Nations: 6000 GF

Here is the information on nations in 6000 GF

## Orcish Kingdoms

### Albi

*The Kingdom of Albi* (All-bee), centered around *Lake Albi* near the root of the *Orcish River*, was a larger kindgom built close to this sole source of inland water. Rich in clay and metals from mining to its west, Albi would gain most of its income by selling bronze, brass, and pottery to its neighbors. The most powerful resource that Albi possessed, however, would be its location; Albi was far upstream in an area that was otherwise quite dry. In the following centuries, Albi would use its power over the river to gain trade influence and land from its southern neighbors, intentionally damming the river at chokepoints to cause flooding downstream. While fear would work for a while, this would also lead to a common interest in crushing the Albi.

### Besor

*Besor* (Beh-soar) is an Orcish Kingdom on the fringes of the Orcish subcontinent, bordering the evershifting sands, the Corundi people, and the Skala Kingdom of Anzu. Despite its great size, Besor would have access to relatively little mineral goods. The people of Besor would turn to the sea to supply them, with fishing being the most lucrative industry in the region. Besor would also act as the gateway to trade with the Skala for Orcs, a position that would bestow them both power and the total ire of their neighbors.

Besor would develop shaky relations with all of the nations that surrounded it, especially with Anzu and the Land of the Three Princes. Besor and Anzu would develop a rivalry due to the perceived threat Anzu posed, with one of Besor's allies being conquered in recent war between the states. Besor would be threatening in a similar way to the Three Princes, as the cohabitance of the Corundi people was still fragile.

### Duuldan

*The Land of Duuldan* (Duel-dahn), known as the *River Basin Kingdom* in some texts, would be one of the early powers of the Orcish World. Built in the fertile Orcish River Delta, this nation would arise as the breadbasket of the region. Large-scale rice production sustained the largest Orcish population at the time, centered in the *Duuldani Triangle*: three major cities within the kingdom (Kolkhan, the Upper City; Serkhali, the Northern City, and Monfas, the Southern City) that were the urban and trade centers of the Kingdom of Duuldan at the time.

Duuldan would also be one of the earliest military states in Parvolon. Weapon training was a rite of passage in Duuldani society; it would be expected that every child, regardless of gender, had become proficient with a polearm or bow by the age of fifteen. This would be both an expression of common theme in Orcish societies as a whole as well as a power play by the aristocracy, as having so many people to select from allowed them to have one of the most of impressive armies in the world at the time. All of this, of course, ultimately served to defend Duuldan from the many internal and external threats that desired its especially valuable farmland.

### Rhaag (Flesh out)

(Rahg) --> Clay producer. Pottery, Construction, eventually inventing Cement and Paper clay/Fiberclay. A more defensive country that focuses on Invention with their resources rather than expansion.

### Oumegh

The March of Oumegh (Oo-meg) is an Eastern Orcish regime consumed in perpetual war. Bordering both the Ugma Chaos and City of Ogmadhara, the frontier of the state has been in constant flux, with none of the parties involved respecting any sort of agreement. Pillaging is a fact of life, and it's hard to argue that the Orcish King runs a system that is more organized and respectful of the rights of citizens than the horde they border.

### Zatuur (Flesh Out)

(Zah-tour)

Being pushed south due to the might of the Dror Horde, West due to the nation Albi wanting the minerals in the Mountains, and with the Giant Nation Malankara blocking any travel anywhere, Zatuur is on the brink of collapse. Eventually they “voluntarily” become vassalized by the Malankara Giants, providing food and maybe rights for protection.

### Khamur (Flesh Out)

(Kah-muer) --> spice production, Trade focus

A trade focused Kingdom

## Orcish City-States

### Eta (Flesh Out)

(Eh-Tah)

Rival with Yotah and Kaapa. Due to their major Neighbors feats of expansion threats, these nations have formed a loose alliance. Eta is Economic (Industrial)

### Yotah (Flesh Out)

(yo-tah)

Rival with Kaapa and Eta. Due to their major Neighbors feats of expansion threats, these three nations have formed a loose alliance. Yotah is Religious (Monastic)

### Kaapa (Flesh Out)

(Kah-pah)

Rival with Yotah and Eta. Due to their major Neighbors feats of expansion threats, these nations have formed a loose alliance. Kaapa is Militarist

### Epos (Flesh Out)

(Eh-pohs)

Due to their tactical positioning on the sea, being surrounded by 2 chokepoints, this nation eventually becomes an important Maritime. Before this however, they focus a lot on sea travel, fishing, Ship design, ect.

