I closed the preliminary vote a day early as my evening suddenly got freed up by the weather apocalypse outside, and the number of voters was petering out. Our top five have been decided, and there is a clear theme among them. All three harpy nations were selected, alongside one human and one elven nation, each with their own dramatic developments. Let's see which one we will go forward with.
Chapter Zero: Means of Ascension
Mulén Flock -> Mulén Queendom
On Silken Wings
Even at the heights of the rule of Siadanlén, the northernmost reaches of its territory were ignored by the wider Queendom. Far from the rich trade routes of the Golden Highway, with only sparse valleys and sparser mountaintops, there was little reason to take heed of the voices of this these flocks. It was in these lands that more radical thought found room to grow.
Múla Swift-Sparrow was a granddaughter of the great Siadúna herself, and a prophetess of a new way of thought for the harpy people. She preached that cooperation and diplomacy were the way forward, that resorting to an existence of raiding and bloodshed would only lead to the eventual isolation and destruction of their race. Her beliefs found no purchase during her lifetime, but the destruction of Siadanlén at the hands of the elves brought many around to her way of thinking.
Together, they broke away from the Matriarchs attempting to hold the flocks together and founded the Mulén Flock among the northern hills. As time passed the division between the two main flocks grew ever wider, and eventually another schism saw even more of their sisters fall under the spell of the elf Jaddar and his new religion.
Kiríja Múlo has ascended as Matriarch of the Mulén Flock, a shaman of great renown whose trill rings across the mountaintops and soothes the hearts and minds of all those who hear it. She is a fierce proponent of the ways of Múla and seeks to take the opportunity caused by the chaos of the battle between Jaddar and Zokka, a deadly gnollish warlord, to press her philosophy upon her conservative sisters.
If she is successful, a new existence awaits for the harpy people. One where they facilitate commerce and diplomacy, one where they now longer hunt for husbands but for profits, one where all the wealth of the world flows down the Golden Highway and any harpy can earn their place within great hanging cities to live in unimaginable luxury.
Gameplay Summary:
Struggle in the desert wastes of eastern Bulwar against powerful foes, then emerge as a tall trading nation that reaches into Rahen and Sarhal to find new ports to trade from and new mountains to hang cities from.
Ayarallen Flock -> Harpylen Queendom
On Enlightened Wings
The exact origin of the harpy race is shrouded in mystery. Cannorians claim them to be Spawn of Agrados, the Bulwari consider them children of the deceased goddess of wind, and some scholars ponder a connection to the Avariel, a race of winged elves that once served the gods. What is known, however, is that they had no presence in recorded history until suddenly emerging in great numbers from the Šad Našratu, the Harpy Hills, in the 12th Century Before Ash.
Led by the powerful shaman Firanya they swept through the collapsing Karqašlu Empire and seized swathes of Bulwar, while establishing the remainder as their tributaries. Their greatest demand was not for wealth or knowledge, but for men. Harpies are solely female, and rely on other races to produce offspring. The humans of Bulwar were highly compatible, and experimentation over the centuries has also proven elves, orcs, goblins and hobgoblins to all make worthwhile husbands. Though the means by which they are secured vary, the need for men remains constant across all harpy nations.
The Firanyan Queendom did not outlast her death, and the flocks split and scattered. Harpy history since then has been of fractious flocks bickering with one another and raiding their neighbours for mates and wealth, with regular retaliations by whichever power ruled Bulwar. It is not until the Decades of Devastation ravaged northern Bulwar that a chance for unity and progress has emerged.
Matriarch Mišqa devoted her life to unifying the disparate flocks of the Harpy Hills, and now under her skilled granddaughter Ištara that task in nearly complete. All of the Matriachs swear allegiance to Ayarallen, the flocks are ready for war, and the weakened and divided states of Bulwar are ripe for the plucking.
However, this will not be a war for conquest and dominance, as this is a chance to restore peace across a land fractured by invasion and religious division. A new way of ruling, built on diplomacy, tolerance, and knowledge, where men need not fear abduction and instead willingly come to the heights of the harpy roosts to marry into a society of great scholars and leaders. Under the Harpylen Queendom, peace and prosperity will reign.
Gameplay Summary:
Fight to secure dominance over Bulwar, build a collection of loyal subject nations, and demonsterize into an advanced nation of peace with a diplomatic reach that extends across the world.
Siádan Flock -> Siadanlén Empire
On Burning Wings
When Firanya's mighty Queendom collapsed, the lands of the east came under the rule of the harpies of the Sâd Siadan, who would descend from the mountains to raid the villages and caravans that crossed the desolate and harsh lands of the Far Salahad. In these lands of open skies and mountainous roosts, no enemy could defeat Siadanlén in the field and so harpies came to dominate the region.
That all changed with the arrival of Jaher, the Phoenix Empire and the elven legions. Marching from Bulwar, having driven out the gnolls, they now sought to carve a safe route overland to the wealthy lands of Rahen. Their weapons and training overcame Siadanlén and shattered it entirely, the constituent flocks scattering into the Sâd Siadan where they waited and bided their time.
Jaher's death and the collapse of the Phoenix Empire brought back harpy dominance of what was once the Golden Highway, but even that was only fleeting. Jaddar, a claimed descendant of Jaher, marched into Bulwar with legions once thought lost. There he settled, squatting on rightful harpy land while preaching his new interpretation of the elven sun god and taking on a harpy wife from a traitorous flock.
