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Well, you could make my cathedral a smaller province on the coast of Yaurkeshire, which would make the difference or so in money via donations due to pilgrimages.

I think I'm just going to write up my stuff about religion and post it once its done. See where that takes me.

Added it is.

EDIT: I just realized that I gave it to Sudwald..., meh, I'll leave it there, OK?
 
Mr. Santiago: It's fine being in Sudwald,I can work it in to my stuff.

***

Overview of Sudwald and Yaurkeshire:

There is Primus Maalem IV, who rules the Primal lands (is that correct? Think Papal States) in Valtheon. In Neumark, there are three Proxies; two hold land. Proxie Proxy Alonsius of Sasenmouth is Proxie of the southern lands, and as his title dictates he is based from Sasenmouth. He is unique from the three in that he holds no land, and also in that he is of royal blood- in fact, he is the brother of the king. Proxie Elbert III is Proxie of the central lands, and is Prince-Proxie of Sudwald, retaining power over its vassal Yaurkeshire. Proxie Mikhael I is Proxie of the northern lands, and is Prince-Proxie of Nordland, retaining power over its vassal the Dale.

Pretty much all the stuff Doom said applies for these three, minus the Primus being in Neumark. The Arch-Abbotships are pretty much the north/central/southern divisions of church power between the Proxies, although the Dale should be under Northern influence. I’m not going to describe the other areas as much as Yaurkeshire and Sudwald, as these are the areas I look to play as for the game. It seems on his most recent map that Mr. Santiago has not incorporated Doom’s ideas for settlements in the region, so I am going to stray a bit there.

First off is Sudwald. Proxie Elbert III manages his demesne from Shireton Abbey, a small, unfortified settlement in the southern hills. The Abbey has a seat of prominence on the highest point of the hill, and the village spreads around it. This village is supported by a modest monthly farmer’s market and small businesses, especially blacksmithing. Shire Forge is the largest operation in the town, with three practicing blacksmiths of fair skill. It is well-known for its religious paraphernalia of iron and silver. Nottering Castle stands on the westernmost point of the province, and is but a stone keep home to Sir Roderick Notterdam, a wizen and rather mad knight. He is, however, caretaker of the renowned Cathedral of St. Marcus, located on the other side of the town- the largest in Sudwald. The site of some sort of temple since the Great Empire of antiquity, several buildings have risen and fallen on this spot. The current cathedral is a beautiful work of modern design, with flying buttresses supporting the colossus on its perch overlooking the bay. It is named after St. Marcus, who is said to have first spread the Word to Neumark. The final settlement of consequence in the province is Millton, known for its mill. It is located at end of a tributary of Glauborne River, which drives its mill. Millton acts as an informal meeting ground for hedge knights, especially in high winter. It was made a Prince-Proxioric to appease the church, and was allocated its previously northern half Yaurkeshire as vassal.

Yaurkeshire has even less of consequence then its underwhelming lord, although there are a few notable locations. Yaurketon is the largest settlement in the province, and is a burgeoning village. Its castle is the only true castle in both provinces, complete with a wall around the old quarter of the village; new buildings are raised outside its protection with growing frequency. It sits on the side of one of the few northern hills, and the outer buildings tend to flow down towards the level plains. Cearlin is the only other large settlement, in the northern mountains bordering Taaland. Originally a mining outpost, its now dry mines are washed away with the massive quantities of moonshine and cheap liquor which is its main export. Bandits form rather large gangs in the surrounding hills, and can be hired if the coin is good enough. They are rather religious, and form the backbone of the meager forces of the Count, Count Edmund de Vard, when called upon in the name of the Proxie.

Religion overview:

The official religion of Neumark is known simply as The Church. It is a very structured and orderly religion, centered on a monotheistic belief in a divine, omnipotent, masculine God known by various names and titles, most notably Lord and Wordbearer. Their faith is outlined in The Word, an ancient text said to have been dictated by the Lord himself. This work contains many prayers, poems, and stories of ancient holy men as well as a creation story and a set of God-given mandates. These mandates formed the foundation for many current sets of ethics throughout the lands where the Word has been spread. The creation story goes as follows:

In the beginning there was only Heaven most high, home of the Lord and all his Angels. The Lord ruled justly in eternal bliss. Then the Lord created Daemon, a companion to the Lord above all his Angels, a companion who shared the ability to create. Daemon forged the Earth from a drop of his blood, and the seas and sky from a great exhale. The Lord looked upon Daemon’s creation with delight, and gave The Word to the virgin realm, planting life on its barren beauty. Soon Man rose from the ashes, and for man The Word created Woman, and for Man The Word created the creatures of the land and sea and sky. The Word created the stars to light the land, and gave the essence of The Word to Man to guide his path. Man was bountiful, and multiplied; soon, all of Earth was in his kingly care of creation. The Lord was pleased with Man, and Man was content with the Lord. Daemon looked at his creation, and at the Lord, and from his soul of creation came a seed named Jealousy.

Jealousy twisted Daemon, and formed the first Evil named Envy. Envy led to Hatred, who led to Gluttony and all the rest. Daemon grew angry at the Lord, and challenged him for control of the Earth. The Lord was saddened by this outburst and shed a tear, forming the Sun, which replaced the stars. Daemon attacked the Earth, and wrestled control of half the world with the help of his Evils, hiding the Sun and bringing back the stars. The Lord drew up his might, and fought for the world; yet, his creation’s creation, Evil, proved his match. The Lord knew he could not destroy Evil and Daemon, so he created Hell, and bound the Evils and Daemon there with Silver and Iron. Each day, an Evil escapes from Hell and brings the night, pulling it across the sky by becoming the moon; the Lord and his Angels send the Evil back, and once again the day is restored.

Silver and Iron are major symbols of The Church, and many people wear small sticks of silver and iron on necklaces as a ward against evil. Dual upright poles, one of silver and one of iron, are together known as the Triumph, and is the symbol most synonymous with The Church. Triumphs are often large and elegantly carved, and are used as gateways of sorts into cathedrals and more major churches symbols of the escape from the Evil-ridden world into the bliss of Heaven inside. The oldest Triumph gate is located at the Cathedral of St. Marcus, estimated to be over one hundred years old; most Triumphs are scrapped for coin and fine iron by needy aristocrats long before gaining age.

Typical adherents to the faith have weekly gatherings at a church or cathedral, where they recite prayers and poems from The Word. This is presided over by a Priest, who report to local Proctors. These county Proctors are led by regional Proxies, who answer directly to the Primus, God’s messenger on Earth, appointed by a divinely inspired council of Proxies at the time of each previous Primus’ death. Many adherents to the faith become monks and to a lesser extent nuns, who live in groups in locations such as abbeys and convents and monasteries, often specializing in earthly knowledge of a specific topic, even in some cases war. These monks and nuns often form centers of knowledge on a subject at their home abbey or convent or monastery. All non-lay persons of the faith ascribe to a different set of daily ethics then the lay folk, the most notable difference being an adherence to celibacy. However, many Men of The Word often break their vows and have children. Warfare is accommodated by The Church, seen as a necessary response to the eternal battle between Heaven and Hellish forces. Many Men of The Word have taken up arms, or have military or political background; St. Marcus himself was a soldier before becoming a priest and missionary. In contemporary society The Church has gained prominence both politically and culturally, becoming a fundamental aspect of society in all the lands it took root, forming a bond between them all which triumphs over petty squabbles when faced with conflicting belief systems- notably those of the East.

EDIT: HERESIES
The only other religion with any strength in the region is that of the Mannaughts. Although originally members of the Church, this sect split off from the church several decades ago and has been a blight of heresy on the Church ever since. Their fundamental difference from the central Church is that they take a radically different side in the War of Heaven and Hell- they believe that Daemon is right in his actions, and as such Mannaughts work towards destroying Heaven's outposts on earth- in other words, the destruction of Church property. Originally destroying several churches in ((your choice; I think The Dale is a good choice)), the sect rapidly gained adherents from the superstitiously inclined townsfolk who believed the Mannaughts to be saviors from the trappings of Aristocratic corruption and gluttonous wealth. An armed response was immediately sent to squash this group, who was believed to be just another rebellious heresy; unlike other groups, the Mannaughts managed to dissolve into the night. To this day, the Cult of Daemon, as they are also known, is believed to continue operating in the darker regions of ((again, your choice. I think Dale)), awaiting their day. ((do you find this too dark and antithetical to the Church? Any changes I should make? I was considering making this a group determined to bring Wilderling "freedom" back to the north, but decided on the Mannaughts (man-nothings, or rather men are worthless) since it sounded like Huguenots. I could always make a second heresy, too.))

