Hallowed Be Thy Name

SouthernKing

crickety cricket
Joined
Dec 29, 2010
Messages
6,914
Location
Deva Loka
or SKNES IV


Backstory

For centuries, the Holy Louisiana Empire has dominated the bulk of the Old United States. From its great capital of St. Louis, home to no less than a million people and the greatest monuments to have ever graced the North American continent, the Empire reigns supreme over the North American heartland. Its parishes once spread from the Rio Grande to the St. Lawrence and it once ruled over tens of millions of people. Indeed, the Holy Louisiana Empire was truly the greatest empire the Mississippi valley has ever seen.

But recent times have not been kind to the Empire. Years of internal strife, civil war, disease, famine, and economic chaos have badly shaken the very foundations of the eternal state, tearing away the faith of its people in the ability of the state, and tearing away the state's ability to keep order and control and to keep the taxes flowing. And one of the Empire's pillars, the New Catholic Church reborn after the Event, is crumbling, beset by the ills of endemic corruption and an inability to control its own incredible decadence. And for the first time, new religious movements have arisen in the underworlds of the Empire's cities and the backwoods of the Empire's countryside.

Now, the year is 500 on the Imperial Calendar, the standard used throughout the oikumene. Under the steady-handed leadership of the emperors of the Thorvaldic dynasty, a period of calm has returned to the Empire. But the ills that beset it throughout the last century have not gone away completely. And at the Empire's borders, the entire edifice continues to be an incredible expense to maintain, and soon the hammers of non-Abrahamic gods may find themselves tearing at the Empire's frontiers...

In this game, you play as a "barbarian" tribe or state at the periphery of the Holy Louisiana Empire. From where you start, your options are wide open. You may seek to peacefully move into the Empire, taking up jobs as mercenaries in a parishioner's employment, growing wealthy and gaining the fruits of Louisiana's civilization. Or you may seek conquest and glory, cutting down entire peoples and reducing great cities to burning ashes. Or, you may just seek to create your own culture of art and culture that matches, nay, exceeds the best of Louisiana. But remember that you don't start off with any of these things. They'll only be built with the blood and toil of your people.

I'm going to run this game vaguely NES-ish, both in update and stats style, because that's what I'm comfortable with, and this is loosely based on a rejected concept idea for SKNES III. Orders are open and please send them via PM. But most of all, please do have fun, that's the entire point of this exercise.

Joining the Game

Pretty simple. Fill out this form:

Name/Player: Obvious.
Color: Obvious. Anything but a shade of grey (or black, or white) works.
Location: Describe your starting location. You can start in the white space, or you can even start inside the borders of a parish bordering white space. Please do pay attention to geographic features though.
Description: This is the most important part. Here, please describe your culture, your military, your preferred style of government, etc., as you wish to. This is a Canticle for Leibowitz-type setting, set in a pre-industrial setting after an unspecified apocalyptic event, and, so as long as you don't do things that are blatantly silly, most anything will fly.
Religion: Please describe what your religion is. Again, can be anything that's not blatantly blatantly silly. Could even be an existing religion, or a completely made-up religion.
History: If you wish to, give a brief history of how your people got to where they are.
Neighbor Ideas: If you have any ideas for NPCs to start next to, please post them here. They can be tribes, related or unrelated to you, or they can even be civilized, sedentary states.

Remember, you are starting as a migratory tribe, or, at the very most civilized, a very petty state along the lines of the Cimmerian Bosporus or Dacia. You are not an empire, you are at best a relatively small collection of people seeking glory. I also highly encourage you to coordinate with others in doing the background - it's more interesting that way.

Ruleset

Sample Stats:

Albanii/Omega124
Location: Upstate New York
Economy: 0-0/10
Unity: +2
Civilization: -3
Administration: -3
Authority: +1
Culture: Yorker (Imperial, Alleghenii)
Religion: Zoroastrianism (Catholic, Rust Cult)
Military: 3 Infantry, 1 Cavalry (4/6)
Military Description: Infantry are lightly armored, mainly use iron spears, and are mobile and good at woodland fighting; cavalry are lightly armored and mainly use iron lances.
Description: Matriarchal society

It is very important to note that some of these stats should be taken with a grain of salt. They matter less or more depending on how settled you are.

Location: Obviously, where the core of your people are located at a given time. This is by no means fixed, and if you're not entirely civilized and you wish to, you are able to migrate to greener pastures. There are no claims as other games might have - if you want to expand, you'll either have to fight to conquer new lands, colonize them, or migrate there.

Economy: There are three numbers here, your income, your military upkeep costs (if applicable), and your treasury. Your income is the amount of EPs you gain every turn. At the start, your income will be rather low, or you may not have an income at all! This is because (in most cases) you don’t have an established structure to collect taxes. So you’ll have to get funds from other sources.
How do you get funds, you ask? There are many ways. The most obvious - and perhaps the biggest in lump sum terms - is loot from cities or towns you raid and sack, which goes directly into your treasury. This works, but can be sporadic, and loot can easily run dry. You can demand tribute from conquered peoples, which gives you income, but creates resentment. Or you can sell yourself to a parishioner or someone else as mercenaries, which also gives you income. Once you start civilizing, you'll be able to levy proper taxes and obtain a firm, established source of income.
You can really spend EPs on anything, from expanding military to public works programs to bribes to male slaves - preferably the latter.

Unity: A scale from -3 to +3, this represents the general cohesiveness of your leadership over your warbands and overarching government: +3 represents complete control by a strong, decisive leader, while -3 represents virtually no central control whatsoever, or a decentralized tribal federation. Low unity can lead to other leaders challenging your authority and trying to take over control, or even your units leaving your command, while higher unity will naturally give you better, more decisive leadership. With higher unity comes better ability to shift your people's fortunes, and also a higher military cap.