His legions are far too strong for the lone Siádan Flock, the last flock still loyal to the rightful and proper ways of the harpy people, to face in battle. Emissaries have reached out to Zokka, the Devourer of Suns, a gnollish warlord of great renown. Warriors are being raised, shriekers who will tear apart the traitors. The Chorsekhu, sisters-in-arms whose love for one another can triumph over any foe, are ready for battle. The rogue flocks will be united under a bold harpy queen, Jaddar will be crushed, the gnolls will serve, and all the skies of the world will know the songs of Siadanlén.
Gameplay Summary:
Struggle in the desert wastes of eastern Bulwar against powerful foes, then emerge as a wide militaristic empire that develops its military into an unstoppable flying machine.
Akalate of Kumarkand -> Karqašlu Empire
From Past Heights, Against Past Depths
As the God-Kings of Bulwar began to decline in the Second Millennia Before Ash, they faced an invasion by an unprecedented threat – the Zabatlari horsemen of the Forbidden Plains, the original inhabitants before the centaurs claimed the steppe. Riding innovative chariots and wielding an unusual immunity to the magics of the God-Kings and remaining artefacts of the Djinn Sultans, they swept across Bulwar like a flood.
The greatest of these horsemen, Ašqarin-Aga-kar, founded the city of Panu Karqašlu and from there forged an empire that spanned the length of the great Suran and Baranun rivers. His dynasty held strong for four hundred years, forging connections with Rahen and surviving conflicts with the great Elikhet the Wanderer. What eventually felled the empire was an invasion from an enemy that remains unknown to this day, known only as the Onslaught.
Strange foes landed upon the shores of Bulwar and began massacring and abducting entire towns and villages along the coast. No survivors were able to offer any hint as to how to fight such enemies. When the last King of Karqašlu stood against the tide, he was mortally wounded and the empire fell into civil war, to then be set upon by nascent Firanyan Queendom, ushering in an era of harpy rule.
In the present day nothing remains of the Karqašlu Empire besides the ruins of Panu Karqašlu in which only a few people still dwell. Instead, the lands around the old imperial heartland are occupied by the Akalate of Kumarkand, a vassal of the elven Kingdom of Varamhar. The people of this realm are hardy farmers, more interested in growing their crops and fending off harpy raids than building a vast empire.
And yet their stubbornness might prove that such a drive still dwells within them. Karodir, their overlord, dabbles in strange and dangerous magics and covets the ancient treasures hidden beneath the farmlands of his subjects. The Akal is plotting, making ready to call upon the other nations of Bulwar to join in him in opposing such heresy and securing Kumarkand's independence. If that can be accomplished, Kumarkand can flourish as the sovereign breadbasket of Bulwar, unearth the secrets of their past, and invite in those mysterious voices of great power that promise a new era of peace, glory, and vengeance for ancient onslaughts.
Excuse the censoring, I don't want to spoil it outright.
Gameplay Summary:
Plot against your elven overlords, explore the secrets of the past, then form a mighty cavalry-focused empire that claims all of Bulwar and becomes a flourishing tall and wide combination.
Kingdom of Varamhar -> Phoenix Empire
Solar Apotheosis
As the Phoenix Empire reached its height, its wings stretching from the outskirts of Cannor to the distant port of Tianlou in Haless, disaster struck. Jaher, Phoenix Emperor and Surael Incarnate, departed this world. His heirs, Jaerel in the east and Jexis in the west, were no worthy successors and under their rule the empire struggled, contracted, and with Jexis' death shattered completely.
Elven rule collapsed beyond the immediate bounds of Bulwar, as local powers took the opportunity to reassert themselves. Within Bulwar itself the Elven governors carved out kingdoms for themselves. The greatest of these was King Darastarion of Dalarand, the Young Phoenix, who for a moment appeared that he might take up the mantle of the Surael Incarnate once again.
He was assassinated in the City of Bulwar in a plot conceived by the Twelve Families and by his ambitious general, Kalindil Varamzuir. Dalarand collapsed, but the newborn Kingdom of Varamhar was one built upon treachery and subterfuge and could not resist the advance of the other Elven Kingdoms. They were forced into a peace that saw them retain a fraction of the strength of their contemporaries.
Humiliated and weakened, Kalindil passed on and passed down the crown to his son, Karodir. The new king was a scholar who kept the counsel of the wisest mages and priests in the kingdom, his eyes upon the future. Under his rule, Varamhar flourished as a place of learning and magical prowess, with Karodir himself a mage of many talents and a renowned evocator.
In a twist of fate, Varamhar's small footprint within Bulwar saved it from the worst of the Decades of Devastation. As other kingdoms saw their frontiers shorn away by goblins or gnolls, Varamhar merely had an infestation of harpies on their northern border to contend with, though famine and instability still touched their people. Free of the worst of the chaos, Karodir and his advisors had time to think and philosophise. The failure of the Phoenix Empire after Jaher's passing, the failure of any other elf to replicate his achievements, and the failure of the other kingdoms to stem the tide of monsters. One key ingredient was lacking in all of these cases: divinity.
Some would be happy with touching a mere piece of Surael's power, but Karodir has ambitions beyond that. By delving into ancient, perhaps even heretical, texts and lore, studying the effects of magic upon the body and soul, and finding the resolve to make any sacrifice necessary, true ascension could be achieved. Not just Surael Incarnate in name, but in the very nature of their existence. A truly divine ruler; immortal, shining like the sun, and illuminating the way forward for all the mortals of this world.
Gameplay Summary:
Navigate the perils of cutting-edge magical research to turn your ruler into a divine being while dealing with elven politics. No matter the outcome of Project Divinity, form the Phoenix Empire, a very wide empire that aims to place Cannor, Bulwar and Haless under its dominion.
Vote for up to one option by clicking on the image below.

