The basic rules are mostly obvious, no flames is of course rule number one. leave personal quarells out of it.
2. if there is a problem with an action, spell etc. the problem should be taken to the moderator/game master, in this case, george, who has graciously accepted my request to again act as our game god.
L
3. 5 day time limit. if you dont react to opponents move, he/she is presumed to have succeeded. if you have to be absent for more than 5 days, please post the notice or something, that is the only courteous thing to do. (if you have an emergency, fire, flood, ragnarock or lost access, oh well. just let the moderator know. but please use common decency)
4. magic does exist, but it has limits. each side has a monthly limit of 10 spell castings. (nontransferable)(you can use an additional 3 spells for that month if you sacrifice a mage to do it) the spell limits are this, you can affect the proper seasonal change, i.e. call rain in spring, greater heat in summer, snow in winter, wind in autumn.
you can heal troops 10 feet from the caster (as long as he isnt distracted)
you could shield 2 companies against 1 volley of arrows/bolts per casting
you cannot raise the dead.
you could cast fire/ice spells offensively to the range of a crossbow bolt. (about 200 yards)
these are not all the spell castings available, if you want to perform a lesser spell, you can.
one more thing on magic, each kingdom will start with a limited number of mages. (100 not including your character) if you lose them, you cant replace them. so be careful in using them.
S
5. this one isnt actually a rule, but its a change. there are no dragons on the continent of Uros. nor dwarves either. vampires exist but sensibly are more manipulative rather than truely favoring one side or the other. (if a few players are interested in playing vampiric assassins or something, to keep tensions high between kingdoms, could be interesting) humans however, are the dominating race in the uros region.
i think that is a fairly reasonable set of rules, anyone wishes to propose any additions or changes, just post and i'll be sure to listen.

with players of this caliber i would be a fool not to. now, the maps:
the continent of Uros:

Kemis

Stym

Sunji

Boaam

Chulom
on the nation maps, the green X represents a battle sight from the last war
the brown circle represents a fort of 500 soldiers
the blue grey oval represents a village from which you can draw draftees
the star represents the capital
the black square a major city
the pinkish line a trade route
the brown lines represent roads
blue is river/lake/ocean as is appropriate
grey triangles are mountains
tan areas are desert
orange lines are borders
most of that was probably obvious, but eh, doesnt cost me anything but a bit of time to say it.
s if any of y'all are interested, the campaign is readied now, so if there is nothing else, pick your parts.
(manshoon, sure its fine if you take mohan.
L you'll make an excellent ruler for that particular kingdom. *L*)
btw all, you may notice that there are no close up images of the northern islands, those are bronze/early iron age islands, nonplayer kingdoms. they trade with the mainland, but are not involved in its politics. you may try to conquer them of course, but just remember, if you do, the other players may take advantage of you and stab you in the back. no honesty is required of your characters.
G