### Lambada (Flesh Out)

(Lahm-bah-dah)

They are Mercantile due to being between Duualdan and Besor, as well as holding the Southern choke point to the “Red Sea”

## Orcish Hordes and Clans

### Dror Horde

*The Dror Horde* (Durroar) is one of two major Western Orc hordes of this period, well known because of their early conflicts with Evolvi. While many have struggle to contain Evolvi expansion, the Dror Horde has arose from stiff competition as the one of the few tough enough to push back against the northern barbarians.

### Ugma Chaos

*The Ugma Chaos* (Oog-mah) is the other of two major Western Orc hordes of the period, feared by the neighboring *Kingdom of Oumegh* and the *Giant City-State of Ogmadhara.* They are artisans of metal and obsidian-tipped spears, with their Hordemaster having an eight-foot spear made out of pure meteoric iron, one of the few iron tools of the time.

### Various Other Western Orc Hordes

The conditions of the Jungle are brutal and unforgiving, and the Orcish people chaotic and fierce defenders of their pride. The majority of Western Orc hordes are notoriously poorly documented because they can disappear in a single lifetime, or even rise and fall within one generation. There are many Orcs here, but their story is complex and hard to frame in a way most others are.

### Islander Clans

Most of the Island Orcs on their home island are a part of loose clans, nomadic societies defensive of their turf in their narrow slice of the world. Rice farming is relatively new to the island, so many have still opted to stick with traditional social structure than settle down and say their welcome to the rice fields. This appears to be changing quickly, with the neighboring Merchant Kingdom of Khamur expanding across the island and some groups rising up to challenge their aims at unifying the area.

## Elven and Frogfolk Tribes

### Frogfolk Islands

The Frogfolk Islands were geographically isolated from the rest of the world, and had a very different society and set of resources than the rest of the world. At this point in time, these islands are mostly hunter-gatherer in nature still, as farmable crops would only arrive here through contact with the Elves in the next 200 years. Frogfolk live together in communal governments on each island, with trade networks between the islands but no cross-island government.

### Ifari Tribes

The Ifari (ih-far-ee) are a collection of related tribes native to the northern Elven world. These are organized in various tribal councils, communal societies built along the slopes of the Elven Highlands. They possess one of the earliest forms of democracy: most towns hold direct democracy elections for leader, and most towns are members of the greater *Ifari Council*, a form of indirect democracy between multiple communes for the explicit protection of the Ifari people (see the indigenous *Haudenosaunee* for how this might have been organized). The ideals of local rule and aid for the common defense would be influences on the modern Elven Empire, who would interact with these people a lot during its development.

### Shanti Tribes

The Shanti (Sean-tea) are another nomadic culture group, native to the southern Elven world. They have a strong marine culture, engaging in mass fishing and making canoes and rowboats of a quality that few other societies would match for 1000 years. They have explored much of the southern Elven world, and will soon link the Elven and Frogfolk populations.

### Albonic Peoples

The Albonic (All-bahn-ick) peoples are a mixed culture between Elven and Evolvi, created out of cohabitation between the two species across the Elven Channel. They are a mostly nomadic group that is beginning to settle into place, and are the bridge of trade between the Elven world and the Greater Straits region. While this region would remain mostly outside of the influence of the powers it was linking together for the next millenia, the idea of the *"world between worlds"* would become a major part of the regional culture of the area. When imperial influences -- Elven and Evolvi -- would later come to invade this area, both would use their historic claim to *"Albonnia"* as a justification for conquest.

### Pasdalles Peoples

The Pasdalles (Pahs-dahl-lees) peoples are the most isolated of the major Elven populations at the time, and would remain a part of a separate culture from the rest of the Elven world. They are one of few cultures with a government style of *arcanocracy*, or a kind of rule by those most skilled with spellcasting. Mastering one's own magical abilities would be an essential rite of passage in the culture of the Pasdalles, with social status divided between an elite class of *Lazulites* (those with magical prowess) and a commoner class of *Moglites* (those who only possessed weak magical power). Those with high arcana and a loyalty to the Lazulites would rule the early Pasdalles, but popular revolts would often lead to a peasant ruler ascending to the throne; magic can only hold back so many angry farmers.