Civilization: A scale from -3 to +3, this represents how sedentary and settled your people are. +3 represents a fully settled, urban society like Holy Louisiana, while -3 represents a purely nomadic society constantly on the move. The lower it is, the quicker and further you can migrate. Higher civilization, however, will lead to better tax income, better technology, and all the fruits these things give, and this increases dramatically once you go over 0. However, if your civilization level is 0 or above, you cannot migrate. Additionally, having a civilization level of -1 or higher allows you access to siegecraft.

Administration: A scale from -3 to +3, this represents your ability to adequately manage the lands you control. Consistently low administration will lead to depopulation and famine and devastation as order breaks down. If you're just in it for loot, then this stat won't matter much to you. Nevertheless, keep this in mind if you have intentions of creating an empire in the vein of Holy Louisiana. Higher administration leads to better income as it is easier to collect taxes.

Authority: A scale from -3 to +3, this represents the amount of control you have over the people in the lands you control. This is separate from Unity in that while that represents control over the warriors and, this represents the people themselves who are under your rule. Low authority causes rebellions as the people see opportunity to assert their demands. Higher authority will make the people more...wiling...to provide their tribute to you. If the people under your rule grow dissatisfied, and there's not sufficient authority to keep them under control, expect rebellion.

Culture: This is the culture group your people come from. That of you and your leaders are listed first, while any significant minorities are listed in the parenthesis. If there is a majority under your control that you are not part of, then said majority will be listed in bold. Over time, cultural groups can and will grow and merge into each other.

Religion: This stat operates the same as Culture. The religion of you and your leadership. Similarly, new religions can form and spread and so forth, just as they did in the chaotic time around the fall of old Rome. It is your decision whether you wish to be tolerant and create a cosmopolitan society or if you wish to make the rivers flow red with the blood of four thousand Saxon men that you did behead.

Military: And naturally, the most important part. This is the armies under your command. There is a cap on the number of units you may have, listed in the parenthesis next to it - this is dependent on your Unity stat, with the cap being (unity stat + 4), so -3 has a cap of 1, 0 has a cap of 4, and +3 has a cap of 7. However, you may still exceed the cap, but every unit over the cap costs another 1 EP per turn in upkeep.
Costs to build units are:
-Infantry: 2 EP
-Cavalry: 3 EP
-Siege Train (Requires Civilization -1 or higher): 5 EP
Assume that if you want to cross seas transports are provided. This game doesn't have provinces so there's no artificial limits to military orders besides the obvious geography. Supplies aren't a major concern - your warriors will just live off the land if you don't give any, and if you're raiding there's not a point in giving supplies anyway.

Military Description: In lieu of having unique units, your entire military is customizable to a degree, and this will be reflected in this description, which will generally be a short blurb on the preferred weapons and tactics and battle customs and such. If you don't specify anything, and you don't have to, I'll just make it up depending on where your start is. This will certainly change depending on what happens to you. Remember, the tech level here is approximately the Crusades. Gunpowder hasn't been discovered quite yet - but perhaps it will later?

Description: Anything else of note goes here.

---

Parish Stats

Each parish (province) of the Holy Louisiana Empire has its own stats, as follows:

Arcadiana Parish
Status: Loyal to Emperor
Economy: +2
Stability: +1
Religious Unity: -1 (Vodun)
Military: 3 Legions
Description:

Status: Represents the present political status of the parish in relation to St. Louis - if the parish is under direct imperial control, if it is under a parishioner loyal to the Emperor, if it is in rebellion, if it has a degree of autonomy, if it is outright independent, and so forth and so forth.

Economy: A broad stat from -3 to +3 representing the overall health of the parish's economy at any one time, as well as the health of the state to administer it - as poorer economy leads to poorer tax revenues and all the fun that implies. Lower economy stat will lead to the people of the parish being forced to consider migration in order to merely feed themselves, as well as further embolden the people against the parish's government, or even St. Louis, which impacts stability.

Stability: A broad stat from -3 to +3 representing the political control the parishioner('s government) has over the administration and people of the province. Low stability could lead to revolts, coups, or other fun things happen. Parishioners ruling over unstable parishes will often resort to desperate measures to retain control - something to keep in mind if your people are nearing said parish.

Religious Unity: Again, from -3 to +3. This stat represents not just the general number of heretics and heathens (or lack thereof), but also the confidence instilled in the local hierarchy of the Catholic Church. The Catholic Church of the Empire is the all-pervasive state cult that emphasizes, yet centuries of building corruption have resulted in a structure that makes a Renaissance pope blush. Any significant religious minorities that have formed, or have simply resisted Church inquisitions long enough, are listed here in the parenthesis.

Military: A general overview of the present military garrison of the parish. At the start, most parishes will be garrisoned by legions stationed there - these are, naturally, elite units. However, their political loyalty is...questionable, to say the least, as is their upkeep, so many parishioners are turning to the use of mercenaries to buff up their forces. Keep this in mind when you're going to war in a province.

Description: Anything else of importance will be mentioned here. For example, any significant cultural minorities dissatisfied with the Empire will be mentioned here.

