Description: A small city-state inland along a river in flat plains, Xcotl is ruled by a magocracy who dabble in Necromancy. Though not builded high in stone or wood, the people of the Xcotl are rich in knowledge and valor, having turned back an incursion of desert demons with blood and bronze and thus earned her right to exist.
Settlements:
Xcotl | Population: 1800 Citizens - 500 Scholars, 400 Artisans, 100 Explorers, 100 Soldiers, 100 Freemen, 600 Peasants | Military: Militia | Public Order: Poor | Resources: Great Wolves, Native Copper, Oak Trees, Gold | Land: 5 Riverland, 5 Flatlands, 5 Hills, 5 Forest | Wealth IV, Industry I, 8 Stone | 1 Copper Armor
Urban District (Flatland)[12/20][4 Huts, 2 Slums, Monument, Training Ground, Edifice of Strengthening (OI I), Obelisk of Industry (I)]
Rural District (Riverland)[13/20][Watchposts, Pasture (Nascent, Ant-Hounds), Pasture (Empty), 2 Irrigated Farms, 1 Farm]
Rural District (Hills)[7/20][Scrape Mine (Gold), Deep Quarry]
Quarry
Timber Camp
Shoval | Population: 300 Citizens - 300 Peasants | Resources: Gazelle, Wheat, Pear Trees | Land: 15 Flatland, 5 Forest
Urban District (Flatland)[11/20][Palisade, 4 Huts, 1 Scriptorum]
Rural District (Flatland)[2/30][2 Farms]
Details:
Arcana: Mystic Control, Raise Dead, Speak to Dead, School of Sunstrength, Method of Intensity, Sunfire. Geolocus of Industry, Ley Sight, Geolocus Strengthening, Geolocus Travel, Geolocus Healing, Sacrificial Rituals. Healing Light. School of Runesmithing.
Advancements: Taming, Writing, Tame Ant-Hounds, Coppersmithing, Smithing, Masonry, Construction, Medical Care, Farming, Mining
Domestic Crops: Maize, Apples, Wheat
Civics: Tradition, Militaristic
Explored:
East: Ancestor Region [Arid (Cassiterite, Dust-Bulls, Great Wolves, Psarmelon, Sandwalkers, Purple Crystals)]
Description: A boisterous city-state located on a large watercourse near the Western Ocean, the Hvasskyn city of Kharbarinth is notable for its extensive stone construction, and many outlying settlements. The settlement of Steelsworn lays northeast of east, Rivermouth lies west, and Brightcliff lays north of north of north. Tarasheim, a new settlement, lays just northwest. Cadmus, once a proud independent state, lays far across the northern seas, but is now joined to the Hierarchy.
Settlements:
Kharbarinth | Population: 5800 Citizens - 400 Soldiers (100 DoS), 900 Scholars, 1100 Artisans, 100 Explorers, 600 Freemen, 1600 Peasants, 700 Serfs | Military: Regulars | Public Order: Good | Resources: Copper, Salt, Medicinal Herbs, Cattle, Crystal Trees, Apple Trees, Cotton | Ley-Lines Mapped | Land: 10 Riverland, 5 Forest, 5 Hills | Stored Food: 20/20, Road Network | 13 Stone, 4 Medicinal Herbs, 4 Cotton, 2 Sails, 16 Copper Ore, 4 Starmetal, 2 Shimmerstone, 10 Timber, 3 Coal, 3 Blackstone, Wealth XXXVII, Industry LIV | 6 Composite Bows, 1 Iron Weapons, 1 Iron Armor, 2 Advanced Iron Armor, 5 Bloodsilver Weapons (1 I), 3 Bloodsilver Armor (1 RoP), 2 Bronze Weapons, 1 Bireme
Urban District (Riverland)[20/20][12 Cottages, Strengthened (I)(BM) Fitted Stone Wall, Clinic, Water Mill]
Urban District (Riverland)[20/20][Grand Wall (P-II), 1 Houses, 1 Dense Housing, Sunhold (Fortress), Bloomery, Forge, Smithy, Weaver's, Mosaic of Time, Monument]
Urban District (Riverland)[19/20][Grand Wall, Smithy, 2 Scriptorum, 4 Dense Housing, Workshop]
Urban District (Forest)[19/20][Fitted Stone Wall (I)(BM), 1 Dense Housing, 1 Scriptorum, 1 Hall of Records, 1 Bloomery, Gateway (II II), Barracks]
