21) (-18)
Trade Power: 5 (0.8%)
Trade Value: 4
Development:
- Gunnery 0
- Army 2
- Seafaring 3
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army: 2 light infantry, 1 archers, 1 light cavalry
Navy: 2 cogs

Kuu Jamhuri ya Yagansteg NPC
Spoiler :

Merchant Republic: Kuu Doge Ikeno Bitok
Factions:
Religion:
  • Juunjia (60%)
  • Imperial Pantheon (20%)
  • Mara (20%)
Stability: 9
Economy: 12 (+24) (-14)
Trade Power: 6 (0.9%)
Trade Value: 5
Development:
- Gunnery 0
- Army 2
- Seafaring 4
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army: 2 light infantry, 1 archers
Navy: 2 cogs, 1 galley

Serene Republic of Mulungu Ailedhoo
Spoiler :

Merchant Republic: Serene Doge Bwana Mkubwa Sarr
Factions:
  • Sarr family. Highly Influential, current head is serene doge
  • Sane family. Highly influential, old, prestigious family.
  • Yabaoh. Highly influential, powerful family with royal past.
  • Minor great merchant houses. Influential, combined wealth rivals the big three families.
  • Commoners. Uninfluential.

    • Religion:
      • Juunjia (70%)
      • Imperial Pantheon (20%)
      • Mara (10%)
      Stability: 9
      Economy: 21 (+43) (-18)
      Trade Power: 8 (1.3%)
      Trade Value: 10
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 5
      - Agriculture 3
      - Industry 2
      - Infrastructure 3
      - Culture 7
      Projects:
      Army: 2 light infantry, 2 archers
      Navy: 2 cogs, 1 galley

    • Umbuso of Ikhaya NPC
      Spoiler :

      Absolute Monarchy: King Langa II
      Factions:
      Religion:
      • Juunjia (90%)
      • Imperial Pantheon (5%)
      • Mara (5%)
      Stability: 7
      Economy: 12 (+25) (-20)
      Trade Power: 2 (0.3%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 0
      - Agriculture 5
      - Industry 2
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 1 light infantry, 1 heavy infantry, 2 archers, 1 light cavalry
      Navy:

      Buk NPC
      Spoiler :

      Absolute Monarchy:
      Factions:
      Religion:
      • Juunjia (90%)
      • Imperial Pantheon (5%)
      • Mara (5%)
      Stability: 8
      Economy: 10 (+21) (-15)
      Trade Power: 2 (0.3%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 0
      - Agriculture 3
      - Industry 2
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 3 light infantry, 2 archers
      Navy:

      Jamhuri ya Damumji NPC
      Spoiler :

      Noble Republic: Kuu Meyar Nergüi Zaya
      Factions:
      Religion:
      • Juunjia (50%)
      • Imperial Pantheon (30%)
      • Mara (20%)
      Stability: 6
      Economy: 11 (+23) (-18)
      Trade Power: 6 (0.9%)
      Trade Value: 5
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 4
      - Agriculture 2
      - Industry 1
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 3 light infantry, 1 archers, 1 light cavalry
      Navy: 1 galley

      Kata ya Njia Kavu NPC
      Spoiler :

      Absolute Monarchy: Kuhesabu Nyo
      Factions:
      Religion:
      • Juunjia (70%)
      • Imperial Pantheon (20%)
      • Mara (10%)
      Stability: 7
      Economy: 8 (+17) (-11)
      Trade Power: 2 (0.3%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 0
      - Agriculture 1
      - Industry 2
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 2 light infantry, 2 archers
      Navy:

      Khasteg NPC
      Spoiler :

      Nomadic Confederacy:
      Factions:
      • Juunjia (40%)
      • Imperial Pantheon (20%)
      • Mara (20%)
      Religion:
      Stability:
      Economy: 6 (+13) (-11)
      Trade Power: 3 (0.5%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 2
      - Agriculture 1
      - Industry 1
      - Infrastructure 1
      - Culture 4
      Projects:
      Army: 2 light cavalry
      Navy:

      Jamhay NPC
      Spoiler :

      Nomadic Empire:
      Factions:
      Religion:
      • Juunjia (70%)
      • Mara (10%)
      • Imperial Pantheon (21%)
      Stability:
      Economy: 8 (+21) (-19)
      Trade Power: 2 (0.3%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 6
      - Seafaring 0
      - Agriculture 2
      - Industry 3
      - Infrastructure 2
      - Culture 3
      Projects:
      Army: 3 light cavalry
      Navy:

      Kalin Lord_Herobrine
      Spoiler :

      High Council:
      Factions: [link][*]Military. Highly influential, comprise half of the council.[*]Clergy. Very influential, control half of the council.[*]Commoners. Slightly influential, majority of population, work the mines that fund the nation.[*]Qeng Xo colonists. Uninfluential, future uncertain.[/link]
      Religion:
      • Imperial Pantheon (80%)
      • Drowned Queen (10%)
      • Juunhia (5%)
      • Dzegyekhul (5%)
      Stability: 7
      Economy: 24 (+48) (-23)
      Trade Power: 4 (0.6%)
      Trade Value: 6 (silver, metals)
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 2
      - Agriculture 3
      - Industry 6
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 3 light infantry, 1 heavy infantry, 3 archers
      Navy:
      Description: Mostly composed of tribal people from the south who were relocated north by the Empire.
    • who were relocated north by the Empire.[/size][/spoiler][/spoiler]
 
Stats 5

Spoiler Eastern Jiadau :

Mala Leng NPC
Spoiler :

Thalassocracy:
Factions:
Religion:
  • Kengdai Chi (70%)
  • Mara (10%)
  • Juunjia (10%)
  • Imperial Pantheon (10%)
Stability: 7
Economy: 15 (+36) (-27)
Trade Power: 7 (1.1%)
Trade Value: 7
Development:
- Gunnery 0
- Army 3
- Seafaring 4
- Agriculture 3
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 2 light infantry, 1 heavy infantry, 1 archers
Navy: 3 cogs, 2 galleys

Geng Lavas/b] NPC
Spoiler :

Aristocracy: Regent
Factions:
Religion:
  • Kengdai Chi (90%)
  • Imperial Pantheon (5%)
  • Juunjia (5%)
Stability: 7
Economy: 15 (+31) (-21)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 5
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 3 light infantry, 1 heavy infantry, 2 archers
Navy:

Inuk NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Sunken Queen (80%)
  • Imperial Pantheon (10%)
  • Kengdai Chi (5%)
  • Phoenix Path (5%)
Stability: 8
Economy: 12 (+24) (-17)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 2
- Seafaring 0
- Agriculture 2
- Industry 4
- Infrastructure 1
- Culture 3
Projects:
Army: 4 light infantry, 2 archers
Navy:

Athlaq NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Sunken Queen (70%)
  • Pheonix Path (10%)
  • Kengdai Chi (10%)
  • Burned Men (5%)
  • Imperial Pantheon (5%)
Stability:
Economy: 9 (+19) (-16)
Trade Power: 2
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 3
- Industry 3
- Infrastructure 1
- Culture 4
Projects:
Army: 3 light infantry, 3 archers
Navy:

