The invention of machines and steam engines have revolutionized industry while producing far-reaching results. The world of Arda itself was changing! Traditions broke, feudal systems were crumbling and new powers were on the rise. Empires born, kingdoms fell while yet isolated nations were suddenly connected to the rest of the world. The Gears of Change are turning. The world was changing yet ever so slowly. Those who embraced change saw a world of opportunities, an universe governed by logic and science. Those who were pampered by the old world only perceived the change as madness and tightened their grip on power. The world approaches turmoil between these two forces in the sea of countless small fights. As we have approached the turn of the next century it seemed as if even the world flipped on its head. We experienced the age of both wonders and horrors, a dangerous time of ideas and ambitions. The Gears of Change are turning!
Welcome everyone to Turning Gears! This is effectively the successor of the previous Age of Steam game. Those who participated in the last game are welcome back and can repost their NS here. For those not familiar with Age of Steam or just forgot this is set in the fantasy world roughly the equivalent of the late-mid 19th century. As a fantasy game you can have elves, wargs, fantasy materials or even magic. The difference is that the game is set in an early modern steampunk world so there'd be a heavy focus on technology and its effect on society. Yes, steampunk. Did you like the spider mech from Wild Wild West? You can build it. Would like to have ironclads in the skies? You can have them. But keep in mind the world has yet to truly catch up with technology. Cavalry charging war engines of steam would certainly not be out of place in this setting. In a way you can imagine this as a weird world caught between the Napoleonic era and World War One. Yes, the sharp contrast between the new and old will be actually one of the game's charms.
Races You can have dwarves, elves, orcs, halflings and anything else you imagine. Humans are preferably the dominant species in the setting but I am willing to leave this to the playerbase. Also while this is fantasy it's also steampunk so more rational explanations are generally preferable than mythological creation stories. More often than not fantastical races represent a stereotype, a nationality, an ethnic or even a social group. Fantastical racism, indeed. While far from a clear requirement it's always easier to draw up a conflict between two different races.
Creatures You can have various non-intelligent fantastical creatures to enrich the game. They can range from weird looking equivalents of regular animals to truly mighty creatures. In case of the latter though try to think of the balance, even retroactively. If your mighty dragon can shrug off bullets then how did anyone defeat them during the medieval times? I am not against weird creatures but think of how they would fit into the setting, too.
Magic In the ages of old there had been mysterious wise men treasured by all nations. They were the magicians who turned for ancient mystic arts to perform what often could be only considered a miracle. Yet with the Age of Steam their position faltered and magicians became an increasingly rare sight. Magic had almost disappeared from this world, enough that most commoners believe their existence is a myth. Yet they exist. Magic is an old art with only a limited number of practitioners. Spells, potions, enchantments and curses are all plausible to those with money and the right connections. Magic can do things impossible with science yet in general technology provides similar results at more affordable cost. Magic is the most popular in nations haven't yet experienced the full effects of industrial revolution.
Technology/Materials Again, I mentioned steampunk. You can have various amazing inventions which might seem fit to the 19th century Victorian theme at first but in real life they would be impossible. For example it'll be generally accepted that steam engines can be made lighter and more compact than they historically were. You can have walkers, airships and so on. Same way you can invent fantasy metals and unique elements so long you can insert them into the setting well. Lastly, keep in mind that more often than not all these technologies would be new and very expensive. Again, the contrast between these amazing machines and the relative mediocrity of anything else is one of the points. Also note that there'll be airships and competing to develop these could be a game all major nations may want to play.
Aetherite is a strange and rare mineral gaining increasing importance. It can be refined into Aetherum which has the curious ability to negate gravity. It's commonly used in skyships, replacing the previous hot air and hydrogen gas balloons. Aetherum requires a low but constant electric current to operate. As a side effect it's possible to change altitude by just raising or lowering the current's power. On the other hand electricity generation is difficult which usually limits Aetherum to the size of skyships.
World Map
Nation Submission Guide
Name of Your Nation Goes Here!
