Scavenger Nations

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== Introduction to the World of Pyrrhios ==
Scavengers
The world of Pyrrhia is a large continent that is the home to seven dragon tribes. There is no doubt that the dragons dominate every aspect of the world, however, that had not been the case over five thousand years ago. Before the event known to the dragons as 'the Scorching', an entirely different species of creature ruled the continent. Those being were the 'scavengers', a term dubbed by dragons to refer to humanity.
Scavengers are regular humans, with one head, two arms, two legs, and ten fingers and toes. The world they live in is turbulent. To the dragons the scavengers are nothing but pests, prey, and nuisances. Rarely do dragons experience the scavenger and dragon world collide, but scavengers feel that collision every single day.
After being dethroned from being the rulers of Pyrrhia, the world had drastically changed. Scavengers found their freedoms limited, their hopes crushed, and the dangers ever increasing. Though Pyrrhia is no longer the ideal place for humans to live, they still do push on to survive in the world they once controlled.
Tribes
Human tribes had existed as far back as before the first true civilization emerged many thousands of years before the Scorching. In the Eleventh Epoch, there are twenty-one such tribes, deriving from ones that have merged, evolved, and survived unlike hundreds of others that have come and gone. Some of these twenty-one had hardly changed despite thousands of years of dragon rule, while others may hold little in common with their ancestors. 
Tribes are composed of groups of people that share the same culture, traditions, religion, and society, but sometimes it may only be a matter of birth. Tribes live, work, and survive together as they had for millennia before and after the Scorching.
Nations
Human nations are not the same as tribes. There are thirteen human realms in Pyrrhia, but throughout history that number had been far lower and far more. A realm is a well-established, self-ruling, and powerful political and social entity that is recognized by its neighbors and fellow inhabitants on the continent. Movements may form self-proclaimed nations, but without respect from other nations it would be downright impossible for them to keep a hold on their claim. Not every tribe has a nation, and not every nation is composed of one tribe. A nation is the most powerful force humans possess, but their grip on their peoples is not always concrete. For example, a village located in a nation may not recognize that nation nor acknowledge nor be aware of its existence. 
Settlements
A settlement is simply a place where humans live. Settlements provide housing, a bastion for culture and religions, and are usually located in a safe place away from immediate danger and near resources. Settlements range from size and importance. Farmland is used to grow crops and livestock for humanity's needs. A village is a small settlement, usually made up of poorer humans and are the source of farmers, workers, and soldiers. Towns are somewhat larger settlements, meant to be permanent and composed of mainly poor and middle class people. Cities are large settlements, composed of wealthy and middle class people that are strong, well-defended, and home to social and political power. Forts are small and extremely well-defended and permanent structures that are meant to be used for military purposes. Castles, like forts, are well-defended and meant to be impenetrable, but are also meant to be a home for important people such as rulers and landowners. Basically all land that is not a settlement is wild or dragon territory. Those lands make up most of the continent and are dangerous to scavengers. 
Government
Dragon society consists of kingdoms ruled by a powerful queen and an almost powerless king, if any. Pyrrhios and its diverse nations usually follow a similar power structure, but mainly in the sense of having one relatively mighty leader. There are many different forms of government, some leaning towards full democracy and some leaning towards oppressive tyranny.
Society
Human society is usually divided by class, meaning there is the wealthy, the poor, and those in the middle. Some people are born into the noble class or work their way up from nothing. Wealthy humans tend to be respected and feared, living grander lives than their poorer counterparts. The poor suffer the most in society, facing more labor, harsher conditions, and little mobility. Though males are typically more in control, as opposed to dragon society, they are closer to equal with females than in ancient times. With dangerously lower populations and greater demands, most people do not care what jobs men and women hold unless they are extremely traditional. Both men and women can rule a nation or a tribe, all are expected to hold the same or similar jobs, and both are higher on the social scale than children. 
The life expectancy for a human range depending on location, class, and luck. Typical humans, who do manage to survive to adulthood, live up to 30 or even 40 years old without intervention from dragons, war, disease, and accidents. Wealthier people, such as rulers, can live up to 50 to 70 years old and beyond. Society considers children adults at around 13-18 years of age. People usually marry in their teens or early twenties.
Language
The most widely spoken language in Pyrrhios is Common Tongue, also known as Imperial, rumored to date back to the days of the legendary Pyrrhian Empire. The language evolved over the millennia, but has kept its universality. Common Tongue is used in diplomacy, politics, and everyday life. 
Each tribe also has its own ancient language that is commonly spoken among the tribe. Language keeps culture for each tribe alive and brings about a uniqueness. Wealthier people learn both Common Tongue and their native language, while the poorer people typically only know their native tongue. This has been the norm ever since Common Tongue was founded. 
Religion and Beliefs
Many of Pyrrhia’s humans take part in some kind of belief system. Some worship animals and nature, others a Supreme Being or a pantheon of deities, and others may not have a religion at all. There are many established religions and cults that date hundreds or thousands of years. Most of Pyrrhian society is tolerant of beliefs other than their own, but there are people who are not very willing to allow diversity.
Humans may also believe in superstition and folk lore. 
Population
The total population of scavengers living in Pyrrhia is unknown, as it is extremely difficult to count how populous the continent is. However, it is a fact that the population is low, far smaller than from before the Scorching. Many estimates tend to point to a human population in the ten or twenty thousands. 
Technology
Technology in Pyrrhia ranges by tribe and nation, especially since the spread and availability of such technology is slow. Some people live in worlds that have ancient technology, while others live in more advanced worlds. Isolation and trade play a factor on which people have what technology. Ancient technology may include writing on clay tablets, using stone or bronze tools, and building more primitive structures. Higher technology includes muskets, print, and sophisticated settlements.
Magic
Magic was once a common part of the human world, but ever since the Animus Massacre humans are nearly rid of the magic they once possessed. Mages, wizards, witches, sorcerers, enchanters, and animi all have magical abilities that were historically used for various reasons. Enchanted objects left behind from the past awe humanity and are used for both good and bad, but are rare. Human society generally dislikes magic, feeling it unbalances the natural world. Still, magic can be viewed in a more positive note if it is used for good, such as healing, defense, and order. Magic was once a great weapon against dragons and animi used to play a large role in society. 
War
Wars are conflicts among human tribes, nations, or other kinds of groups, which can be viewed as self-defeating or honorable. Dragons see fighting as natural, which is a notion that humans tend to hold as well. Wars and conflicts are typically small and for light gains, usually resources, land, respect, or honor. Longer wars are rare because of what a great toll they have and how difficult it is to actually wage it and keep it going. The presence of dragons makes it difficult to hold large battles, and reliable communication is a luxury not commonly found. Conflicts can be short, while others can last decades, especially since how slow war progress can take.
Threats
Human society finds itself under a barrage of dangers that threaten its existence. Dragons are the largest threat, bringing humanity to its knees and completely transforming it with ease. Successfully defeating even a single dragon is rare, and due to that many humans believe such accounts are fantasy. Hopelessness leads to acceptance of dragons as rulers of Pyrrhia, which is the case for most of humanity on the continent.
Internal conflict such as war weakens humanity and brings about destruction, death, and loss of resources.
Diseases and plague have historically happened, but due to limited trade and interaction, as well as little to no overcrowding, large outbreaks are not common at all. However, they can devastate populations of people if they do break out, threatening society. 
There are also smaller threats that occur that may or may not completely threaten humanity, but war, dragons, and disease are the largest and most common of the threats.
== History ==
Timeline
4000BTS- First recorded human civilization. Scavengers become the dominant species in Pyrrhia.
3900 BTS- First recorded human-human war.
3500 BTS- Tuka civilization begins, Xing Dynasty emerges.
3400 BTS- Pyramids are first built in the desert.
3100 BTS- Reen Peoples emerge in the rainforest.
3000 BTS- Dominus humana, the idea of human dominance in Pyrrhia spreads.
2950 BTS- Kural Khanate established.
c. 2700 BTS- Nurra I unifies the desert tribes.
2620 BTS- Aerulien Kingdom conquered by the Nurrians.
2500 BTS- Scavengers occupy every corner of Pyrrhia.
2400 BTS- First 'modern' governments appear. Kaldan civilization dominants the tundra.
2300 BTS- Western and Eastern Empires dominate Pyrrhia.
2280 BTS- Pyrrhian Empire rules the entire continent.
2200 BTS- Tirov civilization founded.
2190 BTS- Deadly plague kills off three-fourths of the human population.
2100 BTS- Pyrrhian Empire shrinks to half of its former territory.
2015 BTS- Pyrrhian Empire collapses, Classical Era begins
1800 BTS- Order of Kosburg formed.
1700 BTS- Cecurian civilization forms.
1600 BTS- Kingdom of Bielska founded.
1500 BTS- Golden Age begins. Cecurians give the Aredonian civilization limited independence.
1430 BTS- Great Dragon Hunts are organized, thousands of dragons are hunted for sport.
1100 BTS- Feudal system introduced.
1060 BTS- Golden Age wanes, constant dragon raids and droughts begin.
1000 BTS- Common Imperial officially becomes the most widely spoken human language. Golden Age ends. Age of Troubles begins.
900 BTS- Toroshibishi Shogunate formed.
500 BTS- Age of troubles ends. Dark Age begins.
400 BTS- Great Peasant Revolution
340 BTS- Revolution ends.
300 BTS- Remelian Sultanate splits from the Nurrian Sultanate.
288 BTS- Remelian Sultanate conquers the Nurrians.
100 BTS- Human Pyrrhia's tensions reach a boiling point.
78 BTS- The Great War begins.
0 BTS- The Scorching begins. Great War ends. Most of Pyrrhia falls to the dragons.
1 ATS- Human armies are defeated. Only pockets of resistance remain.
2 ATS- All resistance is destroyed. An estimated 98% of humanity has perished.
3 ATS- The Scorching ends. Dragons officially dominate Pyrrhia.
4 ATS- Reconstruction begins. Succession Wars begin.
10 ATS- Massive immigration to the rain-forest. Dragons kingdoms first recorded.
35 ATS- Kingdom of Cecuria is re-established.
37 ATS- Succession Wars end.
68 ATS- The Great Dragon Raid
82 ATS- Palace of the House of Nurra completed.
116 ATS- Human rebellions begin.
120 ATS- First rebellion is crushed.
204 ATS- Last rebellions end.
205 ATS- Quiet Age Begins.
330 ATS- Kingdom of Kalda re-created.
640 ATS- Nos et Illos (Us and Them) is written. Becomes widely popular.
700 ATS- The Bloody Era begins, dragon raids cripple Human Pyrrhia.
1205 ATS- The Great Dragon Raid of 1205 killed one-tenth of the human population.
1500 ATS- Dragon raids end.
2000 ATS- Kingdom of Bielska re-created.
2800 ATS- End of scavenger isolation.
3266 ATS- A Great War begins, dividing Human Pyrrhia between north and south.
3283 ATS- The Great War ends.
3286 ATS- Animus Massacre, most animuses are destroyed.
3600 ATS- Last of the known human animuses perish. Early Modern Age begins.
3675 ATS- Gunpowder re-introduced.
4000 ATS- Modern Age begins.
4009 ATS- Tsar Ivan I forms the Tsardom of Zelengorod.
4245 ATS- Kingdom of Aredonia declares independence from Cecuria.
4506 ATS- Bielskan-Kosburgen Union formed.
4816 ATS- Order of Pyrrhia formed.
4863 ATS- Order of Pyrrhia grows in popularity, becomes extremely powerful.
4889 ATS- Order of Pyrrhia goes to war with the nations of Pyrrhia.
4916 ATS- Yoshikura Shogunate forms.
4925 ATS- The Order of Pyrrhia conquers the entire continent.
4937 ATS- Dragon raids crippled the Order.
4944 ATS- The Order of Pyrrhia collapses. The nations take back Pyrrhia, making the Order a peacekeeping organization.
4963 ATS- The Krabesh Khanate begins.
4994 ATS- Murder of the Queen Oasis of the SandWings, SandWing War of Succession begins.
5012 ATS- King Clauseus of Cecuria forms the Coalition, the Order forms the Anti-Coalition. War of 5012. End of the War of SandWing Succession. New nations are formed.
The Epochs
== The First Epoch ==
The First Epoch is the period of time scavenger historians refer to when civilization had yet begun to emerge. Nothing is really known about this time period, not even the date on which it ended. There are few legends and myths about this time that have survived, so this epoch is one of great mystery.
== The Second Epoch ==
The Second Epoch is the time when human civilizations had begun to emerge. Only remnants of this time period survived the Scorching, however some tribes claim to have been born during this time period, especially those in the desert and the rainforest. 
== The Third Epoch ==
The Third Epoch is known as the "Imperial Era." Though many still believe it to be a myth, historians generally do acknowledge the existence of a continental-wide human Pyrrhia Empire. Legends say that human emperors and empresses ruled all of Pyrrhia and brought about a time of peace and prosperity. Again, dates are unknown. Historians assume that if an empire did exist, it would have been after the first civilizations emerged and before the Scorching. Therefore, they placed the Imperial Age in the Third Epoch. 
== The Fourth Epoch ==
Some time after the Imperial Age ended and before the Scorching existed a legendary and perhaps mythical Pentarchy. At some point it is believed that five human realms ruled over Pyrrhia, and those five realms make up the modern day areas of the continent. Legend states that the fall of the Pentarchy brought about the Scorching, or the dragons were the ones to destroy the five nations. Other say that the Pentarchy had already fallen, but the real truth is debated.
== The Fifth Epoch ==
The Fifth Epoch was the Scorching, or the Fall of Pyrrhios. This was when the dragons of Pyrrhia rose up and took over the continent from humanity. It is believed that is was a terrible time for people, and that most of the population was killed. It is also said that this era lasted for a long time. The cause is unknown as to why the Scorching happened. Theories are that humanity failed to observe the dragons' rising power, human nations warred with each other too often and weakened themselves, there was a great plague or war, or some legends state it was divine. Some say that the Pentarchy's demise caused the dragons to be able to revolt. Whatever the case, this was the time when much of humanity was destroyed, knowledge was lost, and history becomes split into two.
This Epoch also includes the years when humanity began to rebuilt slowly after the Scorching. It does not end until humanity finally enters into an age of peace and calm.
== The Sixth Epoch ==
The Sixth Epoch is known as the First Calm, when humanity entered a time of tranquility after the great destruction. It is unknown when this epoch began and ended, but it is confirmed that something like this did exist. 
== The Seventh Epoch ==
The Seventh Epoch was the time when historians claim humanity attempted its first and only major revolt against the dragon overlords. It is know as "The Fallen" or the "Second Scorching." Humanity failed to succeed and was crushed once again. All knowledge gained up until that time and any history preserved from before the Scorching was most certainly lost during this epoch. With the end of this epoch came about major changes and history began to become clear again.
== The Eight Epoch ==
== The Ninth Epoch ==
== The Tenth Epoch ==
== The Eleventh Epoch ==
=== The Ancient Era (4000 BTS- 3000 BTS) ===
The exact date of the origin of the first human civilization is unknown. Ancient writings dating back as far as 4,000 BTS suggest that the first organized society might have been located in the desert. Other human civilizations, especially those who had not adopted writing, may have been around for much longer. At this point in time, humans became the dominant species in Pyrrhia. Dragons had not become a threat to the human world, which viewed them as menacing pests or demons.
By 4000 BTS, humans had already invented writing, formed early cities and laws, organized states, and adopted agriculture. Bronze and iron were used in most places in Pyrrhia for weapons and tools.
The first recorded conflict of any sort dates back to about 3900 BTS. In this ancient war, an early desert civilization fought against nomadic invaders from the north. The desert people were recorded to have won the war at a very high cost. By this time, war had begun to shape all of human history. Over this period of a thousand years, humans had created societies and nations that would rise and fall in the future.
There are three theories on the origins of humans in Pyrrhia. (1) The humans were from Pyrrhia and evolved in either the rainforest or the swamps, (2) humans migrated from some other land to Pyrrhia, or (3) humans originated in Pyrrhia, migrated away and returned when they were more advanced. 
=== The Civilized Era (3000 BTS - 2300 BTS) ===
During this period of 700 years, humanity flourished in Pyrrhia. New ideas, inventions, nations, and ways of life truly show how dominant and creative humanity was. Humans prospered, thriving in every corner of Pyrrhia. Grand cities, palaces, monuments, and sculptures were built by wealthy rulers, trade was conducted by merchants, armies were led by generals, and dragon hunting parties were enjoyed by many.
In the desert, pyramids and ziggurats were constructed by wealthy pharaohs, and then the sultans. During this time, the desert area was divided into many rival kingdoms and sultanates. Eventually, one sultan, Nurra, unified the land under one ruler. Also, warring tribes began to create their own nations based on common culture and language. Multiple wild plains and mountain people formed kingdoms strong enough to halt the advances of their neighbors.
It was during this time that science and mathematics began to grow and it greatly affected the world. Buildings were built with perfect proportions, knowledge about biology, chemistry, astronomy, and medicine was vast, and philosophy gave the world a sense of greater thinking.
