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iisbroke

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

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

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

This is how increases in Skill and Acumen affect your rolls. 1 point is a 1d4, 2 is a 1d4 but with a reroll with the highest roll being taken. Each successive point gets progressively better. There is still a chance to obtain a critical failure but it is lessened as a player progresses. The higher the roll the better.
1d4, 1d4 reroll, 1d6, 1d6 reroll, 1d8, 1d8 reroll, 1d10, 1d10 reroll, 1d12, 1d12 reroll, 1d16, 1d16 reroll, 1d20, 1d20 reroll, 1d24, 1d24 reroll, 1d26, 1d26 reroll, 1d28, 1d28 reroll

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

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

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

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

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

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

Buildings
There are a number of structures which can be built within the realm, yet not always in the same place. This list will show what the buildings are, where they can be built, and cost of construction. The reason some places are barred or encouraged to have certain buildings is to emphasize how Doumore is set up. Such as mountainous baronies having less places to farm but the ability to mine.
A player can build as many buildings as they want in a turn so long as it can be afforded and matches the requirements.
Farm - Construction Cost (500 gold, 500 resources, 3 turns) Requirements[Can be built anywhere. 30 maximum. 5 Maximum in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, Dhesh. 15 maximum in Nagild, Liva, Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan. 50 maximum in Troston Keranth, Lenoria, Rowin, Dwrlais, Doumore, and Dair.] Gives 500 food a turn.
Orchard - Construction Cost (200 gold, 100 resources, 2 turns) Requirements[Cannot be built in Dale, Avagison, Kusma, Ildis, Raida, Ghaile, and Yrenil. Maximum of 25 per fief. 10 in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, and Dhesh] Gives 200 food a turn.
Dock - Construction Cost (300 gold, 200 resources, 2 turns) Requirements[Can only be built in land adjacent to water. 50 per fief. Only 20 for Dhesh, Troston, Keranth, Lenoria, Rowin, Dwrlais, and Doumore.] Gives 250 food a turn.
Hunting Ground - Construction Cost (200 gold, 100 resources, 1 turn) Requirements[Can be built anywhere. 1 per fief. 5 can be built in Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan.] Gives 100 food and 50 resources a turn.
Mine - Construction Cost (1000 gold, 1500 resources, 4 turns) Requirements[Can only be built in Blancburg, Fiach, Ghaile, Coloura, Urus, Khunbur, Darom, and Dhesh. Maximum of 10 per fiefdom] Gives 500 resources a turn.
Quarry - Construction Cost (400 gold, 500 resources, 3 turns) Requirements[Can only be built in Nagild, Liva, Rowin, Vikar, Khunbur, Darom, and Coloura. Maximum of 5 per fief.] Gives 600 resources a turn.
Lumberyard - Construction Cost (400 gold, 500 resources, 2 turns) Requirements[Can only have 2 per fiefdom/ 10 can be built in Perenal, Jer, Wittiza, Blackton, Gwyn, Siany, and Klavan][Cannot be built Blancburg, Darom, Coloura, Ghaile, Fiach] Gives 200 resources a turn.
Livestock - Construction Cost (10 gold, 5 resources, 1 turn) Requirements[Can be built anywhere. 500 maximum per fief. 1000 in Dale, Avagison, Kusma, Ildis, Raida, Ghaile, and Yrenil.] Gives 10 resources and 20 food per livestock a turn.
Ruin - Construction Cost (Can be rebuilt. Fort: 500 gold, 1300 resources), Requirements (a fort losing its maintenance or town being destroyed will become this. It can be rebuilt.] A dilapidated, fort. No effect.
Fort - Construction Cost (1000 gold, 2500 resources) Requirements [Can be built anywhere. 1 per fief, unless a castle losses maintenance, then it converts into a fort after 2 turns. Requires 500 resources a turn to maintain.] Gives +10% defense Modifier in Sieges.
Castle - Construction Cost (2000 gold, 5000 resources, 6 turns. 1500 gold, 3000 resources, 3 turns if converting from a fort) Requirement[Can be built anywhere, 4 per fief. Half cost in Urus, Khunbur, Dair, and Vikar, not for maintenances though. Must be maintained with 1000 resources a turn] Gives +20% defense modifier and +1 to rolls in siege battles.

