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Post by Lidhuin on Aug 29, 2019 16:42:05 GMT
Anticipated Start Date: The weekend starting September 27 The week of July 24-31, 2020 See: birthrightalbion.freeforums.net/ & birthrightalbion.freeforums.net/thread/1909/analysis-oocArthur's bloodline certainly still exists, but so many have claimed lineage to the legendary King that it is becoming increasingly uncertain who can legitimately do so - some have even begun questioning whether lineage to Arthur even matters anymore. Merlin is but a legend and a myth, and yet... wizards are known to live for a long time, are they not? What happened in the north has similarly passed on into legend over generations. A few humans still live to tell the tale, and the elves and dwarves remember - at least those not driven mad by grief or greed. The veil seems to have largely recovered, but there are still stories of undead roaming the lands, and the tensions between the inhabitants in the north remain as high as ever. Down south, the many disparate kingdoms led to a period of chaos. But who rose above that chaos? None yet powerful enough to claim the whole south, that much is certain. To be expanded...
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Post by Lidhuin on Sept 19, 2019 19:07:40 GMT
Hadrian's wall, once the northernmost border of the Roman Empire in Britannia, had fallen into disrepair after the empire's retreat from the isles. It's existence remained marked by earthworks and stonewalls, more frequently used as easily accessible building material than as the fortifications they once were. However, these days it stands as a remarkable, impenetrable barrier between the south and the north of Albion. Merlin's wall, as it was renamed, stands far stronger than Hadrian's wall ever did. It was raised through a combined effort between Mercia, Camelot and the magical powers of Merlin to prevent the continuous undead incursions from the north into the prosperous lands of the south. For nearly a hundred years, none have been able to leave the highlands, neither by land nor by sea.
But why was Merlin's wall raised when the legend says that the combined forces of Umbria, Dal Riada, Mercia, druids of the Old Religion, Gawant, Caerleon, crusaders under the banner of the One God, and even Bayard joined together to defeat the Lord of Upsidedown and put an end to the undead threat?
Largely, it was because the defeat of the Lord of Upsidedown by Saint Meinwen, however heroic, did not immediately heal the tear in the veil that had brought forth the undead threat. The unison brought about by the combined forces was not enough to overcome the sheer amount of death and destruction that was wrought in the battles that eventually secured victory for the south. The undead forces, scattered, could be beaten back again and again, but Merlin soon realized it was only a matter of time until Bayard and Umbria would once again be at each other's throats. The conflicts that had consumed southern Albion would eventually reignite. Even if those conflicts did not re-open the tear in the veil, the remaining undead would eventually manage to spread such death and destruction through a warring Umbria and Bayard that the whole of Albion would not be able to stand against them once more, even united.
Merlin believed that for the veil to heal, it would need time and respite from the conflicts of the south. A magical barrier would ultimately prevent a conflict in the immediate area, even recognizing conflicts elsewhere would not cease, and with time and effort, the veil might be restored. What happened in the south after the barrier was erected is not known to those who remained in the north. But those who remained in the north remained split on how best to restore the veil between the mundane and magical worlds. And while the undead were not a united, formidable foe, they were a constant threat to those who remained. Indeed, the undead remain a recurring threat to this day.
Now the land is populated with the dwarves, elves, and various humans who were left behind and survived in the harsh times. While none have been able to leave (or at least, none have returned to tell the tale), the occasional shipwreck brings new people to the lands with tales from Hibernia, southern Albion, and other faraway lands. Conflicts between the old faith and the new faith remain, with the new faith insisting the magic of the old faith is responsible for the hardships suffered by the north, and the old faith insisting that abandoning old gods and traditions have left the lands cursed.
Yet the rise and fall of powerful groups continue. Be they cities, kingdoms, cults, tribes, or even the occasional necromancer, they have their time in the sun (or in the twilight), before fading once more into obscurity.
Can anyone unite these lands? Can anyone put a stop to the undead threat once and for all? And can anyone restore the veil so that the barriers surrounding the land might be lowered once more?