=== Imperial Age (2300 BTS - 2015 BTS) ===
By the year 2300 BTS, two mighty empires emerged. The Western Empire and Eastern Empire, as they were known, emerged from powerful families who sought to gain full control of the continent. The Western Empire fell due to rebellions and constant invasions from the Eastern Empire, which was more stable and wealthy. A multitude of small, new nations were formed, easy prey for the lone Eastern empire. The Eastern empire, which had become the Pyrrhian Empire, had conquered vast territory after the rise of smaller states. The Empire spread its ideas and technology throughout its vast land and much of it was adopted by non-Imperial vassal kingdoms.
However, the empire did not last. As with the former Western empire, this Pyrrhian empire was attacked from within by rebels and other a series of unpopular and weak emperors help bring the demise. A horrible plague in the year 2190 BTS killed nearly three-fourths of the Imperial population. The other nations, who once paid homage to the empire, took this opportunity as a way to destroy the empire. By the year 2100, the empire shrunk to half of its former territory. Eventually, the continued line of weak rulers and greedy nobles brought what was left of the empire to an end by the year 2015 BTS.
=== Classical Era ( 2015 BTS - 1500 BTS) ===
After the collapse of the Pyrrhian Empire, even more nations were formed on the eastern side of Pyrrhia. However, by the year 1000 BTS, most people spoke the same language due to Imperial influence. Furthermore, the Empire did help bring the scattered kingdoms closer together. New and better trade routes were established, writings and ideas were spread, and new alliances were set. Imperial architecture, religion, and way of life were dominant during this time, which caused society and culture to flourish. 
=== Golden Pyrrhian Age ( 1500 BTS - 1000 BTS) ===
The years between 1500 and 1000 BTS is known as Pyrrhia's 'golden age' for humans. Art, music, ideas, peace, and beliefs flourished. In this time period, few, if any wars were held. More permanent kingdoms were established and dynasties lasted for generations. During this time, sports, hunting, recreational activities, and other pleasures were enjoyed by the nobility, as well as some of the more wealthier commoners. The feudal system was adopted during this time, which led to some grumbling from the peasants. Palaces were built by rulers for themselves and for their families and friends. Merchants prospered from trade around Pyrrhia. Even the poorer people enjoyed a few luxuries during this golden age. Small, scattered tribes began to come together to form larger, unified tribes that created a national culture from the many similar tribal ways of life. 
However, by the year 1060 BTS, the golden age waned and eventually ended due to crop failures and frequent dragon raids. People and nations grew poor and many merged together in order to survive. Another plague ravaged through Pyrrhia, killing thousands, including important three rulers. Pyrrhian humans recovered from the unfortunate events, but wars of succession would result in bloodshed, ending the once stable peace.
=== The Age of Troubles ( 1000 BTS - 500 BTS) ===
The end of the golden age resulted in the gradual decline of human supremacy. For the next few hundred years, wars broke out often and new rulers were put on thrones every once and a while. Most dynasties lasted only for a short time, and this caused stability to ultimately collapse.
By the year 500 BTS, this Age ended, bringing in a far worse era in its place. A dark new age for humans had begun, eventually ending the destruction of humanity's grip of power and control over the world.
=== Dark Age (500 BTS- 0 BTS) ===
The Dark Age was the period of great decline for the humans. With rival rulers on the thrones, each nation and tribe began to resent each other. Each nation struggled to survive, and many had to resort to illegal and violent ways to keep their subjects satisfied. In the year 400 BTS, a massive Peasant Revolt resulted in countless deaths, but no reforms. At this moment people, began to hate the nobility to a degree never seen before. Soon, people revolted and attacked their own kingdoms again and again, usually ending in massacres on both sides. Eventually, the last pocket of peasant resistance was taken care of in the year 340 BTS.
Dragon raids became more and more frequent, and entire armies had to be sent out to hunt them down. Villages went up in flames and people grew more and more restless. However, the kingdoms manage to avoid collapse and some began to rebuild quickly. The rainforest kingdom, on the other hand, was fortunate to avoid such problems on a large scale.
Tensions rose over resources, land, and authority. Rulers struggled to prove to their citizens that they had the ability and power to maintain their nation. It led to many of them becoming disposed of. By 100 BTS, tensions reached a boiling point after the ancient Northmen were caught pillaging a village of a Khan. War was narrowly avoided for the time being, but soon Pyrrhian history would change forever.
In the year 78 BTS, a Great War broke out engulfing every nation. No longer could hate and tension be eased. The war lasted for seventy-eight years, destroying lives, cities, and nations. Kingdoms were reduced to rubble, bloodshed stained the entire continent, and only one event could end the war and unite humanity: The Scorching.
=== The Scorching ( 0BTS- 3 ATS) ===
The deadliest event in all of human history was the Scorching. This event changed Pyrrhia forever.
In the year 0 BTS, the Great War had destroyed much of humanity and no end was in sight . But then dangerous dragon activity began to increase at a rapid rate. By the beginning of the Year 1, fear spread among the people. Then, without warning, massive amounts of dragons attacked and revolted against their human oppressors. This attack was unexpected and thousands were slaughtered and settlements were burnt to the ground. By the end of the first year, most of Pyrrhia had fallen to the dragons.
The second year proved to be terrible and disastrous, but it brought the surviving and damaged nations together. The nations of Pyrrhia had long forgotten their war and formed a coalition to defend themselves against the dragons. However, this new plan was already lost. Human armies were quickly crushed by bands of dragons, kingdoms were torn apart, and humanity officially lost its dominance. Small pockets of resistance was all that was left of the human cause. Anarchy began to reign.
Despite this, the Scorching dragged onto its third year. Humans tried to mount a desperate counter-attack, but it failed horribly and more were massacred as a result. Whatever armies were left were no longer fighting, but retreating to hidden places. Nobles and rulers hid in castles that were difficult to find or somewhat easier to defend, though many f them became death traps. Most of the common people had to find their own places, and unfortunately, few survived. Estimates by humans during this time claim the total number of humans who had survived to be between 2-5% of the population before the Scorching had occurred. Entire nations were destroyed, many royal and noble bloodlines ended, and yet some continued to survive for thousands of years to come. Some kingdoms did manage to survive the Scorching, as their rulers were fortunate to survive. After the Scorching, people came together to re-create their tribes and kingdoms.
By the end of The Scorching, humanity was no longer the dominant species of Pyrrhia. Dragon kingdoms were created and humans would later be persecuted and hunted down as food, sport, or one of many other reasons. However, humanity, against all odds, would manage to avoid complete extinction. The Dark Age had finally ended, and a new period of human history had begun.
=== Reconstruction Era (3 ATS- 115 ATS) ===
After humanity fell from their dominant position, they began to rebuild, hoping that they could rise up again before the dragons grew too powerful. Beginning right after the Scorching, many tribes and kingdoms were resurrected with new dynasties on the thrones of Pyrrhia. Those nations that had survived began to rebuild their power and their old way of life. This proved difficult, however. With dragons everywhere on the continent, now inhabiting all of Pyrrhia, humans found it near impossible to stay alive. Construction and reconstruction of hidden castles and villages began nearly immediately after the resistance ended. Some settlements were already located in remote or hidden places where some of the royal families hid during The Scorching. The Kingdom of Reen welcomed many immigrants who had fled to the far more safer rainforest. By the end of this era, estimates claim that nearly 75% of people residing in Pyrrhia lived in a decent shelter. Each nation also began to reveal what little power they had by constructing new palaces and monuments. The famous Palace of the House of Nurra was the most impressive. Constructed for Kara IX, it was meant to house the sultans of the desert for ages to come. It took forty years to build the place, but sadly Kara died before completion. His successor, Tulan I, fortified the palace, transforming the beautiful structure into a less luxurious, but safer place with thick walls and underground passages.
With new settlements being constructed around Pyrrhia, soon some of the nations reached a comfortable level and quality of life. However, most of Pyrrhia was not. With the deaths of most of the nobility and monarchs, people fought over control of the newly formed kingdoms. The Age of Succession Wars (4 ATS- 37 ATS) cost the lives of more people, but did put skilled and stable monarchs on the throne. The nations that warred slowly progressed to fix their situation.
By the year 100 ATS, dragons had already shown what power they had. The Great Dragon Raid of 68 ATS was one of the first large-scale massacres of humans after the Scorching. Humans began to realize that taking back Pyrrhia would be very difficult, maybe even impossible.
=== Age of Rebellion (116 ATS- 205 ATS) ===
After the Reconstruction Era, the humans attempted to take back Pyrrhia by force during the next century. Once confident, armies began to attack their dragon targets, and they were effective early on.
In the year 116 ATS, the first strike came. A small band of warriors attacked a MudWing settlement, managing to cause a few casualties before the soldiers were forced to fall back. After that, Pyrrhia exploded into a fiery crisis. Armies throughout the continent revolted and caused chaos throughout and among the tribes. Due to surprise and excellent guerrilla tactics, the nations managed to take out hundreds, maybe thousands of dragons, however, numbers are most likely exaggerated. The humans managed to take back a fairly large amount of land, mainly lowly populated parts, but only for a short time. Afterwards, dragons launched a counter-offensive. However, the human armies managed to prepare themselves for the impending attack. The fronts barely held, but they managed to defend key locations necessary for the uprising to continue.
By 120 ATS, the war had killed nearly 2,000 dragons according to some records, though they might actually be highly accurate statistics since warriors usually count their dead enemies after slaying them on the battlefield and report them to their lords. Nearly 12,000 humans were killed, however. By that year the human armies were gravely crippled. Within the first few months of 120 ATS, a second dragon attack completely demolished the remaining fronts and lines of the human defense. Once again, the humans had to relocate and route to stay alive.
Rebellions, however, did not end after this war. For the rest of the century and early in the next, nations continued to use stealth and guerrilla tactics to weaken the dragon forces. Unfortunately for humanity, but fortunately for the dragons, these attacks did very little if anything to disrupt their way of life. It was during this time that the word "scavenger" may have first been used as a slang word for "humans", and then the official name for the entire race.
The war cost the human armies nearly 85% of their soldiers. Regular militia and volunteer armies were quickly overwhelmed, and only well-trained soldiers such as knights managed to stay alive during the entire phase of the conflict.
Another last major offensive occurred in 204 ATS. Replenished, the human armies attacked once again, using new tactics and battle strategies. Records say that an IceWing and a SkyWing queen were killed during the attacks. As a result, armies in those areas slightly held out longer. But in only a few months, the armies were beaten again. By the end of the Age of Rebellion, the humans had finally seen who now dominated Pyrrhia, which was not them anymore. The nations survived once again, but for the next thousands of years they would accept the fact that they were no longer in control of their world or their destinies.
=== The First Quiet Age (205 ATS- 700 ATS) ===
After failure in the rebellions, humans began to rebuild and live hidden and in peace. For the next 500 years it was very rare to find any human lurking about Pyrrhia, except a few thieves or travelers. Writings from this time talk about the rebuilding of civilization quietly and the rebuilding of the nations that were crippled during the last few hundred years.
Very few important events happened to humans in this age. Armies began to get more warriors but they were used only for peacekeeping and as guards. Some authors became famous for entertaining people with stories about freedom and no more fear. Many cities were refurbished and became habitable again. Now many small villages and a few towns scattered Pyrrhia with rulers and nobles living in fortified castles, cities, or palaces.
However, after a long period of relative peace and huge population growth it became difficult to live hidden. People began to spread out again and by 700 ATS new towns were built in places that were vulnerable.
=== The Bloody Era (700 ATS- 1500 ATS) ===
One of the bloodiest and saddest eras in human history was this one. After barely rebuilding, in 700 ATS, a series of raids were taken out against the peoples of Pyrrhia. Nations once again crumbled, but little resistance could be put to counter this brutal series of attacks. Lots of bloodshed was spilled over the next eight hundred years, and most occurred every few decades. The most famous and deadliest of these raids was The Great Dragon Raid of 1205 ATS. In total almost a tenth of the population might have been killed or wounded.
However, no more attacks at this degree were to be carried out to this day. After this period more peaceful times came, but humans lived on in more secluded ways with the nations becoming more and more torn apart from each other.
=== The Second Quiet Age (1500 ATS- 2800 ATS) ===
This was a very calm age for the human race. The destruction during during the last millennium or so ravaged all that they built up from the ashes, so to speak. For the next 1300 years hardly anything important happened due to fear and limited contact. Here the nations grew more apart from each other and many had to survive with what they had. Fortunately, the next age gave some relief to people of every country.
=== The Refreshed Era (2800 ATS- 3286 ATS) ===
The nations finally felt confident to open trade and communication to a significant degree by the year 2800. Not only did this help people who were suffering, it boosted the spirits and pride of entire nations. They slowly and cautiously rebuilt their states and before long it seemed like things were doing well. Dragon raids were not frequent since many thought they were extinct, but every so often they were spotted and havoc was inflicted.
Kingdoms were reunited by the temporary city-states that ruled in the last era. Soon they grew moderately powerful and they began to feel confident in themselves. It was also a time when people began to do many things besides surviving. Art, music, and other entertainment was revived and soon life in secrecy came to a comfortable level for some people, mainly those who remained wealthy.
=== The First Great War (3266 ATS- 3283 ATS) ===
The First Great War was the largest human war after the Scorching. Two alliances, the North and the South, were running out of resources due to their isolation. The south had more food, while the north had more ores, such as iron, copper, and gold. War broke out when the North invaded, but were quickly driven back.
The war lasted for about seventeen years when dragons began to take notice. The two sides quickly agreed to a peace treaty and people began to exchange their goods for things they needed the most. Estimates show that hundreds were either killed or injured during the conflict, and many other died from starvation. This war would begin tensions that would takes years to mend.
=== Tense Age (3283 ATS- 3600 ATS) ===
The war greatly strained relations between all of the nations. They did interact with each other, but they were very suspicious and almost hostile when they did.
Around this time, human animuses began to decline. Soon, it was rare to have even one animus human. People also began to fear animuses, and many rulers allowed them to be hunted down. The Animus Massacre of 3286, where Zyphen the Silent slaughtered over twenty people without reason, sealed the fate of animuses, and full-scale hunts were organized. In addition, anything related to magic, enchanted objects and spell-books, were destroyed. However, some were kept safe, like the Topaz Gems or the Crimson Stone. By 3600 ATS, animuses were now only survived in writings and legends. However, rumors of animuses who survived spread far and wide. Many believe animuses are still alive to this day.
=== Early Modern Age (3600 ATS- 4000 ATS) ===
The early modern age began after the fall of the animuses, when Pyrrhia began to modernize its way of life for the first time since a little before the First Great War. Larger nations began to united any divided land, and soon there were the fewest number of countries since before the Scorching.
One of the major points in this era was the re-introduction of gunpowder and firearms. The use of muskets, cannons, ect. was lost due to the Scorching and has never really been used since, at least in a significant way. Also, way of thinking also became enhanced. Literature began to boom and literacy greatly improved. New inventions also caused this new era to be one of great thinkers, inventors, and rulers.
Some even go as far to call this the "New Golden Age".
=== Modern Age (4000 ATS- Present ) ===
=== New Age(4000 ATS- 4816 ATS) ===
The New Age was when human Pyrrhia finally began to act almost like it was before the Scorching, to a smaller degree. Trade, interaction, and movement reached its highest peak since before the dragons took over. With new inventions and the re-discovery of old ones, life became much more hospitable.
This age was also one of nationalism. The southern tribes from the Claw of the Clouds Mountains formed Zelengorod, Aredonia split from Cecuria, and the Union of Bielska-Kosburg formed. Soon other peoples became inspired to become separate, however most insurrections were crushed.
Unfortunately, human Pyrrhia once again finds itself in a war-torn world. It was only a matter of time until someone decided to take action on a wide-open opportunity.
=== Age of the Order ( 4816 ATS - 4994 ATS) ===
The Order of Pyrrhia was formed in the year 4816 ATS by numerous groups of knights and common folk. It grew in popularity and soon it became a strong power, wielding the most powerful army by the year 4863 ATS. Other nations began to lose its citizens and warriors to the Order, who used propaganda and the promise of a unified, safe world to get others to aid their cause.
In the year 4889, war broke out between the Order and numerous other nations. The Order won each war with lightning speed and within sixteen years it became the largest and most powerful nation in Pyrrhia since the Scorching.
The most important conflict of this age was the War of 4925, when the Order defeated the last of the nations and took control over all of Pyrrhia. Within thirty-six year, Pyrrhia had been united for the first time in its history.
This continent-wide empire did not last however. First, grand dragon raids completely showed the Order was not as strong as it claimed to be. The significant human activity cause suspicion within the dragon tribes, and they decided to show dominance. The Raids of 4937 caused so much destruction, that the Order lost over half of their food supplies, and most of their homes. Starvation and never-ending raids caused outrage within the Order.