Ulthuk NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Sunken Queen (80%)
  • Imperial Pantheon (10%)
  • Kengdai Chi (5%)
  • Phoenix Path (5%)
Stability: 6
Economy: 8 (+17) (-13)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 2
- Seafaring 1
- Agriculture 2
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 3 light infantry, 2 archers
Navy:

Grand Thaumaturgy of Sengkan (Mao Sho) Angst
Spoiler :

Technocratic Plutocracy: Grand Mong Daokan
Factions:
  • Chi Tunga/Alchemist Guilds. Very Influential, alchemists who control the doctrine of Kengdai Chi, as well as most matters of high government by being the highest authorities of alchemist guilds.
  • Worker Syndicates. Very influential, due to the syndicate system, the common people have a high degree of economic freedom and movement, and can greatly influence matters of government.
  • Elite. Slightly influential, while of course holding great material wealth that can raise them higher in the guilds, the syndicate system allows for the greater numbers of the common folk to wield a greater influence than the social elite.
  • Qeng Xo colonists. Uninfluential, furture uncertain.
Religion:
  • Kengdai Chi (85%)
  • Imperial Pantheon (10%)
  • Mara (5%)
Stability: 8 (fragmented Zang people, Qeng Xo colonists, uncertain relations with Occulta nations)
Economy: 37 (+74) (-32)
Trade Power: 7 (1.1%)
Trade Value: 13
Development:
- Gunnery 0
- Army 3
- Seafaring 3
- Agriculture 5
- Industry 5
- Infrastructure 4
- Culture 8
Projects:
Army: 3 light infantry, 1 heavy infantry, 3 archers, 1 light cavalry
Navy: 2 cogs
Description: The heart of the Zang nations, Mao Sho is complex society of alchemist guilds and worker syndicates.

Mao Nang Sho NPC
Spoiler :

Technocratic Plutocracy:
Factions:
Religion:
  • Kengdai Chi (85%)
  • Imperial Pantheon (10%)
  • Mara (5%)
Stability: 7
Economy: 20 (+40) (-24)
Trade Power: 3 (0.5%)
Trade Value: 3
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 6
- Industry 3
- Infrastructure 3
- Culture 5
Projects:
Army: 2 light infantry, 1 heavy infantry, 1 archers, 1 light cavalry
Navy:

Emang Likong
Spoiler :

Technocratic Plutocracy::
Factions:
Religion:
  • Kengdai Chi (90%)
  • Imperial Pantheon (5%)
  • Burned Men (5%)
Stability: 8
Economy: 24 (+48) (-27)
Trade Power: 6
Trade Value: 11
Development:
- Gunnery 0
- Army 2
- Seafaring 3
- Agriculture 4
- Industry 4
- Infrastructure 3
- Culture 10
Projects:
Army: 2 light infantry, 1 heavy infantry, 1 archers, 1 light cavalry
Navy: 2 cogs, 1 galley

Elcata NPC
Spoiler :

Feudal Monarchy:
Factions:
Religion:
  • Burned Men (80%)
  • Mara (10%)
  • Imperial Pantheon (10%)
Stability: 6
Economy: 23 (+46) (-29)
Trade Power: 5 (0.8%)
Trade Value: 7
Development:
- Gunnery 0
- Army 5
- Seafaring 2
- Agriculture 6
- Industry 3
- Infrastructure 3
- Culture 5
Projects:
Army: 3 light infantry, 1 heavy infantry, 1 crossbowmen, 1 light cavalry
Navy: 2 cogs

Accalta NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Burned Men (80%)
  • Mara (10%)
  • Imperial Pantheon (10%)
Stability: 7
Economy: 18 (+37) (-26)
Trade Power: 5 (0.8%)
Trade Value: 5
Development:
- Gunnery 0
- Army 5
- Seafaring 2
- Agriculture 5
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 3 light infantry, 1 heavy infantry, 1 crossbowmen, 1 light cavalry
Navy: 1 cogs

Olakt NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Burned Men (80%)
  • Kar-Sur (15%)
  • Imperial Pantheon (5%)
Stability: 7
Economy: 11 (+22) (-17)
Trade Power: 2 (0.3%)
Trade Value: 1
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 4
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 2 light infantry, 1 archers, 1 light cavalry
Navy:

Occulta Nirea NPC
Spoiler :

Despotism:
Factions:
Religion:
  • Burned Men(60%)
  • Kar-Sur (30%)
  • Imperial Pantheon (10%)
Stability: 5
Economy: 10 (+20) (-15)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 2
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 2 light infantry, 1 archers, 1 light cavalry
Navy:

Reqq NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Kar-Sur (55%)
  • Burned Men (35%)
  • Imperial Pantheon (10%)
Stability: 8
Economy: 10 (+20) (-15)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 3
- Infrastructure 1
- Culture 4
Projects:
Army: 3 light infantry, 2 archers
Navy:

Surra NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Kar-Sur (70%)
  • Burned Men (25%)
  • Imperial Pantheon (5%)
Stability: 7
Economy: 12 (+25) (-18)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 5
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 1 heavy infantry, 2 archers, 1 light cavalry
Navy:

Masurra NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Kar-Sur (70%)
  • Burned Men (20%)
  • Imperial Pantheon (5%)
  • Pheonix Path (5%)
Stability: 8
Economy: 13 (+26) (-18)
Trade Power: 3 (0.5%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 4
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 1 heavy infantry, 2 archers, 1 light cavalry
Navy: 1 cogs

Kelet NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Kar-Sur (75%)
  • Burned Men (10%)
  • Imperial Pantheon (10%)
  • Pheonix Path (5%)
Stability: 8
Economy: 13 (+26) (-17)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 4
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 1 heavy infantry, 2 archers, 1 light cavalry
Navy: 1 cog

Nonar NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (20%)
  • Pheonix Path (10%)
Stability: 8
Economy: 14 (+28) (-18)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 4
- Seafaring 2
- Agriculture 4
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 2 heavy infantry, 2 archers
Navy: 2 cogs

House Massoul thomas.berubeg
Spoiler :

Semi-Feudal Clan System: Clan Massoul
Factions:
  • House Massoul. Highly influential, Kishlahi High Clan currently ruling.
  • House Bede. Very influential, Islander High Clin.
  • Clan Ghupta. Very influential, Kishlahi High Clan
  • Clan Samael. Very influential, Kishlahi High Clan.
  • Noble Houses. Slightly influential, if united they may rival the High Clans.
Religion:
  • Sunken Queen (50%)
  • Pheonix Path (35%)
  • Kar-Sur (10%)
  • Imperial Pantheon (5%)
Stability: 7 (poor infrastructure, ruling clan's authority over remote island clans, lack of space for agricultural and industrial growth)
Economy: 16 (+32) (-15)
Trade Power: 5 (0.8%)
Trade Value: 7
Development:
- Gunnery 0
- Army 5
- Seafaring 4
- Agriculture 3
- Industry 3
- Infrastructure 1
- Culture 5
Projects:
Army: 3 light infantry, 2 archers
Navy:
Description: Island chain comprised of numerous clans, united in a feudal system. Native islanders have less power than Kishlahi migrants from the north.