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Post by Lidhuin on Jul 26, 2020 6:54:00 GMT
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Post by Lidhuin on Jul 27, 2020 22:24:54 GMT
Spring of 677
Provinces are in Alphabetical Order
Province: Aberdeen Adjacent to: Bernicia, Argyll, Ross, & Caithness (Sea) Climate: Cold Temperature Terrain: Medium Mountain (primary), Hills (secondary) Features: Coast MPL: 3 Province Level: 1 Sidhe: 1 Courts: Manors: Orders: Sanctums: Guilds: Trade: Max Source Potential: 8 Current Source Potential: 8 Covens: 2 (Donchad) Nodes: Prosperity: 0D
Province: Argyll & Isle of Bute Adjacent to: Gododdin, Bernicia, Aberdeen, Ross & Hebrides (Sea) Climate: Cold Temperature Terrain: Hills (primary), Medium Mountain (secondary) Features: Coast MPL: 5 Province Level: 2 Bayardian/Celtic: 2 (Thraw) Courts: 2 (Thraw) Manors: Orders: 2 (Edwin) Sanctums: 1 (Edwin) 1 (Old Al) Guilds: 1 (Evelyn) 1 (Old Al) Trade: 1 (Evelyn) Max Source Potential: 8 Current Source Potential: 6 Covens: Nodes:
Prosperity: 0D
Province: Bernicia (& Lothian) Adjacent to: Gododdin, Argyll, & Aberdeen Climate: Cold Temperature Terrain: Ancient Forest (primary), Low Mountain (secondary) Features: Coast, Capital (Bar.) MPL: 6 Province Level: 1 Sidhe: 1 Courts: Manors: Orders: Sanctums: Guilds: Trade: Max Source Potential: 9 Current Source Potential: 9 Covens: Nodes:
Prosperity: 0D
Province: Caithness & Sudrland Adjacent to: Hebrides, Orkney & Shetland, Ross, & Aberdeen (Sea) Climate: Cold Temperature Terrain: High Moor (primary), Ancient Forest (secondary) Features: Coast, Remote, Caverns MPL: 5 Province Level: 1 Lothian: 1 (Muirchertach) Courts: 1 (Donchad) Manors: 1 (Muirchertach) Orders: Sanctums: 1 (Old Al) Guilds: 1 (Old Al) Trade: 1 (Muirchertach) Max Source Potential: 9 Current Source Potential: 8 Covens: Nodes:
Prosperity: 0D
Province: Gododdin (& Aclud) Adjacent to: Argyll, & Bernicia Climate: Cold Temperature Terrain: Woods (primary), Hills & Low Mountain (secondary) Features: Coast MPL: 6 Province Level: 1 Breton/Saxon: 1 (Evelyn) Courts: 1 (Evelyn) Manors: 1 (Evelyn) Orders: 1 (Edwin) Sanctums: 1 (Edwin) Guilds: 1 (Evelyn) Trade: 1 (Evelyn) Max Source Potential: 7 Current Source Potential: 6 Covens: Nodes: Prosperity: 0D
Province: Hebrides (& Isle of Skye) Adjacent to: Caithness (Sea), Ross (Sea), & Argyll (Sea) Climate: Cold Temperature Terrain: Low Mountain {dwarf} (primary), Medium Mountain {dwarf} & Hills (secondary) Features: Isle MPL: 4 Province Level: 1 Dwarf: 1 (Asbjorn) Courts: 1 (Asbjorn) Manors: Orders: 1 (Rogr) Sanctums: 1(Rogr) Guilds: Trade: Max Source Potential: 8 Current Source Potential: 7 Covens: Nodes: Prosperity: 0D
Province: Orkney & Shetland Adjacent to: Caithness (sea) Climate: Sub Arctic Terrain: Low Mountain {dwarf} (primary), Hills (secondary) Features: Islands and Caverns MPL: 6 Province Level: 1 Dwarf: 1 (Njal) Courts: 1 (Asbjorn) Manors: 1 (Njal) Orders: 1 (Rogr) Sanctums: 1(Rogr) Guilds: 1 (Njal) Trade: Max Source Potential: 7 Current Source Potential: 6 Covens: 3 (Njal) Nodes: 3 (Njal)
Prosperity: 0D
Province: Ross Adjacent to: Caithness, Aberdeen, Argyll and Hebrides (sea) Climate: Cold Temperature Terrain: Low Mountain (primary), high mountain (secondary) Features: Coast, River, Islands, Valleys MPL: 6 Province Level: 2 Bayardian/Pict: 2 (Donchad) Courts: 2 (Donchad) Manors: 2 (Donchad) Orders: Sanctums: 1 (Old Al), 1 (Edwin) Guilds: 1 (Old Al) Trade: 1 (Muirchertach) Max Source Potential: 9 Current Source Potential: 8 Covens: Nodes: 1 (Donchad, dtA)
Prosperity: -1D dtA: "Ancient Fortifications (Dt) - The castle built upon these lands was not built to accommodate any defensive features, but rather to secure an ancient source of magical power. This power will never wane so long as the fortification and its ancient runes still stand, so regardless of province level, this node can always be maintained and doesn’t count towards current source potential."