Second, the nations conquered continued to plot ways to take back control in secrecy. They engaged in fearsome uprisings and crippled the Order's military. The last major reason the Order fell apart was that it was unable to please all the peoples of Pyrrhia. The different tribes seemed to be treated unfairly thus sparking hate and revolt.
The sheer size of this nation caused it to rule ineffectively. No nation had ever been able to rule over such a large area of land and sea and the Order was unprepared to.
Nineteen years after the Order reached its peak, in the year 4944 ATS, the Order collapsed.
The nations of Pyrrhia decided to completely redesign the Order. It was given small bits of territory in different part of Pyrrhia, and it was to act as a buffer in some parts. The goal of this new Order was to maintain peace and stability in Pyrrhia.
===Pre-War Age (4600 ATS- 4994 ATS)===
After the decline of the Order, Pyrrhia began to become more peaceful once again. The old nations took back control of their lands, and the Order was usually successful in keeping peace and resolving disputes. It was a rather calm time, but it was unsettling. Everyone had a feeling something would happen. The modern dynasties of the Shogunate and the Khanate were founded in this age as well.
One event would turn the unsettling atmosphere into a true devastating war.
=== War of the SandWing Succession (4994 ATS - 5012 ATS) ===
The murder of Queen Oasis by a human sparked a succession war between the dragon tribes of Pyrrhia. Though many people were happy and saw this as an opportunity. However, human settlements were ravaged in revenge, and for the treasure stolen. The three humans were never identified by the human nations, and each country had different feelings on what they did.
The war lasted for a very long time. Life for people became more secretive, as entire armies of dragon flew across the continent, and battles were fought everywhere. The Order of Pyrrhia became very influential, and soon many people looked up to them and many requested to join. This nation became one of the most organized and most powerful order of all time, despite having small amounts of territory scattered throughout the world.
Dragons continued to search for missing Royal SandWing treasure. Therefore, many innocent humans were killed in the process. The armies of each nation began to make an effort to protect their people and their land.
The war ended many years later, neither of the three SandWing princesses won the throne, however, Thorn became queen.
During this war, another war raged on, this one much less known, however very critical to the future of Pyrrhia.
=== The Great Human War of 5012 (5012 ATS) ===
The Great Human War of 5012 officially began when the Order of Pyrrhia declared war on the Kingdom of Cecuria, following King Clauseus' Declaration of War Against the Dragons of Pyrrhia. Cecuria, under King Clauseus I, had already conquered a Pyrrhian city and the Aredonians.
Quickly the nations joined one of two sides. The Coalition to Restore Pyrrhia (the Coalition) under Clauseus of Cecuria, and the Anti-Coalition led by Grand Master Joachim Antile of the Order. Soon after the declaration of war, the fighting began. The first battle was a draw at the Battle of Sand Peak.
The fighting lasted for almost two months. Other notable battles was the Battle at Ienius, the Siege of Nostrelona Fortress, and the Battle of the Green Sea. The Battle of Bloody Fields was the costliest recorded battle, where almost five hundred soldiers died (around 270 AC, 230 C) The casualties were hard to figure out, but it seemed that the Coalition lost almost 1,050 soldiers, while the Anti-Coalition claimed to have lost around 900. The number wounded is most likely higher.
During the war, most countries fought on more than one front. Some nations had no trouble defending their country, while others neared collapse multiple times. Before the war ended, Clauseus was reported to have perished on Jade Mountain before the two sides met on the battlefield. Without him, the Coalition soon felt no urge to fight on, and officially surrendered days later.
The treaty at the war's end moved boundaries and created new nations. Peace once again returned, but an era similar to the Tense Age came upon the countries.
=== Destabilization of Human Pyrrhia (5012- ===
=== The Glorious Revolution ===
=== The Age of the Animus ===
=== Rise of the Cults ===
=== The Pyrrhian Crusades ===
=== The Crusader Era ===
== The Scavenger Tribes ==
There are twenty-three official scavenger tribes in Pyrrhia. They are divided into culture groups which are composed of tribes that are related, no matter how distant. (Note that even though these are based off of real world equivalents, they might not be placed life ethnic groups. This is Pyrrhia, by the way, not Earth. They are not the same, nor meant to be identical. For example, Reens, an African people, are related to the Tecuixin, an Aztec-inspired people.)
Nordenvol	Cholhai 	Krevechs	Holstodon 	Kolkass 	Vur 	Olurian
Kaldan 	Vinjarui	Bielskan	Manneisterian	Cecurian 	Reen 	Aerulien
 	Khuizar 	Litkovs 	Veirlander 	Aredonian 	Tecuixin	Ne-Muma
 	Meyato 	Zelenks 	 	Andronopolite	 	
 	Qian 	 	 	 	 	
 	 	 	 	 	 	
Andla 	Rama
Harring	Remelien
Kelices	Nurrian
Kaldan
For as long as the ancient sagas have told, the hearty tribe of the Kaldans have inhabited the cold northern frontier on the Northwestern Head of Pyrrhios. Migrating thousands of years before the Scorching to the north, the Kaldans have long ago dominated the frozen tundra and still preserve their traditions and culture like an insect encased in amber. 
The Kaldans are a tribe that value strength over everything else in a world that always seems to push against them. The Kaldans have no rival in the tundra besides the IceWing dragons and themselves, allowing them to create a stronghold that keeps within its borders as the world plunges into flames. The Kaldans welcome trade to their land, and many Kaldans themselves travel with goods and coin to make profits in the dangerous continent that they live in. 
Life in the frozen northern lands is made difficult with hardy plant life, hostile creatures, and the frost that is more dangerous than anything else. Kaldans have learned to manage with what resources they have and what they can create. Farming is a staple part of life as food is difficult to trade for and even more difficult to find in the wild. Crops such as snow barley, oat, northern wheat, and tundra rye have found their way into being grown in rocky and desolate soil. In villages, horses, sheep, goats, poultry, and cattle may be raised. In addition to farmers, foragers search for wild berries, fruit, and wild plants to help satisfy the tribe. Hunters are especially honored as they bring back vital meat of bears, deer, rabbit, and other manner of creatures. Fishing is another source of food, mainly done in rivers and through fishing holes in the ice, though sometimes whaling, hunting seals and walrus, and fishing for larger marine life happen at rare intervals. 
The land in which the Kaldans live in also brings about natural resources. They include coal, a very sought after rock, amber, and prized Kaldan gold and silver, and metal for making steel. Kaldans are also famous jewelers, blacksmiths, and miners. 
Language- In addition to Common Tongue, which is nearly only spoken by Kaldans of upper class and status, traditional Runic languages are spoken and written. The two Runic languages are Maten (an almost completely written language with little speaking, dating back nearly eight thousand years) and Narour (spoken and written, much more newer than Maten, dating back to decades after the Scorching). 
Religion- Polytheistic, predominantly the Wigaf Pantheon. There are many different deities and a common view of an afterlife filled with great battles and mead halls. 
Literature- Sagas are the stories and legends of Kaldans of the past, orally passed down and preserved by writing in books and scrolls. Runestones were commonly used to write on and communicate by ancient Kaldans, though by the Fourteenth Epoch most literature is confined to books.
Kaldans also possess a rich culture full of rituals and traditions that trace back to the Kaldans of the pre-Scorching world. The Frost Moon Festival and many celebrations that have to do with the Wigaf Pantehon are held differently by every Kaldan village, town, and household. Sports are popular, with wrestling, sparring, and small tournaments being held often. 
Kaldans are a people with a strong warrior past and background. Nearly all adult Kaldans carry weapons of their own and falling in battle is seen as the most honorable way to leave the living world. Warriors who pass are sometimes given very traditional Kaldan funerals, which is to play the body on a burning ship out at sea. Honor and word are taken serious, and insults and offense may be lethal. 
Kaldans live in stone or wooden homes, mainly in small villages and in town that are protected by the Kaldans themselves. 
The Kaldans are the only tribe in the Nordenvol group, meaning they are not closely related to any other tribe. This tribe has little mixing with other cultures, making the Kaldans pure and much of their way of life is protected from influence from other tribes. 
Population- Kaldans predominantly inhabit the northwestern frozen 'head' of Pyrrhios, but small populations of them may be found elsewhere, mainly traders, mercenaries, fisherman, workers, and merchants. Total population is unknown, but is larger than a few hundred but probably no more than a few thousand.
Vinjarui
Most likely the first and original inhabitants of the Great North, the Vinjarui have changed little over the millennia and their way of life has been preserved throughout history. It is not certain when the Vinjarui first inhabited the tundra, but it was far before the Kaldans ever stepped foot unto the coldest part of the continent. 
The Vinjarui live isolated from the rest of their world, living on the frigid northern coasts and frosty masses of snow and ice. While the Kaldans live with power further south on the Head of Pyrrhia, the north remains mainly a mystery to all those who are not from the Vinjarui tribe. Very few people come in contact with the Vinjarui as they live the closest to the ice dragons, to the freezing weather conditions, and to the most barren land in the tundra. 
Life is very harsh for the Vinjarui, who have few resources to live with and many dangers to face. The Vinjarui are superb fishermen and whalers, hunting in the sea, ponds, and rivers using canoes and boats. Members of this tribe also hunt wild game, mainly caribou, rabbits, seals, and even polar bears for meat, bones, and fur. Being far too north to farm crops, the Vinjarui gather whatever fruits and vegetables they can find, such as berries and roots. The Vinjarui do not raise much livestock, but they do own dogs and reindeer to use to pull sleds for transportation. 
The tribe is loosely organized as villages are scattered about and many are not in the same vicinity. Sometimes rivalries may break out between villages that are located close to each other, and there have been accounts of war and bloodshed in the tribe. The Vinjarui do not have their own nation, but each village appears to have its own autonomy and power. Each village is ruled by an elder or a council of elders, who have great control over their people. Only a handful of Vinjarui settlements are made out of wood acquired from the south, while the majority of homes are igloos or animal-skin tents that are easier to built and are more difficult for enemies to find. 
Language- Each Vinjarui village has its own dialect of a common Aivik language, which is not related to any other language in Pyrrhia. Despite the differences in their dialects, each village can still understand each other with little difficulty. Common Tongue is extremely rare among the Vinjarui, and only those who have been exposed to the rest of the continent may have a chance to know it. Some elders, traders, and guides know at least a fragment of the universal language. 
Religion- Shamanism, belief in a spirit world and that all living things possess a spirit. The Great Northern Lights are a part of these spiritual beliefs. 
Literature- The Vinjarui do not have any written literature as they never had access to books and scrolls. All stories, legends, and laws are kept alive by word of mouth, and this oral tradition is one of the most unique and important parts of the Vinjarui. Tales of all sorts, like those of great warriors, explorers, hunters, elders, animals are passed down from generation to generation.
The Vinjarui have a very traditional culture and are strict with their laws. The Vinjarui are a people who have adapted to survive in the coldest environment in Pyrrhia, and each member is expected to know every skill needed to live. Though men and women are expected to do their own jobs (hunting, fishing, raising children, sewing) both of them know each other's skills. At times people may have to go out in the frozen wilderness for long periods of times, which means that they need to know as much as they can in order to return home safely.
Despite the harsh world they live in, the Vinjarui still have maintained a vibrant part of their culture and traditions. During some parts of the year the Vinjarui villages have dog sledding tournaments, dance together during festivals, or go on great hunts together. Using bones, tusks, ivory, and animal pelts and hides, the Vinjarui make fine art. They create baskets, clothing, and decorated tools. 
The Vinjarui are part of the Cholhai group, meaning they are closely related to the Dench'ut, Meyato, and Qian tribes. However, though related the Vinjarui are isolated from the other tribes by location and their cultures are very different from each other. Not even their languages sound the same, which shows that the Vinjarui split from the other tribes in the group a very long time ago. 
Population- The Vinjarui only inhabit the northwestern 'head' of Pyrrhios, and very few members every reach the other parts of the continent. Some Vinjarui may live as far south as Kalda, but the chance of a member living among the other tribes is highly unlikely. Due to harsh conditions, dragons, isolation, and few places to live, the Vinjarui population is estimated to be very small, only in the hundreds.
Dench'ut
Meyato
Qian
Bielskan
Kohuts
Zelenks
Budny
Ivanovs
Manneisterian
Veirlanders
Cecurian
Aredonian
Andronopolian
Reens
Tecuixin
Aerulien
Ne-Muma
Harring
Kelices
Remelien
Nurrian
==Ice Kingdom==
In the frozen Northwestern Head of Pyrrhios lie three scavenger nations that survive through the harsh and bitter weather and the equally dangerous IceWing tribe of dragons. The Kingdom of Kalda still reigns dominant in the tundra, while the Vinjarui tribes live alone in isolation from the rest of the world. The Dench'ut nomadic tribes may travel throughout the continent, but the home of their ancestors in between the great desert and the tundra still is the bastion of the horsemen. 
Kingdom of Kalda
Primary Cultures: Kaldan and Vinjarui
Ruler: King Sigurd One-Eyed
Government: Hereditary Monarchy with Earldoms
Real World Inspiration: Viking Age Scandinavia
Founded: 4844 ATS ( Year 19 of the Fourteenth Epoch)
Background Info: The ancient Kaldan and Vinjarui tribes have long inhabited the frozen northwestern peninsula and dominate every aspect of human life in what is know as the 'last frontier.' The two peoples reside in a kingdom, taking the name of the Kaldans who virtually control politics and society uncontested. The Kaldan earldoms are under the reign of King Sigurd, a traditional Kaldan who took the throne from his father, ex-King Jarl, in a contest of honor. The Kingdom emerged from the War of 5012 unscathed, retaining its status as a regional power. As foreign forces long have failed to disturb the two tribes, only discontent among themselves could prove to cause anything of concern. 
History: The history of the land of Kalda began many thousands of years before the Scorching. It was the ancestors of the Vinjarui that first settled the frozen plains in the early Third Epoch, soon followed by the people who would become the Kaldans. As the continent entered a more civilized age, a number of tribes formed small countries that fought one another for land and control. This continued on throughout the Imperial Age, since neither of the Pyrrhian Empires were able to drive deep into the tundra due to rivalry and the savage tribal defensive tactics of the natives. By the Middle Ages three kingdoms emerged as the tiny countries began to intermarry and unite. Up until a few hundred years before the Scorching the land was divided between the Nordvol Kingdoms of Val and Gorfa, and the Vinjar Kingdom of Trisen. 
The first Kingdom of Kalda was formed about six hundred years before the Scorching, with the Kingdom of Val becoming all-powerful through brute force and shrewd diplomacy. During the few centuries before the Scorching, Pyrrhia had become a Tetrarchy, with four kingdoms ruling over the entire continent. One of those kingdoms was Kalda, occupying the entire tundra, the desert, and all of the northern coast of Pyrrhia. The Tetrarchy crumbled during the Dark Age, and collapsed during the Scorching. 
The Scorching and the 'invasion' of the IceWings destroyed the Kingdom of Kalda and divided its land between earls. From that moment on the land would only be united three times for a short amount of time. A few decades after the Scorching the rival earldoms attempted to throw off the dragons in a coordinated uprising, but without strong leadership the revolt failed with heavy losses. Through the might of a Kaldan earl known as Magnus the Great, the land was united under a Kingdom in the year 1813 ATS. It would last only until his death, and the earls would return to their bickering. Much of the history from then until the Great War would be found in sagas as there were many periods of destruction and loss. It is known that the land continued to be divided between warring earls and chiefs, and also that the culture of the land was changing. The different Nordvol tribes began to combine their culture and traditions into a single 'Kaldan' culture, while the Vinjarui tribe held on to its diverse but homogeneous identity. 
On the eve of the Great War, nine great earls proclaimed themselves to be petty kings and two Vinjarui chiefs as great lords. A wave of nationalism rose and the new destiny of forming the legendary Kingdom of Kalda soon filled every persons' heart and soul. This was spurred on by the Great War, which brought the petty kingdoms together under a common cause. The Great War ended in a stalemate, but each kingdom saw themselves as victorious. After the war, a fear of animi and magic seeped into the minds of people in Pyrrhia and a campaign to destroy this supernatural world went underway. The Kaldans and the Vinjarui were split on this matter, for the Vinjarui worried this hunt would include killing their shamans. The Kaldans, who had always opposed magic and things outside a regular human's capabilities, were mixed at first. However, when the Earldom of Meyerhall agreed to spare the shamans in return for an alliance with the Vinjarui, the other petty kingdoms soon followed in their footsteps. It proved to do little for the kingdoms as they never were able to defeat each other, but the magic and supernatural spiritualism in Kalda was spared as the rest of it in the world was crushed. 
The petty kingdoms of Meyerhall, Tundr, Gotaland, Tamarr, Brund, Hafravagr, Undgrove, Biathar, and Kor squabbled and attempted to dominate each other until only four remained: Meyerhall, Tundr, Tamarr, and Brund. The two Vinjarui chiefdoms lost their power and the tribes were ruled then only by the elders of their villages. In the Twelfth Epoch, a petty king by the name of Bronton the Snake of Tundr joined forces with Meyerhall to force the other two kingdoms into submission. He and Petty King Anthegar of Meyerhall did so, but soon their alliance crumbled into thin air. Bronton deceived Anthegar into thinking they would be equal, when in reality Bronton just used their combined forces for his personal gain. By taking all of the conquered land for his own kingdom, Tundr became four times the size of Meyerhall. In a few years, King Bronton united the land and crowned himself King of Kalda. 
