The Broken Bell - Application and Pre-thread



A mapped history of the interactions of Macher and Esafis.

-250: King Osker crosses the Kenner Maze to bring the first Machermen to the edge of the Great Blue. Esafis enjoys greatest western expansion, with the Queueenua Monastic State, while Teredor is newly-established in the south.

-200: Machermen first reach the Yoper Coast, establishing numerous settlements and coming into contact with the Esafis, who they refer to as 'Savers'.

-150: Machermen begin to settle the Famesher Coast. Elsewhere, the Queeueenua Monastic State is seized by a Macher invasion. Due to its extreme isolation, there is little Esafisine response.

-110: The Mac Kingdom becomes the first significant organized Macher state, seizing the Machinac Islands from Esafis and uniting much of the Yoper Peninsula. Macher raiders become a major threat to l'Empisante, as many of its peripheral holdings fall to organized invasions. The fall of Norray and raids near to the holy city itself alarm the Esafisines, who are driven to action. Elsewhere, Machers establish outposts at So and Skago.

-80: While the Mac Kingdom unites the rest of the Yoper Peninsula, decades of war see islands flip back and forth between Esafis and the Mac Kingdom, with inconsistent help from the other Macher clans. Ultimately, a peace is reached, and the ruling family of the Mac Kingdom converts to the Dual Faith of Esafis, and the monasteries are re-established with considerable autonomy. However, religious tolerance of all faiths remains the law in the realm. The Macher of Famesher Island grow closer to Tedder, or Teredor, and prosetylization efforts see many villages become adherents of the Dual Faith.

-50: The Rander Clan, expelled from the Macher Coast in an inter-tribal power struggle, sail with arms to the Famesher coast, and establish control of the majority of the island's coasts. The Randers, in accordance with the bulk of their population, and eager to secure their power, convert to the Dual Faith.

Present: Relations between the Macher Clans and Esafis remain strained, but decidedly improved from the 80 years of on-and-off warfare fought between -150 and -70. The Rander Kingdom is formally a part of l'Empisante, and has a complex relationship with Teredor. While the city enjoys great wealth and influence, it is vulnerable to the Macher who border it, and occasionally the Rander Dynasty seeks to extract protection money from the small, but economically powerful state. However, Randers also frequently fight in the armies of Teredor, and view the city as a place worthy of admiration. Meanwhile, there remains tension between the Mac Kingdom and l'Empisante, based on a mixture of territorial and religious conflicts. Esafis considers Machinac to be l'Empisante territory, and bristle's at Mac's contentions that it shall be loyal first to the King, and second to l'Empisante. Additionally, the dedication of the Mac Kings to the Dual Faith is frequently brought into question, as the kingdom is highly syncretic and is composed primarily of the syncretic adherents of the Macher faith, and the Yoper Sea Gods. Practically speaking, the Mac Kings are unwilling to personally pay the political costs of enforcing one set of beliefs, given their large and influential religious minorities. Meanwhile, the Macher Coast has never seen continuous unified rule like its larger colonies, although it remains quite rich as it controls a major trade route between the Great Green, the great inlet to the northwest, and all of the riches and goods of the Great Blue.
 
The only main issue with Iggy's TL that I have is I'm not willing to concede the Machinac islands to the Mac Kingdom's control, especially the large one near the coast. I would be willing to settle for a divided island, but currently giving it all to the Mac seems unrealistic given the state of the tensions between Esafis and the kingdom.

The fall of Machinac and the raids deeper into Esafisine territory would not just have drawn a response from Esafis, but several other L'Empisante kingdoms as well. (Some of which I have yet to detail.)

It would also be an interesting dynamic for the island to pit Mac raiders against the remaining Esafisine-loyal monasteries that were liberated during the war, with foreign mercenaries serving on both sides.

Outside of that, everything is good and based on what Iggy and me worked out together.
 
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Yeah, I should have drawn it on in some sort of ambiguous or mixed colour. My vision is that the Mac Kingdom considers it to be in their suzerainty, while also considering it to be self-governing and part of l'Empisante. Perhaps the treaty that resolved the war ended up creating an ambiguously governed area with several monasteries that are quite pro-Esafis, and several Macher towns that lean the other way, and native Yopers who fall in the middle.
 
My one minor quarrel is that the stuff north of inverse lake Michigan is probably more in the Ashurai "sphere" than it is in the sphere of the L'episante Complex simply due to proximity. For the record, I picture the area under strong Ashurai Empire influence (with regards to the inner sea) as being the stuff north of the inverse Michigan northern border isles, with influence extending down into inverse Michigan itself to a varying level depending on the Empires power relative to the L'episante and the Machermen.