Karnei erez87
Spoiler :

Feudal Monarchy: Lord King Maee Trebiler
Factions:
  • Karnei nobles. Highly influential, control most land in Karnei.
  • Imperial soldiery. Very influential, provide legitmacy and stability to the kingdom.
  • Dutchies noblies.Influential, control the Karnei dutchies.
  • Raqq's Gift colonists. Uninfluential, small population.
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (25%)
  • Pheonix Path (5%)
Stability: 4 (rebelling Occulta, comparative power of Surr vassals, legitimacy of Lord King)
Economy: 35 (+70) (-50)
Vassals
  • Xino +1ep
  • Surrian Dutchies +1ep
  • Malat +1ep
  • Kemor +1ep
  • Small Dutchies +1ep
Trade Power: 7 (1.1%)
Trade Value: 12
Development:
- Gunnery 2
- Army 8
- Seafaring 3
- Agriculture 7
- Industry 4
- Infrastructure 4
- Culture 5
Projects:
Army: 2 light infantry, 2 light cavalry, 3 handcannon gunners, 2 light cannon
Navy: 1 galley

Surrian Dutchies NPC
Spoiler :

Vassal Dutchies:
Factions:
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (20%)
  • Pheonix Path (10%)
Stability: 6
Economy: 21 (+43) (-30)
Trade Power: 6 (0.9%)
Trade Value: 9
Development:
- Gunnery 0
- Army 3
- Seafaring 3
- Agriculture 7
- Industry 3
- Infrastructure 3
- Culture 4
Projects:
Army: 2 heavy infantry, 3 archers, 1 light cavalry
Navy: 2 cogs

Malat NPC
Spoiler :

Vassal Monarchy:
Factions:
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (20%)
  • Pheonix Path (10%)
Stability: 6
Economy: 20 (+40) (-22)
Trade Power: 5 (0.8%)
Trade Value: 6
Development:
- Gunnery 0
- Army 4
- Seafaring 2
- Agriculture 4
- Industry 3
- Infrastructure 3
- Culture 4
Projects:
Army: 2 heavy infantry, 2 archers, 1 light cavalry
Navy:

Kemor NPC
Spoiler :

Vassal Kingdom:
Factions:
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (20%)
  • Pheonix Path (10%)
Stability: 7
Economy: 9 (+18) (-12)
Trade Power: 2 (0.3%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 1 heavy infantry, 2 archers
Navy:

Small Dutchies (Kishlahi)
Spoiler :

Vassal Dutchies:
Factions:
Religion:
  • Pheonix Path (50%)
  • Kar-Sur (30%)
  • Imperial Pantheon (20%)
Stability: 7
Economy: 21 (+43) (-26)
Trade Power: 6 (0.9%)
Trade Value: 7
Development:
- Gunnery 0
- Army 3
- Seafaring 3
- Agriculture 4
- Industry 3
- Infrastructure 3
- Culture 4
Projects:
Army: 3 light infantry, 1 heavy infantry, 1 archers, 1 light cavalry
Navy: 2 cogs
 
Reserved
 

297 Imperial Calendar (IC) - 300IC
297IC - 0 New Age (NA)​

A Teacher and his Student

&#8216;Have you calmed yourself yet, child? You&#8217;ll need to learn to sit. There will be much to attend to, and for now I have much to teach you. Or at least try to, as you seem so stubbornly intent on forgetting everything I tell you. Today we&#8217;ll reverse things, you try to tell me what you remember from all my lectures, and I&#8217;ll point out how horribly wrong and ignorant you are. Sounds fun, right child?&#8217;

&#8216;...&#8217;

&#8216;Good, start here then. By all the gods you had better at least know this bit.&#8217;

&#8216;Of course I do, that&#8217;s Qeng!&#8217;

&#8216;Which is Qeng?&#8217;

&#8216;What? All of this is Qeng Xo&#8230;&#8217;

&#8216;What year is it, child? You&#8217;ll need to be more specific, or we&#8217;re going to be here all day. I don&#8217;t mind, I get paid for this.&#8217;

&#8216;Fine. Those are the rump states of the Qeng Empire. All ruled by an Emperor - or Empress - claiming to be the true claimant. That&#8217;s why we have three Qeng Xo Empires: West, North, and South. The Western Empire has the bulk of the remains of the Imperial army and navy, the North has the most farmland but has been crippled by the cataclysm, and the South has the mines and factories of the old Empire, but is lacking in military and agriculture. How&#8217;s that?&#8217;

&#8216;Very good, but don&#8217;t be smug, child. What is your perception of the Qeng Empires&#8217; relative power across the three continents?&#8217;

&#8216;The Empires have the strongest army, navy, the most wealth and the best farmland, industry and roads. Even by themselves they&#8217;re the strongest countries in the world, and once they unite they&#8217;ll for surely sweep across the continents again!&#8217;

&#8216;Are you sure? What of the peoples surrounding the Qeng?&#8217;

&#8216;Who? The Dradkhar? The Thulklan? Shekya? Nampho? They&#8217;re nothing, they don&#8217;t even have handcannons!&#8217;

&#8216;And yet the Empire has been thrown out by all of those people. While the Empires look inwards at each other, readying their remaining power they have to fight one another, the people around them have taken land for themselves. The mines in the south are being run by and for the Thulklan and the Kalin. Trade in the eastern plains is impossible with nomad hordes roaming freely. The coast is divided into strong and wealthy states that are united only in their hatred of the Qeng, and the entire northern mountains are united under a King who also commands a religion spanning across the north west. And this is only in the west of Jiadau, the very heart of the Empire! What of further east, child? Who holds the power their?&#8217;

&#8216;Well&#8230; The Yagavu and Jamhay hold the largest amount of land&#8230; but that&#8217;s only worthless desert. The real power must lie in the north, in the Watu city states. They&#8217;re small, but mostly have friendly relations, right? If they fight together, they could hold the channel between Jiadau and Dofangdau! Maybe even the whole Middle Sea!&#8217;

&#8216;Too many &#8216;coulds&#8217; and &#8216;maybes&#8217; and &#8216;ifs,&#8217; power is not something that &#8216;could&#8217; be grabbed &#8216;if&#8217; something &#8216;maybe&#8217; happens. It is something that is always held, and is always taken by those who are able to take it. The Watu are skilled sailors to be sure, but they are more fragmented than you say. The Ikhaya want to reform the Watu Kingdom, and to do so in blood and steel. North of them the remnants of the old Imperial Second Fleet sit in Xo-Che, north of them those hedonistic swine the Chien Hao, and the Eamoan traders to the east. Do you think they would so easily give up command of the seas to the Watu? And why so easily dismiss the nomads? The Yagavu, Jamhay, Shekya, Talaj and the coastal nomads combined control the largest single land region in the known world!&#8217;

