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Thread: The Realm of Neumark: Game thread

  1. #1
    High King Deaghaidh's Avatar
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    The Realm of Neumark: Game thread

    The Realm of Neumark

    Neumark is a proud kingdom, forged out of dozens of squabbling realms by the Great Leonard the Conqueror nearly 300 years ago. Since then Leonard's dynasty, House Verens, has ruled this land, sometimes wisely and justly, sometimes not.

    But now the realm has been shaken to its core. A terrible plague known as the Creeping Death arrived on its shores last autumn. Among the countless killed were old King Roland's heirs, and the king himself was left enfeebled by illness and grief. Without the steadying hand of a King, it falls to the Great houses of the land to decide the realms fate.

    The Game
    Neumark is a forum game set in an original medieval/low fantasy kingdom vaguely based on England in the era of Edward Longshanks. The players take on the role of one of Neumark's powerfull dynasties, and must compete and/or cooperate to determine its future.

    Turns take up 1 week real life time, and represent a season of Neumark time. We start in Spring 299 After the Conquest (AC), with the plague slowly abating and the worthies of the realm meeting for an emergency Parliament.

    Orders should be sent via email to paradoxneumark@gmail.com by friday. The GMs will then process the turn and hopefully get it up by saturday evening.

    As of right now, the GMs are Mr. Santiago and Deaghaidh. In the highly possible even that one of us cannot fullfill his duties, we can hopefully find a new one to replace him so the game doesn't die.

    General Rules
    All normal forum rules obviously apply. In general, don't be a jerk, and remember that this is supposed to be fun.

    GM decisions are final, but players are free to ask why/how the GMs came to those decisions.

    For the most part, the game is a work in progress and constructive criticism is appreciated. But try to keep Out of Character discussions of things like game rules, background lore, and other miscellany in this thread. When speaking OOC in this thread please prefix the statement with OOC:

    For the sake of keeping track of who is playing who, please include your house in your signature. Having a link to the game there would be nice as well

    Game mechanics

    Neumark is divided into provinces that are ruled by a lord, lady, or sometimes a cleric or a mayor. Think of these as roughly equal to a county in CK2.
    Each province is made up of holdings. Holdings are either castles, towns, or churches/monestaries. Think of these as like baron-level titles in CK2.
    Each holding generates income and supports troops, the number of both depending on the type and size or wealth. Towns generate the most cash, while Castles can support more troops.
    Troops cost money to maintain, although castle holdings can support a finite number for free if they aren't mobilized.

    At game start, each player can decide what rank he wants his holdings to start at. Each Great Lord has four starting holdings, and their combined rank should be 10

    Castle holdings generate 1 income per level, and can support three troop slots per level
    Church holdings generate 2 income per level, and can support two troop slots per level
    Town holdings generate 3 income per level, and can support 1 troop slot per level.

    In addition to their own incomes, Great Lords have vassals that pay them taxes. It's up to the players to decide how much to tax their vassals. Remember though, disloyal vassals might withhold taxes or refuse to fight for you, while loyal vassals might go above and beyond in their service.
    Great Lords, Prince-Proxies and Free Cities owe taxes in turn to the crown. Whoever is King or Regent gets to set the taxe rate, and whoever is Lord Treasurer gets to decide how tax money gets spent. Of course, players can always refuse to pay their share, and dare the crown to punish them...

    A Lord without armed retainers is no Lord at all. Military units fall into these categories:
    Light Infantry:Melee troops leveed from the lower classes. At worst, mere arrow-fodder and useless mouths to feed, at best skirmishers to smother the enemy through weight of numbers. Take up one half a unit slot.
    Archers: Ranged infantry of many varieties, whether they be longbowmen, shortbowmen, crossbowmen, or any other variety of bow.
    Heavy Infantry: Melee infantry equipped with serious armor. Great for storming a castle or breaking a shieldwall, but vulnerable to skirmishers if not supported.
    Drilled Infantry: Formations of footmen who fight in massed ranks, typically armed with polearms. Great at withstanding frontal assaults, but vulnerable to flanking and ranged attacks. Can only be mustered from towns
    Light Cavalry: Lightly armored horsemen, typically armed with a shortbow or javelin and a melee weapon. Great for scouting, raiding, and pursuing a routing enemy, but no substitute for heavy cavalry
    Heavy Cavalry: Elite warriors, heavily armored with a melee charge that few can withstand. Expensive but powerfull. Take up two unit slots and can only be raised from castles

    Ships: Coastal holdings can support warships, that can be used to sieze control of the seas and transport your troops

    Combat results are calculated by the GMs using dice. Factors like terrain, morale, and others can give bonuses to one side or the other.
    Combat consists of several phases:
    Planning: Rolls determine whether things go according to plan for either armies. Your orders might be a brilliant battle-plan worthy of Hannibal, but the Planning roll decides whether, for instance, some of your troops get lost while marching or one of your commanders disobeys orders. Winners of this round get a bonus to the rest of the rolls. Probably the phase where GM discretion comes in the most.
    Skirmishing: The time just before the main clash of forces, where archers and light troops have the advantage over ponderous heavy units.
    Melee: The main battle lines meet, and heavy units turn the tables
    Pursuit: When one of the armies starts to retreat, the pursuers have the chance to inflict casualties on them and turn a defeat into a rout. Light cavalry is murder during pursuit.