Voting will remain open for five days
Chapter Zero: Means of Ascension
Mulén Flock -> Mulén Queendom
On Silken Wings

Even at the heights of the rule of Siadanlén, the northernmost reaches of its territory were ignored by the wider Queendom. Far from the rich trade routes of the Golden Highway, with only sparse valleys and sparser mountaintops, there was little reason to take heed of the voices of this these flocks. It was in these lands that more radical thought found room to grow.
Múla Swift-Sparrow was a granddaughter of the great Siadúna herself, and a prophetess of a new way of thought for the harpy people. She preached that cooperation and diplomacy were the way forward, that resorting to an existence of raiding and bloodshed would only lead to the eventual isolation and destruction of their race. Her beliefs found no purchase during her lifetime, but the destruction of Siadanlén at the hands of the elves brought many around to her way of thinking.
Together, they broke away from the Matriarchs attempting to hold the flocks together and founded the Mulén Flock among the northern hills. As time passed the division between the two main flocks grew ever wider, and eventually another schism saw even more of their sisters fall under the spell of the elf Jaddar and his new religion.
Kiríja Múlo has ascended as Matriarch of the Mulén Flock, a shaman of great renown whose trill rings across the mountaintops and soothes the hearts and minds of all those who hear it. She is a fierce proponent of the ways of Múla and seeks to take the opportunity caused by the chaos of the battle between Jaddar and Zokka, a deadly gnollish warlord, to press her philosophy upon her conservative sisters.
If she is successful, a new existence awaits for the harpy people. One where they facilitate commerce and diplomacy, one where they now longer hunt for husbands but for profits, one where all the wealth of the world flows down the Golden Highway and any harpy can earn their place within great hanging cities to live in unimaginable luxury.

