Aoh Nation

Cultural Skills: Tinker, Bow, Reaction, Guise
Technologies: Trade, Mist-Tech (done), Clockwork, Engineering, Alchemy, Diplomacy, Herbalism, Automation (done), Mass Transit (done), Theology, Medicine, Smithing, Aquatic Construction, Flight, Diesel, Subphysics
Magical Skills: Summon
Global: Subterranean Architecture ( 1 standard structure slot), Diesel Intercontinental Railroad (.05 from farms, local Materials can be used anywhere, 1 Trade from Markets, +1 Influence per 2 provinces: 10 total, +1 Trade per province: 21 total), Metastasis Protocol, Golem Workforce, +4.75 Farm pop cap (rounds to +5), -1 to Trade costs, -1 to Influence costs, +1 Influence in Pop 5 Provinces (14 total), 2 Culture, 2 Trade from Seaport from Matt, +2 Trade from Seaport to Jake, -20% Material costs
Misc. Production: Algamera (
.5 Trade, +.3 Culture, +0.05 pop cap)
Unrest: 6
UN Debt: 4
Industry: 9

1. Turtly Plains:
Terrain Type: Plains-7 (1 from Bountiful Harvest)(.5 from Lands of Life)
Population: 13 of 13
Standard Structures (9 of 14):
1: Between Beacon (attract)
2: Courthouse [Court of Social Justice]
3: Explorer’s Guild
4: Farm .35 [Automated Farming, Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
5: Monument
6: Stockpile [Storage Caverns]
7: University: Engineering
8: Market [Railroad]
9: Effervescent Refinery [Deployable Tanks, Null Dust Collector]
Unique Structures (5 of 5):
1: Transit Coordination Sector
2: Economic Control Complex (
1 Influence in 5+ Pop provinces)
3: Archaeopolis: Nanotech Fabrication Plant (-20% to Material costs)
4: Adamantium Furnace
5: Impervium Crucible
Production: 3 trade, 2 influence, 3 material, 1 local influence, 1 Industry
Military: 3 units of veteran archers, 1 unit of explorers, 4 unit of archers, 4 units of foot-troops
Description:
By far the most religious of the provinces, the Turtly Plains is run as a loose collective with an elected city council coordinating. It has been built into a towering city, now known as “Aonia” in record time due to the religious emphasis on construction. While not as wide-spread as Burasa it is far more vertical, with towering structures thought impossible before the age of girders and steel. It extends far below the ground as well with seemingly endless inhabited chambers. The largest structure is the College of Engineering, a feat of engineering in its own way, and built with untold half-hidden routes from place to place, earning it the nickname “the beehive” from its students. The central structure of the city is the Government Building, the tallest as well, stretching over 500 feet into the air. The city is filled with artwork, in part due to the impetus of the more religious and the preferences of Asta’s (now-deceased) husband. Statues and carvings abound and there is a great emphasis on moving water and turtle iconography. The new influx of technology still seems out of place amongst the old stone-work and the few automated vehicles and golems grab everyone’s attention when they go past. The most dramatic influence of technology is one of lighting. Electrical lighting, powered by a Kinetite power plant, covers the city, lighting it up brilliantly at night, making the streets safer.

2. Burasa:
Terrain Type: Plains-7 (1 from Bountiful Harvest)(.5 from Lands of Life)
Population: 13 of 13
Standard Structures (11 of 14):
1: Air Shipyard
2: Army Base
3: Courthouse
4: Citadel [Raised Air-dock, Military Docks]
5: Effervescent Refinery [Null Dust Collector]
6: Farm 4 [Automated Farming, Improved Fertilizers, Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pastures]
7: Machine Shop [Master Armorer’s Workshop]
8: Market [Railroad]
9: University: Flight
10: Stockpile
11: Air Base
Unique Structures (2 of 5):
1. Bazaar
2. Bureau of the Unseen
Production: 7 trade, 2 influence, 2 material
Military: Air Barge [
1 trade], Impervium Air Dreadnaught, 3 units of veteran foot-soldiers, 3 units of foot-soldiers, 4 units of archers, +2 in Citadel
Accumulated Sway: 2 (Shared trade/innovation agreement, UN resource trade)
Description:
Burasa is a sprawling and somewhat poorly organized city which has expanded out and overrun its own surrounding farmland, making a sort of giant suburb. Three major roads slice through all of that, and form corridors of intense business and trade – there are inns, restaurants, scribe services, hiring centers for porters and other assistants, storage areas, and sections of the road-side where merchants can set up their tents and sell their imports. These roads meet in the center, where there’s a walled off area containing a city-within-a-city of sorts containing the wealthiest merchant estates as well as the residences for foreign envoys, the Wheel District. Within that, there’s a second wall and a high tower containing the council chambers, the city archives, and the offices of the major governmental branches.