If Iggy and Thlayli want to work out a history (vis a vis the Empire) and establish a current state of affairs for turn 1 I am all ears. Just keep in mind that it'd be best to correspond via pm since my timezone means I can't really catch the relevant parties on chat apart from the weekend.
 

Machlan / Machladie Confederacy


Location: already registered (near what remains of Florida, if anything!)

History: it seems better to keep this brief right now; ancient roots are refugees from sunken lands in the south (what I'm assuming is the north of the map). Thereafter there has been quite a bit of wandering; settlements on highland, inland regions have been repeatedly disturbed and dispersed by other peoples. There has been another period of wandering in recent centuries tied to the growth of [player states] and knock-on effects of peoples fleeing from them.

The Machlan would have missed the Gorgossos, being further 'south' / inland at that time. The core of the Machlan have arrived in the aftermath and merged with remnants of towns, villages and tribes who had been subject to slave raids and extortion.

In their wandering they have lost many of the old crafts and technologies, and taken a much more practical, spiritual, survivalist route. Metalworking is probably the only craft to survive, due to its necessity. Though where such things as electricity may be rediscovered, they will be treasured. There is a keen desire to re-learn the old crafts over time.

Themes and values:
Heavily tied to their Goals which are described further below.

As requested, here is a heavily garbled mythology - a list of concepts important to the Machlan. Some of these are also tribe names or given names (Nahsa is a popular girl’s name in particular)...

San Cavarel
Land of the ancestors. Physically sunken into the watery abyss; spiritually ascended to heaven.

Nahsa
The magic of the gods; a concept representing order and peace; celestial wisdom.

San Moja
A land on the western side of the world, where keepers of ancient secrets still remain upon the mortal earth (is this just a legend?).

Condro / Shon
Our forefather. An ancient chief, wise man, elevated to demigod after helping to defeat Petro in the first days. Appears as an old man; but can also speak to anyone without being seen. ‘Many beings in one’, ‘man with many faces’, ‘man who sees from on top of the mountain’. However, he has ascended far enough beyond mankind and is so close to divinity that his guidance can be difficult to interpret.

Donodug / Dugla
and Nottro / Thropa (plus various alternate names)
Twins, humans elevated to demigods for their efforts in the first days. Craftsmen, blacksmiths and weaponsmiths for the gods. Symbols of human mastery over the wilds of nature.

Oelle / Gooje
Condro’s wife, the trickster and teacher. Can listen to all without being seen. There are many stories about her outwitting primeval serpents in the first days and thus saving people from destruction. Also a symbol of fertility and rebirth; the fawn hidden in the long grass; the worm buried deep in the earth.

Unpoyo / Pol
Son of Condro. After completing many good deeds and challenges, he ascended to the moon on a column of fire, with a few chosen souls, who remain there in the lunar halls of eternal food and good health, watching and praying for humans who continue to face their tests on this earth. A being who is closer to mankind that Condro; an intermediary, a figure representing all the virtues of the Machladi.

Iesses / Iessa
Daughter of Condro. Like her brother, she was rewarded for her virture and ascended on a column of fire. But with her childlike enthusiasm, she chooses not to settle in the lunar halls. Instead she flies endlessly among the stars and looks down upon the earth. Make a wish under a starry sky, perhaps she will hear it!

Flyte / Flyeta
Birdlike messenger of the gods, also god of thunder. Soars through the clouds with flaming wings of shining white. Sometimes strikes down those guilty of crimes in the eyes of the gods. Alternatively, a symbol of victory of virtue over chaos; in this mode often depicted carrying the severed head of a great evil serpent in her talons (Petro or similar representations of primeval darkness). Can be male or female, or both at once.


Goals:
Goals are twofold. In one sense, the Machlan seek to ascend from this world. In order to do this, they must lead virtuous lives and not be weighed down by the ‘false clothes’ of wealth and power for self-serving goals. They must trust in their true inner voice, the abundance of nature and the subtle guidance the gods provide. In turn, ‘True clothes’ - virtuous power and leadership - will be bestowed by the good will of the people and the gods. A good leader is as gentle and modest as he is strong. A good king wears a plain cloak and wields a plain staff, and leads only those who willingly choose to follow.

In another sense, they seek to live vividly and experience this world. Legend teaches them that they are lucky to be alive, after the whole world was so nearly drowned and destroyed in the first days. Life is to be cherished. These are not shy or abashed people; Their lives have been spared so that they could add their full human selves to the tapestry of life.

It is a duality. Only through experiencing the highs and lows of life, and all its challenges, will they will learn how to reach the ascended realms. Nothing is to be shyed-away from.

