Origo Mundi (Map Game)

Welcome to Origo Mundi, a game about creating your own alternate nation in an unknown world.

In this game you will create your own alternate nation, starting from the dawn of its creation. Players will be able to explore to find new players and uncover the rest of the map, spread their culture and practices, and create the foundations of new empires.

The main features of the game are as follows:


 * Completely alternate nations, cultures, religions, etc., that are all player created and developed.
 * Fictional world map that is unknown to each player at the start. Each player will receive a map of only what their nation has discovered so far, and must explore the world to piece together the bigger picture.
 * Computer programs for easy war algorithms and realistic statistics tracking, which will be run by the moderators.

Moderators
Full Moderators:
 * Vandenhoek (talk)

Plausibility Moderators:
 * Nathan1123
 * ForsakenPear

Rules
Currently being expanded.

Maps

 * At the start of the game each player will receive their own personal map (PMed from the mods via Discord), which will show you where your starting location is situated. You will not be able to view the entire world map, only what you have discovered so far.
 * Each turn players may choose to explore the area around them. The mods will then send you a new map, expanding upon what you have knowledge of. Remember to be specific about where you send explorers.
 * No sharing your map with other players that you are not in contact with. If you have discovered another player you may arrange to trade maps in-game, at which point the mods will update each of your maps with details from the other person’s.

Population

 * The population of each nation will be tracked by the moderators, by tracking each individual city, rural area, and their individual classes. The exact population of your nation will be unknown to you.
 * To find out the approximate population of your nation you can conduct a census, but keep in mind that this will require an investment of time and money for your nation. Additionally, how accurate the census information is will be based on a number of factors, including amount of money spent, technology level, your nation’s infrastructure, and overall area.
 * When you select the population of your city/nation in the nation creation section, keep in mind that you are only selecting the male population (or female if a matriarchy), so your total population will be approximately double what you select.
 * Cities and nations should have a plausible amount for each class. Noblemen represent the ruling elite and wealthiest inhabitants, citizens typically represent your middle class or lesser property owners, and the third tier represents the majority of your inhabitants. Noblemen should be the smallest fraction of the population, with most of your nation’s inhabitants being landless poor or serfs. (A generic city might have 1000 nobles, 2500 citizens, 6000 landless poor, for example.)
 * Recruiting armies will be based on the manpower you select. For example, infantry will be drawn from your landless inhabitants typically, elite cavalry will be drawn from your noblemen, and any foreign auxiliaries will be drawn from your foreigner section. Keep in mind that this limits how many of each type of unit you can recruit into your army.
 * Your population will grow as turns pass, based on a growth rate determined by the moderators. This growth rate will be set based on the actions you take in your turns to either positively or negatively affect your population, as well as your climate/biome, random chance, and other factors. Additionally each class of your society may have different growth rates depending on your actions.

Money

 * At the start of the game no currency exists, however, each player may invent their own forms of currency as the game progresses.
 * The starting wealth section of the nation creation represents how much money your nation has saved in its treasury, in either gold or whatever valuable you choose to use.
 * Your income in the form of taxes will be based on your government type, level of administration, infrastructure, classes, legislative policies, and other factors, and will be tracked by the moderators.
 * Anything undertaken ordered by the government, buildings, ships, armies, or other projects will require money to be spent, and if too many things are built at once expect it is possible to exceed your income.

Nation Creation

 * Player nations must be added to the nations list below before players can enter the game.
 * Nations and cultures should be fictional. Although it is okay to base your nations on real life counterparts, make sure they are still alternate. No real life nation or place names should be used for nations. Real life names for people can be mixed in ("Game of Thrones style"), but it is encouraged that all people have fictional names as well.
 * Nations will be created with a point system, with points being spent on your nation’s starting attributes. Each new nation is limited to 175 points, which can be spent as follows:
 * City’s Start Location (guarantee that you will start in a certain biome):
 * Subarctic climate/tundra: 5 points
 * Desert: 5 points
 * Rain forests, Monsoons, tropical: 10 points
 * Savannas, Grasslands, Steppes: 10 points
 * Continental, Oceanic: 15 points
 * Mediterranean: 15 points
 * Location bonuses:
 * On Body of Water: 10 points
 * On Coast/Ocean: 20 points
 * On River Delta:10 points
 * On Navigable River Delta: 15 points
 * On River: 10 points
 * On Navigable River: 15 points
 * Near mountains: 10 points
 * Major Island (e.g. Britain): 20
 * Small Island: 15
 * Starting resources (guarantee that you start with an abundance of something):
 * Rare Commodities: 30 points
 * Precious Metals: 20 points
 * Precious Gems: 15 points
 * Tin: 10 points
 * Iron: 10 points
 * Copper: 5 points
 * Religion Organization (if any):
 * Animism: 0
 * Disorganized polytheism (Germanic Paganism): 5
 * Formalized traditional (Hinduism): 10
 * Semi-monotheistic/henotheism (Atenism): 15
 * Full monotheistic (Judaism): 20
 * Starting Buildings
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Government Center: 5
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Library (requires Writing): 10
 * Walls: 5
 * Barracks: 5
 * Technology:
 * Sailing: 5
 * Ships (requires Sailing): 10
 * Calendar: 5
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Horseback Riding: 10
 * Writing: 10
 * Basic Mathematics: 5
 * Advanced Mathematics (requires Writing and Basic Mathematics): 5
 * Advanced Astronomy (requires Writing and Calendar): 5
 * Negatives:
 * Hostile native population (e.g., Sparta): -15
 * Hostile neighboring natives: -10
 * Disease rife area: -10
 * Unpredictable flooding: -10
 * Drought prone:
 * Volcanism/Seismic Instability: -5
 * Federal government:
 * Theocracy: 15
 * Empire: 15
 * Monarchy: 10
 * Feudal: 5
 * Republic: 20
 * Tribal: 5
 * Administration:
 * Unitary: 15
 * Feudal: 10
 * Republic: 20
 * Oligarchy: 10
 * City-state: 5
 * Nomadic: 0
 * Urban population:
 * Noblemen: 10 points per 1000
 * Citizens: 5 points per 1000
 * Landless poor: 1 point per 1000
 * Foreigners: 0.5 points per 1000
 * Slaves: 0.5 per 1000
 * Rural population:
 * Citizens: 4 points per 1000
 * Poor/serfs: 1 point per 1000
 * Foreigners: 0.5 point per 1000
 * Size of Empire (everyone starts with one urban and four rural, measured per pixel):
 * Urbanized Area: 20 points
 * Rural area: 1 points
 * Loosely claimed: 0.5 point
 * Starting gold/currency supply: 1 point per 1000 kg/gold, or an equivalent value

Government Examples
This chart is to give you an idea of what each government system and administration level might entail:

Example Nation

 * Name: Example
 * Player: (Sign here)
 * Current leader(s):
 * Points:
 * Location:
 * Starting resources:
 * Religion:
 * Starting Buildings:
 * Technology:
 * Negatives:
 * Government Type:
 * Administration Level:
 * Urban population:
 * Rural population:
 * Size of Empire:
 * Starting gold/currency supply:
 * Nation Description and History:

Zanphoria

 * Name: Zanphoria (zhan-phuōr-ē-ah)
 * Player: Ahoys123 (send maps to aagrimhoysal@gmail.com)
 * Current leader(s): Dashon I of Zanphoria
 * Points (175)
 * Location (35)
 * Navigable River Delta (15)
 * Mediterranean climate (15)
 * Starting resources (10)
 * Iron (10)
 * Religion (15)
 * Henotheism (15)
 * Starting Buildings (15)
 * Government Center (5)
 * Harbor (10)
 * Technology (15)
 * Sailing (5)
 * Ships (10)
 * Negatives (0)
 * Government Type (15)
 * Empire (15)
 * Administration Level (15)
 * Unitary (15)
 * Urban population (20)
 * 600 nobles (6)
 * 1200 citizens (6)
 * 3000 landless poor (3)
 * 2500 slaves (2.5)
 * 2500 foreigners (2.5)
 * Rural population (15)
 * 2000 citizens (8)
 * 6500 serfs (6.5)
 * 1000 foreigners (0.5)
 * Size of Empire (25)
 * 1 Urban (1 free)
 * 25 Rural (4 free + 21)
 * 4 loosely claimed (4)
 * Starting gold/currency supply (15)
 * 15,000 kg of gold
 * Nation Description and History:
 * Zanphoria's name comes from the Zanphor Ocean and the people from there. The navigable, fertile river delta in a Mediterranean climate from the River Archr led to a very water oriented city, focusing on trade and its navy. Archria, the main city, is very open to new ideas, spread through its sea routes, being both a blessing and a curse. Because of its openness, Archria developed a form of Henotheism called Zanphorianism, neither confirming nor denying the existence of other civilization's gods. This helped with trading, and kept Zanphoria out of religious wars. Dashon I of Archria (32 years of age) rules the country after a bloodless coup coup d'état in the Year 0 N.E (New Era) after the rule of Ghosn II (12 years of age), an incapable child king. Foreigners mostly stay in the city, but sometimes find the county so nice they move to the rural areas. Zanphoria has religious tolerance, although Zanphorianism is the majority religion, with ~70% of Zanphorians believing in it. Church and state are close, although not completely joined. Most of the country's population is in the city. However, rural areas outnumber urban areas 30 to one. Iron, livestock, and artisan items are Zanphoria's main exports, as iron and livestock are abundant on the country and artisan items can be made in Archria. Zanphoria are expansionist traders, looking for raw resources to trade with others. Zanphoria lacks clay and silk. Zanphoria modernizes quickly, as they are a trading culture. Zanphoria is divided into Lian (provinces), those being Archria (like Washington DC) and Inner Archr. Areas outside of the Archr River's two branches are Whian (territories), one being Western Whian, and the other Eastern Whian. The Zanphorsis is the ruler of Zanphoria, while governors of Lians are called Liansis and governors of Whians are called Whiansis.

Draka

 * Name: Draka
 * Player: Ethan
 * Current Leader: Archon Erik Von Swartzburg
 * Points -
 * Location: Arid agricultural basin grassland with coastline
 * Starting Resources: Some metals and precious minerals
 * Religion: Idol worship
 * Starting building: Granary, town center, barracks, walls, government center, harbor
 * Technology: Horseback riding, writing, basic mathematics, advanced animal husbandry, subsistence farming
 * Negatives: soil fertility, drought
 * Government type: Aristocratic Republic
 * Administration level: Feudal
 * Urban population 0.5 noble, 1 citizens, 0.25 landless poor, 1.5 Slaves
 * Rural population: 2 citizens, 13 serfs
 * Size of Empire: Semi urbanized agricultural base
 * Starting gold 5
 * National description and history: Created by a Drakan ethnic group, the society of Drama is rather stratified. It is notorious by neighboring tribes as being slavers who are highly xenophobic. The religion, rather obscure to foreigners, is idol worshipers and founding saints of the nation. Religious unity is strong, but enforced via ruthless ostracization if one is against the ideals of the Drakan people. Known for their highly spartan lifestyle, the Draka go as far as to take pride in their atrocities. Despite their great pride, they are obscure and feared by outsiders.

Bangor

 * Name: Bangor
 * Player: Adolf Coffee
 * Current leader(s): Kening Kruger
 * Points: 175
 * Location: Mediterranean Biome on a Major Island
 * Starting resources: Precious Metals
 * Religion: Disorganized Polytheism
 * Starting Buildings: Granary,town center, temple, government center, harbor, library, walls, barracks.
 * Technology: Sailing, Ships, Calendar, Bronze Working, Iron Working, Horseback Riding, Writing, Basic Mathematics, Advanced Mathematics, and Advanced Astronomy
 * Negatives: Volcanism/seismic instability, unpredictable flooding.
 * Government Type: Monarchy
 * Administration Level: Feudal
 * Urban population: 1 Noble, 1 Citizen, 0.5 Landless Poor, 0.25 foreigners, 0.1 Slaves
 * Rural population: 10 Citizens, 4 poor/serfs, 1 foreigner
 * Size of Empire: Urbanized Area
 * Starting gold/currency supply: 15
 * Nation Description and History: Bangor is a gradually modernizing nation on the Island of Kadiff. It was established by George the Great who as a warrior had led his men to conquer and settle in a prosperous area of the island. Named after the hills around the founding city, Bangor has grown from its natural resources and location into a well formulated state. Religious unity remains mildly loose with the beliefs of polytheism remaining intact. Mount Indinues on the outskirts of Bangor tends to erupt often causing minor damage to the outskirts triggered by Goddess Indi's awakening. God Endus, following the eruptions, blesses our people with fruitful harvests. Some mysterious people from across the sea known as the Franics have come over from the Southern Channel and have begun to come in larger numbers in the recent years bringing their culture with them. This has lead to some race mixing and new words into our vocabulary although the Bangor People's beliefs have been challenged as a result leading to mixed relations. Over the last several generations of the Reich's family ruling the Keningdom, Kening Kruger Reich has risen to power as the youngest leader yet. The Library of Harsen remains to be the largest and most protected archive for written literature with a goal of making five more libraries to hold copies of stored literature over the past several generations to be distributed abroad. Nobility and some common folk are the only people who have access to this. Recently, Kruger's wife had given birth to a daughter who is expected to take the throne at the death of Kruger. The Horper River had experienced a major flood recently leading to moderate damage to those living along the banks.

Syres

 * Name: United Communes of Syres
 * Player: Vandenhoek (talk) 04:04, October 13, 2018 (UTC)
 * Current leader(s):
 * Points:
 * Location: 35
 * On Coast/Ocean: 20 points
 * Small Island: 15
 * Starting resources:
 * Religion:
 * Starting Buildings: 27
 * Granary: 2
 * Town Center/Forum: 5
 * Government Center: 5
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Walls: 5
 * Technology: 35
 * Sailing: 5
 * Ships (requires Sailing): 10
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Calendar: 5
 * Writing: 10
 * Negatives:
 * Government Type: 20
 * Republic - 20
 * Administration Level: 10
 * Oligarchy - 10
 * Urban population: 35
 * Noblemen: 1000 (10)
 * Citizens: 3000 (15)
 * Poor: 10000 (10)
 * Rural population: 13
 * Citizens: 2000 (8)
 * Serfs: 5000 (5)
 * Size of Empire: 0
 * Starting gold/currency supply: 0
 * History: The city of Syres was founded by colonists approximately 120 years ago - descended from the “Darians”, a group of people who inhabited the lands across the sea to the south. According to legend the leader of the first expedition to the present day city was Erian, who established the city’s layout. This later would be declared the Year One. The main city is built upon a hill at the end of an island, surrounded in the north by marshland and small fragmented islands. The many islands of the present-day city initially acted as independent communities, but each was incorporated into a single city over time, becoming present day sections of the city. In the Year Ten Erian the Founder died and was succeeded by his younger brother Yiyis in Syres proper. At this time there existed five sections; Syres, Fensport, Maritis, Loreo, and Dolis. The latter came to be ruled by the two monarchs' father, called Niephan-den Eron. With his aid the first five cities were united with the Compact of the Ages, which became the main component of the city’s law system. A representative body known as the Hensa was created, although in the early years of the city’s history the assembly lacked any real power. The first ruler to be selected under the Compact would be Nephi. Throughout the city’s first 40 years of existence it was largely dominated by the Marani, the original settler party and their immediate descendants. As subsequent groups arrived and settled within the city proper the ruling class became heavily outnumbered by the lower class Raphani, who rebelled and managed to overthrow the ruling class. Many of the city’s early records were destroyed in this chaos, causing ambiguity regarding the exact events. About 20 years after the initial event, however, the Marani reestablished control over the city. Their short return to rule was replaced in Year 75 after a crisis in the monarchy led to the creation of a new process, in which the Hensa would select the ruling monarch. The nation was eventually dominated by a handful of the most powerful and richest dynasties in the city, but their rivalries successfully prevented any attempt to reestablish a hereditary monarchy in the city.

Darna

 * Name: Darna
 * Player:
 * Current leader(s): Chief Danslan III
 * Points:
 * Location: 50
 * Continental, Oceanic: 15 points
 * On Coast/Ocean: 20 points
 * Small Island: 15
 * Starting resources:
 * Iron: 10
 * Religion:
 * Formalized traditional (Hinduism): 10
 * Starting Buildings: 30
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Walls: 5
 * Barracks: 5
 * Technology: 30
 * Sailing: 5
 * Ships (requires Sailing): 10
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Negatives:
 * Hostile neighboring natives: -10
 * Government Type: 10
 * Monarchy - 10
 * Administration Level:
 * Feudal: 10
 * Urban population: 16
 * Noblemen: 500 (5)
 * Citizens: 1000 (5)
 * Poor: 5000 (5)
 * Slaves 2000 (1)
 * Rural population:
 * Serfs: 6000 (6)
 * Size of Empire: 13
 * Loosely claimed: 26
 * Starting gold/currency supply: 0
 * Nation Description and History: The city of Darna was founded by Danslan as the home of the Linelians on the Island of Linelsey. They are a seafaring nation who inhabit a harsh environment on a small island. They quickly turned to shipbuilding as a means to explore the region around them. They became hostile with many of the neighbors on the coast due to their practice of raiding, which turned Darna into a slave trading hub. They sell captives hundreds of miles - and they also sell timber and other goods on small river boats.

Azoz

 * Name: Azoz
 * Player: Nathan1123
 * Current leader(s): Azoz
 * Points: 175
 * Location: 30
 * Steppes (10)
 * Near a river (10)
 * Near a mountain (10)
 * Resources: 15
 * Tin (10)
 * Copper (5)
 * Religion: formalized traditional (10)
 * Starting buildings: 35
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Government Center: 5
 * Library (requires Writing): 10
 * Walls: 5
 * Barracks: 5
 * Technology: 30
 * Bronze: 5
 * Saddles: 10
 * Writing: 10
 * Mathematics: 5
 * Negatives: -20
 * Disease rife: -10
 * Hostile neighbors: -10
 * Government: 15
 * Federal: Monarchy (10)
 * Administration: City-state (5)
 * Population:36
 * Noblemen: 1000 (10)
 * Landless poor: 1000 (1)
 * Serfs: 8000 (4)
 * Citizens: 4000 (20)
 * Slaves: 2000 (1)
 * Size of Empire: 5 px
 * Starting gold/currency supply: none (economy based on a production basis only)
 * Nation Description and History: In ancient times, a thriving civilization had a great empire spanning a huge area in all directions. They were great, and had a sacred location on the same mountain Azoz now resides on. They built many elaborate tombs and gigantic monuments for their gods in and around this area as well. Some 300 years ago, however, a great catastrophe struck the empire of unknown origin, causing it to completely collapse almost overnight. Their tombs and monuments went dilapidated, robbed, and abandoned. Their people eventually died out and were replaced by foreigners, who are now the inhabited of Azoz. After many years of fighting the hostile natives, the people of Azoz have utilized the vast array of catacombs in the mountain to act as a practical fortress. It is unknown what the original name of the city was, but the current ruler has since named the city after himself, King Azoz. The city is partly underground, partly in front of the mountain, surrounded by large walls. The inner caverns of the mountain serve as a natural castle, and home of the nobility and military. On the outside is the ancient ruins, the peasant residents, and the religious centers of temple and library. Outside the city itself, there are many smaller villages surrounding the mountain, managing farmland up to the river. These villages not only provide food for the city, but mine for copper and tin as well. Disease area common problem among the large poor population, as are the constant raids of ugly invaders known as the Ginnai. Money is not something developed yet in this society, as taxes and wealth is measured from direct production. The religion, believed to be passed down from the original inhabitants, is a formalized polytheism based on a handful of powerful deities over a larger collection of nature spirits. This religious tradition, passed down from a powerful oligarchy of priests, also carries a tradition of highly developed mathematics and writing.