Burasa’s trade seems to center on the import and export of ‘Miracles Minor’, which appears to be a local term for small objects with surprising properties. Each merchant is also a showman, trying to demonstrate these minor miracles to the crowd, competing with the others for the biggest surprise. A good chunk of these appear to be alchemical in nature – liquids that make things glow, secret inks, pellets that can be dropped into water to freeze it, etc. You can find other things quite easily (textiles, imported foods, pottery, glassware, etc), but they tend to be on the side streets.

There are five houses in Burasa, each with a leadership position on the council: Azik, Demian, Chantrus, Lambert, and Trammel. Within the city each house specializes in one aspect of its functionality. House Azik handles trade and commerce. Demian is in charge of the military. Chantrus is the closest things to a religious/political house and does diplomacy. Lambert is responsible for land grants and property as well as taxation. Trammel is responsible for construction. In the past they have worked somewhat at odds but due to Asta’s intervention (and Aoh buying Loyalty) they have turned their sights outward, taking on a more Us vs. Them approach. While the council is the ruling body, Asta (and now Dom) have such great influence that the big decisions are made by them. Smaller decisions are still at the whims of the council members.

3. Elysium:
Terrain Type: Forest-4 (+1 from Bountiful Harvest)
Population: 10 of 11
Standard Structures (6 of 11):
1: Effervescent Refinery [Deployable Tanks, Null Dust Collector]
2: Factory [Streamlined Assembly]
3: Farm +.35 [Automated Farming, Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
4: Logging Camp
5: Market [Railroad]
6: Stockpile
Unique Structures (0 of 3)
Production: 3 trade, 1 influence, 3 material, 1 Industry
Military: 2 units of foot-troops, 2 units of archers, 2 units of veteran archers
Description:
This lovely forested province is small but life-filled. The center is the Elder’s Village, previously home to a number of guardian angels and the elderly people they protected, now home to a variety of families. Statues and carvings of angels and a monument to the previous inhabitants are the primary reminders of what was. The area around the node is wide and free of buildings, reserved for some great structure.

4. Algamera:
Terrain Type: Rivers-4 (.5 from Lands of Life)(1 from Bountiful Harvest)
Population: 10 of 11
Standard Structures (7 of 11):
1: Alchemist Shop
2: Effervescent Refinery [Null Dust Collector]
3: Farm +4 [Automated Farming, Improved Fertilizers, Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
4: Logging Camp
5: Market (Railroad)
6: Stockpile
7: University: Aquatic Construction
Unique Structures (1 of 4)
1: High Energy Research Facility
Production: 3 trade, 1 influence, 4 material
Military: 4 units of archers, 1 unit of veteran archers, 1 unit of foot soldiers
Description:
This rural province is filled with young trees and wide rivers. Its main town is called Ariande and is the center of alchemical research and teaching. Its largest structure is known as “The Crucible,” a large facility that does work in alchemy and chemistry, especially that used in farming, creating new fertilizers for use with specific crops and specific climates. Some people have called it the “Powderkeg” out of concern for the large number of combustible materials held within. Algamera also has a dramatic concept, a “Nature Reserve”. This is a section of wild-lands left mostly untouched. The decision was made by local government in response to the encroaching of civilization.

5. Shining Shoals:
Terrain Type: Ocean-3 (1 from Bountiful Harvest) (.5 from Lands of Life)
Population: 8 of 10 (2 Merfolk)
Standard Structures (5 of 9):
1: Farm .35 [Automated Farming, Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
2: Market (Railroad)
3: Pier (1 roll/timeskip),
4: Stockpile
5: Effervescent Refinery [Null Dust Collector]
Unique Structures (1 of 2):
1. Seaport (
1/4th trade to 2 cultures)[Mist-ships]
Production: 3 trade, 1 influence, 2 material
Military: 1 unit of foot-soldiers, 3 units of archers
Special: Water Node
Description: The beautiful shining-shoals boasts a number of fisheries, clam farms, kelp farms, turtle hatcheries, shrimp ponds, and even rice paddies. It is the source of fresh seafood throughout Aoh’s lands, especially popular among the nobles of Burasa. There are twelve separate fishing villages that dot the coast, each specializing in a set of farms. There is also work on building a resort there though construction has yet to start due to lack of funds. The people there are a happy, healthy, sun-drenched people. They have the most contact with the sea-folk of Sea Dragon’s Palace. There are still rare rumors of fishermen going missing when the weather is bad. Some say that it is a great demon that lives in the sargasso that takes them.