Magic
Here are the footnotes.
Magic is costly, using it in its raw state drains stamina significantly.
Magic is unpredictable too in such a state.
Magic for humans is most often gained through enchanted items, which reduce and even remove the stamina cost depending on the spell and item. It also focuses the magic into something more controllable.
To use magic safely will require a person to have a magical item. Otherwise it could easily backfire and kill you.

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

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

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

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

Clawrasy (insular Christian) - an organized religion with a strong hierarchy that dominates most of the Kingdom. Clawra was the name of Cahoul's firstborn daughter, twin of the King after Cahoul, who used her powers as princess to centralize the faith of the invaders into a religion venerating her father as a god, hence Clawrasy. It also performs many charity works within the kingdom, adding to its conversion rate.[Head is Cardinal, 3 Archbishops, 5 Bishops, numerous priests, deacons, nuns, monks, and friars]
Olotasn (Norse Pagan) - The Jorwick people had raided Doumore once, but where offered land in return for holding back other raiders. They have since incorporated with the natives heavily, but the old gods still deserve worship to many.
Communion of the Four Gods (Rovuma pagan) - a decentralized religion seen mainly in Dale. It is in a steep decline but has small pockets of worshippers. The Gods are Djhd, God of Rain; Kamvik, Goddess of Stone; Vyatrv Godess of Wind; and Clantse God of Sun. These people tend to keep to themselves and be left alone to their religion.
Followers of Hybahin (Ancestor Worship) - this is the religion the dwarven minority practice. It is a fiercely ethnic one as well, but generally tolerated by the Clawrasy Hierarchy. Whether the followers are so high minded is another story.
Cult of the One (Daemon Worship) - a secretive cult with multiple sleeper and splinter cells scattered across both Doumore and certainly beyond. The One, is an unknown demonic figure that promises the disciples great power for loyalty.
Faerun (druidic) - no humans are known to worship this still. It was worshipped by the Fae kings that once ruled Doumore centuries ago. Some shrines to the religion can still be found in the deep woods, and at Lludr.

KINGDOM LAWS
Lords are expected to ensure the rights of their vassals.
  • If a lord attacks their vassal without due cause they will lose (20 renown)
  • A lord may set their taxes anywhere from 0%-24% without issue. To go beyond that, if they have vassals, they must allow vassals to vote on the increased tax rate, if over 24%, otherwise said vassals have the right to refuse payment, and even call a trial.
  • Should another lord or vassal lord be attacking a direct vassal a lord may intervene in said vassal's defense.
  • A lord may intervene in a conflict between vassals by holding trial. Any that refuse the lord will be in his right to wage war on said vassal.
  • Lords must hold trial for captured traitor vassals before punishing them. To not do this will cost (10 renown)
  • To banish a vassal without due cause said Lord will lose (20 renown)
  • To execute a vassal without due cause said Lord losses (30 renown)
  • To revoke a title of a vassal without due cause will cost (50 renown)
  • A lord may not intervene in a conflict between a vassal's vassals, unless invited by the direct vassal to aid a particular side. To infringe on this is to disrespect the direct vassal's lordly rights and one would be looked on disfavorably. Lose (20 renown)
  • A lord may instill any law for his demesne that his direct vassals must adhere to, but he must allow the vassals to do a majority vote before instating said law. To enforce a law without the consent of your vassals will cost severely. Lose (60 renown)
Vassals are expected to heed their lord.
  • Should you be at war with another direct vassal of the same lord, the lord may call a trial. Ignoring the call for armistice and trial will cost (30 renown), and the lord may name the disobedient vassal a traitor.
  • If their lord calls for support in a conflict the vassal must aid their lord in some way. Be it through men, resources, coin, food, or any combination. To not do so will cost said vassal (15 renown)
  • If your lord is known to be illegitimate (approximately -30 renown or less) you are within your right to rebel without receiving a penalty. Should this not be the case and you rebel then then lose (50 renown) and be branded a traitor.
  • Vassals may marry vassals of other lords, or lords themselves. Marriages can be patrilineal or matrilineal.
  • Although vassals are often expected to assist their rebellious lord, other factors may affect this decision, and there is no renown penalty for remaining loyal to the higher liege.
  • Should a liege lord have raised taxes over 25% vassals may refuse to send taxes without a renown penalty. Unless the vassals legally voted the new tax rate in.
  • Vassals also have the right to call a trial over what the taxes should be if they find them unagreeable.
Trials will be held by the highest ranking noble present with them presiding as judge.
  • Should the highest ranking noble be the accused, or accuser then they will not preside as judge. Instead it will go to the next highest ranking noble.
  • When tried the accused is to be judged by a group of their peers.
  • Should the jury reach a stalemate the judge will the side the judge voted for takes precedence.
  • If an accused finds the verdict unlawful they may attempt to be tried at a higher court.
  • Trial by combat may also be demanded by an accused where they or a chosen champion fight against the accuser or his chosen champion. The presiding judge may decide whether the to agree or deny this. and whether the combat trial is to death or first blood.
  • Once a trial by combat is over the jury passes the sentence, should the accused have lost and is alive.
In war rival nobles may be captured.
  • While at war it is not unheard of to kill the captured noble, yet ransoms are more common.
  • Ransoms average at 30% said noble's treasury
  • Should the captured noble be executed, especially without proper legal trial, the family of the deceased is within their right to wage belligerent acts against the capturer.
  • If families are feuding the highest ranking lord may hold trial, in which the rules of article 3 apply, to determine who was injured most by the feud. This wergild is determined by the jury and the guilty must pay.
  • If one family was killed off in a feud their direct lord, or king in inter-ducal feuds, takes the wergild.
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Players and NPCs
King of Doumore
Plutonium95 - Comtesse of Blackton, Queen Regent of Doumore Joséphine d'Bois
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Royal Crest of Dumore