Gameplay Summary:
Struggle in the desert wastes of eastern Bulwar against powerful foes, then emerge as a tall trading nation that reaches into Rahen and Sarhal to find new ports to trade from and new mountains to hang cities from.
Ayarallen Flock -> Harpylen Queendom
On Enlightened Wings

The exact origin of the harpy race is shrouded in mystery. Cannorians claim them to be Spawn of Agrados, the Bulwari consider them children of the deceased goddess of wind, and some scholars ponder a connection to the Avariel, a race of winged elves that once served the gods. What is known, however, is that they had no presence in recorded history until suddenly emerging in great numbers from the Šad Našratu, the Harpy Hills, in the 12th Century Before Ash.
Led by the powerful shaman Firanya they swept through the collapsing Karqašlu Empire and seized swathes of Bulwar, while establishing the remainder as their tributaries. Their greatest demand was not for wealth or knowledge, but for men. Harpies are solely female, and rely on other races to produce offspring. The humans of Bulwar were highly compatible, and experimentation over the centuries has also proven elves, orcs, goblins and hobgoblins to all make worthwhile husbands. Though the means by which they are secured vary, the need for men remains constant across all harpy nations.
The Firanyan Queendom did not outlast her death, and the flocks split and scattered. Harpy history since then has been of fractious flocks bickering with one another and raiding their neighbours for mates and wealth, with regular retaliations by whichever power ruled Bulwar. It is not until the Decades of Devastation ravaged northern Bulwar that a chance for unity and progress has emerged.
Matriarch Mišqa devoted her life to unifying the disparate flocks of the Harpy Hills, and now under her skilled granddaughter Ištara that task in nearly complete. All of the Matriachs swear allegiance to Ayarallen, the flocks are ready for war, and the weakened and divided states of Bulwar are ripe for the plucking.
However, this will not be a war for conquest and dominance, as this is a chance to restore peace across a land fractured by invasion and religious division. A new way of ruling, built on diplomacy, tolerance, and knowledge, where men need not fear abduction and instead willingly come to the heights of the harpy roosts to marry into a society of great scholars and leaders. Under the Harpylen Queendom, peace and prosperity will reign.

Gameplay Summary:
Fight to secure dominance over Bulwar, build a collection of loyal subject nations, and demonsterize into an advanced nation of peace with a diplomatic reach that extends across the world.
Siádan Flock -> Siadanlén Empire
On Burning Wings

When Firanya's mighty Queendom collapsed, the lands of the east came under the rule of the harpies of the Sâd Siadan, who would descend from the mountains to raid the villages and caravans that crossed the desolate and harsh lands of the Far Salahad. In these lands of open skies and mountainous roosts, no enemy could defeat Siadanlén in the field and so harpies came to dominate the region.
That all changed with the arrival of Jaher, the Phoenix Empire and the elven legions. Marching from Bulwar, having driven out the gnolls, they now sought to carve a safe route overland to the wealthy lands of Rahen. Their weapons and training overcame Siadanlén and shattered it entirely, the constituent flocks scattering into the Sâd Siadan where they waited and bided their time.
Jaher's death and the collapse of the Phoenix Empire brought back harpy dominance of what was once the Golden Highway, but even that was only fleeting. Jaddar, a claimed descendant of Jaher, marched into Bulwar with legions once thought lost. There he settled, squatting on rightful harpy land while preaching his new interpretation of the elven sun god and taking on a harpy wife from a traitorous flock.
His legions are far too strong for the lone Siádan Flock, the last flock still loyal to the rightful and proper ways of the harpy people, to face in battle. Emissaries have reached out to Zokka, the Devourer of Suns, a gnollish warlord of great renown. Warriors are being raised, shriekers who will tear apart the traitors. The Chorsekhu, sisters-in-arms whose love for one another can triumph over any foe, are ready for battle. The rogue flocks will be united under a bold harpy queen, Jaddar will be crushed, the gnolls will serve, and all the skies of the world will know the songs of Siadanlén.

Gameplay Summary:
Struggle in the desert wastes of eastern Bulwar against powerful foes, then emerge as a wide militaristic empire that develops its military into an unstoppable flying machine.
Akalate of Kumarkand -> Karqašlu Empire
From Past Heights, Against Past Depths