Urban District (Forest)[16/20][Grand Wall (P-II), House of Healing, Workshop, Weavery, 1 Dense Housing, Training Grounds, 1 Scriptorum]
Rural District (Riverland)[20/20][Watchposts, 5 Huts, Pasture (Cattle), 8 Irrigated Farms, 1 Farm]
Rural District (Riverland)[5/20][2 Huts, 3 Irrigated Farm]
Rural District (Hills)[14/20][2 Huts, Deep Quarry, Scrape Mine (Native Copper), Pit Mine (Native Copper), Spelled Cavern]
Rural District (Hills)[11/20][Plantation (Cotton), Deep Quarry, Pit Mine (Native Copper)]
Docks District (Riverland)[17/20][1 Shipwright, 2 Wharf, 2 Drydocks]
Timber Camp
Steelsworn | 900 Citizens - 200 Artisans, 600 Peasants, 100 Serfs | Resources: Meteoric Iron, Cotton, Wheat | Land: 5 Hills, 5 Riverland, 5 Forest, 5 Flatland | 3 Meteoric Iron, 2 Cotton, Wealth IV, Industry VI
Urban District (Flatland) [9/20][Palisade, 1 Workshop, 1 Weavery, 1 Bloomery, 1 Scriptorum]
Rural District (Hills)[15/20][4 Huts, 1 Irrigated Farm, 1 Plantation, Weaver's, Scrape Mine (Meteoric Iron)]
Rural District (Hills)[5/20][Deep Quarry]
Rivermouth | 1000 Citizens - 400 Artisans, 500 Peasants, 100 Serfs | Resources: Silver Fish, Amber, Rice, Cotton | Land: 5 Coast, 10 Riverland, 5 Forest | 1 Amber, 10 Stone, Wealth XIII, Industry XXIV
Urban District (Forest) [5/20][Palisade, Weavery, Workshop]
Rural District (Riverland)[11/20][6 Huts, 1 Farm, 1 Irrigated Farm, 1 Plantation (Cotton)]
Rural District (Riverland)[0/20][]
Brightcliff | 1500 Citizens - 100 Soldiers (DoS), 200 Artisans, 100 Explorers, 1000 Peasants, 100 Serfs | Resources: Bloodsilver, Shimmerstone, Chickens | Land: 5 Coast, 5 Hills, 5 Flatland, 5 Forest | Wealth XV, Industry VIII, 3 Shimmerstone, 3 Floatstone, 1 Stone
Urban District (Flatland)[9/20][Simple Stone Wall, 1 Huts, 1 Workshop, 1 Bloomery]
Rural District (Hills)[20/20][Watchposts, 6 Huts, 2 Irrigated Farm, 1 Scrape Mine (Shimmerstone), 1 Pit Mine (Bloodsilver), Deep Quarry]
Rural District (Hills)[4/20][Pit Mine (Bloodsilver)]
Rural District (Flatlands)[0/20][]
Tarasheim | 600 Citizens - 300 Peasants, 100 Serfs, 200 Artisans | Resources: Sheep, Coal, Crystal Trees, Cotton | Land: 5 Coastal, 5 Forest, 5 Hills, 5 Flatland | Wealth IV
Urban District (Forest)[2/20][Weavery]
Rural District (Flatlands)[7/20][4 Huts, 1 Irrigated Farm, 1 Plantation (Cotton)]
Cadmus | Population: 1700 Citizens - 100 Scholars, 300 Artisans, 100 Freemen, 900 Peasants, 300 Soldiers (100 DoS), 400 Serfs | Resources: Wheat, Blackshells, Fish, Marble | Land: 5 Hills, 5 Coast, 10 Flatland | 2 Iron Weapons, 2 Iron Armor, 3 Composite Bows, 1 Bloodsilver Armor, 1 Bloodsilver Weapons | Wealth VI, Industry XIII, 7 Marble, 6 Stone
Urban District (Hills) [20/20][Grand Wall, 4 Huts, 1 Slums, 1 Training Ground, 1 Stonecutter, 1 Temple of Itempas (Healing), Circle of Arcane (Magic, Geolocus Travel)]
Rural District (Flatland) [11/20][3 Huts, 1 Hunting Ground, 1 Irrigated Farm, 2 Farms]
Rural District (Hills)[5/20][Deep Quarry]
Quarry
Nightstone | Population: 1000 Citizens - 600 Peasants, 200 Artisans, 100 Serfs | Resources: Greatshells, Seabirds, Blackstone, Grapes | Land: 5 Coast, 5 Forest, 10 Flatland | Wealth II, 1 Blackstone
Rural District (Flatland) [3/20][1 Huts, 1 Slums, 1 Irrigated Farm]
Quarry
Details:
Arcana: Rune of Wellness, Rune of Preservation, Rune of Protection, Rune of Strength. Healing Hands. Tempered Chronos, Quickening. Ley Sight, Geolocus Travel. Geolocus Strengthening, Geolocus Healing [5/10]. Dao of Structure, Dao of Regeneration, Dao of Resilience. School of Blood Magic, Raise Dead.
