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BlackBishop

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Jun 13, 2012
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Agorath and the Crown of Asger
#Agorath
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"Eyes cast to the future are shrouded in a blinding mist. I cannot see a Norseland free of the constant threat of Darkness, a land cast from the chains of a doom unending. What will our victory bring to my countrymen, my kin? Will we grow fat and lazy, counting coins over deeds of valour? Will we shy from the tests a worthy foe brings, rather setting hoe to ground and axe to rock? What will Norseland become when content, and what manner of man will lead?"
~ Asger the Darksbane, King of Norseland


Welcome to Agorath and the Crown of Asger, an Agorath mini-game of sorts predating the events of the Maegi Prophecy. Tapscott and Iisbroke are my partners in crime on this endeavour and will be sharing GMing duties with yours truly. Our aim here is to create an exciting game telling the untold story of Norseland before falling under the empire's influence. I recommend reading the OP of the original Agorath game for more details on the background and lore of the world, found here.

It is important to recognize that Agorath is a world of many creators. While I laid down the broad strokes that encompassed the world, it is the players that filled it with rich lore, histories and culture that make Agorath special, and gives us all a stake in this world. New players should feel free to mold their own subculture, and make their corner of Agorath their own.

The Story so Far
We enter a world that should be in a state of peace and prosperity after an ages long war has finally ended. The Dark One, the mad god who has terrorized the world since time immemorial, has been banished from the world thanks to the hero Eccleser and his ultimate sacrifice. To defeat the forces of Darkness, Eccleser unified the free kingdoms of Agorath, forming a mighty army to repel the wrath of the fallen god. For the first time, a unified force of Elves, Man and Dwarf organized a resistance and claimed a final victory over Darkness by using their collective knowledge to craft a mighty spell that excised the unholy terror from the world, though at great cost. Magic, the power of the Gods usurped by mortals was cast from the world, and Eccleser perished casting the final spell.

It is now a century and a half later. The heirs of Eccleser have formed the Golden Empire to act as a stalwart defense against the Dark One's re-emergence. The Goth, Saxon and Azeratii petty kingdoms merged into the heartland of the empire, and under the dominion of the Emperor. The dwarven high king of Highathar has sworn fealty to the sons of Eccleser, now known as the Eccleson dynasty. The elven king of Galadriel too swore oaths of fealty. Only the Sultanate of Hroniden and the kingdom of Norseland remain free of the Empire's growing influence. Proponents of the Golden Empire argue that a unified empire emboldens the power of Light and ensures the safety of the free peoples from Darkness, whereas the detractors fear the potential for corruption and loss of sovereignty.

Historically Norseland has long been ruled by several warring petty kingdoms, or jarldoms, only ever briefly unified under a single king. Rather then rule by blood, chiefs and jarls determined to be most worthy by their clan are chosen to lead.

The last bastions of powerful Dwarven and Elven kingdoms of old still exist within the realm of Norseland. Mirrorwater, a long contested region between Elves and Nords is ruled by Elves, claiming secession from Galadriel after the Elven kingdom joined the Empire. Breaking away from Galadriel however, has had grave consequences for the struggling petty kingdom. The previous ruling dynasty, targeted by assassins pushing for Mirrorwater's secession. A string of murders and riots have resulted in the exile of the ruling therain (duke). As the bloodshed subsided, two elven masters emerged as leading contenders for the abandoned crown. Time will tell if violence shall return.

The Dwarven kingdom of Stonefall has long cut ties with Highthar and holds the Norseland region of South Shield. The petty kingdom is a remnant of times long gone when the Dwarves ruled from their mountainhomes, across the Galadriel forests and into Norseland. Stonefall is a stable region encompassing the South Shield of Norseland with strong ties to the Underkingdoms of Highathar.

Meanwhile peace has shifted the mindset of the Norse and the Old Way of valour through war and raids is no longer paramount throughout the realm. A New Way of prosperity through peace and profit from trade has begun to fuel a new class of Norsman.

Yet there are Nords still who do not subscribe to such ideologies, rather keeping to the shadows in the realm of subterfuge and intrigue. The Way of the Crow is one whispered aspect of Nord life that some rulers follow, keen to advance their own ambitions, neither through peace or trade but sheer cunning and guile.

To the south, the imperial duchy of Wallachia reels from the aftermath of a brutal rebellion. Duke Voviode, wary of the growing power of neighbouring Three Rivers, set about to forge a claim. Concerned that the growing duchy will replace Wallachia as Norseland's chief trade partner, as it lays in a more direct route to the Golden City, the imperial capital, Voviode tricked his vassals with the forged claim and declared war on Three Rivers. When the emperor intervened, Voviode declared Wallachia a Goth kingdom re-forged, and rebelled against the empire. Most of his vassals abandoned him and his dynasty was deposed after a two year conflict.

Keen to leave the matter of the ducal crown in the hands of the Wallachians, the emperor has entrusted them to resolve the succession internally before he leads the Golden Army back south. Three counts of Wallachia now pine for the crown.

In Norseland Elves, Dwarves Norse of the Old, New and Ways of the Crow now compete for a coveted prize...

King Asger "The Darksbane" was the last king to unify all of Norseland. Leading his people alongside the banners of Eccleser, Asger led a campaign against the forces of Darkness. After playing a key role in the liberation of Yurdeast, a Dwarven Underkingdom, The Dwarves forged for the nord king a helm adorned with enchanted gems and runes. The magical helm is enchanted with powerful Light magic, yet it was not enough to spare Asegar from his fate.

At the final battle against the Dark One, Asger was slain by the evil god. The helm was recovered and carried back to Norsegard, henceforth known as Asger's Crown. Entrusted into the care of the Barrowmen, holy monks of the All-Father, the crown was determined to be lain upon the head of the next hero who could claim the strength and will to unify Norseland.


How to Play
Players begin the game as a ruler of single territory within Norseland. It is up to you to realize your ambitions in this time of political strife and shifting ideologies. The majority of players will play as Norse rulers, with limited slots as Dwarves and Elves. Though outnumbered, Elves and Dwarves may call on allies in their respective homeland for support, so don't think them pushovers. Before we delve too deep in the mechanics of the game, here's a look at the stats...
Income: Pretty much self explanatory. Successful orders can result in up to a 30% increase in your income, failure in a 10% decrease.

Expenses: Failed orders, cost of raised armies, and costly events will show up here to burden your treasury.

Treasury: The balance of your seasonal income is stored here. Successful orders geared at giving your economy a shot in the arm could yield an increase in 300% of your income. A failed order will result in a decrease of 100% of your income.

Supply: The overall population capacity of your fief. This figure will determine the size of your levy. A successful order will increase this figure by 10%, failure, raids, or a siege will decrease it by 5-10%.

Levy: Being a warrior culture, Nords may raise up to 25% of their supply, while others can only raise 5%. To even the odds, elves, dwarves and imperials can request aid from their respective homelands.

Players may submit one administrative/economic order, one war order, and one plot order if your character has a stealth trait (more on traits later.) The success of your orders is determined by the throw of the dice. War orders will have an attributed casualty roll associated with it, with an extra roll for the losing side, but will get more into that later. A successful admin/economic order may increase your population, grant an increase to your fief's income or a boon to your treasury depending on the order. Failure will result in a shrinking population or treasury or an added expense. Players may forge alliances with other players as they like, but any economic treaties and the like constitute an economic/admin order.

War Orders are used to seize territory from other players, raid for resources, or simply a hostile attempt to kill off a rival player character. Players stand to lose up to 50% of their committed forces, while the losers of a battle could potentially lose up to 100%, though it would be a rare occurrence.

Battles are handled in the following way... Armies are split into three opposing flanks. Each flank throws a combat roll, plus any bonuses throws they may have. The side with the highest throw wins the battle, and sends the opposing flank into route, the victor goes on to the next stage of the battle. Surviving flanks throw their rolls once again until one side emerges victorious. A casualty roll is then applied to both sides. Up to 50% for the victor, and up to 100% for the loser.

A siege is slightly different, and depending on the conflict, may follow a battle. Instead of a battle against two opposing armies, it is now one army against a player's stronghold. The defender is no longer having losses inflicted on his raised levies, but upon his/her population. A successful siege yields a 10% loss in the defender's supply. Each jarldom will have three strongholds, one for each ruler.. Once an attacker takes all three, the defending jarl is then rendered landless, and the territory transfers to the control of the attacker.