Yannis

 * Name: Yannis Empire
 * Player:
 * Current leader(s): The Anointed Catulaes IV
 * Points:
 * Location: 50
 * Mediterranean: 15 points
 * On Coast/Ocean: 20 points
 * On Navigable River: 15 points
 * Starting resources:
 * Religion:
 * Semi-monotheistic/henotheism (Atenism): 15
 * Starting Buildings: 25
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Walls: 5
 * Technology: 20
 * Sailing: 5
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Negatives:
 * Hostile neighboring natives: -10
 * Government Type: 10
 * Monarchy - 10
 * Administration Level: 10
 * Feudal: 10
 * Urban population: 36
 * Noblemen: 1000 (10)
 * Citizens: 3000 (15)
 * Poor: 10000 (10)
 * Slaves 2000 (1)
 * Rural population: 10
 * Serfs: 10000 (10)
 * Size of Empire: 5
 * Loosely claimed: 10
 * Starting gold/currency supply: 4000 kg (4)
 * History: The Yannis Empire is centered around the Holy City of Ya’gothna-Vis, located along the Soloney River and a fertile plain. The Yannis worship a pantheon of gods, namely Zeon the Old Father, Shibeleth the Mist, and Dandion the Departed. Their king is the nation’s high priest, known as “The Anointed One”. The current king is Catulaes IV.

Tesardya

 * Name: Tesardya
 * Player: Solace
 * Current leader(s): Pius Dalavi I
 * Points: 201
 * Location: 35
 * Humid Continental (15)
 * On Coast/Ocean (20)
 * Starting resources: 15
 * Iron (10)
 * Copper (5)
 * Religion: formalized traditional | 10
 * Starting Buildings: 18
 * Temple (3)
 * Harbor (10)
 * Town Center (5)
 * Technology: 25
 * Sailing (5)
 * Ships (10)
 * Bronze Working (5)
 * Basic Mathematics (5)
 * Negatives: -20
 * Hostile neighboring natives (-10)
 * disease rife area (-10)
 * Government Type: Republic | 20
 * Administration Level: Feudal | 5
 * Urban population: 4650 (18)
 * Landless poor: 500 (0.5)
 * Slaves: 1000 (1)
 * Citizens: 3000 (15)
 * Noblemen: 150 (1.5)
 * Rural population: 14,000 (50)
 * Citizens: 12,000 (48)
 * Poors/Serfs: 2000 (2)
 * Size of Empire: 5 px 20
 * Urbanized (20)
 * Starting gold/currency supply: 5
 * 5000 Cowry Shells (5)
 * Nation Description and History:
 * When I don't get lazy.

Emalia

 * Name: Emalia
 * Player: KawaiiKame
 * Current leader(s): Nysia of Aea
 * Points:175
 * Location:20
 * Grasslands: 10
 * On River Delta: 10
 * Starting resources: 25
 * Iron: +10
 * Copper: +5
 * Tin: +10
 * Religion:+20 (Monotheistic)
 * Starting Buildings: 15
 * Government center: 5
 * Temple: 3
 * Granary: 2
 * Walls: 5
 * Technology: 25
 * Bronze working: +5
 * Writing: +10
 * Basic math: +5
 * Calender: +5
 * Negatives: -20
 * Unpredictable flooding: -10
 * Hostile native neighbors: -10
 * Government Type: 15
 * Theocracy
 * Administration Level: 15
 * Unitary
 * Urban population: +21 (13,500)
 * Nobles:+5  (500)
 * Citizens: +5 (1000)
 * Landless poor +10 (10,000)
 * Foreigners: +0.5 (1000)
 * Slaves: +0.5 (1000)
 * Rural population: +14.5 (21,000)
 * Citizens: +4 (1000)
 * Poor/serfs +10 (10,000)
 * Foreigners: + 0.05 (1000)
 * Size of Empire: +24.5
 * 5 px  Urban Area: +20
 * Rural: +4 (4)
 * Loosley claimed land: 0.5
 * Starting gold/currency supply: 0, barter system
 * Nation Description and History: In far off lands, various tribes fell victim to sweeping invaders, their people slaughtered, enslaved, and driven off their lands. Those who escaped came to flood the River Ema, much to the anger of the natives already inhabiting the land, as they were being blamed for the collapse of civilization, As war neared the Prophetess Nysia appeared before them just as the scattered tribes were about to be destroyed. "Behold, I am Nysia and I speak on behalf of the River Ema, for she has given birth to all life, and she has given you life, and with this life she wants you to rule over all of creation, starting with this land. Unite together, and this land will be yours, for the people here of old have turned against Ema yet blame you for her wrath! Conquer this land and give new life to it, this is what Ema says unto you." This call to unity banded the refugee tribes into one, the Emalites, and as the various native kings and people soon warred with each other the Emalites picked up the fallen sword and shield and conquered the fallen civilizations. In the ruins of war, Prophetess Nysia built her civilization, Emalia and with no one to oppose her consolidated her rule over the land.

Gyt

 * Name: Gyt
 * Player: Steph (talk)
 * Current leader(s): Kyrkius
 * Points:
 * Location: 35
 * Grasslands: 10
 * On Navigable River: 15
 * Near mountains: 10
 * Resources: 30
 * Iron: 10
 * Precious Metals: 20
 * Religion: Disorganized polytheism: 10
 * Starting buildings: 15
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Government Center: 5
 * Technology: 30
 * Sailing: 5
 * Bronze Working: 5
 * Iron Working: 10
 * Writing: 10
 * Negatives: -20
 * Volcanic: -5
 * 100 year Droughts (as in once every ~100 years a five to eight-year drought): -5 (Vand can this be accepted)
 * Hostile neighboring natives: -10
 * Government: 15
 * Federal: Feudal: 5
 * Administration: Oligarchy: 10
 * Urban population: 9
 * 1000 Citizens: 5
 * 4000 Landless Poor: 4
 * Rural population: 32
 * 4000 Citizens: 16
 * 16,000 Landless Poor: 16
 * Size of Empire: 15
 * 15 Rural Areas: 15
 * Starting Wealth: 4
 * 4000 kg of gold
 * Total: 175
 * Nation Description and History: Founded in legend by Gytus, son of Tykus, God of Rain, in the first year, Gyt is a minor trade center on the banks of the River Tythies. Legend places the foundation of the city at 287 summers prior to the current day after the conquest of the region by Gytus. The initial conquest came as a response to the exile of Gytus and his folk from a now forgotten city far up the river’s current. This initial conquest was not forgotten by the original inhabitants of the fertile irrigated land on the banks of the Tythies and relations between the nomadic hunters and the city are tenuous. Nowadays, the City of Gyt, more of a concentration of small buildings, serves as the administrative and commercial center of the extensive network of small farms and hamlets dominated by trade in cattle, iron, and wheat. The nearby Mountains of Zyos are a source of great wealth for the region as iron ore is readily extractable and worked by the smiths of Gyt. This wealth, a growing population, and increasing pressure to increase trade power has led to a significant internal pressure to expand and seize more land. With that in mind, Kyrkius the most influential Patriarch of the region has begun an armament mission that mandates each hamlet supply a mounted soldier with three javelins, a thrusting spear, a horse-axe, a set of lamellar, and small round shields, typically tasseled.

Edom

 * Name: Edom
 * Player: Willster22
 * Current leader(s): Maleka Shama aze Lana
 * Points:
 * Location: 20
 * Desert: 5
 * On navigable river: 15
 * Resources: 30
 * Precious Metals: 20
 * Iron: 10
 * Religion: 5
 * Disorganized polytheism: 5
 * Starting Buildings: 15
 * Granary: 2
 * Temple: 3
 * Walls: 5
 * Barracks: 5
 * Technology: 55
 * Bronze Working: 5
 * Iron Working: 10
 * Horseback Riding: 10
 * Writing: 10
 * Calendar: 5
 * Basic Mathematics: 5
 * Advanced Mathematics: 5
 * Sailing: 5
 * Government: 15
 * Monarchy: 10
 * City-State: 5
 * Urban Population: 25
 * 1000 Noblewomen: 10
 * 2000 Citizens: 10
 * 5000 Landless Poor: 5
 * Rural Population: 6
 * 1000 Citizens: 4
 * 2000 Serfs: 2
 * Starting Gold: 4
 * 4000 kg of gold: 4
 * Nation Description and History: Although the written records are not clear on when the city of Edom was founded, it is known to the inhabitants of the city-state that Edom was once a major city of the Elameran Ankum, an ancient nation which spanned a large length of the Meran only a few centuries ago. The empire's downfall however, was brought about by an enormous wave of barbarians who arrived from the south, sacking the Elameran capital as well as several other cities, and pillaging everything else in their path. Luckily for Edom, the horde had been severely lessened by the time they reached the city, lessening the damage, although it was still quite severe. Not long after, the majority of the barbarians left for elsewhere, desiring more riches. Those that remained have mostly been assimilated, at least in the lands around Edom, having generally made peace with the Elameran people who remained. In the aftermath of the empire's collapse and with the horde having left, a wise noblewomen, Lana aze Arela, managed to garner support among her fellow nobles as well as the general populace, due to her competence as well as being the daughter of the Anku's sister, imperial blood being an important trait in the eyes of the nobles. With the support of the populace, she crowned herself Maleka Lana aze Arela, in the style of the rulers of the old Malekane, who reigned in the various cities along the Meran prior to their unification under the Elameran Ankum. The descendants of Maleka Lana aze Arela have ruled Edom for centuries now, however, only now has the city truly started to recover from its sacking by the barbarian horde. Now, under Maleka Shama aze Lana, the Malekan of Edom has begun to look outward again, seeking new opportunities, and perhaps to even reform the fabled Elameran Ankum.

Tsardom of Algeorgia
Tropical 10
 * Name:
 * Player: DRAFIGO 13
 * Current leader(s): Tsar Alexei I
 * Points:
 * Location: Mayor island 20
 * Starting resources:
 * Religion: animist
 * Starting Buildings:harbor
 * Technology:
 * Sailing:
 * Writing:
 * Bronze working:
 * Ship:
 * calender
 * Negatives:
 * Government Type: monarchy 15
 * Administration Level: unitary
 * Urban population: 10
 * 2000 citizens
 * Rural population: 10
 * 2000 citizens
 * Size of Empire:
 * Starting gold/currency supply:dodo feathers

Qera
Player; Ycasto
 * Name: Qera
 * Current Ruler; Hnaxâtl (Prince) Ygran II

26.25): 29):
 * Location (all: 45)
 * mongroves (10)
 * navigable river (15)
 * iron (10)
 * religion (all; 10)
 * organized animism? (10)
 * Buildings (all: 35)
 * granary: (2)
 * 1 major temple (3)
 * harbor (10)
 * government center (10)
 * barracks (5)
 * city walls (5)
 * Technology (all: 50)
 * sailing + ships (15)
 * iron working (10)
 * copper working (5)
 * mathematics (10)
 * writing (10)
 * Negatives (all: -15)
 * Disease rife area (-10)
 * seismic activity (-5)
 * Federal Government:
 * Monarchy (-10)
 * City-State (-5)
 * Urban Population (all;
 * Noblemen: 500 (5)
 * Citizens: 3000 (15)
 * Landless Poor:4000 (4)
 * Slaves: 2000 (1)
 * Foreigners: 1500 (1.25)
 * Rural Population (all; 7.5):
 * Citizens: 1000 (4)
 * Serfs: 3000 (3)
 * Foreigners 1000 (0.5)
 * Size of the Empire (all;
 * Urban area: 20
 * Rural area: 3
 * Loosely claimed: 6
 * Starting wealth:
 * Currency supply: 3 = 3000 kg pearls
 * 'History:' The foundation myth of the Qeran Empire starts one generation before the first prince Zâretl arrives and brings the forest tribes to the river, where today the city of Qera stands, which was around 160 years ago. The tribes settled on the various small islands in the calm and very wide river, hence the name of the city which means in their language of Âtluâm "place of islands" (from Qer meaning Island, the suffix -ha or -a indicates a place). According to language the islands were created in a great pre-human conflict between the animals of the forest, led by the god Uon, a xenomorphic lemur who fought the animals of the water, led by Xamehe, a crocodile-like creature. The islands were once a land bridge, where a freshwater spring extended into two directions. When the apes and lemurs (predecessors of humanity) found shiny copper, the water animals grew envious and destroyed the land bridge and separated the land creatures, forcing the creatures to either drown or flee into the forest. Today the city is inhabited by humans and lemurs too, either as pets or as wild animals in the streets. Because of their religion it is not allowed to eat land animals, so the fishing economy is huge and pearls are used as a currency. Around the area of the city there are some amounts of copper and iron, which are used to create weapons and jewelry. The empire is a trading hub and because of this language and some traditions are in constant change. unfortunately it is also a hub for diseases coming with the merchants. Earthquakes can also happen from time to time, which are seen as revenge from the gods toward the citizens or the current prince. Outside of the city there is nothing but thick and dangerous mangroves and jungle with only a few roads, so the citizens focus on the river as the way to get around. Exceptions are the various arms of the rivers, where the peasants breed water animals or cultivate rice. These regions are even poorer than the poor of the capital, as they are so far away.

Makuku

 * Name: Makuku Kingdom
 * Player: Cybermats, created by the Cybermen, they kill by feeding off Brainwaves 18:48, October 13, 2018 (UTC)
 * Current leader(s): Great Tatu Hahiti.
 * Points:
 * Location:Tropical (+10) On Coast (+20)
 * Starting resources: Tin, Iron, Copper (+25)
 * Religion:Animism
 * Starting Buildings: Temple, Government Center, Walls (+13)
 * Technology: Sailing, Calendar, Bronze Workings, Writing (+25
 * Negatives: Volcanism (-5)
 * Government Type:Monarchy (+10)
 * Administration Level: (+10)
 * Urban population: Citizens (5 points per 1000)
 * Rural population: Citizens (4 points per 1000)
 * Size of Empire: Urbanized Area (+20)
 * Starting gold/currency supply: 80,000 kg/gold (not good with value of gold and stuff, so tell me if this is too much and what a good value would be).
 * Nation Description and History: Way before the establishment of the Maluku Kingdom, the Makuku people had for a long time wondered the tropical and truly magnificent tropical wilderness. The Makuku, unlike other natives, never fought each other or were a part of opposing clans, instead the Makuku people worked with each other, as they were the only people they knew or trusted, even when coming into contact with other natives. The Makuku eventually started to establish some sort of governance for all of the Makuku people, a tribe was formed in order to prevent incursions from enemy tribes and to further unite the Makuku. Over the decades, the Makuku would successfully defend their ancestral land from invader after invader, which caused an expansion of their territory, which led to them expanding their coast line and being able to expand their waters and get more fish. The Makukus were developing and expanding fast, and so was their culture, which was how their culture was made to be. The Makuku culture and religion centered around a prophecy of a great man of power and position that would come to rule the people and soon the world for eternity, and would lead the people and then the entire earth to greatness, this “great man” was known as the “Tatu”, and was said that there could be multiple Tatus around the world, and would their own people to greatness and eventually unite with the other Tatus to unite the earth. The Tatu of the Makukus soon came when a new chief of the Makuku Tribe by the name of “Fahiti” proved to the Makuku threw rapid and aggressive expansion and successful economic policies that he was the prophesized “Tatu” and was able to reform the Makuku governmental structure, Makuku society, and culture to account for the now confirmed coming of the Tatu, and so Makuku religion and culture was now centered around loyalty and confidence in the Tatu (now called Great Tatu), but to also watch the Great Tatu carefully and if it seems like the Great Tatu is leading the Makuku civilization and people to failure, then he is a false Tatu and overthrowing him is justified. Fahiti also made the government of the Makuku into a monarchy and a fully established set of rules and regulations were made (a sort of constitution you could say) known as the “Fahiti Kaliti” (Lit. Fahiti Laws) to govern the populace. Today the Makuku Kingdom and People continue to thrive and the Fahiti Kahiti is left untouched.

Meshwati

 * Name: Meshawti (Alternatively Nebu Confederation, Temenghu or Temengha)
 * Player: FranzJoseph24
 * Current leader(s): Massisni of Oea
 * Points: 154
 * Location: 55
 * Mediterranean (15)
 * On Coast (20)
 * Near a river (10)
 * Near a mountain (10)
 * Resources: 45
 * Precious Gems (15)
 * Religion: Unorganized Polytheism (5)
 * Starting buildings: 23
 * Town Center/Forum: (5)
 * Temple: (3)
 * Government Center: (5)
 * Harbour: (10)
 * Technology: 25
 * Sailing: (5)
 * Horseback Riding: (10)
 * Writing: (10)
 * Negatives: -20
 * Disease rife: (-10)
 * Unpredictable Flooding: (-10)
 * Seismic Instability (-5)
 * Hostile Neighbouring Natives: (-10)
 * Government: 15
 * Federal: Tribal (5)
 * Administration: Oligarchy (10)
 * Population: 41
 * Noblemen: 1000 (10)
 * Citizens: 3000 (6)
 * Rural Citizens: 5000 (20)
 * Poor/Serfs 5000 (5)
 * Starting gold/currency supply: None (Economy based on production-base only)
 * History: WIP

Weritsz

 * Name: Delneyat Weritsza
 * Player: Reximus
 * Current leader: Delneyar ('King") Eizen II Motiesa
 * Points:
 * Location: 25
 * Mediterranean: 15
 * On Body of Water: 10
 * Starting resources: 10
 * Iron: 10
 * Religion: 10
 * Formalized Traditional Religion: 10
 * Starting Buildings: 20
 * Granary: 2
 * Temple: 3
 * Harbor: 10
 * Walls: 5
 * Technology: 30
 * Sailing: 5
 * Ships: 10
 * Bronze Working: 5
 * Iron Working: 10
 * Negatives: 0
 * Government Type: 10
 * Monarchy: 10
 * Administration Level: 5
 * City-State: 5
 * Urban population: 39
 * Noblemen (1000): 10
 * Urban Citizens (5000): 25
 * Urban Poor (3000): 3
 * Foreigners (1000): 0.5
 * Slaves (1000): 0.5
 * Rural population (1000): 0.5
 * Rural Poor (1000): 0.5
 * Size of Empire: 24.5
 * Urbanized Area (1): 20
 * Rural Area (4): 4
 * Loosely Claimed (1): 0.5
 * Starting gold/currency supply: 1
 * Nation Description and History: To be added.

