A Show of Fear in a Handful of Dust

Mérida Sultanate


Adjective: Méridan
Capital: Mérida
Flag:

59qABXl.png

Note: the flag used is always of the family who is in the seat of the Sultan.

Motto: لدينا قوافل العودة الأقصى
Nuestra Caravanas Llegar Lejos
Our Caravans Go Far

LuECq6E.png


NOTE: I accidentally claimed one of Thomas's territories. Ignore that.

Languages spoken: Spanish is spoken the most by the population, while the laws are written in Arabic and most names are Arabic. Arabic is mainly spoken by noblemen. Mayan is spoken, but not as a first language.​

Character Name: Sultan Ali Tarek Albaf
Name of Great House: Albaf
Age: 55
Describe your family members:

Aliya (First spouse) - 52
Salwah (Second spouse) - 42
Nawra (Third spouse) - 21
Munir (Son, birthed from Aliya) - 18
Gamal (Son, birthed from Salwah) - 14
Asad (Son, birthed from Nawra) - 3
Rais (Son, birthed from Nawra) - 6 Months
Uzma (Daughter, birthed from Aliya) - 16
Sabah (Daughter, birthed from Salwah) - 12
Dana (Nephew, birthed from Amina) - 17
Haroun (Nephew, birthed from Husni) - 14
Abu (Brother) - 48
Amina (Sister-in-law, First Spouse) - 40
Husni (Sister-in-law, Second Spouse) - 36
Jabr (Father) - 90
Taliba (Mother, First Spouse, birthed Ali) - 88
Hooda (Mother, Second Spouse, birthed Abu) -79
Marco (slave, M, Half-Mexican, Half-Mayan, serves Ali) - 35
Itzel (slave, F, Mayan, serves Abu) - 24

D - 10
M - 5
S - 20
I - 15
L - 5

Council:

Chancellor: Al-Amir Ilyas Amjad (M)
Marshal: Bernardino Amjad Arce (M)
Steward: Isabel Pascuala Gaspar (F)
Intrigue: Lucho Macario Estevez (M)
Court Spirtual: Imam Mansur Abd al-Latif Karim (M)

Government:
Spoiler :
Monarchy. Power is split up by 5 different Great House. Only those birthed from the first spouse of the head of a Great House are eligible to be Sultan. Any child birthed from either the first or second spouse can be head of a Great House. Any child can head royal entities and control cities and territories.

Sultans come to power through a test. Once all the children birthed from the first spouse of a Great House head have all reached 18, they all must take the test at the same time. If all the children from the first spouse are dead, all the children from the second spouse will take the test unless they are all dead then it will be the children from the third spouse and so on. The test has 5 parts, each made by a founder of the 5 Great Houses. The first is Albaf's Trial (Solve riddles that he himself came up with), the second is El-Amin's (Convince a man to buy a rock), the third is Samara's (go into the wild and kill a large wild animal), the fourth is Saab's (heal a wounded man), and the fifth is El-Mofty's (grow a tree). Whoever does best in all of the tests becomes the successor.

The Head of a Great House is decided by the previous head. The Previous Head names a successor and that successor will take over for them.

Council Members are assigned by the Sultan. The Council's job is to see what the people want and report it to the Sultan.

While most businesses are privately owned, some companies and various entities are owned by Great Houses. The Head of a Great House can assign anyone to head entities owned by the Great House.


Religion:

Sunni Islam - 60%
Shia Islam - 20%
Tzolk'in - 10%
Catholicism - 5%
Voodoo - 4.5%
Mormonism - .5%

Vassals/Great Houses/Royal Entities:

Spoiler :
6sNCbGm.png


59qABXl.png

Great House: Albaf
Founded by: Albaf "the Conquerer"
House Color: Purple
Head of the House: Ali Tarek Albaf
Focus: Enslavement, Government, Education.
Entities Owned:
Spoiler :
Chichen Itza Slavers:
Spoiler :
Headed by: Abu Munir Albaf.
Purpose: Royal slaving company. Concerned with the selling and buying of slaves. Any slave bought by the Royal Caravans are sold by Chichen Itza. The company sets up slave auction house across the nation. The largest slave auction house is at Chichen Itza.