Advancements: Agriculture, Tame Cattle, Medicine, Smithing, Smelting II, Mining, Bronzework, Farming, Shipbuilding II, Construction II, Taming, Weaving II, Carpentry II, Wheel, Writing, Masonry, Cast Iron, Fishing, Bloodsilver Forging, Blackstone Masonry, Archery, Code of Laws
Domestic Crops: Wheat, Cotton, Rice, Saltrice, Melons, Crystal Trees, Apples
Civics: Slavery, Forwardthinking (38), Merchantile, Bureaucratic
Discourses: Dao of Structure
Explored:
(4,0): Temperate (Coast S): Galena, Forest Vegetables, Emerald Wyrms | 5 Forest, 5 Hills, 5 Coast, 5 Flatland
(3,3): Temperate (River): Tin, Lightning Horses, Galena | 10 Hills, 10 Riverland
(1,5): Plains (River, Coast W): Floatstone, Oilnut, Limestone | 5 Hills, 10 Riverland, 5 Coast
(2,4): Plains (River): Great Wolves, Giant Oaks, Aurochs
(-4,0): Island: Breadfruit, Oilplant, Saltrice
(-5,0): Island: Emeralds, Silver, Olive Trees
(-6,1): Island: Goats, Wild Cats, Papyrus
Description: A somewhat tiny city state located at the confluence of many rivers in a wide and fertile plain. Mud-daub buildings in their numbers stand here and there in great clusters, and the population is divided several equally divided settlements that all send representatives to the capital to govern. The capital is defended by a stout wooden palisade, but some districts are still marked by the fire of a riots that swept the city after a great plague.
Settlements:
Saladonia | 1100 Citizens - 200 Scholars, 100 Artisans, 200 Freemen, 600 Peasants | Military: Conscripts | Public Order: Rebellious | Resources: Hematite, Barley, Glow Trees, Sheep, Wheat | Land: 5 Flatland, 10 Riverland, 5 Hills | 1 Hematite | 2 Rune Shields
Urban District (Flatland) [8/20][Reinforced Palisade, Military Square, 2 Huts, Training Grounds]
Rural District (Riverland) [3/20][2 Huts, 1 Farm]
Rural District (Hills) [4/20][Scrape Mine (Hematite), Scrape Mine (Hematite)]
Vallenia | Abandoned | Resources: Wheat, Marble, Horned-Horses | Land: 5 Riverland, 10 Flatland, 5 Hills
Rural District (Flatland) [8/20][1 Huts, Farm, Pasture (Vacant), Clay Pit]
Brexonburn | 200 Citizens - 200 Peasants | Resources: Apple Trees, Giant Salamander, Flying Lizards | Lands: 5 Riverland, 10 Flatland, 5 Forest |
Rural District (Flatland) [2/20][Slums, Farms]
Details:
Arcana: Rune of Illumination. Rune Control. Rune of Fire. Rune of Liquid Manus. Rune of Shielding.
Advancements: Tame Sheep, Hieroglyphics, Smelting
Domestic Crops: None
Description: A boisterous city state located at the apex of a warm and welcoming peninsula in the Western Ocean. Mud-daub huts poke out from behind walls of cracked stone fitted into place in a rough defense, clustered on hills away from the waters of the sea. A smaller settlement nestles in the mountains to the north, watching the entrance to the peninsula carefully.
Settlements:
Stormwind | 1600 Citizens - 200 Scholars, 200 Citizen-Soldiers, 100 Soldiers, 100 Artisans, 300 Freemen, 700 Peasants | Military: Tribal Warriors | Public Order: Rebellious | Resources: Coconuts, Hematite, Armor-Whales, Fish | Land: 5 Coast, 5 Flatland, 5 Forest, 5 Hills | Wealth IX, Industry I, 1 Timber, 6 Hematite
Urban District (Hills) [20/20][Simple Stone Wall, Cathedral of the Light, 2 Houses, 5 Huts, Bloomery, Training Grounds]
Rural District (Flatlands) [1/20][Farm]
Timber Camp
Brewnwall| 700 Citizens - 100 Soldiers, 100 Citizen-Soldiers, 100 Explorers, 100 Artisans, 300 Peasants | Resources: Aromatic Pines, Sheep, Haleroot | Land: 5 Mountains, 5 Forest, 5 Hills, 5 Coast | 13 Timber, 9 Stone
Rural District (Hills) [6/20][2 Huts, Pasture]
Quarry
Details:
Arcana: Healing Light, Sunflare, Righteous Sword
Advancements: Writing, Smelting II, Cast Iron, Farming, Masonry, Smithing, Fishing, Construction, Shipmaking [8/10]
Domestic Crops: Barley, Winter Wheat
Civics: Bureaucratic, Forward-Thinking (28)
Explored: NW of West [Island: Gourds, Goats, Longnecks]
W of W of W [Island: Armor-Whales, Otters, Fish]
Description: A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their village is defended by a stout wooden palisade, which bears the signs of fire which are almost faded. A matriarchal society, they are governed by a complex priestly society of female bureaucrats, ruling in the name of their two major deities: the sun god and the Moon goddess.