Landless characters do not earn an income, nor carry expenses, but rather have a treasury and set amount of followers. Player's can choose to be a landless player if they wish, travelling the kingdom as a banner of soldiers or mercenaries, or a hall of warriors lending their swords to a worthy cause, or any variation of your choosing.

Sign Ups
Players may choose to be several different types of characters.

Norsman.
The majority within Norseland, known for their prowess in battle, though a ideological shift is beginning to make some pursue wealth and trade as opposed to war. Still some adhere to the Way of the Crow, stalking the shadows and using subterfuge and intrigue to accomplish their goals. Players wishing to be a norse lord may use the following template...


(IMG)
[Chief, Jarl] John Doe
Norsman
Follower of the [Old, New, Crow] Way
Bio​


Dwarf
A minority in Norseland, with their stronghold in the South Shield. They rule their own independent petty kingdom, a last bastion of far reaching power from when Highathar was a great power in the world. Dwarf players may use the following template...


(IMG)
[Chief, King] John Doe
Dwarf
Specialty in [Combat, Trade, Stealth]
Bio


Elf
A minority in Norsland, the Elves of the kingdom of Mirrorwater have seceded from Galadriel, wishing to remain autonomous from the Golden Empire. Mirrorwater is considered by Norse to be dejure part of Norseland, while Elves would argue the contrary. Elven players may use the following template...


[Master, King] John Doe
Elf
Specialty in [Combat, Trade, Stealth]
Bio


Landless
Landless players may oversee a warrior's hall, travel the kingdom as a company of mercenaries, or another variation you may have in mind. They do not earn a seasonal income, nor wield influence over an entire population, but have a set amount of followers. They may also be any of the races of Agorath. Landless players may use the following template...


John Doe
[Race]
Specialty in [Combat, Trade, Stealth]
Bio


IRC
Players are welcome to take part in the OOC discussion on Coldfront IRC. Click the link here, select a nickname, type /join #Agorath, and you're in. Please be courteous to your fellow players while in the channel.


This is the untold chapter in Norseland's history, and the fate of the kingdom is in your hands. Will you resist the empire? Will you reforge the kingdom under the Asegar's Crown? Will you take it by sheer cunning or strength of arms? Subjugate the land under the will of the Elves or Dwarves? Time will tell.​
 
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Norseland, and Greater Agorath
Stats

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Norseland in the autumn of 151 Age of Empire
Light Blue - Petty Kingdom of Mirrorwater (No Vacancies)
Yellow - Petty Kingdom of Stonefall (1 Vacancy as minor vassal)
Brown - Northshield (No Vacancies)
Tan - Jarldom of The Pale (1 Vacancy as minor vassal)
Red - Petty Kingdom of Stronghelm (2 Vacancies as minor vassals)
Maroon - Jarldom of Valegard (2 Vacancies as Jarl and minor vassal)
Blue - Jarldom of Moonvale (1 Vacancy as minor vassal)
Orange - Jarldom of Barrowlands (1 Vacancy as minor vassal)

Landless characters always welcome!


Agorath
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Norse Tundra
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Beyond the Vale
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Wallachia

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Ecclestius
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Galadriel
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Highathar
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Hroniden
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The Holy Land
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The Haunted Forest
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The Black Isle
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The Halls, Guilds, and Craftsmen of Agorath

In Norseland, a warrior is not the only respected trade, though albeit the most honoured. Shipwrights, carpenters, stonecutters and more erect halls across the land to promote their craft and to better represent the interests of their leadership and workers. Also known as Guilds in greater Agorath, the skills of these labourers are well sought by those of affluent means. Though their trade does not come cheap, the benefits are widely agreed to be worth the cost.


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Warship
25 gold
(Max of 5 for landless)
A Shipwright is perhaps the most celebrated tradesman in all of Norseland aside from a warrior. A master shipwright tends to sit in high honours within a Chief's hall, often given room and board and a stipend as incentive to keep his craft. In the time of King Asger, the heroes master shipwright was given a place high among the king's chief council, not only responsible for building Asger's ships, but also leading his navy. Norseland boasts a proud history of naval superiority, and the time honoured craft of the shipwrights, and their great skills is often attributed to this success even over the finest of sea captains.



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Castle
2000 gold
(+5% supply, Added line of defense)
(Max of 1 per fief)
In the lands of Agorath, the castle stands as the ultimate fortification and the backbone of any kingdom's defenses. The arduous task of building such a longstanding structure requires the work of multiple halls and a vast amount of resources. It can take years of building and gathering the materials needed before a castle can finally be completed, but when it is, it stands as the pinnacle of defense, offering the lord the land an added line of defense. (Only landed may build a castle.)


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Caravan/Trade Cog
30 gold
(5% increase in income.)
(Max of 10)
Trading throughout the realms of Agorath is a costly and risky endeavour, all manner of beasts and brigands seek to harm the hapless trader and leave him robbed or eaten. Beasts of burden, a wealth of goods, and guards are needed to ensure security and prosperity. The roads and waterways are frought with danger, but with perseverance, cautions, and a little luck, it is well worth the steady income gained. (Only landless may purchase a caravan/cog)


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Hall/Barony
200 gold
(Adds 500 supply, along with income.)
(Max of 1)
Perhaps the goal of all the unlanded of Agorath is to one day hold a parcel of land they may call their own. With enough resources, and stipends placed in the appropriate hands, along with the permission of the respective lord, the dream of the unlanded may come true. Along with a hall and barony also comes a populace that tend to gravitate to the newly staked land looking for protection in exchange for tithes and labour. (Unlanded.)


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Farm
100 gold
(adds 100 supply for up to 400 supply.)

Enduring the trials of farming in the northern climes of Norseland is no easy task, yet the rewards are worthwhile. Though inconsistent as the weather, the bounties received promise a steady source of cheap food though many hands are required to till the unforgiving agor and labour throughout the growing season. (Unlanded)
 
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Player Index

The Lords of Norseland
Jcucc is the Jarl of Barrowland, Ulf Erovran
Simcull is the Jarl of North Shield, Hauk Gunnarsson Brusastad
Dadarian is the Jarl of Moon Vale, Sami Dravsson
Aedan is the Jarl of Stronghelm, Thorsun Laranak
Arrowfiend is the Jarl of Ulfland, Hrólfr Østergärd
Groogy is the Jarl of the Pale, Kjalarr af Blek
Blackbishop is the Chief of the Barrow Downs, Hagen Ralfson
Baboush is the Jarl of Valegard, Rodrik af Valegard
Firehound is the Jarl of Svengard, Anö Janossen

Latin Kaiser is the Chief of Knustad, Ragnar Langobard


Wanderers, Mercenaries, and Adventurers
Oxfordroyale is the Hronidian Thief, Shalan Almasi
Noco is the Imperial Noble, Vivius Fopulus Bucco
Deag is the Dwarf Noble, Deabrok Blacktooth
Iisbroke is the Wilder Weapon-Thane, Byrhtnoth Ælfwlþ
Bisquix is the Dwarf Assassin, Ghormengst
Zex is the Drow Warlord, Zen Hundran
Jeeshadow is the Imperial Envoy to Mirrorwater, Jirtarian Krestarii

Mikkel Glahder is the Norse Mercenary Captain, Azmodan the Unflinching
Pluto is the Elven Warrior, Syndra of Coamenel
Endo is the Thaanosian Adventurer, Hendrik ''Hawkeye'' Ængål
Titan is the Imperial writer/trader
Tobias of Satiaus



The Dwarf Lords
Ironhide is the King of Stonefall, Kistair Orfalin XI

Iisbroke is the High King of Highathar, Deabrok Velek


The Elf Lords
Terraferma is the Master of Shille, Tassarion Neldor
Gorgan is the Master of Osilon, Elunir AradHeldir
Alexander is the Master of Rhulerya, Nehary Lyasiaria

BlackBishop is the King of Galadriel, Garick Ithelian


The Imperial Lords
Tapscott is the Imperial Governor of Wallachia, Gaius Maximus
Sneaky is the Duke of Wallachia, Eduard Dumitrana
Jako is the Count of Basrab, Marcin Corvinus
Blackbishop is the Emperor of the Golden Empire, Alexander Eccleson I


The Deceased
Jeeshadow's Altarian Krestarii, Count of Visula. Died dueling Eduard Dumitrana for the ducal crown of Wallachia
BlackBishop's Daan Rabson, Chief of the Barrowdown. Died at the Battle of Sylvari Hill, fighting the forces of Tassarion Neldor.

