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iisbroke

Major
28 Badges
Dec 13, 2013
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  • Crusader Kings II
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irc /join #Broke_Games
Game Stats Sheets
Woe to the vanquished. For three hard years we fought, yet in the year 540 the Kingdom of Doumore had just finished crushing a vicious invading force from the sea. It wasn't the first time the invaders had come, every few years a new force, yet with heavy prayer it is the last. There were many skirmishes, conflicts, raids, and battles. The greatest was the Battle of Parithra which resulted in a great many deaths. For the last six months the remaining enemy have been driven off and peace has come, or has it? The influx of foreigners who had initially fled the invaders, and where left in the land after the war, mixed with the prolonged economic drain from the conflict, has left Doumore in an unbalanced state.

There is an old tale of a place known as Sen Vieu. Some say it was an Elven city, a Dwarven forge, a Giant's weapon, and others a pagan shrine. The only thing the legends agree on is that whoever takes Sen Vieu will gain unconceivable power. With the King's proclamation of great reward for the one to give him Sen Vieu; other ambitious and adventurous lords go out to claim it for themselves. Is Sen Vieu real? If it is who will take it? What are you willing to do for power?

Orders <-- link to more detailed notes on order types
Skill Order - this order uses physical attributes. If you are trying to sneak in somewhere, leading an army, or if your order is just to move crates to and fro. Your Skill stat affects this order the most, and it is crucial to helping win battles and duels.
Acumen Order - this order focuses on mental faculties. If your character is attempting to plot, learn, investigate, persuade, or manage the realm. Your points in acumen increase your roll success and are rather helpful when trying to construct new buildings, raise taxes, and other matters of state.
Quest Order - this requires both skill and a acumen to do well in. This order is used specifically for gaining randomized new items to increase your skill set. It is also where players search for Sen Vieu with, which is a dangerous and long process. Critical failures when questing can result in either injury or death of a player character. Your Main Character must go on quest, but may bring up to 50 soldiers with them as a guard.

This is how increases in Skill and Acumen affect your rolls. 1 point is a 1d4, 2 is a 1d4 but with a reroll with the highest roll being taken. Each successive point gets progressively better. There is still a chance to obtain a critical failure but it is lessened as a player progresses. The higher the roll the better.
1d4, 1d4 reroll, 1d6, 1d6 reroll, 1d8, 1d8 reroll, 1d10, 1d10 reroll, 1d12, 1d12 reroll, 1d16, 1d16 reroll, 1d20, 1d20 reroll.

Items
The way to increase your In-Character's stats is through gaining items. These can only be acquired through questing or buying them from other players. These items can provide either flat stat increases, give advantages in duels, increase resource generation, and a myriad of other things. Note you can only have three items active at a time. Any others will be in reserve, which you can sell to other players.

Resources
There are a handful of things needed to maintain your fiefdom.
Gold - used to purchase things, pay wages, usually gathered from looting and taxes.
Food - necessary for feeding your people and army.
Resources - general non-perishable items which are used to maintain equipment, castles, and build new structures.
Manpower - a certain amount of your population which can be raised for combat.
Renown - by doing quests, or great deeds your character will gain renown. This is useful in ensuring the population doesn't revolt, helps in dealings with NPCs, and so forth. Negative Renown is infamy which increases revolt chance, and reduces NPC attitude toward you. It also makes your character better at more devious orders like assassination plots, and other nefarious deeds.
Health - your character will start with 100% health. In battles and duels this can decrease, if it reaches zero then your character is dead. Your health will slowly regenerate over time if lost though.

Military
Doumore's military is feudal for the most part. For the purpose of game mechanics a player can keep their forces raised indefinitely if they can afford it. Should a player run out of food/resources/gold for their forces they will lose men to desertion. While dwarven-plate-mail does exist it is very expensive, and the most common armor of soldiery is chain-mail.
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Levy - Purchase(5 gold, 2 resources, 1 manpower)[Maintenance Cost: 0.2 gold, 1 resources, 2.3 food] This is the cheapest unit and it is easy to swarm with them. They also however easy to kill. That being said in mass they are still the best means of dealing with cavalry. They are very useful in sieges however where they can keep enemy troops back at crucial checkpoints.
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Men-at-Arms - Purchase Cost(10 gold, 5 resources, 1 manpower)[Maintenance Cost: 0.6 gold, 2 resources, Food 3] These are heavy infantry. They wear chain-mail and go into battle with shields and swords. They are the best at dealing with Levy forces, and can hold out against cavalry better than most.
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Missile - Purchase Cost(8 gold, 7 resources)[Maintenance Cost: 0.4 gold, 2.3 resources, 2.5 food] The ranged units of any army. Their job is to bunch up and fire mass volleys at an enemy force. They are particularly useful against infantry and especially valuable in sieges.
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Cavalry - Purchase Cost(20 gold, 50 resources, 1 manpower)[Maintenance Cost: 1 gold, 3 resources, 4 food] Armed in chain mails with swords, shields, and spears as lances. These units are extremely dangerous on an open field. They are best at taking out archers, but still can fight infantry units. They are near useless in a siege.
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Warship - Purchase Cost(50 gold, 200 resources, 25 manpower)[Maintenance Cost: 2 gold, 50 resources] Be it longboat or cog these vessels are large and reinforced to fight off enemy vessels. Either through ramming or boarding parties. Each ship can transport 100 troops. They are also expensive in cost and maintenance so be careful with them.
While there is a battle calculator it is wise to give your battle orders in phases. First phase being Skirmish, Second Melee, Third Pursue. That way I can have individual amounts of units fighting. Make sure it is only two lines at most for each phase description. There is also a chance player characters will end up dueling each other in fights whether they ordered to cause that or not.

