Medieval America Mark III

My two cents about Latin America.

I think Mexico is pretty much mainline Catholic, though obviously with its syncretic elements. The maps show even the spread out deserts are mainly Catholic, which makes me think a lot of villages similar to the Spanish missions of the Colonial era. In general, I can see Mexico to area that was New Granada and New Castile being fairly similar to life in the 1500s, just with a bounced-back population.

White infers the Secretarial States of America on the mainland are the tip of the iceberg, so I think pretty much the entire Caribbean Archipelago are Secretarial and Voodoo, even Cuba (Relatively irreligious as far as Latin America goes, making it ripe for new or esoteric religions in White's world.)

The big maritime culture would probably be found in Chile, which has a very convoluted coast, possesses a climate and topography found in a lot of the ancient maritime powers, and is at the crossroads of the Atlantic to the Pacific. That's probably where you want to put your Venice or Genoa or Medieval USA equivalents.

The Pampas are smaller than the Great Plains and the Eurasian Steppe, and closer to the open sea, so I don't think the Gauchos make quite as much trouble as their Northern Hemisphere counterparts. They might even be pretty chill, as far as these things go.

I agree about Northern/Central Brazil pretty much getting swallowed by the jungles with pre-Colombian tribes dominating. The South is a lot of fun--I think it would be more inland than not (Like China and India), but that you have something like a low eight figure population, with very diverse backgrounds, in the Southern Hemisphere (where summer is winter and winter is summer), fairly cut off from everyone else. This is probably where you can invent crazy new religions and lifestyles, maybe Lorenzo the Redeemer disciples, in a shoutout to White's other surreal histories.
 
My two cents about Latin America.

I think Mexico is pretty much mainline Catholic, though obviously with its syncretic elements. The maps show even the spread out deserts are mainly Catholic, which makes me think a lot of villages similar to the Spanish missions of the Colonial era. In general, I can see Mexico to area that was New Granada and New Castile being fairly similar to life in the 1500s, just with a bounced-back population.

White infers the Secretarial States of America on the mainland are the tip of the iceberg, so I think pretty much the entire Caribbean Archipelago are Secretarial and Voodoo, even Cuba (Relatively irreligious as far as Latin America goes, making it ripe for new or esoteric religions in White's world.)

The big maritime culture would probably be found in Chile, which has a very convoluted coast, possesses a climate and topography found in a lot of the ancient maritime powers, and is at the crossroads of the Atlantic to the Pacific. That's probably where you want to put your Venice or Genoa or Medieval USA equivalents.

The Pampas are smaller than the Great Plains and the Eurasian Steppe, and closer to the open sea, so I don't think the Gauchos make quite as much trouble as their Northern Hemisphere counterparts. They might even be pretty chill, as far as these things go.

I agree about Northern/Central Brazil pretty much getting swallowed by the jungles with pre-Colombian tribes dominating. The South is a lot of fun--I think it would be more inland than not (Like China and India), but that you have something like a low eight figure population, with very diverse backgrounds, in the Southern Hemisphere (where summer is winter and winter is summer), fairly cut off from everyone else. This is probably where you can invent crazy new religions and lifestyles, maybe Lorenzo the Redeemer disciples, in a shoutout to White's other surreal histories.
Monastery-states in the desert would be an interesting development. Nations run by the monks centered on a monastery with governments somewhat similar to the hydraulic empires.

I agree with you on the Caribbean and a Chilean merchant empire/republic would be very interesting. Their relationship with the Andeans/Peruvians would be very interesting.

The Pampas Gaucho could be relaxed, what about the Brazilian Gauchos. Perhaps the Brazilian Gauchos are more aggressive and over the centuries have replaced the Pampas Gauchos resulting in Portuguese speakers to wrap around La Plata into the Pampas/Patagonia.

We most definitely need to include Lorenzo the Redeemer. He is a very interesting figure and a religion with meat added to it would be fun to see.

Also, would you be okay with posting your blog updates here too?
 
My two cents about Latin America.

I think Mexico is pretty much mainline Catholic, though obviously with its syncretic elements. The maps show even the spread out deserts are mainly Catholic, which makes me think a lot of villages similar to the Spanish missions of the Colonial era. In general, I can see Mexico to area that was New Granada and New Castile being fairly similar to life in the 1500s, just with a bounced-back population.
I don't think so, because in a world far from the church in Rome and where the local president is a hydraulic emperor, he can easily manipulate the religion into something wacky to suit his own needs. I also think that the emphasis of saints in Catholicism lends itself to becoming a polytheistic religion.

