Poll

Due to inactivity, time modulo will make October 16 the following year.

No time change.  Oct 16 will be 995 BC.
1 (11.1%)
Preserve timescale.  Oct 16 will be 785 BC.
3 (33.3%)
30 years elapsed, Oct 16 = 980 BC
0 (0%)
60 years elapsed, Oct 16 = 950 BC
0 (0%)
90 years elapsed, Oct 16 = 920 BC
1 (11.1%)
120 years elapsed, Oct 16 = 890 BC
0 (0%)
150 years elapsed, Oct 16 = 860 BC
1 (11.1%)
Other (Discuss in post)
1 (11.1%)
Indifferent.
2 (22.2%)

Total Members Voted: 9

Author Topic: Anagaea III — A New Era of Empires — POLL for inactivity timeskip  (Read 21939 times)





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(Click for full size)





Gregorian Calendar
Current Year:  
1010 BC
Timescale:  
1 Day = 15 Simulated Years




Welcome to the third installment of the Anagaea series.  This Roleplay is a sequel of sorts to this game, and before it, this one. The goal of this is for a Nation RP with the laid-backness and freedom of older nation RPs but with the fairness of an overall moderator. As of now, there are two moderators. This may change over time once we settle into the groove of things.

Thanks to all in the past who have played Anagaea and made it into a great game and helped to create great memories.  Thank you to Mikoyan and Nasoa for hosting it in the past, and thank you for all who contributed and contribute media even today.




  • Technology may be researched at your discretion. Do not abuse that, however. Moderators will be monitoring all of this.
  • If you decide to study and research anything, be as detailed as possible about what it is and how it will affect your nation.
  • Moderators will decide the outcomes of major events and decisions when it is needed.  We dislike the idea of anything similar to auto-hitting.
  • Please try to take your current situation seriously before making a decision.
  • Everyone starting at the beginning of the game must start with no more than a 700,000 person population. This may grow GRADUALLY over time. Random events will be generated by moderators at random times, or by a decided time as dictated by popular opinion. So don't complain in the thread if something bad happens to you at a moderator's disposal. Bad things are likely to happen to moderator nations as well.
  • Do not request random events to be rescheduled or to happen.  They will happen completely at a moderator's discretion.
  • Your military must remain at a maximum of 13% of your population for the time being.
  • Do not think that just because there is a moderator you are restricted from doing whatever you want. If you feel like doing something, just go ahead and do it. If anything is voided, you may address the moderator's decision IN A PRIVATE MESSAGE.  Do not disturb the game to complain about your woes.
  • When fighting, you must wait for your opponent to respond before commencing your next attack or move in battle.
  • Please PM me any major actions you make with NPCs. Also any major military decisions. Do NOT decide your outcome in battle or have NPCs agree/disagree to anything you request. You can send the quote(s) to me and I'll respond in the thread.
  • Just because something is on the map doesn't mean that you know about it.  In order to have intention to react with a region, you must discover it in-rp.
  • You may only control one nation-state at a time.




Chapter    
Chief Moderator
SWAT One    
Moderator
Plethora    
Moderator
Assistant Moderator
Jairo    
Vexillologist




Fill out the following template and post it. Then await confirmation of entrance from a moderator.

Please point out where your first city is with a small pixel circle (See the map for examples).

Code: (Suggested Application) [Select]
[center][flag]

[b][size=20pt]Nation Name[/size][/b][/center]
[hr]

[b][size=15pt]Government:[/size][/b]
[Government Type]
[Legislature]
[b]Head(s) of state:[/b]
[b]Prominent government members:[/b]
[b]Capitol city:[/b]
[b]Major cities:[/b]  (Other than capitol.  Add this section, and likewise a major city once its population breaks 100,000—Capital cities are exceptions to this rule)
[b]Intentions of your government:[/b] Just your information. Not available to the RPing public.
[any other government information you wish to add]

[b][size=15pt]Foreign relations:[/size][/b]
[b]Military Alliances:[/b]
[b]Trade partners:[/b]
[b]Organizations:[/b]
[b]Collaborating with:[/b]

[b][size=15pt]Demographics:[/size][/b]
[b]Model culture:[/b] (Choose real life culture(s) that you're modeled off of. This is optional)
[b]Population:[/b]
[b]Official language:[/b]
[b]Other languages:[/b]
[b]Demonym:[/b] e.g. American, Russian, Chinese
[b]Religion:[/b]
[b]Currency:[/b]
[b]Calendar:[/b] (Ask a moderator what this means)
[any other demographic information you wish to add]

[b][size=15pt]Military:[/size][/b]
Nothing needs to go here at the moment. Just state your number of soldiers and their equipment.
Code: (Short Application) [Select]
[center][flag]

[b][size=20pt]Nation Name[/size][/b][/center]
[hr]

[b][size=15pt]Government Type:[/size][/b]
[b]Head(s) of state:[/b]
[b]Capitol city:[/b]
[b]Major cities:[/b]  (Other than capitol.  Add this section, and likewise a major city once its population breaks 100,000)

[b][size=15pt]Foreign relations:[/size][/b]
[b]Military Alliances:[/b]
[b]Trade partners:[/b]
[b]Organizations:[/b]
[b]Collaborating with:[/b]

[b][size=15pt]Demographics:[/size][/b]
[b]Population:[/b]
[b]Official language:[/b]
[b]Demonym:[/b] e.g. American, Russian, Chinese

[b][size=15pt]Military:[/size][/b]
Nothing needs to go here at the moment. Just state your number of soldiers and their equipment.