Oxfordroyale's Aerzen Mallorith, died from a bloody mutiny.
Simcull's
Hauk Gunnarsson Brusastad is murdered campaigning in Mirrorwater.
CeaserCzech's,
Gorkan Hawkson is murdered before the Battle of Flowers.
Gorgan's
Elunir AradHeldir is killed in combat against the forces of Jarl Ulf Erovran in the Battle of Flowers.
Baboush's
Rodrik af Valegard, killed in single combat against King Garrick the Solemn, at the Liberation of Rhulerya
Simcull's
Jarl Bjorn died in a dragon attack marching through the Barrow Downs.
 
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Aerzen Mallorith

Age: 103
Race: Drow
Specialty: Combat

Bio: Since the day he was born amidst the harsh gray dunes of the Ashland Wastes over a century ago, Aerzen was reviled and shunned by all – even his own kind. Although his appearance did not indicate such, all Drow who knew of him were aware of a deeply shameful and detestable fact: that Aerzen’s father was not Drow, but instead a human Nord who had seen fit to lay with a Drow woman. Furthermore, the union of the two had been anything but consensual. Not only was he a half-breed, a disgrace of both a human and a Drow, Aerzen was also a child born of rape and thus cursed in the eyes of the world. As a youth he was detested and viciously discriminated against, earning nothing from anyone save scorn and violence. Perhaps the only one who could have offered him love and shown him kindness, his mother, had passed away in childbirth. As he aged the hostility towards him only mounted. Eventually it was decided that Aerzen was unfit to remain in Drow society, and so he was abandoned by his people to die in the wilderness – in their eyes, the stain of his existence was left for greater powers to wipe clean. As he endured this harsh exile Aerzen grew sullen and spiteful. His sadness and longing for acceptance was slowly drained away, replaced instead by a burning fire of rage and a bitter yearning for vengeance. In times of great hardship, when death seemed near, these emotions kept him going. As he reached adulthood he vowed to one day exact revenge on all who had wronged him - not just the Drow, but humans as well, for they too would rather kill him than accept him.

As the decades passed, Aerzen deeply immersed himself in the art of combat, as well as bloodshed and destruction. For years he roamed the Wilds, killing all who crossed his path and burning entire settlements to the ground. Scores of men, women, and children fell to his sword, butchered like cattle. To this day, dark legends of Aerzen's killings are told in hushed voices - he is the "Black Wraith", a being capable of great fighting skill and even greater evil. When his anger was roused Aerzen was an unstoppable monster, a demon made terrifyingly real – when he was more level-headed, he was cold, calculating, and sadistic. As he moved east into Hroniden many a poor victim fell prey to a new method of torture he wished to employ. There, too, he gained infamy and near-mythological status; his exploits attributed to a demonic "Dark Wanderer". Within fifty years all good within him had been utterly purged. Aerzen Mallorith had become a twisted husk of hate, a mass murderer on a hideous scale, and all who dared crossed him were sure to meet a grisly end. In time, he had even begun to see his actions as holy, and himself as a servant of the Dark One. What other explanation could there be for his continued survival, for the lack of punishment for his "crimes". He celebrated his 100th birthday by returning to the Wastes, hunting down his former tribe and murdering every last one of them as sacrifices to both the Dark One and his own vengeance. And yet, it quickly became apparent to Aerzen that his urge to kill and thirst for revenge, his desire to appease his dark god, would never be satisfied. His attention soon shifted to the east, to the realm known as “Norseland”. It was from there, he remembered, that his father’s people hailed. The father whose lust for a woman from another race had cursed him forever and turned him into the monster he was.


Norseland would face the wrath of Aerzen. It, too, would bleed. It, too, would burn.
 
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Krak Dryeye

Age: 83
Race: Dwarf
Specialty: Stealth
Biography:

Hailing from the ancient Krak lineage, a lesser noble house, but one made proud by generations of loyal, albeit quiet, service to the High Kings, Krak Dryeye is a Dwarf of studious nature. Born to the offshot of the primary Krak Dwarves, and thus not in line to gain the responsibilities that would result from inheritance, Dryeye has been content to simply use what wealth his family is afforded to further his education.

His very name comes from what was at first a tease from his siblings, the joke being that if Dryeye read any more, his eyes would dry into dust. But Dryeye took it as a mark of his devotion to all matters of scholarship, in learning the histories of the world, in uncovering the secrets that lie uncovered, and in hoarding what he believed to be the most precious treasure - knowledge.

But texts can only get you so far, and at the age of 83, one tires of simple reading. Thus, when the youthful Deabrok Blacktooth set about to Strike the Earth, Dryeye quickly joined his expedition. The Krak family approved, seeing this as continuing the legacy of service to the Deabrok line, which was more than was ever expected from Dryeye, while Dryeye got his chance to learn in the field.
 
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King Tassarion Neldor
Coin Master Extraordinaire

Age: 78
Race: Elf
Specialty: Trade
Bio:​
Hailing from the city of Tolis, this is where Tassarion’s power base lies for it is the beating heart for the province of Shille. The family name has won significant, though gradual prestige over the last several years through lucrative contracts, bribery and in some isolated cases use of force. As many ruling families do the house claims lineage to An’falen Shadowleaf specifically, a great warrior who served with distinction during the Age of Heroes. An’falen was both a skilled swordsmen and adept at stealth proving detractors and would be hecklers that although he fought within the shadows, he had the courage to stand in the light. He earned the nickname “Blade Master” during the Battle of Blood Gulch and Firestar Incursion. Rare murmurs state that while House Neldor does indeed trace lineage, it does so from an age old union as a minor branch. Since then they have vastly been strengthened, however, strictly speaking they can very well be a spin-off of the main bloodline.

A shrewd businessman he advocates autonomy but with continued relations especially on trade with Galadriel. His father, Ru’Vaen, was a well-known merchant and blacksmith crafting wonderfully designed armor that while border lining whimsical it was highly sought after due to its attributes. It was called “Light Trace” armor that was extraordinary light weight though very durable, able to withstand many blows before breaking. The material for which this armor was crafted from was known as Blue Bark that is only found in forests and only the most ancient of trees contain modest quantities of it. Tassarion’s father upon his death passed on his own personally made armor, “Maker’s Grace”, beginning the tradition of giving the family heirloom from one generation to the next. Neither talented nor a novice with the sword, Tassarion uses his knowledge and experience accumulated over the years to stay ahead of his economic competitors. Whether or not he can be as apt for the political arena remains to be seen.
 
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King Kistair Orfalin XI "Stonehelm" of Stonefall(South Shield)- notice: Kistair's helmet does not have horns

Age: 75

Specialty: trade

History:
The King of Stonefall, a direct line from the youngest of the seven fathers, named Kistair. Kistair was the first to leave the original halls of the Dwarves and strike out for his own. He found a large mountain, and named it after himself, building the second oldest Dwarf kingdom existing. The Halls of Mount Kistair grew, and eventually the kingdom spread out, covering most of the Norse Peninsula. In the height of its power, it built the great city of Stonefall, which the kingdom was named after. After this, the Norsemen, tiring of rule, started to rebel. Eventually they succeed, keeping the Drawves under their control. But after the death of many good Dwarves and the last full king of Norseland during the great strife, the line reemerged and reformed the Kingdom of Stonefall, albeit smaller, only reaching throughout the province of South Shield. The Kings have continued to rule in these tough times.

Bio:
The current King, Orfalin XI, is presiding in these tough times. From the ancient throne of Kistair, he rules over a kingdom in this time of dire need. He does not wish to expand his domain, only to improve it and make sure his race has a place to thrive autonomously, for all Dwarves who choose not too live under the Golden Empire. He is very defensive, and looks to make sure that he and his people will survive these troubled times. Still, he rules justly and fairly, and has established an effective trading system, mining ore, metals and resources from the ground to trade with the people of Norseland. His people long remember the great crown forged for the last great King of Norseland, and some strive for it, but while Orfalin sits on his throne, the ancient helm of Kistair will shine brightly, and his hammer will gleam while Stonefall lives.

More:

Here is the Dwarven lore, all credit too Deaghaidh( It's fantastic.)

A dwarfs life cycle is 2/3rd a humans in terms of speed. A pregnancy takes 12 months. At 7 they start their version of primary school, at 14 their apprenticeship. At 21 the have the equivalent of a bar mitzvah. A dwarf of 90 is like a man of 60, they can still be hale and strong but are very much past their physical prime. The oldest dwarves can live, outside of mythological figures like the 7 fathers and 7 mothers, is around 150.