(Image of your flag/insignia/symbol - optional)
Nation Intro
Talk to us about your nation in brief. Anything which can give a quick impression to other players what your nation is like.
Geography
(Choose a color and draw your borders on the map. Also you get the freedom to describe the environment and geography of your nation here, within reasonable limits. You can even talk about the important zones or places within your borders.)
History
(Talk about the history of your nation. You can make it barebones if you want or collaborate with other players to establish a shared history.)
Society
(What is your nation is like. You can describe your demographics (special mention to the various races), culture, religion and even your government. It's a bit complex category so if you feel like it you can split this up.)
Economy/Industry
(What is your economy like? What do you mine, produce, trade? How developed is your nation in terms of technology? Anything unique you invented or even make?)
Military
(Unsurprisingly you must also talk about your military. How militarized are you? What is your army like in general? What kind of equipment you use? Any special units or machines worth mentioning? I think you already know how this goes.)
So I was wondering if rather then a nation could I be a cult/organization.
It might work, especially if you behave nation-like by having borders or anything close to that. I don't think this is the time where you can have decent influence without any kind of national power at least backing you. Say, you are playing as a communist movement but without a nation actually sticking out for this ideal and providing an example for others you cannot hope to properly sway the rest.
The Kingdom of the Duvendaelas is a small, modern feudal kingdom situated on the Hithui Peninsula. It's people, the Duvendaelas, an elven ethnic group that came into existance following the split of the original Daelas tribe.
Geography
(Choose a color and draw your borders on the map. Also you get the freedom to describe the environment and geography of your nation here, within reasonable limits. You can even talk about the important zones or places within your borders.)
History
(Talk about the history of your nation. You can make it barebones if you want or collaborate with other players to establish a shared history.)
Society
(What is your nation is like. You can describe your demographics (special mention to the various races), culture, religion and even your government. It's a bit complex category so if you feel like it you can split this up.)
Economy/Industry
(What is your economy like? What do you mine, produce, trade? How developed is your nation in terms of technology? Anything unique you invented or even make?)
Military
(Unsurprisingly you must also talk about your military. How militarized are you? What is your army like in general? What kind of equipment you use? Any special units or machines worth mentioning? I think you already know how this goes.)
@NerevarineAre you going with a new nation, instead? Alright, I think I'll also refine Yllendthyr a bit, likely cutting back on their territories further.
Okay so I got this rather silly idea I adopted from a book: With gunpowder and all that, what if mages adapt themselves?
I got this wicked idea of earth sorcerers now slowly learning concepts and ideas like magnetism and how to manipulate ores and such. Making them something I'd call Technomancers. Technomancers would be pilots of certain mecha's holding them together with the aid of magical crystals, magnetism but also tech like gears and such. (They'd also control steam to an extend)
Another idea I have as Gunpower mages. Basically fire mages that learned to draw power from gunpowder. Basic gunpowder mages could burn gunpowder to put force behind an object already propelled by gunpowder. AKA: they can make muskets more effective with far longer range. More advanced Gunpowder mages would be able to detonate gunpowder further away from them. Very good gunpowder mages would be able to control the trajectory of gunpowder fire objects using gunpowder (like changing the direction a little or putting more power behind it mid-flight). Still, with the obvious limits like: distance, force, personal ability and available gunpowder (For those who know, I got this idea from Promise of Blood).
Okay so I got this rather silly idea I adopted from a book: With gunpowder and all that, what if mages adapt themselves?
I got this wicked idea of earth sorcerers now slowly learning concepts and ideas like magnetism and how to manipulate ores and such. Making them something I'd call Technomancers. Technomancers would be pilots of certain mecha's holding them together with the aid of magical crystals, magnetism but also tech like gears and such. (They'd also control steam to an extend)
Another idea I have as Gunpower mages. Basically fire mages that learned to draw power from gunpowder. Basic gunpowder mages could burn gunpowder to put force behind an object already propelled by gunpowder. AKA: they can make muskets more effective with far longer range. More advanced Gunpowder mages would be able to detonate gunpowder further away from them. Very good gunpowder mages would be able to control the trajectory of gunpowder fire objects using gunpowder (like changing the direction a little or putting more power behind it mid-flight). Still, with the obvious limits like: distance, force, personal ability and available gunpowder (For those who know, I got this idea from Promise of Blood).
