TBNESIOT II - The Mists of Avalon

The Mikill-Jarldom of Helviknes

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Country/Player:
The Mikill-Jarldom of Helviknes, Zappericus
Color:
Marine Blue
Government:
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.

As the Jarl's advisers are as following:
Gotemannen: Spiritual guide and oracle of the helvikan religious community. addresses matters related to the Highfather, or Høgfadvr.
Tægnen: Warrior-champion and second-in-command of the helvikan hirde, charged with composing and leading helvikan raiding warbands.
Ordsprederen: Public representative of the Jarl, whom relays his word and his will upon the clans, and whom is charged with ensuring that the traditions of the helvikan people are upheld.

History:
x
Location:
Here.

Society:
x
Religion:
x
Economy:
x
Person Names:
x
Place names:
x
 
Mujibur/SK
Color: Dark Green
Government: Oligarchic Republic (The Sangshad - Rastrapati Khaleda Rahman)
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, while some stayed behind to brave the starvation and found a new city in the ruins of east Landana.
Location: East London/Kent/Essex/that general area - I'll just fit myself around whoever else is in the region.
Society:
-The center of Sylheti 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.
-While they all speak the same language and share a common faith, the appearance of individual Sylheti can vary tremendously, with complexions and hair colors ranging the entire spectrum, though most are dusky-skinned and black-haired. This is due to the fact that a great number of non-Sylheti in the early days converted to Islam and assimilated into Sylheti society.
-Slaves exist, mostly in the countryside, or as household servants. They aren't exceptionally common, though.
-Gender roles exist and are strong - but legally, there is some degree of gender equality. Women can inherit and hold property, wield great public influence, become members in the Sangshad, and the current Rastrapati is a woman.
Religion: See below.
Economy: Predominantly agricultural; some fishing villages on the coast; a thriving merchant and artisan community in Mujibur; scavenger communities further west in Barking, Greenwich, Newham, and as far as Tower Hamlets
Person Names: Use OTL Bengali names
Place names (including names for some nearby areas):
-Kantha: Kent
-Kanthapur: Canterbury
-(Maha)landana: (Greater) London
-Saksha: Essex
-Temasa: River Thames

Decamper - it'd be cool to talk sometime since we're in the same area

Inlyandi Islam

Islam as it is practiced in Inlyanda today is very recognizable to the faithful of the age before. But it is now different - to the extent that some of the more hardcore faithful of that age, such as those of al-Islia in their great, misdirected struggle against the infidel, would consider it alien and blasphemous.

All the ulema agree that, some years after the Event, a woman named Rushanara established a degree of unity, and the faith had a single leader for the first time in many years. It was a chaotic time - many competing schools of thought and ideologies, such as the powerful, hardline al-Isila, various sects who claimed the holy city to be in various locales in the north, and the popular, esoteric sects of Gautammah and Rammah. Rushanara called together multiple ulema councils to determine the final direction of the Faith, and used force to quash others who threatened to use force. The other sects scattered, now only to be found in small communities in the woods. It was thus that Rushanara, and her daughters and successors Fatima and Shefali, established the tradition of powerful female political leaders, especially amongst the Sylheti. This centrality would not last - after Shefali's khalifate, infighting meant that the status of khalifa was reduced to guardians of the holy city of Kanthapur, a position further solidified by the fact that the Mujiburi Sangshad began growing in power, and began exercising that power over Mujibur's imams and ulema. But Rushanara's legacy dominates the entire faith today.

Rushanara's other great legacy was her endorsement of rationality. Those of al-Isila in particular decried her as a blasphemer, for this, and many other things. But there can be no question today; much of what is written in the Karaan and especially the hadiths makes little sense when compared to what is observed in the real world. It can only be concluded that they were written based on Allah's teachings, by very temporal humans - and it up to humans to find Allah's original meaning within them. After all, Allah did avow humans with rationality and wisdom for some purpose - what is the point if humans do not use it? It is the purpose, then, of scholars, to interpret the sacred texts, which hold advice on every aspect of life. Grand houses of debate exist to faciliate these discussions, which are often ridiculed for being over the most minute of details, such as what the proper method of indoor urination is. Some of these - such as the Great House of Maria in west Mujibur - have transformed into scholarly communities and centers of learning, producing texts on mathematics, the sciences, and history, in addition to religion. Most imams have a favored scholar, whose writings and doctrines they disseminate to the worshippers at their local mosque.