Méridan Council:
Spoiler :
Headed by: Al-Amir Ilyas Amjad.
Purpose: Find out want the people want and see if the Sultan will meet those demands.


Royal Enforcement:
Spoiler :
Headed by: Tufayl Mikha'il Darzi. (M, 42)
Purpose: Law Enforcement.


The Sultan's University:
Spoiler :
Headed by: Aliya Khalida Albaf.
Purpose: The most prestigious college in Mérida. Teaches the best and brightest students in the country. Slaves can be taught, but for a very costly fee from the owner.


Order of Albaf:
Spoiler :
Headed by: Salwah Jathbiyya Albaf.
Purpose: To bring education to the country. The order sets up and runs libraries and schools.


CPkGCKu.png

Great House: El-Amin
Founded by: El-Amin "the Traveler"
House Color: Red
Head of the House: Abdur-Rahman Fikri El-Amin (48, M)
Focus: Trade, Banking, Exploration.
Entities Owned:
Spoiler :
The Royal Caravans:
Spoiler :
Headed by: Zulfikar Fihr El-Amin(Brother, 50)
Purpose: To help acquire gold for the Sultanate. The Royal Caravans are the pride of the nation. The Royal Caravans boast they can go farther than any other caravan, even through wasteland. They travel by both land and sea.


The Yucatan Bazaar:
Spoiler :
Headed by: Mustapha Hussain El-Amin (Brother, 38)
Purpose: The Largest Bazaar and Trade Center in Mérida. It's dimension are 550 x 245 meters. Private business buy land within the Bazaar in order to set up shops within it, along with a monthly fee. It brings traders far and wide to trade exotic items.


JaSPF2r.png

Great House: Samara
Founded by: Samara "the Bruiser"
House Color: Green
Head of the House: Jibril Alim Samara (60, M)
Focus: Military, Hunting, Fortifications.
Entities Owned:
Spoiler :
Méridan Military:
Spoiler :
Headed by: Thamir Basit Samara (Son, 30)
Purpose:To protect Mérida.


6CU0DI9.png

Great House: Saab
Founded by: Saab "the Pious"
House Color: Orange
Head of the House: Jathibiyya Azra Saab (68, F)
Focus: Religion, Healthcare, Foreign Relations
Entities Owned:
Spoiler :
Brotherhood of Saab:
Spoiler :
Headed by: Sabah ud-Din Sameer Saab (Brother, 64)
Purpose: To spread the word of Islam within Mérida. Also, to build and run Mosques and Hospitals.


Sisterhood of Saab:
Spoiler :
Headed by: Jinan Nimat Saab (Sister, 66)
Purpose: Same as the Brotherhood, but outside Mérida's borders.


lZZpXou.png

Great House: El-Mofty
Founded by: El-Mofty "the Rebuilder"
House Color: Pink
Head of the House: Shahrizad Rim El-Mofty (35, F)
Focus: Agriculture, Fishing, Mining
Entities Owned:
Spoiler :
None.


History:

Spoiler :
Many years before the Witch King, the Sacking of St. Louis, and when fire rained down from the skies, Muslims left the land described in the Quran in the Easterlands and settled in a mystical land called "Mishy Gan." Centuries after the fire rained down, there was a large drought in Mishy Gan and the Muslim population was blamed for it. 5 groups left Mishy Gan, each named after their leader. The Albaf were led by a well educated slaver. The El-Amin were led by the owner of a safari company. The Samara were led by a former soldier. The Saab were led by a very pious doctor. And, the El-Mofty were led by a farmer's widow. The 5 groups coincidentally met at St. Louis (centuries before it's sacking) They traveled south until they found the Kingdom of Maya. Albaf saw this as an opprotunity to own land, so he and Samara made a military out of Mayan dissenters and Mexican mercenaries. The military succesfully overthrew the Kingdom of Maya and established Albaf as Sultan. Albaf gave power to the 5 groups by giving them their own land to rule over. Albaf then enslaved the entire Mayan race (except for those who fought with the Meirdans.)
 
