TBNESIOT II - The Mists of Avalon

thomas.berubeg

Wandering the World
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Aug 21, 2006
Messages
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Location
Ft. Lauderdale
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YET some men say in many parts of England that King Arthur is not dead, but had by the will of our Lord Jesu into another place; and men say that he shall come again, and he shall win the holy cross. I will not say it shall be so, but rather I will say: here in this world he changed his life. But many men say that there is written upon his tomb this verse: Hic jacet Arthurus, Rex quondam, Rexque futurus. - La Morte D'arthur

There are stories told around camp fires and banquet tables of a world that man once ruled. There are legends that speak of ancient kings enslaving the very forces of nature to their whim, binding lightning to serve in their fortresses and wielding sorceries to shape the very earth. Certainly, the great rusting expanses of the ancient cities lead credence to those tales.

They also bear proof to their conclusion.

In all the stories, man delved too deep, meddled with a power that should not have been trifled with, and lost everything. The secrets of the ancient sorceries were stripped from them, and with it, the power that allowed them to light their homes at night without fire, to kill their enemies at a distance of miles, to soar through the air on a whim, and, most importantly, to feed the teeming masses.

All the stories agree that the famine and disease tore through the lands on a scale that can scarcely be imagined.

But, life went on, and people survived. Generations passed, many of them, and the truths of the past faded into myth and legend.

Welcome to...
the Mists of Avalon

Orders Due on June 15th

The Mists of Avalon take place in a post-post-apocalyptic Britain. The past is dead, but your ancestors survived it’s death and have forged something out of the rust and ashes.

None of the chemical and physical reactions that make modern technology or warfare possible exist, yet life goes on. Most people don’t believe, in fact, that the stories of what mankind accomplished in the past are anything but exaggerated stories and legends.

There is only more thing universally of note for the inhabitants of the Isles. They are in all ways that matter a prison. People know that there was once a larger world beyond the rocky shores of Brittania, but that world is forever lost. A thick mist floats miles off shore, and none who have sailed into the mist have returned.

Application

Country/Player:
Color: Pretty obvious. Anything except for black, white, grey, or the map color of the water is fine.
Government: Tell me your form of government, in detail.
History: Please outline your country's history, in as much detail as you wish to.
Location: Where on the map do your people live?
Society: What shape does your society take? how is it organized? how are they ruled?
Religion: What are the beliefs of your people? what religious codes do they follow
Economy: What is the basic economy/subsistance of your people? (If they are a mountain people, what foods do they eat? etc)
Person Names: Given names
Place names: names for geographic features or areas on the map.


We are trying to create a complex, living world, so detail and depth is good. I’m not going to demand word counts, because who does that, but the more depth and commitment I see from players the more I’ll be willing to help you flesh out your nation and people.

The idea of a nation state as we know it probably isn't too strong, with leadership, government, and stability tied to the people in charge's strength. Naturally, your people will only follow your real if they trust it, or are coerced into it. Functionally speaking, applying as, for example, the "House of Warwick," is no different than "The Nation of Warwick." While I imagine most "states" are held together by a strongman or a common cultural identity, don't feel bound to that.

NOTE:
I would like to see a common, cultural history for this NESIOT. As such, I’ll give precedence to applications that are done in conjunction with other people to create broad cultures that extend beyond a nation. I'm not going to restrict the start too much, so let your imaginations flow! The more information you give me, the better, remember that I do reserve the right to reject applications I feel don’t fit with the atmosphere of the game. That being said, I will happily discuss and work with you to create something that will fit.

Note:

Stats will remain, until such time as I see fit, as simple affair. The numbers as they are are important, but come second to telling an interesting, group story. The focus of this NES will be overarching cultural themes and affairs rather than the nitty-gritty numbers involved in what happens. As Lord of Elves put it in The Noisome Silence:

The goal of this NES is to follow the trends of cultures, civilizations and ultimately kingdoms or nations or something resembling them. The NES should ideally run the gamut between a medieval stasis fantasy world and an environment of clans, tribes and great lineages. Stylistically I am looking for a blend of “A Song of Ice and Fire” and “The Silmarillion.” North_King's End of Empires but with elves. Accordingly the focus is less on the minute details of “How much did the Mountain King in Al-Gharzot spend on this turn's infrastructure project compared with the overall GDP of the Empire Al-Gharzotia and previous projects” and more on “In the waning years of the third age the Mountain King Hed-Ythrustag commissioned a great project to enhance the wealth and prosperity of his citizens, the dwarves of Al-Gharzotia.” Style, story and a focus on theme is the focus.

This game will be run concurrently on The Frontier
 
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Rules:


Stats:
Government:
Stability:
Economy: X(X/X/X)-X/X
Projects:
Religion:
Army (X/X):
Navy:
Quick History
Economic Description:
Military Description:
Cultural Description:


Government

Your form of government is listed under "Government" (go figure), in concise but detailed form. This form can be changed over time with reforms, or as the trends in your country change. Besides your government is your country's current ruling dynasty or faction, where applicable. Knowing this is essential; while actual monarchs will not be tracked due to the turn length (though you can certainly do this yourself) arranging marriages and inheritance is completely possible.

You should also pay attention to your stability, which, simply, is a measure of the internal cohesiveness of your realm, as well as the level of control your institutions are able to exercise. Stability goes from +3 to -3. Not only does higher stability lessen the chance of political upheaval, it also translates into better economic performance, as the people take advantage of the peace to make themselves and the country prosperous, rather than having to concern themselves over basic subsistence. Outright revolts may occur if your stability drops into the negatives, with the chances of revolt increasing as you go further down. If, at any time, your country is at -3 and loses stability (in other words, hits -4), your government will automatically collapse.

Economy

The economic system of this NES is based on EPs. The first number in the economy stat is the total income of EPs you will gain this turn. You gain EPs from three sources, listed in the parenthesis next to total income: rural (income from agricultural production), urban (income from artisans, craftsmen, and other city-based production), and trade (income from, well, trade, both land and sea). Next is your total upkeep per turn. Finally, the last number is the number of banked EPs you have. You can bank as many EPs as you wish to; they don't make interest or anything, they just sit there looking shiny. It's advisable to keep at least some banked in case of emergencies or if a sudden large expenditure is necessary. EPs can be spent on whatever, but you can't spend fractions of EPs.

How can you grow your economy? There are multiple things you can do. Investing in infrastructure or agricultural improvements will improve rural income. Investing in infrastructure will also increase trade income, as will opening new trade routes through expeditions and the like. There are many other things that will affect income, but I'm not going to list all of them. And lastly and most importantly, this is still the age where you can pretty much build cities at a whim, so that is always a possibility. Bewarned, however, building cities will not automatically

There are certainly other potential sources of income. Chiefly amongst them is simple - plunder. Sacking cities and countries will net you a great deal of wealth taken from the unwilling local populace - often, far greater than you could gain from normal means. Additionally, it is perfectly possible to ask for tribute under the threat of the sword. These mean that you don't need any sort of permanent income in this whatsoever. But remember that relying on plunder and tribute for your wealth leads to its own issues - namely, that once the plunder runs dry, no one is happy.

Projects:

Projects are special, large expenditures that usually take multiple turns. They can roughly be compared to Wonders from Civilization, but could easily be far more mundane. A project could include such things as building great monuments, infrastructure improvements, opening of trade routes, policy changes, inquisitions, and infrastructure. PM me if you want to begin one for details including the total cost and effects.

Religion

With the state the world is in, faith is of the greatest importance. In many cases, it is the very thread holding thousands of people's everyday lives together. Discontented large minorities are a recipe for rebellion and instability. Attempts at conversion and intolerant state policies, while good for the spiritual unity of the state religion, will lead to greater disloyalty. On the flipside, tolerance and appeasement of non-state religions will make their followers more loyal, though these carry their own risks; namely, potential for discontent from those who follow the state religion.

Religion as a gameplay mechanic works somewhat like the factions systems seen in some other games. The percentages reflect the rough proportion of people under your rule who practice said religion, in increments of 5%. The first religion listed is your state religion or the religion of your ruler or ruling classes. Each of the other major religions have a loyalty that ranges from 1 to 5. This scale represents the general contentedness of this religious minority, who more often than not just wants to be left alone. Attempts at conversion or repression, either from your or the people, will reduce this, while policies of tolerance and plurality will increase this. The last 5% are used to describe various communities that exist within your borders but are too insignificant to create a major difference politically, though they can certainly play a role in the grand scale - just look at Europe's Jews over time. If you manage to comprehensively eliminate all minorities, then you'll reach 100%, but this can often be a task that is both exceedingly difficult and exceedingly detrimental to your resources.

Ethnic Makeup

Working similarly to Religion, Ethnic Makeup will represent the populations under your control. The percentages reflect the rough proportion of people under your rule who belong to that ethnic gruop, in increments of 5%. The first religion listed is the ethnicity of your ruler or ruling classes. Each of the other major ethnicities have a loyalty that ranges from 1 to 5. This scale represents the general contentedness of these ethnic minorities, who more often than not just wants to be left alone.

Military:

The first two numbers in the army stat are the number of non-mercenary units you have and the total force limit of land non-mercenary units. Do note that since we're largely before standing armies, and because turns are broad enough, your army numbers represent less your standing forces at any given time and more the total capacity of forces you can raise. There's no upkeep required on units within the force limit.