FlagMaker:
FlagMaker 1.7
FlagMaker 2.0
FlagMaker Lite Etc...
SVG to PNG
Etc...

Anti-Pagestretch
Script
Requires:
Tampermonkey

or
Greasemonkey

Emblem Creator
Emblem Creator Etc...
SVG to PNG Etc...
« Last Edit: October 15, 2016, 04:59:55 PM by Chapter »



Kingdom of Erinaum  —  SWAT One
Confederacy of Byartalena  —  grunterdb1951
Kingdom of Gœðalaussland  —  Kringleberg
Kingdom of Neslait  —  cromartini
Avalonia  —  Plethora
Kingdom of Kyrvan  —  CypherX
Arlien Republic  —  Agent Legit 22
City-State Of Gorhkislava  —  Moustache
Kingdom of Vlast  —  Mr. Hurricane

There are currently no groups right now.




There are too few nations to represent power scales.

Golden Ages
There are no nations experiencing golden ages.




There are currently no ongoing wars.

Random Events Log
RE 1 – 09/06/2016
1500 BC
The Kingdom of Erinaum becomes present.
The Confederation of Byartalena becomes present.
The Kingdom of Gœðalaussland becomes present.
1470 BC
The Kingdom of Al'ard Almuqaddasa becomes present.
The Kingdom of Neslait becomes present.
Avalonia becomes present.
The Kingdom of Kyrvan becomes present.
1455 BC
The Confederal Grand League becomes present.
The Kingdom of Kyrvan is ransacked by enemies and flees north, where it settles on the east coast of Pelovsk.
1410 BC
The Arlien Republic becomes present.
The City-State of Gorhkislava has become present.
1380 BC
The Kingdom of Vlast becomes present.
« Last Edit: September 08, 2016, 04:16:55 AM by Chapter »



Kingdom of Erinaum


Government:
Constitutional Monarchy
Head(s) of state:  Ivek Jryn XXI of Våldjresk
Prominent government members:  Ðan Sviju IX of Våldjresk, Ðan Jjgo of Våldjresk, Ðan Kaj of Prijepti, the three Consuls of Erinaum.
Capitol city:  Våldjresk
Major cities:  Prijepti
Intentions of your government: Develop more representative government with tiers of heretical titles.  Unify Ežbátan lands, peaceful if possible, with force if able.

Foreign relations:
Military Alliances:  none
Trade partners:  none
Organizations:  Bronze Crest Union
Collaborating with:  none

Demographics:
Model culture: Chinese, Vietnamese, Korean
Population:  1,4715,840
Official language:  Erinamese
Other languages:  Ežbatan
Demonym: Erinamese
Religion:  Acylic Spiritualism
Currency:  When currency is used (usually by merchants and the wealthy), various gold, silver, bronze and copper pieces of metal; as decided by weight.  Most rely on bartering.
Calendar: Ežbatan Calendar

Military:
180,900 Strong

Primarily wielders of spears, swords, and polearms.  Good against cavalry.
« Last Edit: September 24, 2016, 03:31:44 PM by SWAT One »



Byartalena


Government:
Plutocratic Republic
Senate
Head(s) of state: Ernando Fassitis, Anrietta Hanii, Georjio Haspidis
Prominent government members: Everyone else a part of the senate.
Capitol city: Grenua
Notable towns/settlements: Jyanatra
Villages: Many
Intentions of your government: The restoration of the Byartaleni people to glory, and founding of a sufficient nation.

Foreign relations:
Military Alliances: N/A
Trade partners: N/A
Organizations: N/A
Collaborating with: N/A

Demographics:
Model culture: Alans, Visigoths, Iberian, Iberian-Carthaginian
Population: 214,546
Official language: Barceni
Other languages: Gothic languages
Demonym: Byartaleni
Religion: Germanic Paganism
Currency: Barcans, an assortment of gold, and silver coins.
Calendar: Attic Calendar

Notable Tribes:

Clan Aman

Head of Clan
Korronen Essun

Holding(s)
Some of the east
Clan Garou
Head of Clan
Alinn Anrani

Holding(s)
Northwest Coast
Clan Falsetta
Head of Clan
Arsen Asru Ulaman

Holding(s)
Some of the west
Clan Annkru
Head of Clan
Anri Kronung

Holding(s)
Some of the Steppes/Mountains



Military:
(The general look of Byartaleni warriors.)