Rationality, learning, and education are Allah's light, meant to illuminate the unfaithful masses of infidels and kafirs in the darkness. On that note, Arabic survives as a liturgical language. Debate and writing must be conducted in Arabic to be recognized by anyone, as it is the original writing of the Karaan and the hadiths, and after all, an illiterate person cannot be an intellectual. Almost every other possible sphere in life uses Syleheti (Bengali).

All that being said, much has not changed. Despite the power of women in the public sphere, gender roles are still strong. Warfare is almost strictly the domain of men, and the household almost strictly the domain of women. There is almost no crossover in this regard - the hijras of the cities notwithstanding. The use of the headscarf is almost ubiquitous amongst Sylheti women. One's local mosque is, as it has always been, the center of their religious life, where one goes to get advice and wisdom. Prayer is carried out five times a day, even in winter. Alcohol and pork are still absolutely haram, agreed upon by virtually every scholar. The calendar is slightly different - it is now fixed to the solar calendar. But Ramadan is still celebrated as it always has. And every spring with the blossoms, a train of pilgrims plies their way to Kanthapur.

On that matter, the coastal city of Kanthapur has been the holy city, ever since Rushanara witnessed a star fall from the sky there and deposit a black rock in the heart of the town, destroying an old temple of the heathens of the cross. It was interpreted as a sign from Allah, whose original black stone had been long ago lost to the mists.

But the most striking change has been the addition of an entirely new canon of tales and legends to Islamic folklore. Sylheti literature today is descended almost entirely from these tales, which are frequently put on as public plays. One of the grandest - and most controversial - includes the tales about a mysterious figure - possibly a djinn - known only as the "Doctor," who had the capability of travelling to far-off realms mere humans could only dream off. Every night, for a whole year, he would appear to a young noblewoman and take her on varied adventures, ultimately culminating with her running away from her world, her family, and her impending marriage, and joining him. Another is the tale of the faithful Marlina, who devotes his life to protecting the unwilling prince Arthara at the behest of a djinn, even though Marlina's faith is forbidden in Arthara's father's kingdom. Still another is the story of the adventurer Sharlak the Wise, who, alongside with his life partner Yahya, uses his wits to fight criminals and wrongdoers.
 
I will add more details later but here's my application for Scilly - possibly the smallest country in Britannia.

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Country/Player: Scilly/Gurra
Color: Orange (as in the flag)

Government: Scilly is a direct democracy where every adult on the islands - man, woman, or otherwise - are members of the Scilly Council which convenes once every season in Hugh Town on St Mary's to rule on legislative and judicial matters - acting as both court and some kind of legislature. (Kind of like the ancient Althing on Iceland.)

The Scilly Council also elects a Lady of Scilly - an elected queen for lifetime with a mostly ceremonial and diplomatic role of representing the islanders. Men are not eligible for this position.

Flag: The Scillonian Cross is the official flag of Scilly, designated as such after a series of votes in the Scilly Council. The orange represents the fireglow sunsets for which Scilly is famous. The blue represents the sea. The five white pentacles (stars) represent the main Isles of Scilly.

Another flag that is sometimes used in Scilly is the flag of Cornwall, Saint Piran's Cross.

History: The Isles of Scilly have been inhabited since ancient times when the sea was lower and they were connected to the mainland. Legend tell us that in historical times Scilly was just one island - Ennor. But as the sea rose higher the island was divided into several isles and so they have remained for centuries.