Character Name: Dairem Rood Ashen Maddaffa Okendo
Name of Great House: Okendo
render.php

Age: 40

Diplomacy: 15
Martial: 9
Stewardship: 13
Intrigue: 11
Learning: 9

Spouse: Chiras Sahrina Okendo (35)
Concubine: Pankyota He Okendo (20)

Children
1. Ackselee Kavann Okendo (17, Heir, male)
2. Eevo Jagmurr Okendo (13, male)
3. Emblah Dorah Okendo (12, female)

The family of Okendo traces itself back to many legendary Tewrists, including one "Ellfess Prusli", who reportedly magically transported himself into Ackerpulcko. Legends even say that the Okendos existed back in the early Glory Days of Ackerpulcko.
The Ressort of Ackerpulcko
8z0iqec.png

Ackerpulcko is an elective monarchy located in what was once Acapulco de Juarez, Mexico. Its primary language is "Ackerpuclker", a dialect of Inglez, of which the proto-language is hardly known any longer.

There will be more here later.
 
I've got a question. In the rules you mention a council, however you do not specify how it should be set up. Should it be set up like CKII's council? Or can we set it up however we want, perhaps not even HAVING a council?
 
Ck2 style council. Chancellor, Marshal, Steward, Intrigue, and Court Spiritual. Strongly recommended you have a a council
 
Claiming the rough area of Tamaulipas in North east Mexico.

Map will come in about 5ish hours after work
 
Here are two maps. The first map shows national borders, and the second border shows internal/vassal borders. Claims aren't first come first serve, so if a player wants to join somewhere already claimed, try contacting the player/players already there.

Spoiler :
wjBC0c2.png


Spoiler :
nmFuEqq.png
 
Starting as Courtier in Jiajou Dynasty

Character Name: Liu Chang (male)
Name of Great House: Liu
Age: 20
Family members:

(Friend and Sworn Brother) - Guan Ying - 22
(Friend and Sworn Brother) - Zhang Wuji - 27
(Spouse) - Huang Rong - 20
(Uncle) - Liu Mang - 38

Diplomacy: 0
Martial: 10
Stewardship: 10
Intrigue: 0
Learning: 0
 
Hey Christos, we're down to have you, the four of us are working on our backgrounds and families atm, so stick around and see if our country is a potential good fit for you :)
 
latest

Bundeskaiser Graff Von Zollernhertz:
Name of Great House: Zollernhertz (Hoch-Meier Krussburg)
Age: 48
Government: Absolute Monarchy
Elective Monarchy: No.
Parliament: No.

Describe your family members:
(Spouse) Elisa Von Krussburg - 37
(Son - Trueblood) Albert Zollernhertz - 19
(Daughter - Trueblood) Adelheid - 13
(Son - Trueblood) Wulfgang Zollernhertz - 11
(Son - Trueblood) Karl Zollernhertz - 10
(Daughter - Trueblood) Felicia - 8
(Daughter - Trueblood) Agnes - 7
(Son - Trueblood) Albrecht Zollernhertz - 3

(Brother) - Krueger Zollernhertz - Imperial Duke of Hochland - 26
(Nephew) Maximilliam Zollernhertz - 6
(Neice) - Adolfine Zollernhertz 2


Points:
Spoiler :
Diplomacy: 10
Martial: 6
Stewardship: 16
Intrigue: 10
Learning: 6


Das Großoccitanien Bundesreich
Absolute Monarchy​

History:

Spoiler :
* The hardy, industrious and steeled peoples whom now form the expansionist and imperialistic "bundesreich" were once upon a time nothing more but large, warring barbarian tribes, fighting amongst themselves across the fertile woodlands of the combined North/South-Dakotas and Minnesota.
* They united in face of the Witch King, under the banner of Reikland as a central and absolute governing authority. The Kaiser and his armies suffered great losses at the hands of the slave armies of this unnatural foe.
* When the Witch King was finally brought low, the Reich recouped its losses and restored itself as a sizable and powerful commercial and military power in the regions under its control.


Society:

Spoiler :
Imperialist merchants and feudal lords, banded together under an imperial monarchy. Imagine The Holy Roman Empire for cultural and ethnic reference, with a majority if not all of the population being of Occitan or German descent.