***

This was basically how I spent the past hour or two. It was something to do. If any of you major contributors have any objection to any of this, just give the word; it was done to pass time and I have little investment at all in it. With that in mind, I look forward to this game and hope I shall have my thoughts for my desired Sudwald and Yaurkeshire be considered.
 
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That's good. I'll leave the religion stuff to others or we'll end up worshipping Celestia de ManOWar the god of pony metal, but the other stuff is good.

I can have a shot at the Dawnlands if you guys want, and shall do so soon.
 
There are a few problems with what you have written.
1) The proxy of the southern lands is the brother of the current King, Proxy Alonsius of Sasenmouth
2) The Italian region is known as Valtheon
Also, I think it would be better to have some sort of differing religion or at least a heresy of The Church in Neumark, just to make for some more interesting clash of religions in the kingdom as well.
 
There are a few problems with what you have written.
1) The proxy of the southern lands is the brother of the current King, Proxy Alonsius of Sasenmouth
2) The Italian region is known as Valtheon
Also, I think it would be better to have some sort of differing religion or at least a heresy of The Church in Neumark, just to make for some more interesting clash of religions in the kingdom as well.

1. Aah, ok. Well then just discount that; I was trying to work it all together but my main focus was providing some background and to develop my lands of choice.

2. Very well, then just discount what I said; I have not seen this confirmed in this thread however. Is this from the last game?

A heresy? I'll get on it. Sounds fun! I'll edit it straight into that text wall above.

hygge- I know, thats what my disclaimer is for. I'm just throwing in my two cents, blowing some of the amazing amount of time I now have due to summer vacation.

EDIT: alright, I made the changes to my original post. thoughts?

Oh, Doombunny- I can do the Dawnlands if you want, or part if you have some ideas for certain parts of it. I have some free time coming up this afternoon.
 
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Well, I know Deagh has said a few times that the Italy/Roman region is known as Valtheon, for example he said that the Kings of Neumark trace their descent from the third son of the last emperor of Valtheon.
The only thing that I dislike about that heresy is that it's primarily rooted in the populace and not the nobility. I'd personally suggest having another religion or heresy with actual power among the nobility, so there are religious differences inside the nobility of the Kingdom. But that's just my idea. I actually like the idea of having 4 different religions. The Church, my proposed heresy of the Church for the nobility, the Mannaughts as a cult that stirs up trouble for the players, maybe even being assasins or spies and the Wilderling religions of the North.
 
Nodsouterr- If I get Deag's input on this, I'd be more than happy to expand on all of this.
 
I have nothing against a heresy.

I am concerned that this thing is spiraling out of being managable.
 
I have nothing against a heresy.

I am concerned that this thing is spiraling out of being managable.

I agree with you. Either you can have a very complicated game with 3-6 players or you can have a more simple game with more players.
 
Game mechanics not really my thing old boy.

I mostly just think of the lore for these things.
 
Well, FWIW, right now there are (IIRC) 7 great lords, 2 chartered cities and 2 archbishops with land and 10 lesser vassals...

So yeah, things can get out of control easily in here; I'm not certain what counts as 'managable'
 
That gives us 9 big players plus one King in the future and a few smaller players. I would suggest an initial signup limit of 15 or so, and perhaps taking on a couple of people as co GM to handle stats and the such.
 
I'm less worried about number of players than I am about game complexity.

Here's what I'm thinking, we focus on a few things we need to get started:
Finish family trees of great lordships
Army set up
Incomes per holding- pretty much done already
A 'final' Neumark map: Needn't have every feature named, but at least each lordship with their holdings marked with a dot and a letter. So we could have a simple list that's like: Fenland: a, castle lvl 6, b town level 4, etc.


With those done, we can get started on the game proper, and fill in as we go. I'm thinking we make players responsible for filling in gaps in their own family trees and holdings, at least as far as names go.

On armies, I'm thinking we have units that are tied to holdings. Like say, castle A can field 5 light infantry, 3 archers, 2 heavy infantry and 1 heavy cavalry. When mobilized they cost upkeep. A light infantry costs 1 gold/turn, a heavy cavalry 10. We can tweak the numbers, but you get what I'm saying there.