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Post by Lidhuin on Aug 23, 2020 22:34:07 GMT
Summer of 677
Provinces are in Alphabetical Order
Province: Aberdeen Adjacent to: Bernicia, Argyll, Ross, & Caithness (Sea) Climate: Cold Temperature Terrain: Medium Mountain (primary), Hills (secondary) Features: Coast MPL: 3 Province Level: 1 Sidhe: 1 Courts: Manors: Orders: Sanctums: Guilds: Trade: Max Source Potential: 8 Current Source Potential: 8 Covens: 2 (Donchad) Nodes:
Prosperity: 0D
Province: Argyll & Isle of Bute Adjacent to: Gododdin, Bernicia, Aberdeen, Ross & Hebrides (Sea) Climate: Cold Temperature Terrain: Hills (primary), Medium Mountain (secondary) Features: Coast MPL: 5 Province Level: 2 Bayardian/Celtic: 2 (Thraw) Courts: 2 (Thraw) Manors: 2 (Thraw) Orders: 2 (Edwin) Sanctums: 1 (Edwin) 1 (Old Al) Guilds: 1 (Evelyn) 1 (Old Al) Trade: 1 (Evelyn), 1 (Thraw) Max Source Potential: 8 Current Source Potential: 6 Covens: Nodes:
Prosperity: 0D
Province: Bernicia (& Lothian) Adjacent to: Gododdin, Argyll, & Aberdeen Climate: Cold Temperature Terrain: Ancient Forest (primary), Low Mountain (secondary) Features: Coast, Capital (Bar.) MPL: 6 Province Level: 1 Sidhe: 1 Courts: Manors: Orders: Sanctums: Guilds: Trade: Max Source Potential: 9 Current Source Potential: 9 Covens: Nodes:
Prosperity: 0D
Province: Caithness & Sudrland Adjacent to: Hebrides, Orkney & Shetland, Ross, & Aberdeen (Sea) Climate: Cold Temperature Terrain: High Moor (primary), Ancient Forest (secondary) Features: Coast, Remote, Caverns MPL: 5 Province Level: 1 Lothian: 1 (Muirchertach) Courts: 1 (Donchad) Manors: 1 (Muirchertach) Orders: Sanctums: 1 (Old Al) Guilds: 1 (Old Al) Trade: 1 (Muirchertach) Max Source Potential: 9 Current Source Potential: 8 Covens: Nodes:
Prosperity: 0D
Province: Gododdin (& Aclud) Adjacent to: Argyll, & Bernicia Climate: Cold Temperature Terrain: Woods (primary), Hills & Low Mountain (secondary) Features: Coast MPL: 6 Province Level: 2 Breton/Saxon: 2 (Evelyn) Courts: 1 (Evelyn) Manors: 1 (Evelyn) Orders: 1 (Edwin) Sanctums: 1 (Edwin) Guilds: 1 (Evelyn) Trade: 1 (Evelyn) Max Source Potential: 7 Current Source Potential: 5 Covens: Nodes:
Prosperity: +1D
Province: Hebrides (& Isle of Skye) Adjacent to: Caithness (Sea), Ross (Sea), & Argyll (Sea) Climate: Cold Temperature Terrain: Low Mountain {dwarf} (primary), Medium Mountain {dwarf} & Hills (secondary) Features: Isle MPL: 4 Province Level: 1 Dwarf: 1 (Asbjorn) Courts: 1 (Asbjorn) Manors: Orders: 1 (Rogr) Sanctums: 1(Rogr) Guilds: Trade: Max Source Potential: 8 Current Source Potential: 7 Covens: Nodes: Prosperity: 0D