&#8216;But it&#8217;s just desert! There can&#8217;t be any power in sand, can there?&#8217;

&#8216;It&#8217;s not in the sand, child, it&#8217;s in the land. The nomads can move freely across territory wider than any other nation, and deny their neighbours that same movement. Jiadau is cut in half by the nomads and the Kalin in the south. Hah, the damned Kalin, who would have those shivering tribals driven out of the snow would have turned into a &#8216;civilised&#8217; nation. Aside from that, what of further east?&#8217;

&#8216;The Zang thaumaturge states control a wide chunk of land around the wide bay, so together they have a lot of farmland, and secure waters&#8230; But maybe they&#8217;re not on good enough terms to make use of all that?&#8217;

&#8216;Learning from your mistakes, are you child? Well, in this case you would have been correct, the Zang are fairly amicable to one another. Do you know why, child?&#8217;

&#8216;They have a shared religion, history, language, and political structure?&#8217;

&#8216;To an extent, yes, but you must look at their borders. What do you see?&#8217;

&#8216;The Jamhay to the west, Inuku and Athlaq to the south, and the Occulta to the east. It&#8217;s because they have hostile neighbours, isn&#8217;t it? The Jamhay are a nomadic empire, and the Occulta are violent fanatics!&#8217;

&#8216;While a bit crude, that&#8217;s close enough. The central Zang nations rely on their neighbours to hold the borders against the Jamhay and the Occulta.&#8217;

&#8216;So the Zang are the most powerful in the east? The Occulta are farctured, and the Karnei Kingdom is falling apart with Occulta uprisings, and probably Sur ones too, soon.&#8217;

&#8216;The Zang have wealth, to be sure, but what do they use that for? Everything that doesn&#8217;t help them! The Jamhay prepare legions of riders, and the Occulta come ever closer to unifying, and the Zang still go about their experiments. Did you know they discovered blasting powder before the Qeng? Do you know what they used it for? Fireworks! The Qeng built canons and guns, and the damned Zang made toys! You have something going with the Karnei though. Their kingdom is fraying at the seams. Occulta Nirea rebels, and their Occulta brothers to the west may come to their aid. Malat bides its time, watching the Occulta rebellion eagerly while edging towards the Raqqa&#8217;s Gift. The other Surr watch Malat, and the Small Dutchies watch everyone nervously. The Karnei Kingdom is mighty, oh yes, but giants fall hard.&#8217;

&#8216;The Sur Kingdoms could unite&#8230;&#8217;

&#8216;What is with you and uniting! The greatest union the known world has ever seen crumbles and all you can think of are the pieces willingly coming back together. Nonsense! The Sur kingdoms will bicker amongst themselves worse than any other. Oh, they hate the Kar, and would gladly fight side by side to steal land, but they would turn on each other the moment they had one.&#8217;

&#8216;...The Massoul?&#8217;

&#8216;The Massoul? What of the Massoul?&#8217;

&#8216;They have lots of land, poor land, but lots of it. They have no clear enemies, and are close with the Ulthuk peoples. I know you don&#8217;t want me to say &#8216;if&#8217; or &#8216;unite&#8217;, but what if the Massoul could unite the Ulthuk, the Athlaq, or even the Bathluk and Thulklan?&#8217;

&#8216;That is a lot of &#8216;ifs&#8217; child. But I will grant you that&#8217;s an interesting thought experiment. Thoroughly preposterous, the southern tribals are as barbaric as they get, how could they ever unite without outside intervention? Just look at the Kalin, hah! Don&#8217;t worry child, the south is cold and empty, best to ignore it.&#8217;

&#8216;But didn&#8217;t you say that controlling land, even worthless land&#8230;&#8217;

&#8216;Clever child. Who knows, maybe the tribals and the nomads will unite! Rule the whole of Jiadau with whales and horses, snow and sand! Hah! Oh, calm yourself, child, you're right, I shouldn't&#8217; mock. Let&#8217;s take a look at Dofangdau, shall we? Start in the south, where is the power?&#8217;

&#8216;That&#8217;s easy, the Eamoans have plentiful resources, and mostly friendly neighbours. They have little to fear.&#8217;

&#8216;Little to fear, but little to gain. Like the Zang, they&#8217;re content to sit in their wealth. They would buy off the Xi-Peng, turn guns away with coin. But what if the channel is closed? As you said, the Watu have a powerful combined navy, the Xo-Che and Chien Hao have advanced gunboats, and we can&#8217;t ignore the possibility of Wind or Xiao Dau ships pushing south to secure the trade routes. And while the Eamoan may be content with their riches, and their neighbours happy with catching the scraps, what of the others on the peninsula?&#8217;

&#8216;Well, the Morazen have obvious reasons to oppose Eamo, religious feuds and all that, but they&#8217;re more focused on that little island they want so badly. Further west there&#8217;s some less friendly and more ambitious people, like the Imarki and Masel or the ex-Imperial Xao Tai and Zaofang, but they all have more immediate matters to deal with, don&#8217;t they?&#8217;

&#8216;Sure they do, but every land they conquer will be one less that Eamo can trade with. The Eamo have wealth to be sure, but they must be wary, as their wealth relies on the obedience of others.&#8217;

&#8216;Who are the aman&#8230; amagna&#8230;. gnathuz&#8230; thuze? How do you read this?&#8217;

&#8216;amaNganathuze.&#8217;

&#8216;What.&#8217;

&#8216;amaNganathuze. You&#8217;ll need to learn how to read different languages, child. Interestingly enough, these people don&#8217;t have written language.&#8217;

&#8216;How am I supposed to read it then!&#8217;

&#8216;You don&#8217;t, obviously, how do you read something that isn&#8217;t written? Anyways, as you clearly have forgotten what I told you about these mountain people, the amaNganathuze are highly isolated, and were barely even considered part of the Empire, even in the best of times. Alas, they don&#8217;t hold much sway outside of their borders. Tell me who else has influence in the south.&#8217;

&#8216;What about the Ishiel province? The Imperial army regiments stationed there have unstable relations with the natives for sure, but isn&#8217;t the isthmus vital for trade, both maritime and overland?&#8217;

&#8216;And why would that overland transport be important?&#8217;

&#8216;Well, because, trade would have to circle all the way around the southern peninsula to trade with the Vélache or other east coast peoples. The mountains up the spine of northern Dofangdau make overland trade between coasts impractical, if not impossible.&#8217;

&#8216;A fine observation, child, but as always you&#8217;re putting so much weight on trade and cooperation. The Ceethuch people are just as likely to kill traders as let them by, and the Vélache&#8217;s position is uncertain at best. The Ishiel garrison is powerful, but precarious. What of those further north?&#8217;

&#8216;The Wind-Prince Republic has a strong navy, and even some colonies. If it wasn&#8217;t for the Chien Hao, wouldn&#8217;t the Wind-Princes already control the Middle Sea?&#8217;