    This system is still a work in progress

    Obviously warfare isn't the only way to get what you want. Players have pretty much free reign to come up with plots and strategems. Include these underhanded deeds in your orders, describe what resources you are putting into them and what you aim to achieve, and the GMs will come up with a way to determine success. You'll be notified of the outcome when the turn is processed.

    Parliament and the Crown Government
    From time to time, the Lords of the Realm will meet in Parliament. On turn 1, Parliament will be convening to select a Regent, who will form a Small Council.
    The Regent (or King) controls the Crownlands, and appoints Small Council members
    The Lord Marshal commands royal forces in battle
    The Lord Treasurer sets the tax rate and control the royal treasury
    The Lord Chancellor conducts foreign relations on the crowns behalf
    The Lord Justice controls the legal system, and through it a valuable network of informants

    In Parliament, a player gets 1 vote per holding, no matter the rank. Vassals will generally follow their liege's lead in voting. NPC votes are decided by the GMs according to how various factions pander to their interests.
    Last edited by Deaghaidh; 17-06-2012 at 01:40.

  2. #2
    High King Deaghaidh's Avatar
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    This post still under construction, but will contain relevant/fun information about Neumark, its people, and the wider world.

    If you have ideas, please share them in the Interest and development thread! Non-players are welcome to contribute too.


    The Land of Neumark
    The Peoples of Neumark
    First Men
    The Wider World
    the Wilderlings
    The High Church, Old Faith, and other religions

    Recent Events
    This will contain links to previous turn updates

  3. #3
    High King Deaghaidh's Avatar
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    The Lords of the Realm
    This page will contain pertinant data on each of the lordships in the game, player and otherwise. This should include the dynasty's name, sigil and motto, a brief summary of the family's current members (family trees would be nice), holdings, and armies.

    House Verens, Kings of Neumark

    One World After Another

    Family Tree

    Roland II Verens, King of Neumark: Aged 68. Coming to the Throne at only 19, Roland II is the only king most Neumarkers have ever known. His long reign saw the end of a bloody, inconclusive war in Gallus and a failed coup attempt by his younger brother Prince Robert twenty years ago. A just, but sometimes harsh, man, Roland II ruled competantly and wisely until recently. He was struck by the Creeping Death plague, and while he survived illness and grief have enfeebled him in body and mind.

    His children:
    Selo, Prince of Uppland: Recently deceased, Selo married the heiress of the powerfull Lord of Mount and Vale. While a political success, the marriage was not a happy one, and his wife is said to be happier than a Prince's widow ought to be. He had two legitimate children, Rodrick (deceased, plague) and Aerlene (recently widowed wife of the Warden of Darkwood), and one acknowledged bastard son, Ser Drogo of Salo, a knight in Norwald

    Eleanor, Queen of Gallus.
    Married to King Jean IV of Gallus as part of a peace deal. She has three children by her royal husband, Jean, Louis, and Roland

    Margaret, Princess of Estheim.
    Married to her second cousin Prince Mauger, heir appearant of the King of Estheim. By him she has four children: Otto, Freidrich, Adeleide and Constance.

    Bohemond, Prince of Wyneland: recently deceased. He was granted Wyneland after his treacherous uncle was stripped of the land. He was a dashing and popular tourney knight who married late. Married Lillian, maid of Summervale. They have one son, 3 year old Rodger

    Prince Robert, formerly Prince of Dawnlands.
    Exiled after a failed coup attempt. Despite renouncing his claims in his surrender to his brother, he continues to style himself King Robert and insists that King Roland is in fact a bastard. Has spent the past twenty years moving from court to court overseas in an effort to find support for his claim on the throne. His brother's diplomatic efforts have made this fruitless so far. Never married, but fathered several bastard children throughout Gallus, Estheim and Valtheon.

    Proxy Alonsius of Sasenmouth (born Albert Verens)
    Schooled almost from birth for a church career, Alonsius formally renounced his worldly inheritance when he took his vows. Despite this, everyone is well aware of his royal roots, which are more than a little responsible for his rapid ascent up the clerical hierarchy. By most accounts he is a competant scholar and scrupulous follower of his vows of poverty and chastity. By tradition, the Proxy of Sasenmouth has a seat in the high council.

    The Crownlands:
    A wealthy region of prime agricultural lands, the Crownlands are the heart of House Verens' power. The people of the Crownlands, from Baron to serf, take a fierce pride in serving the crown. The region tends to benefit heavily from crown taxes, and roads, harbors, and dikes tend to be better maintained here. The legacy of old Valtheon is most visible here, as the great Empire ruled the island from what is now the Free City of Aubeville

    Special Bonus: Crownland troops gain +2 to all rolls, but only if commanded by a member of House Verens. They lose this bonus if the opposing army is also led by a royal.