Aurelia

 * Player: Orwell
 * Current leader(s): King Arthur of Monty
 * Points: 175
 * Location:Continental, Oceanic 15 points, On Coast/Ocean 20 points
 * Starting resources: Iron 10 points, Copper 5 points
 * Religion: Full monotheistic 20
 * Starting Buildings Granary 2, Temple 3, Government Center 5, Harbor (requires Sailing; Coastal or on a Navigable River/Lake) 10, Library (requires Writing) 10, Walls 5,
 * Technology: Sailing 5, Ships 10, Bronze Working 5
 * Negatives:Hostile neighboring natives -10, Unpredictable flooding: -10
 * Government Type: Monarchy - 10
 * Administration Level: Oligarchy - 10
 * Urban population: 1 Noblemen, 22 citizens
 * Rural population: 7 citizens 20 serfs
 * Size of Empire:
 * Starting gold/currency supply: 12,000
 * Nation Description and History: Aurelia spawned as a collection of small farming communities which were united behind the faith of the "Divine One" who was the all creator of life. Persecuted from neighboring communities the group of farmers and other settlers to the area united into Osania, Osania managed to fend raiders and invaders, the explorer Shakespeare the Great set off to discover new riches and lands to help finance the defense of the homeland. Aurelia itself would be formed until the main capital city of Andromeda was constructed and was connected to the ocean by the Churchill Road to the neighboring city of Lennon which housed a deep water harbor and would house a navy and merchant fleet. However, Andromeda was built alongside and the Osan River which became the vein of the nation into the mainland.

Atnosia

 * Name: Atnosis
 * Player: User:TheCrimsonOracle
 * Current leader(s): Atnosis XXVIII
 * Points: 175
 * Location:
 * Oceanic: 15
 * Major Island: 15
 * Starting resources:
 * Precious Metals: 20
 * Precious Gems: 15
 * Religion: Atnosian Polytheism (5)
 * Starting Buildings: Temple, Walls, City Center, Granary, Library (25)
 * Technology: Sailing, Ships, Writing, Basic/Advanced Mathematics (30)
 * Negatives: Volcanism, Hostile Native, Hostile Neighbor (-30)
 * Government Type: Monarchy (10)
 * Administration Level: City-State (5)
 * Urban population: 15
 * Noblemen: 500 (5)
 * Citizens: 1000 (5)
 * Landless Poor: 2000 (5)
 * Rural population: 26
 * Citizens: 4000 (16)
 * Poor/Serfs: 10,000 (10)
 * Size of Empire:
 * 4 px rural (4)
 * 20 px loosely-claimed (10)
 * Starting gold/currency supply: 10
 * Nation Description and History: The term 'Atnosian' refers to a disparate group of people on the volcanic archipelago known as Atnosia. This ring-shaped archipelago - itself a massive caldera of a super volcano - is prone to producing a wide array of gems, minerals, and metals for which the Atnosians have been famed. Thousands of years ago, Atnosia was ruled by one legendary king - Atnosis - who united the warring clans of Atnosia. Under his tributary system, the Old Atnosian Kingdom reached its height. When he died, the Great Pyramid of Atnosia was constructed. This obsidian-coated pyramid rests in an unpopulated area, untouched by civilization. According to Atnosian legend, Atnosis was reincarnated. The ruling Seekers have been tasked with finding the new Atnosis each time the old one passes away. However, this unified Atnosia of antiquity is either the stuff of ancient history or was merely a legend. With each death of Atnosis, fights between city-states on Atnosia became increasingly frequent, with each state claiming their own Atnosis. Each time a new city-state rose to prominence, they would be struck down violently, either by nature or other city-states.

During the Middle Era of Atnosia, a league of Seekers was formed. This league was able to bring such warring to a halt, with the Seekers determining who the reincarnation of Atnosis truly is. Each time a new Atnosis was brought to the Seekers, they legendarily slew the claimant to keep the peace between the city-states. During this era of uneasy peace, Atnosian trade began to trickle into the various markets far and wide. However, this peace was not meant to last. A series of volcanic eruptions plunged Atnosia into an abyss of volcanic ash and chaos. Now, as the toxic clouds settle and the black rains cease, a new city-state must rise to claim the Obsidian Throne. Time will tell if its power will last or if it will, like all other Atnosian kingdoms, fall to the true master of Atnosia: the will of nature herself ...

Bátur-Ríki
Among the characteristics of the Ríkivan people include an aptitude for ship building and navigation, and this is largely facilitated by the large Evergreen trees of their area. (probably will be expanded)
 * Name: Coalition of the Batur and the Ríkivan peoples
 * Current leader(s): K’árinnar
 * Points:
 * Location: Oceanic, on coast, on navigable rivers
 * Starting resources: Iron
 * Religion: Disorganized polytheism
 * Starting Buildings: Harbour, Barracks
 * Technology: Ships, Sailing, Writing,
 * Negatives: Hostile Neighboring Natives
 * Government Type: Feudal
 * Administration Level:Oligarchical
 * Population:
 * Noblemen: 2000
 * Urban Citizens: 4000
 * Landless Poor: 7000
 * Slaves: 500
 * Foreigners: 1000
 * Rural Citizens: 8000
 * Size of Nation: 2 urban, 7 rural, 5 loosely claimed
 * Nation Description and History: Roughly 500 years ago, the Ríkivan people landed in what was then a relatively undeveloped region on the periphery of the Arelian Empire, a modestly-sized but still regionally important state that had remained in dominion for the past 1000 years. The Arelians permitted the Ríkivans to settle there- as it was barely populated aside from the hill villages of the Batur peoples- as long as they would pay taxes and remain loyal subjects of the Arelian Empire. This arrangement was stressed 63 years before when due to the Arelian Time of Troubles, the taxes were raised to finance the continuous internal conflict that had become prominent in the empire. 11 years ago, K’árinnar, of the Árin clan, raised the standard of revolt, and soon, all but one of the Ríkivan clans joined the cause, and many of the Batur hill tribes found common cause and joined as well. The war for independence is ongoing.

Anakadeham

 * Name: Anakadeham
 * Player: FroopyZombie (talk) 02:47, October 14, 2018 (UTC)
 * Current leader(s): Mtao Maxius III
 * Points: 175
 * City’s Start Location: 30 pts
 * Grasslands: 10 points
 * On River Delta:10 points
 * Near mountains: 10 points
 * Starting resources: 30 pts
 * Precious Metals: 20 points
 * Iron: 10 points
 * Religion Organization:
 * Disorganized polytheism: 5
 * Starting Buildings: 17
 * Town Center/Forum: 5
 * Walls: 5
 * Barracks: 5
 * Granary: 2
 * Technology: 25
 * Bronze working: 5
 * Iron Working: 10
 * Writing: 10
 * Basic Mathematics: 5
 * Calendar: 5
 * Negatives: -10
 * Hostile neighboring natives: -10
 * Federal government: 15
 * Tribal: 5
 * Administration:
 * Oligarchy: 10
 * Urban population: 35
 * Noblemen: 1000 (10)
 * Citizens: 3000 (15)
 * Poor: 9000 (9)
 * Slaves 1000 (1)
 * Rural population: 10
 * Serfs: 10000 (10)
 * Size of Empire:15
 * Urbanized Area: 10 points
 * Rural area: 5 points
 * Starting gold/currency supply: 3000 kg of gold (3)
 * Nation Description and History: The Anakadeham State was part of numerous tribes scattered across the area, until Chief Mtao Maxius I (translate to "The Iron Chief", due to him wearing an iron suit when battling) united all the tribes to find the Anakadeham State. Legend has it that he achieved this after defeating powerful enemies like Damsan and Mtao Gruxius to unite their tribes into his. He later died after trying to battle the Goddess of Sun himself. His grandson, Mtao Maxius III is now the chief and is following his grandfather's footsteps to become and great conqueror that he was. Wet rice agriculture is mainly participated due to the country being located on the Hauifg River Delta, which is the big deal for the country. Every single male person is required to work, either farming, hunting, etc. even the chief himself; while the females do the chores, sew clothes and take care of the children at home. Due to the hot climate men usually leave their upper bodies naked in the summer. People live in traditional longhouses. To trade with other tribes, the people here have figured out the basic mathematics of addition, subtract, multiplication and divination. A basic moon calendar is also figured out with each month having 30 days and each year lasting 365 days. The nation follows matrilineality, despite that, men are still responsible for household finance and do the heavy work. Mtao Maxius III is seeking expansion and explorers have been sent to explore new land.

Kingdom of Personia

 * Name: Kingdom of Personia
 * Player: Person67 (talk) 20:54, October 14, 2018 (UTC)
 * Current leader(s): King Xander Ellestoria
 * Points:
 * Location: Oceanic on small island 30
 * Starting resources: Iron, tin and copper 55
 * Religion: Formalised traditional 65
 * Starting Buildings: Government centre and granary 72
 * Technology: Sailing, ships, calendar, bronze working, iron working, writing, basic mathematics 122
 * Negatives: Hostile native population and unpredictable flooding 97
 * Government Type: Feudal 102
 * Administration Level: Feudal 112
 * Urban population: 1000 nobleman, 1000 citizens, 1000 landless poor, 1000 foreigners, 1000 slaves  135
 * Rural population: 2000 citizens, 7000 landless poor, 2000 foreigners 145
 * Size of Empire: 1 urbanised area and 5 rural area 170
 * Starting gold/currency supply: 5 tons of gold 175
 * Nation Description and History: The Kingdom of Personia is a feudal monarchy having rebelled against insert nearby enemy state led by Xander Ellestoria who named himself King and his supporters lords with the capital being placed at Person where the rebellion started.

The Khin Confederation

 * Name: Example
 * Player: Fallacyman (talk)
 * Current leader(s): Chanri Jangah Dahroad
 * Points: 112 points
 * Location: Steppes (10 points), Near Mountains (10 points)
 * Starting resources: None
 * Religion: Full Monotheism (20 points)
 * Starting Buildings: None
 * Technology: Horseback Riding, Writing, Calendar, Advanced Astronomy, Basic mathematics: 35 points
 * Negatives: Drought prone (-10 points)
 * Government Type: Tribal (5 points)
 * Administration Level: Nomadic (0 points)
 * Camp population: 500 nobles, 3,000 citizens, 20,000 serfs/poor, 10,000 slaves (51 points)
 * Size of Empire: N/A
 * Starting gold/currency supply: The concept of currency does not exist, bartering is the norm.
 * Nation Description and History:

Sillas Republic

 * Location – Tropical Monsoonal (10)
 * Bonus – Navigable River (10)


 * Starting Resources – Iron (10)


 * Religious Organization – Animism (0)


 * Starting Buildings – 42
 * Granary – 2
 * Town Center / Forum – 5
 * Government Center – 5
 * Harbor – 10
 * Library – 10
 * Walls – 5


 * Technology – 55
 * Sailing – 5
 * Calendar – 5
 * Bronze working – 5
 * Iron working – 10
 * Cavalry – 10
 * Writing – 10
 * Basic mathematics – 5
 * Advanced mathematics – 5


 * Negative – -15
 * Unpredictable flooding – -10
 * Volcanism/Seismic instability – -5


 * Government Type – Republic (20)


 * Government Structure – City-state (5)


 * Population – total of 32,000 individuals (35)
 * Nobility – 2000 (10)
 * "Middle-class" – 6000 (15)
 * Commoners – 20,000 (10)
 * Foreigners – 4000 (1)


 * Currency supply – 2000 kg of gold (2)


 * The inhabitants of the Sillas Republic are said to be the descendants of 50 or so founding clans. The city is surrounded in by four fortresses and a sloping 30-meter tall (30 meters at the base, 10 meters at the top) made of rammed earth. It has a total area of four square miles, but a large portion of the inner city is idle or cultivated land. A majority of the population spends a significant portion of their time working on agricultural estates located along the river, as riverine vessels serve as the main vehicle of transportation. The Sillan people are said to be migrants from the cooler, temperate North – being significantly taller and naturally fairer compared to the neighboring tribal polities. They are a matriarchal society, and as a result, they are both matrilineal (property and status are inherited via the maternal line) and matrifocal (with women leading households). They are divided into three classes, all of whom are subject to the ten-clause Sillan Code which guarantees them basic rights. The first class is the nobility, having acquired their status through civil and military examinations. Women are expected to serve as politicians and civil servants, while men serve as high-ranking military officials during times of war while supervising their wives' agricultural estates during peacetime (in-conjunction to weekly military drills and daily exercise regimens). The middle class is comprised of skilled artisans, craftsmen, and merchants. The commoners are comprised of landless peasants who rent land in exchange for giving away 25–50% (depending on the size of the estate) of their produce. While all have the right to vote, only the first two classes actually exercise and value this right, with commoners largely apathetic or easily-swayed by public opinion. In addition, there is a large minority of foreign merchants and diplomats. The economy was initially centered on fulfilling the needs of the palatial complex, though the formation of a mercantile class has led to the formation of a market economy with transactions conducted in promissory banknotes (which is pegged to a certain amount of grain or gold). The economy is largely based on the cultivation of its staple–rice, as well as the production of cash crops including coconuts, indigo, tea, and other exotic fruits as well as the production of tea. Root crops and plantains also serve as subsistence crops and ornamental plants.

Exhula

 * Name: Exhulan Empire
 * Player: JosephtheAwesome
 * Current Leader: Syvotr (King) Jdáih I
 * Points:
 * Location:
 * Tropical: 10 points
 * Small Island: 15
 * Starting resources:
 * Iron: 10 points
 * Starting  Buildings: Walls: 5
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Walls: 5
 * Barracks: 5
 * Religious Organization:
 * Disorganized polytheism: 5
 * Technology:
 * Sailing: 5
 * Ships (requires Sailing): 10
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Basic Mathmatics: 10
 * Negatives:
 * Disease rife area: -10
 * Volcanism: -5
 * Federal government: Monarchy - 10
 * Administration:
 * Oligarchy - 10
 * Urban population:
 * 0.5 nobles,
 * 4 citizens,
 * 0.5 landless poor,
 * 1 foreigner,
 * 0.5 slaves.
 * Rural population:
 * 0 nobles, 17 poor
 * Size of the empire:
 * 6 Rural areas: 11 points
 * Urban areas: 1 (the city), 20 points,
 * Starting gold: 7
 * History: Exhula is a semi-urban elective monarchy based around and run from the capital of the nation and only large city and port on the small island we inhabit, Exhul. Exhul was founded by tribesmen from across the island, many of whom came to the coasts and established small ports to avoid the frequent eruptions of Mount Iiyivyit, and eventually banded together to create the city of Exhul in order to enrich themselves further and protect each other. A leader was typically elected by the tribal leaders, but over time those tribes chiefs have become powerful noble family’s residing in Exhul that gather after the death of every Syvotr to elect the next one. This society, based on trade, has often had positive relations with its neighbors, and is usually neutral in conflicts for this reason and to avoid disrupting the flow of trade. Trade has immensely benefited Exhula, and as a result Exhul has grown from a relatively small city with a nomadic populace to one of the largest ports in the region surrounding it, and its reliance on trade also allowed it to utilize Iron, which is abundant on the island of Haaaelos (Exhulan for home) where its people live, faster than other nations due to being the first to receive it through trade with further away powers, and the secrets of it are currently closely guarded. Due to their name for the island, the ethnic group that makes up most of the islands population is know as either the Haaaelosi or the Xthhri (the other biggest name for the island is Xthhr). Merchants and sailors are revered and respected in Exhulan society and enjoy high status due to being the lifeblood of Exhulan society and economy, and powerful merchants frequently Mary into noble families, which themselves are essentially powerful merchant houses with the right to elect the Syvotr except inherited, and unlike the noble class anyone can become a merchant. Exhula is also known for producing some of the best sailors and ships in the known world (known to us and other nearby civilizations), and has a large fleet. Due to isolation from the rest of the world before it opened trade, the people of Exhul developed there own polytheistic religion separate from those of the mainland, and their own very unique language for the same reason, although that has become heavily influenced by other nearbye language families due to reliance on trade. However, its nature as a civilization relying on trade and diplomacy meant that the Exhulans ended up more polytheistic and tolerant of other gods besides their own, and several forigen gods, such as Daltonhersh the Fat, have developed their own small (or in the case of Ddttdal large) followings, although Daltonhersh worship is one of the few religions banned. However, the main religion of Exhula is a disorganized Polytheistic religion called Hcctaal, which worships the Gods Jddai, Jddithic, Ccoth, and Mu’ran primarily and a host of lesser gods. They have an disorganized priesthood with the members of it being known as Jdim (roughly translating to Divine Representative, although the exact translation would be Divine To Represent) without any real hierarchy, although obviously some members have more influence than others. The Priesthood does not have that much power though despite being the main Exhulan Religion, due to its disorganized nature.  The rural population provides much of the food in exchange for small shares of the wealth of the city, but fishing (which is also a big part of the economy) and imports are also a large  source of food for the empires people.