Capable Combatants: 20,814


History:

Evicted from their homeland in the mainland of the mega-continent, the Byartaleni of today, as of 1500 BC, are a shell of the former selves. Once a large confederate of tribes among others they peacefully co-existed with, aside from the occasional border dispute, sprawling over lands as far as the eye could see in their part of the world, the arrival of starved and ferocious barbarians from the North and East sent them into years of conflict. The once mighty and proud people and their neighbors were cut down by hordes of people routed from their own homelands whom greedily desired the fertile lands the Byartaleni had, and they came with one horde after the other.

Eventually, with dwindling numbers and a staggering amount of land and leaders lost, the Byartaleni were evicted from their homeland and fled to the west, making their way across the cold southern steppes, hill and woodlands and pillaging natives along the way to make ends meet. Finally, they found and invaded the peninsula now known to them as Yalandra, evicting the native residents there and killing those that wouldnt run as they took and settled their fertile lands and took their previous capitol as their own- razing and destroying the culture that was left behind to cover with their own, or what they can recall of it.


« Last Edit: September 17, 2016, 11:58:50 AM by grunterdb1951 »




Zoklot Tokah / Grand League
Anthem





Government:
Elective Tribal Confederation
Head(s) of state: Grand Imperator Ahmiin III nol Tertahlon
Prominent government members: Kusaar II nol Zeymahzinmaar, Fahdonus II nol Tiidahmaan, Ilir I nol Fahdonmaar,
Okaadah I nol Nonvulgolz, Lokaliin I nol Mith, Midrot I nol Stundentokah, Vezar I nol Lii, Honvaas I nol Zoortah

Capitol city: Povaas
Major cities: Ahzidhes, Bildrun, Sokei, Strungir, Tauliis, Vaarnu, Wuldsetiid, Yein, Folag
Intentions of your government: Unify our island, Zoko-Niskrenok.

The League was initially formed through the ambitions of the diplomatically minded Zeymahzinmaar tribe, unifying with the Tiidahmaan and Tertahlon tribes, though by now many more tribes have been incorporated into the League. The Zeymahzinmaars are known for their shrewd diplomacy, in contrast to the philosophical Tiidahmaans and the militant Tertahlons. The provinces of the League are ruled by high chiefs whose heirs are their choice (and their choice is almost always their seed). However, regional chieftans have the duty of electing a new Grand Imperator when the existing one dies. The candidates are the high chiefs, even if a high chief's duty is under a regent's control due to age, lack thereof, or illness.

Foreign relations:
Military Alliances:
Trade partners: Neighbouring Tribes
Organizations: Second League Trading Company
Collaborating with: Neighbouring Tribes

Demographics:
Historical model culture: Finno-Ugric, Akkadian, Hellenic
Fictional model culture: Dovah
Total Population: ~1,585,000
Tiidahmaan: ~230,000
Zeymahzinmaar: ~300,000
Tertahlon: ~405,000
Fahdonmaar: ~130,000
Nonvulgolz: ~100,000
Mith: ~70,000
Stunden Tokah: ~200,000
Lii: ~60,000
Zoortah: ~90,000

Official language:
Demonym: Zeymah
Calendar: Babylonian

Currency: No widely standardized currency. Metal bullion (predominantly electrum) has historically been used as a price measurement tool, and is the nation's closest thing to a real currency.

Military:

16,000 strong, the military is primarily of Tertahlon origin, as the province takes pride in the protection of the league. The other provinces have comparatively little interest in a standing military. However, all provinces agree that in the scenario of foreign invasion, every man, regardless of province, should take up arms.

11,000 heavy infantry - Tight formations, long pikes, large shields.
5,000 light infantry - Bows, spears, sandals.

Religion and History:
 Animism, however the Dov is the supreme animal. The reason there are no Dovah present on the planet is because they departed long ago. The dots of the night sky are the rifts they left through; the great source of light is also a rift created by them. It is their apology for leaving; it is the gift of life force. Such a rift would destabilize the realm, and so the Dovah created the moon as a balance.

Ancient tablets and word walls tell the poetic parable of why the Dovah left. The Dovah were benevolent rulers for the time they spent on the mortal plane, but they eventually grew decadent. A particularly powerful Dov, , subverted the rationality of his kin. The fair Dov rule became a tyrannical regime, where even a household's number of children was strictly controlled. Every family could only have a single child, as feared that the humans would otherwise one day grow so populous that they could easily overthrow the Dov. However, even in the face of being hopelessly outmatched, mankind revolted. They took up what few arms they had, and fought valiantly against their superior oppressors. It was immediately obvious that this would be the largest war known to the world, and so the many tribes of Niskrenok chose to unite as a supreme confederation - the First League. This great league spanned across all of Niskrenok, indeed, but it lacked industry and it was too decentralized to organize a sole, supreme army.