Duels
In battles there is a random chance your character will end up dueling someone, be it NPC or Player, of the opposing side. There is a calculator for this too.

Death
Your character will die should their health reach 0%. Upon death any heir you have will gain 3 random attributes (but will keep hereditary ones such as Elfbrood, and Giantborne)[I may roll attributes for the heir ahead of time if you wish]. A player is within their right to start as a completely new character in an unclaimed fief as well.

Depending on your death you will lose items. If you die on a quest a roll will be done to determine which items pass on to your successor. If your character dies of old age, or is assassinated in their home, you keep all the items. If your character dies in a duel then the victor of said duel gains at least 1 item at random off your corpse as loot.

Buildings
There are a number of structures which can be built within the realm, yet not always in the same place. This list will show what the buildings are, where they can be built, and cost of construction. The reason some places are barred or encouraged to have certain buildings is to emphasize how Doumore is set up. Such as mountainous baronies having less places to farm but the ability to mine.
Farm - Construction Cost (500 gold, 500 resources, 3 turns) Requirements[Can be built anywhere. 30 maximum. 5 Maximum in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, Dhesh. 15 maximum in Nagild, Liva, Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan. 50 maximum in Troston Keranth, Lenoria, Rowin, Dwrlais, Doumore, and Dair.] Gives 500 food a turn.
Orchard - Construction Cost (200 gold, 100 resources, 2 turns) Requirements[Cannot be built in Dale, Avagison, Kusma, Ildis, Raida, Ghaile, and Yrenil. Maximum of 25 per fief. 10 in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, and Dhesh] Gives 200 food a turn.
Dock - Construction Cost (300 gold, 200 resources, 2 turns) Requirements[Can only be built in land adjacent to water. 50 per fief. Only 20 for Dhesh, Troston, Keranth, Lenoria, Rowin, Dwrlais, and Doumore.] Gives 250 food a turn.
Hunting Ground - Construction Cost (200 gold, 100 resources, 1 turn) Requirements[Can be built anywhere. 1 per fief. 5 can be built in Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan.] Gives 100 food and 50 resources a turn.
Mine - Construction Cost (1000 gold, 1500 resources, 4 turns) Requirements[Can only be built in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, and Dhesh. Maximum of 10 per fiefdom] Gives 500 resources a turn.
Quarry - Construction Cost (400 gold, 500 resources, 3 turns) Requirements[Can only be built in Nagild, Liva, Rowin, Vikar, Khunbur, Darom, and Coloura. Maximum of 5 per fief.] Gives 600 resources a turn.
Lumberyard - Construction Cost (400 gold, 500 resources, 2 turns) Requirements[Can only have 2 per fiefdom/ 10 can be built in Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan][Cannot be built Blancburg, Darom, Coloura, Ghaile, Fiach] Gives 200 resources a turn.
Livestock - Construction Cost (10 gold, 5 resources, 1 turn) Requirements[Can be built anywhere, May be purchased in herds of 10. 500 maximum per fief. 1000 in Dale, Avagison, Kusma, Ildis, Raida, Ghaile, and Yrenil.] Gives 10 resources and 20 food per livestock a turn.
Ruin - Construction Cost (Can be rebuilt. Fort: 500 gold, 1300 resources), Requirements (a fort losing its maintenance or town being destroyed will become this. It can be rebuilt.] A dilapidated, fort. No effect.
Fort - Construction Cost (1000 gold, 2500 resources) Requirements [Can be built anywhere. 1 per fief, unless a castle losses maintenance, then it converts into a fort after 2 turns. Requires 500 resources a turn to maintain.] Gives +10% defense Modifier in Sieges.
Castle - Construction Cost (2000 gold, 5000 resources, 6 turns. 1500 gold, 3000 resources, 3 turns if converting from a fort) Requirement[Can be built anywhere, 4 per fief. Half cost in Urus, Khunbur, Dair, and Vikar, not for maintenances though. Must be maintained with 1000 resources a turn] Gives +20% defense modifier and +1 to rolls in siege battles.
Magic
Here are the footnotes.
Magic is costly, using it in its raw state drains stamina significantly.
Magic is unpredictable too in such a state.
Magic for humans is most often gained through enchanted items, which reduce and even remove the stamina cost depending on the spell and item. It also focuses the magic into something more controllable.
To use magic safely will require a person to have a magical item. Otherwise it could easily backfire and kill you.

Races
Note: When signing up you can only play as a human.
Fae - elves, sprites, spriggans, nypmhs, fairies, brownies, satyr, and other mystical woodland creatures. They are very reclusive and some are beginning to think of them as myths. They were said to have been the original inhabitant of Duomore before our ancestors under Cahoul the Victorious came and drove them to near extinction. It is said the still inhabit the great woodlands.
Dwarves - these hairy craftsmen are known to exist, with some still living in Darom and Khunbur as a sizeable minority. Another population lives in a ghetto/smithy district in Troston.
Giants - ranging from ten to twelve feet tall these lumbering man-eaters are truly terrifying, yet often live solitary lives. They have not been seen in mass for some time, driven out by way of Gunmarr's Pass, two centuries ago. Every now and then certain types of giants have been reported lumbering into the lands, such as as ogre, cyclopes, and ice.
Undead - those that had been unable or willing to enter the otherworld have been warped into foul creatures. The worst are the vampires. Who must give a fragment of their own heart to spread their disease. While powerful a vampire can die from normal means, its just hard overpower.
Daemon - thankfully these are so rare most people don't even believe they exist. Tales are so intimidating though that many place charms over their doors just incase however.

