Yangawa Kusupo Fe (Map Game)

Anno Domini 10065.

Eight thousand years after the gods rained destruction upon humanity. Eight thousand years after humanity had been reduced to a fraction of a fraction of it's former population. Eight thousand years after humanity had regressed back to the Neolithic.

Now, humanity has provoked the ire of the gods once more. On a fateful winter day on 9989, the arcane technologies which been the lifeblood of the vast empires in the area were rendered useless in an instant. The lands across the sea have receded from view, likely descending into chaos as well. As humans do, they had recovered from the major blow of losing most of their technology, innovating new ones in the century which followed. However, the gods are not done yet. Across the continent, whispers of a second cataclysm, Yangawa Kusupo Fe, meaning When the Sky is Overturned, proliferate. Unluckily for humanity, these whispers are right. However, not all hope is lost. 6 artifacts, left by the gods themselves, dating back to 8,000 years ago, are scattered across the world. Should one posses them all, the gods could be banished from the mortal plane once and for all. These artifacts are in the hands of numerous proud nations, and they will likely refuse to give their most prized possesions up.

Welcome to Yangawa Kusupo Fe, brought to you by Tashaci/Sahaliyan, a map game where not only are your fellow men against you, but the divine as well. Try to survive, or be obliterated like those before you.

Info

 * Please read this page  here 
 * This map game is set in North America, 10065 AD, after a massive collapse of civilization exactly 8,000 years ago. Humanity has rebuild itself, but the gods are back at it, seeking to destroy humanity once more. As such, in-game apocalypses are a major part of this map game.
 * The map game will end after 250 years, or 25 turns (turns are 10 years.) This is the rough time when the apocalypse itself will end.

Template
Nation Name (Heading 2 please!)


 * Government: Despotic Monarchy, Oligarchic Republic, Kleptocratic Communo-Capitalist Confederation etc.
 * Ruler (King, President, Robert E. Lee. Incarnate): Ruler Name
 * Parliament: depends on government type
 * First Party: Number of Seats
 * Second Party: Number of Seats
 * Third Party: Number of Seats
 * Capital: Insert capital city
 * Demographics:
 * Population: Insert Pop (% of major ethnicities)
 * Religion: % of major religions.
 * Wars and Conflicts:
 * Diplomacy:
 * Nation: Diplomatic action taken.
 * Deity: Diplomatic action taken
 * Events: Insert actions nation done. (Includes Construction.)

Rules
It is imperative that you read the rules below before joining.

General Rules

 * New turns will be on Saturday Evening and Wednesday Evening, EST (Twice a week)
 * To sign up, please comment the name of your nation and with a map showing the general location of your nation/
 * Your ENTIRE turn can be retconned if you are godmodding or if your turn is outright stupid. If parts of your turn include godmodding or are outright stupid, those parts are also liable to be retconned. Or maybe we'll kill you off instead.
 * A player can be removed from the game if they are inactive for 5 turns. After this period, their nation will be treated as an NPC nation. Their nation will be reserved for said player for a maximum of 5 turns after removal. After this 5-turn grace period, the nation will be opened up for other players.
 * Players are limited to playing in areas shown on the map (i.e North America + Central America for Yangawa Kusupo Fe). The map will be expanded if necessary, at the discretion of the moderators.
 * One "free switch" to a different nation is allowed every 8 turns (80 in-game years). The procedure for signing up remains the same.
 * If your turn has been commented in the comments, but has not been added to the page, it will be much more likely missed by the admin and you might lose a turns worth of gains and losses. Failure to have your turn added to the page is on YOU, not the admin or moderators. If you wish to add your turn but are incapable of doing so, notify the staff and they will try to add it for you. The admin may make mistakes even if your turn is on the page, if so, please notify the staff and the staff will try to fix the error.
 * Do NOT ask to have your turn added to the page by the staff if you're just lazy and don't feel like adding it yourself. Well, this won't get you punished or anything though we could have the gods kill your nation out of spite, but we, the Mods, will yell at you for around half an hour straight . Be warned.
 * While this isn't a rule per se, PLEASE expect a disaster to occur to your nation sometime during the game. The player targeted and the scale of the disaster will be determined by the die, so Mod bias is not a factor. If you believe that the effects of the disaster are implausible, you may have 2 turns to protest the action.


 * There is no limit to the amount of men you can conscript for the military or hire for construction. However, be careful. If the percentage is too high, adverse consequences may occur. Note that if you use manpower for construction you are directly inhibiting your military strength.

Special Features

 * Disasters and Cataclysms: The gods are unhappy! Throughout the game, the gods will set numerous disaster upon your nations such as hurricane, harsh winter, flooding, earthquake, plague harsh summer, failed harvest. The effects for each disaster will be noted in the event. In addition, there are much rarer disasters known as Cataclysms. These include Mass Smiting (an entire city gets zapped), Supernatural Invasion (demons have arrived on your borders, oh noooo), or Supernatural Plague (oh god oh fuck my people are turning into fucking blob monsters).