Dwarven society and economy are dominated by guilds. The only professions not restricted to a guild are War, Music, and Scholarship (which includes History, Law, and Runelore), which everyone is expected to know some of but only the aristocracy pursue full time. Mastery of one of those trades is the likeliest way to become a noble.

All dwarves are descended from the Seven Fathers and Seven Mothers. Each of these dwelt in Highathar, the original and greatest Mountainhome. But Deabrok the Elder King alienated each father in time, and they all left to Strike the Earth and found their own kingdoms. Thus all Dwarves are of Royal blood, which is why they are so particular about their pride and dignity, and why there are no peasant dwarves per se.

Dwarven magic is different than elven or human magic. It is mostly about imbuing objects or places with power than casting spells. The ultimate expression of this is the shaping of Golems, a craft still in it's first flowering at the moment. Dwarves are generally less effected by illusions or will-influencing magic.

The dwarven language is bastardized Polish. Dwarves often speak mannish languages, and will adopt names in them for use with outsiders. Dwarven names put family name first, then their personal name, usually some kind of compound word to represent their past or personality. I.e. Deagrin Wrothiron

The 'ranks' of dwarven rulers are Master (rules a single hold) Underking (has vassal Masters) and High King (commands homage from the Underkings). Vassals are usually highly autonomous and the authority of the High King waxes and wanes based on the amount of respect he commands. There is only ever one High King, of the House of Deabrok, who rules from Highathar, the Holiest of Mountains.

Dwarven society is essentially patriarchal. It is not misogynistic, as Dwarves treasure their wives, mothers, sisters, daughters etc. But because a Dwarf's natural instinct is to hide away his treasures and surround them with a fortress and deadly traps, and even then to keep a watchful eye on them, Dwarven women often live very cloistered lives. The more secure a dwarven family feels, the less pronounced this is. In the stout, well protected delvings of Highathar, where non dwarves are not permitted beyond the first layer of defenses, there is practically no restraint. Dwarven craftsmen living among human towns or cities will scarcely allow their daughters to see daylight, and have been known to take "How is your daughter?" as an implied threat.

Orfalin is an Underking. He remains in close friendship with the High King in Highathar. Along with magic, the Helm and Hammer of Kistair, ancient and very powerful weapons made by Kistair himself, are imbued with strong light magic.

Vassals:
Hamel is in the north of South Shield, stretching throughout the Hamel Forest(where the town of Hamel is located) and north of the western Plain. The Hamels are a long ancient line of the original Norsemen. After Kistair came and built his kingdom, it was the Hamels that first came and allied with him, joining his Kingdom. They went away from their kin in the North primarily because of their more peace loving nature, being content with just trading and surviving. The current Hamel watching over is no differentthan hispredecessors, and his family's loyalty will likely never stray from the Dwarves side.

Rill: The people of the south of Stonefall, streching across the north bank of the Elfwash River. These are a hardy people long accustomed to invasions, being the literal South Shield of Norseland. More like true Norseman than their Northern countrymen, these people are not fond of Elves, but will tolerate them if not attacking. They are quite numerous, and many towns and villages populate the southern border of Stonefall. They are loyal to the king, and are given rewards for their vigilance in protecting the kingdom. While they are numerous, most do not wish to fight except to protect themselves. A wartime stationary force is kept in the large town of Rill, located in the Rill Hills on the south of western plain.

Gad: not a vassal, but a city owned directly by the crown and run by humans. Dwarves have never liked sailing. They like the trade that comes with boats, but not sailing on seas. They like firm ground better. When a major port started growing on the Shivering Sea for Dwarven goods, the Dwarves did not enjoy sailing. However, an ancient Norseman, Chief Harold, came sailing to attack the Dwarves. A noble from the province of Hamel, named Gad, had a boat he used to trade with others. He was a great sailor, and had a crew of trusty men. When he heard word of this invasion, he took his one boat to attack the fleet of 5 longboats. To Harold's surprise, Gad outmaneuvered all his ships and sent each one to the bottom of the sea. Soon enough Harold himself slipped beneath the waves, and with him his army. Gad was proclaimed a hero, and put in charge of Port Gad, to take care of all of Stonefall's nautical needs for the Dwarves. However unlike Hamel and Rill, the House of Gad does not have the same autonomy as the two.

Important people in Stonefall:
Dwarves:

Prince Orfalin XII
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Age: 27
The youthful son of Orfalin XI, he is much like his father in a many ways. He still has many years of development before he is ready to rule.


Master Glin of Stonefall
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Age: 67
The commander of Orfalin's armies and the King's brother, Glin is a hardy warrior, and also runs the city of Stonefall. He knows and loves his brother, and is happy to have a high position in the kingdom. He does not seek the crown.

Humans and Vassals:
Vassal 1: Chief Hamel XXVI of the province of Hamel

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Age:16
The 16 year old son of a chief who died to early, Hamel rules the ancient allies of the Dwarves, the people of Hamel. While one of not many winters, he nonetheless is wise beyond his years. He is quiet, but strong type. Knowing how much the Dwarves and his tribe have worked through the years, he is fiercely loyal to Stonefall and should have a good many years of good rule. Married to Lady Cecila of Gad.
Vassal 2: Chief Goodwinson III of the province of Rill
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Age: 34
A hardy warrior, this loyal chief of Rill is no different than his predecessors. These hardy people have long been the literal south shield of Norseland, and are no strangers to combat. With no reason to rebel, as they depend on the Dwarves, and the Dwarves depend on them. He is deeply concerned about his brother and his mysterious absence, as well as the war south of the border.
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Dorian "The Hunter" of the province of Rill
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Age: 29
The current chief, Goodwinson, has a brother lived amoung a group of Elvish rangers, getting along with Elves and falling in love with the forests of Mirrorwater. Earning the title "Elf Friend", he grew close to the Elves of the Shille. When he heard of the Norse attack on Mirror water and the betrayal of the other Elves, he disappeared and has not reappeared since.
He was captured by forces of Rhuleyra during a rescue attempt of House Neldor
Lady Cecilia of the House of Gad
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Age:17
((While not an official vassal of the empire, she nonetheless is the ruler of Port Gad.)) An important part of the kingdom, she oversees all the seafaring affairs of Stonefall, as well as being in charge of Port Gad, as her family has been since they were appointed by the Dwarves long ago. Her father died when she was 9. A regent ruled in her place, but was very power hungry and corrupt. However, she trained herself and when she was 13 slew the regent and took control. She is a naturally brilliant, gifted manager and a skilled warrior, as well as loyal to Orfalin, who has supported her during her rule. She is married to Chief Hamel XXVI.
 
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(tfw when image is way to big)
Name: Master Elunir AradHeldir
Age: 45
Specialty: Battle
Bio:
Elunir is the son of Cirdan, the founder of Clan AradHeldir, originally descended from the Southern, Elvenhiem clan of Lavellan, when Galadriel swore fealty to the golden empire, leading Clan Lavellan into fealty as well, he summoned many of the elves who were unhappy with this decision and lead them into the secessionist state of Mirror-water. Now Clan AradHeldir holds a position of Master within Mirrorwater and still holds true to the traditions of their Southern brethren.

Elunir has earned the title of Master after the death of his father 10 years ago. He has never been an ambitious person preferring to tend to his own clan. A skilled warrior he was one of the leading warriors of the Emerald Knights before his ascension to Master, and still knows his way with a blade and bow. Following in the Proverb of his father, "Fierce as the Bear, Sly as the Wolf, Shrewd as the Hawk"

His Capital is Osilon, and is famed for its beautiful white marble and the methods of construction that meld both architecture and nature into every aspect of the city life, in the same fashion as the great City of Halam'Shiral to the south


died from an arrow to the eye at the battle of Flowers

Family and Prominent Clan Members:
High Elder Sorralan:
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The oldest member of the AradHeldir clan, Sorralan is aged over 170 years, one of the few if not only elves left to have been alive at the time of the war with the Dark one. Once a proud warrior, now he resides in the Council Chambers, where a group of assistants tirelessly fulfill his every need. Viewed as the wisest elf in the clan many head his advice and greatly respect his commands. Despite this he is physically frail and blind, with many expecting Sorralan has few more years to remain.

Sir Variel
Age: 42
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Elunir's brother and a member of the Vaunted Emerald Knights, Variel is a skilled fighter and tactician if a little arrogant. Some view him as a socially awkward character, yet none doubt the strength of his fighting arm. Indeed he is often away from the cities on some form of quest or other journey.