Scilly is the last outpost of Cornwall, the last outpost of Britannia even, and most of the people who live here have always lived here. While the mainland saw many changes throughout recent times, the people on Scilly lived on like they always have - fishing, farming, and not really caring much for anything else outside their island life.

Location: Isles of Scilly
Spoiler map :
Syllan-map.png
Society: 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.

The sea has always been a big part of Scillonian culture, but while the islanders have a long-time tradition of navigation and seafaring they don't travel much and most Scillonians never leave the islands. Scilly is not an isolated corner of Britannia however because its location has made it a trading post to count on. This has influenced Scillonian culture to a high degree since merchants and traders come from many different places in southwestern Britannia and bring their own culture with them.

Religion: While most of the islanders simply call themselves Christians they are in fact followers of the Scillonian Church which has its roots in Priscillianism - Gnostic-Manichaean teachings that were introduced on the islands by two bishops in exile who were considered heretics in the faraway land which they came from.

Overall, Scilly is a very religious community but it is also a secular one. The Scillonian Church used to hold a power position on the islands, with the Bishop of St Mary's having a major role in Scilly's government along with the Scilly Council. Nowadays however the church is separated from the government and the duties which used to fell to the Bishop of St Mary's are now held by the secular Lady of Scilly.

Due to the cultural influences from outside, mainly from Manx traders, other religions have gained followers in the harbour town Hugh Town, Scilly's main settlement and de facto capital. These are however a small, but respected, minority.

Economy: The Scillonian economy is based mostly around fishing and farming. But trade is an important part too since ships travelling between the west and east coast round the islands on their way. A nickname for Scilly is 'Tin Isles' because of the tin trade going through the archipelago.

Most of the farming and fishing industry is run collectively by several families together, and Scilly's internal economy is a subsistent one based more around barter than money. Any money that comes around is almost exclusively used when trading with outsiders.

Person Names: Cornish names, here's a short list for now: http://www.behindthename.com/names/usage/cornish.

Place names:
Five islands are considered major islands which are all inhabited:
St Mary's, Tresco, St Martin's, Bryher, St Agnes

Other minor islands which are mostly uninhabited:
Annet, Bishop Rock, Crim Rocks, Eastern Isles, English Island, Great Ganilly, Gugh, Gweal, Norrard Rocks, Rosevear, Round Island, Samson, St Helen's, Teän, Western Rocks, White Island, Zantman's Rock
 
I will add more details later but here's my application for Scilly - possibly the smallest country in Britannia.

Country/Player: Scilly/Gurra
Color: Orange
Government: Scilly is a direct democracy where every adult on the island - man, woman, or otherwise - are members of the Scilly Council which convenes once every season in Hugh Town on St Mary's to rule on legislative and judicial matters - acting as both court and some kind of legislature. (Kind of like the ancient Althing on Iceland.)

The Scilly Council also elects a Lady of Scilly - an elected queen for lifetime with a mostly ceremonial and diplomatic role of representing the islanders. Men are not eligible for this position.

History: The Isles of Scilly have been inhabited since ancient times when the sea was lower and they were connected to the mainland. Legend tell us that in historical times Scilly was just one island - Ennor. But as the sea rose higher the island was divided and Ennor became only one of several islands and so they have remained for centuries.

Scilly is the last outpost of Cornwall, the last outpost of Britannia even, and most of the people who live here have always lived here. While the mainland saw many changes throughout recent times, the people on Scilly lived on like they always have - fishing, farming, and not really caring much for anything else outside their island life.

Location: Isles of Scilly
Spoiler map :
Syllan-map.png
Society: 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.

The sea is a big part of Scillonian culture since fishing makes up most of the economy, but while the islanders have a long-time tradition of navigation and seafaring they don't travel much and most Scillonians never leave the islands. Scilly is not an isolated corner of Britannia however because its location has made it a trading post to count on. This has influenced Scillonian culture to a high degree since merchants and traders come from many different places in southwestern Britannia and bring their own culture with them.