Culture
This isn't too fleshed out to allow players to have leeway with their ICs. In general the most common culture type things are Celtic, French, English, German, and Nordic. Once game is launched players can draw off of another group (within reason) for their fiefdom. Just don't do blanket statements saying everyone in your duchy is this or that, as players might be your vassals and disagree.

No one's IC is more legitimate than another's. If I catch anyone trying to "power IC" i.e. force their IC on other players, I will ban you.

Religion
There are a handful of religions within the Kingdom. All are heavily inspired and borrowing from real world religions. That way players won't need to read a thick block of text on religious lore before doing any IC that involves meeting a priest.

Clawrasy (insular Christian) - an organized religion with a strong hierarchy that dominates most of the Kingdom.
Olotasn (Norse Pagan) - The Jorwick people had raided Doumore once, but where offered land in return for holding back other raiders. They have since incorporated with the natives heavily, but the old gods still deserve worship to many.
Communion of the Four Gods (Rovuma pagan) - a decentralized religion seen mainly in Dale. It is in a steep decline but has small pockets of worshippers. The Gods are Djhd, God of Rain; Kamvik, Goddess of Stone; Vyatrv Godess of Wind; and Clantse God of Sun.
Followers of Hybahin (Ancestor Worship) - this is the religion the dwarven minority practice. It is a fiercely ethnic one as well, but generally tolerated by the Clawrasy Hierarchy. Whether the followers are so high minded is another story.
Cult of the One (Daemon Worship) - a secretive cult with multiple sleeper and splinter cells scattered across both Doumore and certainly beyond. The One, is an unknown demonic figure that promises the disciples great power for loyalty.
Faerun (druidic) - no humans are known to worship this still. It was worshipped by the Fae kings that once ruled Doumore centuries ago. Some shrines to the religion can still be found in the deep woods, and at Lludr.

Lords are expected to ensure the rights of their vassals.
  • If a lord attacks their vassal without due cause they will lose (20 renown)
  • Should another lord or vassal lord be attacking a direct vassal a lord may intervene in said vassal's defense.
  • A lord may intervene in a conflict between vassals by holding trial. Any that refuse the lord will be in his right to wage war on said vassal.
  • Lords must hold trial for captured traitor vassals before punishing them. To not do this will cost (10 renown)
  • To banish a vassal without due cause said Lord will lose (20 renown)
  • To execute a vassal without due cause said Lord losses (30 renown)
  • To revoke a title of a vassal without due cause will cost (50 renown)
  • A lord may not intervene in a conflict between a vassal's vassals, unless invited by the direct vassal to aid a particular side. To infringe on this is to disrespect the direct vassal's lordly rights and one would be looked on disfavorably. Lose (20 renown)
  • A lord may instill any law for his demesne that his direct vassals must adhere to, but he must allow the vassals to do a majority vote before instating said law. To enforce a law without the consent of your vassals will cost severely. Lose (60 renown)
Vassals are expected to heed their lord.
  • Should you be at war with another direct vassal of the same lord, the lord may call a trial. Ignoring the call for armistice and trial will cost (30 renown), and the lord may name the disobedient vassal a traitor.
  • If their lord calls for support in a conflict the vassal must aid their lord in some way. Be it through men, resources, coin, food, or any combination. To not do so will cost said vassal (15 renown)
  • If your lord is known to be illegitimate (approximately -30 renown or less) you are within your right to rebel without receiving a penalty. Should this not be the case and you rebel then then lose (50 renown) and be branded a traitor.
  • Vassals may marry vassals of other lords, or lords themselves. Marriages can be patrilineal or matrilineal.
  • Although vassals are often expected to assist their rebellious lord, other factors may affect this decision, and there is no renown penalty for remaining loyal to the higher liege.
Trials will be held by the highest ranking noble present with them presiding as judge.
  • Should the highest ranking noble be the accused, or accuser then they will not preside as judge. Instead it will go to the next highest ranking noble.
  • When tried the accused is to be judged by a group of their peers.
  • Should the jury reach a stalemate the judge will the side the judge voted for takes precedence.
  • If an accused finds the verdict unlawful they may attempt to be tried at a higher court.
  • Trial by combat may also be demanded by an accused where they or a chosen champion fight against the accuser or his chosen champion. The presiding judge may decide whether the to agree or deny this. and whether the combat trial is to death or first blood.
  • Once a trial by combat is over the jury passes the sentence, should the accused have lost and is alive.
In war rival nobles may be captured.
  • While at war it is not unheard of to kill the captured noble, yet ransoms are more common.
  • Ransoms average at 30% said noble's treasury
  • Should the captured noble be executed, especially without proper legal trial, the family of the deceased is within their right to wage belligerent acts against the capturer.
  • If families are feuding the highest ranking lord may hold trial, in which the rules of article 3 apply, to determine who was injured most by the feud. This wergild is determined by the jury and the guilty must pay.
  • If one family was killed off in a feud their direct lord, or king in inter-ducal feuds, takes the wergild.
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Signing-up
Follow this sheet for signing up with your character.
Closed temporarily as Duchy and Kingdom Title is assigned, will be reopened soon.
Name
Title [check second post for what isn't claimed yet and this link for stats]
Role-play Attribute: (Optional. You can pick 1 attribute from the list but NOT if another player has also picked it you'll know because the cells will be highlighted with this color. Or, you can have me roll two sets of 3 random attributes and choose from that, and those can be any attributes on the list). List is here
Item: (Item list will be expanded yet you are allowed a single item from what is already shown. Not Legendary Items though).
Bio: (Optional: probably wait until you know what your role-play attribute(s) are.)
 
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Spots


King of Doumore
Celariel - King Castreas of House Valence
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Royal Crest of Dumore [place holder player acting as king can change, just pm me.]