6. The Spine:
Terrain Type: Mountains-3 (2 with Underground Adaptation)(1 from Bountiful Harvest) (.5 from Lands of Life)
Population: 7 of 10 (2 Dwarves in Underground)
Standard Structures (6 of 8):
1: Effervescent Refinery [Null Dust Collector, Deployable Tanks]
2: Factory [Streamlined Assembly]
3: Farm +.35 [Automated Farming, Scheduled Crop Delivery, Intercontinental Railroad, Livestock pasture]
4: Mine [Auto-miner, Deep-Run, Adamantium Tools]
5: Resource Extractor: Adamantium
6: Stockpile
Unique Structures (1 of 2)
1: Heavy Construction Base (-1 Material on 4
Material cost, additional -1 cost for Fortress/Citadels)
Production: 1 trade, 1 influence, 6 material, 1 Industry
Military: 3 units of archers
Special: Earth node, Adamantium
Description: This massive series of vertigo-inducing mountains seem like the worst place for humans to live. Despite this settlers have moved in and built a sizable mining town known as the Vale in one of the few green mountain valleys. There they have built thousands of homes into the stone walls of a steep valley surrounding a mountain lake known as Michtclef’s Eye (from a dwarven legend). Meanwhile the dwarves, previously evacuees of Canadim, have settled into the seemingly endless caves in the mountains and started on the joyous but pain-staking task of turning them into a real dwarf-home. Relations between the cultures are intimate. There are rumors that a few cross-species children have been born.

7. Dragon Riders’ Enclave:
Terrain Type: Mountains-3 (1 from Bountiful Harvest) (.5 from Lands of Life)
Population: 8 of 10
Standard Structures (5 of 9):
1: Effervescent Refinery [Null Dust Collector, Deployable Tanks]
2: Farm +.25 [Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
3: Mine [Auto-miner, Deep-Run, Adamantium Tools]
4: Resource Extractor: Fossil
5: Stockpile
6: Market
Unique Structures (1 of 2):
1: Spiral Aerie
Production: 3 Trade, 1 Influence, 6 material, 1 Fossil
Military: 3 units of archers, 1 unit of dragon-riders
Special: Dragons, Fossil (Counts as Material, allows buildings to always be rebuilt)
Description: These snow-capped mountains, while not as extreme as The Spine, are still suited only for the most hardy of individuals. There are two settlements. One of followers of Aoh and the Dragonriders. Over time the differences between the cultures have diminished. The Dragon-riders still have a strong connection to the dragons, carefully feeding them and protecting them. Twice now they have requested specific gifted individuals come live with them and learn to ride dragons. This has caused entire families to have to move, bring with them their culture. Previously the dragon-riders were barely more than wild herders. Now they use processed metal goods, eat better, have modern hygiene, indoor plumbing, and education. Some amongst them worry that their traditions will be lost.

8. High Plains of Sark:
Terrain Type: Plains-4 (+.5 from Lands of Life)
Population: 7 of 10
Standard Structures (4 of 8):
1: Farm +.25 [Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
2: Market [Railroad]
3: Stockpile
4: Effervescent Refinery [Null Dust Collector]
Unique Structures (0 of 2)
Units: 3 Archers
Production: 3 Trade, 1 Influence, 2 Material
Special: Rocs (10% chance of +1 Unrest per time-skip)
Description: These pristine plains are set high above the ocean and surrounded by steep bluffs.

9. Gremlin Woods:
Terrain Type: Forest-4
Population: 5 of 9
Standard Structures (5 of 6):
1: Farm +.25 [Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
2: Logging Camp [Automated Sawmill]
3: Stockpile
4: University: Subphysics
5: Effervescent Refinery [Null Dust Collector]
6: Market
Unique Structures (0 of 1)
Units: 2 Archers
Production: 3 Trade, 1 Influence, 4 Material
Special: Gremlins
Description: These woods were teeming with destructive gremlins but over time they have come to become productive and useful creatures. A thriving logging camp, previously a dreaded place to live, is now quite pleasant. There is also a small settlement of aberrants that live here, hoping to make a new life.

10. Black Sand Dunes:
Terrain Type: Desert-3 (5 with Desert Adaptation)
Population: 6 of 10
Standard Structures (4 of 7):
1: Effervescent Refinery [Fossil, Automated Mining, Null Dust Collector]
2: Stockpile
3: University: Diesel [Fossil]
4: Automated Oil Refinery [“Clean” Refinery, Fuel Depot: Contains 5 Diesel of 10]
5: Farm .25 [Scheduled Crop Delivery, Livestock Pasture, Railroad]
Unique Structures (0 of 1)
1: Mist-Fab Facility [
1 Industry for every Effervescent Refinery in this or surrounding provinces: +5 Industry]
Units: 2 Archers
Production: 1 trade, 1 Influence, 3 Material, 5 Industry
Special: Earth Node (unclaimed), magnetic desert, resource-rich
Description: There is a large mining colony setup here consisting of a large number of stone and metal structures designed to withstand the terrible conditions. Most people spend their time in the cool underground parts of the settlement. Heavy mining tools litter the surface, a surprising number of which are wood.