Relations with neighbouring clans will be made through this filter. They are likely to be enthusiastic about trading and living among other peoples. They will first seek coexistence, trading posts and colonies, then seek to involve, educate and absorb other peoples in their culture over time.

Attacks and invasions will be welcomed as just another challenge to be overcome, by wit as well as by brawn. Warriors will roar their defiance and chant their songs of brotherhood on the battlefield. Fear, anger, rage, panic, all conquered and harnessed to the yoke of the wise warrior, the one who can stand impassive amidst the horror and carnage of battle, wary of danger but ready to exploit opportunities. Conquest of troublesome enemies will be the last choice, if there is no other way; a virtuous war of self-sacrifice.

Treaties of mutual defence will be taken very seriously, and they will fight for their allies as they would their own kin. They expect the same in return.

Variations: possibly a north/south split resulting from contacts with other cultures along the coasts, or split between a sefaring culture and an inland, agrarian and (defensively) warfare-focused culture. It is likely that cultural values from outside will be absorbed and mutated in any case.

National Focus: ‘spirit of brotherhood’ and a vision of the world that inspires individuals to pursue non-selfish goals, including sacrifice in battle. Reputation for honesty and integrity. Artistic expression.

National Failure: decentralization and the love of debate. Powerful leaders are fleeting; most of the time, there is a lot of politics and a lot of negotiation between clans to get things organised, and competing priorities.
 
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the Kingdom of Vienvenido

Ah, friend, come and take your ease and be welcome in our fine city. Is there a place on this earth closer to serenity? You will not find it. They say another city sat here once, but who can remember? You will forget such desires when you see what is before you. It is Vienvenido, the bright rider on the plain; polished white travertine spilling down to the lakeside. Fine horses with finer men astride them ride out from plate-clad gates bedecked in vivid trailing cloaks. Or else in burnished coats of flowing steel; the foe beware.

In Vienvenido we have gathered wise scholars at our museo - there, a man or woman is as renowned for sharpness of knife as that of mind. Would your passion not too be roused by such exquisite idea and technique? It is entirely understandable. They say that in Esafis the halls of academe lie quiet with severe respect, and this is surely good for a place of highest religion, for the delving of Duality. In Teredor no student stands when it is is not the appointed time; the coldness of rote discipline suits these schemers well in their dedication to the science of graft. But in Vienvenido we speak with fire on the tongue and with clear purpose in our eyes, and this is good for a place of highest art. In the bright city we come to know the heart of man.

The famed beauty of the king's park is his gift to citizen and traveler alike, many miles of a pristine wilderness whose equal you shall not find. In the spring it blooms with colour, flowered trees in subtle pinks and palest golds leave their petals on the air. See there the grand menagerie, the beauty of the Son's natural creations: a profusion of flaminia birds fed upon their shrimping ponds to preserve peculiar radiance, the danger of the powerful northland lion – the jagaro – kept restrained behind tall fences.

In the distance you will espy the Palacia upon its hill, tall with its many towers, proud and stately with greened bronzen roofs. Nearer to view and on opposite rise sprawls the great complex of the Cathedra, its rising dome yet aswarm with harried builders. There housed together are the son's holy order of messengers and the archmaiden and her blanchemaids, posturing like spiteful cats as they duel for influence and power.

But do take heed, welcome guest – the King's Companions spy all from atop lofty height, and in this regard their elder art is unsurpassed. A secret known in Vienvenido is known to all in the Palacia, as is so often said.

This, friend, is a place of destiny. What shall you make of yours?

---

The Kebessi kingdoms of Palesca and Vienvenido have been unified under the latter's rule for little more than a hundred years. The long conflict between these two powers was the eventual culmination of centuries of warfare and slow consolidation among the riding clans of the Osieri plain.

Known for their skill at arms as heavy cavalrymen, mercenary Kebessi knights – guissarns – have been a near-constant feature of warfare about the inner seas for centuries. With the submission of Palesca thousands of Kebessi riders suddenly found themselves without patronage, and the number of guissarns serving in foreign armies increased rapidly. Many returned professing the Dual Faith of Esafis, and with blanchemaid consorts on their arms. The faith was fashionable, appropriate to the new power and worldliness of the Venidese, and soon it spread even to the royal court of the Palacia. The old-horse idols were torn down and refashioned in new image: the Son-as-Conqueror, posed with knightly accoutrement.

In 109 BP the king, Alexan I, converted to the dual faith – though it is said that it took ancient treasures and a great chest of silver to finally turn his heart to the Mother's sacred truth. It was a small price for the White Queen to pay to at last ruin her enemies in finality.

