So with the above post in mind, I'll present a few possible starting conditions, race stats, and backstories:
The Stronghold of Kahlon: Before the Rending of the World, the Stronghold of Kahlon was a reclusive, self-reliant, but determined city state of survivalists in the rugged wastelands of Kahlon. They cared little for the extravagencies of the other civilized nations, and while it gave them little advantage in the great race of culture, the Stronghold was specially equipped when the land was beset upon by the Rending of the World. While great empires who fancied glitz and high culture lay in ruin, the Stronghold remained largely intact as a direct consequence of their stark philosophies. They would emerge from the catastrophe as the largest bastion of civilized men in the world. Their survival, however, only ratified their contempt for the ambitions that had spurned their neighbors to once thrive, and they would hold these prejudices many years after the rain of fire had ended.
Attributes: The Stronghold of Kahlon begins with a large, fully intact city. They also endure well when struck by famine or other maladies. However, the Stronghold boasts no bonuses to any other aspects of economy, magic, or knowledge.
The Disciples of Navon Everbright: When word of the Rending of the World was first spoken, the nobles of Azonia turned a deaf ear--- all but Navon Everbright. A wise and virtuous man said to be of divine blood, Navon rallied what few faithful Azonians would hear his words and prepared for the rain of fire that would follow. With his training in the magical arts, he gathered his flock close and repelled what onslaught he could. When the Rending had ended, those who had doubted him staggered forth from the ruin and heaps of dead to join his flock--- the last knot of civilization in the once proud Azonian Kingdom--- and beg for forgiveness. Navon showed no malice, and would accept them with open arms.
Attributes: The Disciples of Navon Everbright start with a large village, a bonus in starting prestige, and a headstart in magical knowledge. In addition, they gain minor magical and economic bonuses.
The Acacian Birthright: The peoples of Acacia were a noble, intellectual folk who once boasted a vast kingdom based on the principles of equality and merit. By encouraging respect for all stations in life, the Acacians became masters of specialization and cooperation. While this served them well in the Days of Calm, this virtue turned quickly to vice upon the Rending of the World. Entire cities, unfamiliar with the simple arts of gathering and growing food, swiftly perished. With the death of their artisan fellows, sister cities of specialized farmers succumbed soon without the knowledge to craft critical tools and clothing. Only a tiny fraction of the Acacians survived the Rending, but a channeler would arise amongst the ruins to champion again the principles that had led them once to greatness.
Attributes: The Acacian Birthright begins with no citizens and no city. However, they have substantial bonuses to their economic and trade abilities.
The Teuton Unity : Before the Rending of the World, the Teuton Principalities were famous as the crossroads for the vast cultures and ethnicities of the world. This fame, however, was only dwarfed by its sour reputation, for it consisted of a thousand fractured fiefdoms, notorious for their inhospitality, intolerance, and infighting. When the rending came and swept away the cities of the Teuton Basin, old vendettas meant little anymore. One woman would rise to be surrogate mother to the splintered people. She would welcome any and all with words that would have once been met with biting anger, but now made men weep: "People of the Teuton, children of a thousand different ancestors, blame not others for this tragedy, but blame yourselves. There was a time when we thought we could afford bitterness in the face of difference; a time when we could hurl stones at our neighbors and they at us, knowing well that high walls would defend us from the sins we had incited in others and high pride to defend us from our conscience. And so I say again: 'The Rending of the World is not to blame.' It merely threw down our walls and bore naked the vice of our pride. It was the stones that we had cast in spite, still in midflight, that found their tender marks and dealt the wounds of our sorrow. And now, we see at last the folly we have wrought in the petty spiting of our differences. Regret sorely this hatred, for in regret we shall find atonement, and in atonement we will see at last that these thousand odd differences amongst us shall be our thousand greatest strengths."
Attributes: The Teuton Unity begins with no citizens, no city, and no special attributes. For every 25 citizens that join the Unity, the Unity gains 1 random race pick worth of attributes. Once the Unity has 750 citizens, they no longer gain random race picks. However, when the unity conquers and subjugates an enemy capital, they may forfeit a race pick of their choice and gain a random race pick from their opponent.*
*In this hypothetical circumstance, most races would begin the game with 20 race picks, but would gain no more throughout the game. The Teuton Unity would start with no race picks, but would eventually have 30 total.