Athras AradHeldir
Age: 17
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skill: battle
Elunir's son, he was undergoing training in the Emerald Knights at the outbreak of the war and as such avoided most of the fighting. Oft a light spirited and humorous character, after his fathers death, he quickly grew sterner and less carefree, with many worrying for the young master. He seeks to bring Osilon on a new path to greatness, and is not shy to use any means to achieve that goal.

Iselwyn AradHeldir
Age: 22
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Elunir's Daughter, she has a sharp mind and an even sharper tongue, completing her apprenticeship as a scholar when she was 20. she spends most of her time in the courts of either the clan or other elven cities which she is known to travel to. It is not unheard of for her to appear at the courts of Dwarves or even Norse throughout the land. Recently her father has become concerned over reports she has had a string of lovers, and seeks to find an appropriate companion for her, to bring her off her path of decadence.[/quote][/quote]
 
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Name: Deabrok Blacktooth
Landless Dwarf Noble
Age: 36
Race: Dwarf
Specialty: Combat

Bio:
Even for a dwarf of high birth, Blacktooth is notoriously stubborn. He earned his name as a child. When wrestling with his elder brother, he was thrown and one of his front teeth cracked in half. He denied being hurt, continuing to eat rock nuts in sweet pod syrup. He refused to admit to being in any pain, even as his cracked tooth died and turned black. Eventually, tired of looking at his disgusting rotten tooth stump, his mother snuck into his room and held him down so his sister could pull it. He complained that they were worrying over nothing, and that he quite liked his black tooth. So his father, admiring his toughness, gave him a fake tooth made of Obsidian (the most prestigious of stones) for his ninth birthday.
Being the second son of the nephew of the High King, he grew up with fine education and comfort and a high opinion of his worth. He always worked very hard, even when he did not enjoy the subject and had no talent at it, such as playing the Orc-pipe, because he hated to admit to failure.

As he would have to split his fathers cash endowment with his brothers after his passing, and since his father had been obliged to do the same, Blacktooth always knew he would have to find a way to support himself. Any number of respectable means were at hand. Young dwarves in his situation typically served as Sworn Shields to a related ruler, or took up employment in the administration of their holdings, or pursued a career as a scholar. Those more inclined to idleness might opt instead for pursuing a wife of a wealthy family, whose portion of her father's estate would support their children.

But Blacktooth, though a skilled warrior, competent bookkeeper and proficient in the Law, and a respectable match for any heiress, had one great flaw. He chafed at subordination. He never carried out a command from his elders and teachers without first wrangling with them, suggesting a better course of action, or even outright quarrelling. In fairness it should be said his ideas often we're better. But no King wants to argue with his guardsman, nor does he want to employ an overseer who will disregard his orders. No master jurist wants a willful pupil. And while he could certainly charm a lady and her family, anyone can see that no matter what wealth his wife may have, an unemployed Blacktooth would be an infuriating husband, forever second guessing his wife's choices.

For dwarves like Blacktooth, there is really only one option. They must go forth and Strike the Earth. This is what Dwarves call the act of founding a new hold. A dwarf leads a band of boon companions, journeymen of their respective guilds, finds a promising spot, and sets to carving out his own domain. Be it ever so small, he is now a Master, owing homage of course to the High King and usually to an Underking who supports his effort.

Blacktooth has come to Nordland in hopes of doing just this. The North is known to have many mountains and hills, any one of which might abound in riches. And while a trial to his peers, Blacktooth is gracious and just to those of humbler station, and has friend's and admirers in the craft guilds of the Holiest of Mountains. He need only decide where to site his new hall, and what to name it. He has confidence that once begun, he will be joined by ambitious, adventurous dwarves from the Mountainhomes, and that no matter what the challenges might be, he shall reign Under the Mountain somewhere.

The Boon Companions of Deabrok Blacktooth in his search for a new homeland:

Krak Dryeye: Scholar and advisor
Urist Lightburden: Sworn Shield to Blacktooth, a son of a humble plump helmet farmer in Highathar, renowned for his strength and mastery of the warhammer.

Hagan Hammerfoot and Hagan Sourbeard: Brothers, frustrated journeymen masons. They have the skill to pass their examination as Masters, but have been foiled by guild politics.

Mahalim Fairbrew: Third son of Grandmaster Mahalim Greatbrew, elected to lead the Brewers guild of Highathar thrice. Newly qualified Master himself, he is tired of constantly being compared to his father.

Sankrim Stormbeard: Journeyman Miner. Famously prone to mood swings, joined the expedition to escape his equally unstable wife and their three shrieking children. He misses them terribly and plans to send for them when it's safe.

Traditional restrictions on labor (which requires that mining be done by members of the miners guild only, for example) do not apply to a dwarf hold until local chapters of those guilds are organized, usually in the seventh year of a fortress's existence. While Dryeye and Lightburden are the only 'professional' fighters among them, all dwarves recieve basic instruction in arms as children (even girls are taught how to load and fire a crossbow at need) and men have militia training twice a month. Theyou bring with them their own tools, clothing, weapons and armor, along with a large stock of ale, barrels of food, and spawn for underground farming in a cart pulled by an Obsidian Golem, a gift from Blacktooth's aunt.
 
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Jarl Ulf Erovran "The Burning" of Barrowland
Norsman
Follower of the Old Way
Bio​
Ulf was born to a poor in a poor mountain village on the edge of Ulfland, near the River Istrad. The son of Berg, a smith, he grew up learning his father’s trade. Tall by nature, and strong from years of hammering metal, Ulf was consider a leader among his peers and a paragon of the old way. Seeing the boy’s natural strength and speed, a customer of Berg’s offered to teach Ulf how to fight in lieu of payment. Ulf convinced his father to accept, and took to the instructions eagerly. He disliked the axes of his fellows, instead wielding a sword called “Biter” that he forged himself.

As he progressed into adulthood, Ulf grew more skilled, soon supplanting his teacher and becoming the most dangerous warrior in his village. But, his arrogance and ambition grew even faster than his skill, and after a series of confrontations he became embroiled in a blood feud with the village chief and his family. As Ulf readied his weapons to do settle his score with the chief in the old way, in battle, he heard footsteps outside his family’s house and then smelled smoke. Ulf and his father fought through the growing flames to reach their front door. Berg pulled the door opened and was greeted with an arrow to the throat. The old man fell black, vomiting blood, and more arrows flew through the gap. Ulf looked outside as his mother tended to his father. He saw the chief’s son, holding a bow, surrounded by well-armed friends, a smug smile on his face. There were too many for Ulf to fight alone, and the flames turned scorching. He was forced to flee out the back of the house, into the river. He begged his mother to come with him, but she refused to leave his father’s side. Alone, he plunged into the cold river, home and family burning behind him.

The river carried him West, deep into the Barrowlands, where he was found by a party of the Jarl’s soldiers. Their commander saw Biter, still clutched tight in his hand, and offered him a position in the force. He accepted, and after a few years rose through the ranks enough to have a force of one hundred men underneath him. Unlike other northern warriors, he rejected the Berzerker lifestyle, instead imposing on his men, and himself, strict discipline. The men were terrified him, as he became known for killing those who failed or displeased him, but they worshipped him as well, for there was no more determined commander or brutal warrior in the land. He never forgot the trauma he had suffered, his face forever scarred by flames. His mind, however, became fascinated by fire. He used it tactically against his enemies, as a punishment to maintain order among his troops, and even used special oil to light his own sword aflame in battles. His most loyal men also respected the power of fire, ritually burning their own features to appear uniform, earning them the moniker “Burned Men”. Ulf gained a reputation as a fearsome but effective leader, and was chosen by the Jarl to become the leader of the old man’s army.

He came to Barrowtown with his “Burned”, and a few hundred more who respected his strength of arm and will, eager to accept the favor. He served as chief general to the Barrow Jarl for years and years, crushing the man’s enemies with such brutality that it was him, not the Jarl, the chiefs came to fear. Ulf also expanded his burned men, incorporating four hundred more over the next dozen years. As the Jarl turned old and feeble, Ulf saw his chance. He launched a coup, claiming the Jarl was a Darkness-worshipping heretic and executing the man and his supporters. The chiefs met and unanimously affirmed him as their new Jarl. Ulf took the name Erovran after his ascension.

A few years later, he has finally finished solidifying his rule. Dissent has been crushed, all men under his personal command have converted to Burned Men, some voluntarily, and now he sits in his throne and looks outwards towards his neighbors and their lands, ripe for the taking.
 