This was the second time the land of Kalda was united, this time in 4101 ATS. It would only last, however, for a little over a hundred years. In 4229 ATS, the knightly order of the Order of Pyrrhios began a six-hundred year campaign to unite the entire continent of Pyrrhia into one large global nation. Though the Order initially didn't invade Kalda, it still caused the kingdom to fracture through its influence. In Kalda there soon were two opposing factions, the nationalist monarchists ( for independence) and the continentals ( for a single Order to rule). These two factions tried to undermine each other for decades until finally, in 4556 ATS, the Northern Wars began. The Kingdom of Kalda was among the last nations to fall to the Order when it fell in 4671. A small revolutionary band of nationalists fled through the Deep North to the Blue Sea, where they formed two underground armies. These two armies fought in skirmishes and performed sabotage against the occupying Order, increasing its power gradually. By 4700, the power of the Order waned as the decentralized outside edges of its nation began to suffer from revolts. The two armies quickly pushed the Order out of its land and two earldoms took control. The Earldoms of Gotaland and Eyjafjoror remained in power through the demise of the Order and the signing of the Concordant in 4825. The two earldoms had close ties and through marriage the two united into a new Kingdom of Kalda under the rule of Ivar the Lame. 
Ivar the Lame reigned for over fifty years up until his death at eighty-one. This meant that his son inherited the throne when he was sixty-two, and only ruled for five months. Afterwards, the Kingdom was ruled by Kings Harald, Joethe, Gustav, Erik, and Godwin. In 4999 ATS, King Jarl rose to the throne during a time of instability and internal problems. Jarl was able to pacify his earls up until 5012. The Kingdom of Kalda entered the War of 5012 on the side of the Anti-Coalition in favor of the Order of Pyrrhios against the Coalition led by King Clauseus of Cecuria. In reality, only the King played any active role in the war, which was in itself relatively light. The jarls of the Kingdom disagreed with the King over the war, causing them to refuse to contribute to the war effort in any way. The war ended with few casualties for Kalda and slight territorial changes. Kalda gained the Order's pocket of land in the tundra and the southern border with the Khanate was readjusted slightly. Everyone knew that King Jarl was becoming increasingly unpopular, including his son, Sigurd. Sigurd, after being insulted by his father for not fighting in the war, found an opportunity to bring about major changes. On the premise of honor, Sigurd and Jarl dueled for their titles and dignity, with Sigurd becoming victorious. Sigurd One-Eyed became King of Kalda after taking his father's titles. 
Ruler Information: The ruler of the Kingdom of Kalda is a King or Queen, with strong powers overshadowing anyone elses' in the land. The King's or Queen's hold or lodge automatically becomes the capitol of the kingdom upon ascension. Though having a lot of power, the King or Queen has to contest with the numerous Earldoms of the Kingdom, needing to have the jarls favorable to them. These jarls own land and have political power, but are dangerous to the King or Queen due to ancient laws or honor the monarch must be careful to not break. Though no one can directly challenge the ruler for the throne, a jarl may find another excuse to duel the monarch to the death. 
When a monarch or jarl dies his or her land and titles are handed down to their offspring. Land must be evenly distributed to their sons, except in the case of the heir to the Kingdom who received far more than his brothers. In Kalda males generally are higher up when it comes to gaining land and titles. Even daughters may be second to relatives such as brother, uncles, and cousins.
King Jarl XIV- (reigned 4999-5013) King Jarl XIV Godwinson was born in the year 4970 in Gotaland Fortress, a fort that had been the bastion of the king's dynasty for centuries. His father, Godwin, was a mighty king, and as his only son he soon followed in father's footsteps. Godwin named his son "Jarl" to taunt the jarls that did not approve of his reign. When he was young and bold, Jarl liked to challenge himself against the rest of the world. He was known to have climbed the few trees that grew in the tundra, fished in frozen lakes, and a story even told that he fought off a polar bear by himself. At the age of twenty-nine he became king after his father died of old age at sixety, and his reign started off with him being a popular ruler as the jarls were happy his father was finally replaced. However, because many of his new policies favored the common people, the jarls were beginning to be displeased with king for losing some of their power. During the War of 5012, King Jarl joined the war and chose to fight alongside his friend and ally, King Jan of Bielska, but for all of the war he kept his troops at home. There were only some small battles with the Khanate, since he was unable to send his forces out into the continent. The jarls were very angry being called into a war they felt had nothing to do with them, so they refused to send in any soldiers, supplies, or money to help fight with the King. After the war, the King continued to challenge and even quarrel with some of his jarls. One night after the war an assassin tried to kill Jarl, but the king fought him off and brutally executed his attacker. He was unable, however, to defeat his own son, Sigurd, in a duel and the King's reign ended when he died at the age of forty-three. 
King Sigurd Red-Eyed- (reigned 5013-) The son of King Jarl was born on a wintry night in the year 4988 when his father was still a jarl. From his birth he was raised mainly by his mother, Bertha, one of the few people Sigurd would consider a true ancient Kaldan. Without much attention from his father, it was Bertha who raised him, teaching him of the old ways of the Kaldan people. He learned of the codes of honor, read sagas, hunted in the wilderness, and wrestled and dueled with many challengers. When his father became king, Sigurd enjoyed being sent into battle against bandits and rebels. He also loved to write poetry and he married a young girl when he was sixteen. Like most of the jarls, Sigurd refused to fight in the War of 5012, not believing it was a war his people were supposed to fight. The tensions between him and his father grew after the War of 5012 had ended. King Jarl was not pleased with his son's lavish, boastful, and arrogant behavior, drinking mead, talking of sailing the seas, slaying dragons, and many other traditional customs. Insults were exchanged, particularly one about Sigurd cowardly not taking part in the war, and Sigurd challenged his father to a duel of honor. It was a brutal fight, but in the end the King was slain. In accordance with Kaldan law and tradition, the victor gained all of the titles and lands of the defeated. Sigurd became King of Kalda, and he seeks to return Kalda to the way it was in the ancient days.
Military: The major armies of the Kingdom belong to the king and the jarls, who are the commanders of their troops. A typical army is comprised of footmen and a small number of bowmen wielding fur, leather, and rarely chain mail armor. Footmen use spears and shields mostly, but some also wield one-handed and two-handed axes, slings, seaxes, knives, and swords. There is very little cavalry, only used for scouting and for jarls on the battlefield.
In Kalda, men and women both are trained to fight and defend themselves at an early age, through wrestling and training. Therefore, soldiers who are called to arms during a war or conflict are usually common people, such as farmers and workers. During peacetime, only professionally-trained soldiers, volunteers, and guards are left to defend the kingdom. 
In battle, the Kaldans tend to soften their enemies with barrages of arrows from their bowmen as a shield wall of footmen slowly advance.
Most of Kalda's warriors are footmen wearing fur, leather, mail, or lamellar armor. Common weapons are slings, bows and arrows, spears, swords, shields, knives, and javelins. The most important and most impregnable Kaldan formation is the shield wall, a formation the Kaldans have used since ancient times. While soldiers armed with shields slowly approach the enemy in a line, archers and slingers pound the enemy with projectiles until the wall reaches their target and let lose the fury of the Kaldan fighting spirit. The jarls, wealthier warriors, and scouts ride horses, but there is hardly any cavalry force. The Kaldan navy is the strongest on the northern sea and one of the largest in Pyrrhia. They protect trade and carry out some coastal raids on their enemies' settlements. Kaldan ships can be found all around Pyrrhia, trading or protecting trade. Overall, the Kaldan military is well-armed and armored, is extremely well-disciplined, and well organized.
Major Imports: Fruit, sugar, tea, food.
Major Exports: Fish, gold, silver, coal.
Culture and Society: The frozen tundra is one of the most dangerous places for scavengers to live in. The land itself is not good for growing crops, though some hardier plants can be grown and harvested. Instead, Kaldans rely on herding animals, hunting, and trading with the rest of the continent for what they need. Kaldans are among the best merchants in the world and can be found throughout Pyrrhia trading Kaldan goods for foreign ones to bring back home. There are some rich silver, gold, and coal deposits that make the frozen land more valuable. Northern fish are popular throughout Pyrrhia and the Kaldans are superb at fishing.
Living with the Kaldans in this part of Pyrrhia are the IceWings, even more deadly than the inhospitable climate. Even the strongest and bravest warriors have a terrible chance when fighting against a dragon with sharp claws, teeth, and frost breath. Villages are usually built out of stone and larger towns have walls and defenses. Most of the settlements are found along the western coast, where there are many fjords and the rocky landscape helps keep the towns hidden. Some villages can be found out in the middle of the tundra, but they are usually isolated from the rest of their kingdom, or are part of a different culture, the Vinjarui. 
The Vinjarui are a tribe that live out in their own separate villages, led by chiefs and isolated from the rest of the world. They are known to hunt animals, such as whales, and gather anything they can find. Most Vinjarui do not come in contact with the Kaldans. They use reindeer for travel, fur, and food, fish, and also have sled dogs. Along rivers they use kayaks, and at festivals they light large bonfires and dance under the northern lights. Much of their art includes totem poles, wooden sculptures, baskets made out of baleen, and much from other parts of animals.
Life in Kalda may be difficult, but the Kaldans have created a culture that is rich and lifts spirits. Kaldans hold many festivals such as the Frost Moon Festival and the Festival of Lights every year. Each village or town has its own unique celebrations that are equally as warm and joyous. Sporting events such as tournaments are also popular, and small competitions are common. Writing is another element that is deeply ingrained into Kaldan culture. Ancient legends and sagas are kept alive by scrolls and books, and many authors are able to create interesting tales that are distributed throughout the kingdom and even to the rest of the continent. There are many forms of Kaldan art, such as jewelry made of gold and silver, wood carvings, runes, and beautifully crafted and decorated ships of all kinds.
Kaldan society is basically divided into two classes, the wealthy class and the peasants. In depth, on top of the Kaldan social pyramid is the king, then the jarls, soldiers, merchants, writers, commoners, and then finally peasants and poor laborers. A very important part of Kaldan culture are their assemblies, which are held to settle disputes between people of any class or upbringing.
The Kaldans have a bitterness towards the nomadic peoples on their southern border. In the past, the nomads raided southern Kaldan settlements and attacked traders, while the Kaldans invaded by sea, raided the coast, and plundered villages. Though relations between the Khan and Kalda have improved, the bitterness remains, especially with the newly crowned Sigurd on the throne.
Kaldan social/political hierarchy:
# King/Queen
# Jarls
# Soldiers
# Merchants
# Writers, poets, bards
# Common people
# Peasants
Key Locations: Gotaland Fortress, Fort Mossvall, Fort Hafravagr, The Thousand Man Fjords, Grenivik, The Cave of Magnus the Great,
Flag/Banner Design: White polar bear and four golden stars on a purple background.
Krabesh Khanate
Primary Culture: Dench'ut
Ruler: Dustum Darmala Krabesh Khan
Government: Khanate. This nation is ruled by an all-powerful great chief, the Khan.
Real World Inspiration: Mongol Empire
Date First Founded: Around 3150 BTS (as the Kural Khanate) (Year 2850 of the Second Epoch)
Current Nation Founded: 4963 ATS (Year 119 of the Fourteenth Epoch)
Background Info: The War of 5012 was a very devastating event that shook the foundations of the Khanate. The betrayal of Khan Koyuk by his ally, King Clauseus of Cecuria, ultimately led to his death and the installation of a new Khan, Clauseus' agent Kramek Noyan. Once the war was over, the dead Khan's eldest son, Dustum, returned home and took back his rightful throne. Now the Dench'ut tribes of the Khanate are led by a young and inexperienced ruler, whose charisma may help save his country.
The Khanate lost a large portion of their land to the newly formed Qian Empire after being defeated in the large-scale Qian revolution. The Khanate shares a border with six other nations as Pyrrhia became even more divided. Internally there is little strife or division among the many tribes of the Khanate as they each accepted the new Khan, but outside of the nation lie many potential enemies and friends depending on how Dustum rules.History: The land of the Khanate had always been settled by hundreds of small nomadic tribes each with their own traditions. From ancient times these tribes found their land to be easily ruled over and moved about on. Around the year 2950 BTS the Kural Khanate emerged as the first of the tribes to settle down in towns and villages instead of moving about all of the time. This allowed them to expand slowly until the Scorching.
The Scorching was not as bad in the Khanate as in other human countries. The tribes were already used to quick movement on horses and fighting on the move, and with their small number of permanent villages the tribes were able to escape some of the chaos. After the Scorching the tribes continued their fast-paced and constant fleeing way of life.
The year is not certain, but around the year 3000 ATS the idea of a united Khanate was thought up. Some time later the tribes met in a common location and chose which tribes' ruler was fit to lead all of the groups in a single entity, as long as he or she respected their differences. From then on the most powerful dynasties were chosen to rule over all of the tribes, and when one died out a new one was chosen. In the year 5012 the Khanate joined the Coalition Against Dragons with enthusiasm. During the war, Khan Koyuk Darmala Krabesh was murdered by King Clauseus' agent, Kramek Noyan, who took the throne claiming that Koyuk's son, Dustum, was dead as well. Clauseus knew of Khan Koyuk's plan to change sides during the war and instead had placed the Khan with someone loyal to him on the throne. After the war, upon hearing of Dustum's return, Kramek fled the country and Dustum became the Khan.
Ruler Information: The many tribes of the Khanate are ruled by a great chief, the Khan, who comes from a dynasty selected by the tribes themselves.
Koyuk Khan (reigned 4995-5012) Koyuk Darmala Krabesh Khan was born in the year 4975 ATS to the Krabesh dynasty, which had ruled the Khanate since the year 4963. His father was the first ruler of the new dynasty, and ruled for thirty-two years until Koyuk rose to the throne. Koyuk lived the life of a typical prince, leading hunting parties and learning to become an expert horse archer. His rule was a very stable one and he settled all disputes in his nation, which were very few in total. In 5012 he enthusiastically joined Clauseus in taking Pyrrhia over from the dragons, but upon hearing of the Topaz Gem Prophecy he sent his son, Dustum, to search for the gems that would allow people to talk to dragons. He planned on changing sides during the war, but was stabbed to death by Clauseus' agent, Kramek Noyan.
Dustum Khan (reigned 5012-) Dustum Krabesh Khan was born in the year 4993 ATS. He lived a normal life as a prince like his father before him, but in 5012 he became part of the Topaz Gem Prophecy. He traveled to the desert and found and received a gem, but then heard of his father's death. Torn between fulfilling the prophecy and returning home, Dustum stuck to the prophecy and followed the groups of gem-bearers to Jade Mountain, where they defeated Clauseus and ended the war. He returned home and became the new Khan. He became the second-youngest Khan to rule, only one year older than his father was when he became Khan. A possible attack on Dustum's life was foiled when border guards stopped a suspicious caravan from entering the Khanate.
Military Structure: Despite the stereotypical view of the Khanate armies being a large swarm of horsemen quickly plundering the land, the armies of the Khan are well-organized and well-adapted. The leaders of the armies are the Khan's relatives, or in rare instances, specially chosen village elders or warriors. Of all of the armies in Pyrrhia, the Khanate has the most mobile force, but also one of the smallest. Nearly all adults in the Khanate are trained to be soldiers and can be called up in times of war to fight.
The Khanate has no navy except for trading vessels, but its army is very deadly and quick. Practically the entire military are horsemen riding the finest horses in Pyrrhia. Warriors are either light and fierce, lancers or deadly-accurate horse archers. Soldiers wear either leather, fur, lamellar, or metal armor, and fur boots and a cone-shaped hat that is made out of leather, fur, or metal as well. Many wear a mixture of different armors. The soldiers are divided into four groups, which rotate training throughout the year. As some people work the land or tend to their tribes, there is always a group out in the fields preparing for battle, and some of these practices include raids on other nations. Soldiers are very light and can live off of the land, and communication between groups is quick and reliable. The armies have amazing strategies and are the best at scouting the land for enemies.
The horsemen can easily outflank, surround, or harass enemies with charges and arrows until defeated. Enemies can rarely escape such armies and have difficulty catching up to such light and speedy warriors.
Major Imports: Leather, wood, salt, spices.
Major Exports: Wheat, horses, wool, meat.
Culture and Society: The Khanate is a melting pot of numerous different tribes with their own culture and traditions. Many nomadic tribes live on the wide flatland of Pyrrhia, and each of them have different, yet similar, lifestyles. Some have settled in villages or small towns, but the majority migrate from place to place, looking for food and safety.
There are some aspects that all of the tribes have in common. Each tribe is great at riding horses and moving about quickly. Tribes are headed by a chief or warlord, usually the wisest or strongest man or woman in the tribe. Others use a hereditary system, where the leadership is past down by blood.
