Seeing that a part of the map need to be filled to make the world one instead of two around the lake, here I am :p
Civ Symbol: Z
Unit Symbol: z
Physiology
Height: ~1.4 metres (male) ~1.6 metres (female)
Weight: 40kg(male) 50kg(female)
Standing a head shorter than the typical human, the male Zorkin looks like the typical dwarf, but being much slenderer. They are pale-green skinned, with beautiful blue-green eyes and long hair of similar color which cover their body. They have very strong arms, making them able to take on weights that can cripple a human. Their blow is generally 30% stronger than an adult man. Their hands have four fingers, and it gives them a lot of dexterity. they have short and stubby legs, which greatly impairs their movement; however, on a rocking ship, this is crucial to stability.
The female, on the contrary, are more civilian-like. They have much shorter hair, and their main purpose in the society is to rule, reproduce, and crafting, notably sails. Their hands are different with 6 fingers. their body is similar to the males, but the legs are longer. Conversely, this make them not very suitable for fighting on the boat; but they are too valuable to fight anyway, as men outnumber women by 10 times.
They are mammalian in breeding and reproduction, but the gestation is much shorter than humans. The average "litter" is two, twins of male, or rarely only one female (it was said that if one fetus cannibalize the other it would be a female). Males mature quickly in 10 years and have a lifespan of 70 years. Females mature at 30 and can outlive the men at an average of 200 years.
God
Kerani is the patron God of Sailors of Zorkins. He is described as an entity which control trade winds, take out the enemies by crushing their boats, and the granting of Gunpowder to the Zorkins.
Spheres: Wind (4) Destruction (2) Clairvoyance (2)
Society
Their society is, as a result of their physiology, naturally matriarchal. They do not have stable marriage system, so few know their fathers. Men are usually taught at home until 4, depart their family and enroll in a guild-run boarding school until 12 (as an apprentice), and then be a member of that guild. Usually the twins will share similar names, enroll in the same guilds, and for practical purposes can be referred as one (guilds are even led by pairs usually). Guilds usually consists of men only. Women have a lot more to do; they reside in towns. Once they reach 4, they will study in a community-run school until 20, without leaving their family.
The guilds are usually run by corporatism ethics; towns are run by direct democracy. Only women are full citizens with a vote. This make mothers of several daughters, if lucky enough, very powerful in the society. The lack of votes for men do not process a barrier for them, for they can be quite wealthy and can "buy" votes by "special" methods; bribery is not a crime, and is in fact a way of life.
Cities are built of stone, wood, and occasionally bones. They are in no way spectacular, but the carpentry is usually fine. Metal is too important to waste as a building material.
The most important industries are trading and seafaring. Seafaring trade is the core of Zorkins; they do not go by land much, and if needed they would rely on their haul animals, leading to a slow advance. Usually, a group of 30-50 Zorkins would form a shipping guild, and they run a traditional Zorkin Seafaring ship called the Bowot.
Supporting the trading Bowot guilds, the cities would create trade goods, as well as sailing implements and armaments, which are both crucial to the wealth and development of the Bowots.
There are also small professional magical guilds, and they are proficient in the magic in changing wind directions to aid their ships, and occasionally to change the weather to deter or even sink a hostile fleet. They can also bring forth light beams; such are crucial to aiming their weapons.
war and armament
The Zorkins are not natural soliders, but seafarers. Their main melee weapon is the Ilonai, or the ceremonial one-sided blade which is 50cm long. Every male Zorkin is expected to make his own for metalsmiths, or have one given by guild masters if else at the age of 12. While it might be useless on field battles, their quickness is needed on the cramped environment of the ships. The weapon is very symbolic, and is consider sacred and given by Kerani. They do not swear by Kerani, but by their Ilonai. The lost of an Ilonai is usually very humiliating to a Zorkin.
If needed, they use tower shields of Zorkin height and pikes at 2.5 metres long, obviously needing 2 Zorkins to carry. They can be used in a phalanx formation; however, they are usually utilized as armor and piercing weapons on their beasts of war, or rarely to repel a boarding.
They also have Short bows as backups, but they are rarely a field weapon, for they use gunpowder instead.
They have 3 brands of gunpowder weapons. The first one is the Jaroun, which is a metre-long gun capable of firing a 2-inch iron, brass or usually stone ball. They operate on a matchlock principle, but are breech-loaded. They are never accurate in any sense, but are very deadly if fired in unison at a marching column.
Nostor, which is 6-inch in diameter but is only metre long, making it a cannonade rather than a howitzer. They can fire 1-2 shots a minute by a skilled crew. Surprisingly, it fired grape shots, and are very useful when mounted on towers, ships or beasts.
Finally it is the Campnis, which is also 6-inch in diameter, but is at 2 metres long. It is valued more for its range than killing power; after all, shelling an enemy outside its range is always useful.
Vehicles
Bowot
L: 10-20m
W: 3-4m
H: (deck) 2-4m from water when full (mast) 15-25m from water
Armament: ~6-10 Nostors, 0/2 Campnis
The Bowot is a very fine ship. They move reasonably fast, have good cargo capacity, and can hold on its own well in terms of firepower. They are the trading ship of the day obviously.
Enista
L: 25-40m
W: 6-8m
H: 4-6m(deck), 30-40m (mast)
Armament: Numerous(30+) Nostors, >10 Campnis
The Enista class is the warship of the Zorkins, if they need such a warship in the first place. It has guns on the lower decks as well as the top deck, making it a very heavy and powerful warship. The drawback is that arming the Nostors alone need one hundred men, and the whole ship typically sail with 300 men alone to support it.
Gawoorin
L: ~5m
W: ~2.5m (shoulder to shoulder)
H: ~1.5m (saddle)
The Gawoorin is beast valued for many things: Eggs, meat(they breed fast), bones(they make good flutes, and Gawoorin flutes are a part of their culture), and hauling capability. They are dumb enough to ignore threats (except being hurt), but strong enough to carry a Nostor gun crew on its back, or a small flotilla of 10 soldiers. They can also be used to haul carts, making it a very useful addition to any guild. To feed them, only grass is needed, and a good Gawoorin-herd can drive 3 or 4 at once.
Tenoi
The Zorkin equivalent to a horse. Can pull Tenoi-carts, as an alternative to Gawoorins if speed is needed.
Champion
Delron and Delmor, the Hydraslayer
Delron and Delmor are the co-captains of Brendin, an Enista Class warship. In their younger times, they and their crew has slain the legendary Hydra Makioth, by sticking a spear to its heart. They are highly respected, but owing to the matriarchy, they do not have any social power by law. The Matriarch, Papanalorna-es-karamoni, acts as their patron and politically acts in their behalf.
Population Support, Growth and Movement
24% growth
Zorkins
Mountain: 24/1 (U/U)
Hill: 96/1 (N/U)
Plain: 240/3 (F/F)
Desert: 24/3 (U/F)
Forest: 240/2 (F/N)
Rainforest: 96/2 (N/N)
River: +100/3 (xxx/F)
Water: 240/3 (F/F)
Glacier: 24/1 (U/U)
Swamp: 96/2 (N/N)
Tundra: 96/2 (N/N)
Special rules:
land armies move at 1 square/turn; civilians are not impeded.
Cities can only be built on coasts or rivers
Coastal cities cannot be sieged unless naval blockaded