Capital of the Kingdom Doumore and the one who reigns from it date back to Cahoul the Victorious, the man who lead the first human settlers of this realm and drove back the foul fae. The city itself is said to have been built on the ruins of an old fae city. The lands themselves have been severly war torn by an invading force. Only recently has the war officially ended, with a significant amount of rebuilding needing to be done.

Count of Dair - Ghostkiller01
  • Baron of Caerglen - DeathNoteForCutie
  • Baron of Leon - NPC: Agaistín Ó Luain |Attributes: Captain, Lawspeaker, Prestigious Family]
  • Baron of Sainy - NPC: Dòmhnall Allanach |Attributes: War Hero, Attractive, Brutal]
Count of Rowin - Demarchese
  • Baron of Dwrlais - NPC: Prydwen Bivins 'the Bastard' |Attributes: Trader, Martial Upbringing, Royal Blood]
  • Baron of Lenoria - NPC: Loiza Le Saux |Attributes: Dishonest, Siege Leader, Stewarded Upbringing]

Duke of Dale
Mikkel Glahder - Erzherzog Leopold von Palantine-Leiningen

Dale is well known for having large herds of livestock and an excellent cavalry force. The people having taken full advantage of the Hali Fields. During the war numerous amounts of Dale's settlements where left untouched, in no small part to the Duke of Troston managing to keep most of the invaders from moving west of the River Salvo. However there is a small food crisis in Dale itself, caused by a mass influx of refugees from less fortunate areas of the kingdom.

Count of Jer - NPC: Udrys Jurkynas |Attributes: Engineer, Shipwright, Giantborne]
  • Baron of Avagison - NPC: Dagmara Gobhann |Attributes: Prestigious Family, Cunning, Monster]
  • Baron of Wittiza - NPC: Elmars Papedis |Attributes: Cultist, Necromancer, Engineer]
Count of Kusma - Victor Darkstee
  • Baron of Coloura - NPC: Sir Fekete le Ferenc |Attributes: Adventurer, Siege Leader, Monster]
  • Baron of Ildis - NPC: Roibeart MacDomoncos |Attributes: Dwarven Ancestor, Stewarded Upbringing, Wanderer]
Count of Raida - Mder1
  • Baron of Ghaile - NPC: Denis Terzić 'the Lame' |Attributes: Maimed, Charming, Holy Warrior]
  • Baron of Perenal - NPC: Kapolcs Ramóna |Attributes: Foreigner, Clerical Upbringing, Shipwright]


Duke of Jorwick
Corman50 - Duke Wilmar Heitz

The strong and mighty people of Jorwick come from an old warrior people. Many of their more militant and cruel beliefs have dissipated over time, yet terror tactics are still employed against rivals. This duchy is known for its superb heavy infantry, and for having done a large amount of the fighting during the war. Parithra is just south of Jorwick after all. This also means their lands suffered greatly, with the bulk of their farmlands and docks having been destroyed.

Jarl of Shallanar - Duke Dan "the Man"
  • Baron of Erp - NPC: Hasculf Ryall 'the crippled' |Attributes: Healthy, Captain, Maimed]
  • Baron of Klavan - NPC: Svalfi Thorinsteing 'the Bull' |Attributes: Shipwright, Charming, Tournament Winner]
  • Baron of Rohan - NPC: Steffen 'cruel gaze' Bergan |Attributes: Brutal, Bastard, Necromancer]
Count of Uath - NPC: Troels 'mage blood' MacRavn |Attributes: Giantborne, Elf Brood, Dwarven Ancestor]
  • Baron of Ardoc - NPC: Yrsa Oleifdottir |Attributes: Aggressive Commander, Attractive, Quester]
  • Baron of Nurm - NPC: Boamund 'silver tongue' Ó Hattes |Attributes: Maimed, Stewarded Upbringing, Trader]
  • Baron of Vikar - iisbroke

Duke of Ogac
Jeray2000 - Duke Pierre Frudan

While not all of Ogac was touched by the invading force they did suffer raids that depleted their coffers, as well as being stuck defending in a prolonged siege. It was four months after the battle of Parithra that reinforcements arrived. Now the Duke is in a position where a couple vassals are almost or even more powerful than him. These people are better known for fishing and trade to sustain their population, and devoted many ships to the war in an attempt to protect the mouth of the River Salvo near Dair.

Count of Othal - Rapop101
  • Baron of Fiach - Luftwafer
  • Baron of Matiu - NPC: [Rodrigo Cunha 'fae touched' |Attributes: Aggressive Commander, Elf Brood, Duelist]
  • Baron of Sacht - NPC: Drogo Choffard |Attributes: Humble Upbringing, Martial Upbringing, Shipwright]
Count of Viscay - Aedan777
  • Baron of Aoric - NPC: Lothar Weninger 'the lecherous' |Attributes: Wealthy Upbringing, Trader, Hedonist]
  • Baron of Liva - NPC: João 'the woodsman' Faoláin |Attributes: Timber Insight, Attractive, Adventurer]
  • Baron of Nagild - NPC: Vunibaldo Di Franco |Attributes: Unyielding, Foreigner, Bastard]

Duke of Troston
Terraferma - Duke Gilderoy Reinhart

Bursting with serfs and peasants Troston lies in a river basin and enjoys fertile land. It has always been a bread basket of the country. The recent war though forced many of the peasantry to be conscripted and prevent the invaders from pushing past the river. This caused many of the farms, and lives, to be lost weakening its current position as the main source of food.