Royal Body/Imperial Vassals:

The Grand Imperial Duchy of Reikland (Sovereign Ruler; Zappericus)
Spoiler :
latest

Ruler: Kaiser Graff Von Zollernhertz
Imports: Linen, Wool, Silk, Furniture, Building Materials, Silver, Weaponry, Armour, Clay
Exports: Grain, Meat, Milk, Cheese, Luxury Textiles, Clothing, Pottery
Focus: Agriculture, Textile Industry, Clothing
Political Agenda: Government, Education, Foreign Relations
History: Covering a majority of North-Dakota, South-Dakota and Minnesota, this grand duchy now stands as the seat of imperial power and acts as the heartlands of the empire, with the emperor and his court making their dictations and decrees from the great imperial city of Occitanburg, which is a walled-off multi-layer feudal city soaring with skilled dyers, potters, scholars, politicians, noblemen, merchants and clothiers. Outside the walls are vast expanses of fields upon fields of productive farms.


The Imperial Duchy of Hochland (Vassal; NPC)
Spoiler :
Hochland_Banner.png

Ruler: Duke Krueger Zollernhertz
Imports: Grain, Meat, Milk, Cheese, Weaponry, Armour
Exports: Linen, Silk, Wool, Clothing, Luxury Textiles
Focus: (Raw) Textile Industry, Clothing
Political Agenda: Trade, Banking, Religion
History: The commercial heart of the reich, this province is perhaps the most economically powerful one out of all the other imperial regions, as a majority of all internal imperial trade is pushed through this area.


The Imperial Duchy of Middenland (Vassal; NPC)
Spoiler :
BannerMiddenland.jpg

Ruler: Duke Rudolf Von Midden-Laufenburg
Imports: Grain, Meat, Milk, Cheese, Clothing, Luxury Textiles
Exports: Lumber, Furniture, Marble, Stone, Building Materials, Clay, Pottery
Focus: Industry, Marble mining
Political Agenda: Industry, Trade, Education
History: An industrial province.


The Imperial Duchy of Ostland (Vassal; NPC)
Spoiler :
ab69c7ccaf72.jpg

Ruler: Duke Otto Von Raukov
Imports: Grain, Meat, Cheese, Milk, Clothing, Copper, Building Materials, Furniture
Exports: Iron, Weaponry, Armour, Naval Supplies
Focus: Industry, Arms, Naval production
Political Agenda: Military, Fortification, Military Industry
History: The source of the Reich's military war-machine. The steeled peoples of Ostland produce anything from swords and bows to armour and military infrastructure and fortifications. It is also the main source of soldiers in the Reich.


The Imperial Duchy of Nuln (Vassal; NPC)
Spoiler :
latest

Ruler: Duke Frederick Von Nulnburg
Imports: Grain, Meat, Cheese, Milk, Clothing, Copper
Exports: Silver, Iron, Weaponry, Armour, Marble, Stone, Furniture, Lumber, Building Materials
Focus: Industry, Silver mining, Marble mining, Arms
Political Agenda: Military, Education, Military Industry
History: The mining giant of the reich, this province provides a mix of precious minerals as well as military arms, though less so than Ostland.


The Imperial Duchy of Averland (Vassal; NPC)
Spoiler :
latest

Ruler: Duke Sigismund
Imports: Linen, Wool, Building Materials
Exports: Grain, Meat, Cheese, Milk, Clothing, Lumber, Furniture, Clay, Pottery
Focus: Agriculture, Clothing, Industry
Political Agenda: Agriculture, Industry, Trade
History: A breadbasket province in the reich. Aids in feeding the empire and ensuring that its peoples are fed properly.


The Harmonious States (Vassal; Polyblank)
Spoiler :

Ruler: (Duke) Marriane Godwinson
Imports: Clothing, Luxury Textiles, Weaponry, Armour, Building materials
Exports: Grain, Meat, Milk, Cheese, Copper, Pottery
Focus: Agriculture, Industry, Copper mining
History: Some shits we annexed.


Religion:

Spoiler :
* The majority of the reich's population are primarily followers of The Imperial Truth; a religion related to Christianity which believes that the Kaiser and his family are direct descendants of god, and are, in all respect; divine.


The Territorial Charter of the Bundesreich
Spoiler :
Ghp0A9F.png

The Central Imperial Court:
Kanzler (Chancellor): Ludvig Spielmann (M)
Feldmarschall (Marshal): Wulfgang Von Muntz (M)
Stathalter (Steward): Hans Guring (M)
Intrige-Meister (Intrigue): Hanna Rosental (F)
Erzbischof (Spiritual): Gunther Von Wassenhoff (M)
 
I have decided not to join this game after all, for the time being.
 