If you reach your force limit and still desire more men, you do have the option of hiring mercenaries, which cost just 1 EP each to raise, but continue costing the same 1 EP per turn afterwards until killed or disbanded. Who these mercenaries are is another matter - this largely depends on your situation. They could be barbarian tribes, or they could just be enterprising young men from within your country. Failure to pay them, of course, can and will lead to Very Bad Things happening to you. You have been warned.

Land Units:
-1 Infantry Company: 2 EP
-1 Cavalry Company: 3 EP
-1 Siege Train: 5 EP
-1 Mercenary Company: 1 EP/turn

Navies work slightly differently. There is no naval force limit; you can build as many ships as you like. However, for every 3 naval units you own, you must pay 1 EP in upkeep. All cross-sea transport of land units is handled automatically when necessary; listed naval vessels are strictly warships.

Naval Units:
-1 Squadron: 2 EP

War is a part of what is perceived to be everyday life in this era; don't even bother with any sort of nonsense "declarations" if that's your wish. Conducting war just requires you to send war plans to me. It may be a good idea to pay a little extra for logistics and supplies, otherwise your armies will be forced to live off the land they're passing through. That is not necessarily a bad thing - especially if you're just a bunch of nomads passing through.
 
England:
Spoiler :
Scilly - Gurra09
Government: Direct Democracy
Stability: 3
Economy: 6(0/1/5)-0/3
Projects:
Religion: Scillonian Church (Old Gods, Islam, Jiduhua)
Ethnicity: Scillian (Cornish, Manx, Sea People, Ianki)
Army (1/3): 1 Infantry
Navy: 4 Squadrons
Quick History: Life in Scilly has not changed much in the past few centuries.
Economic Description: Fishing and trading are the lifeblood of the island
Military Description: Steel armed Militias
Cultural Description: Scilly is a very decentralised society and the islanders hold a great deal of freedom, especially as it is they themselves who rule Scilly collectively through the Scilly Council. There is a robust sedentary Ianki enclave, as well as communities of foreign traders.


Tintagel - NPC
Government: Absolute Monarchy
Stability: 0
Economy: 9(4/2/3)-0/0
Projects:
Religion: Old Gods (Anglican, Scillonian Church)
Ethnicity: Cornish (Welsh, South English, Irish Sea People)
Army (10/14): 8 Infantry, 2 Cavalry
Navy: 2 Squadrons
Quick History: The Collapse of the Kingdom of Cornwall left three distinct states, Tintagel holds the old capital, and is ruled by the ancestral ruling family.
Economic Description: Iron, Trading, and Agriculture.
Military Description: Plated knights lead Peasant levies
Cultural Description: Feudal society

Cornwall - NPC
Government: Ruling Council (Timocracy)
Stability: 1
Economy: 10 (4/4/2)-0/0
Projects:
Religion: Anglican (Old Gods, Jewish)
Ethnicity: Cornish (Welsh, South English)
Army (10/20): 8 Infantry, 2 Cavalry
Navy: 1 Squadron
Quick History: The Collapse of the Kingdom of Cornwall left three distinct states, Cornwall is ruled by an alliance of nobles who rebelled from the crown.
Economic Description: Iron, Trading, and Agriculture
Military Description: Plated knights lead Peasant levies
Cultural Description:

Kingsbridge - NPC
Government: Merchant Republic
Stability: 3
Economy: 10(4/2/4)-0/0
Projects:
Religion: Anglican (Old Gods, Islam, Jewish)
Ethnicity: Cornish (Welsh, South English)
Army (5/14):5 Infantry
Navy: 4 Squadrons
Quick History: The Collapse of the Kingdom of Cornwall left three distinct states, Kingsbridge is led by a council of elected merchant families.
Economic Description: Control much of the trade on the south shore of England, while holding some Iron mines and agriculture
Military Description: Trained Pike levies
Cultural Description:

Kingdom of Sudmandie - Defacto
Government: Feudal Monarchy
Stability: 1
Economy: 13(5/6/2)-0/2
Projects:
Religion: Anglican (Islam, Jewish, Old Gods)
Ethnicity: South English (Sylheti, Cornish)
Army (11/28): 8 Infantry, 3 Cavalry
Navy: 2 Sqaudrons
Quick History: Forged long ago in the fall by an alliance between great families.
Economic Description: Trade and agriculture
Military Description: Plated knights lead Peasant levies
Cultural Description: The southman are ruled by nine major houses acting as controlling land owners. These nine houses are entitled Shields of the kingdom and below them is another web of minors houses. All houses swear allegiance to the King/Queen of Roses, the descendant of the Wyven, the original King/Queen of Sudmandie. In battle the King displays a Wyvern ornate on his helme.

Ctonan High-Confederation - Cadellon
Government: Tribal Federation
Stability: 2
Economy: 11(7/2/2)-0/0
Projects:
Religion: Old Gods (Anglican, Islam, Jewish)
Ethnicity: Southern English (Cornish, Welsh, Sylheti)
Army (10/20): 10 Infantry
Navy: 0
Quick History: In the face of marauding northern tribes, the Ctonan High Confederation came together to repel the enemy.
Economic Description: Agriculture supplemented by trade
Military Description: Tribal bands
Cultural Description: Society is matriarchal and egalitarian. Name and possessions are transmitted through the mother. Land and harvests are communally owned and shared. Most disputes are resolved through the local elder council, and in extreme cases as system of ostracism exists. Hierarchy and classes are nearly non-existent, although in the cities a near-hereditary caste of wealthy craftsmen is forming who dominate local economy. When it comes to war, both men and woman fight for the Queen as there is little differentiation between the genders.

Isle of Wight - NPC
Government: Knightly Order
Stability: 2
Economy: 9(3/4/2)-0/5
Projects:
Religion: Scillonian Church (Old Gods, Anglican, Islam)
Ethnicity: Sylheti (Southern English)
Army (6/18): 6 cavalry
Navy: 6 squadrons
Quick History: The Sylheti conquest of the Isle of Wight and the prevalence of a Scillonian Mission led to the Sylheti abandoning their faith in favor of the Christian Faith, which they beleived proved it’s worth in repelling the wights of the island.
Economic Description: Agriculture and fishing
Military Description: Mounted Knights associated with specific monasteries
Cultural Description: Believe themselves to be the first, and last bastion of humanity against the oncoming tide of death and evil sorcery.

Raj of Kalodesh - NPC
Government: Kingdom
Stability: -1
Economy: 13(6/3/4)-0/3
Projects:
Religion: Islam (Old Gods, Jewish, Anglican)
Ethnicity: Sylheti (South English)
Army (4/27): 2 Infantry, 2 Cavalry
Navy: 4 Navy Squadrons
Quick History: Caught up in a civil war between two pretenders, cousins of the former, childles Rajah.
Economic Description: Agricultural and trade
Military Description: Peasant Levies
Cultural Description: Highly Centralized State

Samudradesh - NPC
Government: Tribal Council
Stability: 2
Economy: 9(6/1/1)-0/0
Projects:
Religion: Islam (Anglican, Ancestor, Old Gods)
Ethnicity: Sylheti (South English, Mercian)
Army (6/15): 4 infantry, 2 Cavalry
Navy:
Quick History: Ethnically different from the rest of the Samudradesh, claiming to hail from a long lost land called Farika, these followers of Islam have lived in this part of the world since the fall.
Economic Description: Agriculture
Military Description: Tribal Levies
Cultural Description: Distinctive patterns and motifs cover the crafts of the Samudradash, .

Shaher of Kanthapur - NPC
Government: Theocracy
Stability: 3
Economy: 14(3/5/6)-0/7
Projects:
Religion: Islam (Anglican, Orthodox)
Ethnicity: Sylheti (Slav, Southern English)
Army (10/19): 10 Infantry
Navy:
Quick History: Long ago a black stone fell, and was housed inside the great Mosque of Kanthapur. From there, the faith of Muhammad spread to the Sylheti, and the center of the faith is still here.
Economic Description: The Pilgrimages all Muslims must take to Kanthapur at least once in their lifetime bring great wealth to the city.
Military Description: Religious orders of warriors sworn to protect Muslims throughout the isles.
Cultural Description: As the heart of Islam, Kanthapur welcomes people from all around the isles, and it’s Imams are known for their great wisdom.

Jilinga - NPC
Government: Petty Kingdom
Stability: 2
Economy: 6(2/2/2)-0/0
Projects:
Religion: Islam (Orthodox, Ancestor, Anglican)
Ethnicity: Sylheti (Slav,
Army (6/10): 5 Infantry, 1 Cavalry
Navy:5 Squadrons
Quick History: Near constant warfare with the Shirnash has forged a strong, united people
Economic Description: Agriculture and fishing and trade
Military Description: well experienced militias
Cultural Description: A people forged in the fires of constant raiding, they are tough and insular.

Shirnash - NPC
Government: Clique
Stability: -2
Economy: 11(2/2/7)-0/10
Projects:
Religion: (Islam, Old Gods)
Ethnicity: South English (Sylheti)
Army (7/10):7 infantry
Navy: 10 Squadrons
Quick History: Raiding and ravaging the east coast of England, the Shirnash have never been subdued.
Economic Description: Raiding and ravaging, and, occasionally, trading.
Military Description: Pirate Bands and fleets.
Cultural Description: A culture of Raiding and pillaging have forged a people with an unstable and constantly shifting leadership, but unconquerable core.