Comtesse of Blackton - Plutonium95
  • Baron of Blancburg - NPC: 'wicked' Gween Ouelette |Attributes: Bastard, War Hero, Dishonest]
  • Baron of Darom - Korona
  • Baron of Yrenil - NPC: Morvan Bourque 'the Hunter' |Attributes: Hunter, Monster, Maimed]
Count of Keranth - Bakerydog
Count of Urus - Janha
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  • Top Three Titles
  1. Duchy of Jorwick
  2. Barony Of Blancburg
  3. County of Dair
Roleplay Attribute: Ambitious

Item: Dwarf Forged Sword

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Dagmar Deathaxe Vethrsdóttir

The Vethrings, rulers of Shallanar, are supposedly descended from a Heathen God of Storm, from which they take their name. They became Counts after a Heretical Duke gave them land now known as Shallanar in the hopes of appeasing said god.

Dagmar was born 25 years ago, as the third daughter to Count Sigismund Vethrsson. She had unnatural strength for a woman. As she grew older, her skills in combat began to grow as she became more and more ambitious, wanting to become the greatest fighter the world has even seen.

At the age of 17, she recognized that her chance to become great was slim in the kingdom, she raised a fleet of ten ships and began raiding the coast of many far off places. It was during this time that she gained the name 'Deathaxe', for her skills with the axe and the death that came with it, from her band of reavers.

She returned to her home after 9 years of raiding, to find the Kingdom in tatters. Quickly, her men rushed to Patitha, after hearing of the grand battle and fought in it, being inflicted heavy casualties. Now, she, after finding her siblings (except for Christina, who was living with her fiance) and father dead, is now Countess. She finds her home a mess from the invasion, although the time here are hard, she still has large plans for the future. She is is married to Count von Blutvries.

Family: Christina (Sister, Age 16) Ragnar (Cousin, Age 20)
 
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Name: Erzherzog Leopold von Dale aus dem Haus Palantine-Leiningen
Real Age: 243 years of age
Offical Age: 45 years of age
Biography: Leopold von Palantine-Leiningen was born in 297 as the third son to his father, Maximillian, the Erzherzog of Dale. He is known to have gotten quite the education as most of the children in his household did. He was as his brothers, normal children of one of the powerful lords in the realm. In his upbringing he liked to watch the cavalry units of Dale, train in their distinct uniforms that had wings fitted to the back like they were some kind of great eagle, that was also potrayed on their family coat of arms. As most other knights, he began his education within the martial field aged 7 and quickly showed talent and was knighted aged 19. Not long after when he turned 26 he disappeared without a trace from his room one night. Even though a large search operation came underway, he was not found until he rode right back into their castle, after 6 months. Even though he looked the same he had changed as some kind of evil aura was seemingly surrounding him, nobody knew exactly what though. In 330 his two older brothers died mysteriously, the only trace being two bitemarks in their neck which made Leopold the sole heir to the duchy and thus he was married to the daughter of the count of Jer to improve relations with them. His father died of presumably old age even though it is rather unknown as the death was kept secret by the new Erzherzog in 334. At that time, Leopolds wife had given birth to twins after which she died in childbirth in 332. Leopold never remarried which baffled some, but it was believed he was in great grief. In reality he didn't care at all as his heart was made of stone and he had turned into an icecold human being after his father died, with his kids being the only reason he had a tiny bit emotion left in him. He joined in the realmwide hunt of the giants to force them out of the realm from 335-341.
As his life went on, he "died" in 365, leaving someone else to be outside face of the arcduchy even though Leopold became mostly private so that he wasn't exposed. When all the people, besides his kids, who had known were dead he resurfaced in 521 as the Erzherzog von Dale. In the war with the men from the sea, he mainly held his forces for protecting his own lands. However at the battle of Parithra his large force of mainly cavalry stayed on a hill most of the battle until it was clear that the men of the kingdom would win decisively. He then charged down with his cavalry force in the flank of the men from the sea. His decision not to join the fray in the beginning has been met with a lot of criticism; not that he cares anyway. The Erzherzog is a very private man most of the time, with very few court sessions and most communications with his vassals is performed with letters.

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Cavalry of Dale charging at the Battle of Parithra

Roleplay attribute: Dark Kiss
Item: Claws of Attack
Family:

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Name: Maximillian von Palantine-Leiningen
Real age: 208 years of age
Official age: 24 years of age
Position: Right hand of the Erzherzog and heir to the Archduchy.
(Martial upbringing, unyielding, dark kiss)

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Name: Idonia von Palantine-Leiningen
Real age: 208 years of age
Official age: 24 years of age
Position: Advisor and daughter to the Erzherzog
(Logistic talent, greedy, dark kiss)



Additional relatives: Nephew's: Peter von Palantine-Leiningen, aged 29 (Adventurer, Lawspeaker, Trader), Franz von Palantine-Leiningen, aged 27 (Brutal, Martial upbringing, Siege leader). Niece: Adalinda von Palantine-Leiningen, Aged 15 (Strong, dishonest, logistical talent).
Cousins: Garion von Palantine-Leiningen, aged 23 (War hero, genius, humble upbringing), Dagomar, aged 19 von Palantine-Leiningen (Elf brood, foreigner, quester).