Religion: While most of the islanders call themselves simply Christians they are in fact followers of the Scillonian Church which has its roots in Priscillianism - Gnostic-Manichaean teachings that were introduced on the islands by two bishops in exile who were considered heretics in the faraway land which they came from. The Scillonian Church used to hold a strong position on the islands, and the Bishop of St Mary had a major role in Scilly's government along with the Scilly Council. Nowadays, the church is separated from the government however and most of their former duties are held by the secular Lady of Scilly.

Influence from the Isle of Man is strong due to a multitude of Manx traders, and Manx religion is on the rise in the main settlement Hugh Town (leaving this vague until it's decided who gets Manx). These followers are still a small majority compared to the total population though.

Economy: The Scillonian economy is based mostly around fishing and farming. But there is also some trade with the mainland since ships travelling between the west and east coast round the islands on their way. A nickname for Scilly is 'Tin Isles' because of the tin trade going through the archipelago.

Person Names: Cornish names, here's a short list for now: http://www.behindthename.com/names/usage/cornish.

Place names:
Six islands can be considered major islands which are all inhabited:
St Mary's, St Agnes, Tresco, Bryher, St Martin's, Gugh

Other minor islands which are mostly uninhabited:
Annet, Bishop Rock, Crim Rocks, Eastern Isles, English Island, Great Ganilly, Gweal, Norrard Rocks, Rosevear, Round Island, Samson, St Helen's, Teän, Western Rocks, White Island, Zantman's Rock

Good GOD, that's TINY! :p Nice.
 
Sub post! :D
 
Due to the time I am unable to complete a full application, and due to work I will not be able to do so for a couple of hours.

Therefore I respectfully request that the city of Cambridge and Cambridgeshire be reserved for my use.

If someone on the frontier has claimed it before this was posted they can have it, otherwise I'd like to have it.

Thank you very much :)

Full application in later today :)
 
My revised application:

The Kingdom of the Isle

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Color: Yellow

King Yrald "The White Wolf" Vouk

Location: The Isle of Man

Government: Due to its small size, the Kingdom of the Isle has a fairly centralized system of power, in the hands of the King. The King of the Isle has no landed vassals, but instead he has the Riks, his ship captains who pledge their ship and a portion of their raids to the King. The Riks are not hereditary, and when a Rik dies, a member of his crew is made the new Rik by virtue of experience or combat prowess. The Kingdom itself is hereditary, in theory, as the White Wolf has declared his son, The Black Wolf, would succeed him, and most are too fearful of the Black Wolf to say otherwise.

History: Vouk raiders fought and clashed in Central England, and made a living as mercenaries. However, one such man, Yrald the White Wolf, had a greater ambition in mind; he wanted a Kingdom for the Vouk. In one campaign with a local lord, Yrald noted the strategic positioning of an odd island in between Britain and the Emerald Island. Considering the need for slaves and how poorly defended the communities were in the western part of the Isle, Yrald felt a fortune could be made. The Vouk were able to force local lords to give them ships and then set sail to this Island, where they found a man who declared himself Emperor of the Manx. Yrald hated the sound of the word, and immediately put an ax through the face of the "Emperor", and declared any who said the word "Manx" would be immediately sold into slavery. Yrald declared that the island was now Vouk Island, and proceeded to force the locals into thralldom or marriage to his warriors (depending on their comeliness). With twenty years of Vouk rule, Vouk Island is now a market place of flesh, with captures being loaded onto ships that set sail to the rest of Europe for a variety of terrible and cruel fates.

Society: Vouk Island is divided into three classes. The Vouk, who are considered at the top, the foreign merchants, who are welcomed guests, and the Britons, who are considered the lowest if they have no Vouk or Nordic blood in them. The original locals have mostly been killed or sold, and captured Britons from the surrounding regions have replaced the locals as the thralls for the Vouk. Women are relatively empowered to make the financial arrangements of the selling of the flesh her husband , brother, son or father captured in the last raid. Men, if not raiding will relax at home with their woman and children, while the thralls take care of any menial work he might need done. The society is rather egalitarian, focusing on deeds rather than history, except for the legendary Wolfrik, the original "founder" of the Vouk, who Yrald is a direct descendant from. 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. The Wolf has a major part of Vouk culture, and some have even been able to tame wild wolves, while others are more content with their more domesticated cousins.