All of the tribes are said to be related to one original tribe from thousands of years ago. As the story goes, they spread throughout the land, living their own separate ways. All children learn to ride a horse and use weapons as soon as they can, learning important survival skills so that they can live in the dangerous world of Pyrrhia. Only royalty, chiefs, and some other chosen people receive an education, while the others do labor, go to war, or other family and tribe tasks.
The land in which the tribes live in is between the desert to the south and the tundra to the north. Living in this mix of both, in a mostly infertile land, the tribes rely on trading and hunting much like their neighbors to the north. Many people raise sheep, but the most prized animal is the horse. Horses are the most important element in life on this cold flat land. Horses provide survival against the main enemy of the Khanate: the SandWings, IceWings, and the SkyWings. Many tactics used on other people are used on dragons such as pelting dragons with arrows and making narrow escapes. Horses allow the tribes to avoid, escape, and even fight dragons in their home.
The tribes of the Khanate also follow a hierarchical system, but it is not as strong as the ones of other nations:
# Khan
# Warlords
# Town and village leaders
# Soldiers
# Common people (farmers, villagers, craftsmen, shepherds, etc.)
Key Locations: Olai Anda, Alagh Yid, the Steppe, the Gal Hills, Elbek Island
== Kingdom of Sand ==
The Sultanate of the Great Desert
Primary Cultures: Remelien, Nurrian, Aerulien, Ne-Muma
Ruler: Sultan Amman al-Alabora
Government: Sultanate. A sultan, or king, has full power.
Real World Inspiration: Mameluke Sultanate, Ottoman Empire
Date First Founded: around 2700 BTS, (as the Nurrian Sultanate) (Year 500 of the Third Epoch)
Current Nation Founded: 5012 (formerly the Remelien Sultanate) (Year 168 of the Fourteenth Epoch)
Background Info: The War of 5012 had had the greatest impact on the Remelien Sultanate and all of the desert. During the war there were many great and devastating battles between the Sultanate and their Anti-Coalition enemies; in fact one of the first battles took place on the border. However, the war became silent as Zelengorod plunged into civil war and the Order of Pyrrhia had trouble fighting on all fronts elsewhere. Sultan Bey easily pushed the Order out of his realm, but an ancient enemy rose up in this quiet war of his. The Aerules living along the Aerul River, after thousands of years of foreign rule, took back their land and a pharaoh rose to rule over them.
Under pressure from both the Aerules and other nations, Remelia granted the pharaoh and his people independence. Another enemy also threatens this post-war Sultanate: The Guardians of the Obsidian Scepter. With the Aerulien Kingdom and the Guardians collaborating to overthrow the Sultan and further take land, and the unexpected death of the Sultan's family and heirs, the Sultanate is only a few steps away from falling into chaos.
History: In ancient times the desert was home to numerous peoples and nations that fought back and forth. In 2700 BTS the Nurrian Sultanate emerged as the most powerful desert nation and its legacy would have a lasting effect. It conquered the even more ancient Aerulien Kingdom which would not be independent for over 7,000 years. Gaining strength it soon could rival other desert kingdoms, but never could take over the entire desert.
Over time the Nurrians began to change. A new type of people emerged, the Remelians, and over time they evolved to form an entirely new group of people. The Nurrians and Remelians had different views, especially on how the sultanate should be ruled and what cultural parts should be most valued. Around the year 300 BTS the Remelians split from the sultanate and formed their own nation, and a mere twelve years later they took over the Nurrians. The Scorching brought devastation to all of Pyrrhia and the desert particularly was impacted. The Sultanate survived, but was weakened greatly with the loss of their sultan, most of their people, and their settlements.
The Sultanate, however, was one of the quickest to rebuild their nation. The famous Palace of the House of Nurra was built and would house royalty for millennia to come. It would later be fortified as the dragons began to take more control of Pyrrhia and became more organized. As like other nations, Remelia had its share of wars, dragon raids, up and downs, and a zealous part in hunting down dangerous animuses. In 5012, the sultanate joined the Coalition against dragons. Sultan Bey hoped this war would unite his divided peoples, but it only further tore them apart. By the end of the war the Sultanate had lost almost half its territory, including the important Aerul River. Another shocking event was the murder of the royal family, in which the sultan lost all of his relatives, wife, and children. Heir-less, the Sultanate would fall into ruin if Abdul Bey died as the throne would be empty, the Guardian leader Amman Pashia was thirsting to rule, and the Aeruliens were looking for more revenge.
Ruler Information: The Sultanate is ruled by a sultan, and his country is divided into provinces based on population ruled by governors.
Sultan Abdul Bey- (reigned 4982-) Abdul Bey was born into the royal family of Remelia in the year 4941. His father, Kara, was a powerful ruler who reigned well into Abdul Bey's adulthood. Abdul spent most of his early and adult life as the commander of the armies, winning and losing many battles during this time. At the age of forty-one he became sultan. During his reign he tried to tighten his control over the desert but this only led to more division among the different peoples and classes. He ruled with an iron fist, though his governors were more relaxed. His wife, Saleema, was one of Abdul's best and most trusted advisors, and may have prevented the sultan from ruling too rashly. Abdul Bey was also a great patron of the arts, funding many projects, loving art and literature, and urged his people to love their culture, though only if it was Remelian, however. Though he did not generally agree with a war against dragons, he accepted Clauseus' offer as an excuse to unite his nation. After the war, his nation was weakened and his rule became more unpopular. One night his entire family perished, leaving him the sole member of his dynasty with the gates of his palace slowly becoming surrounded by his enemies.
Sultan Amman al-Alabora
Military Structure: With the harsh desert and many enraged SandWings after the death of Queen Oasis, the Remelian army and navy had to adapt to such difficult ways of life. The Remelian navy is the largest and strongest in the Western Sea, but most of its activity is limited to nighttime patrolling. 
The army is composed of both heavy and light horsemen, a small number of musket men, archers, and light footmen. Most of the army is lightly armored footmen armed with swords, shields, spears, and daggers, wearing distinct yellow or pale yellow clothing to match their sandy environment. Archers have about the same equipment save for the bow and arrows. The Sultan and his governors have personal groups of soldiers armed with muskets that act as their bodyguards. There are many types of light horsemen armed with swords, lances, and bows, but one of the most distinct parts of the military are the mamelukes. The mamelukes are horsemen that were taken from their villages at a young age and drilled to become loyal soldiers. They wear heavy armor and are an almost impenetrable force. The other distinct part is the Remelian artillery, the best in Pyrrhia. The military has a large force of cannons that provide overwhelming firepower to the already large and powerful army. The military is divided into three parts: The sultan's personal army, the governors' armies, and the general army made up of conscripted inhabitants.
Major Imports: Meat, metal, building materials, gunpowder.
Major Exports: Dates, gold, palm wood, sugar, glass.
Culture and Society: This unique nation consists of many different tribes and cultures that are ruled by one country. Even though they are similar to each other, there are some significant differences. The desert tribes are divided into three categories: True Remelian, Nurrian, and Old Aerulien.
True Remelian tribes are typically scattered throughout the desert. They are people who usually live in close-knit, hidden, and traditional villages. They consider themselves to be descendants of the first Remelian sultan, thus superior to the other tribes. They are first in the Remelian cultural 'feudal' system. Living in the desert, Remelians must live their lives in constant fear of dragons. They wear traditional headdresses, turbans, robes, and other clothing. Many local dishes are popular all over Pyrrhia, despite that they are mostly considered "peasants' " food.
On the second level of the system are the Nurrians. They are an ancient people who used to rule the desert long ago. There has been hate between the Nurrian and the Remelians, but they have learned to respect each other. The Nurrians are a nomadic people who do not stay in one place. They generally move from one oasis to another, usually because of a lack of water or because of dragons. The Nurrians have a very strict culture and diet, which helps them cope with harsh desert life.
The lowest category of tribes on the system are the Old Aeruliens. Before the end of the War of 5012, these peoples lived along the vital Aerule River, providing them with water and fertile land to grow crops. Historically, these people were slaves or servants, but some managed to work their way out of their distress. Once the war ended, many of these tribes broke off and formed their own country. Those who stayed became known as the "Old" Aeruliens. Their culture is influenced by their location, which used to be the great river. Now they have either moved to towns or found new bodies of fresh water to continue their way of life.
Remelian social and cultural hierarchy:
# Sultan
# Royal family
# Grand Vizier (Head governor)
# Viziers (Governors)
# Emirs (Aristocrats)
# Government officials (tax collectors, advisors, architects, writers, etc.)
# Military commanders
# Educated Remelians
# Mamlukes
# Regular Remelian soldiers
# Remelian commoners (both rich and poor)
# Nurrians (some wealthier than Remelians, mostly the same wealth or poorer)
# Old Aeruliens (poorest peasants and servants)
Key Locations: Blue Oasis Palace (Palace of the House of Nurra), Al Wareeq Peninsula, Nishah, Ashkeb, Queen Thorn's Stronghold, Scorpion Den, Kingdom of Sand
Flag/Banner Design: Star and crescent on a yellow background.
Aerulien Kingdom
Primary Culture: Aerulien
Ruler: Pharaoh Khaa 
Government: Imperial Cult An all-powerful pharaoh rules the land and is worshiped as a deity.
Real World Inspiration: Ancient Egypt
Date First Founded: around 3700 BTS (Year 2300 of the Second Epoch)
Current Nation Founded: 5012 ATS ( Y168 E14)
Background Info: Long have the Aerules waited for their kingdom to finally be free and breathe with its own lungs. The ancient kingdom had been under foreign influence and control by various sultanates for over 7,000 years and there had never been a moment to break free. The War of 5012, however, finally brought the Aerulians what they had been craving for for millennia. A war, a troubled sultan, and indirect support by cultists helped a new state form along the grand Aerule river, the same name of the people who inhabited its banks since the dawn of civilization.
The restored kingdom may be young, but it is strong and organized. Restless men, women, and children now have a nation to call their own and pledge royalty to, and a pharaoh who is finally allowed to rule over his or her righteous people. In the warring desert, the only ally the Aeruliens have are the Guardians of the Obsidian Scepter. Perhaps with a new sultan on the Remelian throne, one friendly to the pharaoh, the Aeruliens could further expand their power.
History: The Aerules are an ancient people that have inhabited the banks of the Aerule River long before the Scorching and before written history. Their civilization dates back as far as 3700 BTS, when the first scrolls on papyrus were written and ancient stone structures were built. Two ancient rival kingdoms were united by an unknown ruler, and the Aerulien Kingdom came into existence. Much of history has been lost, but the Kingdom is known to have been very organized, prosperous, extremely rich with grain and other crops, had expanded for gold and silver, and was a major trader in Pyrrhia. The pharaoh was part of the Aerulien belief system, and the original line of kings still exists thousands of years later.
The kingdom came to an end, however, in the year 2620 BTS. The Nurrian Sultanate had been storming through all of the other desert kingdoms for years, and after a period of famine and war along the Aerule River, they managed to conquer the ancient people. For the next 7,000 years, these people would suffer slavery, oppression, and lose their voice in the world. After the fall of the Kingdom, many Aerules were forced to leave the rich river deltas and become nomads. The pharaoh went into hiding and his people were forced to work as servants for the Nurrians. All seemed hopeless and perhaps the Aeruliens might have faced obliteration until the Remelien Sultanate came to power in 288 BTS.
The Remelien Sultanate conquered the Nurrians and life became slightly more tolerable under their rule. The Aerules were no longer forced to be slaves and the pharaoh was allowed to be a puppet representative of the people. However, they were still the lowest on the social hierarchy, had no voice, and were forced to become lowly servants. It was not until the War of 5012 when the Aerules finally received an opportunity to fight for their freedom. Ramses, the pharaoh, refused to bow down to the Sultan when war broke out, and fought when the Guardians of the Obsidian Scepter rose. At the end of the War of 5012 the Aerulien Kingdom was restored and Ramses officially was recognized as king throughout the world. Soon the Guardians succeeded in overthrowing the Sultan Bey, and the new Sultan Pashia has friendly interests with the Aeruliens.
Ruler Information: The pharaoh of the Aerulien Kingdom is worshiped as a deity and is seen as sacred.
Pharaoh Ramses I - (reigned 5012- ) Ramses was born in 4972 to the Pharaoh Sepi, who was a quiet and shy ruler. Ramses and his family lived mainly in secret and traveled often throughout the desert, avoiding public attention as well as the Sultan's. Ramses was brought up with both political and religious fervor, and unlike his father he was raised to be bold and defiant. When Sepi died at the age of fifty-two from a bandit ambush, the thirty-eight old Ramses rose to the Aerulien throne and continued the ancient line of pharaohs. When the War of 5012 broke out about two years later, Ramses awakened his people and called them to fight. Successfully the Aerules gained recognition from foreign nations and in the peace treaty Ramses created his own independent nation. After the war he organized the power in his kingdom and revived the ancient culture, and during the same time he further increased his own spiritual and daily authority.
Military Structure: 
The Aerulien Kingdom is an ancient nation, created possibly before the year 4000 BTS. An ancient civilization, it used to be the major power in Western Pyrrhia, however, the sultanates would later come and take over. The river it controls was the reason for the rise of this people.
The newly created kingdom uses its ancient traditional army. Its elite units are their chariot archers, while a navy protects the river, and the rest of the army are regular, lightly armed foot-soldiers. Though its military might not be as well-organized or well-armed as its neighbors, these people are famous for other things. Architects used to build wondrous monuments and pyramids, and some managed to survive the Scorching. With the river, they can grow many types of crops to use or trade away, giving them an opportunity to become wealthy. However, the dragons are a threat to the kingdom and its people.
The Aerules are ruled by Pharaoh Ramses, who claimed, like his ancient ancestors, to be of religious significance. He is very self-centered, however he is known to be generous.
History: 
Ruler Information:
Pharaoh Ramses
Pharaoh Khaa
Military Structure:
Major Imports: Oil, copper, iron, wood, jewelry, gold
Major Exports: Papyrus, grain, linen
Culture: The culture of the Aeruliens is ancient and has been both preserved and beaten at for millennia. The Aeruliens are among the oldest civilizations, and its traditions and way of life has survived hardship, occupation, and almost complete annihilation.
The ruler of the Kingdom is also the most important figure in daily life. The pharaoh is worshiped as a deity among many other ancient ones. The pharaohs come from a long line of rulers dating back long before the Scorching, and it is still in existence to this day, despite numerous attempts to kill them off. For thousands of years the pharaohs lived in secret and many of their followers kept their faith hidden. After generations of hiding, the pharaohs can rule freely as in ancient times and many temples, palaces, and pyramids were handed back to them, some still in wonderful condition.
The life of the Aeurlien people is dependent on the Aerul River, known as the "River of the Gods." It is the only freshwater source of water for the inhabitants of this kingdom, but it is difficult to live near it. Many villages are placed very close to uninhabitable and arid deserts, while ruins of ancient cities border the great river. Small oases are vital for life, and some small rivers branching off from the river feed the oases.
Farming in fertile oasis or river lands is the main part of Aerulien society. Grain is the most produced crop and dates, figs, and some other vegetables are staple foods. Trading is also important and many trade routes cross into the kingdom. There are many festivals for Aerulien gods and for the pharaoh, who is usually a participant in these events.
SandWings are deadly, thus most activity happens at night, except for some farming or getting water. Some small forts made out of stone are built to house villagers if dragons are attacking, which looks like a mound covered with sand. It leads underground a short distance, with wooden supports keeping the structure from collapsing or being filled with sand.
Culture and Society:
# Pharaoh
# Viziers
# Priests
# Government Officials (Tax collectors, judges, architects)
# Army
# Common people
# Servants
Key Locations: Shafra, Supot, the Scorpion Den, Aerul River, Ancient Khafre.
Flag/Banner Design: Golden pyramid and ankh on gold-brown background.
== Sky Kingdom ==
Yoshikura Shogunate
Primary Culture: Meyato
Ruler: Shogun Daichi Yoshikura
Government: Shogunate. Ruled by a military dictator with full power.
Real World Inspiration: Japanese Shoguns
Date First Founded: 900 BTS (as the Toroshibishi Shogunate) (Year 160 of the Sixth Epoch)
Current Nation Founded: 4916 ATS ( Y72 E14)
Background Info: The current Shogunate in northern Pyrrhia was formed about ninety-six years before the War of 5012 after multiple historical shogunates fell into ruin. There have been multiple shogunates throughout Pyrrhian history, with the earliest dating back to shortly before the Scorching. People here live in the dense forests, constantly avoiding SkyWing dragons who hunt them down. The Shogunate's military is a fairly strong one. Their samurais are some of the best warriors and their navy is strong enough to protect Shogunate waters.
The Shogunate trades a lot of wood even though the risks of being found by dragons is high. Certain fish are found in their waters and many forest animals found are valuable for food or furs. Some ore found in the mountains are also used for trade and used by the people.
The ruler is Shogun Hiromati Yoshikura. He is a young ruler who is also an excellent military leader. However, not all of his subjects like him, as well as other countries.