Shaherarajya of Mujibur - Southern_King
Government: Oligarchic Republic
Stability: 2
Economy: 13(3/5/5)-0/7
Projects:
Religion: Islam (Orthodox, Jewish, Anglican, Ancestor)
Ethnicity: Sylheti (Slav, South English, Anglian, Mercian, Spireling)
Army (5/21): 4 Infantry, 1 Cavalry
Navy: 5 Squadrons
Quick History: Long before this age, the Sylheti people migrated to this island of Inlyanda, from a faraway land known only as Bangladesh. They mostly settled in quarters in the eastern section of Mahalandana, center of the world. While they were not rich, but they held onto their culture and traditions, and came to feel at home. Then, the world was turned upside down. During the starvations that followed, many of the Sylheti were forced to migrate eastwards to take up an agricultural life and survive.
Economic Description: Agriculture and trade with the Spirelings and other coastal folks
Military Description: The center of Mujiburi life is the great city of Mujibur [roughly in Dagenham-Belvedere]. The bounty of the Sylheti farming towns largely goes to feeding the Mujiburis. Agricultural lands are theoretically held as tenants and granted by the Sangshad, but in reality, they are dominated by jamidars, or landlords. Various recent Rastrapatis have gained popularity amongst the rural peasantry by promising to depower the jamidars, but they are universally deposed before this can happen. Mujibur is where the Sangshad [parliament] meets to elect the Rastrapati [president] for a five-year term. The Sangshad is comprised of about two hundred prominent jamidars and urban patricians, though theoretically anyone can join, except slaves. The Rastrapati can be deposed by a Sangshadi vote at any time. However, recent Rastrapatis have grown increasingly despotic and absolutist
Cultural Description: The First people of Islam.

The Spirelings - Decamper
Government: Tribal Confederation
Stability: 2
Economy: 10(2/2/6)-0/6
Projects:
Religion: Ancestor (Islam, Anglican, Old Gods)
Ethnicity: Spireling (South English, Sylheti, Mercian)
Army (4/10): 4 Infantry
Navy:
Quick History: The Spirelings have never left the ruins of old London, and so are favored by the ancestors.
Economic Description: The sporelings survive on hunting and craftsmanship, and trade thier unique and unreproducible goods to sylheti and jewish traders.
Military Description: Shadowy bands who strike from high above the ground and never get lost in the labyrinth of twisted metal and steel that is their home.
Cultural Description: The specifics of society differ extensively between tribes, but common virtues are respect for the ruins and the past, and by extension respect for one’s elders. The lack of dependable agriculture makes hunting both a necessity of life as well as a sport, and those that exhibit great skill in the hunt bring honour to their tribes. Conflict between tribes is usually resolved by ritual warfare, more likened to team duals than large scale warfare, and combatants generally try to keep fatalities to a minimum. On the rare occasion that a conflict grows out of control, the Knowers intervene directly into tribal affairs, threatening the wrath of the Ancestors, which almost always brings the tribes into line. The Spirelings consider it an act of worship to fashion trinkets and valuables out of the remains of the great ruins. Spirelings will often be adorned with dozens of bracelets, necklaces, piercings and other paraphernalia. This love for crafting also extends to sewing, and Spirelings are known for wearing exquisitely patterned clothing, despite their otherwise simple lifestyle.

Vuzrajdane - Tolni
Government: Republic
Stability: 2
Economy: 11(5/3/3)-0/0
Projects:
Religion: Orthodox (Islam, Divine Architecture)
Ethnicity: Slav (Anglian, Sylheti, Mercian)
Army (6/22):4 Infantry, 6 Cavalry
Navy: 4 Squadrons
Quick History: Migrated from London in the fall, and forged a kingdom in East Anglia.
Economic Description: Trade and agriculture
Military Description: Heavily armored Infantry and lightly armored, heavily mobile cavalry
Cultural Description: Loosely organized and diverse tribes.

Kingdom of New Jerusalem - Omega124
Government: Kingdom
Stability: 2
Economy: 17(6/6/5)-0/4
Projects:
Religion: Jewish (Anglican, Islam, Old Gods)
Ethnicity: South English (Sylheti, Mercian)
Army (10/30):6 Infantry, 4 Cavalry
Navy:
Quick History: The wealth and strength of the Rothschilds allowed them, during the fall, to feed and protect people, eventually forging a lasting kingdom.
Economic Description: Agriculture and trade down river. A well established banking system, now without competition.
Military Description: Pikeman levies and armored cavalry
Cultural Description: Heavily Centralized state.

The Society for Improving Natural Knowledge -Terran_Emperor
Government: Council
Stability: 0
Economy: 11(2/6/3)-0/4
Projects:
Religion: The Method (Divine Architecture, Anglican, Orthodox)
Ethnicity: Mercian (Anglian, Slav, Sylheti)
Army (6/18): 6 Infantry
Navy:
Quick History: Created during the fall from an ancient society of learned magii, the Society hoard and protect the knowledge lost in the fall.
Economic Description: Agriculture supplements Urban craftsmanship and delicate gold work.
Military Description: Peasant Levies.
Cultural Description: Heavily stratified society

The Kingdom of Wolverhampton - NPC
Government: Kingdom
Stability: 2
Economy: 10(5/3/2)-0/2
Projects:
Religion: Anglican (Jewish, Old Gods)
Ethnicity: Southern English (Welsh, Sea People)
Army (8/19): 5 Infantry, 3 Cavalry
Navy: 5 Squadrons
Quick History: Created after the fall by an alliance of the disparate lords and rulers of the area in response to the welsh migrations.
Economic Description: Agriculture
Military Description: Armored Knights lead peasant levies
Cultural Description: disorganized Lordlings and fiefdoms with a strong sense of unified identity.

The Fortresses-upon-Humber - Arrow_Gamer
Government:
Stability: 4
Economy: 14 (1/6/7)-0/4
Projects: The Wall (Complete)
Religion: Anglican (Old Gods, Islam)
Ethnicity: Mercian (Welsh, Northumbrian)
Army (7/26): 3 Infantry, 4 Cavalry.
Navy: 7 Squadrons
Quick History: Created by a Knightly Order to protect the earth against the evils of man and nature, they man the wall, a great gate that spans the Humber river,and control much of the trade in central england.
Economic Description: Control of the trade supplemented by a tradition of craftsmanship in the many fortified cities.
Military Description: Knightly Orders
Cultural Description: The knights are the highest tier of society, and hereditary, though a knight may lose this status if showing great cowardice and a commoner may gain it through acts of valor. The knights rule and lead in battle atop war horses, but are a small caste and cannot do common work or trade because of the religion. The Wallmen are a sect of knights dedicated to defending the walls and the border, and also supervise the operation of the Riverwall. The most work is done by the second tier, the sergeants, who are the commoners. Every citizen of the Knights is a sergeant, unless they are a knight, trader or chaplain, and thus this is the largest class. Sergeants can be promoted to knights if brave or choose to become chaplains and traders. They hold few legal rights, but the chaplains work to prevent any exploitation of them. Chaplains are the followers of god, and there are few.

The Layn of Kimragwaddyraefoh - Polyblank
Government: Theocratic Republic
Stability: 1
Economy: 10(6/2/2)-0/0
Projects:
Religion: Old Gods (Anglican, Jewish)
Ethnicity: Welsh (Mercian, Northumbrian)
Army (13/18):10 Infantry, 3 Cavalry
Navy:
Quick History: The End of the Welsh Migration was in the fertile Farmlands of Yorkshire. There, they settled, incorporating the locals into their own culture and religion.
Economic Description:Agriculture traded downriver to the Knights of Humber.
Military Description: Militias accompanied by Knightly Orders to Ardhyr
Cultural Description: Tribal society, welsh speaking in a sea of British.

The Shire - NPC
Government: Confederation
Stability: 3
Economy: 11(9/1/1)-X/X
Projects:
Religion: Anglican (Old Gods)
Ethnicity: Northumbrian (Welsh)
Army (2/21): 2 Infantry
Navy:
Quick History: A loose alliance of simple farming villages and trader cities.
Economic Description: Agriculture.
Military Description: Peasant levies, known for their skill at the bow and ability to travel quietly in large groups.
Cultural Description: The Shirelings wish nothing more than to live simply and out of sight of the world. Independant as they are, they do elect a “mayor” to make decisions, though the position is generally ceremonial and not taken too seriously.

Ellan Vannin dy Reem - Ailedhood
Government: Monarchy
Stability: -1
Economy: 8(2/3/2)-0/9
Projects:
Religion: Old Gods (Anglican)
Ethnicity: Manx (Sea People, Welsh, Northumbrian)
Army (5/13): 5 Infantry
Navy: 2 Squadrons
Quick History: Once a Manx Colony, three years ago, it became the refuge of the Dynasty that once ruled that Isle upon it’s conquest by the Vouk. The “Beggar King” as he is known, has made no secret his ambitions to reclaim the island, and with it the only Bank in the islands that competed with the Jews.
Economic Description: Craftsmanship and art.
Military Description: Well Trained Militia
Cultural Description: Mercantile Feudal society ruled as much by “The Beggar King” as by the Bankers.