Need a few posts reserved after this

Map, including Imperial parishes:

Spoiler :
M7Oyupq.png
 
Maps
500

Stats
Spoiler Stats :

Mosherites/NPC
Location: New Brunswick
Economy: 0-0/5
Unity: -2
Civilization: -2
Administration: -1
Authority: +1
Culture: Bretonic (Brunswicki)
Religion: Great Old Occultist (Anglican Rite)
Military: 1 Infantry (1/4)
Military Description: Tribal-derived infantry, mostly using spears and bows, and are excellent woodland fighters; little use of horses; noted for female warriors

Narragansett Confederacy/SamSniped
Location: New England
Economy: 2-0/8
Unity: -1
Civilization: -2
Administration: 0
Authority: -1
Culture: Narragansett (Bretonic)
Religion: Narragansett Polytheism (Anglican Rite)
Military: 2 Infantry, 1 Cavalry (3/3)
Military Description: Largely tribally derived; infantry are mostly iron spear-wielding, and are relatively fast and lightly armored; cavalry are lightly armored and use bows

Piscati/NPC
Location: New Jersey
Economy: 1-0/10
Unity: 0
Civilization: -2
Administration: -1
Authority: +2
Culture: Bretonic
Religion: Bast (Anglican Rite, Judaism)
Military: 2 Infantry, 1 Cavalry (3/3)
Military Description: Infantry are mostly iron sword-wielding, and are relatively fast and lightly armored, are also rumoured to use hallucinogens; cavalry are lightly armored, use lances, and are optimal for scouting and raiding; noted for female horse riders

Sylvani/NPC
Location: Delaware
Economy: 1-0/5
Unity: -1
Civilization: -2
Administration: +2
Authority: +2
Culture: Bretonic (Chesapeake)
Religion: Judaism (Anglican Rite)
Military: 2 Infantry, 1 Cavalry (3/3)
Military Description: Infantry are mostly iron sword-wielding, and are relatively fast and lightly armored; cavalry are lightly armored, use lances, and are optimal for scouting and raiding; noted for female horse riders

Holy Washington Governorship/NinjaCow64
Location: Potomac watershed
Economy: 2-0/10
Unity: +1
Civilization: -1
Administration: -1
Authority: +2
Culture: Bretonic (Chesapeake)
Religion: Holy Order of the Eternal President (Anglican Rite)
Military: 1 Infantry, 3 Cavalry (4/5)
Military Description: Infantry mostly use bows and iron swords and are adept at defending fortifications; cavalry are generally lightly armored, use lances, and are very mobile

Leiai/NPC
Location: South Virginia
Economy: 1-0/10
Unity: +2
Civilization: -2
Administration: 0
Authority: +1
Culture: Bretonic (Chesapeake)
Religion: Order of President Layla (Anglican Rite, Holy Order of the Eternal President)
Military: 2 Infantry, 2 Cavalry (4/6)
Military Description: Infantry mostly use bows and swords and are good all-round fighters; cavalry generally form the backbone of the military, are very mobile, and use lances and bows; noted for female horse riders

Outrei/NPC
Location: North Carolina
Economy: 0-0/7
Unity: -1
Civilization: -3
Administration: -1
Authority: 0
Culture: Bretonic
Religion: Anglican Rite
Military: 1 Infantry, 2 Cavalry (3/3)
Military Description: Infantry mostly use bows and swords and are good all-round fighters; cavalry generally form the backbone of the military, are very mobile, and use lances and bows; noted for female horse riders

Gullah Kingdom/NPC
Location: South Carolina
Economy: 4-0/2
Unity: +2
Civilization: +1
Administration: +1
Civilization: 0
Culture: Gullah (Bretonic)
Religion: Baptist (Anglican Rite)
Military: 3 Infantry, 1 Cavalry (4/6)
Military Description: Infantry are generally well-armored and use iron spears and shields; cavalry are sparsely used and are mostly mobile; increasing Bretonic membership and influence in military

Riviètroit Confederacy/Reus
Location: St. Lawrence River
Economy: 5-0/0
Unity: 0
Civilization: +1
Administration: +3
Authority: +1
Culture: Riviètroit
Religion: Old Catholic
Military: 2 Infantry (2/4)
Military Description: Infantry are well-armored and mostly use bows and iron spears, and are generally quite adept at defense, especially defending cities; cavalry is not really used

Otavai/NPC
Location: Lake Ontario
Economy: 0-0/2
Unity: -1
Civilization: -2
Administration: -1
Authority: +1
Culture: Ontaric (Riviètroit)
Religion: Harperism (Old Catholic)
Military: 1 Infantry, 1 Cavalry (2/3)
Military Description: Infantry mostly use iron spears and are adept at woodland fighting; cavalry is mostly lightly armored and lightly armed and used for mobility

Albanii/NPC
Location: Upstate New York
Economy: 0-0/10
Unity: 0
Civilization: -2
Administration: -1
Authority: +1
Culture: Bretonic (Alleghenian)
Religion: Zoroastrianism (Anglican Rite)
Military: 3 Infantry, 1 Cavalry (4/4)
Military Description: Infantry are lightly armored, mainly use iron swords, and are mobile and good at woodland fighting; cavalry are lightly armored and mainly use iron lances; noted for female horse riders

Niagarii/NPC
Location: Ontario
Economy: 0-0/5
Unity: -2
Civilization: -3
Administration: -2
Authority: 0
Culture: Ontaric (Bretonic)
Religion: Zoroastrianism
Military: 1 Infantry, 1 Cavalry (2/2)
Military Description: Infantry are lightly armored, mainly use iron spears, and are mobile and good at woodland fighting; cavalry are lightly armored and mainly use iron lances

Cavsia/NPC
Location: Ohio
Economy: 1-0/10
Unity: +2
Civilization: -2
Administration: -1
Authority: 0
Culture: Cav (Alleghenian)
Religion: Leebranism (Holy Catholic)
Military: 2 Infantry, 2 Cavalry (4/6)
Military Description: Infantry mostly use iron swords and have experience against Imperial legions; cavalry are mostly used in the form of chariots, with bow-wielding riders