    The Castle of the King: level 4 castle
    Located at the heart of the Free City of Aubeville, the Castle of the King is the embodiment of royal authority in stone. It's the heart of the royal government and home to the King's elite.
    Income: 4/turn
    Troops (twelve slots)
    3 units Heavy Cavalry
    3 units Heavy Infantry
    3 units Archers

    Sasenmouth: Level 2 church
    The modest town of Sasenmouth is notable mainly as the seat of the Proxy of Sasenmouth, the supreme cleric of the High Church in southern Neumark. By tradition, this Proxy has always had a place on the small council and performed royal weddings, funerals and coronations.
    Income: 4/turn
    Troops (four slots)
    1 unit ships
    1 unit light cavalry
    1 unit archers
    2 units light infantry

    King's Guard: Level 2 castle
    This modest castle exists mainly to collect tolls from the nearbye bridge and to discourage highwaymen from operating on the Crownway.
    Troops (six slots)
    1 unit knights
    1 unit light horse
    2 unit archers
    2 unit light infantry

    Cloverfield: Level 2 town
    A farily prosperous market town, Cloverfield is where merchants from Aubeville come to buy produce from the steads of the north Sasen valley, before sending it downriver to the hungry capitol
    Income: 6/turn
    Troops (two slots)
    1 unit drilled infantry
    2 units light infantry
    Last edited by Deaghaidh; 17-06-2012 at 01:40.

  4. #4
    High King Deaghaidh's Avatar
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    Turn 1: Spring 299 AC
    The Plague Parliament

    After a winter of woe and loss, the Creeping Death plague has receeded. The spectre of disease has been eclipsed by the danger of chaos, as King Roland II is no longer fit to rule, and his small councilors are mostly dead of the plague. In this vacuum, the Proxy of Sasenmouth has called for a grand parliament to meet in Aubeville to name a Regent. Also on everyone's mind is who should be named King Roland's heir, now that his sons are gone.

    The High Lords, the Prince-Proxies, and the Lord Mayors all descend on the eerily quite capitol, which has been partially deserted due to the plague. Physcians from the Brotherhood of St Tola insist that the acute danger is past, but even so most of the worthy dignitaries choose to make camp outside the city walls

    OOC:The Game is now open for RP.
    I request that players post a summary of their house similar to the one I posted for House Verens, and set up their initial army composition

  5. #5
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    The Midlands

    Strength in Seed and Steed

    Lord Edward, Head of House: Aged 66. Known as "the simple" behind his back, many consider the greatest act Edward ever committed to be his wedding to Lady Annabella. He has a hard time making a decision on his own, and what light he had in his eyes left when his eldest son Guy died.

    Lady Annabella, Wife: Aged 41. A rich burgher who married Edward out of love, her money and prowess have managed to turn the tide of fortune for the House, slowly working back to the conditions of those more prosperous days of Lord Edward's youth.

    Guy, Heir Apparent: Dead. The eldest and only son, Guy was taken by the plague to the horror of his family members, who not only lost a son but the continuation of their lineage.

    Emma, eldest daughter: Aged 19. Currently looking for a husband. Mild mannered, but intelligent as her mother. Her looks, however, take after her father's stolid line.

    Anna, youngest daughter: Aged 17. Wed to Viscount Daniel Mason, whose mistreatment is largely unknown due to Anna's emotional state; she is even more shy and mild than her father. She is the mother of David.

    Viscount Daniel Manson: Aged 45. The husband of Anna, his conniving ways have raised him from a lowly noble to a position where he may be able to rule a House. A twisted soul, he brutally mistreats his wife Anna.

    David, grandson: Aged 3. Unless the current ruling couple can have another child, or Emma weds and has a child, David shall be the heir to the House. Although it is too early to see for certain, it appears that he is of above average intelligence if not so mild as his grandfather and numerous relatives. In fact, he is known to be rather pompous and demanding.

    The Midlands:

    House Harrald is one of the oldest noble houses surviving to this day, tracing its lineage to great kings of central Neumark before the conquest by the Great Empire of classic history. From then on they have ruled over their ancestral lands as simple lords, faithfully serving whoever held the high throne of Neumark. To this day, they remain one of the largest supporters of the Royal house.

    The Midlands themselves used to comprise of both the current Midlands and its vassal Bernford, but over time their natural divisions led to differing cultures. The Midlands remained focused on crops and horse warfare, while Bernford grew more akin to the Clans who border their Eastern boundary, developing more natural skill as hunters and archers with an economy more focused on game and various minor meats.

    Both regions retain their ancient holdings, which developed into a system of Holds. Rather than hamlets or other such settlements crossing the lands, extended families live together in Holds, solid, two-storied structures which acts as both living quarters and barn. The poorer ones are wooden, sometimes with wooden palisades, while the wealthier ones are stone, surrounded by walls of either stone or wood. Intermarriage of relatives is not the norm, as women leave their holds to the homes of their husbands. The notable exceptions are the towns and cities typically marked on maps, which are locations for the intermingling of holds on neutral ground. It is believed that Harrald was one such hold, which bred enough men to form a cavalry regiment used to intimidate and eventually rule the neighboring holds, until their power spread across the region.