Qaryaat

 * Name: Qaryaati Empire
 * Player: Emperorkangxi
 * Current leader(s): Qahsik (King) Najrim Mudyan
 * Points: 176
 * Location: 35
 * Desert: 5
 * On body of water: 10
 * On coast/ocean: 20
 * Starting resources: 45
 * Rare commodities: 30
 * Iron: 10
 * Copper: 5
 * Religion: Disorganized polytheism | 5
 * Starting Buildings: 22
 * Granary: 2
 * Government Center: 5
 * Harbor: 10
 * Walls: 5
 * Technology: 35
 * Sailing: 5
 * Ships: 10
 * Bronze Working: 5
 * Writing: 10
 * Basic Mathematics: 5
 * Negatives: -30
 * Seismic instability: -5
 * Drought-prone: -10
 * Hostile native population: -15
 * Government Type: Monarchy | 10
 * Administration Level: Feudal | 10
 * Population: 7500 (23.25)
 * Noblemen: 500 (5)
 * Citizens: 2000 (10)
 * Landless poor: 2500 (2.5)
 * Foreigners: 1000 (0.5)
 * Slaves: 1500 (0.75)
 * Rural citizens: 1000 (2)
 * Serfs: 3000 (2.5)
 * Rural population: 4000 (4.5)
 * Rural citizens: 1000 (2)
 * Serfs: 3000 (2.5)
 * Size of Empire: 5 free pixels + 13 pixels (11)
 * Rural: 9 (9)
 * Loosely claimed: 4 (2)
 * Starting gold/currency supply: 7000 kg/gold (7)
 * Nation Description and History: The ancestors of the Qaryaati and their neighbors arrived in the region about 700 years ago and then formed many states of their own. The state of Qaryaat, situated on a crucial location for trade, eventually came to economically dominate the region. They began conquering many surrounding kingdoms, such as Qat'in (formerly the biggest and richest nation in the area). (WIP)

Gahren

 * Name: Gahren
 * Player: SupremeSensualSamrāṭSky 07:15, October 15, 2018 (UTC)
 * Current leader(s): High Judge, Lont of Kav
 * Points: 175
 * Location: Mediterranean +15, On River +10, Near mountains +10
 * Starting resources: Copper +5, Tin +10, Iron +10
 * Religion: Formalized traditional +10
 * Starting Buildings: Granary +2, Temple +3, Town Center/Forum +5, Government Center +5
 * Technology: Calendar +5, Bronze working +5, Writing +10, Basic Mathematics +5
 * Negatives:
 * Government Type: Monarchy +5
 * Administration Level: City state +5
 * Urban population: Noblemen (500) +5, Citizen (1000) +5, Landless poor (1500) +1.5, Foreigners (1000) +0.5,
 * Rural population: Citizens (750) +3, Serfs (4000) +4
 * Size of Empire: Urbanized +20, Rural area +6 ( 5 free pixels and 7 extra)
 * Starting gold/currency supply: +5
 * Nation Description and History: The City-state of Gahren is led by the High Judge, currently Lont of Kav, who serves at the final authority. He also serves as First of the Council, having final say in what matters are addressed in the daily order, as well as being able to appoint new members of the Council once their predecessors have passed. The Gahreni believe in the many-faced Tuň, whose different faces, or aspects, control the world.

Avsylann

 * Name: Avsylann
 * Player: EloyVeraBel (talk) 02:54, October 17, 2018 (UTC)
 * Current leader(s): Kyrstad Arad-Khaz
 * Points:
 * Location: Desert (5), Near Mountains (10), on body of water (10).
 * Starting resources: Copper (5), Tin (10), Precious Gems (15).
 * Religion: Henotheism (15)
 * Starting Buildings: Granary (2), Walls (5), Harbor (10), Temple (3).
 * Technology: Sailing (5), Ships (10), Calendar (5), Bronze Working (5), Basic Mathematics (5).
 * Negatives: Unpredictable flooding (-10), hostile neighboring natives (-10)
 * Government Type: Theocracy (15)
 * Administration Level: Oligarchy (10)
 * Urban population: 1000 noblemen (10), 2000 citizens (10), 5,000 landless poor (5)
 * Rural population: 5,000 poor (5)
 * Size of Empire: 10 rural areas (10)
 * Starting gold/currency supply: 10,000 kg of gold (10)
 * Nation Description and History: Avsylann is a relatively small city that grew out of a small temple-state, exploding out into a flourishing commercial center. Tin and gems flow from the mountain mines, and harvests are plentiful thanks to the floodings of the Umraed Lake. The abundant minerals and foodstuffs can be traded via the Umraed Harbor, Avsylann's natural connection to the outside world; while the imponent Uldosst Mountains keep the city safe form outside threat. The only serious threat to the city's hegemony are the mountian tribesmen whom the avsylanth call dhunraith, aggresive raiders and worshipers of alien gods, the main reason why the mountain-surrounded city still has protective walls. The priesthood of Avsylann keep control of the population by their exclusive knowledge of the flooding cycles, which they use to tell the commoners when to plant, when to harvest and when to evacuate (although they have failed in the past, as the Umraed god is still mysterious and capricious), and an extremely complex religious hierarchy which emerged from the merger of several cults, whom realized their gods were all manifestations of one true God. The priestly colleges that succeded these early cults still dispute control of the city, but as of now they remain calm under the leadership of High Priest Kyrstad.

1-10
'Around the Known World a series of catastrophes has unraveled the old civilizations, leading to the creation of new nations. '

'On the island of Linelsey three distinct groups emerge opposing the dominance of the city of Darna. In the west the town of Obelis is formed, in the north the town of Strafen, and in the highlands a tribe known as the Calendians. '

'In the city of Bangor discontent emerges from the large foreign-born population, almost all of which belonging to the Anglenite minority (who also inhabit the island to the north), or the Franic minority. Several Anglenites and Bangorians are killed as a result of a skirmish. '

'A large band of nomads named the Saemonites launch an invasion of the plains south of them, hoping to carve out a new home in the more hospitable terrain. '


 * Yannis Empire: According to the historian Calips’na Ryonda the Twinned-Tongued, the year Lion-Moon-Flower (Year One) began with the Re-anointing, when the God King slew the sun (possibly a reference to a total solar eclipse). He writes. “The king wore long braids dyed blood red. His body was painted white in chalk, and his eyes covered by the pale bandages. The priests drew the eyes upon his bandages with the blood, and once opened they dripped to his toes. The body of the king known as Visnaphonpa (the king’s father) was laid out on the shores of the river, alongside the chained slave man, both secured with two chains. The king grabs their chains and drags both men into the water with him until all three are submerged, and the river runs white. The Hydra Mother (a sort of underwater deity) takes the chained man (euphemism for drowns), and a spirit is paid for the king. The dead king’s face is covered with 1000 flowers (invoking the deity of Yetelonephes who is depicted with endless faces).” Also around this time the Obelisk of Catulaes was erected in the Holy City of Ya’gothna-Vis, decorated with carvings of the Anointed One and his edicts. At the source of the Soloney River stone and ore is mined that depict this: the Anointed One leading a ravaging part to the lowland of Casphe’tenan, where tribute and slaves are extracted. The king comes to the Bosnatonda River, the river west of the Holy City, and marches along its length, placing marker stones detailing his great deeds. He does a similar action in the east, at the Gon’hanphan Delta, where the native men are stripped of their wilderness attributes. They are baptized by holy men in the chalk and smoke of the elders, with the eyes of the gods (stars) as witness. To commemorate the site of the conversion, the anointed one orders the building of a fort along the western estuary of the delta, called Sinsedel’locnon. The loyal servant Eons’tulcan is appointed the head of the town. After a few years the small town and its walls are complete, but the natives of the delta marshes, the Burned Men, strike and attempt to expel the holy inhabitants. The anointed one prays to high deity Nysetoph the Slime to bring a plague upon them and turn the river black with their flayed corpses. 1000 holy screamers of the War Band of Yaro descend upon the river, armed with iron-tipped spears and clubs. They each extract a blood payment of two heads, and paint holy mazes in the fields with their remains. By the end of Sparrow-Ocean (Year Ten) the river has west of the central estuaries has been purged or assimilated, with many fleeing east. But the anointed one’s eldest son, Yuys’vestenuph, is killed. A pyre burns his remains at the beginning of the delta, called Yuyshan. Holy men dressed in the bandages of the gods patrol that land with ten-feet long sticks and with black flags. The distraught king travels to the northern ends of the kingdom in search for a suitor who will produce an heir. Meanwhile, the natural philosopher Fano’yetoc the Binded-Hands is dispatched with a contingent of priests to travel by boat and chart the course of the coast both to the west and east. He diligently does this task for a number of moons and years, and on a number of occasions is also blown off course and far to the south as well.
 * City of Azoz: .... about 300 years later, the city of Azoz was first founded, or at least first appeared in historic record. It is uncertain what the etymology of this name originates from. It has been conjectured to be connected to a number of different words in the local dialects with no concrete theory. According to local mythology, Azoz was named for its first ruler, King Azoz, who first constructed the walls of the city around the Bronze Age collapse. Not much is known, however, of this first ruler. Azoz is listed first in most king lists, as well as the patriarch of many later dynastic trees, but otherwise has barely any information attributed to him. Several ancient historians refer to Azoz as responsible for building the walls of the city that bears his name. The Old City of Azoz itself is one of the largest archaeological sites today. It was built and organized on top of the ruins of the older city of Non, after Non was virtually abandoned during the Bronze Age collapse. The older catacombs once used to house the royal cemetery of Non was repurposed to be a royal residence and government center. The older religious monuments were still venerated by the Azouri Priests, but for the most part its core purpose was fundamentally changed. It is believed that this was the beginning of the Azouri priests' rise to power over people's individual lives, as the soul intermediary to the gods. The priests also formed the upper literate class, and kept an extensive library of books, all of which are now lost. In spite of constant issues with diseases and hostile attacks, the early city of Azoz seems to have expanded quickly, with artifacts of similar culture found scattered all the way to the banks of the Ashe River. Azoz probably capitalized on the lull in peace at this time to annex these regions, converting it to farmland that was ultimately loyal to the main city. In addition to annexed farmland, further archaeology has noted how the early city-state established two main trade routes going outward: one following the Ashe River going south, and the other following the southern ridge of the mountains extending west. The main crop produced at this time was corn and tomatoes.
 * Darna: Danslan the Chief decrees over the ceremonial altar that the unity of the rival islanders must be broken. Petty chiefs are dispatched to the three of them, demanding that they bend the knee to the supremacy of Darna or face extermination. They are told of the vast riches of the slave trade hub, and promised an equal place upon the empire if they comply. But the worst is feared, and preparations are made should they resist. In the meantime, we send a raiding party across the Smanislan Strait (small area of sea directly south of of our island), and establish camps there for a season of slave capturing, hunting, and festivities. Danslan arrives to the tent city of Gosnofoles at the end of the year for the Festival of Damisna the Shadow, and is ritually buried underground up to the neck on the shore and left there until the sun fully sets. After the ritual Three moons of celebration commence as the year ends, and the ships wait on the small island, christened Danslansey after the great leader. When spring comes word reaches us of the highlander raids all along the Rakkan River, nearly to the doorstep of Darna, and the chief departs with 200 noblemen and 500 infantry to engage with them, chasing an enemy party to the southern valley between us and Obelis. The rest of the year is spent strengthening the people of the city should war come to us. Smaller raiding parties are sent out, exploring the area far to the south of Danslansey and capturing as many slaves as possible. Needing to keep men close to the city, Danslan orders a focus toward logging and mining, creating new defenses and buildings in the city. Iron begins to be incorporated into our weapons and tools.
 * Makuku Kingdom: The New Year starts out with the sun rising and the Makuku people still performing their traditional rituals like every hanana morning (Hanana is a two-day holiday that is very important and celebrates the foundation of the Makuku religion, known to the Makuku simply as “beliefs” or “values”). Today is the last of the two days the Makuku celebrate Hanana for, and it will be an exciting one. Usually on the final day of Hanana, huge festivals are held that are routed and the most ancient of Makuku culture and showing off numerous religious and cultural symbols. Kingdom-wide religious gatherings and rituals are held as well, that usually involve the entire settlement and numerous religious figures and officials. The last day and Hanana ends with everyone going to bed early, as it is believed that if you go to bed early on the second day of Hanana, you will wake up with good energy and be super healthy. The rest of the year sees the Great Tatu build up the kingdom’s infrastructure, and expand along the coast. The main settlement is also expanded with their walls being destroyed and rebuild a couple miles away for more paths, buildings, and guard barracks to be built. The main settlement is finally given a name called the “Gahunalakata” (lit.The Great Center) for its Center Position in the Kingdom. A tournament called the “Fishititi” (lit. Fishathon) is held as it has been 100 years since the last one; the Fishititi is a competition between fishermen from families all across the Makuku Kingdom to see who can catch the most fish. The Fishititi is secretly used as a way to get a months supplies of fish in one day by the nobility of the Kingdom. In the middle of this year, the actual New Year’s Day is celebrated, known as the Ga Maguta as this is the actual start of the new year in the Makuku Calendar which starts from the very first “Date 0" recorded by the early Makuku people and has been going on since then.
 * Syres: The reign of Nephi III continues in the united communes, as the city recovers from the period of civil strife that nearly destroyed the city. Around this time the city commissions one Omer den Bethal to (re)write the history of the city, after its records were effectively destroyed a couple decades prior. Known as the Folansvos, or “Founding Saga”, the record created at this time would later prove to be one of the only primary sources of early Syresian history. The chronicle begins with reference to the community’s origin myth, namely that a leader known as Erian traveled to the island with a large following of settlers from the south or southeast, known as the Darians. After a year of writing, having only completed the first few chapters of the Folansvos, Omer den Bethal recited the chronicle before the city’s leadership. Thoroughly unimpressed by his progress, the city had the writer replaced by Osti aud Phos, as indicated by a brief chapter detailing the events at the end of the Year 120, according to the Syresian calendar. It is likely that this sacking was politically motivated, as the early chapters took a more neutral point of view, speaking of Erian and the initial settlers at Syres, while the ruling members at that time, who came from a separate branch of nobility, wished to have the story focus on themselves instead. Whatever the case, the next chapters detailed the life of Nephi, who was allegedly called “the Great”. Sometime after Erian, and the reign of his brother, Yiyis, the crown was taken by Erian’s brother-in-law, Holanilefsana Cando, or Holan I. Little remains of these kings’ existence, but it is known that turmoil fell upon the city, leading to the Compact of the Ages and the ascension of Nephi. This agreement officially united the five towns of the island (Syres, Fensport, Maritis, Loreo, and Dolis) into one, and created the framework for the city’s odd political succession. It is likely that Holan I ruled from Maritis, while the Nephites were able to gain a majority with Nephi in Syres, and his brother, Niephan den Eron, who was also the father of Erian, as a chieftain of one of the other towns. Nephi’s successor, Vandenhessana Tors, is believed to have governed during the class struggle that uprooted the city. The rule of the Marani, the original settlers and their immediate descendants, was replaced by the Raphani, the class of new settlers. After the Marani return the city’s assembly, the Hensa, would henceforth elect the next ruler, although traditionally every ruler would remain related to the previous in some way. The branches of the Erianite family tree became competing dynasties for the governance of the city. The Nephites remained a powerful force, producing one of the next leader to the restored government, Nephi II ans Cala, although they faced opposition from the Holani, namely Demi “the Ancient Pretender”, and his son, Zolon the Elder. Both houses were opposed by the descendants through Nephi’s sister Dane, whose grandson Vanden secured the throne after Nephi II. His house also included several other notable statesmen, such as Demi “the Young Pretender”, and Phiro den Vontis. By the time Osti aud Phos reached the present, he continued with a chapter on the current affairs of the nation. The dynastic pretenders included the son of Nephi III, Akis aud Slon, from the Holani the statesman Zolon the Younger, the nephew of Vanden, Vanden aud Crosis (although the writer notes that he died of unknown causes a few years later), the descendants of Dane’s daughter Sene, Corior den Shul (who died of old age around the time of writing), and his son Herthomiscassa, along with other more distantly related claimants. It is likely that many of the early trade expeditions commissioned by the state were actually motivated by individual claimants requiring wealth in order to run a successful election campaign, as it is known that the settlement of the nearby Acrissa Islands was spearheaded by Herthomiscassa’s clan. The city of Syres itself saw notable expansion into the many islands jutting between the marshes that surrounded the primary hill of the city, with individual clans sponsoring many of them. This is evident in the names that marked these areas, such as the main island of Zolonsgof, extending Zolon the Younger’s property line approximately 25 miles north. It is unknown to what extend Nephi III was aware of these practices, as the records indicate that he spent the last 18 years of his reign campaigning on the remainder of the island. The small island of Ersgof, that the Syresians called home, was believed to be sparsely settled west of the settlement on the eastern tip, allowing the Syresians to stake claim to the remainder of the island with relative ease. Although it should be noted that in 125 the city’s attempts to tax the existing properties on the western edge of the island effectively caused a decade’s long rebellion, with Nephi III leading a periodic effort into the hinterlands to fully establish the Syresians there. Despite the effort largely being a financial drain, the Hensa spearheaded an investment in a trade fleet, which by the time of the Nephite campaign in the west was making routine expeditions to the nearby coast in the north. “The coastline of 100 Rivers”, Zoramivera, became home to numerous trade posts along the coast. Similarly, around this time the Nephite camp on the western tip of the island formally became a town with the Hensa’s blessing, known as Vestibayan. At the end of 129 Nephi III and a proper mob of loyal noblemen and infantry depart from the town and cross the narrow strait west of Ersgof. They arrive at the mouth of a river, and settle a camp known as Niephnaron, which functions as a fortified position for trading with the western natives. Particularly crafty traders also use the camp as an outpost for scouting ahead along the coast, both north and south.
 * Aurelia: Joseph Shakespeare, the great grandson of Shakespeare the Great sets forth on an Aurelian warship to explore and claim the lands around the Andromedin Bay. Meanwhile, bureaucratic issues within the capital city lead to a local Nobleman/Senator charged for corruption. Whatever money he has is seized by the state as part of laws established during the rule of the late Osanian Period. The so-called Osanian Law's were established by King Victor Hamlet of Osania around 200 years ago. These anti-corruption laws kept the nobles in their place with the threat of the state seizing their land and riches or offenses as corruption, treachery, or crimes against Aurelian's. In the Kings Senate the Jagger Mandate is accepted, the mandate proclaimed that Aurelia was the true ruler over the lands of the Osan River Valley and should establish itself as the true claimants of the land.
 * Tsardom of Algeorgia: The tsar makes his yearly trip to the shrine of the Dodo. The tsar establishes the Dodo's law, which makes it illegal to hunt any animals of the island (food is grown). The tsar begins sending a small expedition northwest and does so. The tsar holds a speech in front of the harbor to celebrate the completion of it.
 * Principality of Qera: The year starts with the annual rainy season, where the harvests of the dry season are offered to the gods in the Temple of Uon and a celebration of five nights and days is held in the city, to welcome the "fertile" season and pray to give the farmers and fishermen a good harvest. Prince Ygran II calls in an Ogzâj in Year Three, an irregularly called meeting of the upper-classes, priests and intellectuals of Qera to discuss the plans for the next wet season. There, a wealthy merchant with the name Ynoj claims, that he has seen ruins on a small island of the Uogver (the great vein), after his fishermen was interrupted by a crocodile who attacked one of the canoes. The men fled on the beach and found a ruin of an old stone building. Hearing this, the prince sends the merchants with some men back to find the ruins and bring as much information as possible. He comes back with only some stone tablets with weirdly shaped pictures, simplified due to the use of straight lines. The priests and intellectuals assume that the fishermen found the legendary palace of the first tribesmen. The Ogzâj in this year is the first after a long period of diseases and civil unrest which striked Qera for decades. Children born in these dark times are called the generation of suffering because many have still marks and scars from an epidemic around 60 years ago. But only very few of the elderly are part of this group. Qera was only a former outpost of the greater Ueqera Empire, before the majority of the population was killed by different epidemics and war with strange tribes, but these stories faded to be legends by now. Meanwhile, Ygran II marries his third woman in the 12th year of his period (Year Seven in the game) in the age of 27. His wife gives him a son who is named Ygran III. Ygran III is his first legitimate son, as his other wives only gave birth to girls. Ygran III will be crowned and made king in a ceremony when he reaches the age of 15 and by law a grown man. A priest with the name Ycceg is told to create a way to preserve spoken words for future generations, to keep record of law, religious rules and discoveries around the world.
 * Bangor: Kening Kruger, seeing a race war as a possibility within his rule, takes immediate action. In a statement made at the Bangor Square, he states “ our people can no longer continue down this path of violence and kill each other. Although we may have some cultural differences, racially we are similar. What leads to these circumstances is fear and fear itself. Fear of the unknown, fear of knowing. We as a nation are terrified yet speak similar languages and since the nation's founding, have been unifying our culture into something stronger and for the better of our people. We must love each other as people love their own families because in this nation, we are all a family”. Mixed results come out of this. Some see the Kening as a traitor to the Bangorians while others see him as a peace maker with racial discrimination lowering. An organization against the minorities within our nation form known as the Harlet Warriors named after the Bangorian Village of Harlet outside the city. That year, Harlet experiences the worst flood ever. This was seen as an omen showing that the gods were displeased by the racial tensions. Trails and walkways are expanded beyond city limits while the Age of Discovery kicks off with sailors going out to sea to explore the unknown with many going to the homeland of the Franics. Missionaries are sent to spread our faith to the Anglenites while a prophet named Handel begins to spread his beliefs of the leading two gods of the world. One that rules during day and the other during the night. Each of whom live on the sun and moon and watch over our people and making their judgment by such. This religious belief picks up massively following what is recognized as the Sky Wars when the sun was overlapped by the moon (solar eclipse). Many were terrified wondering the fate of our people but once things calmed down, followers of Handel exploded to the thousands. Kening Kriger remains curious of the faith and begins to question his beliefs as well. Prince Zachëry is born. Festivities are held near the end of the year to celebrate our nation's greatest moments and to cherish one another. Race mixing becomes more tolerated although some remain against it. The Bangor state remains to hold its dominance of trade within the channel. A few hundred people head to the valleys and hills seeking riches from precious metals.
 * Gyt: Years 287-296 - Patriarch Kyrkius, with the support of the other patriarchs, launches an expansion the likes of which have never seen before. The years 287-291 are marked with a decisive campaign against the uncivilized barbarians surrounding the city. Gyt deploys an army of mounted skirmishers to drive the hunter-gatherer nomadic tribes away from the Tythies south of the city (six pixels). The army then turns north and strikes against the tribesmen of the Mynethos where they seize more land along the north bank (three pixels). These men, typically of the landless poor, are given land in exchange for their service, and the area is quick to become populated. The population, which is typically distributed in groups of eight to 20 in hamlets, spreads rapidly into the new land, raising money for the state through purchases of land. This money is used to begin construction of a harbor to facilitate trade along the great Tythies. With the harbor completed in 293, a new Patriarch, Myrkius, captures the support of the council of Patriarchs. He and his allies institute a major works program to construct a series of canals for the irrigation of the farmlands north of Gyt and the confluence of the Tythies and Mynethos Rivers. These works, built by the collective labor of the state, as mandated by law, take the remainder of the decade and are finally completed by winter’s eve in 296.
 * Draka: Archon Erik Von Schrakenburg continues to solidify control of the capital. The agricultural grasslands are exploited. War is launched on the tribes, whom the Archon describes as "subhuman" and their lands are taken, their people are enserfed to the Draka. Drakan children are trained from birth to fight, and immigration is encouraged from neighboring white tribes.
 * Bátur-Ríki: In the Battle of Baturq, forces of Arelia are decisively defeated by the combined armies of the Batur peoples and the Ríkivan clans. In another surprising turn of events, the Arelian navy of 31 Triremes with a force of 14 triremes. The Arelian gate is left wide open, and soon K’árinnar is in the palace of the Arelian king, negotiating a peace with him, as an equal. The Batur and the Ríkivans decide to share this new state. K’árinnar is crowned as Kunrour of this new kingdom. Seeing as the Arelians still surround Bátur-Ríki on land, expeditions are sent. Three triremes are sent out of the Jiarjvik Sound, to turn south at the opening, and five canoes are sent up the Runor River.
 * Tesardya: Emperor Pius Dalavi I dies under mysterious circumstances, and is replaced by the Noble-elected Romanus Navathe. Under the Tessayd council, Emperor Navathe begins expansion across the coastal rivers, as well as urbanizing the primary region. The caste system of the state continues to keep some level of prosperity. Writing upon large stone tablets continues, allowing for information to be spread across most of the entire state. A calendar is created to better time farming. The calendar consists of 20-day/night cycles within each month, there being a total of six. The military continues to increase in size, as more rural citizens begin taking to its offer of rising in the caste via a minimum of 15 years of service, but due to hostile natives and un-doctrined military tactics, most are expected to die. Due to the meditative nature of the primary religion, many citizens and serfs convert as to be accepted into the general society, which happens to be specifically religion-orientated as Lords and Bishops are leveled high within the caste. The process of successful fishing is worked upon.
 * Emalia: The Emalites have united under the banner of Prophetess Nysia, conquering the collapsing civilizations of old. With the former kings dead, Nysia declares the new state of Emalia, uniting it under her rule and making the worship of the creator goddess Ema mandatory, forming culture, law, and government around Ema. To worship Ema, the goddess of life and fertility, both the land and people must be fertile, having as many children and food as possible. To increase fertility, many women bathe naked in the River Ema ritualistically, both to gain Ema's properties and attract a male. The collapse of the old city-state and kingdom, combined with the subsequent Emalite conquest of the Ema Delta decimated the male populations of the Native Kingdoms and the Emalites, falling to war and chaos. This shortage of men naturally creates a matrilineal society and sends Emalia into crisis, the first of many for the new state. In response, Nysia quickly assembles two group of young females accompanied by a small mobile army on a holy mission to find men and continue the lineage of the Emalites. The groups name themselves the Nysians, giving honor to the one who sent them. The first group goes south down the Ema River, the second goes north up the Ema Delta. A few of the Nysians go into the Ema River to bathe and entice wandering tribal men, then the army leaps from hiding and captures them, sending them back to Emalia. The absence of males causes a close knit sisterhood within Emalia, one of love, care, and compassion, forming the bonds of community and further uniting Emalia under Nysos, with most females becoming priestesses, the previous pagan temple being converted to the worship of Ema, and writing acquired by the fallen being employed to write the Emali, primarily by the Prophetess Nysia, who also learned writing from her homeland, Aea. In order to defend the emerging state, Nysia forms The Emalite Holy, the army sworn to defend Emalia at all costs. These women warriors gain fighting experience via battles with the Natives, who are enraged by their civilization's collapse. This war with the Natives lead to the construction of walls and the attempt of Nysos to integrate the Natives into Emalia by converting them.
 * Weritsz: In the Year 30 of Weritsz' Age (30 years after the founding of the city of Weritsz), King Eizen I Drunga dies. His son, Eizen II Motiesa is named Delneyar (or "King") of the city-state, and orders progress in the construction of a larger fleet of basic boats. Eizen II then sends a small group of intrepid sailors to explore the direction of the sunrise (east), along the coastal region. These sailors exit the Bay of Dachyna, still following the coast, and proceed to explore the region. Meanwhile, as the population - which is quite urban - begins to reduce the food store in Weritsz' granary, Eizen II offers incentives to the population to move to the surrounding countryside (including rights to ownership of the land that is homesteaded). Later in the decade, the King orders an exploration party along the Pacvisti River. Within the city, priests to the Afnear gods begins to develop a system for recording the verbal epics and myths of the faith by writing down their respective stories. However, each major god's priests develop their own method for writing (ie, separate alphabets). This leads to some disturbance among the nobles of Weritsz - who tend to favor one of the Afnear gods over the other. By the end of the decade, the cult of Poro (the creator god), has the most extensive codification of myths and epics including a lengthy written copy of the Syneric (the primary religious epic). Finally, specialization of labor continues to take root as a cultural norm of Weritsz life.
 * Phorintheon: Long has Atnosia been a center of civilization. From the noble, ancient architects who built the Black Pyramids to the warring city-states that spattered the ebony shores with crimson blood, all have fallen by the will of Mt. Atnosis. The Seekers, who famously kept a fragile peace while looking for the reincarnated king Taranoch, have scattered to the ashen winds as fiery apocalypse rained from Mt. Atnosis. Atnosia needs its king back, now more than ever. With new pretenders to Taranoch's soul, the peace once kept by the Seekers is long gone. To the north, the Citadel of Kaiyoshor has become home to opportunistic pirates. Power — or what could be called such in these times — is in the hands of these hellions. A particularly wealthy pirate has seized control of the city and has begun a series of campaigns for land, power, and glory. To oppose them, the labyrinth city of Klao has formed an impromptu alliance against Kaiyoshor. As the ash from the recent eruptions settles and crops sprout once more, each city-state in Atnosia struggles to regain their footing. The city of Phorintheon — noted for the gems that grow in its rich mines, is a small city ruled by a trio of Kings. This triarchy seeks to protect Phorintheon from the greedy hands of Kaiyoshor and Klao and begins constructing a number of defenses against each city. With each passing spring more and more crops grow and the population of Phorintheon explodes. Winters remain harsh. As the decade wraps up, Phorintheon is in a position in which it could stand an attack against the greedy hands of Kaiyoshor or the self-righteous spears of Klao....
 * Malekan of Edom: Maleka Shama aze Lana, in the fifth year of her reign, gathers the wisest from among the nobility of Edom, and gives them the task of devising a more standardized version of basin irrigation, which was in more widespread use in the latter days of the Elameran Ankum, in order to better increase the efficiency of the farms along the Meran, taking advantage of the river's seasonal flooding, when it deposits fertile silt upon its banks. The Maleka also orders a small party of river boats to sail down the Meran and chart the banks of the great river, so as to begin her mandate in the prior year, where she declared that the city of Edom would once again look outward and reclaim its former glory. Along with the river boats, she also sends a minor scouting party into the eastern desert, in order to search for oases to mark on maps of the surrounding region, so as to allow for further exploring in the future. Not many weeks before the floods of the Meran begin, the group of nobles assembled by the Maleka go before her with their plans for the implementation of a standardized system of basin irrigation among the farmers, who looks over their plans and agrees that they shall be tested in the coming floods. It is clear later on that the plans drawn up by the nobles worked, and Maleka Shama aze Lana decrees that within the lands controlled by Edom this method of irrigation will be put into standard use by the farmers of the land, sending out administrators to put her will into motion. In the following years, until the 14th year of Maleka Shama aze Lana's reign, much stays the same in the city of Edom and the surrounding lands, with the Maleka continuing to send scouting expeditions in the same directions, charting the land and returning, then going back out again to travel further along the best routes that have been previously established. However, in the middle of the year Maleka falls severely ill, and dies within the month, being succeeded by her first child and daughter, Nava aze Shama, who is crowned by the priests of Edom as Maleka Nava aze Shama. With little of the year remaining by the time of her coronation, she simply continues the general policies of her mother for the rest of year, with the first year of her reign not officially beginning until the following year.