Magic operates by spells, rituals and mystic procedures. Magic is something which requires the knowledge of supernatural and abusing this to your own devices. What you describe above is closer to people with superpowers and abusing that with their scientific knowledge. Try to spice these up with some mysticism. Instead of detonating gunpowder with thought just let angry spirits haunt shells and instruct them to detonate when enemies are near. Instead of mages using muskets being far more effective combine ancient runes to direct the flame more efficiently to the forward direction. Mechs might work due to them effectively being golems which the mage pilots as its master. Also perhaps you can spice this up with creative drawbacks like fire spirits refusing to obey during the rain or that sun runes which direct exhaust gases won't work during the night or that golem-mechs run amok if they lost their maker.
In the end magic and equipment imbued by them is also pricey as hell. The reason magicians are on the decline is both because technology is way cheaper and because magic knowledge is passed on for many generations and most magic users can't just adopt to the changes. They represent traditions and old values which the new world is in process of throwing away. Your people apparently did adapt and that's fine for contrast with others. For example my nation have alchemy ruling over science with its unique ups and downs. I just ask you to both spice this up while making it balanced out then you'd be fine.
Blaserkr is a powerful oligarchy built around mining and technology. Originally a monarchy, it fell due to losing it peoples trust, a revolution took place that transformed the Dwarven kingdom into a region run by 4 huge companies. United in its values and its trust restored in its government, it has risen from the ashes of civil war. They are known for thier Crusade against the unholy magic of Chaos, (all kinds of sorcery)with the holy magic of Ama, (fire magic) during the early reign of the kingdom. They are also famous for their vast and rich mountain ranges filled with all kinds of precious metals. Thier biggest accomplishment is there creation of bipedal mechanized machines, both domestic use and for war.
Geography
Blaserkr is region filled with mountains and forests, a frontier concurred by stubborn dwarves. Its cites bounded on three sides by basalt outcrops and partially screened by brush. Harsh mountains composed of granite, covered with thorny shrubs. Thrusting spires of naked rock reach into the heavens so high that you would believe the very sky was pierced. Mountain ranges dot the landscape, creating a system known as the Ragfargruarr Ranges. Thick forests carpet the uplands, creating a Mountain Forest biome were they meet. In short, Blaserkr is a mountainous region, rich in precious metals, and surrounded with thick forestation.
History
Belgin's Heresy
Before the Great Revolution, Blaserkr was ruled by a monarchy, the king at the time was Belgin. He was a man who stuck to his guts and a battle hardened warrior. During that time, magic and smithing was a huge part of dwarven culture. All kinds of magic was permitted, schools teaching magic was sanctioned and funded by the monarch, and court wizards were prominent at the time. The belief was at that time that the goddess of fire and forges, Ama, had blessed them with this abundance of magical talent, and it was to be nurtured. The kingdom was all and well until an alliance was struck with the Elves, who the king saw as fascinating.
The elven were given a place in his court, and soon, the elves began to mislead the king. See, the elves planed to over throw the kingdom from the inside by manipulating the king against his people. The whispering voices of the elves placed a seed of doubt in the kings heart, warning him of the danger of the magic that his people were practicing, calling magic that of the Chaos god Zama. Slowly, the king grew to hate all magic but that of Ama. The tipping point came when the elves set up a magical accident that killed the Crown Prince. The king was outraged, summoning his Priests of Ama, he created a new Vanguard, the Pure. The Pure were a group of knights blessed by Ama to wield and manipulated the Guardians Hammer, flaming hammers forged and enchanted with fire magic. The king made a decree, kill all those who wielded magic that was not that of Ama. The Chaos Crusade had begun.