    The Midlands are commonly called the bread basket of the nation, and truly their holds produce grain crops aplenty via extensive irrigation of both the Glauborne and the Abanmal. The centermost region of the Midlands is open plains, where fields grow undisturbed and largely free from human interaction, with the exception of horse breeders who frequently come to supplant their stock with some of the numerous, famed wild horses of those plains. Bernford, named for the lake nearby, has hills in its Eastern and Southern corners, with forests encroaching from those directions as well. The holds in these regions tend to focus less on grain, growing only enough for the tax, preferring to make their living by hunting the plentiful game coming from the Highlands, or by raising small meatstuffs such as sheep.

    The natural expanse of the Midlands led to the rise of light cavalry, who are a terror on the plains. These forces comprise an abnormally large portion of the Midland army, and are perfect for swiftly striking the enemy from any open angle. These troops are supported by the hunters of Bernford, who provide both light infantry and archers. Heavy infantry often equal in amount to the light infantry, forming a solid center for the light troops to work from. These heavy infantry are raised from the men of the holds, who train for these roles specifically, being able to buy the necessary gear due to the great wealth of the region and the free trade of Glorket. A typical Midland army is far from the norm of their contemporaries, having far larger numbers of cavalry and heavy infantry. Knights are rare in the land, with only the royal house providing any form of heavy cavalry; even then, these are usually in reserve as the general's bodyguard.

    Special Bonus:



    Glorket: Town size 5
    If the Middlands are Neumark's breadbasket, then Glorket (a derivation from Glauborne Market) is where the bread is wheighed, measured and sold. Initialy a small castle on a hill by the river, it has turned into an active trading hub. Thanks to the decadence of the house of Harrald, the burgers are gaining more freedom. Rumours go that they are willing to become a chartered city, if they can gain (or buy) the King's favour.
    Income: 15/turn
    Troops (5 slots):
    3 Drilled Infantry
    2 Archers

    Stonewall: Castle size 3
    Built where the Crownway turns east to avoid the Fenlands the castle is a reminder of richer days, since all the stone for its massive walls and five towers was ferried from the Upper Glauborne, then overland to the site, as the site is close to the marshes and no suitable rock could be found. However, it was not the house's last work, as they built the stretch of the road that goes to the Abanmal, known as Harrald's Causeway to this day.
    Income: 3/turn
    Troops (9 slots):
    1 Heavy Cavalry
    3 Light Cavalry
    4 Heavy Infantry

    Wheelwright: Church size 1
    A small township in the middle of the flatlands, it concentrates the activity of the nearby holds, which form a sort of fortified town, with each home individually fortified. Caravans carrying wool and wheat depart to Glorket every week. The only remarkable point is the large cathedral built by the High Church a century ago, from which many monks of St. Collin are produced.
    Income: 2/turn
    Troops (2 slots):
    1 Light Cavalry
    1 Light Infantry

    Amerton: Town size 1
    It began as an inn over the road to the capitol. With time it grew slowly and now it's a community of a few thousand souls, trading with both the travelers and nearby farmers.
    Income: 3/turn
    Troops (1 slot)
    1 Light Infantry

    Vassal: Bernford

    A rather small county compared to it's neighbours, here the foothills of the Mist Mountains are covered by a thick forest where the boar, the bear and the deer are plenty.

    King's Lodge: Castle size 3
    Initially hunting lodge in the middle of the woods, it got its name when Leothric spent the summer of 142 AC hunting there, under an invitation from the Lord Harrald. To mark the ocasion, the lodge was expanded and a wooden wall was built surrounding it, along with a few towers, hence earning the category of Castle.
    Income: 3/turn
    Troops (9 slots):
    3 drilled archers
    3 archers
    3 light infantry

    St. Collin Monastery size 5
    Seeking isolation for his studies, St. Colin created the small abbey in a small valley, with a narrow road connecting it to lake Bern. The monastery grew and now it has a small village attached to it, to mind for the monk's worldly matters and liberate them for their contemplation.
    Income: 10/turn
    Troops (10 slots):
    10 light infantry
    Last edited by madtemplar0; 17-06-2012 at 05:55.
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  6. #6
    Major Spitfire5793's Avatar
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    The Dawnlands

    House of Dufay
    Lords of Morning

    House of Dufay Description
    Lord David Dufay [39 years old]
    The Dawnlands are ruled by 39 year old Lord David Dufay. Lord David is not the most charismatic leader The Dawnlands have ever had. Lord Dufay is a quiet man who has a great financial mind. He would far rather study the regions finances than attend diplomatic meetings. However, he feels quite passionate about trade and money, becoming quite vocal if he feels they are under threat.

    Lady Katheryn Dufay [35 years old]
    Lady Katheryn is the wife of David and the daughter of a Summervale noble. Katheryn has short light brown hair and has a slender body. It's well known that she also enjoys the wine made from Dawnland grapes. Although she does not drink the wine for the taste.

    Anne Dufay [16 years old]
    Anne Dufay is the second child and first daughter of David and Katheryn Dufay. Anne has flaming red hear and dark green eyes. Unlike her parents, Anne is wild and a free spirit. Rash, bold and outspoken, she does not hold back her tongue and will happily tell you her true views on any matter.