Province: Orkney & Shetland Adjacent to: Caithness (sea) Climate: Sub Arctic Terrain: Low Mountain {dwarf} (primary), Hills (secondary) Features: Islands and Caverns MPL: 6 Province Level: 2 Dwarf: 2 (Njal) Courts: 1 (Asbjorn) Manors: 1 (Njal) Orders: 1 (Rogr) Sanctums: 1(Rogr) Guilds: 1 (Njal) Trade: 1 (Njal) Max Source Potential: 7 Current Source Potential: 5 Covens: 3 (Njal) Nodes: 3 (Njal)
Prosperity: 0D
Province: Ross Adjacent to: Caithness, Aberdeen, Argyll and Hebrides (sea) Climate: Cold Temperature Terrain: Low Mountain (primary), high mountain (secondary) Features: Coast, River, Islands, Valleys MPL: 6 Province Level: 2 Bayardian/Pict: 2 (Donchad) Courts: 2 (Donchad) Manors: 2 (Donchad) Orders: Sanctums: 1 (Old Al), 1 (Edwin) Guilds: 1 (Donchad), 1 (Old Al) Trade: 2 (Muirchertach) Max Source Potential: 9 Current Source Potential: 8 Covens: Nodes: 1 (Donchad, dtA)
Prosperity: +0D dtA: "Ancient Fortifications (Dt) - The castle built upon these lands was not built to accommodate any defensive features, but rather to secure an ancient source of magical power. This power will never wane so long as the fortification and its ancient runes still stand, so regardless of province level, this node can always be maintained and doesn’t count towards current source potential."
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Post by Lidhuin on Oct 10, 2020 8:14:13 GMT
Summer of 677
Provinces are in Alphabetical Order
Province: Aberdeen
Adjacent to: Bernicia, Argyll, Ross, & Caithness (Sea)
Climate: Cold Temperature
Terrain: Medium Mountain (primary), Hills (secondary)
Features: Coast
MPL: 3
Province Level: 1
Sidhe: 1
Courts:
Manors: 1 (Muirchertach) Orders:
Sanctums:
Guilds:
Trade: 1 (Muirchertach) Max Source Potential: 8
Current Source Potential: 8
Covens: 2 (Donchad)
Nodes: 1 (Donchad)
Prosperity: 0D
Province: Argyll & Isle of Bute
Adjacent to: Gododdin, Bernicia, Aberdeen, Ross & Hebrides (Sea)
Climate: Cold Temperature
Terrain: Hills (primary), Medium Mountain (secondary)
Features: Coast
MPL: 5
Province Level: 2
Bayardian/Celtic: 2 (Thraw)
Courts: 2 (Thraw)
Manors: 2 (Thraw)
Orders: 2 (Edwin)
Sanctums: 1 (Edwin) 1 (Old Al)
Guilds: 1 (Evelyn) 1 (Old Al)
Trade: 1 (Evelyn), 1 (Thraw)
Max Source Potential: 8
Current Source Potential: 6
Covens:
Nodes:
Prosperity: 0D
Province: Bernicia (& Lothian)
Adjacent to: Gododdin, Argyll, & Aberdeen
Climate: Cold Temperature
Terrain: Ancient Forest (primary), Low Mountain (secondary)
Features: Coast, Capital (Bar.)