Republic of Detroit/NPC
Location: Detroit
Economy: 3-0/0
Unity: +2
Civilization: +3
Administration: +1
Authority: +2
Culture: Ohioan
Religion: Rust Cult (Zoroastrianism, Holy Catholic)
Military: 2 Infantry (2/6)
Military Description: Infantry are professional, well-armored, iron spear-wielding who mostly exist as a defense force; no cavalry to speak of is used

Sauk/NPC
Location: South Michigan
Economy: 2-0/10
Unity: +1
Civilization: -2
Administration: -1
Authority: +1
Culture: Yooper (Ohioan)
Religion: Yooper Rite (Holy Catholic, Zoroastrianism)
Military: 2 Infantry, 2 Cavalry (4/4)
Military Description: Infantry mostly use bows and spears, with light armor, and are adept at woodland fighting; cavalry are mostly spear-wielding, lightly-armored and mobile, with the occasional chariot used in open-plains combat

Fox Republic/NPC
Location: Upper Peninsula
Economy: 3-0/5
Unity: -1
Civilization: -1
Administration: +1
Authority: -1
Culture: Yooper
Religion: Yooper Rite (Holy Catholic)
Military: 2 Infantry, 1 Cavalry (3/3)
Military Description: Infantry mostly use bows and spears, with light armor, and are adept at woodland fighting; cavalry are mostly spear-wielding, lightly-armored and mobile

Sasketchia/NPC
Location: Lake Huron
Economy: 0-0/5
Unity: -2
Civilization: -2
Administration: -1
Authority: -1
Culture: Saskechi (Yooper)
Religion: Prairic Rite
Military: 1 Infantry, 1 Cavalry (2/2)
Military Description: Infantry mostly use bows and spears, with light armor; cavalry are mostly spear-wielding, lightly-armored and mobile

Confederacy of the Bermuda Triangle/Double A
Location: NE Caribbean
Economy: 0-0/1
Unity: -3
Civilization: -3
Administration: -3
Authority: -3
Culture: Triangulan
Religion: Triangulan Pantheon (Rastafari)
Military: 1 Infantry (1/1)
Military Description: Infantry are mostly wooden spear-using with little armor and are good at sea; due to island location cavalry is not used

Ayitibonitien Confederation/Bair_the_Normal
Location: Hispaniola
Economy: 4-0/5
Unity: -1
Civilization: -1
Administration: +1
Authority: +2
Culture: Ayitibonitien
Religion: Vodun (Rastafari)
Military: 3 Infantry (3/3)
Military Description: largely tribal derived; infantry are mostly well-armored swordsmen with expertise in highland fighting; horses are rare on Hispaniola, as such cavalry are not really used

Judah Realm of Jamaica/Ailedhoo
Location: Jamaica
Economy: 0-0/5
Unity: +1
Civilization: +1
Administration: +2
Authority: +3
Culture: Jamaican
Religion: Rastafari (Vodun)
Military: 3 Infantry
Military Description: Mostly spear and sword wielding, lightly armored foot soldiers, good at defending fortifications; rumoured to use hallucinogens

Maple Horde/NPC
Location: Canadian Prairies
Economy: 0-0/5
Unity: +3
Civilization: -3
Administration: -3
Authority: +2
Culture: Albertan (Prairic)
Religion: Wicca (Prairic Rite)
Military: 5 Cavalry
Military Description: Extremely adept horselords, who are extremely adept at mounted archery as well as raiding

Imagi/JoanK
Location: Yellowstone River
Economy: 0-0/10
Unity: -1
Civilization: -3
Administration: -1
Authority: -2
Culture: Plainsian (Dakotan)
Religion: Santism (Holy Catholic, Great Spirit)
Military: 3 Cavalry (3/3)
Military Description: Few foot soldiers; cavalry are lightly-armored, mobile archers who are extremely adept at raiding

Platti/NPC
Location: East Colorado/West Nebraska
Economy: 0-1/10
Unity: -2
Civilization: -3
Administration: -2
Authority: -1
Culture: Plainsian (Nebraskan, Dakotan)
Religion: Santism (Holy Catholic, Great Spirit)
Military: 3 Cavalry (3/2)
Military Description: Few foot soldiers; cavalry are lightly-armored, mobile archers who are extremely adept at raiding

Tulsi/NPC
Location: Oklahoma
Economy: 0-0/8
Unity: 0
Civilization: -3
Administration: -2
Authority: 0
Culture: Plainsian (Kansan)
Religion: Santism (Holy Catholic, Great Spirit)
Military: 3 Cavalry (3/4)
Military Description: Few foot soldiers; cavalry are lightly-armored, mobile archers who are extremely adept at raiding

Texan Empire/NPC
Location: Texas
Economy: 15-7/0
Unity: +3
Civilization: +2
Administration: +1
Authority: +2
Culture: Texan (Louisianan)
Religion: Texan Catholic (Holy Catholic, Islam)
Military: 8 Infantry, 4 Cavalry, 2 Siege (14/7)
Military Description: Infantry are well-armored and well-equipped but slow, and mostly use steel swords; cavalry are well-armored but mostly use lances; siege equipment are by and large Imperial-based trebuchets

Aztec Empire/NPC
Location: Mexico
Economy: 20-8/0
Unity: +2
Civilization: +2
Administration: +2
Authority: +1
Culture: Mexica
Religion: Teotlism (Mexican Rite, Islam)
Military: 10 Infantry, 2 Cavalry, 2 Siege (14/6)
Military Description: Infantry mostly steel knife and sword wielding foot soldiers; rather less dependent on cavalry, which are mostly light horsemen armed with lances; siege equipment are advanced trains or primitive bombards more advanced than Imperial trebuchets