    Noel Dufay [17 years old]
    Noel is the first child and heir of Dawnlands. He has short black hair, brown eyes and a slightly crooked nose. From a young age, Noel was fascinated by the power of the sea as well as the numerous ships which docked in Fraosa harbour. When he turned 16, Noel proclaimed his desire to serve in the Navy. David and Katheryn undoubtably opposed this, however they quickly realised they could not suppress his will. Ever since he has serving aboard The Morning Rose. He has demonstrated great leadership and initiative during his time aboard. It is rumoured that Noel is a womaniser, enjoying the "services" of woman when in foreign ports. Lord David hopes to find him a wife to bring him away from the sea and to stop his womaniser ways.

    Thomas Dufay [3 months old]
    Thomas has only recently been born and currently weights 13 pounds. He has a small patch of brown hair and bright blue eyes.

    William Dufay [Deceased]
    Young William died of the plague at the age of 6. He enjoyed music and eating.

    Maria Dufay [8 years old]
    Maria is the third child and second daughter of Lord David and Lady Katheryn. Maria has long brown hair, dark green eyes and is small for her age. Maria is very much like her father. She is shy, quiet and enjoys reading. She is known to stay in her room for days just reading books. As a result of her immense amount of reading, she is intelligent and brighter than the rest of her siblings.

    Dawnlands Description
    Dawnland is a naval trade orientated region, with its hundreds of trade ships being found in many of the world’s ports and harbours. Its Navy is one of the finest in Neumark, lower in quality, but larger than that of Vestasklands. The majority of the navy’s time is spent protecting the numerous trade routes, which economically, Dawnlands relies on. The Dawnland military is a small but effective force, well trained but highly reliant on the natural mountainous defences of the region.

    The Dawnlands are resource baron. The region mainly comprises of mountains and hills, which have, as of yet, yielded no valuable resource. Forests are rare and few, with the vast majority being cut down for the construction of ships. The mighty Dawn Yew, once the most sought after wood for shipbuilders across the land is running perilously low. The regions only farmland is based around the Yaora River, its tributaries and around some coastal areas. The hot climate allows for the production of Grapes as well as many fruits and grains. The Dawnlands have roads; however they are poorly maintained and rarely used. This is mainly because of the mountainous routes and the preference to use ships to travel. It is however trade where the Dawnlands enters into class of their own. Their highly skilled and cunning merchants trade in practically every good, being the main force responsible for trade between Neumark and the lands across the sea.

    Special Bonus
    +1 to Warship defence. 3 ships into 2 slots. 2 ships are always occupied by protecting trade.

    Fraosa: Level 5 Town
    The capital of Dawnlands, Fraosa, lays at the most easterly point of Neumark, where the sun’s rays first touch every morning. It is said that no sight is more beautiful than watching the sun come up from Fraosa harbour. The cities strategic position makes it a hub of trade, where the massive Dawnlands trade fleet congregates, exchanging goods and gold. Fraosa has large sea defences as well as a wall covering the rear of the city.
    Income: 18/turn
    Troops (5 slots):
    3 Warships
    1 Archer
    1 Drilled Infantry

    Bretel: Level 2 Town
    Dawnlands second largest settlement, Bretel, is on the island of Thorel. Bretel is known for its fishing fleet as well as being the region’s main shipbuilders. The islands main source of income is through fishing, trading and shipbuilding.
    Income: 6/turn
    Troops (2 slots):
    3 Warships

    Shellport: Level 1 Castle
    Shellport is were the Dawnlands army is stationed. Shellport consists of a small stone castle with a dock. The dock is primarily used for the movement and rapid transportation of Dawnland troops.
    Income: 1/turn
    Troops (3 slots):
    3 Heavy Infantry

    Caradas: Level 2 Castle
    The last settlement worth mentioning is Caradas, a small town based at the mouth of the river Yaora. Home to the Dawnlands military fleet, Caradas has a large port. The port is also used for the tradeing of goods from the upstream settlements.
    Income: 3/turn
    Troops (6 slot):
    9 ships

    Remaining settlements:
    The remaining villages, hamlets and trading stations are very small in size and are generally scattered around the River Yaora and on the coast.
    Last edited by Spitfire5793; 19-06-2012 at 20:31.
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  7. #7
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    Prosperity Through Trade

    House Valten Description:

    Karl, Grand Prince: 57 years old. He is currently a widower. He possesses little royal blood, and neither did his father, the first Grand Prince of Aubeville, Marcus. The Valtens had always been powerful rulers of Aubeville, holding the title of Lord High Mayor of the city, but it was not until King Roland's father fell into heavy debt during his war with Gallus that they achieved their current title. Heavily in debt as he was, the King had no choice to accept the offer made by House Valten; that they would pay off all his debt with their mighty mercantile wealth, in return for him elevating them to the status of Grand Prince of Aubeville, a hereditary title that made them equal or higher to all save the King.

    Lord Friedrich ,Heir Apparent &Master of the Guard: 35 years old and currently unmarried. Friedrich is loyal to only two things, family and money, though fortunately the former tends to take precedence. Since an early age he has attempted to cultivate the image of chivalrous knight, however, he is much more suited to being a merchant, in both demeanor and physique.