MPL: 6
Province Level: 1
Sidhe: 1
Courts:
Manors:
Orders:
Sanctums:
Guilds:
Trade:
Max Source Potential: 9
Current Source Potential: 9
Covens:
Nodes:
Prosperity: 0D
Province: Caithness & Sudrland
Adjacent to: Hebrides, Orkney & Shetland, Ross, & Aberdeen (Sea)
Climate: Cold Temperature
Terrain: High Moor (primary), Ancient Forest (secondary)
Features: Coast, Remote, Caverns
MPL: 5
Province Level: 1
Lothian: 1 (Muirchertach)
Courts: 1 (Donchad)
Manors: 1 (Muirchertach)
Orders:
Sanctums: 1 (Old Al)
Guilds: 1 (Old Al)
Trade: 1 (Muirchertach)
Max Source Potential: 9
Current Source Potential: 8
Covens:
Nodes:
Prosperity: +1D (-1 raid, +2 prosperity)
Province: Gododdin (& Aclud)
Adjacent to: Argyll, & Bernicia
Climate: Cold Temperature
Terrain: Woods (primary), Hills & Low Mountain (secondary)
Features: Coast
MPL: 6
Province Level: 2
Breton/Saxon: 2 (Evelyn)
Courts: 2 (Evelyn)
Manors: 1 (Evelyn)
Orders: 1 (Edwin)
Sanctums: 1 (Edwin)
Guilds: 1 (Evelyn)
Trade: 2 (Evelyn)
Max Source Potential: 7
Current Source Potential: 5
Covens:
Nodes:
Prosperity: +1D
Province: Hebrides (& Isle of Skye)
Adjacent to: Caithness (Sea), Ross (Sea), & Argyll (Sea)
Climate: Cold Temperature
Terrain: Low Mountain {dwarf} (primary), Medium Mountain {dwarf} & Hills (secondary)
Features: Isle
MPL: 4
Province Level: 1
Dwarf: 1 (Njal/Asbjorn)
Courts: 1 (Njal/Asbjorn)
Manors:
Orders: 1 (Njal/Rogr)
Sanctums: 1(NjalRogr)
Guilds:
Trade: 1 (Donchad) Max Source Potential: 8
Current Source Potential: 7
Covens:
Nodes: Prosperity: 0D
Province: Orkney & Shetland
Adjacent to: Caithness (sea)
Climate: Sub Arctic
Terrain: Low Mountain {dwarf} (primary), Hills (secondary)
Features: Islands and Caverns
MPL: 6
Province Level: 2
Dwarf: 2 (Njal)
Courts: 1 (Njal/Asbjorn)
Manors: 1 (Njal)
Orders: 1 (Njal/Rogr)
Sanctums: 1(Njal/Rogr)
Guilds: 1 (Njal)
Trade: 1 (Njal)
Max Source Potential: 7
Current Source Potential: 5
Covens: 3 (Njal)
Nodes: 3 (Njal)
Prosperity: 0D
Province: Ross
Adjacent to: Caithness, Aberdeen, Argyll and Hebrides (sea)
Climate: Cold Temperature
Terrain: Low Mountain (primary), high mountain (secondary)
Features: Coast, River, Islands, Valleys
MPL: 6
Province Level: 2
Bayardian/Pict: 2 (Donchad)
Courts: 2 (Donchad)
Manors: 2 (Donchad)
Orders:
Sanctums: 1 (Old Al), 1 (Edwin)
Guilds: 1 (Donchad), 1 (Old Al)
Trade: 2 (Muirchertach)
Max Source Potential: 9
Current Source Potential: 8
Covens:
Nodes: 1 (Donchad, dtA)
Prosperity: +0D
dtA: "Ancient Fortifications (Dt) - The castle built upon these lands was not built to accommodate any defensive features, but rather to secure an ancient source of magical power. This power will never wane so long as the fortification and its ancient runes still stand, so regardless of province level, this node can always be maintained and doesn’t count towards current source potential."
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