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1.4  NATIONALITIES   The various kingdoms are divided between four different nationalities (English, British, Gaelic and Vikings).
The English comprise the East and Middle Angles, the Angles of Mercia and Northumbria, the East and West Saxons, and the "Jutes" of Kent. All are invaders from lower Germany. The
three groups appear to have mixed together as well as they mixed amongst themselves (this isn't saying much: early Anglo-Saxon life often appears to have been short and brutal).
The five surviving British kingdoms are the remnants of Roman Britain and are largely "Brythonic" Celts in origin and Roman in culture (the Roman administration mostly retained
earlier Celtic tribal groupings and mostly remained in place until the English or Danes arrived). "British" and "Welsh" largely mean the same thing, at least to the English
("Welsh" being an Anglo-Saxon word for "foreigner").
The Gaels are the northern and western "Goedelic" Celts from beyond the borders of Roman Britain (the inclusion of the Picts may be dubious, but they seem to have merged happily
enough with the Scots later in history, and that's the point of the nationality rules). These Scots are, of course, from Ireland (the name originally meaning "sea raiders").
The Vikings include the original raiders of the same name (here formed into a kingdom, but actually an accumulation of war bands and raiders from all over Scandinavia) and the
later arrivals of the kingdoms of Denmark and Norway (these may enter the game later when players are available to run them).
There are several rules which apply differently according to the nationality of your kingdom. The early Viking raiders were energetic slavers, so Viking kingdoms gain extra
victory points and reinforcements whenever they eliminate population of other nations by raiding or conquest (see 5.11). The Gaelic kingdoms retain their ancient tribal
organisation and may use the rules for barbarian invasions (see 5.15).
1.5  THE GM  The "GM" (jargon for Games Master, by obscure tradition) is the person responsible for the operation of the game. In more normal terminology the GM would be
called a moderator, or an umpire. The game is actually processed by computer, but is supervised by the GM. The name of your GM is given in the game report.
1.6  ADDRESSES  The correct address to which you should send your instructions for the game is given in the game report. A list of addresses for the other players is
given out at the start, but it's up to you to keep track of any subsequent changes of address and make sure that other players are able to contact you (if you wish). See paragraph
1.9 (player messages) for the simplest way of keeping players informed of your movements. Phone numbers are not given in the game start. If you wish to give out your phone number
then use the player message system.
Note: it is your responsibility to keep the GM informed of your current address. If you move around frequently, then it is recommended that you provide a self-addressed envelope
with each turn (we provide the stamp, but make sure the envelope is an adequate size). This ensures the GM sends your turn to the address you prefer.
1.7  DEADLINE  The GM will set a deadline for each turn. You orders must arrive on or before this deadline (always before the deadline for faxed orders). Games are
normally run during the afternoon of deadline day and go back in the post the same day.  If your orders arrive late then they are set aside. If no orders arrive from you for the
next deadline then your late orders are used instead. If new orders do arrive then your late orders are discarded. Under no circumstances will two sets of orders be processed
together. If you miss a turn there is no way to make it up.
MISSED ORDERS  If you miss a deadline, then the computer will write a set of orders for you. This "missed orders" routine concentrates on building up your cities, growing
your population and defending your borders. It won't attack anyone, but it may levy troops and move them around if it thinks it can improve your defences. If the computer decides
a player has dropped out of the game then the "missed orders" routine is expanded to become much more aggressive. Dropout kingdoms are likely to make serious nuisances of
themselves.
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