The Pirate’s Bay - Scarlet_King
Government: Captain’s Council
Stability: 1
Economy: 12(1/6/5)-0/5
Projects:
Religion: Old Gods (Anglican, Islam, Jīdūhuà, Iesanic , Bravehearted)
Ethnicity: Sea People (Northumbrian, Welsh, Manx, Chainaren, Norlin Airlin, Sylheti, Ianki)
Army (6/10): 6 Infantry
Navy: 6 squadrons
Quick History:
Economic Description: While inhabitants of the Pirate Bay do participate in quite a bit of trading and looting, The Pirate’s Bay owes most of its economic weight to the “Steel Market,” The Pirate Bay fish and trade for inland crops.
Military Description: Informal Pirate Fleets traditionally operating independently but who are occasionally called on large scale raiding or retribution excursions.
Cultural Description: A veritable melting pot of cultures, the Steel Market boasts members of nearly every ethnic group in the Isles (Even the Elusive Spirelings and Mist Folk have enclaves along its canals and dark alleyways.)

Coloin Crooinagh
Government: Monarchy
Stability: -1
Economy: 9(3/3/4)-0/0
Projects:
Religion: Old Gods (Bravehearted, Presbytarian)
Ethnicity: Manx (Sea People, Northumbrian)
Army (4/15): 4 Infantry
Navy:4 Squadrons
Quick History: Once a colony of the Island of Man, in the conquest three years prior, the colonial governor established himself as king.
Economic Description: A trade hub.
Military Description: Militias
Cultural Description: Mercantile Feudal society


Wales:
Spoiler :
Camm Ylladh - Grandkhan
Government: Monarchy
Stability: 3
Economy: 13(6/4/3)-0/15
Projects:
Religion: Old Gods (Scillonian Church, Jiduhua, Iesanic, Catholic)
Ethnicity: Welsh ( Sea People, Cornish)
Army (7/24):4 Infantry, 3 Cavalry
Navy: 4 Squadrons
Quick History: United long ago by a great hero in response to an ancient threat, Camm Ylladh is a land of legends and stories.
Economic Description: Sheep herding and farming forms the core of Camm Ylladh’s subsistence
Military Description: Knightly bands and peasant levies
Cultural Description: Camm Ylladh is a semi-feudal monarchy, ruled from the top by the Cennegh who passes his laws down to the Lardhayre. The Ylladh pride loyalty to their Lairdh and Kennegh highly, and a Rhydh who does not have high loyalty to the Lardh he serves is considered a cad and scoundrel. The peasantry tend to live in small to medium sized villages, generally under the aegis of the castle or hall of a Lardh. They take piety and devotion to the Flaydh Cymrhu very seriously. Marriages among the Ylladh typically last for life, and a person can only take one spouse. While the peasantry of the country are not organised into formal clans, they tend towards devotion to their extended family and feuds are common. While there is some notion of a feudal court of law across the country, most civil and criminal cases are taken to the local Lardh or whatever Rhydh happens to be in residence at the time. Lardhayre and Rhydhayre take their cases before the Kennegh.

Chāi Nì Shì - Calgori
Government: Republic
Stability: 3
Economy: 12(1/5/6)-X/X
Projects:
Religion: Jiduhua (Old Gods, Catholic)
Ethnicity: Chainaren (Welsh, Sea People)
Army (9/17): 7 Infantry, 2 Cavalry
Navy: 4 Squadrons
Quick History: The Fall and the subsquent British invasion and welsh migration allowed the Chainiren to establish themselves in Northern Wei
Economic Description:The chāinìrén are a people very dependant on commerce, as most of their lands are mountains, they need to trade food with neighbouring tribes and nations. They have instead great artisans, known in all avalon for their ability in jewelry, pottery, or carpentry among others.
Military Description: Pike armed militias.
Cultural Description: the chāinìrén are ruled by the Xiāohàn, the Sky Court, composed of seven men who represent the seven prefectures of Chāinìshì and are elected for life by the eldest man of every chāinìrén family, the lǎolǎo. When one of them dies, all the lǎolǎo from the corresponding prefecture gather together in the Palace of Heavens and elect one of them as a member of the Xiāohàn. They usually offer the services of chāinìrén experts in various matters as counselors to other kingdoms as a way to fund Chāinìshì’s investments. Additionally, There is an informal appearance based class system, with the ideal being dark, straight hair and “chāinìrén’s eyes.”

Marchofgion y Cedairn Ynysoedd Cysegredig - Bair_the_Normal
Government: Theocratic Council
Stability: 1
Economy: 8(2/3/3)-X/X
Projects:
Religion: Iesanic (Old Gods, Jiduhua)
Ethnicity: Welsh (Sea People)
Army (5/13): 5 Infantry
Navy: 2 squadrons.
Quick History: The fall led to the Isolation of the Holy Isle from the rest of the world, even Sea People raiders avoiding it’s shore for the legends of death and destruction.
Economic Description: agriculture and Crafts, mostly based on agricultural production. The only olive oil produced in the isles come from the Isles.
Military Description: Temple Levies
Cultural Description: Xenophobic, Highly rigid class structure.
 
Scotland:

Spoiler :
The Kingdom of the Isle - <nuka>
Government: Kingdom
Stability: 2
Economy: 11(2/4/5)-0/9
Projects:
Religion: Old Gods (Bravehearted, Anglican)
Ethnicity: Sea People (Manx, Norlin Airlan, Irish)
Army (3/18): 3 infantry
Navy: 6 Squadrons
Quick History: The Vouk conquered the island from the local Manx population, establishing Sea People rule over the island, capturing and selling most of the local men, and marrying or selling most of the manx women.
Economic Description: The Vouk operate predominantly as traders and slavers.
Military Description: Informal Pirate crews operating under independant local Riks.
Cultural Description: Vrouk are egalitarian, focusing on deeds rather than history. Wolfrik, the semi-mythical "founder" of the Vouk, who Yrald claims direct descendant from, is the main figure of Vrouk History. Through the blood of Wolfrik running through his veins and the blood of his enemies running down his ax, Yrald commands the respect of the Vouk people, who would protect him from any of his enemies.

Coloinaght ny Rheynn - NPC
Government: Monarchy
Stability: -1
Economy: 10(3/1/6)-0/5
Projects:
Religion: Presbytarian (Old Gods, Catholic)
Ethnicity: Manx (Norlin Airlan, Northumbrian)
Army (4/9): 4 Infantry
Navy: 4 Squadrons
Quick History: Former Manx colony.
Economic Description: Trade
Military Description: Militias
Cultural Description: Mercantile Feudal society

Kingdom of the Holy Rood - NPC
Government: Kingdom
Stability: 1
Economy: 12 (4/3/5)-0/1
Projects:
Religion: Presbyterian (Bravehearted)
Ethnicity: Scott (Northumbrian, Clydesman)
Army (3/17): 3 Infantry
Navy:7 squadrons
Quick History: The Kingdom of the Holy Rood claim the throne of Scotland
Economic Description: Trade up and down the coast and with the highlands.
Military Description: Peasant levies
Cultural Description: Feudal Kingdom

Kingdom of Clydia - NPC
Government: Kingdom
Stability: 3
Economy: 10(2/6/2)-0/3
Projects:
Religion: Bravehearted (Presbyterian, Old Gods)
Ethnicity: Clydesman (Scotts, Northumbrian)
Army (6/22): 6 Infantry
Navy: 6 Squadrons
Quick History: The fall forced the bandit gangs that once ruled Glasgow to work together to form a brutal, rough, stratified society.
Economic Description: Urban craftsmanship
Military Description: Professional army.
Cultural Description: An honor bound, brutal warrior society ruling over a disenfranchised farming population.

Kingdom of England and Scotland - NPC
Government: Kingdom
Stability: 2
Economy: 11(7/2/2)-0/3
Projects:
Religion: Bravehearted (Presbyterian, Old Gods)
Ethnicity: North English (Highlander, Scott)
Army (9/20): 6 infantry, 3 Cavalry
Navy:
Quick History: The Once and Future Dynasty of England was on progress in her dynasties ancestral winter home of Balmoral when the fall happened. Quickly gathering a loyal core, in the centuries since the fall, the House of Windsor has established greater and greater rule over the Isles.
Economic Description: Agriculture
Military Description: Armored cavalry led peasant levies
Cultural Description: The heart of the Bravehearted faith, put great stock in the Once and Future queen, Elizabeth, who has come twice in the past to rule over the British Isles, and in a time of great need will come again to lead the Kingdom of England and Scotland to greatness

Hogwarts - NPC
Government: Meritocratic Heirarchy
Stability: 3
Economy: 11(6/5/0)-0/5
Projects:
Religion: Seven Books
Ethnicity: Highlander
Army (3/27): 3 Infantry
Navy:
Quick History: Centuries ago, four great ancient Wizards founded a school for thier people to learn the arts of magic. The Fall stripped the inhabitants of hogwarts of all their magic, their history. In fact, the only records they have of the struggles of their people and their lost legacy is a septology of books recounting the recent history. Many suppose that there were many more records lost in the fall.
Economic Description: Isolationist, food is produced locally, and traded for intricate goods within the demesnes of Hogwarts.
Military Description: Trained Militia
Cultural Description: Xenophobic group of people who believe that they were once a much more powerful and great people, and seek to regain that lost legacy.