&#8216;Bah! Fat pigs is all the Chien are. Gluttonous fools masquerading as a republic, the Empire should never have dealt with the cretins. I have no doubt the Imperial navy and the beasts will turn on each other. I&#8217;m certain. Speak no more of the Chien, they&#8217;re foul.&#8217;

&#8216;Uh. Well, the Wind-Princes are also surrounded by uncertain neighbours, so ma&#8230; er&#8230; they aren&#8217;t as secure despite having strong ships? The Kogu may try to push north, or go after the colony? Surely the Morazen will make a move on Iol Seom, they&#8217;ve all but shouted it to the whole known world.&#8217;

&#8216;Good, good. You&#8217;ve got the gist of it, but still, don&#8217;t write off the Wind-Princes, they&#8217;ve been around a long time, before the Empire. They&#8217;ve seen harder times, they may yet pull through this one. And the east coast?&#8217;

&#8216;The Vélache control the most territory, and very rich territory too! Big trees, lots of fields, mountains with lots and lots of ore and metals. The Empire treated the well, and they have big roads and cities, and their government is really complexed, especially compared to the other easterner natives.&#8217;

&#8216;All true, the Vélache have been served well by the Empire. But as with the Eamoans and the Zang, where does all their wealth go? To the navy? The army? Of course not! These damn tribals don&#8217;t even collect it! Communal ownership, the fools. What good is community when the cannons begin firing? What did all their Nine Spirits do when the Dofang Xin-Xo came and blew up their ports! Once again, great potential, wasted frivolously.&#8217;

&#8216;The Yi-qi Onaabe were able to fight off the Xin-Xo, and their mostly native&#8230;&#8217;

&#8216;Yes, they are! A great folk, the Onaabe are! Recognised the best of the Empire, the iron resolve needed to rule! While the Vélache studied art and philosophy, the Onaabe learned the ways of empire. With ex-Imperial officers, the Yi-qi Onaabe are the best bet for a strong, Dofangdau Empire, I do say.&#8217;

&#8216;But the other neighbours would never join them&#8230;&#8217;

&#8216;I doubt they&#8217;ll ask them to join, child. Did the Qeng Xo ask nicely, or did they rain fire and death?&#8217;

&#8216;They asked the Vélache&#8230;&#8217;

&#8216;Ack, there you go again! Enough, North! Tell me of northern Dofangdau.&#8217;

&#8217;The Bafra&#8217;gurk and the Taqar control the northern desert, so they must hold power of movement, like the nomads in central Jiadau? North of them are the collection of Khuranist nations, mostly focused on maritime trade. Probably because of the nomads blocking the south?&#8217;

&#8216;Probably? Certainly.&#8217;

&#8216;The most powerful of them would of course be the Exporata Republic. Strongest navy in the north, and with the farms and fishing to support it. They could, I mean, will, control trade in the north.&#8217;

&#8216;So certain are we, what of this little dot, here?&#8217;

&#8216;Oh. Right. But the Bei Bao have the whole of the Soxyn Horde to worry about, won&#8217;t their gunboats be caught up in that too much to deal with securing trade routes?&#8217;

&#8216;Not as long as the Soxyn are more interested in killing each other than foreigners. Those barbarians are so unruly even the Empire stayed away! So much land, and the Qeng just shook their heads and turned around. Shocking! Sure, they took tributes, but to leave such a gap their territory is certainly odd.&#8217;

&#8216;It saved a lot of soldiers and colonists though.&#8217;

&#8216;Didn&#8217;t save the Empire though!&#8217;

&#8216;Better than what happened in Polavstronya&#8230;&#8217;

&#8216;Oh, sure. What wasn&#8217;t better than that mess, though. Thousands dead, tens of thousands, maybe even hundreds. All because those damned Polavs never could figure out they had lost. Mad fools. Strong, mad fools, and obedient, at least with one another. Like a well organised pack of wolves, those Polavs are. Say, let&#8217;s play one of your &#8216;if&#8217; games you love so much. If the Polavs and the Soxyns went to war, who would you place your bet on?&#8217;

&#8216;...The Soxyn? They have the potential for great growth, and cover a larger territory when united&#8230;&#8217;

&#8216;Of course, &#8216;when united.&#8217; When will that be, child? How many brothers will slay brothers before a Khaigon is finally crowned?&#8217;

&#8216;Then&#8230; the Polavs?&#8217;

&#8216;The Polavs certainly look united, don&#8217;t they? And not much records of Polavs fighting Polavs, at least on a scale larger than a tavern brawl. But are the Principalities really united? Of course not, or it would just be a Principality! Each Principality can&#8217;t help but have its own interest at heart, and so will never truly work as one. When the Soxyn Horde has a Khaigon, they are as if one great beast, but without that Great King, they are like a gang of wild dogs snapping at one another. Oh, how I would love to see those two hounds rip into one another!&#8217;

&#8216;What about these, though?&#8217;

&#8216;The Polav Hordes? Disheveled masses of horse-fu&#8230; Er&#8230; They&#8217;re barbarians, even more so than the Polavs and Soxyns. Of course, they stretch far south, but they are far more fragmented than the nomads of Jiadau or Dofangdau. The Mesani barely even speak the same languages, and are more likely to give the horses and run back into the jungles!&#8217;

&#8216;If the Hordes are so weak, could the Qeng colonies have a chance of linking together? The Kazah Horde is all that stands between Zhon Xi, Fengpei, and Jiau Fei. Surely the three united would be powerful enough to reestablish Imperial control?&#8217;

&#8216;Imperial control? Which Empire? There&#8217;s three of them! If the three colonies - and really, colonies is stretching it, Zhon Xi and Fengpei are little more than refugee camps - did reconnect, Jiau Fei would likely start its own little Empire. Hah! That would be something wouldn&#8217;t it? A Qeng Empire without a navy! I&#8217;ve been talking too much, child. Tell me of the east.&#8217;

&#8216;The Zayakutra have a true High Queen once more.&#8217;

&#8216;And what does that mean?&#8217;

&#8216;Well, Zayakutra itself has a small but strong army and plenty of farmland. The other Zaya nations are pretty important too though, right? A High Queen hasn&#8217;t had any real power in over three centuries, what if the other countries decide to follow her?&#8217;

&#8216;And throw away their own hard fought independence? I think not. It be just as likely for the Xazun worshippers across the sea to come back and bend the knee. So, not very damned likely.&#8217;

&#8216;But they&#8217;d have good reason to, with the Soxyn to the north and Deschaen to the south. If people are threatened, they stick together, right?&#8217;

&#8216;You mean like the Empire? It sure stuck together when threatened, all three of parts of it! Half of the Zaya nations have ties to Deschaen, they&#8217;ll simply swing whichever way they feel is safer.&#8217;

&#8216;So, Deschaen is the most powerful on the east coast?&#8217;

&#8216;The most powerful, but with the least solid grip on that power! Look at how big their territory is, and do you know who is ruling it? An ex-Imperial general. A local, sure, but it&#8217;s hard for anyone to hold that much land together on simply good will, which, I must remind you, the Empire was running very short on by the end.&#8217;