Chaos Crusade
This Chaos Crusade was a massive hunt for those who were believed to be practitioners of Chaos magic, all magic that was not the of Ama. The Pure, Guardians of the Hammer, spread of across the Kingdom, slaughtering mothers, father, children, all those who showed signs of having magical abilities that did not relate to fire or forging. The mass genocide killed thousands, and threw the kingdom into chaos. The elves were closer to attaining there goal, with the king so easily moved to kill his people, they knew they could rule it without having to kill him.
The Crusade took place for ten years, the genocide cutting the dwarven population in half. On the last year of the crusade, an army built up by a dwarf named Hamen, pushed to fight against the pure. They were called the Black Army, black representing the Chaos god Zama. The Black army moved to fight and defend the remnants of any magic practitioners, but the army wouldn't have a chance against the blessed of Ama.
The Black Revolt
The surviving population of non-magic practitioners, had an overall distrust of wizards. Siding with the king on the matter of the Crusade. This led to those who practiced magic, to be ratted put by thier own brethren. The Pure were efficient, trained to kill all those who were believed to be worshipers of Zama.
This confidence in there king was shattered when the elves came out and reveled the "truth", telling the people of thier kings heresy. It was said that the king betrayed thier trust by joining in the worship and practice of Zama. The king wasn't allowed to plea his case, the people were outraged, angered, mislead by a king who was believed to be worshiping the very god whose followers killed his son.
Eventually, this story was disproven by a rogue Pure, who reveled the truth about the elves and thier king. The wizards were restored to honor in the eyes of the people, and the Black Army marched to the capital, were a fierce battle took place. Eventually, with the help of the people, the Black Army was able to push through and defeat the Pure. The king was hung for his weakness and his crimes, and the elves banished.
The Beginning of Change
After the Black Revolt, Haman was put on the throne to avoid a vacuum forming due to the loss of power. Despite his efforts in forming the Black Army, a general distrust of the monarchy had become prevalent at the time. In an effort to restore the confidence and trust of the people, Haman created the Vox Populi Decree, giving the people the right to all the assents in the kingdom, allowing them to utilize and control the natural resources, and businesses of the kingdom.
The people jumped on the opportunity, and this opened the gateway to Age of Change.
The Age of Change
The Age of Change was a time of unprecedented growth and enlightenment. No longer were people bound to the choices of the monarch on how assets were managed, the choice was given to the people. From the ashes of the Civil War grew a whole new generation. Unfortunately, the decree sealed the fate of the monarchy. The kingdom was weak economically due to the war, after the decree, 4 companies formed around the assents of the kingdom. These huge companies felicitated the economy for Blaserkr and created jobs. These companies bought up most of the land from the kingdom, and then sold it back to the people for a cheap rate, this strengthened the peoples faith in the companies ability to lead, and soon, the companies was able to by up the monarch, and centralize themselves as the ruling power.
Golden Age of Change
This the current time in which the dwarves are living in. This generation no longer believes in the power of magic, although the Guardian Hammers are still in existence. With the 4 central companies allowing for better economic growth, inventions and creations of all sorts are being made, Blaserkr is becoming an economic, and milliary powerhouses, through the mistakes of thier ancestors.
Society
Dwarves are a industrious, stubborn people who believe in the work of their hands and the sweat on thier brow. The average dwarf is about 4'0", but they can grow up to a whopping height of 5'0". craftsmanship. What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. They can weigh anywhere from 160 to 220 lbs. Dwarven males are a bit taller and heavier than their female counterparts. Like humans, dwarves have a wide variety of skin, eye, and hair colors, typically pale among northern based dwarves and deeply tanned or brown amongst the southern based. Hazel eyes are common throughout the race, with blue eyes more common amongst the northern counterpart.