Kingdom of Chiapas/NPC
Location: Chiapas
Economy: 2-2/10
Unity: -2
Civilization: -1
Administration: -1
Authority: -1
Culture: Chiapan
Religion: Popul Vuh (Subcommandism, Mexican Rite, Islam)
Military: 3 Infantry, 1 Cavalry (4/2)
Military Description: Infantry are mostly iron spear and sword wielding, with some use of archery; cavalry are mostly lightly armored mounted spearmen

Kingdom of Itza/NPC
Location: Yucatan
Economy: 4-0/15
Unity: +2
Civilization: -1
Administration: +1
Authority: +2
Culture: Mayan
Religion: Popol Vuh (Islam)
Military: 4 Infantry (4/6)
Military Description: Infantry are mostly iron knife wielding, adept at jungle warfare, with some proliferation of steel; cavalry are not really used

Kingdom of Hispaniola/christos200
Location: Honduras
Economy: 3-0/10
Unity: 0
Civilization: -2
Administration: +1
Authority: 0
Culture: Hispaniola
Religion: Islam (Popol Vuh)
Military: 4 Infantry (4/4)
Military Description: Derived from warrior caste, mostly iron sword and knife wielding, adept at jungle warfare; cavalry are not really used

Kingdom of Jordan/Terran Emperor
Location: Salt Lake Valley
Economy: 3-0/0
Unity: +2
Civilization: -1
Administration: +2
Authority: +3
Culture: Jordanian
Religion: Mormon
Military: 1 Infantry, 2 Cavalry (3/6)
Military Description: Infantry are mostly lightly armored, archers and brass spearmen; cavalry are lightly armored and largely wield bows and brass spears

Dine Bakiyah/NPC
Location: Arizona
Economy: 0-0/0
Unity: +3
Civilization: -3
Administration: +3
Authority: +1
Culture: Navajo
Religion: Navajo
Military: 2 Cavalry (2/7)
Military Description: Lightly armored horsemen adept at archery; they are not especially experienced as there are few enemies to surround the largely isolated Navajo

Vilisti/Civ’ed
Location: Central Baja California
Economy: 0-0/10
Unity: -2
Civilization: -3
Administration: 0
Authority: +1
Culture: Vilisti
Religion: Cult of the Dead
Military: 2 Cavalry (2/2)
Military Description: Cavalry are mostly bands of fast-moving horsemen adept at raiding; rumoured to ingest hallucinogens and practice human sacrifice on large scales

Sinaloa/NPC
Location: South Sonora
Economy: 0-0/5
Unity: -2
Civilization: -3
Administration: +1
Authority: 0
Culture: Sonoran
Religion: Mexican Rite
Military: 2 Cavalry (2/2)
Military Description: Few foot soldiers; mostly lightly-armored, fast moving cavalry

Sonora/NPC
Location: North Sonora
Economy: 0-0/5
Unity: -1
Civilization: -3
Administration: 0
Authority: +1
Culture: Sonoran
Religion: Mexican Rite
Military: 2 Cavalry (2/3)
Military Description: Few foot soldiers; mostly lightly-armored, fast moving cavalry

Republic of Tijuana/NPC
Location: San Diego
Economy: 5-0/5
Unity: +2
Civilization: +2
Administration: -1
Authority: 0
Culture: Tijuanan (Sonoran)
Religion: Mexican Rite (Saberism)
Military: 4 Infantry, 1 Cavalry (5/6)
Military Description: Largely consists of well-armed slaves, rumoured to be given drugs to keep them submissive, who wear little armor and mostly rely on masses to win battles; cavalry is heavily armored

Kingdom of the Angels/NPC
Location: Coastal Southern California
Economy: 7-0/5
Unity: +1
Civilization: +3
Administration: +2
Authority: +2
Culture: Angelic (Californian)
Religion: Angelism (Mexican Rite, Saberism)
Military: 4 Infantry, 1 Cavalry (5/5)
Military Description: Mostly infantry wielding steel knives swords, with primitive crossbows for defense; cavalry are mostly mobile mounted archers

Dominion of New Grollifrey/NPC
Location: San Francisco Bay
Economy: 3-0/0
Unity: -1
Civilization: +3
Administration: +2
Authority: +1
Culture: Grollifreyan (Californian)
Religion: Rorianism
Military: 3 Infantry (3/3)
Military Description: Infantry are lightly armored, and have extremely sophisticated and varied steel weaponry

Kingdom of Skaleth Ro/Polyblank
Location: Klamath Mountains, Northern California
Economy: 5-0/2
Unity: +1
Civilization: +1
Administration: +2
Authority: +1
Culture: Skaleth (Grollifreyan)
Religion: Cult of Dalke
Military: 2 Infantry, 1 Cavalry (3/5)
Military Description: Infantry are mostly varied highland warriors, with distinctive cyclopean armor and largely steel weapons; cavalry are mostly heavily armored sword-wielders

Kingdom of Auron/NPC
Location: Central Valley, California
Economy: 2-0/5
Unity: 0
Civilization: -1
Administration: +2
Authority: -1
Culture: Californian
Religion: Lucaism
Military: 1 Infantry, 1 Cavalry (2/4)
Military Description: Infantry are mostly iron spear-wielding with light armor and good mobility; cavalry are mostly extremely lightly-armored and iron spear-wielding

Kingdom of Oregon/NPC
Location: Oregon
Economy: 2-0/2
Unity: +1
Civilization: -1
Administration: +2
Authority: +1
Culture: Cascadian
Religion: Dunedein
Military: 1 Infantry, 1 Cavalry (2/5)
Military Description: Infantry are mostly iron-wielding, lightly armored, and adept swordsmen, as well as adept at sea; cavalry are mostly extremely lightly-armored and iron spear-wielding;