H2Xqh0g.png


Seinism may be moved to be under Carib Syncretiism. Americanism is under Old Christianity because, while it did spin Christianity to be more Americancentric, was still fairly recognizably Christian.
 
KONINRYK NUUW-HOLLANT
wRm8XHI.png

A despotic, agnatic monarchy, Nuuw-Hollant adheres strictly to the values of the "Bybl", a combination of a very, very strict Calvinist ideology with the values of "Deemokraaties", an ancient religion about gods ascending from the common folk according to their whims.
Character Name: Joohraan Smit
Name of Great House: Smit
Age: 50
Describe your family members:
Smit has naught but a male cousin, Bohrs, who is 20. The Smit family is one of the greats of Hollant, and as such, it has a history tracing back to the first Immig Rantz.

Diplomacy: 9
Martial: 10
Stewardship: 14
Intrigue: 7
Learning: 10
 
Character Name: Samuel Redge
Name of Great House: House of Redge
Age: 36
Describe your family members:
Spoiler :

Aviendha Redge (Wife) 34
Spoiler :

Bale Redge (Son) 20
Agalin Redge (Son) 20
Telamon Redge (Son) 16


Mikasa Redge (Wife) 26
Spoiler :

Ishiwara Redge (Son) 6
Esaki Redge (Daughter) 3
Shisha Redge (Daughter) 3


Eleanor Redge (Concubine) 30
Spoiler :

Titus Redge (Son) 14
Adrian Redge (Son) 9



Natalie Redge (Concubine) 21
Spoiler :

Andre Redge (Son) 3
Ishfinya Redge (Daughter) 1


Tytos Redge (Brother) 31
Liena Redge (Sister-In-Law) 26
Spoiler :

Benjamin Redge (Nephew) 8
Anan Redge (Niece) 6


Jacqueline Redge (Sister) 26


Sigurd Redge (Half-Brother) 24

Erik Redge (Half-Brother) 19



Diplomacy: 3
Martial: 8
Stewardship: 8
Intrigue: 3
Learning: 18

The story of the High Kingdom of Ravenwal and the House of Redge:

The story of the House of Redge and the High Kingdom of Ravenwal that they founded begins with the empire of King Arthur. He ruled from east to west, north to south as far as a man could travel on his own two feet. It was in the later days of this great country that the King decided that a new Watchtower and Underground Keep should be built upon what was once known as the Delaware River among what remained of a civilization long past (Philadelphia). Named the Raven Tower, it was granted to a commoner who had made a name for himself adventuring across all the known lands and quite a few unknown ones, and then coming back and supporting the King in an attempted coup at the capital. The adventurer was named a minor Lord in command of the Raven Tower, responsible for patrolling the surrounding lands and trade routes, especially the all important route from Long Island to Atlantic City, then west across the mountains to the heartland of the Kingdom.

And so the House of Redge did, loyally patrolling and guarding the lands and trade routes they were assigned, until the fall of St. Louis. From there, they pulled back, focusing on a few dozen square miles which they kept safely protected from the chaos of the disintegration of the empire.

Then the Witch King came. His armies went forth and conquered everything they came across. At the time the Raven Tower was ruled by Lord George Redge, a rather weak and corrupt man at heart, and he threw the tower and its rather meager forces behind the With-King without a fight, and eagerly joined his armies to conquer far and wide.

However George's son, Eran Redge, grew up during the turmoil of the Witch-King's conquests, in an age that was full of war and empty of peace, full of hatred and far from love. Eran grew bold, and in 107 SL gathered men of the Raven Tower loyal to him and struck down his father as he sat in his new throne, meant for ruling the Mid-Atlantic in the name of the Witch King. From there, Eran quickly consolidated the few forces loyal to him and hold up in the Raven Tower and nearby fortifications, hoping the Witch-King would remain busy elsewhere, and so he did. Not a year later the Witch-King vanished while leading campaigns to the west, and Eran moved boldly and openly.