Male dwarves are often bald and grow thick facial hair sometimes used to display social status. Although its a myth that female can grow any facial hair at all. This hair is often dark in hue, though among dwarves blond or red hair is just as common. Dwarves take care of facial hair to an extreme carefully oiling and grooming it, with some adding perfume and ornamentations. Dwarves are a long-lived race, and reach physical maturity somewhat later than humans. A dwarf is traditionally considered an adult once he or she reaches age 35. Dwarves age much like humans but over a longer period of time, remaining vigorous well past 150 years.
Dwarves are unusually tough, they have dense bodies and are difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also have a sense about them that few races do, with a preternatural awareness of their surroundings as good judgment all-around in general.
Strong, hardy, and dependable dwarves are polite, particularly elders, and possess a wisdom beyond that of many other races. Dwarves value their traditions, regardless of the subrace they come from, and look for inspiration from ancestral heroes, although the newest generation seems to be straying away from this. Dwarves are also known for their stubborn nature and cynicism, traits widespread amongst the dwarves but which contribute to and are commonly offset by their bravery and tenacity.
Dwarven friendship is hard to earn, but is strong once won. Naturally dour and suspicious, dwarves view elves as thier primarily enemy, and rarely associate with them unless it is necessary. For dwarves, loyalty is more than a word and that it should be both valued and rewarded. Dwarves believe it a gift and mark of respect to stand beside a friend in combat, and an even deeper one to protect that ally from harm. Dwarves are a careful and deliberate people, with a more serious disposition than other races, who they sometimes view as flighty or reckless. A dwarf does all things with care and a stubborn resolve, with brash or cowardly behavior unusual for the race.
Economy/Industry
Due to the fact that Blaserkr is a country known for its vast and numerous mountain ranges, the mining business is second to known in the world. Blaserkr is run by 4 huge companies:
Dimhadal Mining Co.
Normalk Manufacturing Inc.
Gombek Shipping
Ketthinsimkak Technologies
Each of the 4 companies is centralized in utilizing many of the lands resources. Dimhadal Mining Co is the biggest mining operation in the world, mining, purifying, bigging at all times of the day. This company provides the most jobs in the country, although the working conditions are mediocre, they pay is well worth the risks. Magnesium is a large part of the companies exports, and is in high demand in the land due to am alloy that can be made from it.
Normalk Manufacturing Inc is the manufacturing hub of the world, handling and creating machines of war and domestic items for any nation that pays well enough. The company buys most of the metals from Dimhadal and create the Magnesium Aetherite alloy, better known as Dwarven Steel, which is lighter and stronger than normal steel, and can conduct electricity, which allows for amazing contraptions that can withstand immense forces.
Ketthinsimkak Technologies are the idea makers of the country, creating the military and domestic blueprints for anything in the oligarchy. They work hand in hand with Normalk Manufacturing Inc, who produce all that the company asks for, as long as they pay a fair price.
Gombek Shipping is the motor that pushes the oligarchy. They utilize the canals, ocean and sky trade routes, to connect the oligarchy to the rest of the world.
Blaserkr has thier own currency of LEN, and internal trade is a big part of Blaserkr's economy, as well as external trade, being the biggest trade mogels in the world.
Military
Blaserkr is a very militarized country, being an oligarchy with 4 centralized companies that have access to a vast amount of natural resources and a ready and willing population. Guerilla warfare is the biggest part of the Blaserkrian Military. Blaserkrian Mechs come in a wide variety of sizes and variety's, made from an early form of Magnesium Alloy, better known as Dwarven Steal, which is stronger, and lighter than normal steel, and as malleable when heated as iron, but must me mixed with calcium to make it less flammable, which lessens its overall strength. They are used when guerilla warfare fails it when they need to hit the enemy hard. Vessel Corps utilize air ships made from the same alloy. They are in the the processes of creating a Harmonica rifle, which will be much more capable than the normal musket.
Blaserkrian Kampftruppen 1,800,000
Fraccion (Blaserkrian Light Infantry/Saboteurs)
Arrancar (Heavy Infantry)
Bala (Artillery (TBA)
Valkyrie (Air/Navy)
Fraccion Infantry armed with muskets, bayonets and pistols. Combat hammers are also wildly used, although it is rarely utilized due to how impractical it would be in a fire fight.