Kingdom of Seattle/NPC
Location: Washington
Economy: 2-0/2
Unity: +2
Civilization: -1
Administration: +1
Authority: 0
Culture: Cascadian
Religion: Dunedein
Military: 2 Infantry (2/6)
Military Description: Infantry are mostly iron-wielding, lightly armored, and adept swordsmen, and also adept at sea; cavalry are not really used

Spoiler Parish Stats :


Imperial Parish of Louisiana
Capital: St. Louis
Status: Imperial Control
Economy: +2
Stability: +3
Religious Unity: +3
Military: 5 Legions

Mississippi Parish
Capital: Vicksburg
Status: Loyal to Emperor
Economy: +2
Stability: +2
Religious Unity: +2 (Baptist Rite)
Military: 1 Legion

Acadiana Parish
Capital: Baton Rouge
Status: Loyal to Emperor
Economy: +2
Stability: +1
Religious Unity: +2 (Vodun, Baptist Rite)
Military: 2 Legions

Alabama Parish
Capital: Birmingham
Status: Loyal to Emperor
Economy: +1
Stability: 0 (Widespread Baptist heretic unrest)
Religious Unity: +1 (Baptist Rite)
Military: 4 Legions

Florida Parish
Capital: St. Augustine
Status: Loyal to Emperor
Economy: 0
Stability: -1 (Disney rebellions in south of province)
Religious Unity: -1 (Great Disney, Anglican Rite, Santeria, Cult of the Che)
Military: 2 Legions

Cuba Parish
Capital: Havana
Status: Autonomous
Economy: -2
Stability: -2 (Collapse of authority in countryside)
Religious Unity: +2 (Cult of the Che)
Military: 1 Legion, 2 Carib Mercenary Companies

Allegheny Parish
Capital: Pittsburgh
Status: Loyal to Emperor
Economy: -2
Stability: -2 (Cav and Albanii incursions)
Religious Unity: -1 (Zoroastrianism, Anglican Rite, Rust Cult)
Military: 2 Legions

Cumberland Parish
Capital: Nashville
Status: Loyal to Emperor
Economy: +2
Stability: +2
Religious Unity: +1 (Baptist Rite)
Military: 1 Legion

Ohio Parish
Capital: Louisville
Status: Loyal to Emperor
Economy: +1
Stability: +1
Religious Unity: +2 (Zoroastrianism, Rust Cult)
Military: 1 Legion

Illinois Parish
Capital: Chicago
Status: Loyal to Emperor
Economy: +2
Stability: +2
Religious Unity: +3
Military: 3 Legions

Minnesota Parish
Capital: Minneapolis
Status: Loyal to Emperor
Economy: +2
Stability: +2
Religious Unity: +3
Military: 2 Legions

Dakota Parish
Capital: Sioux Falls
Status: Loyal to Emperor
Economy: -1
Stability: -1 (Imagi and Platti incursions)
Religious Unity: +2 (Santism, Great Spirit)
Military: 2 Legions

Nebraska Parish
Capital: Omaha
Status: Loyal to Emperor
Economy: -2
Stability: 0 (Platti incursions)
Religious Unity: +2 (Santism, Great Spirit)
Military: 2 Legions

Kansas Parish
Capital: Topeka
Status: Loyal to Emperor
Economy: 0
Stability: 0 (Tulsi incurisons)
Religious Unity: +3
Military: 1 Legion

Arkansas Parish
Capital: Little Rock
Status: Loyal to Emperor
Economy: +2
Stability: +2
Religious Unity: +3
Military: 2 Legions


 
What the hell is going on with Trinidad being a zillion miles from Brazil? Like I was gonna claim the Windward Islands but seriously, what the hell?
 
What the hell is going on with Trinidad being a zillion miles from Brazil? Like I was gonna claim the Windward Islands but seriously, what the hell?

South America is not on map. In fact you know what let me excise the eastern bits of the map out.
 
8/8 wip filler

Ayitibonitien Confederation [Konfederasyon d'Layitibonit]
Color: Obvious. Anything but a shade of grey (or black, or white) works.
Location: Hispaniola

cl8ITKN.png


Permament settlement is darkest, then areas of Ayitibonitien nomadic territory, then in bright blue are the territories claimed as part of the Ayitibonitien Kingdom though practically uninhabited by Ayitibonitiens.

'Capital': Gron Chapèl d'Latalaye-sou-Haiamouc
Description: The Ayitibonitiens speak a French-Creole derived language.
Religion: Please describe what your religion is. Again, can be anything that's not blatantly blatantly silly. Could even be an existing religion, or a completely made-up religion.
History: If you wish to, give a brief history of how your people got to where they are.
Neighbor Ideas: If you have any ideas for NPCs to start next to, please post them here. They can be tribes, related or unrelated to you, or they can even be civilized, sedentary states.
 
w6IyPJa.png

Kingdom of Jordan

Color: Jordan Blue

Location: Salt Lake Valley, and surrounding areas

Description: This is the most important part. Here, please describe your culture, your military, your preferred style of government, etc., as you wish to. This is a Canticle for Leibowitz-type setting, set in a pre-industrial setting after an unspecified apocalyptic event, and, so as long as you don't do things that are blatantly silly, most anything will fly.

Religion: The Church of Jesus Christ of Latter Day Saints

History: If you wish to, give a brief history of how your people got to where they are.

Neighbor Ideas: If you have any ideas for NPCs to start next to, please post them here. They can be tribes, related or unrelated to you, or they can even be civilized, sedentary states.
 