His first move was south, to secure the lucrative and fertile lands of the Besad Peninsula (Delmarva Peninsula). These provided a powerful agricultural base that would be able to supply any forces he kept standing, and the peninsula was ringed by water with the Atlantic to the east and the Bes Bay (Chesapeake Bay) to the west, making it likely to be secure with minimal forces. The next move was east to take the eastern lowlands (New Jersey). This was a much harder fight as it was a bastion of the Witch-King's power, and Eran had few allies there. It took much of his reign to subdue those there, and the rest was spent consolidating. However by the end of his reign, the lowlands were a major source of recruits and home to wealthy lands to support the growing nation.

It was in 120 SL that Lord Eran Redge died, a battle wound becoming inflamed, felling him at the age of 42. Before he died, he issued a proclamation, formally creating the High Kingdom of Raventower, and creating a new calendar. This calendar counted the years as from the fall of the Witch-King, formally known as 'After Darkness' or 'AD'. And so King Eran died in 12 AD.

His son Belthan took over from there at the young age of 15. Belthan turned out to be far more spiritual than his father, and he entered into long periods of seclusion and meditation for months at a time. It was after several years of this that Belthan was forced to come back from seclusion and lead the High Kingdom, as a new threat had appeared to the north. The Crows, as Belthan's people called them, had begun encroaching upon the lands of Raventower in the lowlands, seeming to originate from the north, later learned to be the lands surrounding Long Island, home of the Witch-King. These barbarians pillaged and burned, and Belthan was forced to lead his people as his father did before him, fighting fierce battles against a mightier foe than Eran ever had to face on the field. These Crows relied heavily on being mobile and striking where least expected, and so for the first time in its history Raventower had to recruit a large force of light cavalry to counter such speed. Belthan struck a decisive defeat against his foes at the Battle of the Sun, where at a decisive moment in the battle the unusually bright sun emerged from behind the clouds, at such an angle as to blind the forces of the Crows just before a cavalry charge on their southern flank. The charge shattered their forces and they were pressed up against the Black River (Hudson River), where only a handful managed to escape north on rafts. Belthan declared this to be a great victory, not won by himself or by chance, but won by the intervention of the Titan of Light, Basterion. Belthan declared that Basterion was the natural counter to the God of Darkness, known by mortals as the Witch-King, whose true name could not be understood by mortal minds. Basterion had contended with him for all of time, and was responsible for temporarily suspending the powers of the Witch-King, resulting in the fall of the Gotham empire. However it would not last forever, and the Witch-King would return out of Long Island and use his friends in the northeast to rise to power again. The Kingdom of Raventower, it was foretold, is to be a bulwark against any incursions from the northeast that might signal that day is upon us once again, when Basterion himself would have to bestow mighty powers in the hands of a mortal man in order to once again face the Witch-King, this time using a champion.

And so the religion of Narvek began. Narvek is a peculiar word, meaning the existence of all that is, the eternal fight between light and dark, good and evil, roughly translated.

In order to establish the foretold bulwark against the return of the Witch-King, Belthan made it his purpose in life to expand up to the M'awk River (Mohawk River) which led into the Black River, and along the ancient canal to Lake Iri (Erie). He began to work his way west, expanding in short bursts then spending time to consolidate his gains. King Belthan would be the one to appoint Low Lords to each local area from his court, then to appoint a High Lord to report directly to the High King. A High Lord was appointed to oversee the Besad Peninsula, the Lowlands, and the Borderlands to the north.

High King Belthan also made several changes to the titular titles of the Imperial Family. In the new Narvekian religion, a new concept called 'sister-wives' was encouraged, whereas a man would have two wives who would go through a religious ceremony to make them honorary 'sisters'. In addition, the nobility was encouraged to take concubines from conquered territories in order to not only learn and understand the customs of the new peoples being integrated into the empire, but also to beget offspring who would be able to rule as local nobility among these new peoples, thereby not having complete foreigners directly above the common people. Belthan named his trueborn sons and daughters as Kings and Queens under his High Kingship. Any offspring of his concubines were declared to be Princes and Princesses. Furthermore any children of his trueborn children were also considered Princes or Princesses, equal to any children begotten by concubines.