Religion: The Vouk initially held a pantheon of Slavic gods in high esteem, but with their campaigns with the Norse, Norse mythology found its way to the Vouk, and Thor was held in high esteem. The Celtic spirits are also welcomed, and the Christian priests are allowed to come three times a year to the Isle. For the most part, the Vouk hold a variety of Gods in esteem and do not care for "rules"; before a battle it is not uncommon to hear a man pray to both Christ and Thor. There is also a concept of Ancestor worship in the Vouk society, and in times of peril one may try looking back to their ancestors for wisdom and guidance.

Economy: The Kingdom of the Island primarily relies on the slave trade for its prominence. Capturing tribals and then selling them to merchants who take them to other regions of Europe. The Kingdom keeps a small number of its thralls for mining, fishing, farming, and herding.

Place Names:

Ithlcust-Stone Tower
Custtn-Tower Town
Aucusttn-Around the Tower Town
Thrkhital-The Sea of Slaves (Irish Sea)
Sginhgal-Green Hills

Person Names: The Vouk do not have given names from their parents. Instead, a name, or names, is given to them by the society based on their attributes. For example: Yrald the White Wolf got his names from the fact that his hair was white even as a young boy. Names can change throughout one's life as well. One of Yrald The White Wolf's sons was once known as the Bloodwolf for his love of hacking his enemies to pieces, but in one battle he lost his hand and became known as "Wounded Paw". Other names come from items; Yrald is the Vouk word for Shield. Shke is the word for Sword. Ithl is the word for stone. These names are chosen for ones self for the most part.
 
Country/Player: United Holds of Hibern

Color: What it is on my map.

Government: The overarching governing body, The Lord's Assembly, has very few responsibilities and acts more as a place to mediate disputes between individual holds than any true legislative body we might know today. There is a High Lord that presides over these sessions and represents the UHH when dealing with outside entities on principle, however in practice he is little more than a face. Also in principle he rules on any disputes after they are debated before the Assembly, however in practice it comes to a vote between all the Lords. Therefore nearly all authority is devolved to the Local Holds (marked on the map), who hold absolute authority over their respective territories.

History: Early on Hibern was in just as much a state of Chaos as anywhere else. However slowly people came to gather alongside the Sane River (Shannon 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 (sort of like the Twins in GoT). 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. Raids still occur, and occasionally larger conflict breaks out among them, however for the most part the UHH maintains order and prosperity. Years ago came the shining moment of the UHH. When it appeared as if the UHH might finally break down and the Lords were taking sides in a succession dispute for one of the Northern Holds, a massive army swept down out of the hills and mountains to the north and west, a fierce mountain people that our own river people could not match in ferocity and war. However the UHH came together and raised a great army, and threw those 'clans' back to where they came from, where they presumably still lick their wounds, preparing for another war.

Location: The only population centers are the holds, however less than a quarter of the population lives there. Primarily the people live out on the farms, either farming for some Overlord in the form of a Baron, Thane, or the Lord himself, or more rarely they may live on their own land and farm for their own scarce profit.

Society: 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.

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.
 

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AS IT STANDS: I'm going to give The Isle of Man to Nuka for a variety of reasons, some of which I have explained to Ailed in private (And will happily do so again,) And also because I feel his submission in conjunction with Ailed's creates a more compelling narrative. A rich, prosperous Man eyed jealously by a poor, barbaric neighbor who take it's wealth for their own, pushing the natives elite to escape.

Ailed, I really like your submission, and would greatly appreciate if you DO play the manx. Right now, I'm envisioning the Vrouk Invasion having caused a Diaspora, with Manx Petty Kingdoms scattered along the British and Irish Coast, with perhaps a mythos of a lost homeland. I would HEAVILY encourage you to keep what you have now, but adapt it to another location as Manx in Exile. Perhaps another Island you can call New Man or something.