I'm trying to think of a way to let players be in charge of their own starting army configuration, as a way to 1) make less work for me and 2) give players more strategic options. I'm thinking Players can start with a set amount of "points", then spend them on units. To reflect regional differences, Lords will get different bonuses and maluses (i.e, Fenlands can buy upgraded quality for their light infantry and archers cheap, but pay double cost for cavalry units). Kind of complex, but since we need only do it once I think it will work well.

If you want to call dibs on a lordship you should probably start working on filling in any gaps in said lordships family tree, naming holdings and such.

Let's get this game out of development hell and meandering toward reality!
 
Can I call dibs on Dale? I don't really feel like I can hold down a large title with the other stuff I'm playing, and I generally play better when I have less power.

I've been developing the map for the rest of the world and it's coming along nicely. I'm a bit stuck with ideas for Kingdoms though, so any help would be good. See what you think and please give suggestions.

neumarkworld3.jpg

Bulkana and Slavatia are just place holders really, and a lot of terrain is missing. Iberan is our holdout state and Karhumaa is a country much akin to the Wilderlings, only unified. It is possible to walk from it to Neumark over the Polar continent when the seas freeze. The Purple state is going to be something quite epic which I will write Lore for tomorrow or later today. The grey/green area is disputed. It was under Gallus at the time of the conquest, but has swung back and forth, currently, Gallus is fighting to reclaim it with mixed success.
 
Well, Doom, I did have an idea for a kingdom, based on the basque country, take it or not, if you please. Ezkarra, an elective monarchy, where the King is chosen by the 5 greater dukes of the kingdom
 
If any of you are interested in playing these kind of games, I think you should look into this little gem :)

http://forum.paradoxplaza.com/forum...A-Game-Involving-You!&p=13879260#post13879260

Ugh, you taunt me hygge. Between Gming a game and this monstrosity, I don't think I have too much time for anything else forum-time-wise. I can appreciate your organization, though.

So Deag, I can perfectly understand your hesitance about complexity and simply developing this game; by my count it would require at least 21 players! If we reach the eventuality, you could simply mesh the vassals with their greater liege, halving the amount of work you have to do. However, I very much like the current setup, and so shall work on the system of government for my chosen Sudwald, and its vassal also. However, know that I am horrible at image shopping (just look at Peshawar :p ) so I shall devise a different way to express it.

Also, my intentions for the religion fleshing was not to add complexity to the game so much as to, well, flesh it out and add some story to it. The Word never has to be mentioned in any game context; it can simply be something referred to by players. It does not need a mechanic, nor do the heretics if you would rather. My intention for it was to provide myself and the other Proxie some background on which to base our diplomacy and what not.
 
Well, Doom, I did have an idea for a kingdom, based on the basque country, take it or not, if you please. Ezkarra, an elective monarchy, where the King is chosen by the 5 greater dukes of the kingdom

Sounds good, I think I have an idea of where to put it as well.
 
Doom, I don't know what your plans are for the second half of the crescent on Neumark's island, but you could consider making that the "Greece" of the period, with some northern half-wild city states facing the encroaching "Ottoman Empire" which has taken much of the land of the southern half of that portion of the crescent. This "Ottoman" portion can also occupy the region south of Karhumaa to the point north of that purple region. If that is too big, have it hug to the coast, with its easternmost point being the end of that northern river.

You could also have a Carthaginian country hugging the coast somewhere, with barbaric desert nomads beyond. This could be south of the "Ottoman" country, hugging the coast south of the Purple nation (Byzantium, obviously, right?) all the way to the mountains of the south, with that single pass. If you go with this idea of the "Ottomans" being contained with their easternmost point being the tip of that river, and the "Carthaginians" expanding no farther east then the "Ottomans" do, you could have the easternmost region be desert nomads, an Arabian Peninsula sort of place. As for beyond those mountains of the south, perhaps have north African-like countries? New-world-esque countries? A lush forested region in the northern portion of that under-mountain region, with Native American-like settlements, while farther south is ice and the other pole?

Oh, and don't forget, that blank region of the "Europe" continent is supposed to be Valtheon.
 
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