    Lady Aliet, eldest daughter: 40 years old. Aliet is married to the current head of the Varson merchant house. She has recently withdrawn from public life following the death of her mother Lady Catherine last year.

    Lady Adele, middle daughter: 37 years old. Adele is married to one of the leaders of the Thrun-und-Fairbach merchant house. Adele's marriage has been stormy one, with her husband often being gone on trips to his native Osthiem.

    Lady Charlotte, youngest daughter: 25 years old. Charlotte is married to the son of the head of a local trade house with dealings across the realm, House Varthenion. A rarity in this period, was a marriage of love and has thus been a happy one, though it has also raised the prestige of house Varthenion and will likely lead its activities being absorbed by House Valten.


    On the back of its new status and prestige, House Valten made sure that Aubeville's already bustling trade boomed, with its harbours and markets multiplying in size time and time again over the recent decades. Aubeville is now the richest city in the Empire, and from its high walls the banners of House Valten fly proud.

    Aubeville is protected by a 2 sets of walls, one at the edge of the city, the other around the edge of the rich quarter, running the top of the first set of cliffs on the plateau. Aubeville is also protected by the Castle of the King and the Tower of Aubeville, which both provide tough last defences for any would be attacker. The defence of Aubeville is the task of the city militia, who are equipped with high quality arms and armour. They favour the use of Halberds and Crossbows, and whilst they do not train regularly, their high quality equipment, paid for by the vast coffers of House Valten, makes them some of the most formidable troops around. As House Valten well knows, it pays to be protected in the merchant business, and even more so when you are at the top of the chain.

    Special Bonus:

    +1 for drilled infantry, 3 ships in 2 slots, no Heavy Cavalry


    Aubeville: 10
    The City of Aubeville: level 7 town
    Income: 21/turn
    Troops (seven slots):
    3 drilled infantry
    2 archers
    3 ships

    The Grand Cathedral of Aubeville: level 2 church
    Income: 4/turn
    Troops (four slots):
    2 heavy infantry
    2 archers

    The Tower of Aubeville: level 1 castle
    Income: 1/turn
    Troops (three slots):
    1 light cavalry
    1 heavy infantry
    1 archer

    Aubeville is the capital and richest city in the realm. Aubeville is protected by a 2 sets of walls, one at the edge of the city, the other around the edge of the rich quarter, running the top of the first set of cliffs on the plateau. Aubeville is also protected by the Castle of the King and the Tower of Aubeville, which both provide tough last defences for any would be attacker. The defence of Aubeville is the task of the city militia, who are equipped with high quality arms and armour. They favour the use of Halberds and Crossbows, and whilst they do not train regularly, their high quality equipment, paid for by the vast coffers of House Valten, makes them some of the most formidable troops around. As House Valten well knows, it pays to be protected in the merchant business, and even more so when you are at the top of the chain.
    Last edited by KeldoniaSkylar; 17-06-2012 at 21:42.
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  8. #8
    Better than Royalty (ABB) DoomBunny's Avatar
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    Off Portsmouth
    The Dale and Barrowlands

    House Heldorn of the Dale

    Count Girion Heldorn of the Dale
    He is 34, and has been ruling since the mysterious drowning of his father when he was 17. He is liked by his vassals, loyal to his liege and has been successful in protecting The Dale from outside aggression. He is however, considered a weak ruler by some, who believe that his lack of ambition and failure to take revenge on the Highlanders for their raids is a sign of a lack of strength, indecision and cowardice.

    Harron Heldorn
    His first son, a tall, well built, red haired lad, 16 years of age. He enjoys riding and is an accomplished swordsman. He enjoys duels and tournaments, and will always accept a challenge to combat, even if it should mean his doom. He is liked by many of his father's vassals.

    Terlic Heldorn
    His second son, shorter than his brother, and of lighter build. He does not share his brothers like of battle or confrontation, instead preferring to busy himself with court politics or help managing the monetary matters of the Count. Much like his father, he is considered weak by some.

    Rosylin Heldon
    His only daughter. She is skilled in needlework and in the musical arts, and enjoys both. She is unmarried, and her father is looking for a suitable husband.

    Marie Heldorn
    His deceased wife. Died of the plague not 2 years past.

    Sir Lothar Heldorn the Brave
    Girion's uncle and right hand man. He is a brave knight, and serves Girion well, helping him lead his forces and leading the army when the Count is otherwise occupied.

    The Dale

    The Dale, a region of low hills, quite streams and small forests. Mists are frequent in the Dale, and the region is famed for the sudden white outs that can occur, throwing many travellers off course. The Dale folk are a hardy and short people, and many make their living fishing or herding sheep. The Dale is full of ancient barrows, in which reside the remains of great warriors and kings. Because of this, The Dale is said by many to be cursed, who also say that the sudden mists are creations of dark sorcery.

    As foolish as this is, it is rare to find an unfortified town in The Dale, and whilst stone fortifications are non existent save the in the province capital of Mistwater on Bern lake, almost every village or town has some form of earthen rampart topped with a palisade.