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

Count of Dair - Ghostkiller01
  • Baroness of Caerglen - DeathNoteForCutie
  • Baron of Leon - Agaistín Ó Luain |Attributes: Captain, Lawspeaker, Prestigious Family
  • Baron of Sainy - Dòmhnall Allanach |Attributes: War Hero, Attractive, Brutal
Earl of Rowin - Demarchese
  • Baron of Dwrlais - Prydwen Bivins 'the Bastard' |Attributes: Trader, Martial Upbringing, Royal Blood
  • Baron of Lenoria - Sleater

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

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

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


Duke of Jorwick
Corman50
- Duke Wilmar Heitz

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

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

Duke of Ogac
Rovsea - Duke Pierre Frudan

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

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

Duke of Troston
Terraferma
- Duke Gilderoy Reinhart

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

Comtesse of Blackton - Plutonium95
  • Baroness of Blancburg - BelisariustheGreat
  • Baron of Darom - Henri of House Allard |Attributes: Hedonist, Siege Leader, Charming
  • Baron of Yrenil - Morvan Bourque 'the Hunter' |Attributes: Hunter, Monster, Maimed
Count of Keranth - Terraferma
Count of Urus - Janha
  • Baron of Khunbur - Janha
  • Baron of Nyth - Janha
Special case character without fiefs - oxfordroyale
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"The Invaders"
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Since August 500 there had been sittings of the strange tanned men, with the first simply being survivors of a shipwreck off the coast of Dair. July 502 though a ship carrying the same people raided the Barony of Matiu, whose ship was destroyed by the count of Othal. February 513 is when the first army sized force landed, in the barony of Rohan. The force of approximately eight-hundred raiders began pillaging the countryside, but where thwarted by a combined force of Jorwick and Doumore. The initial defeats had been easy as the enemy was few in number and used bronze weapons. Strong and more malleable to a smith's hammer, but not as great as Doumoren steel. Their navies had also been weaker compared to the galleys of Ogac and longboats of Jorwick. They had never been seen since.

November 527 they returned with a vengeance. Their bronze weapons replaced with steel and their tactics improved greatly. An army of four-thousand landed in the barony of Liva. They sacked the town of the same name, and marched inland. It was only after four months of Dale harassing their supply lines with cavalry did they leave. January 529 another army came, and landed near Dair after a prolonged naval battle. Nine-thousand landed in Dair. Their forces split in half with one sieges Dair to contain its levy, and the other pillaging north toward Doumore. After some initial skirmishes, and with Troston and Jorwick forces quickly approaching the invaders fled.