Settlements:
Mara | 3500 Citizens - 200 Soldiers, 500 Scholars, 300 Artisans, 300 Explorers, 200 Freemen, 2000 Peasants | Military: Tribal Warriors | Public Order: Ecstatic | Resources: Agave, Maize, Fire Snakes, Sand Striders, Goats, Cactus | Land: 10 Riverland, 10 Desert | Wealth XXIV, 4 Gold, 7 Stone, 4 Opals
Urban District (Riverland) [20/20][Simple Stone Wall, 10 Huts, Obelisk of Healing, Obelisk of Growth, Monument, Temple of Rule]
Urban District (Riverland) [17/20][Simple Stone Wall, 8 Huts, Training Ground, Scriptorum, Jeweler's]
Rural District (Riverlands) [20/20][Watchposts, 5 Irrigated Farms, Hunting Grounds, 2 Pastures (Camels), Pasture]
Rural District (Riverlands) [2/20][Watchposts]
1 Clay Pit
Details:
Civic Policies: Bureaucracy, Merchantile
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Advancements: Farming, Writing, Domesticated Camels (BB), Jewelry, Masonry, Food Preservation [3/5]
Domestic Crops: Agave, Maize, Wheat
Explored:
East of East: Mountains (Llamas, Coal, Copper)
N of N of N: Temperate (Strangleweed, Silver, Edible Grasses)
N of N of N of N: Mountains (Ita Settlement)
Description: A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for the rogue mages who live in their midst, thoughtfully given homes in a time of turmoil.
Settlements:
Zhou | 1400 Citizens - 25 Soldiers (DoS, DoR, DoRs), 200 Scholars, 100 Artisans, 100 Freemen, 1000 Peasants | Military: Tribal Warriors | Public Order: Poor | Resources: Pine, Elk, Oysters, Dye-Snails | Land: 10 Riverland, 5 Coast, 5 Forest | Wealth III, 6 Timber |
Urban District (Riverland) [17/20][Palisade, 3 Huts, 3 Slums, Forge, Smithy, Bloomery]
Urban District (Forest)[1/20][Monument]
Rural District (Riverland) [9/20][5 Huts, 4 Irrigated Farms]
Timber Camp
Huisu | 1000 Citizens - 100 Artisans, 900 Peasants | Resources: Clear Crystal, Salmon, Hematite | Land: 5 Riverland, 5 Flatland, 10 Hills | Industry I, 2 Hematite, 8 Stone
Urban District (Flatland)[0/20][]
Rural District (Riverland) [7/20][5 Huts, 2 Slums]
Rural District (Hills)[2/20][Scrape Mine (Hematite)]
Rural District (Riverland) [2/20][2 Irrigated Farms]
Quarry
Details:
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience, Dao of Structure, Dao of Regeneration.
Advancements: Medical Care, Farming, Smithing, Smelting II, Mining, Writing, Construction [3/5], Ice-Iron Smelting [1/10]
Domestic Crops: Winter Wheat
Policies: Forward-thinking, Merchantile, Traditional
Discourses: Dao of Structure [3/16]
Description: A large city state sited on a fertile river surrounded by plains and distant mountains, the people of Serrith possess a nation scarred by turmoil but unbowed. Wealthy and well-traveled, it is unfenced and guarded only by household warriors, but its prosperity has not been challenged in centuries so there is little need for concern. Nearby settlements along the coasts and in the mountains supply the main city.