11. The Trench
Terrain Type: Ocean-2
Population: 4 of 10 (1 Merfolk)
Standard Structures (4 of 5):
-: Great Piling
1: Stockpile
2: Effervescent Refinery [Null Dust Collector]
3: Farm +.25 [Scheduled Crop Delivery, Livestock Pasture, Railroad]
4: Deep-sea Resource Extractor
Production: 1 Trade, 1 Influence, 4 Material
Military: 1 unit of archers
Description: These deep and dark waters seem to extend down forever. With the completion of the Great Piling, a floating city is starting to take form. While still under construction, great buttresses, pylons, and walkways mark where future buildings will rise. Already there is a simple settlement there.

12. Vimbus Mountains
Terrain Type: Mountains-3 (+1 from Bountiful Harvest)
Features: Mountains, Sunshine and Rainbows, Breathable Water, Silk Forest
Population: 8 of 9
Standard Structures (7 of 9):
1: Brothel [contains 3 Influence]
2: Factory
3: Farm +.25 [Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
4: Mine [Automated mining]
5: Stockpile
6: Effervescent Refinery [Null Dust Collector]
7: Fortress
Unique Structures (1 of 2):
1: Luxury Resort
Production: 1 Trade, 1 Influence, 5 Material, 1 Industry
Military: 1 unit of foot-troops, 3 archers

13. Peloponessus
Terrain Type: Island-5
Population: 8 of 10
Standard Structures (6 of 9):
1: Brothel
2: Courthouse
3: Farm +.25 [Livestock Pasture, Scheduled Crop Delivery, Intercontinental Railroad]
4: Stockpile
5: Effervescent Refinery [Null Dust Collector]
6: Fortress
Unique Structures (0 of 2)
Production: 1 Trade, 2 Influence, 2 Material
Military: 1 foot-troops, 3 archers

14. Land of the Hunter
Terrain Type: Forests-4
Population: 7 of 9
Standard Structures (6 of 8):
1: Farm +.25 [Scheduled Crop Delivery, Livestock Pasture, Railroad]
2: Logging Camp
3: Smithy
4: Stockpile
5: Effervescent Refinery [Null Dust Collector]
6: Fortress
Unique Structures (0 of 1)
Units: 3 Archers
Production: 1 Trade, 1 Influence, 3 Material

15. Isle of Cats
Terrain Type: Island-4
Population: 5 of 9
Standard Structures (3 of 6)
1: Farm +.25 [Scheduled Crop Delivery, Intercontinental Railroad, Livestock Pasture]
2: Stockpile
3: Effervescent Refinery [Null Dust Collector]
4: Market [Tradesman’s Network]
Unique Structures (0 of 1)
Units: 2 Archers
Production: 3 Trade, 1 Influence, 2 Material

16. Sargasso Matts
Terrain Type: Ocean-4
Population: 3 of 9 (2 Merfolk)
Standard Structures (0 of 3)
-. Great Piling
1: Stockpile
Production: 1 Trade, 1 Influence, 1 Material
Military: 1 Archers

17. Greywater Bay [Cleansing Rains]
Terrain Type: Ocean-3
Population: 3 of 8 (2 Merfolk)
Standard Structures (3 of 4)
-: Great Piling
1. Underwater Market [Railroad]
2. Underwater Farm +.2 [School Planting]
3. Offshore Oil Rig [Oil Mining]
4. Deep Sea Resource Extractor
Production: 3 Trade, 1 Influence, 2 Material, 5 Oil, 1 Pollution (countered by blessing)
Military: 1 unit of Merfolk foot-troops

18. Whisper Cove
Terrain Type: Ocean-3
Population: 4 of 8 (2 Merfolk)
Standard Structures (2 of 5)
-. Great Piling
1. Stockpile
2. Deep Sea Resource Extractor
Production: 1 Trade, 1 Influence, 3 Material
Military: 1 unit of Archers

19. Broken Lands
Terrain Type: Desert-1 (3 with Desert Adaptation)
Population: 2 of 8
Standard Structures (1 of 3)
1. Stockpile
Production: 1 Trade, 1 Influence, 1 Material

20. Searing Arches
Terrain Type: Desert-1 (3 with Desert Adaptation)
Population: 2 of 8
Standard Structures (1 of 3)
1. Stockpile
Production: 1 Trade, 1 Influence, 1 Material

21. Obsidian Desert
Terrain Type: Desert-1 (3 with Desert Adaptation)
Population: 2 of 8
Standard Structures (1 of 3)
1. Stockpile
Production: 1 Trade, 1 Influence, 1 Material

Total Production: 70 Trade, 48 Influence, 62 Material, +1 Influence in Turtly Plains.

Aoh Nation

Dynasty NichG karl_schlipf