The Kebessi had long loathed the coastal cities, subject to slaving raids in the days of their power, and their eager host descended from the uplands upon Zeregog, and that city was put to a violent sack. By 101 BP Alexan had marched his armies all the way to the gates of Naucrastas. Naucrastas was but a shadow of its former self, and faced with the hungry blades of ten-thousand guissarns that old corsair republic swallowed down its pride with bitterness and made itself a subject.

Word came to Alexan and his court, and a summer passed. The White Queen came from across the sea. She came in grand procession, her ships bedecked with cloth of silver. She blessed the king and gave him many honours, and he was seduced by the grandeur that he saw, and he came in honesty to know Duality. She took him to her bed, and just so was Vienvenido embraced among the most favoured nations of L'Empisante.

A new age has been ushered in, and the Venidese will have their share of its bounty. They make colonies and castles, cementing their rule with the sword - the gallant knightly charge ever ready to storm out the gates.
 
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The Principality of Glenoir - A Domain of L'Empisante

The emblem of Glenoir is a crowned man and a woman, inflammant, gules upon on a field of blue, quartered with the moon.

Unlike newer additions like the Rander Kings or Vienvenido, Glenoir has been firmly integrated into L'Empisante for centuries. An ancient feudal alliance between the Archmaiden of the Isle of Glenoir (who carries the title of Hauprincaise) and the Auprinç, during the Age of Piracy, was instrumental in the defeat of the other Pirate Kings, and to this day the Principality is run as a Dual Union, governed jointly from the ancient monastery of Glenoir itself and the Auprinç's newer capital of Baisant, with the court summering on the sea and wintering on the mainland.

The romantic tale of the Archmaiden's capture by the pirate king of Glenoir and her fateful seduction, turning him against his erstwhile allies and making war against the other pirates, before their fateful dual immolation upon their burning flagship, has been memorialized in the famous pageant, The Aflame. The Aflame is performed before crowds of thousands at the spring equinox, before the great festival in which small toy ships are lit afire to celebrate the foundation of the Principality. In some years, the White Queen herself graces the event with her attendance.

Primarily a naval trading state, the Glenoirine prefer light, mobile, shallow-drafted ships with two or three masts. While they are no longer a very warlike people, the Auprinç maintains an elite squadron of fire ships which are the envy and fear of many rivals. The royal guards are mounted pistoliers, but the bulk of the fighting is done by levied archers and spearmen, and mercenaries.

Slow but steady progress in settlement and civilization, with the aid of the church, has been made in extending the frontiers of Glenoir to the north, with the most recent generation of princes liberally employing both Macher and guissarn mercenaries to push the frontier down the coast. The old-growth forests of the interior remain inhabited by fiercely independent tribes, but steady support from Esafis has enabled once-tiny Glenoir to become an important buffer state on L'Empisante's vast northern frontier, extending down the western coast as far south as the Silent Lakes. Still more ambitious plans to settle The Great Severance to the south have stalled in the face of opposition from the southern monasteries, and of rebellious tendencies among the Severine marcher lords (perhaps encouraged by those selfsame monasteries).

Its steadfast loyalty to the White Queen in political matters has led Glenoirine merchant guilds to obtain the bulk of the contracts for trade with Darnul, although these voyages are fraught with risk, and not for the faint of heart, or the lightly armed. Contacts with Darnul and their excellent industrial technology have spurred a minor industrial and productive boom, and Glenoirine firearms and machines are rapidly gaining a reputation as some of the best in l'Empisante, as their ships are familiar presences from Teredor to Naucrastas.

Spoiler :
 
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A Brief history of the Inland Seas



The Canal Builders

The first inhabitants of the inland sea post the fall of the Sorcerer Kings of old have left little in terms of written record, but evidence of their dominion exists in many places throughout the sea. A brief flash in the pan, as it were, the “Canal-Builders” or “Sea-Folk” as the modern inhabitants of the sea call these people ruled for little over a century, their ascendancy high even as the end times were throwing people around them into barbarism.

It is unknown who the Canal Builders were, whether they were Rostoman, Kwa, Hopper, or even Entooky, though they clearly possessed, if diminished, many of the secret workings of old. However, many of the ancient “Pirate Cities” along the coasts of the seas are believed to have been built by them or their descendants, and their religion is believed to have played a significant part in the development of the Sea-Cults of the pirate cities. Additionally, the low, blocky architecture that characterizes these cities is even represented in some of the older Esafis monasteries, though not in the Diune City itself.

However, the most lasting impact the canal builders had upon the Great Seas, are the eponymous canals. Though now few and far in between, and in terrible disrepair, the canals, lined with large stone blocks and bearing evidence of ancient sorceries and mechanisms on par with that of the Sorcerer kings, stand a monument to these people. It is worth noting that a few canals have been maintained and still serve, namely the great canal of ancient Naucrastas.