Settlements:
Serrith | 1800 Citizens - 300 Soldiers, 200 Scholars, 200 Artisans, 100 Explorers, 200 Freemen, 700 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Land: 10 Riverland, 5 Flatland, 5 Forest |
Urban District (Flatland) [13/20][Simple Stone Wall, 8 Huts, Potter's, Stonecutter's]
Rural District (Riverland) [2/20][1 Huts, 1 Farm]
Quarry
Sorncost | 400 Citizens - 400 Peasants | Resources: Cattle, Barley, Blackberries | Land: 10 Flatland, 10 Coast | 3 Clay
Rural District (Flatland) [6/20][2 Huts, Clay Pits, 1 Farm]
Sarfuth | 300 Citizens - 100 Artisans, 200 Peasants | Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest
Rural District (Forest) [6/20][1 Huts, 1 Hunting Grounds]
Details:
Advancements: Masonry, Pottery, Hieroglyphics, Carpentry
Domestic Crops: Barley, Sweetplums
Description: A moderately sized city-state nestled in a mountain vale, the people of Ita are notable for their hard-nosed optimism despite frequent military encounters with less than friendly neighbors. As such, the city is defended by a wall of cracked stone.
Settlements:
Ita | 1700 Citizens - 100 Scholars, 300 Soldiers, 200 Artisans, 200 Explorers, 100 Freemen, 800 Peasants | Military: Militia | Public Order: Decent | Resources: Silver, Lead, Goats, Redwoods | Land: 5 Mountain, 10 Hills, 5 Riverland | Wealth XI, Industry I, 11 Stone, 4 Silver
Urban District (Hills) [18/20][Simple Stone Wall, Military Square, 9 Huts, Training Grounds, Stonecutter's, Jeweler's]
Rural District (Hills) [8/20][1 Farm, 2 Huts, Pasture (Goats), Pasture (Empty), Scrape Mine (Silver)]
Quarry
Details:
Advancements: Jewelry, Archery, Masonry, Tame Goats, Farming, Writing
Domestic Crops: None
Explored:
West: [Temperate (Hematite, Creeping Bluemoss, Wolves)] 5 Forest, 10 Flatland, 5 Hills
South: [Temperate (Shale, Mountain Lions, Cotton)] 10 Forest, 5 Flatland, 5 Hills
North: [Mountains (Raspberries, Goats, Alpacas)] 5 Flatland, 5 Hills, 10 Mountains
Southeast: [Desert (Underground Forest, Oil, Desert Lichens)] 10 Desert, 5 Forest, 5 Flatland
Southwest: [Temperate (Shales, Wolves, Frankincense)] 5 Flatland, 10 Forest, 5 Hills
Description: A relatively large city-state founded in a marshland delta by a sea, the folk of Fastaqui live in stilt-houses near fertile farm fields, subsiding on the bounty of amber washed up in their delta from the endless ocean.
Settlements:
Fastaqui | 2300 Citizens - 300 Scholars, 100 Soldiers, 300 Artisans, 200 Explorers, 1400 Peasants | Military: Conscripts | Public Order: Decent | Resources: Amber, Quinoa, Copper, Granite | Land: 10 Riverland, 5 Coastal, 5 Hills | Wealth XI, Industry I, 4 Copper Ore
Urban District (Riverlands) [20/20][Fitted Stone Wall, 10 Huts, 1 Slums, 1 Stonecutter's, Forge, Military Square]
Urban District (Riverlands)[6/20][Monument, Scriptorum, Granary]
Rural District (Hills) [18/20][Watchposts, 2 Slums, 1 Irrigated Farm, 2 Farms, Scrape Mine (Copper), Hunting Grounds, Deep Quarry]
Docks District (Coast) [3/20][Fishing Docks]
Quarry
Details:
Arcana: Slaughter of Storms. School of Runesmithing
Advancements: Mining, Masonry, Fishing, Tame Camels, Smelting, Construction, Writing, Food Preservation
Domestic Crops: Quinoa
Policies: Traditional, Militaristic
Explored:
South [Desert (River): Papyrus, Quartz, Desert Vegetables] 10 Riverland, 5 Desert, 5 Hills
East [Temperate (River, Coast): Shimmerstone, Copper, Medicinal Herbs] 5 Riverland, 5 Coast, 10 Hills
Southeast [Temperate: Deer, Apples, Gourds] 5 Forest, 15 Flatland
Description: The jewel in the desert, the Aslani Kingdom, sits in the farthest deserts of the known world. Rich in knowledge and learning, the sandstone and brick houses of her people sprawl in vast swathes about the crocodile infested Asl River, the city-state overseen by their Star-Reader, the one who interprets the will of the divine from atop his tall pyramid of fired bricks. Their legions are numerous, and though poorly equipped, ferociously led. Near the coast, west of the homeland, stands the port-city of Arshak, and to the south is the small settlement of Isin.