Its also cooler for the President of Mexico to be dedicating human sacrifices to Yahweh, King of the Gods.

White infers the Secretarial States of America on the mainland are the tip of the iceberg, so I think pretty much the entire Caribbean Archipelago are Secretarial and Voodoo, even Cuba (Relatively irreligious as far as Latin America goes, making it ripe for new or esoteric religions in White's world.)

The big maritime culture would probably be found in Chile, which has a very convoluted coast, possesses a climate and topography found in a lot of the ancient maritime powers, and is at the crossroads of the Atlantic to the Pacific. That's probably where you want to put your Venice or Genoa or Medieval USA equivalents.
Yes Chile has a convoluted coast, however the convoluted coast is in the south of the country, where it is generally too cold for agriculture. The part of the country suitable for agriculture has a very smooth coast. It would be similar to if the PNW and Californian Central Valley were connected.
 
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There's definitely an allure in a sort of Neo-Aztec culture, but I generally believe in keeping it Catholic because 1) I don't want to make a habit of exoticizing non-white nations, and 2) To preserve Medieval America's novelty, that means keeping the "rerun"aspect in as many ways as possible. We can't completely unring the bell, but a somewhat lower tech, but more populated version of colonial Mexico squares it a little.

Also, would you be okay with posting your blog updates here too?
I suppose, though most of my more salient stuff is me going back and revising old articles.
 
I'd add some Georgia lore but Georgia seems to be one of the most well tread parts of the world. Still, marvelous worldbuilding!!
 
I'd add some Georgia lore but Georgia seems to be one of the most well tread parts of the world. Still, marvelous worldbuilding!!
No worries, add much as Georgian lore as you’d like. There is never enough too much lore especially considering how we were discussing Brazil while we still haven’t even had a USA post.
 
No worries, add much as Georgian lore as you’d like. There is never enough too much lore especially considering how we were discussing Brazil while we still haven’t even had a USA post.
Adding to this, no one should ever be afraid to go backwards and write lore - in fact, I encourage it!
 
So after reading through this thread and it gave me an idea for a setting.
This was largely spawned after reading through the Medieval America & The New Medieval Era Threads, looking at Warhammer: Fantasy Battle lore, CK: After the End and the Rise of Empire: Ottoman series on Netflix.

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A thousand years ago the world prospered, enlightenment and rational thinking brought forth the light of true civilization. As all people from the lowliest peasant to the mightiest lord revealed in the greatest luxuries of the industrial age. Then disaster struck as the world was torn asunder with the Great Convergence and the arrival of magic as mankind found itself consumed by the darkest of barbarism as the lights of civilization were snuffed out by the terror and bloodshed of the dying times. Now once more the fires of industry has been set alight as a new millennium dawns, while the knights of old cross blades with the pike & shot of this new age.

Technology:
  • From an outside observer this world is a hodgepodge ranging from the late medieval era to the industrial revolution.
  • Most armies are in a transistion period between feudal levies or pike & shot men, with these early match locks are already using miniballs.
  • The more wealthly & modern states already have early water wheel factories and most black smiths using small blast furnaces for blacksmithing.
  • Though on the knights still remain relevant and the age of castles not quite being over. With knights plate armor using modern quality carbon steel or even a steel-titanium alloy, alongside a layer of either leather or rubber sandwiched with the plates to better handle gun shots.
  • While the modern castles of this age possess sloped walls that have a thick layer of dirt & loose rocks to absorb cannon shots and even reinforced concrete, towers hosting ballista's to shoot down enemy hot air balloons or airships and the keeps of the original medieval age being replaced with bunkers for the nobility.
  • As for communications a lot of it it's still via message courier or even from mouth. Though plenty of more developed kingdoms make use of signal tower networks with Morse code lights. Along with crystal set radio's having recently been reintroduced. Plus courier pigeons.
  • In terms of naval technology the majority of ships in the Caribbean with the North to South American trade routes being Galleons and Carracks with the occasional more advanced sail ship showing up from time to time. Though some these Galleons have been converted into timberclad warships with steam and paddle wheel technology. The majority of these ships being defended with early cannons, archers, crossbowmen and the occasional rockets, though some do have warhammer/POTC rotating cannons
Locations:
  • United States AKA Chicago: The last remnant of the America of old though it is a pale shadow of what it once was it is still a mighty behemoth stretching from Sudbury to Memphis, from Kansas City to Stahlburrgh. Yet it is a dying titan besieged from the west by Barbarian hordes of horse riders and to the east petty rival kingdoms and city states test the boarders. While it decays within as the nobles bicker and scheme against one another and the nation, only the core province of Illinois maintains the legion while the rest rest contend themselves with pitiful levies and unprincipled mercenary bands.
  • The South: A land of chivalry, soul food, southern gentleman and the stomping of the peasantry. Many of the lands being best described as a southern fried version of Bretonnia complete with vast nobles plantation estates, tropical disease and giant alligators. Though to the west the merchant Republic of New Orleans is a thriving center art, literature, culture and republican ideals ruling over much of Louisiana. It's just standing right between the two is the darklands ruled over by vile vampiric lords, undead stalk the swamps and mad scientist conduct the most unholy of experiments.
  • Appalachia: two words Hillbilly Highlanders!
  • The Great Plains: The vast swaths of grassland and desert plains have come to be dominated by the cowboys. Long since trading away the firearms of their ancestors for the bow & arrow. They've taken up the ways of the steppe nomads of the ancient world becoming the bane of all civilized lands on both sides of the continent (may or may not be the equivalent of the equivalent chaos worshipers).
  • East Coast: Think Westeros and the Northern Kingdoms from Witcher.
 