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Hauk Gunnarsson Brusastad, Jarl of The Pale
Norsman
Age: 21

Follower of the New Way
Bio:
Hauk Gunnarsson was born into the small and relatively obscure Brusastad clan, located in North Shield. The Brusastads were small and obscure that is, until Hauk's father, Gunnar, began a political campaign that would ultimately land his son upon the Jarl's Seat. Gunnar had accepted the Way of the Crow, and utilized it to its fullest extent. Assassinations, bribes, and other shady ventures landed the Brusastads as the second most influential clan in North Shield, behind the Jarl's. Hauk, however, was always the maverick of the Brusastad Clan. While Gunnar trained Hauk's two older brothers, Magnus and Thorstein, to (successfully) become sly, fiendishly clever political animals, Hauk was resistant to his Father's attempts to make him conform to the Way of the Crow. Instead of trickery, Hauk took to talking things out, and by the age of 12 was remarkably eloquent for his age. While Hauk was a passive lad who always liked to take the diplomatic way out, he certainly was not a coward or afraid of discovery. He would constantly explore the forests and hills to read the inscriptions of the old runestones, telling of many time periods long forgotten, even some back to the time of The Darksbane. The constant climbing and running made Hauk decently athletic, improved by his brothers, who hated his nonconformity and would convince local peasant children to fight Hauk. As Hauk grew older, he began to develop a love for mead and an eye for women. While certainly not a drunkard or womanizer, it has, and could, cause trouble for him. Meanwhile, Gunnar, Magnus, and Thorstein's plotting and scheming for a coup against the current Jarl, infuriated the local nobility, and a civil war broke out. A then nineteen-year-old Hauk quickly stole a horse and made it to Anti-Gunnar holdings. Hauk quickly became the poster child of the anti-Gunnar, despite his protests. Not many stood with Gunnar and Hauk's now-estranged brothers, and after constant military and political movement for almost a year, the forces converged. Hauk had never hated his father and brothers, only held disdain for them. So when the commander of the Anti-Gunnar turned Pro-Hauk forces reported that "Gunnar, Magnus, and Thorstein were cut down like pigs when we broke their soldiers' shield wall", Hauk fell into a state of melancholy. For nearly a year, Hauk retired to his chamber, only coming out for food and water. He stayed like this for 7 months, when he finally emerged, seemingly back to normal. A year later, with the elderly Jarl dead, the local nobility decided that Hauk should become the new Jarl, a title he begrudgingly accepted. Now, at 21 years old, Hauk still carries a carefree, humorous, and youthful attitude that any man his age would possess, yet he has been tempered by tragedy and, when the need be, can fall into a stoic, intensely serious state. Could the young Jarl Hauk be the one to change the Norseland, and even the world, forever?
 
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Clan Dravsson

"They are born of either two minds. The mind of the of a Bull or the mind of a Raccoon. Those that do not know this are bound to face the reprecussions."

Elder Olaf Dravsson 96 A.E.

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Elder Geofrik "the Elder" Dravsson

Age: 65
Race: Nord
Specialty: Way of the Crow

Bio: The oldest living member of clan Dravsson, Geofrik is the Elder of the Clan. A respected man who led the Jarldom of Moonvale for 30 years, he retired soon after his older brother, Joke, died during a raid on foreign shores. Giving the Jarldom to his brother's eldest son Sami, Geofrik the Elder proceeded to take on his duties of teaching the young the proper way of life.

A known Raccoon, his steady, wily hand was enough to earn the respect of the other clans within the Jarldom. However his term as Jarl was not without fault, as he was absent from active politics for long stretches of time, letting his elder brother do all the running work. Sticking to the confines of the Hold as often as possible, Geofrik the Elder's library is known throughout the land as the most comprehensive on the finer points of Nord life. To which he will tell you what is proper with or without your expressed desire.


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Jarl Sami Dravsson

Age: 32
Race: Nord
Specialty: Way of the New

Bio: The newest breed of Dravsson, Sami does not have the same seething rage or inverted preferences as his cousins. Dedicated to improving the lot of Moonvale, Sami is interested in all aspects of life, and is a little too interested in the collection of coin for the comfort of the average Nord. Be that as it may (and disregarding his embarrassingly large knowledge and skill gap in the martial arts due to being treated as a librarian by his uncle Geofrik) he is a somewhat competent ruler, and has utilised his knowledge in the horticultural sphere of life to earn praise from the growing farmer class.

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Warden Calof Dravsson

Age: 30
Race: Nord
Specialty: Way of the Old

Bio: A seeming carbon-copy of his uncle Joke, Calof is an angry man. A true Dravsson Bull, he is alternatively kind and cruel as the winds deem fit. Callous to a high regard, his jealousy with the placement of his slightly older cousin over himself was only tempered by his appointment as the Warden of Moonvale. To which he has abused this position thoroughly, exacting larger and harsher punishments for increasingly minute offenses against the Jarl. On the brink of instability, only his odd glimpses of truehearted kindness (mostly to his cousin Sami) and the protection afforded by his father and cousin have protected by being lynched by the other nobles of Moonvale.

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Lake Speaker Geofirk "the Younger" Dravsson

Age: 28
Race: Nord
Specialty: Way of the Crow

Bio: A strange and soft man, Geofrik the Younger would be easily declared a saint had he not been born into Nord life. His connection to the animals of the world are unfounded in nature, and the Old Believers whisper in hushed tones of how he is touched by the Gods. Furthermore, his intelligence is the greatest within the family, and may indeed be the smartest man within all of Nordom. However this blessing comes with a steep price.

He does contain a single violent bone in his body, and is an avowed pacifist. Violence can be experienced only when driven past what any man should tolerate, as learned by his brother Calof. As well, he is inept with people, and remains either stashed away in his father's library or in the forest. The family, knowing Geofrik the Younger would not survive any standard position within Nord life, had him appointed as Lake Speaker. The position of which is ancient in origin, concerning the protection of the laker and it's animal inhabitants.


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Keeper of the Coffers Dan Dravsson

Age: 26
Race: Nord
Specialty: Way of the New

Bio: The only other man in the family to not be burdened by the Bull or the Raccoon, Dan Dravsson is a gregarious and charming man. Were it not for his excellent skills in the accumulation and investment of money, he would soon have been cast adrift by the family to live the life of an alcoholic playboy. However the family had great need for him, and as such he was appointed as Keeper of the Coffers.

His appointment to the position was derided by the noble families until his ability to find money where none could be found before led to paying off debts held by the Jarldom to some very dangerous lenders, earning the respect of the average noble. Though often overlooked for his more outrageous brothers, his competence places him above many others in the field of commerce and economics.


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Berserker Seamead Dravsson

Age: 23
Race: Nord
Specialty: Way of the Old

Bio: The youngest of the brothers, he is by far the most susceptible to the blood-curdling rage of the Bull. Of fiery hair and temper, his rage could seemingly be unleashed at any moment. Born of a spoiled childhood, it is ironic that the most innocent in the family is also the most alarmingly dangerous. An active shieldbiter and taught in the ancient ways of Bloodlust, Seamead has devoted his life to destruction.

The family has used this to its advantage, and placed him in command of the shieldbiters, the Berserker of Moonvale. Once known to have bitten the tongue out a screaming opponent, Seamead is the man that the clan faces towards the enemy and lets go. The hope is that he does not go too far off the rails, and his spoiled temper does not assist in containing his large ego.


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Joke "the Boy" Dravsson

Age: 15
Race: Nord
Specialty: Way of the ... "Shut up boy, no one cares"

Bio: The bastard child of Joke the Elder, the Boy is an unwanted and unneeded addition to the clan. However the benevolence of Geofrik the Elder meant that the Boy was legitimised shortly before Joke the Elder's death during a raid. Protected by only his uncle, Joke is domineered by the rest of the family. Though this sounds bad (and to be honest, is bad), it has gotten to the point where the domineering is more out of habit than malice.

The Boy hasn't been given the time or ability to think for himself yet, and tends to follow the way of whoever is browbeating him at the moment. In the near future, it will be seen if he grows stronger from this, or breaks down as a man entirely.
 
