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
 * Rainforests, 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:

Archria

 * Name: Archria (ärch-rhē-AH)
 * Player: Ahoys123 (send maps to aagrimhoysal@gmail.com)
 * Current leader(s): Dashon Enesh Basrva IV of Archria
 * 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)
 * 15000 kg of gold
 * Nation Description and History:
 * Archria's name comes from the Archria River and the people from there. The navigable, fertile river delta in a Mediterranean climate lead to a very water oriented city, focusing on trade and its navy. Archria 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 Archrianisim, neither confirming nor denying the existence of other civilization's gods. This helped with trading, and kept Archria out of religious wars. Dashon Enesh Basrva IV of Archria (32 years old) 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 old), a incapable child king. Foreigners mostly stay in the city, but sometimes find the county so nice they move to the rural areas. Archria has religious tolerance, although Archrianisim is the majority religion, with ~70% of Archrians 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 1. Iron, livestock, and artisan items are Archria's main exports, as iron and livestock are abundant on the country and artisan items can be made in Archria. Archria is expansionist traders, looking for raw resources to trade with others. Archria lacks clay and silk. Archria modernizes quickly, as they are a trading culture.

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: Granery, town center, barracks, walls, government center, harbor
 * Technology: Horseback riding, writing, basic mathematics, advanced animal husbrandry, substinence farming
 * Negatives: soil fertility, drought
 * Government type: Aristocratic Republic
 * Administration level: Feudal
 * Urban population .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 neiboring tribes as being slavers who are highly xenophobic. The religion, rather obscure to foreigners, is idol worshippers and founding saints of the nation. Religious unity is strong, but enforced via ruthless ostraczation if one is against the ideals of the Drakan people. Known for their highly spartanic 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: 8,000 (4)
 * Citizens: 4,000 (20)
 * Slaves: 2,000 (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 (.5)
 * Slaves: 1000 (1)
 * Citizens: 3000 (15)
 * Noblemen: 150 (1.5)
 * Rural population: 14000 (50)
 * Citizens: 12000 (48)
 * Poors/Serfs: 2000 (2)
 * Size of Empire: 5px 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
 * 5px  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 Prophettess 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, Prophettess 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 Elanam 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 Elanam 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 Elanam 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 Elanam 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 outwards again, seeking new opportunities, and perhaps to even reform the fabled Elanam 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 towards 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: 12k
 * 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: 2,000 (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 ago 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
 * Steppe: 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, or collecting woods, 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 let the upper body 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. 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  Confederation

 * Name: Example
 * Player: Fallacyman (talk)
 * Current leader(s):
 * Points:
 * Location: Steppes
 * Starting resources: None
 * Religion:
 * Starting Buildings: None
 * Technology:
 * Negatives:
 * Government Type:
 * Administration Level:
 * Urban population:
 * Rural population:
 * Size of Empire:
 * Starting gold/currency supply:
 * 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)

Exhulan Empire
 * 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.
 * 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:
 * .5 nobles,
 * 4 citizens,
 * 0.5 landless poor,
 * 1 forigeners,
 * 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 nearbye 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, it’s 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: 7,500 (23.25)
 * Noblemen: 500 (5)
 * Citizens: 2,000 (10)
 * Landless poor: 2,500 (2.5)
 * Foreigners: 1,000 (0.5)
 * Slaves: 1,500 (0.75)
 * Rural citizens: 1,000 (2)
 * Serfs: 3,000 (2.5)
 * Rural population: 4,000 (4.5)
 * Rural citizens: 1,000 (2)
 * Serfs: 3,000 (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)

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 it’s 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 “date0 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 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 Elanam 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 outwards 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 fifteenth 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 year the 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 cattles to make grand feasts and play bronze drums over the night. After the festival all people are required to do their duties again.

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.
 * 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 firey 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 the 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.