Some Dovah, however, began to feel remorse. At the start of this war, the Dovah saw Man as an inferior race. A tool to be used, and nothing more. A collective of simpler life. Yet it was now that these Dovah were being proven wrong. Man had united, choosing to fight for their freedom or to leave the world as fallen heroes. One particular Dov, , bestowed his seed unto a maiden of Man. Thus birthed was a child of Man, indeed, yet too was he heir to the blood of a Dov; the Dovahkiin was born. With the inherent knowledge and resistance of the Dovah, he led the First League in a great crusade against 's Dovah, though guided silently by his ancestors - 's Dovah.

And so, the tyranny was no more. Yet man kind, being mortal, lacked the ability to simply forgive such atrocities such as those committed by the Dovah. The Dovahkiin himself held little remorse in his heart when he commanded the Dovah to perform an exodus from Niskrenok. The Dovah understood this, and felt their wings hanging low when they initially attempted to settle lands far from Niskrenok. Their distance from Man began to slowly dissipate the life force of both Man and Dovah, for it is the aura of Dovah that sustains mortality's existence, but it is the unique will of mortality that binds the Dovah to their bodies, as the Dovah do not originate from the mortal realm, but the realm above it - the immortal expanse. A dimension incomprehensible for any mortal being, it is the source of all creation, creators, destruction, and destructors. The complicity of Man was once held by these facts, in the era of fair Dovah, and it now threatened these most unfortunate veterans. The Dovahkiin, gifted with the knowledge of a Dov, knew that the Dovah could manipulate the immortal expanse at great effort. He devised a daring, yet desperate plan to solve the issue of segregation, without unification. Man led a second war against the exiled Dovah, forcing them to withdraw from the mortal realm. In their time of isolation, the Dovah had thoroughly thought over past events, and judged that Man was just in this second war. They fled after a few skirmishes, finally leaving the realm forever. By the terms of the Dovahkiin, and by their own guilt, they created their final gift to humanity. The sun now acts as the source of mortality, just as the Dovah did long ago.

It was by the kindred acts of these departing Dovah that Man learned to forgive. The Dovahkiin's final words were that Man must forgive Dovah, and resume the worship of a time before tyranny. Not as subjects, but as those who can forgive humbled divinity. Resuming worship ensures that the Dovah do not forget the syncretic power of Man, as they now had the blood of the Dovah deep within. The Dovahkiin's soul departed with his legacy leaving the first League to be divided amongst his 12 heirs. As a result, the League peacefully shattered. From these successor states, war, unification, and further fragmentation all took place many times over. In that period, the Dovahkiin's blood had time to spread throughout all of the inhabitants of Niskrenok. the Men of Niskrenok thus do not see themselves as another part of mortal Man, but a unique form of life unlike both mortals and immortals. It is unknown how much of this history is known by the other tribes of Niskrenok, but it is very well known to the elders and rulers of the second League - the Grand League. This is why it is their ambition to one day reunify Niskrenok; to restore the glory, prosperity, prestige, and unity that the first League had experienced after the Dovah had been expelled.

Documented History

1455 BC
Uskaraak I nol Zeymahzinmaar the Charitable unites Zeymahzinmaar, Tertahlon,
and Tiidahmaan through masterful diplomacy to form the second League, rising from high chief to Grand Imperator.
Glory to the League!

1430 BC
Contact is restored to neighbouring tribes as the League's influence expands.
Trade is established to most of these neighbours.

1425 BC
Uskaraak I nol Zeymahzinmaar the Charitable succumbs to natural causes, leaving 2 daughters and a son.
His son, Ruveyzun I, inherits the title of high chief. The chieftans elect Ruveyzun I to be the Grand Imperator.

1410 BC
The Second League Trading Company is formed, and begins operations throughout the League and the neighbouring tribes.

1395 BC
Grand Imperator Ruveyzun I nol Zeymahzinmaar the Industrious succumbs to natural causes, leaving four sons.
His eldest son, Kusaar I, inherits the title of high chief. The chieftans elect Kusaar I to be the Grand Imperator.

1380 BC
Nothing of long-term historical note occurred within or near the League within this period of time.

1365 BC
Nothing of long-term historical note occurred within or near the League within this period of time.

1350 BC
Grand Imperator Kusaar I nol Zeymahzinmaar the Welcoming succumbs to natural causes, leaving only a son.
His son, Priizah I, inherits the title of high chief. The chieftans elect Priizah I to be the Grand Imperator.

1335 BC
Nothing of long-term historical note occurred within or near the League within this period of time.

1320 BC
Nothing of long-term historical note occurred within or near the League within this period of time.

1305 BC
Grand Imperator Priizah I nol Zeymahzinmaar the Lame succumbs to natural causes, leaving a daughter and two sons.
His eldest son, Priizah II, inherits the title of high chief, though the chieftans elect Ahmiin I to be the Grand Imperator.