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Byrhtnoth Ælfwlþ (bĭrkht`nōth aelf'wlth)
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LANDLESS
Specialty: Combat
Biography: Byrhtnoth of the family/tribe, for both words are interchangeable in Wilder culture, of Ælfwlþ is a wanderer. Many of the Wilders are wanderers these days. The rebellion of King Bledyyn the Brave, or Bledyyn the Vile as his rivals called him, three generations ago left much of the land in turmoil. Wilderana, what was the frontier of the Empire before the northern half rebelled under Bleddyn Tudonii, is now in turmoil again as more and more waves of migratory peoples invade it. The strife and lack of resources the native Wilders and myriad of Westríceu, Westernlings, forced many of said native Wilder to move. Byrhtnoth's tirbe though had to flee from their home territory, adjacent to the capital of the Wilders, Gúðrinc-Healde.

There were little options some went North into the dammed Haunted Forest were they tried to eek out a living amongst the hostile offspring of the Dark One. Some fled South only to find the Westríceu invading there as well, or be killed by the sand men, Hronidens. Many, such as the Ælfwlþ, fled East. Here they fought against either the Dwarves who viewed them quite rightly as trespassers, or tried to push out or coexist with the mountain men. Word was the Tudonii still loyal to the Empire were having a particularly bad war with a mountain man clan known as the Helvita. Still the Ælfwlþ family continued their march and settled in a central fjord of the Ordivante pass.

Byrhtnoth though still had a desire to travel. He had spent most of his life as any wilder learning to fight along with some other craft, it was mandatory. He was most proficient at using the sword and board, and his peace time craft was actually leather working. Naturally he had other skills but those were the ones he was apprenticed in the most. Byrhtnoth's wanderlust brought him further East into the land of the Corráchwalð, forest elves. While looked on with immense suspicion by the elves Byrhtnoth looks more forward to meeting the Noren, Nords. It is said their warrior culture is on par with that of the rowdy Wilders. If this is true than Byrhtnoth shall have his taste for glory and adventure sated.

1)Wilder Religion Lore
2)Culture Lore
3)Tudonii Generational Timeline Lore
4)Wilder Solo
5)Race Relations Lore
6)Another Day Solo
7)Fights and Royals Joint with Alexander23
8)Sange of þý Gúðrinc Cyning Lore
9)A New Friend with benefits Joint with Gorganslayer
10)Spear Practice Joint with Gorganslayer
11)Fatalistic Poetry Lore
12)Before a Battle Joint with Terraferma
13)Solemn and Wild Joint with BlackBishop
14)Pfft...Women Joint with Gorganslayer
15)Two Minds, Two Worlds, Two Souls Joint with Plutonium95
16)Pre-Raid Banter Solo
17)Lamentations Joint with Gorganslayer
18)Talk Amongst Allies Joint with Plutonium95
19)A Night Unremembered Solo
20)Waking Up Joint with Plutonium95
21)Of Man and Mouse Joint with Tapscott
22)Earn thy Crown Joint with Alexander23
23)Crossroads Solo
24)Well the was Easy Joint with Gorganslayer
1)A Chance Encounter by Gorganslayer
2)A Rose by Any Other Name by Gorganslayer
3)In Search of a Queen by Plutonium95
4)A Battle Plan by Gorganslayer
5)Wounds, Old and New by Plutonium95
6)Cleansing Spirits and Needless Fears by Plutonium95
7)How to Mend Broken Fences by Gorganslayer
8)Guests of Eyjafjoll by BlackBishop
9)The Lonely Path by Gorganslayer
10)Simple Admissions by Plutonium95
 
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Altarian Krestarii-Voviode, Rightful Duke of Wallachia, and Count of Visula


Age: 27


Race: Imperial (South and Goth mix)


Specialty: Combat​

Bio: The son of a marriage alliance consisting of the brother of the Duke of Wallachia, and his second wife, the daughter of the ruler of the Krestarii family, rulers of Azeratii and de facto leaders of southern lands in the heartland of the Empire, Altarian ended up getting raised both in Azeratii, and in Wallachia. His half-brother, son of their father’s first marriage, was raised in Wallachia and was granted the County of Visula when its ruling line collapsed. Altarian on the other hand was raised to be a good little Imperial citizen. From early one he was set on the path of combat, receiving the best schooling in the areas of war and leadership. When he came of age a commission was easily secured for him in the Golden Army. He would serve with distinction, earning the loyalty of his men, and developing an aptitude as a strong tactician. Yet, he was far from perfect. He has had several high profile affairs with noble women. Just a year ago, during the midst of the Wallachian Rebellion, Altarian was released from service in the Golden Army. He stayed in Azeratii where he wrote to his family and lords in Wallachia that he had good relations with in an attempt to persuade them to negotiate a peaceful settlement with the Empire. Sadly before his efforts took fruit the Duke fell and the war torn Duchy was subjecated. Altarian’s half-brother quickly moved to claim the Duchy but was murdered before long. Altarian called in many of his favors and assembled an army near Azeratii. He managed to gain support from troops given to him by his Krestarii family members, along with many of the men Altarian had commanded during his time in the Golden Army. With his new army and fleet, he has set sail to Wallachia and has claimed both the County his half-brother had once ruled, and Altarian enjoyed broad support among the nobles, and pressed his claim for the entire Duchy. He quickly eliminated a small army a local lord that challenged him had mustered, and has secured control over his County. He now looks to deal with the rival claimants. Altarian is rumored to have a mistress named Vivesia Tolvode, the daughter of a Wallachian noble, and believed to be Altarian’s main advisor on matters of Wallachia, diplomacy, and finance.
 
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Governor Gaius Maximus
Imperial
Skilled in Trade
Age: 42
Bio:

Born in the greatest city of the Golden Empire, the Golden City itself, Gaius Maximus is a purebred Imperial Southerner. Trained in the art of war by the prestigious, but now deceased, Imperial General Audius Gloriati, Gaius went on to distinguish himself in several conflicts throughout the Empire earning him the attention of the Emperor himself.

With the defeat of the rebel Goth leader, Duke Voviode, a role in which Gaius Maximus took part, the Imperial general was awarded the title of Governor of Wallachia, and was tasked with ensuring that Imperial interests were represented in Wallachia through whatever means he saw fit.


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Berras Tacitus
Imperial/Norse
Age: 57
Bio:

The only son of an Imperial soldier and the daughter of a minor Norse nobleman, Berras was born and raised in the Jarldom of Stronghelm on the lands his father had acquired with his military wage. Sent to the Golden City for education, Berras displayed talent in not just warfare, but leadership. Slated for a military career at a young age Berras has fought across the entirety of the Empire, and occasionally in realms outside when instructed.

As he reached his fiftieth birthday Berras began to take on a less active role in the military as he took on the position of arms trainer. He spent several years training the next generation of Imperial soldiers before he was called back into service during the Wallachian Revolt. Working with the then General, Gaius Maximus, Berras played a crucial role in overseeing the defeat of Duke Voviode.

Now he has been placed in the direct service of the newly made Governor Gaius Maximus, and has been ordered not just to train the troops in the Governor’s service in proper Imperial warfare, but also to travel abroad, raising support for the Empire.


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Secundus Maximus
Imperial
Age: 15
Bio:

Youngest child and son of the Governor Gaius Maximus, Secundus has always been a disappointment to his father. Lacking the strength of will of his sire, and the cold tactical mindset of his siblings, the soft-hearted boy has often been berated by his family for being little more than a disgrace.

With the ascension of his father to the position of Governor of Wallachia, Secundus has been placed under the wing of Berras Tacitus by the order of his father, and was told that either he must return to his father and his family as a man, or be banished from their sight.


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Keksimus Maximus
Imperial
Age: 24
Bio:

Eldest son, and recently named heir, of the Governor of Three Rivers, Gaius Maximus, Keksimus has come up from the Golden City to oversee his future domains. The man has already become infamous for his arrogance, opulence, and just general assholesque behaviour.