## Elvish Nation States

### Mezzorean Empire

*The Mezzorean Empire* is the earliest Elven great power, controlling a large portion of the main island of the Elves. This regional empire was powered off of the exchange of tin, being one of the few providers of this metal in the West. The trade of resources would establish a Tin Road, transfer metal to the Inner Elven Kingdoms, northern Elves, and to the Evolvi, while bringing various goods from these various peoples inward.

However, the introduction of rival tin producers, crude iron tools, and a dysfunctional government would leave the Mezzorean Empire in pieces at the beginning of the Classical Age, creating a power vacuum in the Elven world for other nations to fill.

### Inner Elven Kingdoms

Challenging the reign of the Mezzorean Empire are the small, disjoint protostates along the Inner Channel of the Elven Archipelago. Most of these small nations are independent warring powers, but have sworn vassalage to their northern neighbor for protection in exchange for their dignity and a sizable tribute. Given the chance, these Elves would love to smash the Empire to pieces and assert their own dominance over the islands.

## Southern Evolvi Nations

### Eshtar

The Empire of Eshtar is one of the first major Evolvi states, holding control over the edges of the Orcish world and the Evolvi world. Eshtar is the main producer of salt in the region, and this trade good would singlehandedly fuel the economy of the area. The sale of salt would power trade routes stretching as far north as the Greater Straits region and as far east as Duuldan.

Many Evolvi at first would see the establishment of Eshtar as a good thing; quality of life in this otherwise difficult to inhabit place rose dramatically. However, recent rulers have damaged trust in the Eshtar dynasty through the suppression of Evolvi cultural outliers on the fringes of their control. A lesson, which would unfortunately need to be taught multiple times in this region, is that intolerant regimes will not stick around long.

### Ronodor

The Princedom of Ronodor is a more minor Evolvi state in the south, and a vassal of its southern neighbor Eshtar. Ronodor functionally acts as a highly autonomous province of the Eshtar dynasty's domain, with a unique culture and a strong local government. Unlike other lands conquered by Eshtar, Ronodor had power in negotiating its independence through its production of platinum, with this resource allowing Ronodor to afford a tribute others simply could not handle.

The shift towards an authoritarian and exclusionary government is testing the good relations the people of Ronodor have had with Eshtar. The destruction of temples in other provinces especially will lead Ronodor to break away from Eshtar and fight to dismantle its empire.

### Crashingwake Horde

*The Crashingwake Horde* is an Evolvi horde society fueled by the quest to beat the everloving guts of the Western Orcs. They are a more nomadic society than their neighbors, and the other Evolvi hordes that once dominated the area have been slowly integrated into the Dynasty of Eshtar.

### Corundia, or the Land of the Three Princes

*The Land of the Three Princes*, later gaining the name Corundia ("the land of the people who practice *Corundi*") by its neighbors, is a multicultural state formed between Evolvi, Western Orcs, and Eastern Orcs in conflict over the same region. After hundreds of years of internal conflict, the three groups agreed to a peace for the sake of all involved, forming a unique form of government centered around preserving a peace between the three in the region. Similar to *confessionalist* governments in the real world (which protect religious minorities by requiring a certain amount of political power to be held by each religion), this society would maintain relations by requiring each of the three species to be represented in government. The *three princes* would be a set of leaders composed of one Evolvi, one Western Orc, and one Eastern Orc, and diplomacy would also require that one of each species was present to represent the people abroad.

Around 6100 to 6200 GF, this people would also develop a unique religion called *Corundi*. This was a fusion between the Orcish and Evolvi pantheon, with a collection of deities from both legends being brought into the new combined pantheon. The religion was also centered around tenets of hospitality and taking care of those different from you.

## Northern Evolvi Nations and the Peqorrah

### Sneltin (Flesh out)

Was "Tin"

Heavy Player in trade and refining their Tin, which can be made into bronze, Good Relations with E3

### E3 (Flesh out)

(NaCl Sodium Chloride) < Can you come up with a name including this as an influence?

Salt nation, preservation of Meat, Good Relations with Tin

### E5 (Flesh out)

"Columbia"

As of 6000 GF, I want these to be two separate countries, however somehow I would like to replicate the relation that Columbia had with Panama, and eventually a Canal was made there.

We could have “Columbia” take over or Vassalize “Panama” in some way. Then have “Panama” declare independence of Columbia. Some other country who saw the economical potential in “Panama” recognizes “Panama” as a country and will protect their neutrality

### Evolvi Nomads

Wandering Avians, Evolvi Nomads, The Lotan Clans. These 3 races of Nomadic societies have clashed in conflicts with each other for a while. A few of these nomads however start to get along and will create their own nation.