Coat of arms:
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1. Count of Viscay
2. Duke of Troston
3. County of Urus

Roleplaying attributes: Cunning, Wealthy Upbringing, and Greedy (rolled randomly)

Item: Ledger
 
Name: Pierre Frudon
1. Duchy of Ogac
2. County of Viscay
3. County of Othal
Role-play Attribute: Genius
Item: Crystal Ball

Bio:

Pierre Frudon was born a lucky child, naturally gifted with one of the greatest minds in the nation. He didn't let his abilities go to waste either. He read many books from his father's private collection on all sorts of topics, from fiction to science to political treatises. The first son of his father, he always knew he was going to inherit the wealthy duchy of Ogac. He had great plans for it, plans to create trading empires and complex but just new laws to rule the realm. Then the war came, in which his father died at war when he was serving as admiral on his navy's flagship when it got sunk. Shortly after his mother died from disease, her always frail body strained by her husband's death. The land itself wasn't spared either, the merchant and fishing ships conscripted for war wreaking massive damage to the economy, and the siege ruining the business interests of many prominent families.
Although the war may have hurt his duchy and his family, it changed little in Pierre's mind. If anything, it only helped, since the aftermath of a war was a great time to expand and for those who are willing to strive for greatness achieve greatness, and the desire to follow in his father's footsteps as a great leader was stronger than ever.
 
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Iis of House Broke

House motto: Do More Better
Barony of Vikar
Role-play Attributes:Shipwright(25), Adventurer(16), War Hero(14)
Item: Steel Sword
Family:
  • Father: Born 490, Deceased 527, Iam de Broke | attributes: Logistic Talent, Charming, Attractive] Buried at Vikar Chapel.
  • Mother: Born 505, Gisla Ó Hattes | attributes: Bastard, Brutal, Duelist] Lives in Barony of Nurm.
  • Brother (Heir apparent): Born 522, Ibe de Broke | attributes: Engineer, Strong, Hunter] Lives in County of Jer.
  • Brother: Born 520, Webe de Broke | attributes: Ambitious, Foreigner, Captain] Lives in Barony of Ardoc.
Bio: Born in 523 Iis was the first son of a small house ruling over Vikar. The barony itself was unremarkable yet it held a strategic northern border. That border though went to the less tame lands of the Fae, Giants, Dwarves, Wizards, and all other sorts of odd kingdoms.

He spent most of his life being raised as a ward to his liege lord, and never really knew the lands his father had held. Nor, his father which had died of dysentery on a campaign. Afterwards the mother returned to live with her family in Nurm, and Iis' two brothers with her before being sent elsewhere to be warded. The Count of Uath took control of Vikar, as a regent of course. Most of Iis' childhood was spent in Uath as a result, it is also where he began his knightly training. Starting as a paige at the age of 6, and squiring since 12. He is an energetic youth, only earning a knighthood from his deeds at the Battle of Parithra.

Iis is of Jorwick, so the blood of raiders runs through his viens. He thirsts for combat, and exploration. This does mean he shirks his duty as Baron of Vikar. His adventurers have yielded him knowledge of shipbuilding that most others do not possess though. Most important of all is his renown as a War Hero. Making him quite popular in his home county.
 
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  • Top Three Titles
  1. Duchy of Jorwick
  2. Barony Of Blancburg
  3. County of Dair
Roleplay Attribute: Ambitious

Item: Dwarf Forged Sword

Top three titles,
1)county of dair
2)county of rowin
3)Barony of Fiacht

Roleplay attribute: Siege leader

Item: Great Aegis

Top three titles:
1. Duke of Dale
2. Count of Blancburg
3. Count of Viscay

Roleplay attribute: Dark Kiss

Item: Claws of Attack

1. Count of Viscay
2. Duke of Troston
3. County of Urus

Roleplaying attributes: Cunning, Wealthy Upbringing, and Greedy (rolled randomly)

Item: Ledger

Name: Pierre Frudon
1. Duchy of Ogac
2. County of Viscay
3. County of Othal
Role-play Attribute: Genius
Item: Crystal Ball

Welcome to the game. Wednesday I'll assign Dukedoms and the King position. Naturally the King gains the royal blood trait for free. Friday I'll assign lesser holdings (counties/baronies). If enough people have signed-up by then the game will be able to launch Sunday or Monday.
 
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Name: Wilmar Heitz, Duke of Jorwick

Age: 58

Role Play attributes: Stewarded Upbringing, Engineer, Maimed

Item: Fixer's Hammer

Bio: Wilmar was a bit an oddity in that his father, the previous Duke of Jorwick, gave him a less militarily focused education (something uncommon in the more militant duchy of Jorwik). While battle strategy and swordsmanship were still significant portions of his education in his youth, he received primarily an education focused upon stewardship. His father’s reasoning behind this was ensuring his family was diplomatically well positioned and capable of remaining in that position after his death. However even his own preparations could not have prepared his family for the invasion.

By the time raiders from the sea landed, Wilmar had already held the title of Duke. He had enforced a steady peace in Jorwick by the time of the invasion, preserving the status quo and working to improve the Duchy’s infrastructure. When these foreigners came and razed villages, burned crops, and sacked castles Wilmar knew he had to take action. While he was never an excellent commander he still lead his mean whenever possible. In one such battle he caught isolated but a group of enemy soldiers, fighting desperately but being overwhelmed by their numbers, in the end he was saved only by the timely intervention of his own men. He ultimately won the battle but at the cost his arm and an eye. Wilmar would not be present at the Battle of Parithra due to the severity of these injuries though he sent his army under of the command of the Count of Uath. He was greatly relieved to say the least when the word of the King’s victory reached him. He spent six months actively involved to finally driving the invaders of their shores though he took a less direct roll in the remaining skirmishes due to his injuries, personally overseeing the final victory of the invaders. Now he’s focused on the reconstruction efforts hoping to undo most the damage the invaders had done to Jorwick.