Innse Gall - Cived
Government: Democracy
Stability: 2
Economy: 10(1/3/6)-0/3
Projects:
Religion: Old God (Presbyterian)
Ethnicity Islander (Highlander, Orkade)
Army (2/11): 2 Infantry
Navy: 7 Squadrons
Quick History: The fall left all islanders high and dry. While not as many starved as did in the south, most had to find new means of subsistence. Many of the islanders organized into insular democratic societies. Innse Gall, as the largest, soon came to dominate trade in the North, competing with the Helviknes.
Economic Description:
Military Description:
Cultural Description:

Mikill-Jarldom of Helviknes - Zappericus
Government: Jarldom
Stability: 1
Economy: 10(1/3/6)-0/1
Projects:
Religion: Old Gods (Bravehearted, Presbyterian)
Ethnicity: Orkade (Highlander, Islander)
Army (2/11): 2 Infantry
Navy: 6 Squadrons
Quick History: In many ways, even before the fall, the Orkneys were a people apart from that of the Isles. Since the fall, they have turned to their ancestral ways, raiding and trading the farmers and fishing villages of the cost.
Economic Description: Raiding and trading.
Military Description: Trained raiding parties and ship crews
Cultural Description: The Mikill-Jarldom of Helviknes is a highly centralized, spiritual, xenophobic warrior-and-seafaring society composed of multiple helvikan vassal-clans led by a lesser Huskarl bent under the rule of an absolute monarchy in form of the Jarl; the ultimate expression of royal power in the helvikan culture, with a final say on every decision made by their kind.



Ireland:
Spoiler :
Twoaie Nerin - NPC
Government: Noble Republic
Stability: -2
Economy: 7(2/2/3)-X/4
Projects:
Religion: Catholic (Old Gods, Mistmen)
Ethnicity: Manx (Norlin Airlan, Hibernian)
Army (2/10): 2 Infantry
Navy:4 Squadrons
Quick History: Manx colony until the fall of the Island. Refuge of a number of noble families.
Economic Description: Trading.
Military Description: Trained Levies
Cultural Description: Mercantile noble republic

Northern Holdfasts - NPC
Government: Lord’s Assembly
Stability: 2
Economy: 9(2/3/4)-0/3
Projects:
Religion: Catholic (Mistmen)
Ethnicity: Hibernian (Norlin Airlan, Mistfolk)
Army (4/13): 3 infantry, 1 Cavalry
Navy:2 Squadrons
Quick History: Formed in protection against the UHH
Economic Description: Trading and fishing and farming along the river. The interface between Hibernia and the rest of the Isles.
Military Description: Peasant levies and Armored Cavalry.
Cultural Description: Society revolves around the river and the Holds that serve as chokepoints on the river. The river provides a fast and reliable means of transporting food and other materials.

Coiloinaght Mooir Vannin
Government: Kingdom
Stability: -1
Economy: 7(1/2/4)-X/7
Projects:
Religion: Old Gods (Catholic, Anglican)
Ethnicity: Manx (Sea People, Irish)
Army (4/8): 4 Infantry
Navy: 5 Squadrons
Quick History: Former Manx colony taken to rule by the governor.
Economic Description: Trading and fishing
Military Description: Trained Militias.
Cultural Description: Feudalism with strong mercantile influences.

United Holds of Hibern - Arya126
Government: Lord’s Assembly
Stability: 2
Economy: 10(2/3/5)-0/4
Projects:
Religion: Catholic (Mistmen)
Ethnicity: Hibernian (Norlin Airlan, Gaels, Irish, Mistfolk)
Army (5/13): 4 Infantry, 1 Cavalry
Navy:
Quick History: Long after the fall, people came to gather alongside the Sane River, and over time those people naturally began to need protection. As some sort of authority developed in spots along the river, these authorities would organize raids along the parts of the river that werent quite organized yet, and this spurred the innovation of powerful fortifications along the river. The most ambitious of these fortifications, the Holds, would go on to be sprawling monstrosities that protected a great stone bridge across the river. Over time however, the Lords of these Holds grew tired of conflict and seeing their fields of crops burn, and decided to unite one by one, until the UHH was formed.
Economic Description: Trading and fishing and farming along the river.
Military Description: Peasant levies and Armored Cavalry.
Cultural Description: Society revolves around the river and the Holds that serve as chokepoints on the river. The river provides a fast and reliable means of transporting food and other materials.

Mist Folk - NPC
Government: Tribal federation
Stability: 3
Economy: 9(7/1/1)-0/0
Projects:
Religion: Mistfolk
Ethnicity: Mistmen (Hibernian. Ianki)
Army (4/17): 4 Infantry
Navy:
Quick History: The appearance of the ever shifting mist from which nobody returns was a thing of nightmares for the inhabitants of western Ireland. The mistmen quickly took to offering sacrifice, hibernian children usually, if they can manage it, in the hopes of stopping the movements of the mist.
Economic Description: Agriculture
Military Description: Tribal bands.
Cultural Description: The mistmen are elusive, shadowy, and insular. They rarely venture outside of their lands except to trade. They have a cordial, though distant relationship with the Ianki who gather in their lands regularly, longing for their lost homeland which once was to the west.

Southern Keeps - NPC
Government: Lord’s Assembly
Stability: 2
Economy: 8(2/3/3)-0/3
Projects:
Religion: Catholic (Mistmen)
Ethnicity: Hibernian (Gaels, Irish, Mistfolk)
Army (5/13): 4 Infantry, 1 Cavalry
Navy:
Quick History: Formed in reaction to the UHH
Economic Description: Trading and fishing and farming along the river. The interface between Hibernia and the rest of the Isles.
Military Description: Peasant levies and Armored Cavalry.
Cultural Description: Society revolves around the river and the Holds that serve as chokepoints on the river. The river provides a fast and reliable means of transporting food and other materials.

Costa Foigla Mara - NPC
Government: Tribal Federation
Stability: 0
Economy: 12(2/4/6)-0/4
Projects:
Religion: Old Gods (Scillonian Church, Catholic, Irish)
Ethnicity: Sea People (Irish, Gaels, Sylheti)
Army (6/16): 6 infantry
Navy: 7 Squadrons
Quick History: One of the fleeting Sea People Kingdoms united under a strong leader, and likely to collapse upon his death.
Economic Description: Raiding, Trading, and fishing
Military Description: Pirate bands
Cultural Description: the Sea people are fiercely independent, respecting only strength.
 
Note: I will be running this concurrently on the Frontier.

The other thread will be linked here momentarily.
 
Talking to nuka made me realize that I should mention this, which I will also add to the rules:

The idea of a nation state as we know it probably isn't too strong, with leadership, government, and stability tied to the people in charge's strength. Naturally, your people will only follow your real if they trust it, or are coerced into it. Functionally speaking, applying as, for example, the "House of Warwick," is no different than "The Nation of Warwick."
 
Edit: Application now on page 2
 
The Layn of Kimragwaddyraefoh

Color: Pink
Government: (Will expand) Theocracy/Elected Lanrag.Ngwaddyn(Origin) is the Holy Book. Four theological schools are present in the Athrofa (Electoral Consortium) and in the general society.
Camlann: Turth Yr Caer
Solid Name: Kimrek (The Primordial/Wise)
History: (Will expand) TL;DR The Tribes from Kimr migrate into Foh and displace the older tribes of the land, settling there over time and organising themselves into small petty Kingdoms that were united decades later by a common danger under the name of (soon more to come) from the North.
Location: (Will provide map) North Yorkshire
Society: (Will expand) Theocratic Society.
Religion: (Will expand) Ardhyr the Sky Father and his Kin in the Clouds.
Economy: (Will expand) Agriculture focused
Person Names: (Will Expand) Given names
Place names: (Will expand and provide a map)
Kimr - Wales
Foh - York

Glossary:
Layn - A form of theocracy
Lanrag - (Literally) Moral Person
Ngwaddyn - Origin
Ragwaddy - Destiny
(Singular) Rag - Person
(Plural) Rae - People/Tribe

So in this sense, "Kimraeragwaddyfoh" means "The Destiny of the Tribe of Wales in York".
Sorry for the lack of things so far, I will add more as time passes (I am a bit pressed at the moment).
 
Work in progress.

Country/Player: Camm Ylladh/Grandkhan

Color: Any colour is fine, really, but blue is cool.

Government: The Kingdom of Camm Ylladh is a semi-feudal monarchy, based out of the eponymous castle of Camm Ylladh. The ruler, the Cennegh, is supposed sovereign of all the land, but his rule is built upon the backbone of the Lardhayre (sing. Lardh), or landed gentry, which hold various keeps and holds across the Kingdom. The Lardhayre keep and support a number of Rhydhayre (sing. Rhydh), who function similar to men-at-arms or housecarls and protect the Lardh and keep the kings peace. The peasants are in theory free, but pay taxes in kind to the Lardh of their region.

History: The scribes and sages of Camm Ylladh write that the Kingdom was founded by one Ardhyr, many hundreds of years ago. In those days the people of the land, the Ylladhayre, were supposedly fractured and divided, and frequently overrun by the neighbouring [INVADER], which in the history books are referred to as the "Brewaldhayre." The Ylladhayre suffered long under their yoke, and one Brewaldh king, [NAME], supposedly began conquering the land outright with a vast horde.

