Hallowed Be Thy Name

So when is the game set in?

The very tl;dr version is that there was an apocalypse, and North America regressed to very pre-industrial technology. It's not a single year that this is set in, aside from the fact that is 500 years after the founding of the Empire.
 
and the general technological level?
 
Damn it someone please post because I dislike having to triple post :(

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.
 
The Narragansett Confederacy/ SamSniped
Color: This or gold, whichever works better.
Location: Maine, Massachusetts, Vermont, New Hampshire, Rhode Island, a rough part of Connecticut, and some territory in Canada.
Description: In brief- a peaceful but strong nation, the Narragansett are made up of former English settlers and the native peoples of their homeland, having united the regions with mutual agreements between the tribes. The tribes remaining in the Confederacy - the Narragansett, the Bretons (which consists of the former settlers of the region whether English or not), the Massachusett, the Wampanoag, and the Mohegans - all live relatively domestic lives, and have managed to keep up with the times while still retaining the core of their down-to-earth lives.
Religion: The biggest conflict in the Confederacy comes down to religion. Many of the Bretons' ideas regarding Christianity come into direct conflict with the polytheistic spiritual religions of the native peoples, and although the Narragansett have ensured that there are laws to promote freedom of religion, religious tensions are still pretty high in the non-urban regions of the nation.
History: Later, though the above summarizes it pretty well. Just waiting to see if there's going to be any collaboration on histories and stuff about PoD.
Neighbor Ideas: None off the top of my head.
 
Name/Player: Cavs/Omega
Color: Gold or Wine Red
Location: At least eastern Ohio, focused on the Cleveland area. Perhaps the entire eastern ohio river valley?
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 most popular faith of the Cavs tribe is a new monotheistic religion based on the veneration of a pre-Deluge warrior known simply as Leebran. According to Cavsian legend, Leebran had magical powers unmatched in history. He could glide across the air, was strong enough to throw boulders as his primary choice of weapon (and throw it hard enough to bounce back up), strike harder than five bulls and outrun a pack of timberwolves. Through combat prowness, he rose up their ranks and became the undisupted leader of Cavsia, slaying kings, wizards, fairies, and giant anthromorphic lizards alike.

However, despite his heroic achievements, he felt restless. The Cavs were not the strongest tribe in the world, nor was Cavsia a pleasant land even back then. Two evil sorceroers, the Boss and the Wave, convinced the Cavsian warrior-king to turn his back on his own people and migrate south, where they would a tribe known as the Heet as a triumvirate. Feeling that the Cavsians were weak and holding him back, Leebran agreed to emigrate, lighting the Cuya River on fire (Pre-Deluge: Cuyahoga).

For four years, the Heet terrorized the known world, destroying and razing any town they could reach. They even waged war on the Cavs, campaigns in which Leebran even led himself. However, as he saw himself killing his own former countrymen, his heart torn. While the Heet were seemingly stronger warriors than the Cavs, and their land more fertile, he felt no connection to their culture or way of life. They were alien to him, and he was alien to them. After four years, he had enough. He fled the land of the Heet, despite attempts by the Boss and the Wave to stop him, and begged his native Cavs forgiveness for his treason. Desperate due to the Heet's intrusions, they cautiously accepted.

Leebran waged war on the Heet, and utterly crushed them on the battlefield. He slew the Boss and the Wave, and in every definition of the word annilhalted the Heet off the face of the Earth, thus ensuring the survival of the Cavsian people. After their destruction, he ascended into the heavens, claiming he would return "when my Cavs need me once again". As the now-undisputed god of fire and the sky, many believe the Leebran will return to help destroy the Lousianian Empire that has been slowly intruding into the Cavs' land.
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.
 
This looks interesting. Is there an updated map for this IOT?
 
Confederacy of the Bermuda Triangle
Spoiler :
I left the whole map in so you wouldn't have to color all 3000 of the goddamn islands.
 
Spoiler :


posting here for my own purposes.

This isn't dead. I've been feeling quite sick the last few days and staring at a computer screen trying to concentrate on working makes my headache intensify. So the update hasn't come. On the bright side, I've resumed working on the update, and it's coming, maybe later today.
 
* Sees neighbouring states *
EXTERMINATE!
Get well soon SK!
 
Can I request adding Nantucket and Martha's Vineyard to my nation? Irritates me seeing those two islands off the Cape as unclaimed :p
 
IN 491, the Second Cloud Emperor came to power in St Louis, beginning the Thorvaldic dynasty – continuing with the ascension of the Third Cloud Emperor in 499 – and ending for good seventy-four years of protracted, virtually constant civil war in the Holy Louisiana Empire. Indeed, it is something of a miracle the whole Empire did not simply collapse sometime in the fifth century. But the Empire’s problems are not yet solved – if they can even be solved. And at its frontiers, potential enemies amass...