 * Anakadeham: Maxius III sends explorers to the north, along the river to explore new land. To prepare for the conquest of the new land that will be discovered that has already been part of other states, Maxius III decided to build an army. (Before that, his predecessors just have to kill the chief of each tribes that they wanted to conquest to unite the tribes into theirs. But Maxius knows that there will be states or tribes that has good armies and the people are absolute loyal to the state, so building an army is a must.) Therefore for the first time in Anakadehamese history, a proper army (of 140) is built to protect the state and invade other tribes (more will be recruited if there's war). Iron is spent to made armors and weapons (swords, spears, etc.) Soldiers are not required to do the farming or collecting woods, but to train instead. A New Year festival is celebrated at the first day of the new year according to our moon calendar, called "The Festival of the Sun". In this festival, all working duties are delayed to enjoy the festival. The people kill cattle to make grand feasts and play bronze drums over the night. After the festival all people are required to do their duties again.
 * Gahren: In the city-state of Gahren, Lont is elected as High Judge. As per his duty as High Judge, he approves the new High Priest of the Temple of Sidakla, one of the major faces of the Supreme God Tuň. A feast then commences to celebrate this, although many sects exist which do not explicitly follow the same sect. The Council begins discussing plans of expanding the city-state, though they would need to scout the area properly before further actions can be taken.
 * Zanphoria
 * Government Spending
 * Tax Collection (Cap. 25 kg; remaining goes to treasury)
 * Mod response needed as to how much is collected.
 * Safria (Cap. 2500 kg + 75% of collected taxes; remaining goes to Archria spending) (Mod response needed as to what buildings are made. Bold the ones that have been made).
 * Construction of city
 * Government center
 * Harbor
 * Temple/Monastery
 * Town Center
 * Barracks
 * Archria (Cap. 500 kg + remaining Safria spending, remaining goes to technology) (Mod response needed as to what buildings are made. Bold the ones that have been made).
 * Town center
 * Temple
 * Barracks
 * Zanphorian Royal Navy (Cap. 200 kg)
 * 20 new ZRN ships, 10 kg per ship
 * Technology (Cap. 100 kg + remaining Archria spending, remaining goes to treasury) (Mod response needed as to what technologies are researched. Bold the ones that have been researched).
 * Basic Mathematics
 * Writing
 * News
 * Dashon I is coronated as Zanphorsis on the first day of 1 N.E.
 * Safria gets built (see spending)
 * A five percent tax on all goods going toward the building of Safria is instated (see spending: tax collection)
 * All land west of the Archr and east of the farthest north point of the Cheher bay are claimed by Zanphoria
 * A government center, harbor, temple/monastery, town center, and barracks are planned to be constructed in Safria, although some may not be constructed in the next ten years.
 * Archria gets more buildings.
 * A renovation of the city includes the construction of a new town center, temple, and barracks.
 * Zanphoria is separated into Lians and Whians.
 * Lians (provinces, usually ends with "wha")
 * Archrwha
 * Consists of all land between the east and west branches of the Archr River.
 * Whians (territories; usually ends with "cha")
 * West Archrcha
 * Consists of all land west of the Archr River and two pixels east of the farthest out part of the Safr River.
 * East Archrcha
 * Consists of all land east of the Archr River
 * Safrcha
 * Safrcha is expected to become a Lian after the Safria is constructed.
 * Consists of all lands east of Safr until the West Archrcha border and west of the farthest north part of the Cheher Bay (the bay west of the Safr)
 * The Safr Act is instated
 * Foreigners, landless poor, and citizens may claim up to 30 acres of land west of the Archr River and east of the Safr River. The only exception is where someone has already claimed and the site of the new city of Safria, where homes will be built. (Mod response needed as to how many take up the offer)
 * Nobles and wealthy people may move to Safria to vote in a Zanphorian council called a Donaha, the first of its kind, for the new Whaiansis/Lainsis of Safria. (Mod response needed as to how many take up the offer)
 * Dashon I founds the Zanphorian Royal Navy (ZRN) (see spending)
 * 20 new ships are commissioned and finished (see spending: Zanphorian Royal Navy)
 * Seven ships go east to map the coast.
 * Seven ships go west to map the coast.
 * Six ships go south to explore the Zanphorian Ocean.
 * All ships are ordered to maintain peaceful relations unless attacked and to await further orders from the Zanphorsis if they come in contact with foreign people.
 * Ten older ships are entered into the ZRN.
 * Five ships stay in Archria.
 * Five ships go to supervise and help supply the building of Safria.
 * Five ships go to supervise and help supply the building of Safria.

11-20
Turns are allowed to be posted in the previous turn for the next 24 hours, if you have not posted yet.

 'The city of Weritsz receives an influx of foreign settlers migrating from the west, causing a mild boost in population. They also bring warnings of the fall of their homeland back to the west of Weritsz.' 

 'On the island of Linelsey the ruling elite Obelis agree to peacefully unite with the city of Darna, as long as their people are respected as full citizens. The Strafenians reject the offer from Darna, while no envoy returns alive from the Calendians.' 

 'The mines of Azoz discover several precious materials under the mountain, including a whitish rock with apparent uses for dying and as a commodity (OTL Alunite), however, the discover does come at a cost. The poor living conditions in the mine cause a drop in the population of the city’s poor, with men in particular disproportionately affected. Should the city continue to exploit its mines, a source of manpower or change in policy will need to be addressed. Meanwhile, although a large number of neighboring tribes along the Ashe River peacefully join the city of Azoz, settlement further east along the river is momentarily thwarted by hostile natives. ' 

' The pillaging carried out by the Yannians of Ya’gothna-Vis upon the Gon’hanphan Delta leads to countless deaths, and many more fleeing eastward. Those who remain band together and form a confederacy under High Chief Asteraca and launch attacks on both Sinsedel’locnon and Yuyshan, the latter of which is successfully raided, leaving its small population dead. Also, the Lowland of Casphe’tenan launches a revolt against Ya’gothna-Vis, killing a number of royal administrators and Yannian settlers. '

 'The ban on the hunting of animals causes discontent and slowed growth in the Tsardom of Algeorgia. A large group migrates from the city westward to settle a town on the southwest side of the island, where hunting is plentiful. ' 

 'The policy undertaken by the city of Bangor causes mixed results. Although violence ends in the city proper with many assimilating to Bangor’s culture, many of the city’s minorities choose to migrate elsewhere. They largely come to a city north of Bangor called Cerdica, which becomes the center of an Anglenite Confederacy far to the north of Bangor territory. ' 

'Ships arrive in the Makuku Kingdom from around the coast to the west from a city called Teninukal, offering to trade for the nation’s surplus supply of fish. '

'A tribe north of Draka, centered around a small city on the coast, decides to peacefully submit their rule. However, they speak of a nation north of them that is hostile to Drakan expansion. '

'Attracted by the city's great wealth and apparent lack of population, the Makuku Kingdom is easily conquered by the tribes surrounding it. They settle the city with thousands of people, although much of its initial wealth is lost.'