1290 BC
The League, due to increasing foreign threat, grows militant. The military expands greatly, for the time being.

1275 BC
The League formally declares war upon the many warbands and warlords that plague Zoko-Niskrenok.
Ahmiin I nol Tertahlon famously states "Promiin kent viik".

1260 BC
Grand Imperator Ahmiin I nol Tertahlon the Fierce succumbs to natural causes, leaving a daughter and son.
His son, Ahmiin II, inherits the title of high chief. The chieftans elect Ahmiin II to be the Grand Imperator.

1245 BC
The war officially ends with the hangings and beheadings of the warlords who failed to flee or die in battle.
All foreign lands occupied are reformed into tribes similar to those of the League, and annexed.

1230 BC
Grand Imperator Ahmiin II nol Tertahlon the Brave succumbs to natural causes, leaving a daughter and five sons.
His eldest son, Ahmiin III, inherits the title of high chief. The chieftans elect Ahmiin III to be the Grand Imperator.

1220 BC
The League's population, having recovered from the years of war, is by now generally recovered.
A very minor population boom occurs.
« Last Edit: September 24, 2016, 04:33:48 PM by Juncoph »



Gœðalaussland


Government:
Absolute Monarchy
Thing
Head(s) of state:King Styrmir III
Prominent government members: Åsvald Sigeferthson, Hallbera Sigfastdottir, Knut Skeggson, Grim Moldofson
Capitol city:Járnstad
Major cities: Ingólfsgarðr, Álfrsfoss
Intentions of your government: To allow the óhræddr to explore the seas & to conquer areas where food can be grown to allow for better agriculture

Foreign relations:
Military Alliances:N/A
Trade partners:N/A
Organizations:N/A
Collaborating with:N/A

Demographics:
Model culture: Nordic Bronze Age
Population:145,624
Official language:Proto-Norse (I'll just use normal old norse, can't find any good sources for proto-norse)
Other languages:N/A
Demonym: Óhræddr
Religion:Norse Paganism
Currency:Rigjar
Calendar: Thygring calendar


Military:~13,000




Thanks, guys!





Arlien Republic
Accepted.  You just need to re-post your app (the same as you have there) here, so it is official.





Citystate of Gorhkislava


Demographics:
Population: 12,500+
Accepted under the condition that there is no "+".  Populations must be stated as a definitive number.  This is to prevent players from abusing population growth functions.

Post a copy of your app in this topic and you will be good to go.




Asru is quick to open trade with these tribes, giving food and water, some luxuries, and cultural goods.

Some scouts are sent south as well, and some more to scout out on the opposite sides of the mountain range.
Top royal trade advisers say, "Uhhh about that..." and let Arsu know that domestic supplies are wearing thin and expanding trade too rapidly is not a good idea.



The League's diplomats thank the tribes graciously. Scouts are sent to the tribes beyond, though they unfortunately cannot safely haul the same amount of offerings as their number of guards per group is limited (for fair reasons, of course).



Fahdonus I nol Tiidahmaan reveals in the Imperator's court today that he's been working on the plans for a rudimentary trading group, structured almost like a clan. The group would act as a largely autonomous entity of the League, despite being de jure under the Grand Imperator's command. This organized, resource-laden trade company would of course turn over most of its profits to the League, but for the most part it would have the ability to hire and train its own levies for use in driving off highwaymen. While this concept may seem militant, Fahdonus makes it clear that the individual caravans wouldn't need to be as menacingly armed. This is because in the scenario that the caravan is robbed, and thus the trade goods never reach their destination, the trade company would be aware that something happened. A warband would be dispatched to hunt and capture/kill the bandits. In comparison, an independent caravan here or there would easily go missing without any tribe or clan noticing. This is why independent caravans need to be well armed: they have no long-term protection. The sorts of criminals that would threaten entire caravans would also be the kind smart enough to keep their knowledge of what's protecting the caravans up-to-date, which is why the threat of a warband could serve as a deterrent.  Those who take part in trade with the company, and those employed by the company would otherwise receive regular payment/profits.

In short, the formation of this group would allow for safer and better organized trade, caravans needing less of an armament, and would allow for higher-profile economic activity without direct government assistance, meaning the League's government footprint would be lighter as well.

Krilaan I nol Tertahlon strongly approves of the plans, as it would mean a non-government caravan's ignoble mercenaries would be replaced with disciplined, trained guards.

Ruveyzun I calls for a council with the foreign tribes who, in the past, have been more accepting of trade agreements. The subject is the creation of this trade company. The benefits for both the League and the foreign tribes are noted. In the scenario that they accept, the newly formed trade company would recruit caravaneers and guards from both the League's tribes and the foreign tribes alike.
After some thought, both camps agree that this is mutually beneficial, and the tradewealth document is about to be signed.  However, before it is, representatives from the tribes mention that they'd only be willing to sign if representatives can be sent to be represented on an executive committee alongside native League executives, in order to expedite communications and actions.  Should the League agree, the representatives will sign it.