The First Age of the Pirate Cities



??? - ~750 BP


Calling the first Age of the Pirate Cities that is perhaps a bit of a misnomer, at least in comparison to the second age centuries later. While raiding and piracy was an important aspect of the way of life of the Pirate Cities, so was trade. Historical documents show occasional trade between some of the cities and early Gorgossos, and there is evidence of ancient Pirate-King expeditions through the Hen Don and into the great sea. Their fish and seal headed idols mark what are likely the burial places of some great captains as far into the warm lands of the Cotton-Kings. A disjointed and disunified rule characterized the First Age of the Pirate Cities, with alliances and petty feuds shifting the balance of power at a moment’s notice. This age also saw a great displacement of people, with Rostoman, Kwa, Hopper, Entooky, Masherend, and Kimiskan populations taken and sold, or forcefully relocated, all around the inner sea.

The Moon Kings



~ 750 - ~ 600 BP

Though technically the Moon Kings existed, and were part, of the Pirate-complex, they remained aloof and apart in one important way: their founding and faiths. According to local legend, the ancestors of the Moon Kings sailed down from far away in a fleet that blotted out the seas, following prophecy to lead them from the death of the world, and raised up a great city where the lands met the sea. Overlooking the city itself, and, in later ages, giving name to the city itself, was the silver monastery of Esafis. For centuries, the Moon Kings participated in the reaving and trading intrinsic to the Age of Piracy, until, upon the urging of the Blanchemaids, the Moon Kings launched a war of conquest. Within a few decades, the southern sea had fallen to their advances, and daring naval operations had burned at least three of the wealthiest cities, including Old Naucrastas, The City of Bones, and the City of Ashes, the later two of who’s names were lost to history.

Where the Moon Kings advanced, however, the Faith of the Dual Union was not far behind. Though they had always maintained isolated monasteries along the southern shore of the sea, the faith now took a distinct proselytizing approach, establishing monasteries in a fair number of the pirate cities that had bent the knee, including chapter houses in Glenoir and Saclaire, and establishing direct rule over those that refused to bend the knee. The Cities of Balmaheshon and The Zhallport were renamed to Naray and Teredor respectively. Many swore fealty to the Moon Kings and practiced the faith of the Dual-Union, especially the cities of the Kwa, who spoke a tongue akin to that of the Moon Kings.

The rapid advance of the Moon Kings, however, proved their undoing. The remaining pirate cities banded together, sank the scattered Fleets of the Moon, and even burned the City of the Moon, sacrificing the last Moon King on his silver throne, which was then hacked apart. Fragments sent to each of the cities, so that all would know what happened to those who resisted the Pirate Kings.

The Second Age of the Pirate Cities

~ 600 BP - 450 BP

What followed was an orgy of violence and destruction. Countless cities and settlements were sacked, and trade ground to a near complete standstill, especially in the early years of the Second Age of Piracy. For nearly half a century, the Pirate Kings ruled supreme, before a centuries long series of events mostly broke their power.

First, and perhaps most importantly, the Bastion City of Mahag, whose walls had never been breached, fell to the Faithful of Darnul. Though not one of the key players of the Inland Seas, Mahag nevertheless had controlled a key trade route, and greatly contributed to the sack of the City of the Moon (In fact the Crown of the King of Mahag was forged from the Silver Throne.) The Fall of Mahag in ~ 550 BP was watched with great interest by the White Queen in her Monastery of Esafis, which had grown to nearly encompass the ancient city of the Moon. As the Pirates tried and failed to retake Mahag, the White Queen sent envoys and Blanchemaids to the disparate Monasteries, Domains, and Kingdoms who still tended to the Dual Faith. Most were initially hesitant to stand together and rise up against the pirate joug, the memories of the Moon Kings too fresh in their memories. At the same time, The Fleets of Esafis succeeded in securing the Southern portion of the inland sea, securing trade between the monasteries. Finally , When Teredor, which had grown fat on the trade flowing first from Gorgossos and later Aveshantur, pledged its fleets and oaths of fealty to the White Queen, the rest were quick to follow.


L’empisante

450 BP - Present

In 450 BP the envoys of all the princes and kings and cities that observed the dual faiths gathered in the Diune City and pledged their fleets and armies, and bent the knee to L’empisante. Time and time again, the Pirate Kings tried to bring these rebellious states to heel, but, working together, again and again, the pirate king’s fleets were shattered and their cities forced to pay tribute. Slowly, over time, the inland seas became safe to travel, and by 100 BP, the last great pirate raids are but a distant memory, though wars with the Marchermen and intrusion by other migratory people and raids by the tribes of the north keep L’empisante an ever present necessity.