Holy Washingtonian Governorship/NinjaCow64
Colour: Federal Blue

Description: A Governorship (Kingdom) ruled by a former Gang Leader of a Rider Gang (evolution of motorcycle gangs, now with horses) known as Governor Bruce “Hammer” Austin. He is legitimized by the Holy Order of the Eternal President (more on them in the religion section).

Religion: The religion that is followed by all “good” citizens of the Governorship is known as the Holy Church of Christ the President. This religion is an offshoot of Christianity that also venerates the Presidents (the meaning of President has the same connation as Emperor in the HWG and surrounding regions, just as Governor is basically the same as King) of the United States as well. The religion venerates (what is left of) Washington D.C as a Holy City, especially the government buildings. The Holy Order of the Eternal President, ruled by the Great Justice (basically the Pope) is considered the holiest institution in the land, they reside in the ruins of Congress. They are one of the most powerful groups in the city, they wait and pray for the return of the Last President who will lead the faithful to build a new United States.

History: For many years, the city of Washington D.C has been fought over by rival would-be-Governors. While the countless gangs of Washington fought on the streets, the Holy Order of the Eternal President sat in Congress and used their holy influence to subtly effect events.

When the Virginian Outlaw Riders, ruled by the fearsome Bruce “Hammer” Austin, came and drove out the other gangs of Washington D.C, the Holy Order saw an opportunity to bring peace to the city and solidify their rule. They crowned Austin as “The Governor of Washington and the District of Columbia” and swore fealty to him. As predicted, Governor Austin had no patience for governing, he spends his time planning new conquests. This allows the Holy Order an unprecedented level of control over the state. The Holy Order is also educating his children and the children of many of his top generals, they hope that with their influence that they will be able to found a Theocratic Hereditary Governorship, which will allow them to being the reunification of America…

Neighbour Ideas: I would suggest small townships (or possibly a federation of small townships) with rider/outlaw gangs going around causing trouble for those small, semi-migratory communities.

(Also I corrected your spelling :p )
 
Name/Player: Vilisti/Civ'ed
Color: Kinda reddishishishish
Location:
Qv3wFNO.png
Red is area raided by Vilisti, Black is assumed or confirmed Vilisti camps.
Description: The Vilisti are reported horsemen and bandit gangs, that roam a sizable area of Baja California. Villages are terrorized by the raiders, and slaves and skulls are taken every raid. Vilisti, however, also attack foreign armies, so there is a kind of Stockholm syndrome going on within Vilisti territory. The Vilisti live in sparse camps across their territory, and have little knowledge of each other, other than that they exist and are allies.
Religion: The Vilisti appear to have turned the Day of Death into an entire cult. They pile skulls into pyramids, and use them as objects worship. Rumors of human sacrifice are abound, for no one taken by the Vilisti ever returns. Vilisti religion is also implied to involve hallucinogenics.
History: If you wish to, give a brief history of how your people got to where they are.
Neighbor Ideas: Some small villages or relatively peaceful nomadic tribes.
 
rasta-flag1.jpg


Name/Player: Judah Realm of Jamaica/Black Fire
Color: gold to symbolize the wealth of Ethiopia
Location: Jamaica
Description: This is the most important part. Here, please describe your culture, your military, your preferred style of government, etc., as you wish to. This is a Canticle for Leibowitz-type setting, set in a pre-industrial setting after an unspecified apocalyptic event, and, so as long as you don't do things that are blatantly silly, most anything will fly.
State Religion: Rastafari
History: If you wish to, give a brief history of how your people got to where they are.
Neighbor Ideas: the Bloody Sea Cats: a pirate gang who have gained control of territory in the Carribean. This be their flag.
Irish Serpent Society: Irish leaded pirate gang similar to the Bloody Sea Cats in controlling land. This is their flag.
Duchy of the Skeleton Rose: leaded by a self proclaimed duke this pirate power strives to proclaim itself more legimate than its pirate rivals. This is their flag.
Blackbeard's Avengers: proclaiming a cult around Blackbeard this pirate gang will lash out as a dangerous force. This is their flag.
Children of Maynard: piracy has given way to a order of vigilante sailors, proclaiming their own minor nation as a base against piracy. This is their flag.


More will be done later.
 
I approve of the third thread tag. I be thinkin'.
 
THE KINGDOM OF SKALETH RO

Player: Polyblank
Ruler: King Davros of Sec
Location: The Klamath Mountains
Spoiler :

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(( It is intended to be the Klamath Mountains and some nearby areas.))

Description:
Spoiler :

History: The people of the Skaleth Ro have not been touched by civilisation for time immemorial, and have often resisted Louisianian incursions. However, they did not always live in the Klamath Mountains. Rather, they were nomads that terrorised the areas of California, and after the Holy Louisianian Empire began declining, they made settlements of their own in those Mountains, ruling over the local population. As time passed by, these settlements evolved into city - states with various forms of governments each. As they grew and began trading and creating colonies in the rest of the world, the cities began antagonising one another and eventually reached a point where civil war was impossible to avoid. After many years of bloody warfare between themselves, the royal city - state of Skaleth Ro emerged victorious, and as such conquered the oligarchic city of Grollifrey, the leader of the enemy coalition.