After that there were several smaller forces that had come and gone. Yet, in 537 the last war happened. An invader force totally eighteen-thousand landed, in smaller segments, in the Kingdom. seven ten-thousand in Jorwcik, who went about trying to occupy the important coastal settlements. Four-thousand who sieged Dair in the early stages of the war, before abandoning the siege to reinforce the push into Troston. Another four-thousand acted as a naval force which fought Ogac for most of the war, and would land troops to raid settlements.

There were an equal amount of victories and defeats on both sides. The Invaders had taken Dwrlais, but not Rowin. Destroyed most of the Kingdom's docks and naval facilities, yet their eastern front never managed to push past the River Salvo. Doumore had managed to win the war but with most of the eastern kingdom in ruins, and parts of Ogac being no better. Many believe the turning point was the battle of Parithra.

Unlike many battles where one force outflanked the other forcing a chain route Parithra was four days. Many troubadours, skalds, poets, and bards are already commemorating it as a heroic feat. For the Domerans it was, but that doesn't make it as ideal in the ballads. The battle started with reinforcements from parts of Dale and Troston being intercepted two miles from a small ruin, known only as Parithra. This resulted in most of their forces being killed; most notably being the deaths of the Bran Baron of Khunbur, and his sons Declan and Owain. The first falling quickly to a mass volley of arrows, the third died holding a shield wall to protect the force's retreat, and the final at Atyrau's stand a few days later.

The second day involved more troops moving in from the surrounding area. The initial interception force had hunkered down at the ruins as a base camp. they were drawn out by word of another small force to find that theirs and the Doumeran dead from the day before had been hung or impaled on a nearby hill. Francois "The Butcher" Leclerc of Gwyn had set up a forward camp. With a second camp on the opposite side made by Dagmar Deathaxe of Shallanar. Both committing a pseudo-siege of the ruins.

On the third day reinforcements from both sides had arrived, yet not all. Elmal of House Orlanth, had arrived ahead of his liege lord's forces. His large cavalry force began a series of harassing movements to draw the enemy out, before turning around for a renewed charge. His feint tactics helped stall for time immensely, and he was eventually awarded the County of Kusma for it.

The fourth day a full force of 3,000 Doumerans faced the might of 8,000 Invaders. Doumore had been fortunate enough to dwindle the enemy numbers down, while they were still separated, yet they still had a series force to face. The Doumorans did have one advantage, cavalry. The Invaders had not brought any sizeable cavalry force over, and Doumre had the Duke of Dale to assist them.

A major part of the fourth day was Atyrau's Stand. A large force of reinforcements under Earl Atyrau of Rowin arrived to assist his king. What little cavalry the invader possessed intercepted those forces, crashing into the column's flanks. King Caestraes IV ordered Duke Leopold of Dale to move in, yet the duke refused with various excuses, not wanting to join until the victory was certain. Frustrated the King himself ordered all nearby knights to save Atyrau.

Many of these knights would end up dying in that fight, as not just cavalry but forces from the rest of the Invader army moved in to assist. Causing the Doumorans to send more troops. This is where Iis of House Broke earned his spurs and became a war hero. After initially shattering the enemy cavalry the knights had found Earl Atryau dead. The men were ordered to fall back to the base camp while the knights held off the enemy infantry moving in. They dismounted and formed a shield wall. Out of 300 knights, 78% are reported having died holding back the right wing of the enemy army.

As the enemy was distracted the bulk of the Doumeran army slammed into the center of the enemy army. Allowing the Invaders' left flank to begin encircling. This was intended though as the moment they began to do this archers under command of the Cometesse of Blackton, Joséphine d'Bois. Under a heavy hail large swathes of the Invader forces where weaken considerably. King Castreas IV in response lead a charge with what non-Dalish cavalry he had left. With a massive crash his charge pierced the enemy's left wing, shattering their moral entirely.

With a third of the enemy army broken, the Duke of Dale finally committed his forces. His cavalry performing what is known as "hammer and anvil" strikes on the enemy. Hitting them in the rear repeatedly while they fought with the Doumoran infantry. It would take many hours but by twilight most of the enemy forces had routed. 2450 Doumerans lay dead, yet 6321 Invaders had been killed.