The Machermen

~ 250 BP - Present

The arrival of the Machermen in the area of the inland sea is difficult to date, but Esafis monks speak of rumors of their arrival roughly 250 years before today, led from the west and through the Kenner Maze by one King Oskar. Evidence of trade with Marchermen settlements is difficult to seperate from trade with Uppermen, Kennerfolk, and Kimiskan, as it seems that the early Marchermen intermingled with the locals quite a bit, slowly but surely abandoning the nomadic and horse-dominated culture of their ancestors in favor of a nautical one.

The first real evidence of solid contact between the Machermen came with sacking of the monastery of Ilaquivra and establishment of the Marcher Kingdom of Queeueenua in 152 BP, later known as the Mac Kingdom. Though this act was an almost deliberate provocation of war, L’empisant barely reacted. llaquivra was far away, and a fairly newly established Dominion, not worth much. Surely the savages, it was believed, would not dare into the Inner Sea proper.

That assumption was proven false as adventurer after adventurer led fleet after fleet, establishing adventurer kingdoms throughout the eastern Inner Sea. The most notorious of these was the Rander Kingdom, with a Macherman Dynasty overthrowing the local Kwa rulers. However, after a brief period of warfare, the Rander Kings converted to the Dual Faith and swore fealty to the White Queen. By ~50, Machermen fleets reached as far south as the Old Pirate City of Tshishagog, which they knew as Skago, and into the marshy deltas to its south.
 
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The Principality of Glenoir - A Domain of L'Empisante

The emblem of Glenoir is a crowned man and a woman, inflammant, gules upon on a field of blue, quartered with the moon.

Unlike newer additions like the Rander Kings or Vienvenido, Glenoir has been firmly integrated into L'Empisante for centuries. An ancient feudal alliance between the Archmaiden of the Isle of Glenoir (who carries the title of Hauprincaise) and the Auprinç, during the Age of Piracy, was instrumental in the defeat of the other Pirate Kings, and to this day the Principality is run as a Dual Union, governed jointly from the ancient monastery of Glenoir itself and the Auprinç's newer capital of Baisant, with the court summering on the sea and wintering on the mainland.

The romantic tale of the Archmaiden's capture by the pirate king of Glenoir and her fateful seduction, turning him against his erstwhile allies and making war against the other pirates, before their fateful dual immolation upon their burning flagship, has been memorialized in the famous pageant, The Aflame. The Aflame is performed before crowds of thousands at the spring equinox, before the great festival in which small toy ships are lit afire to celebrate the foundation of the Principality. In some years, the White Queen herself graces the event with her attendance.

Primarily a naval trading state, the Glenoirine prefer light, mobile, shallow-drafted ships with two or three masts. While they are no longer a very warlike people, the Auprinç maintains an elite squadron of fire ships which are the envy and fear of many rivals. The royal guards are mounted pistoliers, but the bulk of the fighting is done by levied archers and spearmen, and mercenaries.

Slow but steady progress in settlement and civilization, with the aid of the church, has been made in extending the frontiers of Glenoir to the north, with the most recent generation of princes liberally employing both Macher and guissarn mercenaries to push the frontier down the coast. The old-growth forests of the interior remain inhabited by fiercely independent tribes, but steady support from Esafis has enabled once-tiny Glenoir to become an important buffer state on L'Empisante's vast northern frontier, extending down the western coast as far south as the Silent Lakes. Still more ambitious plans to settle The Great Severance to the south have stalled in the face of opposition from the southern monasteries, and of rebellious tendencies among the Severine marcher lords (perhaps encouraged by those selfsame monasteries).

Its steadfast loyalty to the White Queen in political matters has led Glenoirine merchant guilds to obtain the bulk of the contracts for trade with Darnul, although these voyages are fraught with risk, and not for the faint of heart, or the lightly armed. Contacts with Darnul and their excellent industrial technology have spurred a minor industrial and productive boom, and Glenoirine firearms and machines are rapidly gaining a reputation as some of the best in l'Empisante, as their ships are familiar presences from Teredor to Naucrastas.

Spoiler :

As a note, the Faithful, as a rule, do not trade industrial equipment or firearms to external markets. They do sell high-quality metalworks, such as swords, spearheads, arrowheads, etc., and smoothbore firearms, but besides these products the bulk of exports are high quality (and alcohol content) liquors, animal products, fish, goods from the coast of the Great Sea, lumber, ships, and textiles. While certain observations may have drawn attention to use of new tools or some techniques, most industry is located further towards the mouth of the Hen Don and would likely be inaccessible.
 


Here's a map of the cultures/culture groups, which are seperated by color.