 * Construction: To alleviate the effects of disasters, players may construct structures. For example, dikes, dams, walls, hospitals, quarantines, storehouses and etc. may reduce the potency of disasters such as flooding, plague, and famine respectively. Structures are sorted by tier.
 * TIER 1: 2 turns to construct
 * TIER 2: 4 turns to construct
 * TIER 3: 6 turns to construct
 * TIER 4: 8 turns to construct (deflects all effects of a disaster)


 * Arcane Construction: THIS FEATURE IS ONLY ALLOWED FOR PLAYERS/NPCS WITH ONE OF THE ARTIFACTS. Artifacts allow a player to construct normal structures much quicker. Thus, a tier 2 and 3 structure will only take 1 turn to construct, and a tier 4 and 5 structure will only take 2 turns to construct. In addition, artifacts allow you to construct arcane structures which prevent Cataclysms entirely. However, if you are hit with two at the same time, the arcane structure is only able to prevent one. A nation may only construct one arcane structure.
 * Sacrifice and Patronage: By sacrificing 15,000 of your own people, you can ensure that no heavy disasters will occur to you for a turn. These effect stacks, meaning that 30,000 men sacrificed means no ill effects will occur to you for two turns and etc. In addition, you may permanently gain the patronage of certain deities. This depends on the deity, and the deity must have contacted your nation in a way which doesn't involve an attempt to destroy it before you can request patronage. In addition, deities may request patronage themselves. Patronage is a contractual agreement, you must fulfill certain demands of the deity in exchange for certain benefits, lest your nation be obliterated. (You may ask deities requests in the diplomacy section)

Starting Map
This is the map for turn 1!

Staff

 * Administrator: Tashaci/Sahaliyan (Discord:Sahaliyan#3202)
 * Map-Maker: Tashaci/Sahaliyan (Discord:Sahaliyan#3202)
 * Moderator I: Position Open!
 * Moderator II: Position Open!

To apply for staff, leave a message in the comments or contact me on discord.

Players

 * Tséen Kingdom: Derp
 * The Suffering Brotherhood: Zandhart
 * Voluta Kingdom: Sidewinder
 * Yarau: NPC (Possess an Artifact)
 * Vanichgræn: Romromglom
 * Dohlksa Empire: NPC (Possess an Artifact)
 * Satosere Hetmanate: Amourshipper Zulthyr
 * Yante: NPC
 * Ximay: NPC
 * T'we: NPC
 * Yeco: NPC
 * Rintawan Empire: NPC (Possess an Artifact)
 * Ngyeb Dzya: NPC
 * Louisianan Empire: Epicwolfrun

Banned Players
None yet! Don't be the first one to be on this list!

Mod Events

 * The Horde [1]: In the endless plains and prairies of the interior of the continent, a new power emerges. Related to the Tseen and T’we people to the south, yet still radically different, the Akhsoi subjugate many of their surrounding peoples. Though they predominantly practice the horse-archery which made them so renowned in the Rintawan Empire, many say that their arrows seem to bear a certain potency not seen before. In addition, rumors says that they have been blessed by one of the deities that has recently descended and given a message; to conquer all and spare none.
 * Turbulent Waters: In the Great Southern Ocean, in what used to be the Gulf of Mexico, something odd occurs. The few Yarauan and Rintawan ships which sail into these waters all seem to vanish, and the handful of sailors who survive report a gargantuan being incomprehensibly large, standing in the center of a stormy vortex surrounded by storms not seen since the first apocalypse. It often swishes its tail to and fro, creating great waves which create great waves. Indeed, in the past weeks there have been more tsunamis than usual in Rintawan, Yarauan, and Sicanese land, and they often tend to be much more destructive. However, worst of all, the sailors report that the being is moving towards the north, bringing his storms and waters along with it.
 * Unification of the Northern Coast [1]: The nation of Ӧselen begins a series of conquests in  10,067, expanding along what used to be the Saint Lawrence River. Unlike much of the rest of the nations of the region, they are still powerful even after the destruction of Arcane Technology, with their former technological backwardness and geographical isolation now being their most powerful attributes

NPC Events

 * Divine Contact - Tohil: The priests of the Satosere Hetmanate are bewildered. Many of them say that they have come in contact with a strange deity; one not in the Satosere Pantheon. In addition, it is incredibly hard to reconcile what they know of the deity with their worldview. The deity in question is a snake adorned in flames and steam, being both a rain god and a sun god. In every single dream in which he appears, he always says the same thing, with no variation.
 * “The lakes of the north have become petty, the nations of the region weak. Provide me with blood and I shall lend you the power of the sun. Reject me, and I shall seek out the blood of your own people.”