---

The bulk of the former East Coast of the United States never came under Imperial control, protected by the natural barrier of the Appalachians. It is now home to a myriad of tribal polities. However, a number of recent bad harvests combined with an upsurge in storms from offshore have began to drive many of these tribes - the so-called "Bretonic peoples" by the Imperial scholars - further and further west. Though the Bretonics speak a common language and often have similar customs, most of them being largely matriarchal tribal societies, there is great variety and little commonality in religious traditions.

Furthest north of these tribes is the peoples known to Imperial geographers as the Mosherites, a loosely aligned Bretonic group whose main shared characteristic is their collective cult of the Great Old Ones. Lately, one tribe, along the coast, has begun to enforce its own leadership upon the rest, becoming the most powerful in the region - perhaps the Mosherites will be one day united. To their south are the Narragansett Confederacy, a confederation of the former, non-Bretonic native tribes of New England, who have established themselves as rulers over the Bretons, the former white settlers, who today mostly reside in the cities.

To the south, in the former Hudson valley and New Jersey, lies the home of the Piscati, whose culture revolves around the worship of the cat-goddess Bast. The Piscati have been some of the worst-affected by the recent sequence of bad harvests, and slowly have begun moving west. One of the first victims was the trading city-state of Philadelphia, which fell to Piscati invasions in 489 after centuries of reaping the cross-Appalachian trade routes with the Empire. In the former Susquehanna valley lie the predominantly Jewish Sylvani people, whose confederacy's numbers have been bolstered by westward migrations and subsequent conversions to Judaism.

The region around the pre-Deluge capital is in a unique situation. The biker gangs of the old world turned to the life of the horselord when the gasoline ran dry. In the Washington DC region, these rider gangs fought for local supremacy for decades, possibly centuries. But in the 490s, one of these gangs, the Virginia Outlaws, led by one fearsome Bruce "The Hammer" Austin, was able to subjugate or push the other gangs south. Bruce has since established a Holy Washington Governorate, legitimized by the Holy Order of the Eternal President – for the rulers of this region largely believe in the divinity of the Founding Fathers of the old United States. Someday, they believe, the Last President, the one who perished in the Deluge, shall return to reestablish their holy empire. Could the Hammer be that Last President?

Virginia is by and large ruled by the Leiai people, who are also venerators of the Holy Order of the Eternal President – however, in their version of the story, the Last President was in fact a woman, by the name of Diana, who will make the Leiai rise again to their rightful presidency. To their south, North Carolina is under the dominance of the originally coastal Outrei. In the 470s, one chieftess unified the Outrei under a single, and began conquering the scattered inland tribes, driving them further southwest. Her daughter is the present ruler of the people, and she has since continued their offensive, unifying all of the country between the Leiai country and the Gullah Kingdom. The Outrei

Furthest south, just over the river from Georgia Parish, is home to the aforementioned Gullah peoples. It is not especially clear where they came from – their skin is remarkably darker than the average Imperial or the average Breton, even for ones this far south, and their language is more like the remote Ayitibonitien than anyone else. But in any case, the very tribal Gullah Kingdom has ruled pre-Deluge South Carolina for the length of their living memory, the Savannah River serving as an unwritten solid frontier between them and the Imperials, who have never had an interest in bringing the Gullah under their rule. But the Gullah now are facing incursions at the hands of various Bretonic peoples moving in from the north, and the Gullah are finding themselves pushed increasingly southwards.

---

The St Lawrence lies under the firm control of the Riviètroit Confederacy, a grouping of French-speaking cities who have reaped their fortunes on the trade between New England and the Empire. In the wake of several damaging attacks from surrounding tribes, a number of these cities have recently united under a common leadership. One of those tribes comes in the form of the burgeoning Otavai, to the southwest and upriver of the Riviètroit, who have recently united under a leader who calls himself the Second Harper - the first Harper being a pre-Deluge figure of some kind.

The bulk of western New York, east of Lakes Erie and Ontario, now lies under the control of the Albanii confederacy, a group of Bretonic tribes which migrated there during the last quarter century, united under a single warrior queen, and quickly overwhelmed the. The Albanii have even begun to make incursions into Allegheny Parish, causing clashes between them and the sparse Imperial legions garrisoning the frontier. To their west of the lakes reside the non-Bretonic Niagra people, who are not quite as united, but have managed to repulse all foreign incursions so far - just across the lake from the Imperial frontier, they could pose a grave threat in the future. The predominant religion amongst the local tribes is the strange worship of Ahura Mazda and the followings of Zoroaster’s teachings, which was introduced to the area by a prophet named Megan in about 350. Zoroastrian communities now exist as far south as Pittsburgh and Cincinnati – and if rumors are to be believed, even St Louis itself.