 * Gyt: 297-306: The irrigation networks of last decade prove more than valuable in enriching the fertile black soil of the the Plains of Gyt. The tribes around Gyt begin a series of sporadic raids but the army responds to hold back the disorganized rabble. Wheat, Oats, Rye, and Hops are produced en masse in the newly irrigated fields as cattle production spreads into the less developed regions to the north and south. Growth northward continues as the rapidly growing population demands more land. The Army of Gyt sorties northward to subdue the natives there who are given the choice between surrendering and joining Gyt as workers of the land or death as sacrifices to Bysulus (Mod response for this). The settlers then pour in and seize a vast track of land between the rivers (17 Pixels). The Great Council of Gyt determines it should continue the military policies of the past and maintain a standing army of javelin and spear armed horsemen. Furthermore, all boys shall be trained in the art of war for the barren season from their 12th harvest season. Having completed four years of this training, they will be given a spear and shield and become part of the Gytan Militia until they reach the age of thirty seasons. The arming of these soldiers becomes an issue as many are equipped with the bare minimum that can be produced. This prompts the council to commit the yearly tithes of labor to the construction of a great armory. The organization of this process becomes increasingly problematic without a way to track the numbers of men and equipment. Thus the council gathers the wisest and most respected men from the hamlets and asks them to develop a new form of writing to codify numbers and their interactions. With the buildings completed in 302, the elders and wisemen begin their work on numerical logic. The wisemen, headed by elder Jyntius, present their findings to the council and demonstrate the additive, multiplicative, subtractive, and divisative properties of numbers. Following their lead, the armory is able to determine how many supplies it will need and how much to produce. With the city's influence growing, barges become the central form of transportation. In 305, Low Patriarch Cyclius, a young man of significant inheritance, determines that he shall go out and discover the greater world beyond the Plains of Gyt. Thus he sets sail to the south with a crew of rivermen in search of trading partners and new lands. The Temple of Tykus, father of Gytus, expands its flock through conversions. However, Bysulus, Goddess of the Hunt and War, grows the most in popularity as the soldiering of the recent decades sees her temples expanded with great earthen walls built as offerings to her might.
 * That natives that are approached with the offer accept the offer to join. 
 * Yannis: Deep in the Hosho’nantec Mountains, at the place where the Soloney River is birthed from the earth, there lays an enormous black stone, weathered away by the years of time. On its face is carved the song of the Pilan’notuc, which reads, “Curse the servants of the Bug King, who sends out his servants the mosquitos to plague this land. They suck the blood of the holy and take it to their hellish land, as it pleases the demon of the Bugs. The Anointed One travels these lands defiant of the servants and was wed to Nonabda here.” So it is inferred that at the start of this time the king was still in the far north, having successfully remarried. The marriage brought the northern tribe up to the mountains into the kingdom, and was celebrated by an enormous feast. The blood of the enslaved was spilled to bless the earth there, with holy men dancing the traditional walks of fertility. But in the south the situation had become dire. On one misty morning, in the dark land where the king’s first son had been slain, the priests of Yuyshan patrolled. They wandered in all white robes that hanged over their faces. Attached to their feet the tradition five feet stilts of mourning, and to the arms the ten feet poles that knocked around the cursed ground day and night. The land was religiously purged with constant ember at the royal death site, blanketing the sky with complete smoke, and so the holy men could not see the approaching heathens. The battle was swift, each priest giving his life and tasting the ashy dirt with their final breath, their blood soaking the holy lands. And so the Burned Men enter our lands in the north, walking across the river in columns of armor-clad warriors. Governor Eons’tulcan receives the news and swiftly rides with 100 cavalry to the edges of the city of Ya’gothna-Vis, collecting 200 Lion Men heavies, and 500 peasants and religious fanatics. In the forests to the northeast they engage the Burned Men, scoring a much needed victory in the homeland. Word is sent immediately to the king and his retinue in the far north, and 1000 light troops from the assimilated tribe is gathered, although they do not arrive for a few months. The Holy City raises men as well, and by that time the rebellion in the west becomes evident when the tax collectors vanish. High Priest Yahna’taenic is blessed with the task of the retribution. His men are coated in ceremonial chalk and painted in the sacrificial blood. They are then covered in vines, leaves, and tree branches, and their spears are covered in greenery, officially assembling the Hatucnahyncapa, or the Forest Army. They march into the lowlands and slay any tribesmen who refuse to submit. Their bodies are dragged behind the army to paint the landscape red. Before the decisive battle of the war, bare horses are ordered to charge at the enemy lines towing a dozen bodies each, and the Hatucnahyncapa marches along the blood lanes to engage in the enemy. Unbeknownst, a diplomat meets in the rebellious capital and negotiates their surrender, taking their weapons and a large number of their people as slaves or concubines. The Forest Army is planted, or in other words, the men settle that land by taking several wives each, and plant their roots into the valley. The rebellion ends two years after it began, all the while the nation struggles with the eastern Burned Men. With the arrival of the Anointed One and his army back in the Holy City, they depart to subjugate the delta once and for all, and avenge the desecration at Yuyshan. A swift conquest of the western half commences, with that land being declared a hunting ground for the Burned Men. The first attempt to take Asteraca’s capital at Kuscisiwa fails, with some 500 holy men dying at the river banks. Attacking that fortified place proves too costly, and instead the king orders 500 Lion Men and 2000 light foot to cross the river north of Yuyshan and circle around, hoping to provoke the Burned Men into abandoning their advantage, or to surround it. The far eastern towns are razed, with any captured slaves or treasures being sent to Yuyshan. But this land too is well defended due to the eastern migration away from us. Thirdly, the small ships of the nation ferry groups of men to the southern shores of the delta and raid the coastal towns, which proves more fortuitous. Year Lion-Grass-River (Year 19) ends with most of the Burned Men’s homeland captured, but the fortress of Kuscisiwa remaining defiant. In the meantime the northern and western parts of the kingdom are to be connected with new settlements in the Yannian style. North of the Holy City the temple of Hasneyaganda is founded about half way between the Holy City and the mountains, while the temple of Ninoda-Vis at the base of the mountains becomes the center of the province. In the west the temples of Calak’tikpan (on the southeast tip), Coroyamul (on the western river), and Q’amnaktan (in the bend of the river) are turned into the major settlements of these regions. Natural philosopher Fano’yetoc the Binded-Hands continues his mission of exploring east and west, and also along the new landmass in the south. He builds a modest baptismal place on the tip of the new land, to convert the foreigners and to trade.
 * Phorintheon: The city of Phorintheon itself is built on the ruins of an old palace/Megaron-like structure. However, this structure has long-since crumbled and been carried away to make walls, palaces, or anything else needed in times of turmoil in Phorintheon. However, the most recognizable landmark is the Gates of Phorintheon. These gates, which once guarded the north entrance of the city, tower above the sprawling city. With the return of agriculture to the area, the urban area of Phorintheon itself begins to grow. It's a seller's market across Atnosia. The most powerful men in Phorintheon open a series of stables around Phorintheon as they conduct trade across Atnosia. They intend to build a harbor later this decade, but a storm dissuades them. In the meantime, the Triarchy of Phorintheon gains a new king as the other passes away of natural causes. This king proves to be unpopular with both the Phorintheonians and the other Triarchs - he does not survive the decade and is forgotten by time. Triarchs Thorus, Asinor, and Urami sit on the throne by the end of the decade. Their reigns have seen Phorintheon rise from a city that barely survived the eruptions to an agricultural center for miles around. This catches the attention of Kaiyoshor. Their marauding pirates make their way into Phorintheon and burn a number of farms before trying to sack Phorintheon. To a certain degree, they succeed. The pirates make off with a heap of artifacts and gems, though they suffer heavy losses at the hands of the Phorintheonians. The city-state wants revenge and they launch a revenge attack against Kaiyoshor. Though they only sack a few fortresses rather than the Citadel itself, it remains the first Atnosian attempt to resist Kaiyoshor. Phorintheon offers its banner to fight alongside Klao as they attempt to sack the Citadel of Kaiyoshor. By the end of the decade, King Asinor has made a rousing speech in the Megaron of Thessinoch, earning Phorintheon reknown for its skill in rhetoric and audacity on the battlefield. Furthermore, his desire to see blood in such a way is held in high regard by other Atnosians. The people of Atnosia worship a pantheon of Elder Gods, each of whom preside over life and death. While there is no chief diety of this religion, each city holds at least one Elder God as the patron god of the city. Phorintheon holds Phorinos - god of all plants that grow from and return to the soil - as its chief god. Phorinos is a harvest god, depicted as a beautiful woman dressed in a floral robe with fiery hair. She carries with her a scythe and an hourglass to mark the end of a being's life and, therefore, the beginning of ten beings' lives. When word of this speech reaches Phorintheon, many males of fighting age become interested in picking up a spear in service of the city and Her Elder Goddess ...
 * Sillas Republic: The 15th decadal elections results in the election of Ma Yezi as the President of the Republic. She negotiates trading agreements with neighbouring tribal polities, trading cash crops and manufactures (textiles, porcelain, jewelry) for excess grain, furs, and butchered meat. She also establishes a universal tax rate of ~12.5%, which is levied on one's income (measured in grain or gold bullion). In order to monitor the activities of the populace, effectively conduct population counts, and to enforce taxation laws, a household registry is established. Identification tags are also issued to every individual. In order to increase the population, slave raids are conducted and the seized slaves are emancipated and assimilated into Sillan society, being encouraged to intermarry with the ethnic Sillans. She also introduces tax incentives for families bearing at least five children. In order to further encourage the formation of families, infanticide is banned and wages for midwives and physicians specializing in childcare are increased. Abortion (via abortifacient herbs) is permitted but must be done by approved physicians. Meanwhile, she sends exploration missions to explore the river and to establish five small fortified colonies comprised of 40 families each (~200 individuals). The census shows the population at ~32,000, consisting of 2000 nobles, 6000 merchants, artisans and/or craftsmen, 20,000 commoners, and 4000 foreigners (mainly foreign merchants and diplomats) or emancipated slaves. The wall encircling the settlement is reinforced. It consists of rammed earth, with a maximum width of 30 meters (at the bottom) and a minimum width of ten meters (at the top). It is also approximately 30 meters tall, with four fortresses on each direction of the settlement.
 * Makuku Kingdom: The Mysterious visitors shock the Makuku people, and even surprise the thought to be all knowing and brave Great Tatu, who greets the visitors with open arms and accepts their trade proposal, in exchange they must give them the location of their magnificent “city” they speak of and some of their animals.(MOD RESPONSE NEEDED). The Makuku Kingdom continues to thrive both culturally and economically with national wide trading of newly-found goods increase the flow of goods across the nation, feeding the population. This year, a new sport is created in the kingdom, called “Malulu”, which involves the throwing of a fish in a nearby body of water to each other and to not allow it to re-enter the water. The Makuku religion has a form of organization which allows for certain traditions and prophecies to be confirmed or preserved through the ages and establishes guidelines and rules to the religion, which the religion does have established figures to enforce and promote these rules, and to also confirm any recent religious discoveries. For the Makuku people, culture and religion is what the hold dearly and to very strictly adhere to their culture and beliefs which have influenced their lifestyle for so long. Small statues are created along the coast, statues that represent the various entities and deities the Makuku believe in, these statues are called “Kalahatas” and are a form of art, I suppose, for the Makuku which express various religious and cultural things of Makuku life and can be found in the houses and buildings and numerous families and local administration. Expansion of coastal territory continues, while expansion inland (as we do have a good amount of land in the tropical forest) isn’t really advised to a historically hostile rival group of people that have challenged the Makuku for centuries, but some little expansion is done to collect discovered food and natural resources.
 * The traders from Teninukal explain that they followed the coast from the west, and offer to trade whatever crops or wares they have with them, although they do not possess any animals, after which they will be able to return to their homeland and create a proper trade of goods.
 * The Makuku agree to trade any crops the foreigners have in exchange for the Makuku’s fish, and so a trade deal is established. Meanwhile, the Great Tatu plans for a visit to the city next year.
 * Tsardom of Algeorgia: The tsar this year orders the construction of a ship for the navy. In the town of Alexiaville the construction of a giant Dodo statue is ordered. The tsar even helps the people finish it. With a large group of the population leaving for the southern island the tsar allows hunting on fish and birds that have a big population. How many are to be allowed to be killed is regulated by the tsar.
 * City of Azoz: Of course, some historians consider that Azoz was never an actual ruler of the city, but merely the ancestral patriarch retroactively designated as the first king. Regardless, the first king of which we have any detailed information is Roshtam the Old. Roshtam had many children, each being the epynomous ancestor of each of the traditional cities of the Pentapolis. The most prominent of these children is Jamshid, a focal point among the earliest hero cycles. Although the story takes many different forms over the years, the basic outline goes as follows: Jamshid's sister, Hanida, ventured out to the River Ashe, but was suddenly accosted and raped by the son of a preminent barbarian chief. Hanida was so horridly dishonored by this act, she was transformed by the gods into a crow, or in other versions a winged cow, and was able to escape living a life of shame by flying off to the far north, never heard of again. When Jamshid heard of this news, he was infuriated, and set out with a large expedition to conquer and enslave the barbarians once and for all. Details of this story vary across different versions: some describes different ways, ranging from the realistic to the fanciful, of how Jamshid learned of the incident. Others describe in great detail how Jamshid rode about the city of Azoz, recruiting many men by their courage and sense of honor to gather an army under his banner to subjugate all the barbarians. Jamshid's army was said to be 5040 men, although this number might be of a more mystical meaning. Archaelogically, we know that the vassalized regions around Azoz grew very rapidly at this time, and the slave population almost tripled within 20 years. Whether the story of Hanida's rape is based on fact or imagined is not known, but certainly the city had ulterior motives. Alummite mining was first discovered at this time, and although the precious dye was a very lucrative form of trade, the people of Azoz preferred designating this dangerous activity to the foreign slave class. The kind of military would have used is known from weapons stored in prominent soldiers' graves found on site, including bronze-tipped spears and javilins, iron swords, arrows and chariots. Further trade envoys continued to be sent as well, exploring the river that forks south as well as trecking through the mountains due west. Two stelas reference these specific expeditions of Roshtam: one at the fork of the two rivers, and the other at the strait between the western mountains.
 * Malekan of Edom: In the first year of her reign, 267 VM, Maleka Nava aze Shama marries Lanun umo Arela, her cousin through both her father's younger brother, Harun umo Nava, and her mother's younger sister, Arela aze Luna. In Elameran society, men traditionally do not rise to important roles, with inheritance being strictly enatic, however Lanun umo Arela does take a fairly important place in the royal household, due to him already being a member of Edom's royal family through Arela aze Lana, the Maleka's aunt through her mother. After the marriage ceremonies and celebrations, Maleka Nava aze Shama continues in a fashion her mother's policies of again exploring the outer world, but instead of sending boats down the Meran, she instead decides to send two expeditions along the western and eastern coasts of Pal Umagh, the bay to the north of Edom. However, she does continue her mother's expeditions into the eastern desert, using the oases discovered in the reign of her mother to explore deeper into the desert. The Maleka also encourages more of her people to settle further along the Meran, hoping to increase food production and further take advantage of the development of the standardized irrigation systems a decade ago, and with the increased food production allow the city of Edom to grow further and rise to new heights. In the second year of Maleka Nava aze Shama's reign, 268 VM, much continues the same as the prior year, except the birth of a daughter to Nava and Lanun, who is named Arela, after her paternal grandmother. Arela aze Nava is declared the official heir to the Malekan of Edom by her mother, in order to officially secure the succession. In the third and fourth years of her reign, Maleka Nava aze Shama continues the prior policies of her reign, continuing to explore along the coasts of Pal Umagh and along any further coasts as well, along with continuing to send explorers into the eastern desert. In the fifth year of the Maleka's reign, 271 VM, another child is born to the Maleka and her husband, this time a son, named Arelun umo Nava, after his maternal grandfather. In the sixth year of her reign, 272 VM, Maleka Nava aze Shama redirects the ships from the coasts and again sends them along the Meran, as they went during the reign of her mother. In the seventh year of her reign, 273 VM, nothing much occurs and the policies of the Malekan as well as the expeditions continue as in the prior year. In the eighth year of the Maleka's reign, 274 VM, she gives birth to her third child, another daughter, who is named Shama aze Nava, after her maternal grandmother. As is custom among the Elameran nobility, the second daughter of the Maleka is given to the city's priesthood, to be raised among the ummu, as the priests of the pantheon are known in Elanma, as the language of the Elameran is called. In the ninth year of her reign, 275 VM, the Maleka continues her prior policies, with river boats continuing their charting of the Meran and the scouting parties continuing their charting of the eastern desert and the oases within, as well encouraging further rural settlement along the Meran. In the tenth year of Maleka Nava aze Shama's reign, 276 VM, the fourth child of the Maleka and her  husband is born, a third daughter, who is named Nava aze Nava, after her own mother. Along with Nava aze Nava's birth, little else occurs in the Malekan of Edom in the year of 276 VM.
 * Principality of Qera: Fascinated by the idea of an extinct former civilzation, prince Ygran II sends more men to discover the rivers of the forest and if they exists, build up relationships with other peoples of the jungle. The jopurney of the men is set up to give the Uehâtlem more space to live and relieve the overcrowded capital. The mission led by the supreme warrier Occitl are send along the known river into by now undiscovered parts of the jungle (15 px). In Period 15, Year 19 of Ygran II's reign (Year 14 in the game) the scribes have formulated the basic laws of Qera into a script that was easyly understandable to learn and write (carved into polished wood). They came up with an alphabet of 23 symbols, where high and low vowels are distinguished and consonants can be "throated". The basic laws of the kingdom clearify rules for taxation, what duties, liberties and restrictions the merchants have as well as the duties for the vassals in the smaller rural towns, to prevent rebellions, the daughters of Ygrans most loyal soldiers are married to the vassals sons.. But also what and how criminals should be punished. The punishments reach from simple dispossession to gladiator fights against crocodiles. New farming techniques are created to make rice harvests even more productive, thus fertelizer is invented in the form of ashes. A myth starts to emerge among the peasents, where another advanced civilization lives deep in the forest, speaking a strange language and having no respect fo feeling animals. Ygran IIs son is raised to be the next ruler of Qera, and the first prince to learn reading. The Lyv Rhatjâhâtl (seeing priests) predict him a great future in the traditional clairvoyance every prince gets when he is 10 years old. He is predicted to find new worlds with unimaginable wealth, as the scribes write it down. A religious dispute starts at the annually meeting of the priests, when the question came up if reptiles should be allowed to eat, as they show now emotion or care about their breed, thus can't feel pain. After a long debate, the consumption of eggs is allowed. The banning of alcohol is also enforced, even though the population of Qera seems so careless, because the production of said drinks are costly and the blossoms of the "hand herb" are way easier to get by and to consume.
 * Draka: The nation that peacefully submits is integrated into Draka society, and are given farmland and slaves. Erik Von Shrakenburg is concerned about this Northern Hostile nation, so a militia is raised. Primitive shields are used from animal hide, while axes are carried. Physical conditioning occurs daily for this force. There was recently a serf rebellion, but this was crushed due to the rapid response of Drakan authorities. Meanwhile Alcohol is declared an threat to the Master Race, and banned. Getting ready for the inevitable clash with these hostile Northerners, the Archon advises these men to show no mercy for the enemy, and take joy in killing. He says "yalll shawwlll spaireee noaaa daimnnnn adduuaaalttt theeereee, boooaat enseeerrrrfff theee yinger wonzs" (rough making out of the Draka dialect of English.) Meanwhile, some serfs are offered to be Jannisaries, giving them both superior privileges are free loot. The program begins just now.
 * Weritsz: In year 40 W.A., a number of foreigners begin to enter the city of Weritsz from the direction of the setting sun en masse. These foreigners claim that their homeland has fallen victim to collapse. Delneyar Eizen II Motiesa decides that, given the numerous warnings provided by the foreigners, that he must investigate the causes of the societal collapse. Acting cautiously, the king sends a contingent led by a few nobles to accompany some of the fittest new arrivals back to the direction of the setting sun. The scouting party - equipped with iron weaponry - is told to follow the paths created by the fleeing foreigners. Meanwhile, Eizen II Motiesa decides to increase the defenses of his city and the surrounding countryside. Recognizing the natural advantages of the Pacvisti River delta, the king amends his previous homesteading decree such that only those who settle on the side of the rising sun (see: eastern side) will be entitled to property protection. He therefore encourages settlement along the Bay of Dachyna. Elsewhere, the delneyar decides to send his naval explorers to the south for explorations during this decade. Religiously, the priests continue to squabble over the proper form of writing, but the priests of Poro - given their extensive royal support - are able to convince most other priests to learn their methods in addition to their sect's teachings. Thus, the Werita alphabet and writing system was largely codified.
 * Bangor: Kruger passes on at the age of 46. The next in the line of the Reich's family is Zachary. As a result of Kening Zachary rising to power, the title of leadership is altered to King meaning high leader in the Bangorian Language. We begin 10 years of exploration abroad focusing on minor inland expeditions with the government paying sailors to travel outside chartered zones and sailing along the shores. Settlements are expanded further with incentives given to slaves who choose to go and settle to have freedom to take out to the frontier. The population begins to blow up further and interest in discovery and exploration set out a campaign to fund an expedition to settle to the south of the channel led by the Franics, Anglenites, and Bangorians. A small group of race mixed people begin to take shape known as the Cosians named after the word Cosia meaning mixed. Farming and agriculture is expanded while libraries and such continue to spread with marble being used to build the new Palace for the king.
 * Syres: Around the city there is a growing call for representative reform in the Hensa, as the five original communities begin to be surrounded by additional ones. The matter is settled for now by decreeing that the smaller communities will be included under the authority of the commune that their population originated from. This gives Zolon the Younger’s faction a sharp increase in power, due to his settling of Zolongof, and a race begins among the other noble families and communes to population the surrounding islands. Approximately 5000 people migrate to these areas, or are compelled to by their communes. West of the Niedian River, where the commune divisions officially end, the rest of Ersgof remains under the authority of the king’s direct control. Giving an unprecedanted amount of additional income directly to the office itself for the first time.The Hensa responds by dividing the remaining unclaimed parts of the island into direct income properties to the Hensa, to be divided equally. The result is a beaurcratic arms race and legal battle, with the original settlers of the inland area caught in the middle. In Year 135 the king is finally forced to address the matter by traveling back to Syres, and an agreement is made effectively setting the rate at which the taxes of new rural areas will be split, with the king largely losing in the agreement. Later that year Nephi III dies of old age, and the election begins to decide his successor. Despite being a frontrunner in the king’s eyes, his son Akis aud Slon fails to rally many votes behind him. Fearing the growing power of Zolon and the other main investors in the settlement gambles, instead Lavi den Tors is selected, the son of Corior den Shul, becoming Tors II. The trade posts along the southern tip of the new land prove successful, with the city’s larger trade fleet acting as middle men for many of the tribes that hadn’t fully interconnected, despite their close proximity. Additionally, ambitious traders begin to round the tip of Zoramivera for the first time, exploring the coast northward. The contingent planted by the previous king across the straits to the west is placed in jeopardy by the new king, who seeks to limit the Nephite powerbase. Akis aud Slon travels to Niephnaron creates an agreement with the local tribes outside the legal system, arranging for wine to be shipped from his property in the Acrissa Islands to them in exchange for goods of their own, initially at a monetary loss to him personally. Akis then makes a major contribution to the Hensa, which combined with the apparent profits arriving from the west, the camp is elevated to town status begrudgedly. The result is that while the surrounding area around Syres proper is easily dominated by the other communes and families, the Nephites establish an effective monopoly on the western area. A fish-based sauce/condiment is developed in the town, due to the early settlement’s largely fishing-based dependency, which is named Naphrun (OTL Garum). Naphrun begins to be sold in the markets of Syres, slowly becoming a popular part of the city’s cuisine.
 * Qaryaat: Qaryaat has been prospering from the incense trade. An irrigation system reaching the entire kingdom is built, drawing water from Lake Al'Muyadi. Exploration expeditions are sent in both directions along the coast to explore and settle the areas and one more is sent to explore and claim the land along the western shore of Lake Al'Muyadi. A library and barracks are built in the capital of the nation, Makra. Settlers are sent to consolidate Quryaat's claim on the loosely claimed territory in the east of the nation. Qahsik Najrim sends an ultimatum to a tribe living southeast of the kingdom. They can peacefully join him and be treated the same as the residents living in the empire, or else he will conquer and enslave them. (Mod Response Needed)
 * Tesardya: Expansion is authorized inward by Emperor Navathe, and the city-state is expanded by 5 px eastward and 3px northward. The process of successful fishing is worked upon. The process of extracting papyrus from the papyrus plant is successful, and soon information is spread via papyrus paper, eliminating the use of stone rocks and plates. Although papyrus becomes the normal use of writing after six years, stone plates are stored in major temples primarily due to their religious-held nature and the tradition around it. The Pantheon of Udaetheoa is worked upon, and is expected to be finished in the year of 56. The horse is tamed.
 * Darna: The agreement with Obelis sparks celebration in the city, and the nation orders a series of marriage alliances, trading of goods, and gifting of slaves and other trinkets to cement the pact. Over the course of the next several years skirmishes persist with the highlanders. Fighting them on their own terms proves fruitless, so we elect to try and surround them and starve them out. As most of the island remains out of our control this proves a difficult process. It begins with a group of people from Darna and Obelis sailing to the western tip of the island and settling an outpost named Noanda. They begin working to secure the western side of the island, under the leadership of the king’s sons, Tosiman and Nolan. Raids are conducted in the north for the first time, landing on the islands scattered around Strafen, to establish a presence there. It becomes clear that that Strafen is likely aiding the highlanders, or at least has made it clear that they are not to on our side in the long run. As such in the eighth year war is declared. About 2000 men, mostly the light infantry, are placed under Nolan’s command north of Darna to deter raids. Tosiman and 3000 raiders are to attack from the west and raid the outlying Strafen farms and villages, while the King and 3500 men will lay siege to the city after approaching from the east. The war proves difficult, and with winter approaching after several months, the armies withdraw to make camp. The spring of the ninth year opens with Strafen surrounded and slowly bleeding, but we suffer a major blow when the King dies of disease outside the walls in late summer. Tosiman is crowned king in Darna, which causes the army to have to withdraw for the crowning, and stay withdrawn for the end of the year. Nolan is successful against the highlanders, capturing one of their chiefs around this time, which allows us some breathing room. In the tenth year Tosiman chooses to accept peace, demanding that the Strafen king send a large amount of tribute and slaves, but in exchange keeps his independence for now. The decision is not universally admired, but the treasure is distributed to the armies and nobles, which pacifies their bloodlust. The younger brother of the new king, Dosin, is sent to lead the slave raids toward the middle of the tenth year, choosing to travel far to the south and follow the coast as far south as he can.
 * Aurelia: Armed settlements are created in claimed lands while Joseph Shakespeare continues his exploration and returns with maps of coastline to the west. The Arthur Bay is christened by him along with to the west he calls Josephenia (obviously to stake his claim on the land). Witch Trials occur at the settlement of Harlet. One man claimed a woman turned him into a newt, a mob believed they had found a witch and received a famous quote on the ridiculousness the situation got. "Well, we did do the nose, and that hat. But she is a witch!" Soldiers start to tame horses to have quicker travel.
 * Anakadeham: The explorers that Mtao Maxius sent to explore across the Hauifg River have returned with discoveries: There is a holm in the Hauifg river, dividing the river into different routes. Knowing that, Maxius loosely claimed the territories and sent settlers there to build houses and farm on the delta. Maps of the state are drawn to make new settlers easier to navigate. Upon arriving there, the people found a large number of wild animals like horses, buffalos and elephants, and have steadily learned how to tame them. Now many people can ride horses and buffalos are used to plough fields. The chief had his first child with his wife.
 * Gahren: An expedition is sent northward, ordered to travel along the coastline, while a mining task force is sent toward the mountain to look for new sources of precious metals. The High Judge discusses the idea of fortifying the city with walls, though it is suggested that the city's borders need to be properly defined, as well as a lumbermill and possibly even a quarry need to be established prior to building any walls. The High Judge also looks toward exploiting the sea, though the people are unsure how to do so other than some minor fishing on the coast.
 * Exhula: Upon being elected Syvotr at the beginning of Year 10 (we don’t have a calendar currently so I’m using the one the turns are based on to measure it), \ I begins a major campaign to increase the size of the already impressive Exhulan navy. The navy already had 30 ships, but Jdáih sees a need for more if Exhula is ever  to defend itself properly against the rest of the world. Thus, 30 more ships are commissioned to begin better patrolling Exhulan waters and defend against piracy, an order which costs 300 kg of gold to do. By the end of Year 20, 20 of the ships have been created, with the other ten still waiting to begin construction or currently under construction. We also begin operations to explore the uncharted ocean around us and send ten of our ships east to chart the area and search for lands, and another five being sent north for the same purpose. Many private sailors and merchants are hired to undertake boyages to explore west, a project that costs about 50 kg with all the voyages put together. The rest of the Exhulan Navy is left behind to patrol Exhulan waters and guard against piracy. This turn also sees Jdáih found the royal Serkoni (Praetorian) Guard. Made up of 100 of the best and most loyal soldiers in the entirety of Exhula armed in the best iron armor and with the best weapons money can buy, with their main goal being to guard the Syvotr at all costs, and obey his orders in any other case, and the arming of them costs 25 kg of gold. The reason for this soon becomes clear, as he increases taxes on the nobles by 10% and decreases those on the merchants by 5%, well elevating several of the most powerful merchant houses to nobility in exchange for 100 kg of gold each (out of four) well marrying the daughter of the powerful merchant Tiboz Httah, taking her as his second wife and fathering a son, who he named Nahhiir, and naming him his heir (his original wife hadn’t had any children). He also begins construction on a major port he names Tggrr, constructing a port, walls, a temple, and a barracks, and constructing many homes in the area, which he begins encouraging immigration to by lowering taxes on rural poor and some citizens who move there, and encouraging trade their by decreasing tariffs on forigen goods who trade there, with this endeavor costing about 500 kg of gold to do, and being moderately successful at creating a new port, which, as a city, named Vyath, begins to steadily grow in terms of population. Taxes are also collected now, from both the merchants, the citizens, the rural and urban poor, and the nobility (mod response for how much I get from this).