The Shogunate joined the Coalition and fought alongside the other members during the War of 5012. Tensions soared between the Shogun and his subjects, causing revolts in the Qian region of the country. The Shogun later were forced to cede land to form the new Qian Empire. Shogun Hiromati Yoshikura was killed when he drank from a cup that was poisoned. His brother, Daichi, became Shogun.
History:
Ruler Information:
Shogun Hiromati Shogun Daichi 
Military Structure:
Major Imports: Fruit, metal, ore, gunpowder
Major Exports: Fish, wood
Culture and Society: Life in the forested north, living alongside SkyWings, is very difficult. Much of life there is learning how to survive and fight for that survival. Many different clans populate this land, each led by a daimyo, the wisest and strongest man in the clan. Culture is very strict and traditional, and everyone needs to abide to the rules of their leader.
Fighting is one of the ways of life in the Shogunate. Many men and women become soldiers, while the rest have other jobs, but still know how to fight for themselves. Samurai and ninjas are the elite of the army, and the most respected. There tends to be two different tactics used; one is to go in with brute force, and the other to stealthily engage in combat. War is an art in this group of cultures.
The culture in the Shogunate is divided by clan, but most of them have the same main principles. Along with war, writing, poetry, and many ancient customs are the core to everyday life. No poetry is more beautiful then those in the far northern forests, and famous texts from here are read throughout the world.
Life is also strict and rules need to be followed. Another big part of this culture is their rather direct suspicion and hostility towards foreigners. The most direct and consequential of these is the rivalry between the Shogunate clans and the Qian people who live west of Shogunate. For generations the Shoguns have controlled and enslaved the Qians, and since they have gained their own independence, even more mutual hate is shown between them.
Shogunate Social Ladder:
# Shogun
# Emperor
# Daimyo
# Samurai, Ninjas
# Common soldiers
# Peasants
# Merchants
Key Locations: Kumakumo, Shinokawa, North Point, Kuroyako Forest
Flag/Banner Design: Two horizontal stripes, white and green. Golden sun on white stripe.
Qian Empire
Primary Culture: Qian
Ruler: Empress Lin Zhou Han
Government: Empire. The Qian are ruled by an all-powerful emperor or empress.
Real World Inspiration: Ancient and Medieval China
Date First Founded: around 3500 BTS, (as the Xing Dynasty) (Year 500 of the Second Epoch)
Current Nation Founded: 5012 ATS ( Y168 E14)
Background Info: The Qian Empire was founded in the year 5012 ATS, however the first known country of these people was formed around the year 3500 BTS. Its culture flourished until the Scorching, when it was ultimately destroyed. The land and people was then ruled under various shogunates starting as early as 50 ATS. Ever since, the Qian people have been oppresed and treated unfairly for their views and way of life.
The army of the Qian Empire is among the most powerful, despite the nation itself forming shortly before. The use of firearms has made the Qian famous and extremely feared. It became the fourth human nation in Pyrrhia to use muskets and cannons, alongside the Shogunate, the Zelengorods, and the Bielskans. The Qian control a long stretch of coastline, and their navy is planned to be one of the largest in Pyrrhia.
During the War of 5012, the Qian revolted against the Shogun. They were succesful, and at the signing of the peace treaty, both the Shogun and the Khan had to give up native Qian land to the new country. Han Qian became emperor, due to his claim of being the heir to the ancient rulers. An interesting part of their culture is that some Qian believe that the dragons bring them good luck. 
History:
Ruler Information:
Emperor Han
Empress Lin Zhou Han
Military Structure:
Major Imports: Livestock, crops, wood.
Major Exports: Tea, gunpowder, ore, metal
Culture: The Qian people have one of the oldest cultures in all of Pyrrhia. Despite a long period of foreign rule and oppression, their culture has remained intact and rich, and it is very similar to the culture the Qian had thousands of years ago. The Qian have a very ancient way of life, but in many ways it is beautiful.
The Qian cherish many things in their way of life including philosophy, literature, art, martial arts, architecture, and food. Many of Pyrrhia's famous philosophers have come from the Qian region, and many of them have opened eyes of people. Writing is very important and it is made easier with printing by using woodblocks. Art is important and martial arts are very popular, making the Qian great close-combat fighters. Lots of unique buildings were built by the Qian and they also prepare and serve delicious food, and most importantly, tea.
The Qian are ruled by an emperor, who added the name of his people to his own. The Qian are very philosophical, and they view their emperor very uniquely. They believe that their emperor is given the right to rule from above, and that he will keep that right if he is just, fair, and rules well. If not he loses that right and his subjects have the right to revolt against him or her. They also believe that if any disasters happen, it is a sign that the emperor must be replaced.
The Qian live along the northern coast of Pyrrhia and in some of the northern mountains. Most of the cities are located in the mountains, while most of the poorer people live out in the open or in the small forests. This land used to be part of the Shogunate and its people were regarded as peasants and sometimes outright inferior. However, the cities were virtually untouched and culture thrived despite pressure. The Qian are good at trading, and are famous for producing gunpowder, tea, and creating metallic objects. They are especially well-known for their ceramic and porcelain items.
Key Locations: Dangong, Xuhou, the Great Northern Sea, Northern Claw of the Clouds Mountains
Flag/Banner Design: The word "Moon" in black Qian characters on a golden background.
Grand Hetmanate of Bielska
Primary Culture: Bielskan
Ruler: Grand Hetman Bogdan Kiel
Government: Grand Hetmanate. The Grand Hetman (head military commander) is elected by the nobility. 
Real World Inspiration: Polish-Lithuanian Commonwealth and Cossack Hetmanate
Date First Founded: around 1600 BTS (Year 415 of the Fifth Epoch)
Current Nation Founded: Bielska: c. 2000 ATS (Y500 E10) , Union: 4506 ATS (Y906 E12) Grand Hetmanate: 5012 ATS (Y168 E14)
Background Info: This nation used to consist of two nations, the Kingdom of Bielska and the Duchy of Kosburg. Over five hundred years ago these two nations merged together to form a far more powerful commonwealth. The fertile soil of the delta provided much of the food the nation needed from hidden farms. Ore from the mountains is a valuable export and very useful for their own benefit.
The Bielskan army is fairly powerful, wielding elite Winged Hussar cavalry, as well as a significant number of musketeers. Most of the military is medieval, meaning knights, spear-and-sword-wielding infantry, and archers are the most common type of soldiers. Their navy is not small, but rather insignificant compared to other larger navies in the waters they border. Having flat land is perfect for cavalry, but against dragons there are different tactics adapted to fighting them. The mountains, however, are more suitable for people.
This nation is ruled by King Jan VI. This nation had a unique form of government where the nobility elected their king, usually the heir of the former ruler, but historically there have been rulers elected from other nations. The nobles were nearly divided evenly between both countries in this union. For this reason, neither side was superior to the other, both were equal. However, after the War of 5012 the two nations split to form the Kingdom of Bielska and the Grand Duchy of Kosburg.
The Union joined the Anti-Coalition and fought alongside the Order during the war. King Jan was killed by a cultist from the Cult of the River Mazur, leaving two candidates for his succession, his son Andzrej and nobleman Bogdan Kiel.thumb|243x243px|Bielskan Winged hussar (from wikipedia, by Waclaw Pawliszak)History:
Ruler Information:
King Jan VI Borski
Grand Hetman Bogdan Kiel
Knyaz Bartholomew Kiel
Military Structure:
Major Imports: Tea, sugar, horses
Major Exports: Corn, wheat, copper, other crops.
Culture: Bielskan culture and traditions originate from before the Scorching. In their society, the nobility has a large influence in the kingdom. The king was powerful, but he needed support from his wealthy citizens to run the country. Each noble had power, and they usually held land. At times the kingdom could be divided among disagreeing nobles, and even the military could fail to fight at full strength. In order to run the land efficiently, the king would need to have all of the nobility happy and in order.
Living in mostly flat land, with some mountains in the west and the most important delta in Pyrrhia, Bielska had become an important route in trade. Many merchants travel through Bielska, which itself is rich in grain. Many foods are based off crops making the staple food bread. Being the largest producer of wheat and other grains, Bielska is well known for its bread, cakes, and pastries. Many of these foods are eaten in celebrations, which are usually extremely patriotic.
This kingdom is generally tolerant of other peoples, making it the ideal place for the persecuted. Many who fled from war resided in Bielska until they could go back home again. Many ethnic groups who did not have their own country or were not being treated well moved to the Kingdom of Bielska. Eventually, most of these peoples integrated into the native way of life. Many mercenaries looking for work search for it in this kingdom, and they come from all around Pyrrhia.
Bielska is located in the Sky Kingdom, with the Mud Kingdom to the south. Life is dangerous, especially for the peasants who work off the open land, making them vulnerable to dragon attacks. Most of the rich live in the forests or in the mountains, where nearly all of the cities are located at. Cavalry is seen as the cream of the crop of the army, and traditionally has been seen as a sign of power, loyalty, and patriotism. The flat land is ideal for cavalry battles, and has shaped the Bielskan army over thousands of years.
Bielskan social hierarchy:
# Grand Hetman
# Field Hetmans
# Nobles
# Government Officials
# Military Officers
# Landowners
# Soldiers
# Merchants
# Peasants/Serfs
Key Locations: Bielska Castle, Nurogow Castle, Koniecpol, Diamond Spray Delta, Diamond Spray River
Flag/Banner Design: A white hetman's baton on a red background.
Tsardom of Zelengorod
Primary Cultures: Zelenks, Ivanovs, Budny, Kohuts
Ruler: Tsarina Catherine I Ruslanovna
Government: Tsarist autocracy. The tsar (czar) or tsarina had all the power and control.
Real World Inspiration: Tsardom of Russia
Date First Founded: around 2200 BTS, (as the Tirov civilization) (Year 163 of the Fourth Epoch)
Current Nation Formed: c. 4009 ATS ( Y409 E12)
Background Info: The Tsardom of Zelengorod is located in the Claw of the Clouds mountains. It was formed over one thousand years before the Great War when Tsar Ivan I united the warring tribes of his people. Ever since, this nation has become a strong nation in Pyrrhia. Rich in ore, this country is wealthy from its trade and has more than enough for supplying itself. The tsardom has a small navy because of their small coastline.
The army of Zelengorod is mighty. Its best soldiers are noblemen, who wear protective armor and have quality weapons. The rest of the army is made up of regular soldiers, mainly infantry and militia. The mountains give them a terrain advantage but moving their own troops proves difficult. The Tsardom's villages and towns are hidden away safely in the mountain range, making it hard for dragons to find them.
Dmitry III was the tsar of this nation. He was a wise and experienced ruler, but was boastful and spent lots of money on himself. Otherwise, he was viewed as a good ruler by his people.
The Tsardom joined the Anti-Coalition, led by the order of Pyrrhia and fought for them during the War of 5012.
However, during the War of 5012, the Tsar was killed at the Battle of Bloody Waters, where his army was crushed. The nation was plunged into civil war between two claimants to the throne. The tsar's brother, Vladimir, fought against the tsar's wife, Catherine, for the title of Tsar. The tsardom was unable to be part of the larger war and therefore opted out.
Catherine won the war and became the second current female ruler in human Pyrrhia. She was attacked once, but a guard took the bullet for her.History:
Ruler Information:
Tsar Dmitry III 
Tsarina Catherine 
Major Imports: Crops, fur, gunpowder, wood.
Major Exports: Metal, ore, granite, marble, iron, coal, sulfur, tin, lead, salt
Culture: Zelengorod is made up of four Tirovian tribes inhabiting the Claw of the Clouds Mountains: the Kohuts, the Ivanovs, the Zelenks, and the Budny. Ancient interaction from other civilizations and cultures have shaped and changed some of these tribes.
The Kohuts are a mix of ancient Tirov and nomadic tribes from the Khanate. The Ivanovs and Zelenks are both pure Tirov, while the Budny are a mix of Tirov and Bielskan. Thus, the tsardom is somewhat connected to the Kingdom of Bielska to the west and the the Krabesh Khanate to the north.
The kingdom is rules by a tsar (or tsarina). He or she has absolute power and could do nearly anything he or she wanted.
Zelengorod is the name of an ancient city, which according to legend was made out of pure silver. The mountains are a very important factor in the way of life in this country. Mining is very common, and this nation is rich in ore and rock, making it a great trade power. The mountains also provide protection for the people. Many passageways were carved into the mountain to make it easier to travel safely and quickly. Towns are built out of the same material the mountains are made off, making it easier to hide from enemies. SkyWings are a threat to Zelengorod, so soldiers are trained to fight them, and some children are handed over to the army from childbirth.
The weather is very cold, so furs are important. People generally have only what they need, such as a house that is either made out of stone or carved into the mountains, furs, tools, possibly a pack animal, and weapons. Warm drinks such as tea are very popular, and they are usually served with cakes, cheese, or bread. Festivals are common, to help cope with the harsh way of life and endless work in the mines or in the forests. The Festival of Snow, the Mountain Folk festivities, and various Hunting Days are set to bring happiness and cheer to this mountainous country.
Key Locations: Novogord Castle, Cherlak Fortress, The Prudki Mines, Under the Mountain, Claw of the Clouds Mountains
Flag/Banner Design: Three white mountains on a light grey background. Golden two-headed eagle above the middle peak.
The Hallowed Balinor Empire
Primary Culture: Manneisterian, Veirlander, Harring, Kelices 
Ruler: Hallowed Kaiser Otto I
Government: Elective Imperial Monarchy
Location:
Real World Inspiration: Holy Roman Empire
War of 5012 Allegiance: N/A
Date First Founded:
Background Info:
History:
Ruler Information:
Military Structure:
Major Imports:
Major Exports:
Culture:
Key Locations:
Flag/Banner Design:
Electors:
Order of Pyrrhia- Grandmaster Ulbrecht Mansfield
Grand Duchy of Kosburg- Grand Duke Heinrich von Klegsburg
Kingdom of the Veir- King Hagen Barrault
Kingdom of Glorinshire- King Arthur Clerebald
Kingdom of Meachair- Queen Noirin Ui Muireadhaigh
Grand Duchy of Kosburg
Primary Culture: Manneisterian
Ruler: Grand Duke Heinrich von Klegsburg
Government: Grand Duchy Kosburg is ruled by a monarch, the Grand Duke.
Location: north of Bielska, south of the Shogunate
Inspiration: Kingdom of the Franks, Holy Roman Empire
War of 5012 Allegiance: Anti-Coalition
Date First Founded: 1800 BTS, (as the Order of Kosburg) (Year 215 of the Fifth Epoch)
Current Nation Founded: 5012 ATS (Y168 E14)
Background Info: The Grand Duchy of Kosburg was founded in the year 1800 BTS as the Order of Kosburg. This order of knights became famous throughout Pyrrhia, and it even survived the Scorching and helped survivors rebuild. After the Scorching, the Order merged with surrounding areas to create the Duchy of Kosburg. The nation lost much of it's territory to a northern shogunate, and in the year 4506 it formed a union with the Kingdom of Bielska, which lasted for over five hundred years.
The Grand Duchy has a very powerful army, including some of the most bravest and well-trained knights in all of Pyrrhia. Motivated by a sense of patriotism, Kosburgens are unified by a want of freedom from its neighbors. During the Union with Bielska, Kosburg provided a large amount of troops to defend the two kingdoms. Kosburg has a powerful, regional navy.
After the War of 5012, Queen Mary of Bielska and Kosburg, husband of King Jan, died suddenly from a deadly, but rare disease. The death ended the five-hundred six year union and the two nations split. Heinrich von Klegsburg, brother of Mary, and leader of the Order of Kosburg, was crowned Grand Duke.
History:
Ruler Information:
Grand Duke HeinrichKaiser Otto I
Military Structure:
Major Imports: Sugar, salt, weapons
Major Exports: Wood, fish, cloth
Culture: The land of Kosburg had not been a truly free country for hundreds of years, but with what sovereignty it had it kept its traditions, as well as progressed forward. Mixed with old and new, the Grand Duchy of Kosburg is a nation that is unique from any other. It is also one of the oldest peoples, dating back to orders of knights and multitudes of peasants, dukes, kings, and queens from before and after the Scorching.
During the time of the union with Bielska, many outside influences seeped into Kosburgen culture and way of life. However, many of the old ways were kept alive by preserving them or changing them to fit with the influx of new ideas and customs.
Kosburg had been known throughout history as the nation of inventors. It used to be among the most advanced nations in the world before the Scorching, and though many of the inventions and ideas were lost, Kosburg is still a leader in progress. Mixed with progress are traditional values and customs, such as festivals for the harvest and for winter celebrations. The printing press, a reinvented invention, has had a drastic effect on this nation. Kosburg is the most literate of all the nations, with books, scrolls, papers, and other types of literature being extremely popular. Many famous writers come from Kosburg, and their writings are spread throughout Pyrrhia to those who can read.