Children: Robert (25) (Traits: Hedonist, Clerical Upbringing, Wealthy Upbringing), Berta (22) (Humble Upbringing, Dishonest, Healthy) , Hartmut (20) (Trader, Bastard, Weatlhy Upbringing)

Motto: For our Honor, by our Swords

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Name: Edward Greenway

Top Three titles
1. County of Othal
2. County of Raida
3. Barony of Perenal

Role Play Attributes: Charming
Item: Plate Mail
(This fine, asking as I am paranoid)
 
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Name: Edward Greenway

Top Three titles
1. County of Othal
2. County of Raida
3. Barony of Perenal

Role Play Attributes: Charming
Item: Plate Mail
(This fine, asking as I am paranoid)
That's fine, welcome aboard. Wednesday you should know which county/barony is yours and can finish up a bio or somethin somethin.
 
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Name: Gilderoy Reinhart

Top Three titles:

1. Duke of Troston
2. Count of Viscay
3. Baron of Coloura

Item: Great Aegis

Role play Attribute: Hunter, Insane, Necromancer

Bio:
The Reinharts were a proud family, prior to the war they had vast influence throughout the realm due to the Duchy of Trostin being the kingdom’s breadbasket. However, a series of unfortunate events from accidents, deaths at childbirth and then the grueling three year war against the mysterious invaders from the sea whittled the lineage and bloodline down to a shadow of its former strength. Gilderoy was the youngest of 3 children. His mother had died 8 years prior during childbirth that sadly the newborn did not survive the night. The tragic event had broken his father Doric to the point of contemplating suicide on several occasions. Despite his rather isolated lifestyle after the loss of his wife, he soldiered on ruling the realm with a strong but fair hand. Four years later he was thrown from his horse during a hunt and cracked his skull on a boulder killing him instantly. His brother, the oldest, Ranquel was set to be the heir but his reign would be cut short as a plague a year prior to the war ravaged the ducal capital claiming his life. As a testament to his short but just rule, he was mourned throughout the area for weeks.

Normally the position of Duke would pass onto the middle child but the late Doric Reinhart managed to have a daughter, Helena, with laws of succession clearly stating preference to the male line. And so the mantle of responsibility had fallen into the hands of the young Gilderoy. He was of age of course, 25 to be exact but this melancholy individual had no real desire to lead others. Then the war came.

A wave of inspiration, some say an actual want of protecting the family as a whole, drew him into preparing Trostin for war with fighting so fierce Gilderoy himself would lead some of the battles. Despite his newly found sense of purpose, this war would take a heavy toll on him. By war’s end much of the close relatives and extended family had been claimed by the sword, including his sister Helena. These would be his darkest days with banner men whispering that their lord would vanish into the battlefield at night brooding over the dead. With an envy to those recently departed, a fascination with the finality of death gripped at his heart and soul. Since then he disappears into his study, learning of unspeakable knowledge deemed forbidden, heretical. But his pursuit of knowledge has remained as relentless as death itself. His mind was already lost to the insanity that possessed him during the conflict although rumor has it he may have always been this way given the murmurs of mood swings, strange tendencies and even lack of passion as early as his childhood. Now that peace has come Duke Reinhart of Trostin rules over a landscape scarred by blood and violence, a reflection of the state of his own family. Of himself.
 
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Name: Tevin de Moy

Top Three Titles:

1. Barony of Dhesh
2. County of Uath
3. Barony of Ildis

Roleplay Attributes: Cunning, Healthy, Wanderer (Randomly picked)
Item: Fairy Vial
 
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Joséphine d'Bois

Top three titles:
1) County of Blackton
2) County of Urus
3) Barony of Yrenil

Roleplay attributes:
Aggresive Commander
Genius
War Hero

Item:
Dwarf Forged Sword

Bio:
Joséphine was born nineteen years ago, the oldest of Charles d’Bois’ three daughters. Her father an affable man who was known to have a way with the peasantry, often taking it upon himself to hear their grievances in person. This was rather unsurprising due to the fact that he was created comte of Blackton due to his invaluable service as sheriff of the region around the Blackwood. As sheriff he had been responsible for the capture of countless notorious bandits who had fled to the woods in the hopes of escaping justice. After receiving his title he wed the daughter of a baron and shortly after, Joséphine was born.

She quickly proved to possess a sharp mind, and by the time of her tenth birthday she had surpassed her father’s humble instruction and begun to study under Bishop Armand of Blackton. The Bishop was a man with a stern, august presence, and his lessons always managed to stir her feverishly inventive imagination. She studied philosophy, history, mathematics, geometry, and painting, in addition to learning the fundamentals of a number of technical skills. In describing her progress to her father, the bishop called her an individual of unquenchable curiosity and immense talent.

When the invaders from the sea launched their assault on the kingdom, Joséphine rode alongside her father at the head of the renowned Blackton Longbowmen. She served as witness to a number of skirmishes that her father took part in, developing an understanding of military matters herself. When her father fell in battle just weeks before the battle of Parithra she was left to led the longbowmen into battle, as the new comtesse of Blackton. When the king’s army clashed with the sea raiders at Parithra, Joséphine proved herself to be a formidable military leader and tactician, fighting a severe battle to take a ridge from which she and her men rained death upon their enemies. With the war won, she returned to Blackton where a proper funeral was held for her father and she was official recognized as comtesse.


Prideful, curious, and assertive, Joséphine is seen by many as a very different woman from her father, who had been humble, content and jovial to all. She is not without faults, and her own tutor, bishop Armand, noted her hot temper, which at times could overshadow her logical view of the world. Still, with her actions at Parithra, Joséphine has earned a good deal of respect, to say nothing of her reported intelligence, and the people of Blackton have shown a willingness to see how she will fare in the coming years.
 