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List of IC
Gaius Maximus in Three Rivers - Starring Gaius Maximus
The Imperial Cult - Information by Flavius Deccanti
Departure - Starring Berras Tacitus and Secundus Maximus
Training - Starring Berras Tacitus and Secundus Maximus
Tavern Talk - Starring Berras Tacitus and Secundus Maximus
Welcome to Mirrorwater - Starring Berras Tacitus and Secundus Maximus
On the Road Again - Starring Berras Tacitus and Secundus Maximus
The First Born Arrives - Starring Gaius Maximus and Keksimus Maximus
Death Amongst the Snow - Starring Berras Tacitus and Secundus Maximus
Survival - Starring Berras Tacitus and Secundus Maximus
The Hunt Begins - Starring Secundus Maximus and Valencia Pacesdottir
The Hunt - Starring Secundus Maximus and Valencia Pacesdottir
I Shouldn't Be Alive - Starring Berras Tacitus and Secundus Maximus
Asger's Crown - Starring Berras Tacitus and Obasi Maegi​
 
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Duke Voviode.
((LOL when I said that word in the GM discussion I meant Voviode as a title because its old Slavic for warlord. Used it because that's what real world Wallachia called its dukes XD Keep it just think its funny and should let you know. Voviode - a vassal with vassals of their own.))
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Jarldom of Stronghelm

Name: Thorgsun Laranak
Titles: Jarl of Stronghelm, Lord of Runestone
Age: 37
Way: Crow
Bio: Thorgsun's father, Malnar "the Potent", was a man ruled by his base instincts. As his epigraph implies, he fathered a great many children, by his 4 wives, and whatever wenches struck his fancy, both at home and whilst raiding. Malnar cared not for ruling his realm, and even less for raising his children, not even acknowledging the existence of those he considered weak, which was most of them. Thorgsun was among those considered weak, not helped in the slightest by being the spawn of an Imperial peasant girl who had unfortunately attracted Malnar's interest on a raid, and he kept her as part of the plunder. She died shortly after giving birth, but none would let Thorgsun forget that he was the spawn of some Imperial, not true Norse. Thorgsun steeled himself from their disgust and abuse, surviving by whatever means in the competitive, and often lethal, environment that was the Laranak Great Lodge. Most of his brothers, and even some of his sisters, considered him too low to care about, as they sought dominance and father's favor, which he gave out rarely, if ever, more out of apathy than malevolence. By the time Malnar died at the age of 61, he had fathered a small army of children, though only 32 were alive and still in his Great Lodge by the time of his death.

Whereas the eldest sons were quick to make attempts to assert their dominance, and the daughters and younger sons tried to gain the favour of the ones they thought would win, Thorgsun, 23 by then, bided his time. Bloodshed quickly broke out, both in the traditional way of combat, and the less "honourable" way of murder. All had expected the succession to be resolved in a few days, perhaps two weeks at most due to the sheer number of children Malnar had sired. However, just when one candidate rose above the rest, a whisper in the right ears, or a push in wrong direction, or a knife where it's least expected, would derail progress and start the composition anew. For three months the competition drew on, with the numbers dwindling, but no clear successor still, with the survivors becoming increasingly paranoid, many of those who survived fleeing for their lives, but forfeiting their chance to the succession in the process. Finally, only 5 remained, Olaf a son of 17 years, Malnar a son of 14 years, Jorgund a son of 12 years, and Yevte a daughter of 20 years. Only Malnar was born to one of Malnar's wives, and named by her to gain favour to no avail.

Malnar and Olaf were seen by themselves and others as the main competitors remaining, with the others seen as outside chances at best. However Thorgsun wouldn't back down from his claim as they wished, and each feared what Thorgsun was planning, since he had remained out of the fighting, and did not seem nearly as weary as the rest of them. He may not be the best fighter, but he had age and condition on his side, which made Malnar and Olaf wary to fight each other first. They decided to fight Thorgsun together, so that neither would be too weakened by fighting Thorgsun alone. Thorgsun reluctantly agreed, and the three clashed, with Malnar wielding a sword, while Thorgsun and Olaf wielded axes, and all had shields, but no armour. Thorgsun fought well, but against two, there was little he could do. Olaf struck Thorgsun in the side with his axe, and followed up with a kick to the shin. Thorgsun collapsed to his knees, and Olaf readied the killing blow. However, before Olaf struck, he saw that Thorgsun glanced behind Olaf and smirked, causing Olaf to worry about an attack from Malnar behind him. Olaf turned, only to see Malnar change the look on his face from the excitement of victory, to one of confusion, his weapon hanging at his side. Realising he'd been tricked, Olaf tried to turn back around to kill Thorgsun, only to get an axe lodged into his cranium for his trouble.

Thorgsun calmly place his foot on Olaf's neck to gain leverage to yank out the axe, licking his lips as blood and brain matter splatters onto to them, before striding towards the trembling Malnar. To his credit Malnar decided to launch an attack in a last-ditched effort, dropping his shield to put more force behind his swing. Foolish, but brave. Thorgsun knocked the blow aside with his own shield, got around Malnar using his momentum, and drove his axe into the back of Malnar's neck. Malnar dropped to the ground instantly, and gurgled helplessly for a few minutes before dying. Thorgsun found that Jorgund had fled during the fighting, most likely out of fear for his life, but that Yevte stay and watched her half-brothers die without emotion. No one knows what exactly those two talked about following the final duel, but the end result was that Thorgsun became Jarl and Yevte served as his right-hand woman, negotiating deals, and ruling the Jarldom when Thorgsun is traveling or otherwise indisposed. Yevte is of the Laranak Clan, so her words are followed, but as a woman she could not rule in her own right, making her ideal for the purpose Thorgsun wants, at least so he thinks.

When he was 24 Thorgsun married Lyris Tunegrund, from a minor clan whose support he needed. He had 7 children with her, before she died giving birth to the last 2 years ago. Unfortunately only 4 of the children still live, the others dying from disease, including the one Lyris had died giving birth to. Thorgsun has avoided offers of marriage since, claiming he is still in mourning for his life, in an effort to distance himself from his father, who would not wait for his wives' to be cold before remarriage, in one case he didn't even wait until his current wife was truly dead. However, with so much time having passed since Lyris' death, Thorgsun has felt increased pressure to remarry.

Thorgsun has worked as Jarl for the past 14 years to make the Jarldom good for something other than fighting rivals and raiding the weak. His efforts at making Runestone an important city have been hampered by tradition and near regular attacks by various alleged sons of Malnar who contest the Jarldom. Most of them have a habit of finding a dagger in their vital organs as they sleep, with a select few of the weaker ones being allowed to fight in combat against Thorgsun and his superior numbers, where they are crushed. None have come close to usurping Thorgsun, but they remain a constant nuisance against his efforts to make the Jarldom stronger. Luckily the numbers have diminished in recent years, both as actual claimants draw low, and his reputation for no mercy becomes increasingly feared. With his position at home secured, now he begins to look outward, and sees ripe opportunities everywhere.

Close Family: WIP

Name: Valko Laranak
Titles: None, yet
Age: 12
Way: Old
Bio:

Name: Rorgsun Laranak
Titles: None
Age: 10
Way: Crow
Bio:

Name: Delene Laranak
Titles: None
Age: 8
Way: New
Bio:

Name: Karl Laranak
Titles: None
Age: 7
Way: New
Bio:
 
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(IMG)
Chief Gorkan Hawkson
Norsman
Follower of the Old Way
Bio:24 Son of Previous chief Gunnar Hawkson Who decided to retire few years earlier so his son could learn the art of ruling while he can still help him on his path While proving himself Capable Warrrior Gorkan is pretty much clean book.
{this bio is inteional because i want to play greenhorn.]
 
The Land of Rhulerya and the Southern Forests

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Queen Nehary Lyasiaria


The Rightful Queen of the Kingdom of Mirrorwater
Lady Despot and Protector of the elves from Rhulerya and the Southern Forests

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Age: 50
Specialty: Stealth
BIO:

Family Background
The Lyasiaria is a branch family of the Cirwon family, whom once ruled the province of mirrorwater then the kingdom and then all were brutally murder. The branch was created when a Cirwon Female married a Lyasiaria male member, from there on the Lyasiaria became a branch of the Cirwon main family, whom ruled from Rhulerya city themselves.

After many generations and more marriages between Lyasiaria and Cirwon to keep the branch with Cirwon blood the Previous Lyasiaria Head: Neharious Lyasiaria married a female from the Coamenel: Nienna Coamenel sister to the current head of the Coamenel family in the kingdom of Galadriel. Making them related to important Nobility from the now separate kingdom of elves. (by the point of the marriage the independance of Mirrorwater didn't existed yet.)

With the untimely death of all the Cirwon main family, there was no other to ascend to the Seat of Rhulerya and the Crown than The Lyasiaria Family of course lead by Neharious Lyasiaria. He however died in a freak accident leaving his oldest daughter Nehary in charge of the city. She rapidly was crowned as the ruler of it and its land and launched her own claim upon the Kingdom as the rightful queen. Many were surprised the her younger brother did not put his claim above her but he simply accepted her leadership.

Family
Brother :
1)

Sisters:
1)Narsiaris Lyasiaria (40)-Dead
2)Azulirys Lyasiaria (30)
3)Hinatarys Lyasiaria (25)
 
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