Settlements:
Khasut: 1200 Citizens - 200 Scholars, 100 Soldiers, 100 Artisans, 100 Explorers, 200 Freemen, 500 Peasants | Military: Militia | Public Order: Decent | Resources: Amethyst, Wadj Reed, Aurochs, Crocodile, Wheat | 10 Riverland, 10 Flatland | 1 Copper, Wealth III, 4 Stone, 3 Timber
Urban District (Flatland) [12/20][Simple Stone Wall, 2 Cottages, 4 Huts, Training Grounds]
Rural District (Riverland) [7/20][1 Irrigated Farm, 1 Farm, 1 Hunting Grounds]
Clay Pits
Arshak: 200 Citizens - 200 Peasants | Resources: Amethysts, Salt, Saltwater Crocodiles | 10 Riverland, 5 Hills, 5 Coast | 1 Timber, 1 Stone
Rural District (Hills) [1/20][Huts]
Quarry
Isin: 100 Citizens - 100 Peasants | Resources: Gourds, Rhinoceros, Giant Shade Trees | 10 Flatland, 10 Forest |
Rural District (Flatland) [1/20][Huts]
Timber Camp
Details:
Advancements: Carpentry, Masonry, Writing, Astronomy, Farming
Arcana: Star-Sigil of Birth, Star-Child Constellation
Domestic Crops: Wadj Reed, Wheat
Explored:
[2,0] [Arid (Twin Rivers): Servals, Ant-Lions, Galena]
[-1,0] [Arid (River): Purple Berries, White-Silver Metal, Wadj Reed]
The Wastelanders
Denizens of the frozen north, east and in the cold tundra farther than even the Zhou live, the Wastelanders worship a god of ice and snow and raid down into the fertile lands of the Zhou, Fergal, and Xcotl upon occasion. Those few traders who venture to their wild encampment say the wild warriors are few in number and live in primitive hide tents, but their keen bronze arms and militant nature have made them a worthy foe for any they come against despite their relative lack of civilization.
1000 Citizens - 300 Soldiers, 100 Scholars, 200 Artisans, 200 Slaves, 500 Peasants
Fergdal
Soft lowland riverfolk, living in a large city upon the banks of the large river that flows north from the places of Xcotl to end in the Western Ocean near the Zhou. The bountiful riches of the Fergdal are known far and wide, their gemcutters clever and their works much valued, defended by a thick stone wall from the worse of the Wastelander raids and those who might covet their riches. These walls, though, are said to be much of the protection of the city, and their guards relatively poorly trained.
1100 Citizens - 200 Soldiers, 100 Artisans, 100 Scholars, 700 Peasants
Shoval
A growing state not far afield from the lands of Cadmus, the Shoval are the outcasts and renegades of that city, united by little save their hatred of the elites who drove them with spear and sword away from the lands of their birth when they clamored for equality and opportunity. Behind their thick wooden walls they bide their time, often launching raids against the coast-dwellers from their fastness, sustained by vast herds of gazelles and acres of wild wheat. Their skirmishers are widely respected for their skill, and occasionally hired out as merchant guards traveling towards the Zhou and Fergdal lands. Annexed by the Xcotl by force.
Gergan
A small settlement of trappers, tanners, and jewlers, Gergan, or the Palinate as her folk prefer to call her, is a thriving but labor-poor city. Notable for the slaves that walk her streets, forced there by strict laws about class and wealth, Gergan lies north around the Spine Mountains from the Serin lands, and is protected by a sturdy wooden palisade. Her military is small but remarkably professional, and supplemented by slave-soldiers give the chance to win their freedom in the fires of war. They trade in many opulent goods, particularly northern emeralds, and are known for their Gem-Sorcerers.
1800 Citizens - 300 Soldiers, 200 Scholars, 100 Artisans, 400 Slaves, 100 Freemen, 700 Peasants
Maelon
An isolated settlement, high in what they call the Mother Mountains, the Maelon are a hardy but suspicious folk, slow to trust and primitive, but doughty. Their homes are hewn from the mountainside, and though they are not many in number, their skill with stonework and masonry far surpasses that of most lowlanders. Located many leagues from their only trade partners, the Serin people in the far east, their graven goods of wood and rock are much in demand, and their warriors look down on intermittent trading caravans with hard eyes- but, so far, the gates of the mountain fastness have always remained open, under the Great Spirit.
1200 Citizens - 200 Soldiers, 100 Scholars, 200 Artisans, 100 Freemen, 600 Peasants
The Freehold of Brexonburn
Nestled in the enfolding arms of the Spine Mountains, the people of Brexonburn are of the same kindred of those in Saladonia, but hold themselves in pride for not worrying about the political factions, infighting, and blood honor of their more hidebound kin. Embracing a more libertine lifestyle in the hills and vales of the Spine, they are mainly foresters and farmers, though their bowmen are not to be despised. Despite the differences, they are on good turns with the Republic.