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Name: Wilhelm von Blutvrie

Top Three Titles:

1. Duchy of Dale
2. County of Kusma
3. County of Dair


Final Title:
Count of Dair

Roleplay Attributes:
Royal Blood
Adventurer
Wanderer

Item:
Plate Mail

House Words:
Blood and Iron

Bio:

A descendant of Cahoul, able to trace his lineage back to the semi-mythical founder of the Kingdom, he was born as the cousin of the now King Castreas IV, connected by blood through his mother, the King's aunt. Having a desire to understand the world, and being a second son with no territorial inheritance, he left at the young age of 18 to learn about the Kingdom, first as a warrior to fight the invaders, then as a traveler. Despite having participated in some of the bloodier clashes, his performance went unnoticed by most, but surviving in the heat of the battles is no mean feat. As the figting brought itself to its end, his county having suffered heavy losses as the guardians of the river Salvo, he lost interest in the war. Leaving the employ of the Royal Army, receiving a minor commendation and reward for his participation, he chose to wander. Learning much, and seeing more, he enjoyed this lifestyle, despite the devastation the Invasion had left behind. He learned of the different people of the realm, grasping the basics of each culture, watching their endeavors. He was called back almost a decade after his departure when his wounded brother, his only sibling and Count of Dair, died. Donning the battle-scarred armour his ancestors had worn, whilst maintaining a snarky attitude he developped during his battles and travels, he dreams of adventure, and longs to wander once more, knowing that he will no longer be able to do so. Now 28 years old and married to a Baroness from Jorwick, he has heard the rumours of Sen Vieu, and finds his old self back in desire for the adventure it proposes.

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Coat of Arms:
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Aven Morvand
The Count of Urus

Age: 23

Top Three Titles:
1. County of Blackton
2. Duchy of Troston
3. County of Urus


Role-play attribute: Cultist

Item: Crystal Ball

Bio:

Aven is the second son of Niall Morvand, the previous Count of Urus.

The County of Urus has almost always been ruled by the Morvands. People doesn't even remember the last non-Morvand Count of Urus. But the peasants of Urus doesn't complain about that. The Morvands have always been mysterious people, but they have always cared for their people. They don't mind using lot of money for their people's welfare. Though the Morvands doesn't usually show up in the public, people still thinks they are good rulers.

But the Morvands has a dark family secret. Most of the Morvands have been members of the 'Dia Ring'. Dia Ring is a cult, that was formed ages ago, by some of the earliest Morvands. The members of the cult believes in the Goddess 'Dia'. The cult has always been alive, and even in the darkest times, it has not died. There has always been some Morvands that kept it alive. Of course the cult takes other people than Morvands as members, but the leader of the cult has always been Morvand. The cult practices some rituals that may seems strange to non-cultists. Some of the rituals has even sacrifices as part of them. Though nowadays most of the sacrificed are animals, back in the early days of the cult, even humans were sacrificed.

Aven Morvand is the current leader of the Dia Ring, as he is one of the last Morvands that are alive and part of the cult. Most of the Morvands have went to wander faraway lands, but have never come back...

Aven had four siblings. Though nowadays only one of them is alive. The oldest sibling, Aven's big brother, went to wander faraway lands, but he never came back. He is most likely dead, as even the crystal ball cannot tell where he is. Aven also had three younger siblings, two little sisters and one little brother. The older sister made suicide, and the youngest brother died of a disease couple of years ago. So, only 2 of the 5 siblings are still alive. Aven and his little sister, Elan.

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Ignard of House Veaknall

Post tenebras lux
Warcry: Death!



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Top Three Titles:

1. Kingdom of Dumore.
2. Duchy of Dale.
3. County of Raida.


Bio:

Ignard stared into the chimney. How his life changed in the last year, the Battle of Parithra, the point were his life was turned upside down. He led the Raidian cavalry who fought under Duke Leopold 'the Late', how his father started to call him after the battle. While some were content, that they missed the heat of battle and the possibility of injury or even death , others including Ignards late father Trimbold felt they stained their honour with their late intervention. When they finally attacked the losses were few, the hostile infantry broke almost instantly when they started to realize that cavalry was charging their flank. Slashing left and right Ignard butchered retreating troops. His sight through the helmet became even smaller after mud and blood made it blurry. He was aiming at a back of another fleeing infantry man, when a stray boulder hit him on the back of his helmet. In the next moment before he hit the ground while losing consciousness, he thought he would be dead either killed by a seafarer or by other cavalry men trampling him to death while pursuing the last remnants of a defeated enemy.

The blackness wasn't the end though. After a sharp pain felt down were at his neck, life crawled back in Ignards body and with it the thirst. Practically enough he awoke on a field of corpses, he never again had it so easy to feed. His last victim on that day was alive though. It tried to stab Ignard with the banner it was carrying. But Ignard was stronger and faster as never before, while his prey was exhausted from the battle, the routing and the constant fear of dying. When it finally stopped struggling and Ignard let the bloodless body fall on the ground, his thirst was quenched, the animal within him went back to sleep. So rationale was ruling his mind once more. Shocked by what he did, was his first idea to end himself right now on the battlefield. A monster, preying on his very own people. But before he could detail this thought more thoroughly; “Shall I take my dagger or do I have the time to find a rope and a tree?”, he looked on the banner laying before him: A human skull on a black background. Death. What else could it mean? The banner symbolized death and Ignard had to think back to all the lesson he received by the local priest: Everything has a place in the world. One hand creates, while the other one destroys. For one to life, someone else has to die. Was he the other hand, he asked himself. Was this his mission, to bring death? The answer lied around him: Dozen of people, all dead. Most of them not through Ignard, but that didn't matter to him in that moment. For him Death didn't follow him, for him he was Death. He picked the banner up and started looking for a way to fulfil his own prophecy.
 
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