From south to north: Blues (including the Kebessi) are part of the Kwa lingo-cultural group, sharing a tongue with a common root.
Dark green is Machermen
the Orange/yellow are generally descendants (maybe?) of the Canal-builders. This includes the Pirate Cities, Meshegand, and Entooky.
The Light Green Is part of the Yang Gi Sa culture, inlcuding the both the Faithful, and the Remnants of the Horkers in the islands off the coast.
Greys are a semi-nomadic mountain tribe culture, which includes the Machlan confederation, who have recently re-migrated out of their ancestral mountain homes.
The pinks are the Dekshi, who share a common tongue. It is similar to that of the Pirate Cities and the Gorgossi, hence the color, but accidents of history have allowed them to both diverge from those and remain more similar to each other.
Finally, reds are the Gorgossi complex, who speak a tongue which has clear non (Anglo) influences.
 


Here's a map of the cultures/culture groups, which are seperated by color.

From south to north: Blues (including the Kebessi) are part of the Kwa lingo-cultural group, sharing a tongue with a common root.
Dark green is Machermen
the Orange/yellow are generally descendants (maybe?) of the Canal-builders. This includes the Pirate Cities, Meshegand, and Entooky.
The Light Green Is part of the Yang Gi Sa culture, inlcuding the both the Faithful, and the Remnants of the Horkers in the islands off the coast.
Greys are a semi-nomadic mountain tribe culture, which includes the Machlan confederation, who have recently re-migrated out of their ancestral mountain homes.
The pinks are the Dekshi, who share a common tongue. It is similar to that of the Pirate Cities and the Gorgossi, hence the color, but accidents of history have allowed them to both diverge from those and remain more similar to each other.
Finally, reds are the Gorgossi complex, who speak a tongue which has clear non (Anglo) influences.

Would it still be in the realm of possibility for a southbound tribal migration as we had discussed to take place a few centuries prior to the present?
 
Would it still be in the realm of possibility for a southbound tribal migration as we had discussed to take place a few centuries prior to the present?
That's what I envisioned the Entooky being
having been generally pushed out of the Inner Sea region.
 
Is the division between the Kebessi in the interior, and pirate descendants on the coast intentional given that part of that area is within the sphere of Vienvenido?.

Also with regards to the Ashurai, just for the record they are white anglo-descendants (I picture the Gorgossi as being racially different, perhaps Latino but possibly black, as the source of the national taboo on miscegenation) but in terms of language it has had 'unknown" influences as well as influences from Gorgossi speech as one would expect from a period of enslavement.
 
Is the division between the Kebessi in the interior, and pirate descendants on the coast intentional given that part of that area is within the sphere of Vienvenido?.

Absolutely intentional! The vienvenido have a very limited control over the coasts.

Also with regards to the Ashurai, just for the record they are white anglo-descendants (I picture the Gorgossi as being racially different, perhaps Latino but possibly black, as the source of the national taboo on miscegenation) but in terms of language it has had 'unknown" influences as well as influences from Gorgossi speech as one would expect from a period of enslavement.

That's fair. This was MOSTLY a linguistic group map, but...?
 
Also with regards to the Ashurai, just for the record they are white anglo-descendants (I picture the Gorgossi as being racially different, perhaps Latino but possibly black, as the source of the national taboo on miscegenation) but in terms of language it has had 'unknown" influences as well as influences from Gorgossi speech as one would expect from a period of enslavement.


Also, on this... There's no way anyone descends from any kind of distinct "racial background," aside from maybe the Kwa and Machermen, who descend from pretty ethnically homogenous seed populations (And even then, they are likely some combination of White European, Native American, and all kinds of random migrants.) In the area you are sitting in? There's no way there was any kind of distinct seed population. Everyone's gonna be some degree of brown. THAT being said, The Gorgossi definently could have migrated into the area from much further south, giving them a different ethnic background from the natives of Ashurai. However, the Gorgossi were fond of moving populations about, so there's likely no real way anyone in their sphere of influence wasn't influenced by them.
 
I disagree with your base assumption here that mixing is inevitable or even likely. As an example of what I mean, if you look at England now, you still have clear genetic differentiation based on the ancient anglo-saxon and celtic kingdoms from about the same period of time in the past as it would be between the turn 1 in the game and the fall of the philosopher kings. Ergo there is a clear genetic difference even thousands of years after the fact between say Powys and Gwynnedd, or Wessex and Cornwall within the population genetics of the English ethnic group. Heres a link

Given racial differences , the circumstances of a civilisational collapse/environmental calamity added to the mix, I think the likelihood that distinct racial differences remain is even more likely than the british still being divided into genetic tribes. (in the context of the Ashurai, I picture them as the caucasian "natives" of the St Louis upper Mississippi basin area., while the Gorgossi and many of the neighbouring nations descend from people from the flooded or otherwise now inhospitable lands (which would encompass the key latino/African American regions) who migrated. That's not to say there is no foreign genetic input at all, but rather that the racial and overall genetic distinction remains.

