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:

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: Coming soon to a play near you

Gat

 * Name: Gat
 * 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 Gatus, son of Tykus, God of Rain, in the first year, Gat 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 Gatus. The initial conquest came as a response to the exile of Gatus 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 Gat, 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 Zios are a source of great wealth for the region as iron ore is readily extractable and worked by the smiths of Gat. 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 a 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 a 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 who 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 conquerer like him. 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 female 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)


 * 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.

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.
 * 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 a hundred 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 fourth on a 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 weierdly 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 lawa 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.
 * Gat: 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. Gat 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 Gat 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 neiboring 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.