300 Citizens - 100 Artisans, 200 Peasants
Leader: Cecil Delisle
History: Originally of Gergan, the Delisle family was forced to move from place to place following their exodus from their homeland. Since then they've grown accustomed to continuously being on the go. After working as traders for several generations, the patriarch of the Delisle family at the time, Einar Delilse, decided to begin documenting the various lands he passed through. Einar's son, Vimme believed he could make a business out of the knowledge his family had gathered over the years and opened an office in the city of Serys. Since then, the Delisle family has been operating out of Serys, charting maps, formulating the most efficient trade routes, and aiding in the establishment of settlments.
Starting Location: Serys
Specialization: One free Exploration every two turns. Recruit Explorers for Delisle and Sons from friendly populaces at half Wealth.
Assets: 200 Peasants, 100 Explorers, Expedition underway [2/4], Wealth II
Holdings: Ellandor [West of West] | Huts
Explored: West of West [Plains (River): Downy Deer, Oxen, Marble) 10 Riverland, 5 Flatland, 5 Hills
North of North [Mountains: Aromatic Pines, Cotton, Mountain Goats] 10 Mountain, 5 Forest, 5 Flatland
Leader: Kadan Ulm Bahadur
History: Something is a-rot within Xcotl. One of their dark-mages have grown distraught with his position in Xcotl society as a whole. Whatever the reason for his hysterical state, he seeks to strike out on his own to carve out his own ambitions in this world, and to expand his know-how of the art of the dead. Deep in the night, the man traveled from Xcotl to the battlefields of old in the desert. Using the secrets of the dark-arts, he managed to rise a small band of restless zombies and skeletons - nothing fancy. The high-priests of Xcotl quickly got wind of his shenanigans but instead of punishing him, they offered him a job of mercenary work. Kadan happily accepted the offer.
Location: Xcotl
Assets: 40 Wickerman Warriors, 200 Fresh Undead, 1 Bronze Weapons, 2 Copper Armor
Church of the Dead (Shoval), Wealth II
Knowledge: Raise Dead
Leader: Apostolos Rellas
History: The Chrysí Aspída were founded by traveling warriors around the city-state of Cadmus to act as mercenaries for traders. They were founded by Chrysíva Garius who acted as Supreme Commander, and after his death, the new Commander, Enzis Bacar, created the Council of Veteránoi to advise him on what would be best for the Chrysí Aspída. The Chrysí Aspída also accepted nearby tribesmen into their fold to act as guides to traders who were unfamiliar with the terrain and increased the Chrysí Aspída's wealth. They're still active near Cadmus and have attempted to set up a guild trade post near Cadmus, but failed.
Location: Xcotl
Assets: 220 Soldiers - Militia, Wealth X, Timber
Knowledge: Governance
Leader: Mithras Karaunos ("Mithras the Thunderer") an experienced slaver, raised in Gergan and trained in the city's professional guard, with a lifetime's experience of combat and command. Famed for his furious rages, and for the whip-scar across his one clouded eye.
History: The Palinate of Gergan, city of jewels and furs, is rich, but under-populated, and it has been for decades. The solution to this problem was worked out quickly; to take workers from elsewhere as slaves. Slaves work much of the Palinate's industry, as they have for generations, bought from other cities and from travelling slavers. Only recently has the city's expansion neccessitated a more aggressive approach. The market cannot supply the Palinate with all the slaves it requires, but the barbarians of the north, and the uncivilized peoples of the world remain at large, and for the taking. Seeing the need of his city for labour, and the opportunity presented by the disorganised tribes, a young soldier named Mithras, from a newly wealthy family, set about organising his fellow soldiers, in their months of leave, to enter into slaving expeditions into the mountains and hills.
From there, Mithas' operation only grew, with slaves being sold in greater and greater number, until he had raised sufficient funds to break with the army of Gergan, and to arm his own company, comprised of eager young recruits, mercenaries, and his old companions. Soon enough, other settlements sought out the slavers, until Mithras' legion were a well known fixture of the Spine Mountains and the surrounding lands, and their raids were well feared by the folk of the wilderness. Under Mithras Karaunos, the legion seeks to expand it's reach, and its wealth, and to drill itself into a truly formidable force, deserving of the name.