&#8216;Then Deschaen&#8217;s power is just an illusion.&#8217;

&#8216;Of course not! Look at their army, look at their agriculture! They were the breadbasket of the whole of Xidau during the golden age. Just because power is edging out of your hand, doesn&#8217;t mean you&#8217;re not still holding it for the time being. Let&#8217;s keep going. What do you see next?&#8217;

&#8216;I&#8217;m&#8230; Not too sure. It&#8217;s a bit of a mess, do any of these tribes really have any influence outside of their own borders?&#8217;

&#8216;Of course they do, but but only because of how many of them there are. Xidau&#8217;s south is, as you so eloquently said, a mess. There&#8217;s some key points along the coast that are certainly worth noting though. Tell me what they are.&#8217;

&#8216;There&#8217;s&#8230; Ji Sin, and Qi in the south, and Qeng Kubeo, Qen Varteha, and on the north coast. Is that right?&#8217;

&#8216;A bit jingoist are we? Those all look like Qeng names. What about these?&#8217;

&#8216;Mala? A small trade republic, but you&#8217;ve been telling me all along that trade doesn&#8217;t hold any power?&#8217;

&#8216;It does, but it&#8217;s fleeting. Mala is important not only because of the trade, but because it&#8217;s in a good strategic location, same as the Pardusos, Xo-Che, and the damned Chien Hao. You also missed this one.&#8217;

&#8216;Tha&#8217;mad? What is that?&#8217;

&#8216;Good question.&#8217;

&#8216;What? Who are they?&#8217;

&#8216;I don&#8217;t know. They trade well. I&#8217;ve heard they fight completely naked and bugger in full armour.&#8217;

&#8216;What?&#8217;

&#8216;Exactly.&#8217;

&#8216;Er&#8230;&#8217;

&#8216;We know nothing about them, so they must be feared. That&#8217;s all you can learn from the Tha&#8217;mad. Truly, it&#8217;s impossible to learn anything else. You&#8217;ve already mention Ji Sin, and that&#8217;s good enough. Simple trade port city, but tell me about Qi.&#8217;

&#8216;The Qi broke away from the Empire long ago, the first colony to do so, right? They pushed the Imperial Army back into the sea, and named themselves Qi. I don&#8217;t get it though, why didn&#8217;t the Empire retake it? Surely they could have with enough cannons.&#8217;

&#8216;That, my child, is something the historians will bicker about forever. The Qeng likely could have retaken the Qi&#8217;s little Empire while it was still young, but I believe it was simply bad timing. Emperor Daiger died just a week after the rebellion, falling of that damned horse. Truly, that horse did more damage to the Empire in all its four centuries than any other single breathing man or creature. Dinanhai had been preparing to launch a reconquest, but then he choked and died. Did you know some sources say he choked on horse meat? Anyways, then the next emperor and empress died one after the other, and then were followed up by an unfortunately long-lived drunk. The Imperial council by then was too corrupt and inefficient, and simply left the Qi be.&#8217;

&#8216;The Qi don&#8217;t look very powerful&#8230;&#8217;

&#8216;The indeed are still small, aren&#8217;t they? For two centuries they have sat quietly on their peninsula &#8216;Empire.&#8217; But now that the Qeng Xo have fallen, perhaps the Qi believe it&#8217;s time for their own Empire to shine? A true successor to the Qeng Xo. Unfortunately the Qi&#8217;s Empire is based out of a jungle, and they have half a continent and two rival Qeng Xo colonies to get through first. Tell me about those colonies.&#8217;

&#8216;Those are&#8230; the Qeng Kubeo and Qeng Varteha, both a mixture between natives and Qeng, and both believe they are the sole legitimate power in the south. They look about evenly matched?&#8217;

&#8216;That they do, the fools. They&#8217;ll likely kill each other while the rest of the world carries on without noticing. So, now that we have covered most of it, can you tell me where the power lies?&#8217;

&#8216;Well, with those with the biggest armies and territory is what you&#8217;ve been telling me&#8230;&#8217;

&#8216;I have not.&#8217;

&#8216;But you said that cooperation, trade and are useless compared to armies and land!&#8217;

&#8216;I have not.&#8217;

&#8216;Then I don&#8217;t know! Take your power and&#8230;&#8217;

&#8216;Child, you&#8217;ll need to learn this. It is imperative for you, and for those who will depend on you. Power will always simply be in the hands of those who take it.&#8217;

&#8216;You haven&#8217;t been leading up to that at all! I thought to guess a country&#8230;&#8217;

&#8216;Come now child, even a drunk could have followed along. Now, remember all we talked about today, because I&#8217;m going to ask you again tomorrow. You&#8217;ll need to learn&#8230;&#8217;
 
NPC Diplomacy

From Morazen
To the Honourable Wind-Prince Republic

We would be grateful if you would cede the island that you call Iol Seom back to us, whom we received from the great Mora and Zen themselves since ancient times. We would no doubt be eternally grateful.

From Nija Kuvu
To Mungu

We ask that you form a defensive alliance with us to deter the aggression of Ikhaya. Please, for the good of the Watu.

From Emang Likong
To Mao Sho

We ask you, our Zang brothers, to come to our aid should the Occulta armies march upon our borders.

OOC

And there&#8217;s update 0. Up until update 1 comes out I&#8217;ll take suggestiong for unique units, and the accepted ones won&#8217;t cost anything extra to design. I&#8217;ll set a max at only one per faction though.

The stats are still a bit undeveloped, mostly in the descriptions area. I&#8217;m still slowly filling those out for the NPCs, but they&#8217;ll get done, eventually.

If you have any questions, feel free to PM me, or catch me on chat.

The time period between updates will be 5 years. Orders are due Monday, October 5th. If that&#8217;s not enough time, I&#8217;d be willing to extend it by a day or so, but I&#8217;d rather not. Please send orders by PM.

Spoiler map :
 
Attention attendees of the Salt Banquet! Please stand for Serene Doge Bwana Mkubwa Sarr as he speaks before you all in earnest!

Citizens of Mungu! Nobles of the Watu! Merchants of the Middle Sea!

In the name of Mulungu I hereby decree the blessing that we have managed to be able to celebrate a salt banquet with all in this hall today. No dislodgement will stop the Watun Salt Festival and the banquet that highlights it to the central. Though I regret we are unable to conduct a official banquet in the former five years in setting up Mungu I do not regret the reasoning; our diligence required that we would bow down no longer to foreign dominion, for the only dominator we will accept is the flow of wealth. The Qeng Xo may have ruled over us and Umzingeli may have dislodged those in this hall today from their home cities but in the end we have came out strong with a new spirit for the great harvest that the fall of the Empire presents us and a new challenge in the form of the Ikhayan. Munguns are the new Watuns, set to take the task that Mulungu sets before us!