### Evolvi Warring States (Flesh out)

Due to its richness in resources, there are hundreds of mostly militant evolvi states competing to become the most dominant state.

### Knockoff Chile (Flesh out)

(Chaoles? [Chow - Less] Mix of Chaos/Chile)

Researches the phenomenon on the crescent island and grows to be one of the most prestigious/advanced magic schools/libraries due to this. Eventually something very bad happens here due to this research and most of it has been lost.

## Northern Skala Nations

### Gyoh (Flesh Out)

Buried underground is an ancient Draconic City filled with the knowledge of dragons. Nation that gains power from the secrets of dragons Some dragons still roam around this area as this city was sacred to their ancestors, however they themselves don't know what secrets lie here

### The Lotan Clans

Wandering Avians, Evolvi Nomads, The Lotan Clans. These 3 races of Nomadic societies have clashed in conflicts with each other for a while. A few of these nomads however start to get along and will create their own nation.

### Rukha

(Roo-kaw) {Name comes from the Roc/Rukh, a giant bird in Arabian mythology. You'll notice by now I'm naming the Skala / HA nations after mythological beasts.}

## Southern Skala Nations

### Dailon

*Dailon* (die-lawn), or the Skala Kingdom of Mountains, is one of the *Four Warring Kingdoms of Guo Lhon*. Stationed far up in the peaks of the Eastern Mountains, this Skala kingdom thrives off of its booming metal trade with the Eastern Orcs and with Anzu, being the largest producer of tin, brass, and bronze in the East. However, a very real threat of Dragon attacks in addition to limited arable land makes the region difficult to survive, in spite of its modest wealth. The recent loss of much of its coastline has thrown its adminstration into chaos, with merchants having to work under duties and export taxes that have shrunk the economy.

### Yalon

*Yalon* (yaw-lawn), or the Skala Kingdom of the Islands, is one of the *Four Warring Kingdoms of Guo Lhon*. Positioned along the Southeastern Marshlands, these Skala are trying their hardest to build upon the wetlands and into the sea. The King of Yalon has promoted increased investment into a sort of predecessor technology to polders, using dams to try to connect smaller islands together. The results of these projects have been mixed in results, seeing some successes but in other cases leading to the flooding of coastal villages. Yalon has also been an early adopter of rice from *Duuldan*, with rice surplanting maize as the dominant food crop in the country.

### Fusanlon

*Fusanlon* (foo-sawn-lawn), or the Skala Kingdom of the Hills, is one of the *Four Warring Kingdoms of Guo Lhon*. Capturing the fertile hills of the east, the Kingdom of Fusanlon appears to covet the position of Ruler of the South the most. Fusanlon, for a Bronze-age state, has an aggressive military complex built upon its more balanced set of resources. Fusanlon needs not to buy metals from its western neighbor, as it also possesses a major source of tin within its borders. It also holds onto much of the arable highlands of the South, and is beginning to import rice from the Orcs to expand its agricultural base.

However, Fusanlon's expansion has been limited by heightened volcanic activity. The Kingdom's agricultural highlands have been subjected brutal lavaslides over the past century, leading some adventurers to seek out the infamous *Land of Fire* in Skala mythology in missions for their King to find the root of the problem.

### Shenlon

*Shenlon* (shen-lawn), or the Skala Kingdom of the Great River, is one of the *Four Warring Kingdoms of Guo Lhon*. Fortifying the mouth of the *Red River of the South*, this Kingdom is cultivating newly-acquired land on the edge of the dry steppes to the northwest. It would gain its status from the production of pottery and papyrus, and Shenlon has been the foundation of writing in the East. The Shenlon script would quickly spread to the other southern Skala and to nations across the south of the world, becoming the source of most of the world's alphabets and syllabaries.

### Anzu

The land of *Anzu* would be a region controlled by many different regimes throughout history, but would be name that Skala nations straddling the edges of the Orcish and Skala worlds would take. Anzu at this time would be a new multicultural Skala kingdom, having recently made their entrance to the Orcish subcontinent and succeeded in two recent conquests to the north and west.

These two conquered areas would contain the two major minority groups in Anzu: Eastern Orcs in the southwest of the country, and Drylands and Seaward Avians in the north of the country. The Avian community and the Skala nobility cooperated well, and over time Avians would begin migrating into major urban centers of Anzu. The Orcs, on the other hand, despised their Skala overlords. These Orcs, conquered from a small vassal of Besor, would lead to great tension between the Skala Queens of Anzu (Anzu being a society of matrilineal power) and the Orcish Kings of Besor, that would over the end of this period escalate into all-out war between Anzu and Besor over the region.