As the God-Kings of Bulwar began to decline in the Second Millennia Before Ash, they faced an invasion by an unprecedented threat – the Zabatlari horsemen of the Forbidden Plains, the original inhabitants before the centaurs claimed the steppe. Riding innovative chariots and wielding an unusual immunity to the magics of the God-Kings and remaining artefacts of the Djinn Sultans, they swept across Bulwar like a flood.
The greatest of these horsemen, Ašqarin-Aga-kar, founded the city of Panu Karqašlu and from there forged an empire that spanned the length of the great Suran and Baranun rivers. His dynasty held strong for four hundred years, forging connections with Rahen and surviving conflicts with the great Elikhet the Wanderer. What eventually felled the empire was an invasion from an enemy that remains unknown to this day, known only as the Onslaught.
Strange foes landed upon the shores of Bulwar and began massacring and abducting entire towns and villages along the coast. No survivors were able to offer any hint as to how to fight such enemies. When the last King of Karqašlu stood against the tide, he was mortally wounded and the empire fell into civil war, to then be set upon by nascent Firanyan Queendom, ushering in an era of harpy rule.
In the present day nothing remains of the Karqašlu Empire besides the ruins of Panu Karqašlu in which only a few people still dwell. Instead, the lands around the old imperial heartland are occupied by the Akalate of Kumarkand, a vassal of the elven Kingdom of Varamhar. The people of this realm are hardy farmers, more interested in growing their crops and fending off harpy raids than building a vast empire.
And yet their stubbornness might prove that such a drive still dwells within them. Karodir, their overlord, dabbles in strange and dangerous magics and covets the ancient treasures hidden beneath the farmlands of his subjects. The Akal is plotting, making ready to call upon the other nations of Bulwar to join in him in opposing such heresy and securing Kumarkand's independence. If that can be accomplished, Kumarkand can flourish as the sovereign breadbasket of Bulwar, unearth the secrets of their past, and invite in those mysterious voices of great power that promise a new era of peace, glory, and vengeance for ancient onslaughts.

Excuse the censoring, I don't want to spoil it outright.
Gameplay Summary:
Plot against your elven overlords, explore the secrets of the past, then form a mighty cavalry-focused empire that claims all of Bulwar and becomes a flourishing tall and wide combination.
Kingdom of Varamhar -> Phoenix Empire
Solar Apotheosis

As the Phoenix Empire reached its height, its wings stretching from the outskirts of Cannor to the distant port of Tianlou in Haless, disaster struck. Jaher, Phoenix Emperor and Surael Incarnate, departed this world. His heirs, Jaerel in the east and Jexis in the west, were no worthy successors and under their rule the empire struggled, contracted, and with Jexis' death shattered completely.
Elven rule collapsed beyond the immediate bounds of Bulwar, as local powers took the opportunity to reassert themselves. Within Bulwar itself the Elven governors carved out kingdoms for themselves. The greatest of these was King Darastarion of Dalarand, the Young Phoenix, who for a moment appeared that he might take up the mantle of the Surael Incarnate once again.
He was assassinated in the City of Bulwar in a plot conceived by the Twelve Families and by his ambitious general, Kalindil Varamzuir. Dalarand collapsed, but the newborn Kingdom of Varamhar was one built upon treachery and subterfuge and could not resist the advance of the other Elven Kingdoms. They were forced into a peace that saw them retain a fraction of the strength of their contemporaries.
Humiliated and weakened, Kalindil passed on and passed down the crown to his son, Karodir. The new king was a scholar who kept the counsel of the wisest mages and priests in the kingdom, his eyes upon the future. Under his rule, Varamhar flourished as a place of learning and magical prowess, with Karodir himself a mage of many talents and a renowned evocator.
In a twist of fate, Varamhar's small footprint within Bulwar saved it from the worst of the Decades of Devastation. As other kingdoms saw their frontiers shorn away by goblins or gnolls, Varamhar merely had an infestation of harpies on their northern border to contend with, though famine and instability still touched their people. Free of the worst of the chaos, Karodir and his advisors had time to think and philosophise. The failure of the Phoenix Empire after Jaher's passing, the failure of any other elf to replicate his achievements, and the failure of the other kingdoms to stem the tide of monsters. One key ingredient was lacking in all of these cases: divinity.
Some would be happy with touching a mere piece of Surael's power, but Karodir has ambitions beyond that. By delving into ancient, perhaps even heretical, texts and lore, studying the effects of magic upon the body and soul, and finding the resolve to make any sacrifice necessary, true ascension could be achieved. Not just Surael Incarnate in name, but in the very nature of their existence. A truly divine ruler; immortal, shining like the sun, and illuminating the way forward for all the mortals of this world.

Gameplay Summary:
Navigate the perils of cutting-edge magical research to turn your ruler into a divine being while dealing with elven politics. No matter the outcome of Project Divinity, form the Phoenix Empire, a very wide empire that aims to place Cannor, Bulwar and Haless under its dominion.
Vote for up to one option by clicking on the image below.

Voting will remain open for five days
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