I will like to make a declaration; Nyo of Nija Kuvu have offered us a defensive pact, in line with fear of the Ikhayan. For the sake of the security of both Nija Kavun and Mungun I hereby declare that as Serene Doge I have expressed my support for the defence pact to protect both our homesteads. However the needs of diplomacy also brings us to the sea; the Middle Sea is a vital area that we need to expand our interests too if we area going to be truly safe from the greedy eyes of Langa II of the Ikhayans and his dominion over Mtonjia, the once proud trade centre for the Watun people (at least under the Imperial dominion).
Friends and countrymen: I hereby purpose a policy to strengthen ties with our fellow Watuns, be they Ropmjin, Damumjian or even Yaganstegen. Nyo of Nija Kuvu must be but a first step towards a gradual grand alliance to protect the Watun people from future conquest and to ensure that we can lay claimants to the Middle Seas!

Yes; the Middle Sea will the gem that Mungu and other great Watun cities desire! We Watuns and the newly formed Munguns especially are a trading people by heart, set with the adventure and thrill of the trade routes, for they were stabilisers of our histories. We will lay trade posts throughout the Middle Sea to grant us access to the markets that lay there, so to enhance Watun and Mungu especially! My offer of trust to fellow Watuns is a step, though I will eye warning to my fellow Munguns to be careful of Yaganstegen who will likely compete with us for trade in the Middle Seas, even if we make a pact to defend ourselves from Ikhayan and Xi-Pengen insurrections. Still the seas will prove our new home, for Watun merchant will make us wealthy and wealth makes the world shake. I raise you a promise that my reign will see the little young Mungu become the gem of Middle Sea trade!

Now raise your glasses for I do tire from speak when we have fish coming to the tables. Drink my friends and lay your claim to the fishes of the sea!
 
Messengers from Vélache arrive




To students and citizens of the world eager to better themselves and learn,


Peace, Serenity, and Harmony,

We are happy to announce the initiation of the Donvaj Academy Foreign Student Scholarship grants to eager students from across the world willing to travel to the great academies in Donvaj to pursue learning in the fields of natural science, medicine, engineering, philosophy, language, and art. Successful applicants shall receive funding for travel to the academy and once arrived receive tuition, food, room and board for a period of five years while they pursue their studies.

Applicants should send a resume, letters of recommendation from teachers and patrons, and an essay detailing why they should be choosen over other applicants to the Donvaj Academy applicant bureau.


Sincerely,
Most Serene, Headmaster Alsea Noosette,
Donvaj National Academy,
Donvaj, Vélache



To Tribal Council of the Ceetouche


Peace, Serenity, and Harmony,

The most generous Vélache bureau of roads and bridges would be most eager to assist Ceetouche in developing it internal transportation network with a particular emphasis on developing roads, bridges and canals to connect our two great peoples. Our ultimate goal is to assist our neighbor and friend in developing its interior as we have developed our own, to improve trade between our people, and bring material and spiritual prosperity to both our nations through cooperation and coordination.

Will you accept our most generous gift?

Sincerely,
Entiat Haida,
Minister of National Roads and Bridges,
Donvaj, Vélache
 
Messengers from Vélache arrive




To students and citizens of the world eager to better themselves and learn,


Peace, Serenity, and Harmony,

We are happy to announce the initiation of the Donvaj Academy Foreign Student Scholarship grants to eager students from across the world willing to travel to the great academies in Donvaj to pursue learning in the fields of natural science, medicine, engineering, philosophy, language, and art. Successful applicants shall receive funding for travel to the academy and once arrived receive tuition, food, room and board for a period of five years while they pursue their studies.

Applicants should send a resume, letters of recommendation from teachers and patrons, and an essay detailing why they should be choosen over other applicants to the Donvaj Academy applicant bureau.


Sincerely,
Most Serene, Headmaster Alsea Noosette,
Donvaj National Academy,
Donvaj, Vélache

To Headmaster Alesa Noosette of Donvaj National Academy

It is a interest for ones kin to be enhanced through the realm of academia, as well is it the interest for academies to have the kin of sovereigns among their alumni. Well I prepare my general interest to conduct trade with Donvaj it is also the intrigue of House Sarr to enhance our domain in wisdom. Henceforth I will wish to apply my grandson Hali to be granted a special chance to join your academy as a future student. This will be a step to enhance trade relations between Vélache and Mungu, as well as allow Hali to be trained in the arts of politics and stewardship at a university. I will allow him the liberty of determining the cause he desires but I would suggest you keep on a more... political minded course for the benefit of House Sarr.

Any rate would the scholarship program be able to include the grandchildren of Serene Doges? I will have him write a more formal application, along with the choice of his course that he wishes to apply the scholarship for.

I also would love to allow Donvaj Academy to be link to Mungu for trade and learning purposes; I wish to invite your academics to our settlement for interests in Mungun histories and trade practices; consider this a form of cultural exchange between your academy and the artisans of Mungu.

May your creations stand tall.

Serene Doge Bwana Mkubwa Sarr of the Serene Republic of Mungu
 
Tha'im Oracle
To the World:

Precious. Eagle. Cactus. Fruit.
 
To the Donvaj National Accademy
From the Shadow Headmaster of the Shadow College of Tha'im


Attached to this missive are the resumes and essays from prospective students of our nations, along with letters of recommendations. Some of them from me, I may add. All of them, I sincerely believe, will be sufficient for your criteria.

I must say, I truly appreciate your steps to increase international cooperation between disparate peoples, and allow others to learn in your great academies. I am sure that the children of Tha'mad will enjoy their time there, as much as they will learn the ways outside the jungles of home where they were born.
 


From Grand Boyar Kazimier Yekom Radziwill of the Grand Principality of Polavostronya
To the Nations of "Xidau"

The Grand Principality of Polavostronya do solemnly declare that their nomadic brethren in the south are henceforth under their protection. An attack on the ethnic Polavostronyan hordes will be considered an attack on all of the Polav peoples, and will be met with unquestionable retaliation. The Principality of Polavostronya urges all of the other principalities to follow by their example as to ensure the safety, freedom and sovereignty of their southern neighbours, as well as to ensure that aggressor nations in similarity to the former weakling Qeng Xo Empire would never again dare to land upon these shores with dreams of conquest.

These protected nations include:
The Petrov Horde
The Kazah Horde


Whilst we may not be enslaved by worthless scripture, titles or a fancy metal headpiece like a majority of the nations out there, we stand united through our common ancestry and equal blood. We are prepared to meet those whom would dare an attempt to enshackle us with cold steel and a field of sharpened pikes.

*obs: this is an oath of protection (aka attack if they are attacked) in case of confusion
 


From Grand Boyar Kazimier Yekom Radziwill of the Grand Principality of Polavostronya
To the Nations of "Xidau"

The Grand Principality of Polavostronya do solemnly declare that their nomadic brethren in the south are henceforth under their protection. An attack on the ethnic Polavostronyan hordes will be considered an attack on all of the Polav peoples, and will be met with unquestionable retaliation. The Principality of Polavostronya urges all of the other principalities to follow by their example as to ensure the safety of their southern neighbours, as well as to ensure that aggressor nations in similarity to the former weakling Qeng Xo Empire would never again dare to land upon these shores with dreams of conquest.