That was six months ago. The King ordered what forces where left to follow and harass the enemy. People like the Baron of Gwyn maliciously harried after the enemy, leaving impaled victims along the way. Now what remaining forces there were have been thrown out of our lands, including the four-thousand which had been attacking Ogac. Many family lines where either weakened or extinguished by the war, especially at Artyua's stand. The Kingdom is in a state of reconstruction, with a power vacuum dangerously close to forming. For the moment though, the people of Doumore can breathe now that there is finally some peace.


(The first turn has officially started. I'll be gone for a good portion of the day, but I will answer your PM's when back. Simply wanted to get this information out now.)
[Send your orders through PMs and READ THE ORDER SECTION IN OP]
{Orders are due Friday Jul 29, 2016 at 12:00 p.m. GMT -5}
 
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Royal Proclamation

The barbarian invasion, dishonourably timed to exploit the death of my father, the great Castreas III, three years ago, had left us reeling for a moment. But we did not fall, and for all the centuries of our existence, we have never fallen. We have triumphed over the cruel raiders of distant shores, as we shall stand victorious over all adversity.

Harbouring ill-will towards none but intending benevolence towards all, let us strive together for the healing of the realm, for what aim could be nobler? And let us witness the fruits of our work in its beauteous splendour.

Castreas IV
 
Barony of Khunbur

Description:
Khunbur is a stout castle perched in the highlands, guarding the northern side of Gunarr Pass. It's also the start of the Beardway, the winding mule track into the heart of the mountains where Dwarves still live Under the Mountains. The mountain dwarves hold themselves aloof from the world Under Sky, but Khunbur and its ruless, the House Deagrin, have long been associated with Dwarves, who make up about 1/5th of the population of the barony. Most live in the mining hamlets in the higher slopes, but Khunbur itself has a substantial resident dwarf population. The Seven Barrels make up Khunbur's dwarf quarter. These six large vaulted buildings were raised in an effort to reproduce the traditional enviornment of an Under Mountain community. The Dwarves are mostly autonomous, running their own community through their craft guilds. Their duties are the maintenance of the castle walls and defending their stretch of the walls.

Khunbur isn't a particularly large castle, but it is strongly built, with the benefit of skilled dwarven masons. The surrounding countryside was spared any direct damage from the recent raids, but they suffered heavy losses. The Barony includes some rich valleys, but mostly hills better suited to Sheep and cattle and mountain hamlets around mines and Quarries. In the high mountains people still insist they see snow trolls and hear the hoot-roar of distant Owlbears in forgotten valleys.

Khunbur's people tend to be broad chested and brown haired, and many families great and small claim a dwarf ancestor in the distant past. Despite this intermarriage is rare and strongly frowned upon. They tend to be clannish and inward looking, uninterested in the wider world except when it provides them something to grumble about. Most are tenant farmers or herdsmen, usually on the same land their ancestors worked for centuries. Aside from its mines and Quarries, the product most associated with Khunbur is its uncommonly strong and bitter beer.

House Deagrin
Sigil: An Owlbear
Colors: Brown and gold
Motto: We Hold the Door

House Deagrin traces it's origins to the mostly mythical Deagh Giantsbane. This folk hero is supposed to have had many adventures, including slaying Magar the Grinder, chieftain of the Northern Giants. He had separately been promised the daughters of the King Under the Mountain, the Fae King, and the King of Dunmore if he could achieve this. He married all three, tricking them into thinking the others were their servants, until each had borne him a son.

His Fae wife taught him to tame Owlbears. His dwarf wife brought her kin to build the castle, and his human wife brought him lands and title. His less mythical descendants have held Khunbur against many invaders from beyond the gap. House Deagrin considers themselves the gatekeepers of the Kingdom, leading to their motto, "We Hold the Door."