Fraccion Saboteurs Work as skirmishers and scouts who burn their enemies to a crisp and plant bombs and use grenades to weaken and army. They are integrated into the Light Infantry.
Arrancar Ragnarok (Dwarven Steel Bipedal Vehicles): Powerful heavy division, utilizes giant flame throwers with bayonet attached, and chain blade that drawer power from the engine and a steam motor.
Floating monstrosities equipped with cannons. Despite most being made from the same metal that the mechanized units are, some are heavily armored while most are wooden laced with Aetherite with some Dwarven Steel plating here and there. It is one of the most expensive pieces of military weaponry available to export. They are capable of working in the same fashion as a normal sea ship if need be, and with a large enough gust, it can fly.
@Willy Vereb I understand what you mean for an organization to be backed by a nation however I'd think that a cult would be alone and instead gather support from a populace as for which I prefer I was thinking about making a cult just need to think what it'd do if you have suggestions I'm open.
@Willy Vereb I understand what you mean for an organization to be backed by a nation however I'd think that a cult would be alone and instead gather support from a populace as for which I prefer I was thinking about making a cult just need to think what it'd do if you have suggestions I'm open.
Perhaps then it's the best if you cooperate with another player and perhaps collab with others. Still, I am a bit skeptical of the success of a pure "movement" or "conspiracy" type entity being a major factor compared to actual nations. But we'll see. Come up with a solid concept and you're in. Still, no matter how small it might be preferable if you have a base of operations which is under your explicit authority. Think of the mages of Dalaran from Warcraft, for example.
<Snipped quote by LordZell>Perhaps then it's the best if you cooperate with another player and perhaps collab with others. Still, I am a bit skeptical of the success of a pure "movement" or "conspiracy" type entity being a major factor compared to actual nations. But we'll see. Come up with a solid concept and you're in. Still, no matter how small it might be preferable if you have a base of operations which is under your explicit authority. Think of the mages of Dalaran from Warcraft, for example.
Of course I'll have to find one place in which my movement would start. As for my cult, I'm thinking either trying to bring back magic into power (with the secret motive to bring back an ancient lord) or something else still thinking on some details.
Of course I'll have to find one place in which my movement would start. As for my cult, I'm thinking either trying to bring back magic into power (with the secret motive to bring back an ancient lord) or something else still thinking on some details.
I am not sure involving demons and physical religions (gods are real and active) is good for the setting but exception makes the rule. So long there won't be suddenly a paradigm shift towards people conjuring heavens and hell in an ultimate conflict I think it can still work.
Also if you are a cult supporting magic-based culture and perhaps even the old values, I guess you can find plenty supporters. And if your long term aim is to summon a powerful demon lord or something similar to dominate the world that can work, too. So long there isn't some mysterious prophecy about the chosen one or ancient sealing rituals and rather this demon lord would be an enemy which can be overcome with sheer strength if people work hard enough.
<Snipped quote by LordZell>I am not sure involving demons and physical religions (gods are real and active) is good for the setting but exception makes the rule. So long there won't be suddenly a paradigm shift towards people conjuring heavens and hell in an ultimate conflict I think it can still work.
Also if you are a cult supporting magic-based culture and perhaps even the old values, I guess you can find plenty supporters. And if your long term aim is to summon a powerful demon lord or something similar to dominate the world that can work, too. So long there isn't some mysterious prophecy about the chosen one or ancient sealing rituals and rather this demon lord would be an enemy which can be overcome with sheer strength if people work hard enough.
What about a cult spawned just from the believers of some very ancient sorcerer. Like back when magic was non-existent in some part of the country and suddenly this guy rolls in from a ship from far away and does this magical stuff. Many would start believing he's god sent. As time progresses his legends only get exaggerated and people invent new myths about him. Until: tada! You got a religion all about this one very powerful sorcerer. Now, one part of the magic would be that he consumes the life-power of people. So part of the religion is human sacrifice. In secret, he draws from this while in some sort of torpor. Getting ready to come back and rule supreme. Just a thought really, I'm not going to use this.