Ohio is under the dominance of the Cav tribes, who believe in the divinity of a pre-Deluge hero named Leebran, born a Cav, but one who abandoned them to join a triumvirate of the Heet, lighting the Cuya River on fire in the process, and in turn lead campaigns against the Cavs, only to realize the gravity of the error of his ways and return to the Cavs to repent. The Cavs have managed to make a large incursion into besieged Allegheny Parish, driving out many of the Imperial locals and reaching the north bank Ohio River, even threatening the city of Pittsburgh itself.

The city-state of Detroit once marked the northern frontier of the Empire in the area, but that is no more. Detroit itself is independent, but in the midst of a long period of decline that does not appear to be ending any time soon, as the trade routes are cut off by the southward migration of the Sauk. These people, originally believed to be from Wisconsin but having migrated across Lake Michigan after the Imperial incursions there in the fourth century, have now moved southwards to in the 480s overrun and destroy the Kingdom of Indiana, the once-existent tributary of the Empire. The Sauk have paused at the frontier of Illinois Parish – for now.

The former Upper Peninsula of Michigan is populated, as it always has been, by the Fox. This rather wealthy land had at one point been under sporadic Imperial control, after the Third Tailless Emperor's campaign in 313 reached the tip of the peninsula. But sometime during the fifth century the Fox quietly slipped from Imperial rule, and created their own country, from their capital of Green Bay. But in 476, after one particularly hated Fox king died and his two equally hated sons prepared to fight a bitter civil war for control, an assembly of Green Bay patricians – or “packers,” is the odd direct translation of the word from the local tongue – decided enough was enough. They had both sons killed and established the Fox Republic, which still rules the country today, led by a House of Packers.

And, in the far north, lie the Sasketchian tribes. These people are quite mysterious, even to the most learned of Imperial scholars. All that is known about them is that their homes one lay somewhere to the west, but they have been driven east in the last few decades to their new homes on the north shore of Lake Huron – it is possible that the rise of the Maple Horde had something to do with that, but many scholars doubt this fact.

---

The island of Hispaniola was only ever loosely under Imperial control, in an ultimately vain effort to control the threat of roving Caribbean pirate gangs, such as the Sea Cats and the Skeleton Rose, who were suspected to make their bases there. Nevertheless, the last of these incursions, by a rogue imperial general during a civil war in 437, provided the genesis for the highlander, creole-speaking Ayitibonitien peoples of the interior to unite. The island has since come almost completely under control of the Ayitibonitien Confederation.

The rest of the Caribbean, except for the increasingly hard-to-control Cuba Parish of the Empire, is divided between the eclectic realm of Jamaica, a kingdom which claims itself the successor to the Ethiopian Empire, a long-lost land from across the seas, and the Confederacy of the Bermuda Triangle, a mysterious collection of equally mysterious boat-people who control most of the northern and eastern islands; but as the Triangulans already have little except boats and potatoes, they do not bother their neighbours, and their neighbours do not really bother them.

---

Central America's major power is the confusingly-named Kingdom of Hispanola, a caste-based elective monarchy, whose people are believed to have migrated from South America sometime in the past few centuries. The first King in their current land, Ibrahim, was forced to cede power to a council of twelve nobles. What truly sets them apart is their belief in a Prophet named Muhammad, shared with only a few sparse communities in the Caribbean and North America - truly curious, as the two regions are never believed to have had contact, post-Deluge.

To the north are the Kingdom of Itza in the former Yucatan, which is at the end of another period of conquest and expansion, and whose rulers have spent the last decades using the spoils of conquest to rebuild the great city of Chitchen Itza, and the "Kingdom" of Chiapas, Itza's main rival, a rough agglomeration of lords and towns under one ruler, who has managed to expand his influence over frontier territories seeking protection from Itza. Both of these kingdoms follow a local branch of Christianity, though Islam has begun to creep northwards.

Two somewhat powerful empires rule the space between Central America and Louisiana - the Aztec Empire in the south and the Texan Empire in the north. The former, founded by migrants from Texas after the beginning of Louisianan rule there in the third century, have forged a cobbled-together, mysticized cultural identity based on pre-Deluge texts of a much older Aztec civilization, and Imperial ethnographers have long argued that this is a fake that never did exist, but the Aztecs vehemently reject these claims. In any case, this iteration of the Aztec Empire has recently undergone a long expansion period through the fifth century, and is at something of a height in its power, and several periods in the fifth century, Tenochtitlan had more inhabitants than even St Louis.