### Apophic Clans

*The* *Apophic Clans* are a collection of smaller, less organized Skala societies separating the Northern and Southern Skala. As one of the less devastated regions from the Great Freeze, the Apophic people one of the least divergent cultures from the Skala-Draconic culture from before the disaster. A significant portion of the world's dragons live within this region, and dragons here are in high enough numbers that some are producing children (though not a rate high enough to achieve population replacement). The Skala that live here partially adhere to the Dragon Cult system, but Skala interacting with their neighbors are starting to experience cultural change.

## Woodland Avian Nations

### A1 (Flesh Out)

"Panama"

As of 6000 GF, I want these to be two separate countries, however somehow I would like to replicate the relation that Columbia had with Panama, and eventually a Canal was made there.

We could have “Columbia” take over or Vassalize “Panama” in some way. Then have “Panama” declare independence of Columbia. Some other country who saw the economical potential in “Panama” recognizes “Panama” as a country and will protect their neutrality

### Temple of Yacamar

*The Temple of Yacamar* (yah-cah-mar) is the most populous of three early Ascensionist temples in the Avian world. Its favorable position around the southern coast has allowed Yacamar to outpace older Avian settlements, such as Kestral, through mass fishing and more expansive agriculture.

### Temple of Kukoe

*The Temple of Kukoe* (coo-coh-ey) is the newest of the three early Ascensionist temples in the Avian world, being established by exiles from Yacamar.

Kukoe is the main producer of rare gemstones in the Avian world, with mines of *sapphires* and *quartz*, as well as *bauxite*.

### Kingdom of Gul

The Kingdom of Gul is a marine society found on the Peninsula of Gul along the south of the Avian world.

Gul would have one of the earliest recorded instances of currency in Parvolon, as abandoned settlements built into some karsts dating back to Gul attest the long-lasting use of shell money in local trade. While in the modern day most have adopted the system of gold pieces, some isolated cities still predominantly **shell out** their cash in their traditional way.

### Temple of Kestral

*The Temple of Kestral* (kess-trall) is the oldest of three early Ascensionist temples in the Avian world, with the exact date of the establishment of the *Kestral Mounds* holy site being lost to the sands of time. Built around one of the tallest karsts, this city-state towered over most of the region as the highest permanent settlement in the Thousand Spires.

Kestral is the leading producer of textiles in the region, raising large fields of sheep for the production of elaborate clothing and furnishments. Kestral would also be on the cutting edge of mathematics and astronomy for its time, with historical records confirming that the people of Kestral had some of the most detailed maps of the stars and predictions about the passage of comets.

### Wandering Avians

Most of the Woodland Avian population, however, still remains migratory. Flooding at the end of the Great Freeze left a lot of the Thousand Spires in disarray, leading to many of these Avians seeking out new territory...

Wandering Avians, Evolvi Nomads, The Lotan Clans. These 3 races of Nomadic societies have clashed in conflicts with each other for a while. A few of these nomads however start to get along and will create their own nation.

## Dryland Avians

### DA2 (Flesh out)

Locked in a perpetual war/many conflicts against DA3 (Maybe due to religious conflicts? I dunno) Maybe similar to Iraq/Iran?

### DA3 (Flesh out)

Locked in a perpetual war/many conflicts against DA2 (Maybe due to religious conflicts? I dunno) Maybe similar to Iraq/Iran?

## Giant Cities

### City-State of Rhaddhaghara

The Elder City *Rhaddhaghara* (rah-da-garr-rah) serves as the focal point for Giant society, being defended by the oldest megastructure in the world. They are the most populous of the Giant nations, and the center of trade in the southern Giant population.

### City-State of Ogmadhara

The Red City *Ogmadhara* (ohg-mah-da-rah) was a former colony of their northern neighbor *Rhaddhaghara*, but broke off because of unreliable support against sieges from Orcs surrounding them. The city definitely stands a little close to pillaging distance for its inhabitants to feel peace at mind, but no Orcs have managed to penetrate the *Shallow Wall* that guards its edges.

### City-State of Malankara

The White City *Malankara* (mal-on-car-ah) is the northernmost of the three Giant cities, living mostly independent of the other two.