Ardhyr was but a young king at the time, of a castle unnamed at the time. Seeing the conquest of the Ylladhayre imminent, he attempted to rally all of the country to its defence. He travelled the remaining castles of the region, but all the Lardhayre turned him away as [NAME] encroached further. Taking pity on their chosen people, the gods of the Ylladhayre, the Flaydh Cymrhu, granted their divine blessing upon Ardhyr. One day while walking, Ardhyr tripped over, and found sticking out of a rock a mighty blade, which he drew out. This blade was the gift of the Flaydh Cymrhu to their people, and it was said that while Ardhyr held this blade, he and his people would be undefeatable.

Ardhyr returned to his quest, and instead of rallying the Lardhayre he attempted to rally their followers. Many of the greatest warriors in the warbands of the Lardhayre abandoned them to join Ardhyr after seeing his bravery and might, forming the core of the Rhydhayre that would ride against their enemies. With a mighty army, the Rhydhayre drove out [NAME] and the Brewaldhayre, and united the country. He took for himself a new castle, which he named Camm Ylladh, and dubbed the kingdom by the same name.

Ardhyr and his Rhydhayre had many further adventures, most of which have passed into legend and likely never happened. The round table he commissioned, however, still sits in Camm Ylladh castle and is the council table of the Cenneghs' afterwards. His sword, Eghalburgh, has however been lost to time, and none know where it lies.

Location: South and central wales.

Society: Camm Ylladh is a semi-feudal monarchy, ruled from the top by the Cennegh who passes his laws down to the Lardhayre. The Ylladh pride loyalty to their Lairdh and Kennegh highly, and a Rhydh who does not have high loyalty to the Lardh he serves is considered a cad and scoundrel. The peasantry tend to live in small to medium sized villages, generally under the aegis of the castle or hall of a Lardh. They take piety and devotion to the Flaydh Cymrhu very seriously. Marriages among the Ylladh typically last for life, and a person can only take one spouse. While the peasantry of the country are not organised into formal clans, they tend towards devotion to their extended family and feuds are common. While there is some notion of a feudal court of law across the country, most civil and criminal cases are taken to the local Lardh or whatever Rhydh happens to be in residence at the time. Lardhayre and Rhydhayre take their cases before the Kennegh.

(OOC: Camm Ylladh is somewhat in the process of transitioning out of a tribal state of affairs towards modern proto-statehood. The idea is that you've got a bunch of tribes, the leaders of which (originally the Lardhayre) who have been subjugated to one other guy for so long that they see it as the natural state of affairs but are only now settling down into castles and holds. "Their" peasantry are the original tribesmen, and the Rhydhayre are the warriors of the tribe, favoured by the Lardh, who have been indoctrinated by this notion of chivalry and stuff that I'll discuss later).

The Rhydhayre and their Lardhayre are also expected to live by a stern moral code as laid out by Ardhyr, the code of Cymrhuee (lit. "godliness"). A follower of the Cymrhuyee is expected to be loyal and honest, but also kind, protective of women, religious, and a defender of the weak. He is also expected to be brave and fearless in battle, and to lay down his life for a worthy lord. In return, his Lardh feeds him, clothes him, keeps him equipped, and protects him along with his fellow Rhydhayre. This code was laid out by Ardhyr long ago, to keep the men under him in line and ensure that they were the bravest of the brave and the best of the best in all the land.

Religion: The Ylladh worship the Flaydh Cymrhu, or "the Old Gods." These are reported to be the deities that were worshipped by the men of Ahldh Frydhaynne before their destruction. The belief was that the Flaydh Cymrhu were worshipped by the Prydhaynayre and gave them many grand gifts, but in time used these gifts in arrogance and so were cast down and destroyed. While there is no exact church, and the specific gods of the Flaydh Cymrhu are nameless, the Ylladhayre will frequently offer a prayer before some task, and all expeditions, wars, or other endeavours shall invoke their blessing beforehand, sometimes from the Cennegh. The Flaydh Cymrhu expect string morality and piety, and will reportedly cast down the arrogant, proud, and the wicked.

Some particular relics of Ahldh Frydhaynne are reportedly gifts from the gods themselves, and are thus holy. These are frequently secreted away and hidden by old god-fearing hermits, and the deities will only permit the most righteous to look upon them and see enlightenment. Rhydhayre will frequently embark on great quests to make themselves worthy to gaze upon these relics, which culminate either in their recovery or the Rhydh in question seeing the relic and finally acheiving enlightenment.

Economy: The Ylladhyare are mostly agrarian, and live off their crops, with meat occasionally on feast days. Most of their wealth comes from the soil and the crops they grow, though in the mountains the iron mines are also relatively profitable and provide most of Camm Ylladh's steel.

Person Names:
Masculine: Ardhyr, Ghawynne, Kaygh, Bedh, Ferhcille, Ghalladh, Myrhdhin, Gharhedh, Modhrhedh, Llancaydh, Lodh, Ywelle, Borhce, Dhrysdhrynne, Llamorhe
Feminine: Dhynrhynne, Ghwynne, Ghwyndhelynne, Lladhaynne, Llynedh, Morghanne, Morghayce, Nymwy, Yceldh, Yghlayce, Yghraynne, Yllaynne

Place names:
Castles and associated towns within Camm Ylladh
Camm Ylladh (OTL Carmarthen)
Camm Byrh (OTL Llandeilo)
Dhennay (OTL Tenby)
Cayre Sidhe (OTL Haverfordwest)
Dhyfydh (OTL St David)
Flynne (OTL Fishguard)

Various Regions and settlements outside Camm Ylladh (I don't want to force people into this, and this gets overwritten if anybody puts something in any of these areas. Just for thomas in case he needs to put NPCs there).
Ycwancee (OTL Swansea)
Rhondha (OTL Rhondaa and surrounding regions)
Ghlamorghan (OTL Glamorgan)
Cardhy (OTL Cardiff)
Ceredhyghynne (OTL Ceredigion region)
Ymmerydh (OTL New Quay)
Fowyce (OTL southern Powys region)
Brheghen (OTL Brecon)
Llanydhrodh (OTL central Powys region)
Ghwynnedh (OTL northern Gwynedd)
Dhywyn (OTL southern Gwynedd and northern Ceredigion)
 
The Spirelings

Color:
Purple

Government:
Loose confederation of tribes, united by the Church of the Spires. Each tribe has a cult leader, or Knower, who directs the tribe leader or leaders according to the cult’s dogma. The Church itself and the most prestigious tribes reside in the tallest spires. The highest ranking cultist, known as the Seer, resides in the highest floor of the highest Spire, the God-Finger, locked in and shutoff from the rest of the world. He or she issues decrees and changes in dogma through a cadre of high priests, or Listeners, who disseminate the decrees to their immediate followers, the Sayers, who act as intermediates to the Knowers. While each tribe is its own separate political body, with its own form of leadership, they are all united by the Church.

History:
The Spirelings claim to be the direct descendants of The Ancestors, and have lived in the great ruins since the world began. The Spirelings in their current forms are a result of constant religious and tribal mixing and conflict in the ruins of London, and the current Church of the Spires is likely to have existed in its current form for about a century, though its foundations of skyscraper-based religious hierarchy stretches back to the original suvivors.

Location:
London

Society:
The tribes of the great ruins are a mix of sedentary and nomadic groups. The more prestigious tribes reside in tall structures, and often inter-tribe conflict is the result of tribes fighting over the right to live in a particular spire. The Spirelings are rather small in number, only a few thousand, mostly due to the lack of a large, dependable source of food. Few Spireling tribes have access to farmland, and those that do are considered to be of a lower status, due to living and working on the ground. The specifics of society differ extensively between tribes, but common virtues are respect for the ruins and the past, and by extension respect for one’s elders. The lack of dependable agriculture makes hunting both a necessity of life as well as a sport, and those that exhibit great skill in the hunt bring honour to their tribes. Conflict between tribes is usually resolved by ritual warfare, more likened to team duals than large scale warfare, and combatants generally try to keep fatalities to a minimum. On the rare occasion that a conflict grows out of control, the Knowers intervene directly into tribal affairs, threatening the wrath of the Ancestors, which almost always brings the tribes into line. The Spirelings consider it an act of worship to fashion trinkets and valuables out of the remains of the great ruins. Spirelings will often be adorned with dozens of bracelets, necklaces, piercings and other paraphernalia. This love for crafting also extends to sewing, and Spirelings are known for wearing exquisitely patterned clothing, despite their otherwise simple lifestyle.

Religion:
The Spirelings believe the Ancestors are demigods who ruled before man, building the great ruined cities that dot the isles. The Ancestors are the children of the Old Gods, and the Spirelings themselves the descendants of the Ancestors, giving them a direct line of descent from the Old Gods. The Church of the Spires preaches that those higher in hierarchy are also have closer blood relations with the Ancestors, and that the Seer is only one step away from being an Ancestor himself. The amount of power in the Seer’s blood is the main reason why the Seer is barred away in the highest floor of the God-Finger, so that his/her glory doesn’t kill any who look directly upon him/her. New members of the Church are usually chosen and trained by a Knower until the Knower feels they are fully trained (often taking decades), will then be inspected by the Listeners to determine how ‘pure’ their blood is, and whether they will become a Knower or a Sayer. Every five years, one new initiate who is determined to have the purest blood is taken to the Seer’s chamber, where the two will then proceed to have intercourse (assuming the Seer is still capable). The resulting child will be brought up from birth as a Listener, and in the event of the Seer’s death, the eldest Listener will enter the Seer’s room and consume the flesh of the Seer, thereby purifying their blood and assuming the role of the new Seer.