Furthermore, if you look at the demographics (at present)... With regards to the present state of the area I'm referring too as the "source population" of the Ashurai. Missouri as of last census is 81% non hispanic white, Illinois is 63.7% non Hispanic white (Ontario/Manitoba, the Macherman source area as a comparison has 25.9% and 25.1 of population as visible minorities/native americans as of the 2011 census respectively, that is more diverse than Missouri and Illinois sans Chicago. Quebec for the Kwa has 12.4% visible minorities, being slightly more homogenous than Missouri). Most of the minorities within the Ashurai source zone are concentrated in the urban areas (Chicago in particular in the case of Illinois, which is also separated from the Ashurai area by submerged land, being where Skagos is on Iggy's thing), where casualty rates in the event of a cataclysm are highest for obvious reasons. Given this, I don't think my original premise as to the racial character of the Ashurai is unreasonable.
 
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I typed up my application while I was at work, hence it being a bit rough and fanciful. If there's time, I'd like to refine it over the next few days.

I basically want to make something more grounded and practical, that ties in with the history that we have been evolving. The overall premise will remain the same.
 
Britain and the old world are radically different from the Americas, especially when it comes to racial attitudes. Distinction is a possibility, but I truly mean no offense when I say that I don't know if you understand how this stuff works. Furthermore, I think the assertion that minorities would stop in the Gorgossi area is ludicrous, and I would encourage you to look at the Great Migrations of the 19th and 20th centuries as to why. Furthermore, in the fictional context of this world, as urban areas flood I think a mass migration out of them is likely. I also think that assuming this migration would be limited to "white anglos" is absurd and insensitive. Additionally, while you mention that many of these concentrated areas of minority residence are separated on the current map from your lands, this (according to the nature of the setting) was not always true. And even then, people are smart. Boats aren't hard.

I think another major consideration with regard to the difference between old and new world is the tendency for population to move. I don't have statistics, but I'm sure you realize that the myopically focused peasant villages where this ethnic microcosms you cited emerge are fundamentally different than mass and mobile populations in the wake of great disasters. To say nothing of being direct subject to a slaving empire, when empires are known for population movement...

The point I'm trying to make is I don't think you understand how this stuff works in a very highly diverse American context (sure, Missouri might be 85% white, but the states south of it sure aren't - and especially given the waterway location, when those people come north they're going to nestle right in) and that the Old World whiteness you describe and seem to want is essentially impossible in that same context. I'm not a mod, but I just wanted to make the voice of a fellow player heard.

Typed on my phone immediately after waking, so I apologize for grammar errors, formatting errors, etc.
I disagree with your base assumption here that mixing is inevitable or even likely. As an example of what I mean, if you look at England now, you still have clear genetic differentiation based on the ancient anglo-saxon and celtic kingdoms from about the same period of time in the past as it would be between the turn 1 in the game and the fall of the philosopher kings. Ergo there is a clear genetic difference even thousands of years after the fact between say Powys and Gwynnedd, or Wessex and Cornwall within the population genetics of the English ethnic group. Heres a link

Given racial differences , the circumstances of a civilisational collapse/environmental calamity added to the mix, I think the likelihood that distinct racial differences remain is even more likely than the british still being divided into genetic tribes. (in the context of the Ashurai, I picture them as the caucasian "natives" of the St Louis upper Mississippi basin area., while the Gorgossi and many of the neighbouring nations descend from people from the flooded or otherwise now inhospitable lands (which would encompass the key latino/African American regions) who migrated. That's not to say there is no foreign genetic input at all, but rather that the racial and overall genetic distinction remains.

Furthermore, if you look at the demographics (at present)... With regards to the present state of the area I'm referring too as the "source population" of the Ashurai. Missouri as of last census is 81% non hispanic white, Illinois is 63.7% non Hispanic white (Ontario/Manitoba, the Macherman source area as a comparison has 25.9% and 25.1 of population as visible minorities/native americans as of the 2011 census respectively, that is more diverse than Missouri and Illinois sans Chicago. Quebec for the Kwa has 12.4% visible minorities, being slightly more homogenous than Missouri). Most of the minorities within the Ashurai source zone are concentrated in the urban areas (Chicago in particular in the case of Illinois, which is also separated from the Ashurai area by submerged land, being where Skagos is on Iggy's thing), where casualty rates in the event of a cataclysm are highest for obvious reasons. Given this, I don't think my original premise as to the racial character of the Ashurai is unreasonable.
 
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