What about a cult spawned just from the believers of some very ancient sorcerer. Like back when magic was non-existent in some part of the country and suddenly this guy rolls in from a ship from far away and does this magical stuff. Many would start believing he's god sent. As time progresses his legends only get exaggerated and people invent new myths about him. Until: tada! You got a religion all about this one very powerful sorcerer. Now, one part of the magic would be that he consumes the life-power of people. So part of the religion is human sacrifice. In secret, he draws from this while in some sort of torpor. Getting ready to come back and rule supreme. Just a thought really, I'm not going to use this.
May work. Same with ancient powerful magical creatures from the old times (preferably before sentient humanoids came to be) can work as a late game plotline.
Ren-Guo is an ancient nation, founded thousands of years ago, when the Golden Emperor Ji conquered all the surrounding tribes. Tradition, formality, and refinement are central to this nation's culture. Nothing is more sacred, more untouchable, than one's ancestors, and the rules of the ancients live on through the generations. Swords are still commonly used, and haven't changed in design in over seven-hundred years. The Ren, as they are commonly known, believe themselves to already be perfect, so change is rarely tolerated unless out of absolute necessity.
Geography
In red
The Ren-Guo empire has several capital cities:
-Yijing, the oldest city in the region, is home to the emperor's palace, the royal library, and the royal guard. The majority of buildings in this city are government run, and occupied by various officials, relatives, dignitaries, and servants. Needless to say, it is the cleanest and most beautiful of all Ren-Guo cities.
-Erjing is Yijing's sister city. Very similar in design, it serves as a second home to the emperor, but is home to more commoners. This city has seen the largest population growth in the past few years, with a great many new industries and projects popping up at all times.
-Hei is the industrial capital of Ren-Guo. The city is full of factories and sweatshops, with a booming slave industry. The sun can only be seen after a rainy day, due to it otherwise being obscured by smoke and soot. The outskirts of the city are spotted with mines and pits. After Erjing, Hei is Ren-Guo's fastest growing city.
-Junjing is the empire's military capital. Half of all residents in this city are employed by the Ren-Guo military, and the rest are there to sell things to the soldiers.
-Baijing, the trade capital of the empire, maintains a constant stream of traders and ships flowing through it. It is here that the empire makes the majority of its money.
-Haijing is a fortified naval base, in the northern seas above Zhong. It is where the royal navy is based and maintained.
History
Several thousand years ago, the mythical warlord Ji, king of the Jin tribe, united the fourty tribes of the traditional Zhong region. Over the centuries, these tribes merged together into one massive metropolitan cultural soup, where all notions of unique culture were largely lost, leaving only very basic distinctions between the ethnicities. All that remained was a central dogma, upheld by the state, simply called the "Golden Code". Central to this code was the notion of ancestor worship, and the ideal of societal standards being more important than the individual. Human life became more than the sum of itself, with each individual acting as a representative for their entire family, and the rules of the "Zhong Family" being the most sacred of all.
Years later, the empire added a series of surrounding islands to itself, slowly absorbing them into the universal family of Zhong. As the ages passed, this too faded into mythology.
Ren-Guo carried on, virtually unchanged for thousands of years, upholding the same standards of honour and tradition, until new industrial technologies began entering public discourse, from outside nations. Finally, at the precipice of modernization, the long-isolated empire of Ren-Guo opened its gates. Now the empire, lead by its totalitarian government, is rapidly transforming into an industrial superpower, in command of one of the largest trade fleets in the world. Day and night, the devout workers of Zhong labour away, in the countless factories and shipyards, utterly convinced that global monopoly will bring honour to their ancestors.