21-30
'If you are a new player you may still post in the previous turn for the next 12 hours, however, the first turn is now closed. '

'In Edom a rare alluvial deposit of zinc oxide is discovered east of the central Meran, in addition to the already known alluvial gold deposits east of the nation, sparking interest in mining. '

'The Saemonites sack the city of Arazna and conquer its kingdom. They also conquer or secure the vassalage of Tunsna, Esurrans, and Mirtana, becoming the dominant hegmon of the plains, from the mountains in the east to the coast in the west, and continuing their conquests southward.'

'A new religious authority gains power in southern Zoramivera, that decrees foreigners and their goods to be unholy. The Syresian merchants in the area are killed or driven off, with a few outposts and towns razed. The town of Zedisladana becomes the movement's power base.'

'The ban on alcohol pushes all but the most loyal soldiers of Draka to revolt. In the city proper there is a revolt to depose King Erik, while outside the city the law is hardly followed, especially in the newly incorporated parts of the nation. ' Archon, not king

'In Qera a plague breaks out that targets people across the nation. '

'Although many of the Sillas Republic’s emancipated slaves are incorporated into the population without issue, in Year 21 a slave revolt breaks out causing a small loss of life for both sides, as well as an opportunity allowing some slaves/former slaves to flee from the nation’s control. Notably one of the nation’s five colonies is heavily damaged. '

'Along the river north of Gyt a new city is founded called Arudam. It serves as the center of a confederacy of tribes united by the threat of external expansion. '

'The Makuku continue to see an influx of people from the surrounding area, breeding new customs and ideas, but also necessitating that the city expand its infrastructure. '

'The Weritsz investigation westward uncovers the Kingdom of Kuscisiwa on its borders, and the Yannian invasion currently taking place there. Around the same time Yannis’ priest expeditions also lake landfall south of Weritsz’s territory, allowing the city contact with both nations. '

'Similarly the Yannian expeditions make contact with the Zanphoria, arriving from the east. The westernmost Yannian outposts overlap with Zanphoria’s claimed territory. '

'A small number of Anglenites begin preaching a mysterious religion, talking about “Anointed Ones”, “Bug Kings”, and “Yannis”. '

'The Franics native to the area across from Bangor object to the settling of their lands, and a powerful chief named Bonadenhara leads an army to raze the new town. '

'The explorers sent by the Bátur-Ríki to explore up the Runor River encounter several towns upstream, as well as several migrating tribes fleeing north primarily. Further investigation yields that the area is under the vassalage of the Saemonites.'