The nation is ruled by a Grand Duke who, like a king, has much power and control. Perhaps the most famous part of Kosburg is their order of knights, the Order of Kosburg. The oldest surviving order, it has played a key part in Kosburgen history, defending the nation from invasion and helped Kosburg survive. Young people are attracted to the order, which even at times defied and rival the Order of Pyrrhia.
Located in the northwestern part of Pyrrhia in a densely forested area, many fortresses and castles are scattered throughout the land. The ruins of many palaces can still be found in the deeper parts of the forest, and many legends about them exist. With access to water, some ports help bring in trade, while most of it comes from land. Living among dragons is difficult, but with the knights and forests the nation had been able to make it through any obstacle.
Key Locations: Richtersteig, Mitterschlag, Green Forest, Kosburg, Queen Ruby's Palace
Flag/Banner Design: Black falcon on a white background.
Order of Pyrrhios
Primary Culture: None
Ruler: Grand Master Ulbrecht Mansfield
Government: Military Order. This nation is ruled by an order of knights.
Inspiration: Knights Templar, Knight Hospitaller, Teutonic Knights
Date First Founded: 4516 ATS (After the Scorching) (Year 1 of the Thirteenth Epoch)
Background Info: The Order of Pyrrhios was once the most important nation in all of Pyrrhia, respected by all other countries. Protecting trade, travelers, villages, and recruiting young people, the order was very popular. It was a military order that trained warriors from all around Pyrrhia. Its duty was to defend all humans on the continent and keep peace between the nations. Throughout Pyrrhia, the Order had training facilities that specialized in tactics used by warriors that lived in that region. For example, a facility in the desert would have specialized in tactics used by warriors living in the desert.
After the war the Order became more of a normal nation. They no longer had the support of every country and no longer did they have land spread out to keep the peace. The Order continues to be a very popular place for people to go train as knights. The Order also has to make a long and difficult transition to becoming a powerful nation strong enough to stand on its own.thumb|243x243px|Knight (Illustration by Paul Mercuri from "Costumes Historiques." - Wikimedia)
History: The Order of Pyrrhios was formed nearly two hundred years before the Great Dragon War. Founded in the year 4516, the Order soon became very popular among soldiers and the poor. Becoming more powerful, they eventually conquered much of Pyrrhia but was nowhere close to uniting humanity. The Order oppressed many groups of people and nineteen years after revolts broke out. Pyrrhia became even more divided and eventually the Order lost most of its power. It did survive and became a center for knowledge preservation due to their libraries and scrolls. After their decline the other nations decided to make the Order a peacekeeping nation to act as a buffer and unintentionally the highest authority. Its land became scattered, located in the most disputed areas on the continent. In the year 5012 the Kingdom of Cecuria formed a coalition, with goals to raise an army and destroy the dragons. Grand Master Joachim Antile ruthlessly opposed the Cecurian king and form an anti-coalition. After the War of 5012 the Order willingly gave up its widespread land for a chunk of territory in the southern part of Pyrrhia. It also lost its status as a peacekeeping nation. Joachim Antile died of old age at the age of eighty-three, and was replaced by Ulbrecht Mansfield.
Ruler Information: The Order is ruled by a Grand Master, chosen by the highest ranking leaders of the order, usually choosing among themselves.
Grand Master Joachim Antile- (reigned 4969-5012) Joachim Antile was born around the year 4929 ATS on a merchant caravan traveling across Aredonia. His parents were wealthy people who paid for his education at the university in Cecuria. He finished his studies and soon became an astronomer, but quickly changed his mind when war loomed. He was a leader in the anti-war protests in Cecuria and his work led to reconciliation with Aredonia. Antile was well-known, becoming known as the "Man Who Stopped the War." He joined the Order of Pyrrhia at around the age of twenty-four and after much training he became an officer. He was elected Grand Master at the age of forty, and for the next forty-three years he reorganized and strengthened the order. He create reforms such as more intervention in other nation's personal affairs and hired scouts to look for potential recruits. Antile became the most important person in Pyrrhia, the man with the highest authority. In 5012 his authority was challenged by Clauseus of Cecuria, and Antile quickly created a coalition to counter the one the Cecurian king was making. Antile intelligently and effectively won the war, but afterwards he no longer had the same amount of power. He died at the age of eighty-three from old age and is remembered as one of Pyrrhia's best leaders.
Grand Master Ulbrecht Mansfield- (reigned 5012-) Ulbrecht Mansfield was born in Kosburg and at a young age joined the Order to become a knight. He quickly graduated with ease and at twenty years old he became a captain. Wise and shrewd he helped protect trade and foiled assassination plots, which led him to become Antile's most trusted advisor. When Antile died he was selected to become the new Grand Master. His militaristic and diplomatic talents are what the Order of Pyrrhia needs to make the change from a peacekeeping nation to a normal one.
Military Structure: After the War of 5012 the Order of Pyrrhia lost its territories that were spread to every corner of Pyrrhia. Their soldiers had to come together from places such as the tundra, the desert, and the forests to one area of mountains. The military is headed by the Grand Master, castle owners, and officers. The military is adapted to mountain terrain. The little cavalry they have are mainly lords and knights from the times before the war. Most of the army is made up of spear men and crossbowmen. Well-disciplined soldiers and peasants are among those making up the structure of the military. A tiny fleet of ships defends the southern coast.
Major Exports: Rich mountain ore, southern sea fish, coal.
Major Imports: Fruit, wheat, wood, glass.
Culture and Society: The culture of the Order of Pyrrhia is a melting pot of Pyrrhia's many human cultures. The term "Pyrrhian" is a widely used term, and in the order many people begin to view themselves as one people instead of what culture they belong to. The society of the Order is a strong feudal hierarchy:
# Grand Master
# Castellans (highest-ranked officers who own castles)
# Generals and commanders
# Knights
# Non-noble soldiers
# Common folk (Merchants, shop-keepers, etc.)
# Peasants
Key Locations: Jade Mountain, Hesse Castle, Strasbourg Fort, Mt. Horn, Jagged Peak, Munborn Castle
Flag/Banner Design: Two vertical stripes, one black and one red.
== Mud Kingdom ==
Kingdom of Aredonia
Primary Culture: Aredonian
Rulers: King Argux X and Queen Scylla II
Government: Dual Monarchy Aredonia is ruled by two royal families with equal power. 
Location: Most of the Mud Kingdom
Real World Inspiration: Sparta
War of 5012 Affiliation: Coalition. The Coalition was an alliance of nations that wanted a war against dragons and fought against the Anti-Coalition.
Date First Founded: around 1500 BTS, (as a vassal of Cecuria) (Year 515 of the Fifth Epoch)
Current Nation Founded: around 4245 ATS (Y645 E12)
Background Info: Despite the damaging and costly War of 5012, the Kingdom of Aredonia is still powerful, but has lost an edge against its biggest rival, the Cecurians. Forming the backbone of the Coalition army, it suffered the brunt of the losses. Even though it was the main leader of its side during the war, it did not lose much else in terms of land or power, but it did gain the hostility of many other nations.
Even after the war the Aredonian people are still proud of what they did, and some even praise Clauseus the Animus as a true human leader and warrior. The Aredonians control a decent amount of land and coast in eastern Pyrrhia, but much of it is dangerously inhabited by MudWings. Being the gateway to Cecuria, it is an important location in the middle of valuable trade routes. Its military prowess, loyalty, and dedication makes Aredonians among the fiercest and bravest warriors Pyrrhia has ever seen.History: For most of its early history the Aredonians, along with the Cecurians, were divided into tribes. It was through Cecuria that those tribes were united into an empire, and then reunited in the year 1700 BTS. However, the Aredonians feared losing their identity to this unified kingdom of various cultures, so in 1500 BTS they managed to become a vassal of Cecuria and gained limited independence. Over time they began resenting being ruled over by another kingdom.
Through the Scorching and thousands of years afterwards, the Aredonians lived under the protection of the Cecurians, however it appeared it was the other way around. Aredonia had a stronger army and more people, and their culture was completely different than that of their protector. As Cecuria favored peace and art, Aredonia favored strength and their military. In the year 4245 ATS the Aredonians successfully won their independence from Cecuria and founded their own kingdom based on their own laws and values.
For the next few centuries the Aredonians and Cecurians fought over land and superiority over one another, which caused a great rivalry and deep hatred. In 5012, the Cecurian king Clauseus took over Aredonia after King Argus X fled, and the Aredonian people welcomed Clauseus with open arms. They agreed with his ideas and plans to take back Pyrrhia from the dragons, as well as liked his militaristic personality. Aredonia and Cecuria were ruled together during the War of 5012. Aredonia fought hard and won major victories and lost crushing defeats. After the war they lost some territory to its neighbors, but nonetheless remained a country that was well-respected and even feared by others.
Ruler Information: Aredonia is ruled by two powerful families: the families of Drakos and Argyros. The heads of those families are the two kings or queens of Aredonia. They have equal power and cannot fight each other.
King Argus X - (reigned 4960-) King Argus X Drakos was born around the year 4930 to one of the two most powerful families in Aredonia. As the oldest son of four children of King Phylas, he would be the next king. Like every child in Aredonia he was trained to be a soldier and as an adult he served in the army. He served for only a few years and afterwards he prepared for the moment when he would become king. His two brothers tried to kill him so that they would get the throne instead, but Argus was able to foiled their plans, not once but twice. After his father died in 4960, Argus became king and executed his brothers. During his reign, Argus proved to be a strong ruler. He fought Cecuria in two small wars and succeeded in winning both. He even forced the Reens to pay tribute to him until he was told by the Order of Pyrrhia to stop or face severe consequences. With age and his health declining he became weaker and less effective. In 5012, Clauseus invaded and challenged Argus to a duel. Argus fled instead and would bring a small part of the army with him into exile. After the war he regained his throne, but the other Aredonian monarch, Queen Scylla, returned home after many years away from her country. One day he was almost stabbed to death by an undercover assassin, but his guards saved him with Argus escaping with only minor injuries.
Queen Scylla II (reigned 5001-5004, 5012-) Queen Scylla II Argyros was born in the year 4973 to King Enops. She was trained as a soldier and served in the army, but she was far more interested in studying the earth than anything else. When her father died in 5001 she ascended to the throne, but she only ruled for three years until she left the country for various scientific expeditions, leaving the far more experienced and senior Argus to take full control of the kingdom. Scylla traveled all around Pyrrhia, but after the War of 5012 the queen decided to return home. Argus gladly gave Scylla her half of the power back, though Scylla's family was already mad at her for leaving. Though some Aredonians felt that Scylla had abandoned them, they were more than happy to take her back after Argus failed to protect his rule.
Military Structure: Aredonian soldiers are among the most well-disciplined and bravest in all of Pyrrhia. Nearly all of their troops are infantry armed with spears, swords, shields, and wear light bronze armor. There are also supporting units armed with bows and arrows, throwing javelins and spears for ranged attacks. Aredonian troops use the deadly phalanx formation, an advancing shield wall where soldiers throw javelins while being protected and use spears to keep enemies at a distance. With discipline and constant practice they mastered pushing enemies away with this formation. Aredonia has a navy, but it is no match for the navy of its rival, Cecuria.
Major Imports: Bronze, fruit, glass, wheat.
Major Exports: Clay, brick, meat.
Culture and Society: Aredonian culture is centered on their military strength. The lives of the Aredonians are focused on being warriors and defending their homes, thus making other aspects of culture such as art and philosophy not as rich. From an early age only the strong and able children are allowed to live and from birth they are trained to be fighters. In army camps and barracks they learn how to be crafty and how to survive, which might explain why Aredonians are leaders in stealing treasure from dragons. As young adults, both men and women are sent to be trained by the army in hopes of eventually being a part of it. Only the strongest and the most clever could fair well in the very uncomfortable and even dangerous life in the swamps, and afterwards they have to join the military. After serving they are free to live off the land, but in time of war they must return to duty.
Aredonians are extremely loyal to their king or queen, but may not be happy with them if they appear to be weak or not acting for the good of their country, as in the case of Argus and Clauseus. Aredonians view themselves highly while they view their neighbors, especially the Cecurians, in a mostly negative light. They do not like strangers in their territory, unless they are trade caravans and merchants, and will be swift to defend themselves. Aredonians also believe in some democracy, so they have a council of elected judges and an assembly that helps finalize political decisions and laws.
Life in Aredonia is one of the most dangerous lives a human can live on the Pyrrhian continent. The swamps and marshes they live in are dangerous and much of the land is not safe to live on. MudWings are the greatest threat to the Aredonians, so homes are extremely well-hidden with camouflage to blend in with the environment. Any other settlements are well-manned and well-defended by fierce soldiers.
Aredonian hierarchy:
# King/Queen of Drakos, King/Queen of Argyros
# Royal families
# Assembly members
# Judges
# Military commanders
# Aristocrats
# Soldiers
# Common people
# Peasants
# Servants
Key Locations: Thassyn, Monion, Itontos Swamp, Fort Icarus, Mud Kingdom, Lake Decara, Queen Moorhen's Palace
Flag/Banner Design: Large dark upside-down "V" on an orange background.
== Rainforest Kingdom ==
Kingdom of Reenwud
Primary Culture: Reen, Tecuixin
Ruler: Queen Iris II
Government: Monarchy
Location: Western Rainforest Kingdom
Inspiration: Medieval central African kingdoms mixed with RainWing way of life.
War of 5012 Allegiance: Anti-Coalition
Date First Founded: around 3100 BTS (Year 100 of the Third Epoch)
Background Info: The War of 5012 did more than bring the Reens out of isolation from most of the world and affect their pacifistic way of life. The war split the rainforest into two: the Reens and their peaceful way of life and the Tecuixin tribes with their ancient traditions and ritual that contradict many of the Reens' most precious values.
The only war the Reens fought was from within, a war they were clearly unprepared for. Nonetheless, the Reens continue their peaceful way of life, but uncertainty looms as new dragons of night move into their deep forest homes.
History: The rainforest of Pyrrhia was largely uninhabited until around the year 3100 BTS when the Reen Peoples settled in. Ever since the establishment of a single kingdom in 2223 BTS, the rainforest had been the most peaceful and least war-torn area on the continent. It has also played an important role, before and after the Scorching. Little is known of Reenwud in its early and later years before the Scorching, but legend tell of the Reens establishing a strong peaceful kingdom amidst the power-hungry and destructive neighbors. The Reens may have in fact kept the Pyrrhian Empire out of its lands. Before the Scorching the Kingdom of Reenwud, or Reenwood, had become the cradle of medicine and thriving culture. The Scorching barely touched the Kingdom, but the arrival of more dragons introduced a more hidden way of life.
The period of time after the Scorching was among the most important parts of Reenwud's history. The Reens successfully housed refugees and rulers of other nations safely and many chose to stay in the rainforest. Known as the Gathering of Humanity, the Reens were able to spur on rebuilding the human world after its narrow escape from total destruction. It has also been called the Guardian of Civilization housing and preserving knowledge from all over the world. Many famous writers, musicians, and artists went and stayed in the rainforest, and have crated many works of art, music, and poems about the Reens and their hospitality. Afterwards the Kingdom remained peaceful, even during the Great War, but the War of 5012 finally brought it out of isolation. Forced to join sides, the Kingdom allied with the Anti-Coalition but there was not a battle the Reens had taken part in. However, some Tecuixin tribes living in the rainforest decided to create their own Confederacy, which they easily achieved without much bloodshed. They wanted to have their own power and nation, where they could freely practice their own culture and traditions.
Ruler Information: The Reen people are ruled by a King or Queen who has full power, but is advised by a personal council.
Queen Iris II- (reigned 5000- ) Queen Iris II was born a princess in the year 4983 in the Pink Village of Reenwud. Her entire childhood consisted of her helping others, attending and organizing celebration and feasts, as well as help rule the Kingdom alongside her mother and father, Queen Zama and King Luvo. When Iris turned seventeen her parents stepped down from the throne for her daughter who was younger and more able to rule, as tradition in Reenwud went. As Queen, Iris has helped her kingdom remain safe, even during the War of 5012 when she was forced to join the Anti-Coalition. She peacefully allowed the Tecuixin tribes separate form her kingdom, and she has been looking for the right king to rule and spend her life with. After the war, she was targeted for an attack by an unknown perpetrator, and though she was spared, all of her guards were killed.
Military Structure: The Kingdom of the Reens is the most peaceful and most pacifistic nation in all of Pyrrhia. The Kingdom had not been at war for over a thousand years before joining the War of 5012. Most of the warriors are hunters, though hunting is reserved and limited for certain times of the year. Others are village defenders or the royal guards, who are lightly armored or have none at all. Spears, swords, and blowpipes are common weapons used with large shields. The military is divided by village and led by elders or young leaders. Each army is assigned to defend their home village from attack, with help from the protective rainforest. The Reenwud army has very few attack strategies but rather relies on their terrain advantage when needed.
Major Imports: Clay
Major Exports: Fruit, medicine, exotic animal pets.