It was later in his reign, around 42 AD as Belthan approached the ripe age of 45, that he sent an expedition south along the western coast of the Bes bay. They returned with news that a strong Kingdom had already sprung up there, steeped in their 'holy ways' and nearly attacking them on sight. As the force sent south was much smaller than the armies that turned them away, they retreated. Belthan considered this, and decided that their expansion would be west, and that they would leave these heathens to the south alone. And those the people of Raventower, now renamed Ravenwal for the 'wall' they sought to be along the northern border, moved west through the mountains, settling lands that were unoccupied and renovating valuable mines that had sat unused since the time of King Arthur and the beginning of the House of Redge. It was by these mines that new towns sprung up, and a sturdy infrastructure soon formed in the mountains, although traveling by mountain road still presented many dangers, most especially during the winter months.

Soon enough though, Belthan died, and the next King was incompetent and unworthy of mention in this or any other history. The heir of his heir however spent much of his reign cleaning up the mess of the incompetent. And so it was three generations removed from Belthan that Thomas Redge took up the throne, once again centralized. Due to the encouraging of the nobility to breed like rabbits under the Narvekian religion, the land was bursting at the seems of the nobly born, and so Thomas led a great expedition west. He made the miscalculation of the seasons, and so the host got stuck in the mountains over the winter, and upon emerging only found a snowy wasteland. It proved to be among his greatest feats of leadership that High King Thomas kept his vassals in line and his men together in a single host. When spring came, Thomas set out to truly conquer this great and fertile valley, not only in name but in reality also. The warfare was easy, as his great host swept away any resistance in a matter of months despite conquering territory almost as large as what they controlled to the east. However

TBD

Vassals

The High Lordship of Norfolk
High Lord Gladon of House Narwhal
Light Blue in Virginia/North Carolina
The most recent addition to the High Kingdom, The High Lordship of Norfolk is centered upon Norfolk, one of the great ports of the east coast. High Lord Gladon was a Ship's captain at the time The Great Fleet set sail for these lands a generation ago, and he was elevated to the title of High Lord as he had a distant connection to the royal line via Concubine. Now he rules these lands justly in his relative old age, and is a loyal Fleet Admiral to the throne.

The High Lordship of Washington
High Lord Edward of House Rane
Orange in Maryland/Delaware/South New Jersey
The oldest conquests of House Redge, these lands form the major eastern breadbasket of the High Kingdom, as its lands are highly fertile. Consequently its rulers have grown rich, and they have grown even richer in recent decades as the recent investments into sea trading done by the crown have opened several new shipyards in this territory along the coast. Capital is in Washington (formerly Atlantic City) migrated several miles south of its historical placing.

The Jarldom of Witchbane
Jarl Olaf the Blind of House Black
Yellow in New Jersey
Equal to a High Lordship, the locals here had been transplanted by the Witch King and hold many 'Northern' traditions just as they did when High King Belthan conquered them decades ago. As such they are often seen as uncivilized and a sort of stain upon the High Kingdom, however they do not mind as little can shake their pride in both their people and their heritage. Containing much of the fabled lowlands, these lands are fertile but prone to frequent floods and storms during growing seasons, and so many of its peoples have chosen a life as traders and merchants instead. Much of the land is unworked, and that which is is often lost to the aforementioned storms and floods.

The Borderlands
Marshal-General Phillippe Alexandre of House Vaudreiul
Black along the M'Awk River to the North
The Borderlands are not a traditional High Lordship. Instead they are militarized lands under the direct control of the army, led by the Marshal-General to the High King. The current MG is a close friend of the current high King, having campaigned as the Captain of the Tower Guard during the Norfolk Campaign several years ago. These lands are fortified in order to defend against any excursions from the north. However the bulk of the crown's trained forces are usually raised from these lands to supplant the typical pike and crossbow levies, because the militarized nature of these borderlands ensure that all men and women are trained in the use of at least one weapon as they grow up, no matter their station. These lands have to face frequent raids from the north, and often return the favor in kind when not at war elsewhere. This is also the home to the Temple of Light, situated upon the ground of the famous Battle of the Sun, where High King Belthan won his great victory in the northeast. This is a place of worship for the Narvekian religion, and is the model upon which all other Temples are based, and so as such it is quite a grand structure.

High Lordship of Allegheny
High Lord Jrothgan of House Layn
Pink in Ohio
The High Lordship of Ohio is one of two High Lordships that were created when the armies swept west across the mountains. It is an old land under our control, however it is also much different from the eastern lands as most people to the west worship a pantheon of light and dark deities in 'The Twelve' (to be described under religions). To be sure however, this is a land of freeholds and homesteads, a decentralized land where each man is his own and each mans home is his castle (figuratively).