This brought a new age for the people of the Klamath Mountains, as this was the first time they were united under a central authority. The colonies of Grollifrey declared independence and , because of their distance, the Kingdom could not afford the resources to conquer them. After imposing the laws of royalty and nobility on the rest of the provinces and rooting out the dissenters, the state began a series of infrastructural constructions with two goals: The first one was to appease to the people of the conquered areas, and the second one was to improve those parts that were left unattended by economically weaker city - states. Now, in the year 204 of the royal calendar, King Davros of Sec reigns supreme.
Government: The political organization of the Skaleth Ro kingdom is a three-level pyramid: on the top, the King and the nation, at the foot, the cities , and between the two, the provinces. The king is supreme commander and appointer of the army and director of diplomacy. He also heads the central administration: he leads the kingdom from the capital. He is helped in carrying out his work by the Royal Secretary , whose work is of primary importance, and by the Provincial Council.

The number of civil servants is limited: the king directs his kingdom mostly in an indirect way, supporting himself principally through the local administrators with whom he constantly keeps in touch.

Royal succession in Skaleth Ro is male primogeniture.

The Council consists of the administrators of the provinces, 14 so far. They are appointed in both of their positions by the King, and their duty is only to advise the King. As they are chosen by the Royal King of Skaleth Ro , they are mostly men of aristocracy and royalty, and not representatives of the provinces themselves.

Culture: The people of the Klamath Mountains are a simple, somewhat cold people, which is propably attributed to the rough landscape of the areas they inhabit. They have some prominent festivities, the most glamorous of which is the Fiery Might of Dalke. Once every year, when the snows begin, they gather wood from trees and put them in great piles all around the Kingdom, which they begin burning at night, hoping to protect themselves this way from the snow.

Military: Since normally people do not find an incentive to defend their homeland except from those who consider themselves "patriotic", the Kings of Skaleth Ro devised a way for the Kingdom to be always well defended. The property is not owned by the king, atleast not directly, but is taxed by him, and those with the capability to own such areas also are forced to own the slaves and possibly the free men to work in them. While the slaves are not paid anything, the free men are, even if it is low by Skaleth Ro standards. However, there is a uniqueness in the Royal System, as it is called. It is not nominally the duty of the King of to protect these lands, but that of the population of each province. As such, every province is forced to pay for its equipment and men. As they are still under the jurisdiction of the King , they can still be mobilised to become part of a military campaign, even if they are not threatened.

Society: Although quite cold as a people, the Skaleth Ro society is quite open for the standards of the time, with no castes existing except from that of the royalty and with the ability to become a merchant or a cleric. The education of the people is handled by the clerics, and as such it is more focused on religious doctorine and philosophy rather than on the sciences, without them being absent. Nevertheless, the people of Skaleth Ro are a people more inclined to build than to destroy.


Religion: The people of the Klamath Mountains believe in a dualist pantheon, called the Cult of Dalke. The two deities that consist it are Dalke, the Deity of Fire and the Smiths, and Odo, Deity of the Snow and the Warriors. While each has a respective season of their own, usually their respective rituals are celebrated on the season of the other god, as to seek protection from the potential destruction their powers can cause. They are often attributed with other abilities, like protectors of children, of women etc.
The pantheon of the Klamath Mountains also has a holy book, called " The Songs of Fire and Ice". In it, the messages of the religion are taught through songs and hymnological tracks. Missionaries and clerics are sometimes seen singing with a crowd in order to appease to the Deities.
The Skaleth Ro people worship their Gods in temples that show their two differing and contrasting elements by combining fire and cold water in their architecture and, their art and their hymns. The clerics are led by a holy warrior order called " Kaldes of Freedom ". As there is no direct translation of Kalde in the Louisianian language, they are often referred as singing warriors by foreigners. It is of the highest honour for someone to take the vows and join the Kaldes of Freedom, but they must go through many physical and mental tests before becoming a fully - adopted member. It does not matter if the new member was a member of a prominent royal family or a common peasant. The Leader of the Kaldes is Kalde Caan.

Neighbor Ideas: Perhaps states in California that are of the same race like the Skaleth Ro that have still kept their tribal ways? Foreign city - states and nomads could work too.
 
Kingdom of Hispaniola

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Description: Absolute Elected Monarchy. A council of 12 hereditary Nobles elect an Absolute Monarch, the King, who rules for life. Once he dies, those Nobles (or their descendants) elect a new King and so on. The King must always be one of the 12 Nobles.

The military is made up from the "Caste of Warriors". Those people are the descendants of soldiers and only they can become soldiers. They are taken from their homes at the age of 5 and are trained cruelly in the art of war by the state until they reach the age of 24, when they join the army. They do not meet their parents during this time and they live in military camps. The army is divided into 12 "Loyal Army", led by the Nobles and the King.

The rest of the citizens are divided into the "Productive Caste" and the "Priest Caste". Those belonging to the "Productive Cast" are farmers, traders, workers and all non soldiers in general. Those who belong to the "Priest Caste" are the Priests of Islam. Like with the "Caste of Warriors", the descendants of people belonging to a caste cannot become members of an other caste.

Religion: Sunni Islam
History: The Hispaniola people initially lived in a land called "Brazil" but an invasion by a group of nomads forced them to migrate to the North and so they reach the land in which they reside now. One Great King, Ibrahim I, divided the society into castes and gave extensive powers to the 12 Nobles. After he died without having a heir, the 12 Nobles became Viceroys and decided to use a system of elected monarchy. That's how Hispaniola became an elected monarchy and it's society was divided into castes.

Claims (Southern red territory):

Spoiler :
FcKolvi.png
 
I'm going to mark Skaleth Ro as the absolute most civilized you can start out as.

Aside, I love you in a very homo way for making that country Poly :p

Also just to clear up any confusion the Empire never made it past the Rockies; in fact the current borders are pretty much the limits of its expansion, minus maybe a few peripheral areas here and there, like in the Great Lakes area.
 
Claiming an area around the Missouri and Yellowstone rivers close to the HLE.
 
Claiming New York and New Jersey. Don't you dare touch that place.
 
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