Economy:
The Spireling population is fairly small, as they possess only small amounts of open space for farming. Most food is gained from hunting, fishing and trading. The Spirelings are expert craftsmen, considering the creation of trinkets from whatever they can find in the ruins to be a form of worship. These trinkets, along with clothing and weaponry, are traded amongst themselves or sold to outsiders for goods, mostly foodstuffs.

Person Names:
Male: Adelard, Walding, Beneger, Stephen
Female: Alicia, Reynilda, Katerina, Sibilla

Place names:
The God-Finger – tallest spire
The Spires – Generic name for skyscrapers, as well as the central collection that the Church resides in.
The Great Ruins/City of the Gods/City of the Ancestors – London
Thatha – River Thames
The Divide – the ocean
 

Link to video.

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The flag of the Isle of Man

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The dynasty crest of the Broojey

Country/Player: Ellan Vannin dy Reem (Kingdom of the Isle of Man)/Ailedhoo

Color: Red

Government: Elective Semi-Constitutional Monarchy, headed by a Ree (King) and the re-established Parliament of the Isle of Man, Yn Kiare as Feed or the House of Keys. The Ree has soverieng authority as head of state, processing powers over the military, granting of nobility, diplomacy with foreign powers, (secular) judiciary, executive functions, approval of raids, state ceremonies and processes the power to close the Yn Kiare as Feed, though this most latter power can be unwise to use as the Ree can only gain limited economic capabilities by removing Yn Kiare as Feed from its services. Yn Kiare as Feed meanwhile has authority over legislation, economic affairs, scientific legalities, 'local interests,' enforcement of contracts, agriculture, industry and (with the Ree's guidance) trade relationships with other powers. There is also a third pillar of power in the form of the Keeil of Raad (of the Stiurit Fakider branch), blessed as holders of the state religion. The Keeil is headed by the Papan and the leading priests (the Fakiders) who lead from the Kiarkil Noo or Holy Circle. The Keeil has not just authority in religious and moral affairs but also processes their own judicial system in the form of the Ard-vrialtys (headed by the Fakider ny Scooiragh), which has disputed with the Ree's secular judiciary on matters of which methodology of law should be enforced.

Purt Illiam and Purt Ronan are treated as mini merchant republics within the kingdom; lord mayors are elected in both by the burghers to serve the interests of the merchant classes. This is to balance the feudal lords of the isle, especially with the wealth the burghers process.

History: they say the banking establishment maintains itself as a foundation rock of a new kingdom, for when Illiam the Bald arose against Irish raiders he took on the aid of the banks. The full history though is a longer tale.

They say that Ragnarök occured; some cling to the ideas of gods fighting gods, some (such as the Black Dynasty) believe the sea swallowed the Earth and that we are survivors of this flood. Some attribute the fall to man itself but some praise the fall as a virtue for they claimed the age of old was of chains which founded the Isle of Man to the "largest beast." Legends came that a black dog was seen leaving Peel Castle, residents who proclaim to challenge the beast where found pale and dying with the Moddey Dhoo leaving. They say fairies had reclaimed much of the woods of the Isle, plotting vengeance against humanity for their misdeeds, often involving trickery and abductions. Trolls, relics of the Nordic times, were also said to appear. A man called Machonna Faragher claimed Manannán mac Lir to him.

But enough about legends and tales; what we see through our eyes need not be the fairy tales but the truth that emerged came from the last; even if Manannán was silent Machonna Faragher would not be so.

Machonna Faragher bought forth a new faith, Raad, and a new unity as after a hundred years of chaos the Isle of Man was united the "Pure Lord" who proclaimed to be the messenger of Manannán, the god who survived the doomsday. What we know is that Manannán's chosen was a isolate figure; though he proclaimed his teachings were universal his practice was purely on the Manx. Eventually all must die and the voice of Manannán was laid to rest; a schism emerged among the faith bought by Faragher, dividing the united Isle into separate clans once again but this time with religious sects as the dominion rather than location.

Time passed; Ramsey was claimed a a proclaimed relative of Manannán, Ronald the Black who proclaimed to have challenged the infamous ghost Moddey Dhoo and survived. Yn Reeraghtys Dhoo came from his blood but eventually the faith he bought, the worship of Dowan (the earth), was challenged by the Raad sect Stiurit Fakider following warrior priest Ronan the Pious who forced the dynasty out and rename Ramsey Purt Ronan. Meanwhile the Methodists of Kirk Michale bounded together as the solo maintainers of Christendom. The community of the Michael Sheading, leaded by the lords of the Crennell Dynasty, managed to defend themselves from the raiders under the faiths of Manannán and Dowan. Meanwhile the Sharmanaghs, a rival sect of the Raad faith to the dominant Stiurits, founded themselves enclaved in Peel and Castle Rushan, the latter eventually converting my force to the dominant way. Guilley Feer meanwhile came to the sect surrounded by the enemies, fleeing to the Point of Ayre to establish their community safe from harm; eventually they would drag out by raids but they founded shelter and alliance among Yn Reeraghtys Dhoo who took to the bogs north of Ramsay as shelter to plot their vengeance. Raad and Dowan both seem to found a union.

Know then that Illiam Shimmin the Bold was exiled to Ireland by his father Urmen of Peel, for Illiam was seen as plotting to overthrow his brother's Teig's place as heir. Little did the Sharmanaghs rulers knew that Illiam would in his exile be greeted by members of the Quaiyl Treisht Argidoil Doolish who no longer saw profit in the disunity of the Manx. The banking guild desired to back Illiam in his struggle. Illiam also took their suggestion of conversion, becoming a Stiurit to came the support of potential Stiurit Fakider allies. Illiam returned to Peel with a army of mercenaries, taking his place as ruler of the ancient capital of Man from his father and, under advise from the newly established Fakider of Peel, took to a crusade to expand his dominion. However Irish raiders would prove a obstacle, for when they strook at the north Illiam felt threatens. Illiam took to attack the raider in Kirk Michal, gaining not just prestige by besting the raiders but the loyal of the Methodists who he promised to protect in return for their services to his vision. Hence with Raad, bank and Methodist as support Illiam took to claim Tynwald Hill and stroke at the northern reaches of the Black Dynasty, burning the settlements in the bogs which forced the Black Dynasty and its allies into the shadows of the deeper wilds of the north. Purt Ronan vowed to Illiam; Doolish also under the will that the banks would have autonomy; they did though agree to the settlement being renamed Purt Illiam to show who was the one in authority. Finally the south in which Illiam slew Mian of Rushan at the Battle of Rushan Abbey. With the isle under his dominion Illiam declared himself Ree (king) of the Manx and allowed the reconstruction of the House of Keys so that his subjects would free from the bindings of local lords.

The bank made a very good investment.

Time passes; Illiam's own dynasty was overthrown as Ree Odo fell to the wit of the Broojey, a dynasty who proclaimed inheritance from mere shepherds turned inland raiders by the harshness of winters. They return to the fairy tales, saying their founder tricked the fairy king into providing a large ram which the figure sold for sheep and used that to buy more animals and to purchase weapons for raiding; a fairy tale but you can see how this logic would play into the mythology the banking orders would desire, for the Broojey proved very useful as stewards. The Broojey's first monarch was Rein (queen) Ysbal, a steward warrior.

Now Rein Ysbal of House Broojey has just died, leaving her throne to her nephew Ivan. Ree Ivan has a lot on his plate; the north is seeing reports that the Black Dynasty was on the rise again under Abban, who proclaimed himself the "Hammer of Dowan" and was rumoured to have been emerging support with Purt Ronan. Meanwhile the Keeil af Raad are in clash over the banks on debates on who should hold the more influence to the Ree. There is fear that the burghers may be plotting to overthrow the monarchy to form a merchant republic, the Papan is desiring to become sovereign of the Isle of Man for its destiny as a theocracy, feudal lords eying the title of Ree with envy and the Black Dynasty has always its presence in the shadows. The House of Keys are seeing elements desiring more power and the current Ree has been told by his wife, Iney Kewish, that a military campaign (be it a raid or a full on invasion) might be needed to keep the Manx united, for a common foe might be the best method to ensure Ivan's right as king.

Location: the Isle of Man, with capital being Peel. Tynwald Hill is the place of ceremony while Douglas is the setting for most of the banks.

Society: mercantile, religious, traditional; the Ree has official authority but the Kiare as Feed has powers of legislation and financing, representing how the banks influence the rebirth of the parliament. Both the Ree and Kiare as Feed are influenced by the Keeil af Raad.

The banks are very powerful, making up much of the influence in the Kiare as Feed but also make the Ree reliant as their financing is necessary to support the Ree's military power. The most powerful banking orders are the Quaiyl Treisht Argidoil Doolish (Douglas Investment Trust Guild), Colught Bancagh Kelly (Kelly Banking Company), Colught Bancagh Saasilagh Ellan Vannin (Isle of Man Western Methodist Banking Company), Neuchaglee Cannan (Cannan Limitless) and Quaiyl Bancagh Ayre (Ayre Banking Guild). They gather in Doolish AKA Purt Illiam for annual meetings to discus terms of business and contracts.

Overall feudal society elements in the Isle of Man but with the banking establishment has ensured a strong burgher power base. It is easy to break fuedal vows when you given plenty of gold in the process; this is why the lords have to play to the tune of the bankers and merchants.