REALLY hope swat comes back soon  :panda:
SWAT said that you need to adjust your military count to work with the 13% rule.  Once you submit a fixed app here, you will be accepted.



Update News!

In the coming days, the first round of Random Events will be posted, and hopefully NPCs as well.  Due to the fact that many people still have to move over their apps, 1410 will be a longer year than normal.

Erinaum makes efforts to strengthen trade ties and continues efforts to undermine the Belanian league.

Top royal trade advisers say, "Uhhh about that..." and let Arsu know that domestic supplies are wearing thin and expanding trade too rapidly is not a good idea.

Asru says, "Well stuff, good to know." and pulls back and relaxes on trade, though still trading a few things here and there.

The western tribes are given the, "Y'know it's really cool to be a part of the confederation.", which some good ol' muscle flexing added to the mix as well.

Aldra Essun and his personal council look greedily to the east, and begin to express their desire to Asru to simply take the most fertile lands by force. This is a notion that Asru is, slowly but surely, beginning to agree with.

The people of Garou are busy fishing, though a particular fat man with a twirly mustache expresses his desire to venture the seas north to find anything worth pillaging and to bring the spoils back, and begins attempting to rally some of the peasants in joining him.

And Annkru puts their slaves to good use mining into the mountain.

After some thought, both camps agree that this is mutually beneficial, and the tradewealth document is about to be signed.  However, before it is, representatives from the tribes mention that they'd only be willing to sign if representatives can be sent to be represented on an executive committee alongside native League executives, in order to expedite communications and actions.  Should the League agree, the representatives will sign it.

Yes, this is reasonable.


Arlien Republic


Government Type:
Head(s) of state: Jordan Mjrona, Shoonein Harolds
Capitol city: Nebulien
Major cities: None

Foreign relations: None
Military Alliances: None
Trade partners: None
Organizations: None
Collaborating with: None

Demographics:
Population: 10,000
Official language: Arlieenine
Demonym: Arlienian

Military: 1,000

location



Avalonian League


Government:
Oligarchic Confederation
Avalonian High Council
Head of state:  Paul Walter
Prominent government members:  Other Councilmen
Capitol city:  Nazgar
Major cities:  None
Intentions of your government:  Unite all ethnic Avalonians under one Flag, and centralize and entrench this arrangement.

The Avalonian Council consists of ambassadors from the largest and most powerful Avalonian clans, the overarching authority of which is accepted by these clans and a few smaller and relatively subservient ones.  The Council is presently working to expand its influence to other ethnically Avalonian clans.

Foreign relations:
Military Alliances:  None
Trade partners:  None
Organizations:  None
Collaborating with:  None

Demographics:
Model culture: German
Population:  250,000 (8-21-16)
Official language:  German
Other languages:  Dutch, English
Demonym:  Avalonian
Religion:  Dreibetungism
Currency:  Cesk (official; small square coins of gold or silver with a hole through the center, of uniform weight).  Although the Cesk is almost universally accepted as currency, barter is by far more common among the common people, and even most clan level levies and taxation are not demanded in Cesk.
Calendar:  Gregorian

Military:  25,000ish militiamen under the command of local captains.  Armed largely with spears, round shields, and bows, armored lightly.  Few horsemen.

Avalonia's origins are shrouded by the mists of time, and variations on the general tale are plentiful.  The generally accepted core of it is that several hundred years ago, three local strongmen, whose joint crest now adorns Avalonia's flag, united to defend their territory against hordes of foreign migrants, and that these strongmen were responsible for the killing of many, many of these violent and amoral immigrants, and a number of other strongmen who opposed them.  Their success is largely chalked up to their piety to the Drei (the three deities of Dreibetungism) who blessed their efforts, and opposed the heathen cousins of what became the Avalonian people, who were forced to flee their ancestral homeland.  Following the deaths of these strongmen, it is widely understood that many of the clans returned to independence and local loyalties undermined the Avalonian nation, a circumstance which the Avalonian Council is attempting to remedy.

Taxes are levied by the Council on Clan heads in the form of Cesk or labor from the clan while the fields lie fallow.  Clan heads, in turn, tax their clansmen however they see fit.  The Council tax in the form of labor is usually used to maintain roads, bridges, local defenses.