Society
Ren-Guo is a staunch, traditionalist theocracy. Men wear plane, formal suits at all times. Women wear long, mono-coloured dresses. Only the emperor himself is allowed to dress lavishly. Houses are small and uncomfortable, and work-days are long and laborious. Interaction with the outside world is still generally frowned upon, with exceptions made for trade and military cooperation. The upper class consists of a small number of families, with historical ties to the royal family itself. The vast majority of the population are poor, uneducated peasants. Literacy is common, but not universal, and diseases are common among those who can't afford a doctor. Music and culture are celebrated, with many national holidays, honouring various legends, customs, and even individual songs. The young celebrate these events with fireworks, while the old prefer to assemble and light candles in ritualistic patterns. Every village in the empire has a patron deity, with a shrine dedicated to them. These shrines act as community hubs, for people to socialize and organize. Needless to say, they are heavily monitored by the government, to ensure no organization is taking place against the crown's interest.
Economy/Industry
Ren-Guo bases its economy on a booming mining industry. The heavily mountainous region of Zhong is home to a surplus of subterranean resources, ripe for the picking. These resources are refined at the great factories of the province of Hei, where the sky is perpetually black with soot. The empire utilizes as much of its supply as it can, and trades the rest for lumber, in order to expand its navy. The more ships that are built, the more trade networks are established, and onward the economic growth continues. Ren-Guo's second largest industry is agriculture. Due simply to the age of the empire, countless miles of natural landscape have been converted into farmland, to support the constantly growing population. With space being a limited resource, the biggest internal difficulty the nation faces is balancing urban development with agricultural growth, so that people have somewhere to live as well as something to eat.
Military
In spite of Ren-Guo's great advances in industrialization, its military is still comparably primitive. Muskets are still not universally distributed among army personnel. The standard weapons for ground-combat remain the pike and sword. Fortunately, the empire is able to make up for this shortcoming through sheer numbers alone. The entire region is heavily overpopulated, with more than enough worthless peasants willing to sacrifice their lives for the crown. When facing an opponent with superior technology, the army simply continues throwing bodies at them until they run out of ammunition. While heartless, this tactic has been supremely effective for Ren-Guo. Air travel is very limited, and the emperor has very little interest in expanding a national air force at present. He has a small fleet of blimps, who defensively patrol the capital city at all times. In reality, they're little more than decorations. Where Ren-Guo really shines is with its navy, which consists of countless, massive, armour-plated galleons, each outfitted with dozens of Ren-Guo iron cannons. Songs and legends have been crafted in honour of the Ren-Guo imperial fleet, who are said to summon the wrath of the heavens themselves upon their targets.
Demographics
Ren-Guo is inhabited by 42 different ethnic groups. Fourty of them are the traditional mainlanders of Ren-Guo. The other two come from the island nations Ren-Guo has since conquered. Together, they all identify as Ren, and uphold the universal customs of the nation, however there are minor differences between them all.
The largest tribe, known as the Jin-Ren, are slightly taller than the rest of the population (which isn't saying much, given that Ren tend to be about a foot shorter than most races), and slightly lighter in skin-tone. They are known to be more brutish and short-tempered, and traditionally carry weapons with them at all times.
The second largest tribe of Ren are known as the Yin-Ren, and they are considerably shorter than most Ren, with darker skin and softer features. They are known for speaking softly, and smiling often.
The third largest 'tribe' is composed of many nomadic and rural groups, mainly residing in the mountains of central Ren-Guo. They are called the Mon-Ren. These stout, burly individuals, are the only Ren known to have facial hair. In popular media, they are seen as the keepers of tradition, and are often encouraged to pursue roles in society that promote culture and religion.
The fourth largest group in Ren-Guo are known as the Wa-Ren (often just called "Wa"). These people are generally very slender and pale, with long, fair faces, appearing almost elf-like. Their origins trace back to the distant islands Ren-Guo conquered many centuries ago. They usually keep to themselves, and aren't viewed as proper Ren by the majority of the population. Among themselves, they are exceptionally formal and polite. In Ren-Guo's oldest surviving text, the Golden Emperor himself referred to the Wa as "constructs of stone and metal, masquerading as living beings".