Voluta Kingdom
All relevant texts translated, denoted by [brackets].
 * Government: Semi-Constitutional Monarchy
 * Crocodile King: Cannity [Kennedy] Voluta-M'nan XVII
 * Parliament:
 * First Party: Cannity-Crocotil [Coalition] (CCC) 44
 * Second Party: Merri Y'hana [Party] (MYP) 22
 * Third Party: [Alternative For] Voluta (AfV) 3
 * Capital: Ol' Anto [Orlando]
 * Demographics:
 * Population: 9,708,573
 * Volutan: 76%
 * Caludean: 18%
 * Teepsaoofean: 4%
 * Other: 2%
 * Religion:
 * Cay Evzee: 83%
 * Irreligious: 15%
 * Foreign Sects: 2%
 * Wars and Conflicts: N/A
 * Diplomacy:
 * Tseen: We are interested in fostering diplomatic relations with those on the border of the Rintawans.
 * Events:
 * The Waters of the South: Despite the rivalry and conflicting ideologies of the CCC and MYP, both agree that the construction of flood defenses is more important than whether self-determination can be achieved with or without divine intervention. Local weatherers estimate that the [South Florida] and [Cuba] regions will see abnormal tide patterns due to the events in the [Great Southern Ocean]. Construction should have already begun on the defenses in [South Florida] due to the expected severity as compared to other potentially affected regions.
 * Man and the Grain: In order to secure the favor of the people for the CCC, [Crocodile King] Cannity has called for the construction of more farms and granaries. Some have praised his foresight in light of expected turbulence in the fish population that will most definitely affect the fishing industry as a result of whatever shenanigans the gods have pulled again in the [Great Southern Ocean]. Stubborn fishermen who refuse to consider farming as a viable alternative form of employment cling on to the AfV, who are just about as reactionary as ever.
 * Exercises: The Volutan Armed Forces remain ever vigilant in their duties, holding exercises every week to keep our swords sharp and our troops sharper. Meanwhile the Volutan Royal Navy continues their monthly naval exercises off the [Bahamas] region.
 * Testing the Divine Waters: The Cay Evzee [Church] begins attempts to gain information on numerous deities in secret via divination, if possible, in order to ensure that any divine revelation does not undermine the peoples faith in our god Coalsant'rs, praise be his [licked fingers].

Satosere Hetmanate
Satosere Hetmanate


 * Government: Constitutional Monarchy
 * Hetman: Fatabata II Skoropadsky
 * Verkhovna Rada
 * Servant of the Amourshippers [Sluch Amovyrshep'niki]: 420
 * that's it we are a one party state
 * Capital: Lumiyozh (modern-day Traverse City, Michigan).
 * Demographics:
 * Population: 4,450,000
 * Khokhli: 47.4%
 * Kaloshi: 42.0%
 * Badimovi: 6.3%
 * Kalvendri: 2.1%
 * Others: 2.2%
 * Religion:
 * Amovyr-Shep'n: 79.4%
 * Atana Cult: 17.6%
 * Others: 3%
 * Wars and Conflicts:
 * Vinxru Shit: Vinxru Shit means "The Eastern War" in English. In this war, we are trying to conquer the nation of "Shitfyont'r" which is colored in olive and is located right north of Lake Erie. We planned to seize all of their lands in 3 years, but due to unpredicted events, we only have been able to conquer two-thirds of their land. In the frontiers of this war, our side is slightly superior in terms of numbers [30 thousand compared to Shitfyontr's 25 thousand]
 * Vinxru Slut: Vinxru Slut means "The Southern War" in English. We have conquered that red waste of space west of Lake Erie, and we have also claimed the no man's land in what used to be central Michigan. Unfortunately, the claim is merely a claim and that land is still a desolate, lawless wasteland.
 * Diplomacy:
 * Khants'o: Khants'o refers to the nation colored in yellowish green located between Lake Huron, Lake Michigan, and Lake Superior. We have married one of our princesses to the child emperor ruling over Khants'o. We hope this royal marriage will prove beneficial to both our kingdoms.
 * Tarianki: Tarianki refers to the nation colored in brown north of Lake Ontario. We have signed a non-aggression pact with them that would apply for 5 years. This will secure our eastern flank.
 * Tohil: The priests of both Amovyr Shep'n and the Atana Cult were bewildered as this god appeared out of nowhere after a week of sunshowers. The Amovyr Shep'n priests chanted the usual chants of theirs: "Slava Ukrayini", "Heroyam Slava", "Amovyr Shep'n Q'non!", among other things. But these chants did not work, as they discovered that Tohil was not an angelic emissary of their god, but instead was a god on its own. In fear of his ire, they did a political purge and a genocide ehm, a virgin sacrifice in order to appease Tohil.
 * Events:
 * Romodoloh Flood: Our northern territories have been flooded due to Tohil's sunshower. Fortunately, only 69 people were killed in this natural disaster. We will try to make some more minor dams in our rivers to prevent such disasters.