Presumably since the beginning of human life, the Avalonian people have worshiped the Drei (Dreibetungism), the three deities of the Avalonian people.  According to the Five Texts (Dreibetungist holy writings), before the creation of human life, the Drei condensed and assumed the roles of all the other gods by their honor, justice, power, and wisdom, and allowed the other gods to leave this world and ascend to another, to which they will one day ascend when the Avalonian people have reached maturity.  The eldest of the Drei is Arkhav - the god of everything beneath the topsoil of the Earth and the depths of the oceans, and anything crafted from or living within these realms; he is the embodiment of honor.  The next is Scypiah - goddess of the surface of the land and waters and all that lives and grows within these realms; she is the embodiment of wisdom.  Youngest of the Drei is Manvre - god of the heavens, winds, and the peaks of mountains; he is the embodiment of strength.  The constant helper to the Drei is Sklet, the embodiment of justice, the living skeleton tasked with judging the dead, and rewarding or punishing them with an afterlife the intensity and duration of which corresponds to the deceased's actions in life, which eventually is followed by an eternal state of dreamless slumber.  Sklet is the first human being to be created, and by living a life in line with the will of the Drei, was blessed with his current task; he will not ascend with the Drei, and will retain his current position for all eternity.  The Five Texts are written in the language of the Gods, which is spoken in the common Avalonian tongue, but written in a unique, divine, script.  The commands of the Gods simply consist of striving toward the four qualities that made them capable and worthy of their own position as the only Gods, and Sklet worthy of his station.

There are few priests of the Drei, and all of them are able to read and write in both the common tongue and the holy script, and also act as scribes and local record keepers for their clansmen.  Although Avalonian clans have clashed in past, and committed some grave acts, the priestly class has without exception been exempt from harm, as have their writings, and in many cases, it has been the priests that have played important roles making peace.  To intentionally and knowingly kill a priest is an offense that curses the offender to a long and tortuous afterlife, and a branding and disgraced life of ostracism in the meantime.  Most priests maintain some level of correspondence with the priests of the surrounding area.

Due to common heritage and the kinship inherent in the Avalonian clan structure, Avalonians will often address one another with various familial terms, even if there is no direct relation.  Avalonians have great respect for the old and wise, and settlements care for local old timers, although the load falls primarily on the children of the elders.  Avalonians expect fair treatment by their brethren, regardless of political or social status (excepting priest killers), and where foreigners are concerned, preferential treatment.  Avalonians are industrious and disciplined, but enjoy music, and in the wealthier, more educated strata, art and writing as well.  The arts tend to focus on religious or historical topics.
« Last Edit: August 31, 2016, 11:05:00 AM by Plethora »

K y r v a n
S t r e n g t h ,  D u t y ,  H o n o r


N a t i o n   t h e m e


Government
Type: Monarchy
Head(s) of state: Grand Prince Drazhan
Legislature: Princes' Council
Prominent government members: Prince Kazimir
Capitol city: Vyšeghrad
Major cities: N/A
Intentions of your government: Develop infantry tactics/technology as well as fortifications. Retake the southern area lost to barbarians.

Foreign relations
Military Alliances: N/A
Trade partners: N/A
Organisations: N/A
Collaborating with: N/A

Demographics
Model culture: Kievan Rus', Finno-Ugric, Balkan Slavs, minor Hellenistic influences
Population: 163,540
Official language: (extremely) Old East Slavic
Other languages: Various (extremely) old Germanic and Slavic dialects
Demonym: Kyrv, Kyrvs
Religion: Paganism
Currency: Grivna
Calendar: Babylonian

General Information
Geography: Pelovsk is a temperate land, connected to the mainland by two narrow isthmi, one to the northeast and the other to the southeast. The interior is hilly and near-mountainous, covered in forests and the occasional lake. To the east lies the Kataysk Sea and a myriad of small and large islands, forming a natural border with the rest of the continent. The coastal regions are much more flat and suited to farming.
Climate: Pelovsk experiences warm summers and cold winters. Deciduous trees are common in the hills and on the coast, with evergreen forests dominating the taller and rougher mountains. Tropical storms from the west as well as lake effect snow from the east means Pelovsk is often saturated with light to moderate precipitation at nearly all times of the year.
Agriculture: Potatoes and wheat are the staple crops of the region. Fruits such as apples or pears as well as vegetables, ranging from onions to spices such as thyme, parsley, laurels and chives are common. Garlic as well as various kinds of peppers are grown in the northern reaches.
Cuisine: Fish as well as cultivated potatoes and wheat are the Kyrv staple. Chicken, pig, turkey as well as the occasional cow, goat or lamb may supplement meals. Fruits and grains make up a large portion of side dishes, while vegetables are most often included in stews or soups. In the more mountainous forested regions, boar and venison is common. A usual breakfast consists of oats, eggs, toast or rolls, jams and cheeses. A usual noon meal consists of breads, cheeses, some form of soup with staple meats and fresh fruits. A usual evening meal consists of a meats, starch such as potatoes, fresh fruits and vegetables as well as breads or rolls, and is typically more substantial than lunch.
Architecture: While still somewhat primitive and ancient, Kyrv architecture shares similar themes throughout. Virtually all structures are built of wood, with the larger structures being made straight from notched logs. Large, peaked roofs, thatched or cedar shingled, cover most buildings. Large, thick log walls provide reasonable defense for outlier settlements, while larger cities such as Vyšeghrad contain fortified stone walls. As defense is of the utmost important to the Kyrvs, cities and settlements are built nigh uniformly, often onto hills, with large streets and very narrow side passages to funnel enemies towards a strong shield wall. All cities and villages revolve around the Keep, the most fortified area of the settlement most often where the lord and the local military or militia resides.
Areas of interest: The city-fortress of Vyšeghrad serves as the capital of Kyrvan. Situated on top of a large hill overlooking the Kataysk Sea and offering a commanding view of the surrounding area, a series of three walls wind their way up the hill in rings. Near the top, a large reinforced stone wall guards the keep. Between the first two walls, the housing of the lower class can be found, as well as the harbour. The larger area between the second and third wall houses the free middle class as well as the trade district and stables. Behind the third wall lies the mansions of the upper class. Within the walls of Vyšeghrad Keep exists Kyrvan's primary military barracks as well as the Royal Palace, as well as everything those entail.
Cultural overview: The Kingdom of Kyrvan is a federation of culturally Slavic nobles ruled by the Grand Prince from his seat in Vyšeghrad. Kyrvan's citizens are typically free men of the middle class, with the wealthy Princes and somewhat lesser Boyars comprising the upper class and poor workers and/or indentured servants making up the lower class. Primarily, the free middle class serve in the military, which is commanded by Princes who are supported financially and politically by Boyars, all of whom are supplied by the lower class.