These protected nations include:
The Petrov Horde
The Kazah Horde


Whilst we may not be enslaved by worthless scripture, titles or a fancy metal headpiece like a majority of the nations out there, we stand united through our common ancestry and equal blood. We are prepared to meet those whom would dare an attempt to enshackle us with cold steel and a field of sharpened pikes.

We refuse to acknowledge Polavostronya's illegitimate claim over these peoples. This is blatant power play.

College of Tha'mad.
 
Messengers from Vélache

Spoiler &#8221;Invitation to the Donvaj Academy :

Messengers from Vélache arrive




To students and citizens of the world eager to better themselves and learn,


Peace, Serenity, and Harmony,

We are happy to announce the initiation of the Donvaj Academy Foreign Student Scholarship grants to eager students from across the world willing to travel to the great academies in Donvaj to pursue learning in the fields of natural science, medicine, engineering, philosophy, language, and art. Successful applicants shall receive funding for travel to the academy and once arrived receive tuition, food, room and board for a period of five years while they pursue their studies.

Applicants should send a resume, letters of recommendation from teachers and patrons, and an essay detailing why they should be choosen over other applicants to the Donvaj Academy applicant bureau.


Sincerely,
Most Serene, Headmaster Alsea Noosette,
Donvaj National Academy,
Donvaj, Vélache
To Headmaster Alesa Noosette of Donvaj National Academy

It is a interest for ones kin to be enhanced through the realm of academia, as well is it the interest for academies to have the kin of sovereigns among their alumni. Well I prepare my general interest to conduct trade with Donvaj it is also the intrigue of House Sarr to enhance our domain in wisdom. Henceforth I will wish to apply my grandson Hali to be granted a special chance to join your academy as a future student. This will be a step to enhance trade relations between Vélache and Mungu, as well as allow Hali to be trained in the arts of politics and stewardship at a university. I will allow him the liberty of determining the cause he desires but I would suggest you keep on a more... political minded course for the benefit of House Sarr.

Any rate would the scholarship program be able to include the grandchildren of Serene Doges? I will have him write a more formal application, along with the choice of his course that he wishes to apply the scholarship for.

I also would love to allow Donvaj Academy to be link to Mungu for trade and learning purposes; I wish to invite your academics to our settlement for interests in Mungun histories and trade practices; consider this a form of cultural exchange between your academy and the artisans of Mungu.

May your creations stand tall.

Serene Doge Bwana Mkubwa Sarr of the Serene Republic of Mungu

All applicants, both domestic and foreign will of course be judged on the merit of their abilities and education but we are sure that a boy such as your grandson will have received the best education and be able to submit a very impressive application. We wish him, and indeed all applicants luck and hope to see Hali in the fall.

Beyond the grants available, we would indeed be very eager to launch a cross-cultural exchange program with the people of Mungu and can certainly easily envision a program that would see Mungu students visiting Vélache and vice-versa. We will draw up proposals for such an arrangement and initiate them in the coming fall.

Sincerely,
Most Serene, Headmaster Alsea Noosette,
Donvaj National Academy,
Donvaj, Vélache

(IE: I&#8217;ll be sure to put it in my orders).

To the Donvaj National Accademy
From the Shadow Headmaster of the Shadow College of Tha'im


Attached to this missive are the resumes and essays from prospective students of our nations, along with letters of recommendations. Some of them from me, I may add. All of them, I sincerely believe, will be sufficient for your criteria.

I must say, I truly appreciate your steps to increase international cooperation between disparate peoples, and allow others to learn in your great academies. I am sure that the children of Tha'mad will enjoy their time there, as much as they will learn the ways outside the jungles of home where they were born.

Headmaster of the Shadow College of Tha'im,

We have received the applications and indeed many prospective students appear to have competitive applications. We hope to see them in the fall!

Sincerely,
Most Serene, Headmaster Alsea Noosette,
Donvaj National Academy,
Donvaj, Vélache
 

- Emperor Yangdi

Emperor Yangdi sat on his golden throne. Before him, the three ministers (Minister of Treasury, Minister of War and Minister of Stability) were humbly bowing before the ‘Son of Heaven’.

“Long Live Your Imperial Highness!”, they all shouted with one voice. “May you live Ten Thousand Years and Rule the World!”

They then kowtowed thrice before the Emperor. The Imperial Chancellor, Guo Kang, who, per tradition, was a eunuch and the only Minister allowed to stand besides the Emperor, said, “You may rise!”

The three Ministers got up at once. The Imperial Chancellor then turned to the Emperor, “Your Imperial Highness, the Minister of War wants to report to you the results of his expedition to the borders.”

“He may talk!” the Emperor just said.

An elderly man dressed in a purple silk gown stepped forward. “Your Imperial Highness, the Supreme Commander of the Army informed me that the colonel he send to the borders to oversee our defenses believes that our defenses are lacking. This was confirmed by a second colonel sent to the borders. Both of the colonels were leading groups of experts who have studied the Art of War as well as locals. So, the Supreme Commander of the Army suggests that we construct fortifications in the border to prevent the Barbarians from raiding our area.”

“This seems alright to me”, the Emperor replied. “But I need to hear the Minister of Treasure too to get an idea of how much this project will cost.”

A middle-aged man dressed in a green silk gown said, “The officials of the Ministry were informed by the Ministry of War and have already calculated the amount of money needed for the construction of the fortifications. The cost is around 50,000,000 Li. So, it is a costly but not overly expensive project which we can construct for sure.”

“I see.”, Yangdi said. “Imperial Chancellor, what is your opinion on this?”

The eunuch replied, “The defense of the Empire is of paramount importance. We cannot let the Barbarians invade into Qi. For this reason, I believe that the construction of those fortifications is a prudent project which needs to be done in order to ensure peace in the Empire.”

“Good. Since we all agree, we can begin the project as soon as possible!”
 
NPC Diplomacy

From the Nija Kavun
To the Mungu


We thank you for your aid. May the Watu people stand together against oppression.

From the Ikhayan
To the Mungu


We thought the Mungu would be above petty power plays. There will be consequences.

From the Ceetouche
To the Vélache


Our council has decided to graciously accept your assistance. While we have little resources of our own, we will assist in the project as much as we can. May our peoples stand together free from the clutches of foreigners.

May the Spirits guide you well.

From the Polav Principalities
To Grand Principality of Polavostronya, World


We echo the position of the Grand Boyer. An attack on a Polav is an attack on all Polavs.

From Zhon Xi and Fengpei
To the Grand Principality of Polavostronya


We will not attack the Polav hordes, but we will defend ourselves should they continue raiding our borders.

From Ukreshaen
To the Grand Principality of Polavostronya


We do not acknowledge your claims. We will deal with the Polav Hordes as we feel fit.

From Jiau Fei
To the Grand Principality of Polavostronya


We will refrain from putting down your rapid dogs if you hold them (and yourself) back from attacking Zhon Xi and Fengpei.
 
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