The Freer the Trade, the Freer the Folk: Structure of the Mackinaw League

The Mackinaw League is the fifth Great Lakes trade organization since the dawn of the new Medieval era. Excepting the first league, known as the Great Lakes Area Federal Emergency Relief Office, all leagues have emerged naturally from the interactions of traders seeking mutual benefit through commerce, that most American of enterprises. The league has a fluid structure that varies from town to town and from year to year, but below is a cursory outline.

Structure

The League consists of merchants living along the shore of the Great Lakes and their tributaries. To be a league merchant, you must be born to Lakelander parents, you must be subject to Lakelander laws, and you must be in possession of a commercial education (even if it comes informally). The ultimate goal of the league is to manage the heterogeneous interests of its merchants for the enhancement of trade, and to secure the maximum amount of independence for the cities of the league.Most professions are represented by guilds or “Unions”, with each union being lead by a ‘captain of industry.’

League towns are centered around the local Chamber of Commerce. Chambers operate much like an early stock exchange. It is here that records are kept, handshakse are had, and meetings are held. Each Chamber is overseen by a Tycoon. Tycoons are elected by the Chamber’s merchants to three-year terms. Tycoons are genuinely the wealthiest and most powerful members of their communities and in many cases effectively operate as minor princes. While they have an enormous amount of power over the day to day operations of their town, they are still ultimately bound by the desires of their merchants and, to a lesser extent, the state to which they pledge fealty.

Meetings are called by the Tycoon either on a regular basis or if the local merchants demand it. Issues are raised and debates are held. The ultimate voting process is based on the consent of all members, where consent is defined as “lack of dissent.” Even if a league member doesn’t get his way but his proposal is unlikely to gain appreciable support, he is usually obliged to remain silent by convention. If dissenters can raise sufficient clamor however,, a compromise wil have tol be worked out.

The most important duty of the Tycoon is to represent his township at the General Shareholders Meeting in the Grand Chambers of Detroit, Chicago, or Buffalo to vote on bylaws, organize trade policy, and to modify the League Compact. While they theoretically may send a representative in their place, most Tycoons take the opportunity to flaunt their wealth in person. Famously, the Tycoon of the village Marquette on Lake Superior embezzled money from his rather poor Chamber to build the Son of Dogman in an attempt to put himself on par with the great Tycoons of Chicago, Detroit and Buffalo. When word reached Marquette of his crime, he was subjected to the harshest punishment prescribed by the LEague: a hole was drilled in the ice of Lake Superior, and he was cast in.

Foreign Rleations

Aside from setting prices and providing for intraleague cooperation, the League’s greatest goal is to minimize the power that the Governors and Presidents have over their towns.

Genesee county is of course the greatest example of League independence. The county is effectively run by local league merchants, much to the chagrin of the local noble class. The Count of Genesee is by law also the tycoon of the Great Chamber of Buffalo, making him one of the three Executive Tycoons.