Location: Gergan
Bonus: Raiders - Bonus Additional Chance to take Slaves from Raided Populations
Assets: 300 Tribal Raiders - Wealth IV
(200 Raiders away near Salli)
Leader: Ny-Ka 'the Slave'
History: The Poor Fellow-Soldiers is a recent development, byproduct and bastard of the dread Midnight Horde, one of many bands of bandits, brigands, raiders and revolutionaries prowling the war torn hinterlands of civilization in the wake of its destroyers. Unlike many, however, those of the Righteous Creed claim higher aspirations. Their founder, prophet, warlord and living voice of the Gods, Ny-Ka, was but a simple serf prior to the obliteration of his master's estate in the outerskirts of Honori territory. His God saved Ny-Ka from the bloody sack and taking of slaves which followed, and amidst the burning, screeching ruins of his home, granted the humble serf revelation.
The dread horde, he realized, was the culmination of centuries of sin, the very incarnation of the evil created, nurtured and maintained by the wicked rulers of man, fed by the despair and fear of the oppressed, aided by the malevolent intentions and weak decadence of the thousand-Gods that held sway over humanity, and of the darker gods that tempted with fell powers of necromancy and promises of immortality. And so was born the ultimate expression of the desires and acts of the corpulent few that claimed ownership and sovereignty over man - a monstrous army of demons, driven by desire for power, enslaving or killing all they came across and forcing men to bend to their dark will, a horde the thousand-Gods cannot stop. Only the God who saved Ny-Ka, a true and benevolent God, righteous, just and without name, truly has the interests of all man and civilization at heart - the Slave-God of duty.
The Slave-God is no corrupt, cruel and capricious overlord, like his thousand-brothers or their chosen, who are just as likely to bestow upon righteous man boons as they are to strike him down, and who conspire in truth only to greater power, in planes both mortal and heavenly. In fact, he is no overlord at all, but a simple slave - a great and powerful servant, bound to and property of justice and commonwealth, his servants sworn to the same ideal. Justice - true Justice, not the simpering arbitrary justice of the states - is not easy to summarize in short, and much of it's finer intricacies and nature is lost upon all but the Slave-God's chosen, but at it's core, Justice is the right of each man to live and thrive - from each according to his ability, to each according to his needs in everything from responsibility to food and land. Justice is the freedom of every man to do what they best can, regardless of birth, origins, or even gender - slavery, kings, serfdom, merchantmen, all are anathema to Justice.
It is the ideal of Justice that the Poor Fellow-Soldiers, of equality and freedom for all men, fight for, or at least claim to. These last few years they have wandered the war-torn country, raiding and robbing what they could, "reappropriating" and "liberating" wealth from what trade caravans, villages and bands of enemies they can fall upon. They have too, however, been freeing those slaves they come across, feeding the hungry hordes of refugees they come across when their larders permit it, defending those same groups of refugees and peasants from the bands of bandits and deserters prowling the hinterlands. To every group of deserters, refugees and bandits (those that do not attack them immediately or flee) they preach the Righteous Creed, proselytizing to and attempting to recruit any able bodied man (or woman) ready and willing to fight for their cause (and 3 square meals). They have taken to tailing, from a safe distance, of course, the main force of the great Midnight Horde, both aiding and setting upon the men and settlements left in it's wake.
Location: Ita
Bonus: Better recruitment in regions with slavery or low public order (of peasants), bonus to defense in wild country
Assets: 100 Tribal Warriors, 100 Peasants
Description: A large city-state once sited along the coast of the Western Ocean, Cadmus was a place of great monumental architecture and enlightenment but considerable poverty. Ruled wisely, and noted for its fertile hillside farms on the cliffs above the white marble that was emblematic of its city-scape, Cadmus was nonetheless troubled in her ascent from a tribe by not only drastic overpopulation and the strife that went with that age of disorder, but was struck by an immense storm and tidal wave many generations ago, a disaster from which she was slow to recover. Once she held a small settlement to the southeast, but after a period of stagnation and social strife she was conquered by soldiers from the Stalheim Hierarchy in the year 355, bringing an end to the Republic and People of Cadmus.
Founded in the Kingdom of Aslani and exiled shortly after, the Chosen are an arcane and priestly faction seeking to further the knowledge of necromancy and other magics. Having wandered around the known world a while before settling into Saladonia, many other city-states have some opinion regarding the Chosen and their activities. To this end they plan on aiding their unlikely allies by providing arcane knowledge and assistance to further grow the small city-state into a powerful kingdom to rival Aslani. After many generations of life in the safety of Saladonia, aiding those people and surviving the depredations of the Midnight Horde, the leadership of the Chosen led their followers east, seizing the undefended Serrin city of Sarfuth. After a climatic battle accompanied by a fell ritual, the Chosen were no more, slain in combat by soldiers from the south or their lives consumed by the reawakening of their former master, the Liche-Priest Neferkara. Only some dozens survived, fleeing north into the Spine Mountains, where they were seen no more...