If you have any questions, you KNOW you can catch me on Chat.
 
I am afraid I feel the reasoning "for narrative" does not make sense considering Nuke's sign up goes "attack Manx "emperor" and ban Manx." It is not a proper narrative and exile for exile sake it to go.

I am no exile.

I am rebel.

I hereby lay claim to the north of the Isle of Man as a opposing force.

Let us see how raiders can work when facing against knowledge of the terrain.
 
I am afraid I feel the reasoning "for narrative" does not make sense considering Nuke's sign up goes "attack Manx "emperor" and ban Manx." It is not a proper narrative and exile for exile sake it to go.

I am no exile.

I am rebel.

I hereby lay claim to the north of the Isle of Man as a opposing force.

Let us see how raiders can work when facing against knowledge of the terrain.

As I explained to you this morning, I feel that is too small of an area to make sense.

The Narrative, as I explained, is "Manx rich, Vrouk Poor. Vrouk want Rich. Vrouk Raid and take Manx. Manx escape with wealth. Vrouk have Manx."
 
As I explained to you this morning, I feel that is too small of an area to make sense.

Small? It is large enough for a arm resistance to use...

The Narrative, as I explained, is "Manx rich, Vrouk Poor. Vrouk want Rich. Vrouk Raid and take Manx. Manx escape with wealth. Vrouk have Manx."

If Manx were rich then why did not hire mercs and use their superior knowledge of the terrain? Drama for drama is a empty faith.
 
Small? It will enough for a arm resistence to use...



If Manx were rich then why did not hire mercs and use their superior knowledge of the terrain? Drama for drama is a empty faith.

There are any number of events in history where this exact thing happens. Maybe the Vrouk were brought in as mercenaries against Hebridiean or Orkney raids and decided to take the island, maybe they sailed in under guise of merchants, who knows. I understand you are disappointed, but this is not the end. You have plenty of options that don't include sitting on a small island!
 
There are any number of events in history where this exact thing happens. Maybe the Vrouk were brought in as mercenaries against Hebridiean or Orkney raids and decided to take the island, maybe they sailed in under guise of merchants, who knows. I understand you are disappointed, but this is not the end. You have plenty of options that don't include sitting on a small island!

There is actual a thought.

But I am afraid it is going to involve a lot of drama...

Anyone fancy applying for Ulster? I need to... barrow a very large army.

The Manx nobility and bankers are not going to be exiled: we are just been set on a "vacation." This may of course take time.

As compensation I advise Nuke consider the Black Dynasty; the Dowan worshipping dynasty may provide your king some local knowledge in return for being alone to the bogs as autonomous unit...
 
I think I probably would have, you know, seized the wealth of the island? The thing about a bank is that its kinda hard to load all that gold when you have raiders killing you :p

I'm not the "Black Dynasty", I am the Vouk like my background indicates.
 
The Black Dynasty are a faction on the Isle; I thought you may want some local allies and what better than a Earth worshipping house who have (possible) blood of a prophet? Good means to control the populace...

As for wealth: the banks have the methods to escape...
 
I'm interested in joining in the Newport area, so I'll get a signup done today or tomorrow.
 
I have absolutely zero interest in using any of your local polities Ailedhoo. I have no local allies. Only slaves. Feel free to be the Manx in exile if you want, but do not try to say what is going on in my country. Because my application won out, that means my history is canon. Not your whatever dynasty.
 
I have absolutely zero interest in using any of your local polities Ailedhoo. I have no local allies. Only slaves. Feel free to be the Manx in exile if you want, but do not try to say what is going on in my country. Because my application won out, that means my history is canon. Not your whatever dynasty.

For what it's worth, I'm going to use Ailed's Application as what was on the island before you came and did your thing, because it's easier for me than creating a history.
 
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