    The people of the Dale are not warriors by trade, but they have an understanding of how to fight. Frequent raids from Highlanders, Bandits and other terrors require a reaction, and as such the people of The Dale usually own some form of weapon. The most common weapons used by the Dalefolk are spears, which they use in combination with a shield, usually round, and the short bow (They are incapable of using larger bows due to their short stature, 5ft being the average, with 5 and a half feet being amongst the largest). Armour is almost non existent in the Dalefolk, most wearing simple everyday clothes, with the luckier members of the army wearing a padded jack.

    The Knights of the Dale ride on small, hardy horses, that are neither fast, nor particularly strong. What they do boast however, is an uncanny sense of direction and the sure footedness of a mountain goat. The Knights of the Dale are usually quite poor, and mail is the most common form of armour, with most knights wearing a basic Hauberk, mail hood and helm. Most of the Knights carry a sword or axe, a shield and a short lance.


    A stone keep next to a small palisaded town, Mistwater is the seat of Count Girion and is the largest settlement in the Dale.

    A small fishing village near the northernmost end of the coast. Wooden keep, palisade and small village.

    A small village situated in the interior of The Dale.

    Rest to come later
    Last edited by DoomBunny; 17-06-2012 at 14:34.

  9. #9
    General Nodscouterr's Avatar
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    The Fenlands

    House Carr
    Lords of Still Waters

    Emblem: A Green Red-Eyed snake wrapped around a tree branch

    House Carr Members:
    Lord Osen
    Lord Osen Carr of the Fenlands, Lords of Still Waters and son of Lord Ralln, raised a rebellion against the King of Neumark 19 years ago. He failed to gain any allies, and within 2 years of guerilla warfare, was captured and the war ended. He was stripped of his titles, which was awarded to his son, who was 15 at the time. Lord Osen is still incarcerated in the Royal Prison.

    Ser Rein
    Ser Rein Carr is a Knight of the Dawnlands, and son of Lord Ralln, who left the Castle of Cluchdunn when he was 20 years old, to become a Knight of the realm. He has served the Lord of the Dawnlands ever since, and even fought his brother Osen during the rebellion. He married a Dawnlandish noblewoman and adopted the Church, shunning the Old Faith of the rest of the house.

    Lady Tinsa
    Lady Tinsa Carr is a noblewoman of House Carr, youngest of the three children of Lord Ralln. She was married off to a vassal of Vestaskland when she was 21, but the plague recently claimed her husbands life and she has since returned to Cluchdunn and her family.

    Lord Damen
    Lord Damen Carr is the current Lord of the Fenlands, and son of Lord Osen. When Lord Osen lost his titles, Damen rose to power at the age 15. Since then, he has ruled the land with an iron fist, and his wrath is almost legendary among the people. He is not a cruel man, however, but he knows that the Fenlands is a hard are to control, and he does his best to do so.

    Lady Alrina Hann
    Lady Alrina Hann is the wife of Lord Damen and the daughter of a Fenlandish vassal. When she was 19, she married Damen Carr to solidify the relations between her father and her new husband. The plague has recently infected her, and she seems not long for this world unless a miracle happens.

    Lady Selara
    Lady Selara Carr is the sister of Lord Damen, and is currently married to a minor vassal of Norwald. She has not seen her family in many years, but she have several sons and daughters of her own.

    Toran Carr is the cousin of Lord Damen and son of Ser Rein. Since he was old enough to wield a sword, he has wished to become a knight. However, while fighting against the wildlings of the North alongside several Norwaldian knights, to prove his worth as a knight, his hand was cut off when one of the knights of Norwald mistook him for a wildling in the heat of a battle. His life was spared, but his ambitions to become a knight has been crushed. When he later learned that the Knight that cut off his hand was actually one of Lady Selara's sons, he refused to ever speak with the main Carr branch of the family again, and some say he conspires to murder them. Some have taken to calling him ''Ser One-hand'', which has only deepened his rage.

    Damen's Children
    Siril Carr is the eldest daughter and also eldest child of Lady Alrina and Lord Damen. She is a very devout girl, and spends much time with the Priests in the temples.
    Rakt Carr is the eldest son of Lady Alrina and Lord Damen and current heir to the Fenlands. He shares the rebellious nature of his grandfather, and wishes to see the Fenlands independent from Neumark, and to achieve this, he has begun studying tactics as well as combat at an early age.
    Tarll Carr is the second son of Lady Alrina and Lord Damen. A young man, but still very much softspoken. He has the markings of a great diplomat, even at such a young age, and is often seen talking to foreign dignitaries and the like, even when the rest of the House looks down upon such intruders.
    Alsa Carr is the youngest child and second daughter of Lady Alrina and Lord Damen. The girl is very shy, and seems to be quite unremarkable.