The class system of the Manx has become distilled. The priests are officially the first Though the nobility are the official heading secular elite the burghers have grown powerful in wealth to challenge them. For the serves they are as ever the serves and subjected to the humiliations at the bottom.


Religion: Raad, a Celtic-Norse style faith combined with Christain rites and bishop style oversight. The faith claims its origins in the aftermath what came known to the Manx as the Ragnarök, though secular accounting can relate it to the times of the teachings of Machonna Faragher, who claim in visions that the "old gods from the Nordic to the Christian God were dead" and that only Manannán mac Lir, the ancient sea god of the Manx (and its proclaim first ruler), survived. Faragher proclaims that the gods would rise again and that only through a new vision, a guided path set out by the teachings what become as the Sushtal, could Manannán ensure that his authority bring forth a new benevolence to the world. Machonna Faragher was then said to have united the isle under the new faith (and sword), ruling as the Chiarn Feer or Pure Lord. After the Pure Lord's death a dispute in the Raad faith emerged; the victors to the day ended up in the form of the Stiurit Fakider (seer guided) who saw that the pure succession of the Pure Lord could come from those who gain "signt of the truth." After the Meeting of Peel they set up the formation of the Fakiders as high priests who elected among them a Papan as inspired by the Catholic Church. The second largest branch are the Sharmanaghs or Preachers; they dispute the authority set out by the Stiurit Fakider branch and saw the role of Fakider in itself as supream but to a local level that the supreme power of a Papan. They have since been in a conflict with the Keeil of Raad and have sough asylum among the Irish. The third branch rejects both and sees the truth vision coming from the blood of the Pure Lord himself; they hence followed the decadent of the Pure Lord's children as the means of determining who should lead. They see a ruler combining secular and religious traits, a successive Chiarn Feer. These call themselves the Guilley Feer or Pure Follower. Though they have become increasingly marginalised they have managed to ensure a authority in the form of the Coheshaghtys dy Machonna or Fellowship of Machonna. Rumour has it they founded a potential heir in this age through from Yn Reeraghtys Dhoo or The Black Dynasty and its leader who they trace as being decadent from the legend.

However Yn Reeraghtys Dhoo's faith is a alternative; they proclaim worship in Dowan (Earth) and proclaimed the Ragnarök was the result of the sea "swallowing Dowan." They worship the land itself and the fruits of the land, seeing that human and beast are both the same children of Dowan and that the true cause of the sea swallowing Dowan was the misdeed of mankind towards Dowan, allowing their enemy the sea the chance to strike. They hence feel distance from the Raad faith but Yn Reeraghtys Dhoo does see fruit in allying with the Coheshaghtys dy Machonna against the common enemy of the Ree, who both forces are both in conflict with.

A minority of Methodists have maintained and preserved the Christian faith in the Isle of Man, mainly stationed around Michael Sheading with their base in the parish church of Kirk Michael. Legally they are granted special protections of worship in return for a increase tithe to the Ree.

Return to the Raad faith; the main virtues are diligence and vigilance, with other virtues hailed including kindness, honesty, patience, temperance and ambition.

Economy: banking (a long time tradition), fishing, sheep farming, gambling and raiding are the more simple outlooks on the Manx economy. The banking sector is the strongest; the Manx are open to business with outside forces to invest and to give out loans. The legacy of tax haven that was stated to exist back in the Man of old continues as, thanks to the bargaining power of the banks in the Parliament, foreign merchant organisations find themselves given relieve in taxation when basing in the Isle of Man via a low tax economic system. The Manx are henceforth maintaining of a free market ordeal; all how the right to be thralls to the banking monopolies that run amok the Isle of Man. Quaiyl Treisht Argidoil Doolish and Colught Bancagh Kelly are the two strongest banking orders, with the Ree having to step in to keep the market rivally from forging into street warfare, for the banks have the money to convince citizens to fight dirty for them.

Agriculture and fishing is important for the Manx, not just for feeding but also to supply through their trade vessels. Manx scallops are practically popular and the wool makes for a good market in this age. Purt Ronan is noted for its baking and as a central port for the agricultural market in the north. while Purt Illiam serves the role in the east, Peel itself in the west and Castle Rushan in the south all serve as important ports it is Purt Ronan which has the reputation as a place of meetings for merchants, especially those keen to not be reminded of the loans they owe the bank.

A black market in other places is legal in the Isle of Man; great gambling halls appear in Purt Illiam and Purt Ronan. These halls divert the money from locals into the pockets of the owners (who turn out to be branches of the banking orders mainly) while foreigners visiting are invited in so they may spend more of their gold then they had planned.

When they cannot acquire through trade, banking or gambling the Manx can, through the rites of their Ree, result to raids. Taking a Viking tradition they adopt long-ships to hunt out easy targets to loot for their coffers, often including stealing holy relics to sell them for a high price, sometimes including to the persons they stole the relic from. Of course raids can make trade difficult so by law the Ree has to give permission to a raiding party and those who are in trade relations with the Manx (or pay tribute) are granted immunity from the long ships.

Person Names: here for some information

Place names: Peel, Tynwald Hill, Purt Illiam (formally known as Douglas, though the banking guides maintain its old name of Doolish for their meetings), Castle Rushan, Laxey, Purt Ronan (formally known as Ramsey), Kirk Michael.
 
Country/Player: Ellan Vannin dy Reem (Kingdom of the Isle of Man)/Ailedhoo
Color: Red
Government: Elective Semi-Constitutional Monarchy, headed by a Ree (King) and the reestablished Parliament of the Isle of Man, Yn Kiare as Feed or the House of Keys.
History: they say the banking establishment maintains itself as a foundation rock of a new kingdom, for when Illiam the Bald arose against Irish raiders he took on the aid of the banks. (more to be added)
Location: the Isle of Man, with capital being Peel.
Society: mercantile, religious, traditional; the Ree has official authority but the Kiare as Feed has powers of legislation and financing, representing how the banks influence the rebirth of the parliament. Both the Ree and Kiare as Feed are influenced by the Keeil af Raad.(more to add later)
Religion: Raad, a Celtic-Norse style faith combined with Christain rites and bishop style oversight.
Economy: banking (a long time tradition), fishing and raiding
Person Names: here for some information
Place names: Peel, Tynwald Hill, Purt Illiam (formally known as Douglas), Castle Rushan, Laxey, Purt Ronan (formally known as Ramsey).

Country/Player: Kingdom of the Isle
Color: Pretty obvious. Anything except for black, white, grey, or the map color of the water is fine.
Government: Autocracy. The King of the Isle's word is law
History: King Aeleren the White Wolf Conquered the island, and put the old inhabitants to work for him.
Location: Isle of Man
Society: Autocracy
Religion: Spiritualism
Economy: Farming and fishing
Person Names: Roeben, Garrum
Place names: Wolf's Den, Rockland, Blue Harbor

I have two applications for Man. I'm giving to neither of you without giving the other a fighting chance... Impress me, and it's yours.
 
I was raised on the Isle of Man so I better impress you...

Anyway: I will of course need to reference the tale of the Moddey Dhoo...
 
Tentatively claiming a strip of land in Ireland along that river in the west that seems to connect a series of really small lakes. I understand this isnt binding but I dont have the time or motivation to write a fleshed out application right now so I will hope people respect my claim of their own desire.
 
Country/Player: Innse Gall
Color: Tartan Dun Brown
Government: Innse Gall is a tribal democracy of sorts, ruled by a man named the Tighearna. The current Tighearna is Art III MacLeoid, a man of veritable diplomatic skill.

History: Please outline your country's history, in as much detail as you wish to.

Location: Right here

Society: Society on Leodhas agus na Hearadh (the Island of the Innse Gall) is egalitarian, in that quaint tribal way. The tribe would not function without specific people doing specific tasks, and the tribe is fully aware of this fact. Seeing as a vast majority of men do their tasks on the ships, women are left to tend to the mainland. This ends up in a curious situation where women are every bit as capable of trading and having a "job" as their male counterparts, with some of the Tighearna's closest advisers being female. However, the Tighearna is more often than not male. This is due to a system known as the Pàrlamaid. Within the Pàrlamaid, there are 5 groups representing different aspects of society.
The Iascari, the Fishermen
The Fiodori, the Weavers
The Fermeoiri, the Farmers
The Ceannaithe, the Merchants, and finally
The Sagairt, the Priests.

The Pàrlamaid thus ends up with five different groups becoming sovereign over the nation at any given time. The current Tighearna is a member of the Ceannaithe. The issue with this is that only four of these groups have women in them, and the Sagairt, the Priests, are strangely against female rulers. This is compounded by the importance of the Sagairt in society, and to be deemed a Heretic Tighearna is definitely not a good thing.

Religion: The main religion of the island is one which centers around the Four Festivals: Bealltainn, Sammhain, Fheill Brigde, and Lunastal. Each is considered sacred in its own right. Though not being of the same religion is "all right", by their standards - after all, you are still someone to sell goods to - not partaking in the Four Festivals is a good way of getting entire communities to rain down upon you calling for your blood.


Economy: Fishing and raiding are primary jobs among the Fir Oilean, who also take on roles as traders. Fabrics from Leòdhas agus na Hearadh are some of the finest in the world.
Person Names: Máire, Art, Cathal, Lugh, Earchta, Sean, Liam, Trebhor
Place names: names for geographic features or areas on the map.

Finish later
 
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