This somewhat haphazard organisation of nobility leads to constant bickering and political manoeuvring. The Grand Prince seat is handed to the next most powerful Prince as opposed to the Grand Prince's son, making dynasty changes frequent. In addition, the constant struggle of Boyars to become Princes and Princes to stay Princes makes the aristocratic landscape of Kyrvan tumultuous at best. Despite this, the upper class is extremely nationalistic if not downright xenophobic, and will put their conflicts on hold for the good of the realm.

Military
Army: 20,000 infantry
---> 16,000 Heavy infantry (Rytsar) - Armed with long spears, large shields, short swords and various armors, typically bronze laminar or linothorax with bronze helmets, greaves and heavy sandals.
---> 2,000 Light infantry (Pekhota) - Armed with ranged weapons such as javelins or bows, as well as short swords, light shields, lighter laminar or gambesons, simple bronze helmets and sandals.
---> 2,000 Cavalry (Kavaleriya) - Armed with long spears, cavalry shields and falcata-type swords as well as various light armors, typically lighter laminar or gambesons, bronze winged helmets and riding sandals.
Navy: N/A

History
Traditional spoken history claims the Kingdom of Kyrvan descends from the original two inhabitants of Taymayr's ice plains, the Chevolek, borne of the ice; one in the image of the supreme god of the heavens, Rŏd, the other in the image of his female companions, the Rŏzhanitsy. All other gods paid fealty to Rŏd, and gave his creation gifts in respect. The Chevolek, now man and woman, received the gift of fire from Svarog, god of the Sun; agriculture from Jarilo, god of the harvest; and fishing from Veles, god of the waters, among other gifts, including immortality - with these gifts Rŏd made them sentinels of his creation, but made them swear never to venture below or above the Earth lest they lose their immortality. Chernobod, the god of darkness and Rŏd's counterpart, refused to give them gifts, and descended beneath the Earth to hide from him. He sought dominion over Rŏd, but required the approval of a human to ascend the earth and confront him. A clever being, Chernobod took the form of a magnificent bird with the body of a lion and appeared before the woman, offering her passage to the top of the highest mountain. Out of curiosity she accepted, and on the back of Chernobod she flew to the mountain's peak. There he took his true form, an enormous winged lizard of black scales, and confronted Rŏd, who came down from the heavens alone. There they fought in a stalemate that leveled the mountain, and out of fear the woman and all other gods hid. Man heard the sounds of the fighting, and with the woman they returned to Rŏd and Chernobod. The brave man sacrificed his immortality and that of the woman's to approach the gods, and with a deft throw heaved a golden spear through Chernobod's heart, banishing him permanently beneath the earth. Rŏd, weakened but victorious, was humbled by the courageous act of his creations, and bestowed upon them the gift of abundance, withdrawing to the heavens with a promise to one day return. The children of man and woman spread across the Earth and await the return of their creator.

Updated OPs with necessary information.  You can take actions if you are on the list and your name is not orange.  If you are a new reader, we encourage you to join—you can never be too late on this thread.  :)

For the time being, effort is placed upon improving infrastructure between the foreign tribes and the League proper. As this will only serve to aid industry, trade, and the safety of travelers, the League primarily works on this using its own coffers. The foreign tribes are, of course, free to offer their input.