Nearby lies the Texan Empire, ruled from the city of Dallas, which has begun to rival Tenochtitlan and St Louis itself in size and glory. Texas had been conquered by the campaigns of the Turtle Emperor in the 280s, and by 400 Texas Parish had become one of the wealthiest in the Empire. But then the civil wars came. Texas was hardly affected at all, and during the procession of Emperors that followed, the Texas parishioners found themselves growing more and more autonomous. It was in 459, when the newly crowned Quicksilver Emperor demanded tribute from the parishioner of Texas, and the latter refused, that the latter was crowned Emperor in Dallas independent from St Louis. Further violence closer to St Louis meant that Texas would never return to Imperial rule.

---

The vast interior of the North American continent is dominated by nomadic prairie horselords. Perhaps the most powerful of these are the Imagi, from the vicinity of Yellowstone. Recently, some of the Imagi have begun moving downriver, into Dakota Parish, easily overwhelming the sparse legions garrisoning the region in what clashes have occurred so far. To the south are the Platti, along the frontier of Nebraska Parish, and even further south are the Tulsi, along the frontier of Kansas Parish and the Texian Empire. The dominant religion of the prairies is Santism, a somewhat pantheistic religion which bears vague resemblances to Christianity; for instances, all of the Christians' saints are portrayed as gods in this world.

The former Canadian Prairies has by and large returned to the wilds, with only a few surviving towns and large, sparse collections of scattered nomadic tribes ruling the land. Except for one great exception – the red maple leaf banner has been raised again by a so-called Khan of the Maple Horde. Uniting a confederacy of local horse-borne tribes under his benevolent rule, the Khan has proceeded to mercilessly sack and burn to ashes what few cities have arisen in the region since Deluge. And now, hearing tales of this great empire to his south, he proceeds to turn his hordes in that direction.

The Navajo people formed their own state, post-Deluge, and Dine Bakeyah is its name. It is perhaps the most democratic and egalitarian state in the continent - every member has some say in selecting its leadership, the land belongs to everyone, and there are no classes to speak of. The Navajo have so far been content to remain in their lands, with little outside contact, as they have done for centuries. Not far to the north, in Utah, is the Mormon Kingdom of Jordan, preserving the Church of Latter-Day Saints well past Deluge.

---

In Baja California lies the home of the Vilisti, a loosely aligned collection of nomadic tribes whose culture and religion center around a ritualized “Day of the Dead.” They are feared across the country, as their horselords come down upon villages to take everything. Across the sea are the two tribal states of Sonora and Sinaloa, who still hold on to their Christianity, and mostly spend their days praying to their God that the Vilisti don’t get naval capacity and cross the sea.

Two warring states, the Tijuana Republic in the south and the Kingdom of the Angels controlling the coast to the north, dominate Southern California. The former is a slave-holding, highly class-divided mostly Christian republic. The latter is a kingdom, which claims itself to be the most divine land on this Earth. Stories circulate that these Angels are, in fact, fearsome stony-looking creatures that you mustn’t ever blink in front of, or turn away from, or they’ll get you and do…something. These are ridiculous stories, clearly, but that hasn’t stopped the Angels from gaining the upper hand in their conflict.

---

The former Klamath Mountains have come under the united rule of the Kingdom of Skaleth Ro, a slave-holding people with a highly sophisticated administration based on provinces much like the Empire, and a rather esoteric religion, the Cult of Dalke, that it is believed was derived from revelations through pre-Deluge texts. In any case, Skaleth Ro's main rival for a long time was the oligarchic, coastal city of Grollifrey. After a prolonged series of wars throughout the fifth century, Skaleth Ro ultimately conquered Grollifrey in 476, tragically ending the life of the Daektor VIII Makgan.

But Grollifrey is not completely lost. For a group of migrants from old Grollifrey reached the coast, to the Grollifreyan city upon site of the city once called San Francisco, whereupon they reestablishes a new Grollifrey, under a new Daektor IX Ekkleston. New Grollifrey has continued the rule of the Daektors; the current one is the Daektor XII Kapaldi. Recently, New Grollifrey, under the flourishing rule of Daektor X Tenent and Daektor XI Matthew, has expanded its rule over the neighboring towns, as far south as Monterey. To the east, the many fortified towns of the Central Valley lie under the loose rule of a Kingdom of Auron, seated in Modesto. This lush, prosperous land is named after the kingdom's mystic, long-vanished supposed founder, Luke, whom its religion also venerates.

---

The far northwest is split between a pair of maritime-based kingdoms of the Cascadian culture, Oregon in the south and Washington in the north. These lands, after years of disunity after the legendary fall of a mythical realm of Numenor in the far past – Imperial scholars who have gotten their hands on this data through have claimed that the Deluge are one and the same, though they hold disdain for these people’s lack of acceptance of Christ, the Church, and the Holy Emperor – have once again coalesced. Coastal villages to the south, and rumors have spread as far south as Skaleth Ro of these warriors.

---

The year is now 500 on the Imperial Calendar, and North America is in for one hell of a ride.

Spoiler :
 
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


 
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