    House Carr Description:
    House Carr have ruled the Fenlands since many hundreds of years past. They began as the Chiefs of the North of the Fenlands, but soon expanded across the Fenlands and have ruled it with an iron hand since then. When the ''Conquerors from the sea'', as the Fenlandians call them, came, House Carr bent their knee to avoid their destruction. Despite being one of the earliest ones to swear loyalty to the Kings of Neumark, they have been one of the most independent Houses, and the Fenlands are rarely visited by any outsider, and are mostly left to their own devices. They even keep the old Gods, instead of submitting to the new Faith. Because of this, House Carr were almost forgotten, until the rebellion of Lord Osen. Now they are seen as a vile and treacherous House, not to mention weak. Their power have been eroded more and more, but Lord Damen now sees fit to change that. As the deadly plague passes, and the Proxy calls for the Lords of the Realm to select a regent, Lord Damen journeys to the capital with his retinue, his goals unknown to all but himself...

    The Fenlands Description:
    The Fenlands are a region of swamps, bogs, and marshlands. Here the great Glaubourne flows slowly through the flat lands on its way from the mountains to the sea. The Crownway skirts the edge of the Fenlands on Harralds Causeway. There are few reliable roads into the Fenlands proper, and the interior itself is accessible only by boat. The Fenlands have frustrated would-be conquerors since time immemorial. The waters breed irritating flies, as well as snakes of many kinds and dire turtles that can be as big as a man.
    The people of the Fenlands are mainly First Men. The Old Faith is still quite strong here, and many Fenlanders believe very strongly in magic, curses and witchcraft. Fenlanders tend to live in small farmsteads. Fish and wetland plants provide important food sources. The lower classes are poor but also enjoy a great degree of freedom. The High Church has a strong presence in most of the larger villages, and the Tolan Monks have several monastic communities scattered through the area. These monasteries are known for producing philosophers and ascetics, and for beautifully illuminated manuscripts.
    In wartime, Fenlanders are infamous for their use of poison, and for avoiding open battle in favor of ambushes and raids. Heavy armor is rare, being both too expensive and impractical. Horses are in short supply. To those who value chivalry, Fenlanders are held in contempt as a ragged band of cowardly sneaks. In their own terrain, Fenlanders can be virtually undefeatable, but on open, solid ground their light infantry based armies are at a serious disadvantage.
    The population are much like the Fenlands themselves, strong and hostile to any outsiders. Hard work and hard men are required to survive here, and weak babes are often left to die in the swamps. As such, outsiders, traders or other visitors, are often treated like the weaklings they are.

    Special Bonus: +100% for all units in their own territory, +1 light infantry rolls elsewhere

    Cluchdun: Level 5 Castle
    The seat of House Carr is Cluchdun. An old, but strong, fortress, Cluchdun is seated on a bend in the River Abanmal, which was dammed to form a broad lake. By land it is accessible only via a narrow, winding pathway ending in a retractable bridge. Most traffic comes to and from Cluchdun via shallow-bottomed boats. Two water gates are secured by iron portcullis. Inside the walls buildings are linked via wooden walkways, with buildings being constructed either on stone piers or wooden stilts, as the Castle is built entirely in the water. Like much of the Fenlands, Cluchdun is prone to fogs from autumn through spring, especially at dawn and dusk.
    Income: 5/turn
    Troops (15 slots):
    10 Units of Light Infantry
    5 Units of Archers
    5 Units of Heavy Infantry

    Borgard: Level 1 Town
    Income: 3/turn
    Troops (1 slot):
    1 Unit of Warships

    Illansall: Level 3 Town
    A bustling town on the banks of the Glaubourne, Illansall is the main trading center linking the interior of the Fenlands to the rest of the world. Though the original town was clustered on an island thick with willow trees, the trees are mostly gone (except for one spectacular old willow in the town square) and the town has sprawled across wooden bridges to either side of the river. Dry by Fenland standards, the area still floods annually, and stinging insects can be a problem.
    Income: 9/turn
    Troops (3 slots):
    2 Units of Drilled Infantry
    1 Unit of Archers

    St. Tola: Level 1 Monastery
    The mother monastery of the Tolan monks, St Tola was a monk who escaped marauding Ostmen in the Heroic age, bringing priceless tomes and relics with him. He quickly attracted followers and students. St Tola and his successors earned a reputation for scholarship, both in spiritual and practical matters. St Tola himself is credited with codifying the local traditions of herbal medicine, copying them on numerous reedpaper scrolls. Tolan sacred texts are prized for their beautiful illuminations, made possible by inks derived from local plants and animals. Despite its prominence, the monestary itself remains a modest collection of daub and wattle buildings on an artificial island (known locally as a crannog). By design, it can only be reached by shallow-bottom
    Income: 2/turn
    Troops (2 slots):
    2 Units of Light Cavalry
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    Last edited by Nodscouterr; 19-06-2012 at 20:35.
    Current Characters:
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    Previous Characters:
    Enrico Lucio Leone in ThunderHawk3's Power to the People. Pages 6-155
    Nicola Isidoro Leone in ThunderHawk3's Power to the People. Pages 157-227
    Argent Grancour in ThunderHawk3's All For the Empire Pages 1-18
    Maximiliaan Willem de Haan in ThunderHawk3's Edge of Europe. Pages 470-724
    Commander Decima Domitia Nerva in baboushreturns' Fallout Realism: Vault 191. Pages 1->

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