Ohio has historically been a great friend of the Lake Leagues. The President in Cincinnati has historically adopted a policy of benign neglect. While Cleveland, Toledo, and Cedar Point are valuable ports, Ohio understands that it has little hope to exercise much direct control over the affairs of the Great Lakes compared to its adversaries. Thus, it largely leaves league merchants along Lake Erie to their own devices. Though they are not sovereign over their towns, the league merchants are extremely influential and the authorities are generally cooperative. In recent years, this policy has been upheld by the President to stick his thumb in Michigan’s eye.

Iowa’s relationship with the League is complicated. On the one hand, the league was instrumental in the siege of Chicago and the final victory against the Dabneys. On the other hand, the New Israelite past of the Iowas leave them suspicious of merchants and usurers. For the time being, however, Iowa has entrusted the League with a massive amount of control over its trade for the simple reason that they seem to know what they’re doing. This has been much to the chagrin of Iowa’s vassal Wisconsin and the Elks, who see the League as competition for power along the rich shores of Michigan and Lake Superior.

By far, the greatest enemy of the League has always been Michigan. Michigan’s vital control over the straits and, indeed, its naval supremacy over three of the major lakes has directed its policy in the direction of taxation, tolling, and control. The fortunes of prior leagues rose and fell depending on their relationship and relative power to Lansing. With the recent cowing of Michigan, however, the League is enjoying a large upswing. The tolls have been lifted, and many league towns are enjoying defacto independence.

The Canucks of the far north are vital to the league, being the source of the fine pelts that constitutes the Lakelands’s greatest export. However, Canuck raiders are a perpetual problem for traders who come to the far north.

Prior Leagues

-First League: Great Lakes Area Federal Emergency Relief Organization, or Glafero. Established by the Federal Government to ease logistics as the Regression went on. It quickly transformed from a humanitarian body into a mercantile one.
-Second League: Trilake Workers League , or the Lake League. The first true “Lake League”, caused by a reaction of the guilds to the perceived corruption of the First League.

-Third League: The Soo League. Based out of Sault Ste. Marie, and primarily focused on the fur trade.

-Fifth League: The Cedar League. Based out of Cedar Point.

-Sixth League: The Mackinaw League, the current iteration and so far the most powerful.
 
Here There Be Monsters: The Skunk-Ape



The Gulf has become more wild since the Regression - perhaps not since the Palaeolithic has it seen the level of teeming biodiversity that it enjoys in the New Medieval Era. The hot and humid environment has been reclaimed by the yearly hurricane, destroying much of the ancient infrastructure and leaving in its place a nigh-tropical jungle. Zoo escapees and freed pets have made their mark all across Medieval America, true, but nowhere enjoys quite so exotic a repertoire as the Gulf, and nowhere in the Gulf enjoys quite so exotic a repertoire as Florida: the Torrid Vacationland, with a zoo for every tourist attraction and far more exotic pets per capita then is really reasonable.

Countless strange creatures inhabit the overgrown jungles of Florida - cane toads, giant iguanas, alligators, crocodiles, pythons, hippos. It has certainly earned the moniker American sailors have given it, the “Animal Kingdom”, though it is a kingdom without a king. The ecosystem of Florida is a deeply confused one. Given a few thousand more years of natural progression, most of these species would disappear, too many creatures competing for too few niches. But for now, it’s the wildest place in America.

Perhaps its most famous inhabitant is the Skunk Ape. Legends abound about these creatures among the native peoples. The Jewish tribesmen who inhabit believe they are Golems, created by rabbis to stop the Regression, driven mad by their failures. The Seminole believe they are the spirits of their murdered ancestors. Practitioners of voodoo affirmatively state that they are escaped Zombies who though free of the control of their Witch-Doctor still cannot regain their humanity. Even Christian Floridians are fearful of the Skunk Ape and are known to leave offerings to stave off their wrath.

The typical image of the Skunk Ape is that of a huge, hulking creature, the bastard son of the common Floridian monkey and man. It has a stink like no other that can paralyze a hapless huntsman from a mile away, leaving him victim to the horrid depredations of that monstrous beast. Its stink is believed to be a harbinger of the tropical diseases that ravage the peninsula.

The United States attempted to stamp out much of the folk belief in the Skunk Ape as they expanded their holdings in Florida, seeing it as a dangerous folk religion. The authorities in the State of Florida insisted that the Skunk Ape was very real, and a public health hazard. This schism was finally settled when an American monk, one Artie Burgess, slaid a Skunk Ape and sent its body to the Smithsonian. The United States and the Church has since reversed its line, conceding that the Skunk Ape is real, but countering that it is not any sort of mystical being but a race of escaped orangutans that have grown giant.
 
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