High Lordship of High Lordship of New Tramen
High Lord Antheriane of House Dem
Light Blue in west Ohio
The name 'New Tramen' the name of the Capital and the High Lordship, exemplifies the differences between this land in conjunction with Allegheny compared to the rest of the High Kingdom perfectly. For Tramen is the name of one of the twelve Deities that are worshipped in what was once Ohio, and New tramen is home to 8 of the 12 shrines devoted to their worship. New Tramen, also like Allegheny, is a land of homesteads, and with the exception of the fortified city of New Tramen, the population is found spread across the vast plains, farming. These plains feed not only all of the western half of the High Kingdom, but also export west and south to great profit, thanks to traders from Witchbane that have moved west to travel the Great Plains making profits.

Clan Windspear
Septr Ridk Waterrunner
Red around Lake Iri (Erie)
Clan Windspear is the Clan of warriors that have sworn allegiance to the House of Redge. They live along the shores of Lake Iri and in the dense forests and woodlands to the north. Unlike the rest of the High Kingdom, these are a nomadic people, with only a few settled outposts such as along the lake and the northern border. The rest are nomadic and hunt and travel in Spear-Clans, a type of familial unit that goes beyond extended family but not quite to the size of the overall Clan. These warriors hold many different ways to the rest of the High kingdom, not the least of which is that they hold to their own spiritual ways. However they fight when called upon, the trade with those merchants brave enough to travel through the harsh northern winters, and they stay to themselves otherwise. Ridk himself was brought up as a ward in Samuel's father's court, and as such Samuel Redge and Ridk grew up together and fought in Norfolk together. Ridk's children similarly warded in the Borderlands alongside Bale and Agalin redge.

Religions

Narvek is the belief that the Titan of Light, Basterion, forever battles the God of darkness, known to us as the Witch King, in battles that last all of eternity.

The Twelve is a religion based in what was once Ohio that base their entire worship around twelve deities that are themselves the worldly representation of the creation of this world, and that even as they aid and crush people in this world, they are making new worlds elsewhere in time and space. The Deities have no names, but are identified based on where their shrines are located, which range from the plains of New tramen, to the city of New tramen, to the mountains and forests of Allegheny.

Spearbreaker is the name given to the spiritual beliefs of Clan Windspear. Little is known of these beliefs. However oft-repeated facts include that no Clan male whose voice has broke will sing unless going into battle or mourning the loss of a close friend or family member, that the dead are burned always, and that they can never retreat from a battle and be accepted back into Clan Society afterwards and to save honor in such a case they travel west as individuals in order to complete great quests of renown and courage, in which case they are mourned honorably.

Elective Law

Elective Law in the High Kingdom is Primogeniture. Only males can inherit. However, on occasion a moot of all members of the High Family, the High Lords and the Low Lords can be called. This moot is only called when the future heir presents potential issue to the health of the High kingdom as a whole that cannot possibly be otherwise averted, and its duty is to come up with an alternative heir from within the High Family. If an alternative heir cannot be settled upon, the Moot disbands and the old heir is left as is. Only one moot has ever been called, and no alternative heir was agreed upon.

However it is markedly different in some of the vassal states. The High Lordships of New tramen and Allegheny convene a Council of the Twelve, where the principle priest of each deity worshipped in those lands come together and select the heir from within the current ruling House. The Borderlands are ruled by the Marshal-General who is appointed by the High King upon coronation. Clan Windspear's laws are murky, however it appears that by tradition the most able warrior of the former Septr succeeds as leader. In the Jarldom of Witchbane, there is an open election voted upon by every noble who has land there. The only constraints are that the contenders have to be of Witchbane and have to be of the nobility second generation, meaning they had to be born to the rank. Norfolk and Washington are both typical primogeniture, although Norfolk has yet to witness a succession.
 

Attachments

  • FearMap Political Universal.png
    FearMap Political Universal.png
    52.6 KB · Views: 113
  • FearMap 2 Vassals2.png
    FearMap 2 Vassals2.png
    75.9 KB · Views: 124
Back
Top Bottom