Culture and Society: The society and culture of the Reens have a striking resemblance to the way of life of their neighbors the RainWings. Life revolves around peace and the rainforest around them. Though the mysterious rainforest may present both known and unknown dangers, the villages in which most of the Reens live in are perhaps the safest in Pyrrhia. The main village is the Tree Village where the rulers live, while the other main villages are the Mahogany, Pink, Orange, and Blue Villages, each run by an elder or a trusted member of that village who have their own rules as long as they are accepted by the King and Queen. Villages are built in the trees and connected with wooden bridges, or built on the ground where there is much cover and foliage. Each village has its own defenders and their own way of life, but all of them hold peace, helpfulness, kindness, and respect highly.
The Reens have always been the most welcoming people in Pyrrhia, and they have given refuge to many people fleeing their homes for whatever reason throughout history. However, there are few foreigners; the Kingdom consists of almost entirely of Reens and a small number of Tecuixins and other tribes. The Reens are also open to trade, an excellent supplier of fruit and animals.
The heart of Reen culture is their calendar full of celebrations, festivals, and events. The Full Moon Festivals are some of the most important events, where the Reens spend the entire night partying in the moonlight, lighting torches, eating, drinking, playing and dancing. There are other events during the year that include gift-sharing, face-painting, games, rituals, dancing, and more. The Reens have a mainly vegetarian diet consisting of fruit and vegetables, but there are hunts every once and a while for meat.
Fortunately for the Reens, they have little contect with dragons and the ones they do are friendly RainWings. However, with the addition of NightWings, the safety of the Reens and their villages are in constant jeopardy. Also, with the Tecuixin revolts and the War of 5012, the Reens have started to focus a bit more on their defense of their home. The Texuicins are seen negatively in the eyes of the Reens. They do not like the militaristic attitude and what they call "barbaric," "bloody" and "gruesome" rituals of the different Texuicin peoples.
The social hierarchy of the Reens is far more relaxed than the other nations, but there is still a strong sense of leadership and roles:
# King and Queen
# Royal Council
# Village Leaders
# Villagers and inhabitants (Reen and foreign)
# Texuicin (as a result of the revolts)
Key Locations: The Great Rainforest, the Tree Village, Flowering River, Mahogany Village, Pink Village, Orange Village, Blue Village
Flag/Banner Design: Pink orchid on a white background.
Tecuixin Confederacy
Primary Culture: Tecuixin
Ruler: Tlatoani Quauhtli
Government: Tribal Confederation/ Hegemony A ruler from one of the tribes dominates over the other ones.
Location: Eastern Rainforest Kingdom
Inspiration: Aztec Empire
War of 5012 Allegiance: Independent 
Date First Founded: first recorded civilization in the area was founded around 4000 BTS ( Year 2000 of the Second Epoch)
Current Nation Founded: 5012 ATS (Y168 E14)
Background Info: The peoples of the rainforest had always lived in numerous tribes. Over time many of them assimilated into one new culture, the Reens. However, some of the tribes held on to their identity. The Tecuixin Empire formed during the Great Human War of 5012. A union of tribes in the eastern rainforest formed a new confederation in their declaration of independence. The split went rather violently, but the Reens had no time or resources to handle the insurrection. Thus the new nation was born.
Located in the rainforest, it is very independent, thus it gives them an opportunity to do things their way. Human sacrifice, slave labor, and gladiator fights are rooted into the core of the cultures that formed this Empire. This confederation is very militaristic. The Tecuixians are also very skilled architects and farmers as well as being known to be very artistic.
The ruler of this empire is Coatl I, chosen by the confederation to be the first ruler. A famous Eagle warrior, he is very militaristic but also very neutral and partially banned slave labor and human sacrifice, though some manage to still perform these traditional activities.
Coatl was killed when a stranger challenged him to a duel. He refused at first, but when pressured into it he lost. A new king rose to the throne, Quauhtli.
History:
Ruler Information:
Tlatoani Coatl
Tlatoani Quauhtli
Military Structure:
Major Imports: Metal, brick
Major Exports: Tropical wood, cocoa, coffee
Culture: The Tecuixin Empire consists of various tribes that live in the rainforest. Unlike the peaceful Reens, these tribes are willing to go or start a war and death is an important part in this society. Human sacrifice is not technically legal, but since it is a key part of their world, the empire does not entirely nor officially say those practices cannot be performed. Prisoners of war are sacrificed at temples, and many people voluntarily sacrifice themselves, which is seen as an honorable act, as the shedding of blood is used to appease the tribal deities, notably moon spirits.
The eastern rainforest is identical to the rest of the rainforests, so trading fruit and tropical wood is popular. There are some patches of land which corn and other crops are grown. Having access to the sea also provides fish and seafood. The most important plant is cocoa, which can be made into a drink and the beans are used as currency.
Each tribe is ruled by a chief or king, and all of these tiny villages are ruled by one tlatoani. He is the most important political, religious, and military figure in the empire, and is responsible for the well-being between the many tribes. Warriors are greatly revered and capturing enemies would make them popular and liked.
Many of the celebrations in this empire are based on religious ceremonies to the three moons of Pyrrhia and the sun. Ceremonies such as blood sacrifice is made to these celestial objects, and comets are viewed as warnings, omens, or even signs of good-will. Gladiator fights are very popular and those who are part of it become famous, especially if they win against an enemy tribe. Even though they are viewed as brutal and violent, many Tecuixin citizens are remarkable merchants, farmers, and weavers.
Key Locations: Hibiscus Village, Ixpan, Ixcapa, Red Lake
Flag/Banner Design: Three vertical stripes, two red and a black in between. A temple is depicted on the white, with an ancient god on each of the reds.
(Thanks to Outclaw for the idea.)
Botaniatine Empire
Ruler: Basileus Protakor Kerularios
Primary Culture: Andronopolian
Government: Autocratic monarchy
Location:
Real-World Inspiration: Byzantine Empire
War of 5012 Allegiance: Unaffiliated
Date First Founded:
Current Nation Founded:
Background Info:
History:
Ruler Information:
Military Structure:
Major Imports:
Major Exports:
Culture and Society:
Key Locations:
Flag/Banner Design: A red bull's head with a golden crown and its tongue sticking out on a white background. Four small depictions of golden fire strikers are found on the corners (resembling the letter "B." )
== Kingdom of the Sea ==
Empire of Cecuria
Primary Culture: Cecurian
Ruler: Imperator Justinian I
Government: Absolute monarchy The emperor has full power, but the Cecurian Senate is very influential.
Location: Islands in the Bay of a Thousand Scales, eastern part of the peninsula located nearby.
Inspiration: Ancient Athens and the Roman Empire
War of 5012 Allegiance: King Clauseus led the Coalition, ex-king Ares joined the Anti-Coalition.
Date First Founded: around 1700 BTS (Year 315 of the Fifth Era)
Current Nation Founded: 35 ATS as a Kingdom (Year 32 of the Seventh Epoch), Empire formed in 5012 ATS. 
(Y168 E14)
Background Info: The Empire of Cecuria is the king of the eastern sea and one of the most powerful nations in eastern Pyrrhia. Cecuria was the home of the beginning sparks of the War of 5012 after being taken advantage of for helplessness and lack of action. Dragon raids finally forced the Cecurian people to rise in arms to protect their kingdom.
After being divided by war, the nation strengthened itself and rose to power as an empire. Though withholding many democratic principals, many were sacrificed for the greater good. Controlling the important islands and sea routes in eastern Pyrrhia, Cecuria is rich and no longer unable to defend itself.
History: The location that is known as Cecuria was once inhabited by various little tribes until they were peacefully united around the year 2300 BTS when it emerged as the Eastern Empire. Cecuria was home to the ancient capitol of that empire and eventually the entire Pyrrhian Empire, and its rulers can be traced back as the ancestors of the Cecurians. When the Pyrrhian Empire fell in 2015 BTS, Cecuria was shattered once again into tiny tribes. These related tribes eventually re-united in 1700 BTS to form the first Kingdom of Cecuria.
Before the event known as the Scorching, Cecuria grew to become a very mighty kingdom that controlled a fairly large and very secure amount of territory. No one could help but match the strength of that kingdom, except for the dragons in the centuries to come. Cecuria began to decline, however, after very bad weather, famine, and a terrible assassination attempt. The rulers began to abuse their power and right before the end of human domination in Pyrrhia, Cecuria was crumbling. In 78 BTS, Cecuria entered the Great War, not thinking it would last for long. It was a very long war that never had the chance to finish.
The Scorching brought ruin to every nation in Pyrrhia, and Cecuria was no exception. Despite the loss of most of their people and their king, in 35 ATS a new kingdom was founded. For the next few thousand years Cecuria took part in many wars, uprisings against dragons, and became more powerful once again, until the year 4245. That year its angry and outraged province of Aredonia broke off and formed its own kingdom. This gave Cecuria a dangerous rival that would cause them trouble only until after the War of 5012, but bitterness still remains. In 5012, after a considerably large number of dragon raids on villages and ships, King Ares was violently forced off of his throne. A newcomer, the animus Clauseus, became the new king with ambitious plans and the newfound loyalty of the Cecurian people. Clauseus took full control and abolished the thousands-of-years old democracy. Ares did not accept this and with his loyal subjects raised his own army, inspired by the ancient Eastern Empire, to fight for his crown.
After the War of 5012, seeing the need for change and regaining lost land, Cecuria became an empire. A young man named Justinian was selected to become emperor.
Ruler Information: After the reforms of 5012, the new Cecurian Empire is ruled by a powerful emperor. Despite having a Senate of politicians, the emperor basically can rule as he or she pleases.
King Ares I- (reigned 5005-5012) King Ares Bassus was born in the year 4976 to King Decimus and Queen Floria. He attended the very prestigious Pariopolis University as he wanted to follow in his father's footsteps as ruler. His mother died when he was twenty-two, and seven years later his father died from a dragon attack on his ship. Ares became ruler, confident of ruling his people, but he never quite achieved his dreams. Ares ignored his people's cry for help when dragons attacked and did nothing when asked about the Aredonian threat. He was too cautious and let himself be taken advantage of until he was finally forced out by Clauseus. Enraged, he actually tried to defend his throne, but after the war no one wanted Ares to be king. Ares was found dead on his bed, his neck slit. He died at the age of thirty-six.
Emperor Justinian I- (reigned 5012-) Justinian Primanus was born around the year 4987 to a middle-class family. There is little to note of his childhood, other than that he was an apprentice to a fish merchant. As a young adult he studied law and was known to be a great leader and speaker. During the war he supported Ares, but it was clear that he became more popular among the soldiers. After the war he accepted being crowned Emperor of Cecuria.
Military Structure: After heavy reforms after the War of 5012, Cecuria has the most organized military in all of Pyrrhia. This organization was influenced by the ancient armies of the Eastern Empire before the Scorching. The army is divided into legions and then into smaller, well-disciplined groups. The core of the army are armored footmen yielding swords and large rectangular shields, and are supported by archers and light cavalry. Lighter infantry known as auxiliaries are made up from foreign soldiers and criminals wanting freedom. The traditional style of soldier from before the War of 5012 is still used, but is uncommon. The most famous part of the Cecurian army is their "tortoise" formation, where a group of soldiers would lock shields together over and around themselves while slowly approaching the enemy with great cover. 
Major Imports: Metal, clay, wood.
Major Exports: Grapes, olives, fruit, seafood, ships, pottery.
Culture and Society: The culture of Cecuria is very rich and is also very ancient. For thousands of years, Cecurian society has been very democratic and despite the new empire those ideals are still kept. Cecurian life is very social, with scholarly debates, plays, performances, beauty, fashion, and family life being a large part of daily life. 
In Cecuria, the family is a key part in the culture of the empire. Parents raise their children well and as citizens of the Empire. Families are very close and towns and villages are as well. Many festivals and feasts are held in Cecuria during celebrations on special days. Ancient sport tournaments and games are held often and a very large one is held every few years if possible. Cecurians hold education highly and children are sent to schools at a young age and the Paliopolis University is the only one of its kind in Pyrrhia, in fact it is one of the only universities in existence. Architecture is extraordinary and many people outside Cecuria have hired workers to build houses with Cecurian styles. Metalwork, pottery, and sculpting are other arts that Cecurians are proud of. There is a large variety of crafts and trades people belong to.
Law in Cecuria is strict and is necessary to run the empire. People born in Cecuria are citizens and have basic rights. People who are not born in Cecuria, even if they are born from Cecurian parents, are not citizens, and have less rights and are unable to vote for senators. Crime is dealt with harsh public punishments to keep others from doing the same. People accused of a crime are put on trial and a jury of citizens decide whether that person is guilty or innocent.
Based on their location, Cecurians rely heavily on trade and the unique goods that they have on their part of the continent, their sea, and their islands. SeaWings live alongside Cecurians and can be very dangerous. Small villages are built in forests or on some islands, but larger towns are heavily fortified and defended. Ships are at risk from attacks, but there is little anyone can do to prevent or alleviate such raids. Most SeaWings leave the Cecurians alone, at least the ones on land, but on the open seas it is a struggle over rule of the waters, with the dragons clearly having superiority.
The Empire also follows an especially strict hierarchy:
# Emperor/Empress
# Senators
# Wealthy families
# Military commanders
# Soldiers
# Citizens
# Servants belonging to citizens
# Non-citizens
Key Locations: Taurysos, Cerdica, Moon Island, Pariopolis University, Odera Palace, Apyro's Forest, Kingdom of the Sea, Ruins of the Summer Palace, Bay of a Thousand Scales.
Flag/Banner Design: Golden eagle on a red background. The words "Empire of the People" are inscribed in gold letters.
== Jade Mountain Area ==
Serene Republic of Terchen
Primary Culture: Harring
Ruler: Lady Amelia Pickering
Government: Merchant Republic A lord or lady is elected by the people and run a government based off of trade and economics.
Location: The city of Terchen, and its surroundings
Inspiration: Medieval Italian maritime republics, such as the Most Serene Republic of Venice, but of English culture
War of 5012 Allegiance: not involved directly, but aided the Anti-Coalition
Date First Founded: 281 BTS (Year 779 of the Sixth Epoch)
Current Nation Founded: 5012 ATS (Y168 E14)
Background Info: The city of Terchen is one of the most important and famous human settlements in all of Pyrrhia. The city itself was founded in the year 281 BTS as a war fort for the Zamalsk tribe, but was later settled by the people of the Harring civilization, who are now referred to as Terchens. The city is famous for its underground mines, which would become part of the city itself during and after the Scorching.
As for an army, it has a small but well-armed and well-trained guards and soldiers. They are famous for their crossbowmen and their long-bowmen, but also their own order of knights. Due to the city being landlocked, it has no navy. The city is located in the mountains, a safe haven for people who want to be left alone. It is difficult to find the city, and the climate is very cold when you do get there. However, many people still take the risk of finding this flourishing city.
After the War of 5012, the City declared official independence. Though the former ruler of the city was the Order of Pyrrhia, they had little influence over the population. During the peace signing, the Order agreed to give up more of their land to create this nation. The people elected Lord William Cork as ruler for a term of five years, making this nation the first true democracy in thousands of years. One night he was alost crushed by a boulder, but he barely avoided it by chance.
History:
Ruler Information:
Lord William Cork
Lady Amelia Pickering
Military Structure:
Major Imports: Salt, fish, fruit, metal, brick, wood.
Major Exports: Paper, weapons, armor, firearms, furniture.
Culture: The city of Terchen is the last bastion of the Harring culture. Untouched by outsiders for most of its history, this city is possibly the largest settlement in all of Human Pyrrhia. The Harring people were a small group who lived thousands of years ago. They moved into this abandoned place millennia ago, and since made this the safest settlement ever.
Life is divided into two parts: Underground and Surface. The Underground way of life is a key part of the Terchens. Their city leads directly to deep and complex mines, many of which are still not yet fully explored. A larger city than the above ground one is found here, home to most of the Terchens. There are homes, walkways, gardens, a river, and stores. A sophisticated grid system made the city well-organized, and explorers, scientists, and inventors never would want to miss out on a chance to visit for some annual meetings. The city is home to many famous businesses, including many skilled carpenters, armorers, weapon-smiths, and fur traders.
The Surface life is not as lively. There are merchants who visit to sell their goods, and sometimes travelers will rest in the few rent-able homes built above the ground. A great hall was built to house the Lords of Terchen and visitors from different countries. Terchen is nearly impossible to find in the twisting and complicated mountain range. Found on the base of a mountain peak with seven pointy peaks, dragons have never noticed it. A single path connects this city to the rest of the world. Though freezing outside most of the time, the Underground is warm with fires and lit with beautiful lights.
Terchen is also comprised of other mountains in the region. Villages scattered around are part of this Republic, and some forests provide wood for fires and animals for wool, milk, and meat.
Key Locations: Terchen, Underground Terchen, Enlightened Road
== Tribes Without a Nation ==
The MacGearth Clan
Primary Culture: Kelices
Kameretat
Primary Culture: Chankamam
Sazur-erra
Primary Culture: Ne-Muma
Category:Groups
Category:Content (Armored Scavenger)
Category:Alternate Universes