 * Gyt: 307-316: With mathematics now practiced in Gyt, the armory, little more than a state-run blacksmith shop, begins producing spears, arrows, axes, and javelins for the people of Gyt. The subdued tribe, the Yazadin people, are loosely integrated and while much of their land is settled by Gytans, they retain autonomy in the remainder. However, the Gytan population overwhelms some of this land with new settlers (12 Loosely Held Become Rural). Partech (Patriarch) Cyclius, having won great fame for his voyage becomes a dominant force on the council, sharing power with an aging Partech, Lythius. The two, with their allies, determine that Gyt should continue its exploration. Another voyage is launched north along the Upper and Lower Tythies Rivers. The worship of Bysulus, now the second of all the gods in the Gytan Pantheon begins having significant effects on the culture of the nation. Militarism is on the rise, the power of the semi-formal military structure, along with the former members of the military, is readily apparent. In 309, Unarch (Legate) Rykius stages a coup. The Gytan Army dissolves the Great Council of Gyt, and arrests the leading members. The leading Partechs are stripped of land, property, and wealth, and it is all distributed to the burgeoning warrior class of Gyt. Immediately following this seizure of power, Unarch Rykius sent a delegation to the new city of Arudam seeking to establish a relationship with them. The delegation also queries them on the reason for their sudden organization, as the tribes in the Plains of Gyt have never been known to co-operate (Mod Response). Preparations are made to raise the Army of Gyt in the event that the city is arrayed against Gyt.
 * Arudam is hesitant to work with the city of Gyt, as part of its population includes those who fled Gyt's conquests south of them, or have since learned of those events. But they inform Gyt of a sprawling military force to the north that threatens both of them, and offer a military pact for mutual defense. 
 * Gyt Continued: Hearing of the military force arrayed to the north. Unarch Rykius himself travels north to meet with the leaders of the Arudam. He accepts their offer of alliance after witnessing the variety of people camped in the city. Furthermore, with Gyt's considerable political might in the region, Unarch Rykius begins assembling a grand alliance of the tribe throughout the Plains of Gyt. With representatives from Arudam in tow he and his escort reach out to the tribes between Gyt and Arudam. The list of tribes includes the Provanti, the Fustars, the Antroan, the Valestorn, and the Kunfan, all are asked to join the alliance and are shown the potential consequences should they reject the offer (Mod Responses). Unarch Rykius also declares that in the 316th year of Gyt, the people of the many hamlets of Gyt shall be counted, reported, and recorded. All Partechs (Hamlet Leaders) must report the population of their hamlet. Furthermore, within the City of Gyt itself the people are counted by gathering the population into the streets and having them cross the bridges while being counted (Mod Responses).
 * The Provanti and the Fustars accept the alliance offer. The Antroan (northern most tribe near the mountains) replies that they have already sworn allegiance Arudam in confederacy, so are already sworn to the alliance. The two remaining tribes reject to work with the Gyt, as they were the two remaining tribes most heavily affected by Gyt's recent wars of expansion, and look upon Gyt negatively. 
 * Yannis: Historians continue to this day to search for fragments in the south of what was the Yannis Empire. Once such piece of papyrus has been translated to say, “My name was Asdam. I was taken from the southern shore as a captive, but I became holy in the waters of the Soloney. I remember the Festival of the Sea, when they lined us on the shore in a long line of hundreds. Chains connected us, man to man, woman to woman. They ordered us to walk forward until our heads were barely above the water. And then the chain fell, pulling me down until my face met the sandy soil below. ‘Open your eyes’, they cried. And I saw what they had told us. I saw the earth and the ocean as one being that came to embrace us. The waves were like fingers slipping around us. When we surfaced I saw clearly the men who had led us in the moonlight. They were dyed white, with the head of a great fish affixed over their faces. They had skins tied to their arms and legs, and blood running down their chest. From that day forth I prayed to the fishmen. They run the ancient cities under the sea, where the people rest should they be tossed overboard. I hope to one day join my brothers in the Ocean Place. After the ceremony my career began as a rowman. We charted the coasts and sailed in the raids against the Burned Men. I saw many lost in the fighting on those shores. By the time of the sieges on land I was of the Cloudmen. Our ships were covered in chalk and white rags, thousands of flags, and thousands of incense pieces, so that our ships moved like fog on the ocean when we attacked. I became a sideman. While the heavy soldiers remained on top of the deck to attack from the front, we would wade in the water alongside the boat, covered by a short wood shield that extended from the side of the ship. When we reached the shore we swam under the water and attacked the enemy ships from the water itself. We grabbed their oars and stole them, and jumped onto the sides, covered with no armor or clothing. It was a dangerous mission on the Delta. And today we depart in a grand fleet. I will likely serve the Underwater Kingdom after this day.” After the descration of Yuyshan, the high priests returned in force, dressed in robes and heavy clothing armor, they carried spears and clubs with jagged iron embedded all along them. They obtained their revenge at the sacking of Sastenap, in which the village of some 1000 people are put to the sword as payment. They perform the Yynyd’ra posture dance while covered with the blood of the fallen as a declaration of power to the Burned God that these enemies pray to. One of their lesser idols is captured, and compelled to give his spiritual power to us as fair payment. A Hatucnahyncapa is sent to the east to settle the lands of the western delta, but for years that task is difficult with the enemy still afoot. It is not for another three years until Kuscisiwa is thoroughly besieged and successfully sacked. Thousands are killed, and thousands enslaved. At the temple there the Anointed One decrees that the Burned Men shall bow to the empire as subjects, with a puppet king named Vensvanavda being installed as a quasi-governor of the delta. For the eastern half of the delta many live their lives as before, although a large portion of the population is slowly forced to convert at threat of death in order to reach a quota. The rest pay a tax and send tribute in order to be spared. The eastern delta is to be centered around a town called Qinucna-vis, where 1000 veterans and their families settle. To balance the scales of the Life and Death Gods the Annointed One decrees in the Holy City that the treasure of the campaign will be paid out to those who marry and bear children, and those who settle the conquered provinces, as well as soldiers and priests. The temple across the sea produces several hundred slaves, but also many freely converted people. An economy of selling slaves and soldiers to the kingdom from across the sea begins, with the priests trading goods with the natives. The priestly voyages also reach the new river to the west, called Bissogavi, and settle an outpost called Comoc’notuc. In the east they round the southern coast and continue on, converting or trading as they go. The philosopher Canicna'teahta meets as a diplomat with the Weritsz, offering that if they do not aid the Burned Men and help us in our crusade, they will be rewarded with gifts and a portion of the Burned Confederacy's territory. Priests also also sent to Weritsz in an effort to preach our religion to any who might listen. To Zanphoria we ask that the river on the east of their nation be treated as official border, and offer to trade.
 * Zanphorian Diplomacy: Dashon I of Zanphoria agrees to the river border and trade, and also offer to share our map of the known world if Yannis shares theirs (give me your email and I will send a google doc). We ask if Catulaes IV would like to visit Archria and meet Dashon I. We also accept any missionaries, as Zanphorianisim is a form of henotheism and does not deny the existence of other gods.
 * Weritsza Diplomacy: Eizen II Motiesa welcomes the Yannian philosopher to Weritsz, and offers to exchange knowledge of the world ((trade maps)). He is intrigued by the prospects of war and expansion, and the priests of the Afnear mythology are more than willing to listen to the new religion, although they are more willing to adopt a syncretic approach rather than abandon the gods of the forefathers outright.
 * Zanphorian Diplomacy: Dashon I asks to share maps of the known world with one another. Write down your email and I will share a google doc on which to upload your map.
 * You don't have to exchange emails, rather I can add what is exchanged to the next map I send to each of you. - Vandenhoek
 * Yannian Diplomacy: We agree to exchange the maps.
 * City of Azoz: Of course, the only things we can confirm archaeologically is the continual growth of the city's influence at this time. The oldest incarnation of the free-standing forts have been found in four main locations: two at the mouth of the Occident Mountain Pass, and two at the forks in the Ashe River. All these places have long since been buried under the single Azozan metropolitan, but at one point these four places marked the frontier towns of the city-state. The oldest water mills were invented at Azoz as well, taking advantage of the nearby river sources for excess power. All the land in between was subjugated to the city, creating a healthy input of slaves for the Alumite mines. Alumite became the most lucrative trade of the city, with traces found among tribes that traded for a very far distance. Although most of the literature at this time has since been lost, the most we know come from both royal and religious stelas made in early iron age art. According to the Azozan foundation saga, prince Jamshid and his army of 5040 was largely responsible for subjugating this territory. In recompense for the rape of his sister Hanida, Jamshid rounded up the leaders of the conquered barabrians, burned them in public execution, scattered their ashes in the river, and compelled their former subjects to drink from said river. This is the assumed etymology of what was later known as the Ashe river. Jamshid's four brothers, the other sons of Roshtam, were each given dominion over each of the four border towns of the city-state, while Jamshid was given dominion over Azoz itself: Zimran, Jokshan, Medan, and Ishbak. Corn and tomato farming fills the countryside, with the new water mills churning cornmeal much faster. It is believed that around this time, the priestly order of the god Jiff began the arduous research in what makes the perfect sandwich. New expeditions continued to be sent, with trade routes appearing in the archaeological record going in four directions: two mountain passes in the west, and each of the two river branches in the south and east.
 * Tsardom of Algeorgia: This year the construction of two farms is begun. This will increase food production and decrease hunting even more. The tsar sponsors an expedition to the south. The Dodo statue is finished.The tsar marries natasha Robodvski in a grand ceromony attended by nearly all people.she becomes the second queen of Algeorgia.The king begins to draw up ölans for a new city.
 * Phorintheon: (38th - 41st Years of Esinth, 1st - 7th Year of Sainos) Sing, O Phorinth, of your passed children. In battle, King Asinor, Son of Phyrosos, led a mighty charge. At the Battle of the Sainos Valley, 3200 soldiers aligned with Klao were ambushed along the shores of the Haidred Peninsula by Kaiyoshor's men. The Klaosian lines suffered heavy casualties and retreated into the Sainos Valley, where they suffered hit-and-run attacks in the scorching lands. As the Kaiyoshor approached the Klaosian lines, Asinor's forces arrived to rout the Kaiyoshor for a time. The coalition advanced to the Citadel of Kaiyoshor. However, after a long siege, the Klaosians could no longer push an attack for the year. They make camp along the Haidros hot springs for the winter before pushing again in spring. After what seems to be another unsuccessful siege, an earthquake struck the Citadel and, according to Atnosian legend, split the walls right open. The Kaosian forces, though shaken, rushed into the breach and punished the pirates of Kaiyoshor. Its oligarchs were beheaded, with each skull being taken by a king of the coalition. Asinor brings home the head of Hestrid, son of Hagor. A red beard still clings to his chin while empty eyes stare from a fearsome golden helmet. He travels back home with a carriage full oi texts from Kaiyoshor's library. However, the earthquake that brought down Kaiyoshor's walls did not just strike Kaiyoshor. Earthquakes are felt all over Atnosia, killing several. The quake is so prevalently felt, in fact, that the era of Esinth - the epicenter of the last major earthquake - ends according to Phorintheonian calendars. However, much of Atnosia is able to bounce back within a year or two. With the lack of pirates from Kaiyoshor, the prosperity of several coastal towns - including Phorintheon - booms. The walls of Phorintheon are reinforced. With the fame earned by Asinor, trade with Phorintheon flourishes once the rubble from the earthquake is cleared away. Mines are constructed along Mt. Hailinth along the borders of Phorintheon. With these mines, farms are constructed nearby as well as towns in order to support these mines. With the construction of these settlements, the effective control of Phorintheon expands by roughly 25 sq km. In the 4th Year of Sainos, King Asinor returns home. Kaiyoshor's men have scattered to the wind, many of which form bandits seeking to attack Kaos and Her allies. Phorintheon repels bandit attacks in the 6th year of Sainos. Later that year, Asinor dies of natural causes and is replaced by his son, Toraniphos. The Asinor Relief is the most notable work of art from this decade. This deep-blue and black pot details the events of the war with Kaiyoshor and the earthquake. A series of three are made to show the progression of the war and return home. With the increase in trade, the written language of Phorintheon becomes increasingly used by merchants and traders. This also means Phorintheonian numerals - which use simple characters as opposed to the Old and Middle Atnosian numerals - become more prevalent in other markets across the island. Though they are a marked departure from the near-pictographic detail on some mathematical calculations, they have a long way to go before they are ubiquitously used.
 * Anakadeham: Upon reaching the place the river meets the ocean, many wooden ships have been built as settlers there sail out to the sea to fish, as the land isn’t suitable for farming. Mtao Maxius III looks forward to explore new land through the ocean, as there are no good ships to do that yet. Because of the natural resources and yearly abundant crops, the population steadily increases. Wild animals have been tamed and are now used as cattle. (We are trying to tame elephants and tigers.) Upon encountering bamboo forests, we have learned how to cook and eat asparagus and use bamboo stalks to cook rice in them. Mtao Maxius has his second child, this time a daughter, and is seeking an heir to the chief throne in the future as the nation follows matrilineally. The chief changes the capital’s name to Pagrata.
 * Aurelia: Joseph Shakespeare moves on his final expedition to map the Eastern Coast after establishing a port settlement in Josephenia called Port Daniel. Colonization of claimed land continues as military expeditions continue to explore and claim surrounding lands. King Arthur goes on an adventure which goes down in the book called the "King Arthur Adventures" as legend. In one incident in the story, Arthur fights a black clad warrior to the point where Arthur cuts off all his limbs and he still wants to fight. "Your arm came off", "No it hasn't", "Look", (black warrior looks down) "Just a flesh wound" (Chapter 5 "The Black Warrior")
 * Qera: Saddened by another outbreak of a plague, Ygran II calls in another Ogzâj in order to organize the formalities for solving a plague of this size. Ygrans words where Togajyv, qhua my Uehâtlemhqa. Tohjâvrevauav megahpleq. Uerathtoplyv! (I am highly saddened by the death of my beloved people. I will do everything to defeat it! May the gods help me!). Usually, the sick of the epidemic are given the choice for a Merccrehpy, a "mercyful end" which is a ritualized form of self-sacrifice in a temple, where the corpse is burned later on. Often people do this under the idea of helping the city, as they offer their own life to grant the life of others. On this Ogzâj in Period 15, Year 27, (Year 22 in the game), the priests and the prince are desperately searching for a cure, but quarantine and mass self-sacrifice are enforced. While the one that can still be cured are treated in so called disease temples, others are deported on the island Qerixaxehe to start a new life in a sick colony. Expansion continues, as all of the estimated lake shall be claimed, sailors set sail along the coast to claim land in the southwest (explore 20 px to the east) and establish a settlement on a nearby river in the north after a second mission. Writing becomes a common practice among nobles and priests and even some merchants use it to keep track of their businesses. In Year 30 of the 15th period, the reign of Ygran II ends as his son is given a ceremonial coat of feathers, clams and crocodile leather. According to the tradition, Ygran II stays the closest of all royal advisers to the new prince.
 * Draka: Alcohol is legalized again. (More to come)
 * Darna: King Tosiman launches a large renewal of slave trade raids now that the conflict with the rest of the island has ended. A lucrative business begins in which slave women are used to breed new children for the nobility and citizens. This generation of half-slave children is not discriminated against, and instead is to be given over to a state run home, where they will train for warfare from an early age on. Much of the next several years is spent building the homes for this project around the nation. Many people are also sent to colonize the rest of the island and exert our claims to certain areas, including in Obelis. We continue to send traders and slavers as far south as we can along the coast, in order to discover new places for slave gathering. The northern coast running eastward is also explored.
 * Tesardya: Emperor Navathe dies. He is succeeded by Tiberius Ashtikar, who renames himself Pius Pius Dalavi-Ashtikar II after the clans of Ashtikar and Dalavi are conjoined. Expansion is made northward after a large number of soldiers and settlers begin settling the region along the beachfront and surrounding forrest area. Any number of natives is encouraged into joining, and if they decline, they are forced into slavery or simply killed, depending on what the soldiers wish to do. With this, expansion is made by 15px. The process of successful fishing is finished, and soon the fishing rod is produced and sold. With this, fishing and fish consumption become a largely focused region of food sourcing, competing with the agricultural sector. Canoes that can hold up to ten people are worked upon. Some level of mathematics is established due to the movement from stone tablets to papyrus, and the idea of addition and subtraction is created.
 * Exhula: The explorers and ships sent out in the last few years return throughout Year 21, and bring with them news of newly discovered lands to the southeast and southwest of Haeeelos. To the east two small islands are discovered and claimed, with 500 soldiers and five ships being sent to conquer them if necessary, although native forces are first given a major show of force and offered the chance to peacefully join the Exhulan nation. However, the discovery to the west is far more significant. An expedition of hired explorers guarded by a small Exhulan ship discovered a major piece of land to the west, and mapped a significant portion of the coastline before they had to return to Exhul to resupply. This sparks a significant interest in further exploration and colonization of the region, and several more government-funded (and often run) expeditions are sent to map more of the region. Three small ports are built in the region to serve as bases for future Exhulan exploration and colonization of the region, with each port having city walls and a port, and a fair amount of homes and shops, built in it, although these walls are in temporary positions and future expansion of them is planned to take place beyond them. The biggest of these is the city of Hgulla, which receives a fairly large population of Exhulan settlers over the nine years of this turn after its founding, although its population is still small compared to Exhul's and still is only about one-half as large as Vyath. The other two are significantly smaller and mostly serve as bases for further exploration and to project our presence on these lands, and are not self-sufficient at this time, relying on resourse shipments from Exhul to survive at the moment, although the population does quickly begin to rise. These two settlements are named Yullanor and Aryya. Several native tribes are discovered in the region, and although they are relatively primitive, they are offered help in settling down and creating infrastructure and large settlements, iron weapons, and nobility status for their leaders in exchange for becoming Exhulan vassals. (Mod response needed!). Expeditions continue, exploring both farther inland and following along the coasts. Jdáih has two more children, both daughters, named O'rri and Tyyul, with Tyyul being born in Year 23 and O'rri in Year 26. The taxes this year refurbish much of the treasury, gaining 400 kg of gold, although the colonization efforts on the new coast cost 125 kg, with tariffs on trade bringing in another 200 kg. Vyath is expanded to accomadate for the increasing population, costing another 50 kg of gold. 1000 Exhulan soldiers are sent to both Yullanor and Aryya, with Hgulla being garrisoned by 5000 troops and a barrakcs also built for 25 kg. The remaining 10 ships that began construction last turn are completed, and begin, along with much of the Exhulan fleet, anti piracy operations in and around Exhula. We begin surveying the lands we explore on that so far unnamed coastline for resourses.
 * Bangor: King Zachary continues to lead the kingdom into an age of prosperity. With the tensions developing in our Southern Channel settlements, Franician settlers urge the uncivilized Franicians to not attack while the Cosian settlers also urging no violence. Several 400 warriors with swords, armor and horses come down and engage in conflict. Discontent for the uncivilized Franicians develops even within the Bangorian Franician Populace. A new identified label is given between the Bangorian Franicians and the Uncivilized ones. The Old Franicians and New Franicians. The Anglenite Confederacy is seen as a threat to the Bangorian Kingdom and the question must be addressed in the coming years on further action. For now, peace is maintained. Expansions along the Southern Channel from both sides are mad with new settlers. Farming and agricultural expansion continues with the King claiming the Volcanic mountain as a monument to our kingdom. A minor eruption occurs from the volcano as usual and a small coating of ash settles across the grainfields. This is easily treated with dusting fortunately and only gives some a hard time with coughing being a common symptom of inhaled ash. Further exploration ia made along Kadiff and the shorelines abroad while land expeditions continue throughout the next 10 years. Buchstadt is established as a mew trade hub between both sides of the channel for goods. Further settlement of the Cardiffian Valleys and streams are made. Another wet year at the end of the 10 year period brings heavy rain to many and minor flooding. A mild winter occurs. The baby boom continues with further economic prosperity. King Zachary marries a Cosian. Slaves who had left to settle outside the towns see a slightly rough start in the frontier especially with the minor eruption but experience great growing seasons and some strike it lucky near the rivers with small amounts of gold and silver deposits found.
 * Zanphoria
 * 21-25 N.E: Dashon I organizes a diplomatic envoy to Yannis, crossing over the Fohar River (the river in the east). Learning that the river is named Bissogavi by the locals, the Fohar river is renamed to the Bissogavir. Dashon I requests that Yannis shares their map of the known world with Zanphoria, as we will share our map with them. (Yannis Response Needed; give me your email and I will share a google doc on which to add your map and I will add mine if you agree) all known coasts on the Zanphor Ocean (the ocean south of Archria) west of the Bissogavi (the river in the east) are claimed for Zanphoria. More settlers go to and settle lands between the Safr (the western river) and the Archr (the central river), and settlers move east towards the Bissogavi (the river in the east). Three expedition are sent; one upstream the Archr River (the central river); one upstream the Bissogavir (the river in the east); and one west from Safria to the river flowing into Cheher Bay. Ships that were going west keep on going- however, ships going east turn south to explore the Zanphor Ocean more. Taxes continue- 5% of all goods. Trades from Yannis bring in extra money in taxes, while merchants from Zanphoria trade in Yannis ports. 500 troops are recruited each year, drawing from landless poor and serf populations, as serfs service in the army can be payed as taxes instead of gold. We welcome Yannis missionaries, as Zanphorianisim is a form of Henotheism, which allows for other gods. Writing and basic math (which is done in base 8) help immensely with trade tracking, and the calendar starts to get developed.
 * 25-30 N.E: When the map sharing agreement is made with Yannis and ships report, Zedisladana is discovered. Dashon I announces claims lands up to the Zedisladanan river border, which is named the Halonr River. Expeditions are sent to map the course of the Jelar and Halonr Rivers (labeled on the map) and the land between the Shandor, Jelar, and Halnor Rivers (also labeled on the map), which should be fertile land. To back up the claim, cities with walled fortifications are built on the Halonr, Jelar, and Shandor Rivers by the coast. Along with this, a trading port called Bissogavria is built on Zanphoria's the Bissogavir River, also on the coast. The Zanphorian Royal Navy's older ships are sent directly south from Safria to escort settlers who are to settle on hopefully a closer part of the continent that Yannis discovered. The Safr Act is expanded, letting settlers claim up to 50 acres of land to farm anywhere from the Halonr River in the west to the Bissogavir River in the east (all rivers labeled on map), and settlers take up the deal on the coastline and river areas. After 10 years into the army program, 5000 men are enlisted in the army. (Updated Map Needed!)