Baron Ailín Deagrin, 33

Dumb - Whether born or struck dumb you are. Most thoughts make your thinker box hurt. Accumen -3. (10)
Engineer
- You have acute knowledge of constructiontechniques. All building construction -25% resources. (43)
Dwarven Ancestor
- The thick hairy beard, the strong arms, and natural affinity to crafting runs deep in your family. Mines and Quarries produce +25% resources. (19)

Items: Fixer's Hammer

Bio:
Third son of the late Baron Bran, Ailín is both a respected member of the community and a living embarrassment. He's the product of an elopement between Bran and Dagma Goldmantle, daughter of the Grandmaster of Khunbur's Dwarven Mason Guild. The marriage was met by universal disapproval and scandal. Within a moon's turn they regretted it, but by then she was pregnant and they were both two stubborn to let their detractors be proven right, and the pair would remain together for six years before she moved back into her father's house in the Sixth Barrel of the Dwarf Quarter.

Ailín was born after ten months of pregnancy (unnaturally late for a human but dangerously early for a dwarf). While healthy he developed differently than most. He was effectively mute until seven, but quickly developed adept nimble fingers. He has always had difficulty understanding people, and while he likes animals he's a terrible horseman. As an adult he easily grasps complex building projects and can easily and intuitively solve problems in clever ways. But he's unable to handle any but the most basic arithmetic, and is terrible at communicating his thoughts.

Physically he's around 5'3'' and broadly built. He's covered in wiry black hair. His facial hair has been a loaded issue his entire life; if he shaves his human subjects feel he is trying to hide his dwarf roots, and if he doesn't his dwarf relations feel the opposite. His favored compromise is to shave his moustache and chin, but let his sideburns grow out thick and bushy.

He was never supposed to inherit, as his eldest brother Declan was safely married and his wife currently pregnant. Instead he was educated by his grandfather, and Ailín earned Journeyman rank in the Mason's Guild, expected to be rated Master as soon as he was the proper age.

With his father and brothers fallen in battle, the Barony unexpectedly fell on Ailín's broad, hairy shoulders, as Declan's wife has yet to bear his child. Few in Khunbur are enthused about this turn of events.

Heir apperent: Medb Deagrin (née Glas), 24

Healthy Illness never graced you and you have grown to be equally immune to many things. Health +50% (rolled #5)
Attractive Your beauty/handsomeness are spoken of in songs throughout the realm. Rolls when setting up marriage deals for yourself +5 (rolled #48)
Cunning There is a certain air of intelligenceabout you which others lack. Acumen +2 (rolled #24)

Bio:
The widow of Declan Deagrin, Medb is young, lovely and clever. With the late Baron and his wife separated Medb stepped into the role of Lady Deagrin, serving as hostess and the hub of the barony's social life. While theirs was a pragmatic aranged marriage, Medb was quite fond of her dashing husband and genuinely grieved at his death alongside his father and brother.

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

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Cavalry of Dale charging at the Battle of Parithra

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

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

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



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


Coat of arms:
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Motto: "Death, Loyalty, Prudence"

Ducal Library:
Refugees and Food
The King or Lack Thereoff

The Quest for Fang of Draguvon, Part I
 
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Elidor Sióg

Baron of Nyth
Name: Elidor Sióg
Date of Birth: 12.1.489
House Words: We Remember!
Title: Baron of Nyth
Attributes: Necromancer, Brutal, Maimed
Item: Plate Mail
Bio: Elidor Sióg, Baron of Nyth, is descended in a line unbroken from the ancient hero Tadhg Sióg who was one of Cahoul the Victorious' favoured captains. Since foundation of the kingdom and the fighting off the Fae the House of Sióg has seen its fortunes wax and wane throughout the centuries.

Elidor inherited his lands during a time of his House's decline, where his immediate predecessors had been men far more concerned with petty politics or scholarly pursuits than improving the situation of their dynasty and holdings. Elidor has sought to repair the low standing of his House by mastering the battlefield, something he was well on the way to doing until he lost half of his left arm to an invader's axe.

Despite his physical limitations Elidor remains a dangerous opponent on the battlefield, renowned for his ruthless tactics and dark magic. Few would place this soft-spoken, grandfatherly looking man to be the infamous Baron of Nyth who tortures captives in front of his enemies on the battlefield, to break their spirit.

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Lir of the Marches
Heir-Apparent to the Barony of Nyth

Name
: Lir of the Marches
Date of Birth: 9.3.501
House Words: N/A
Title: Heir-Apparent and Castellan of Nyth
Attributes: Bastard, Engineer, Necromancer
Bio: The illegitimate son of a minor merchant from Dale by an unwilling peasant girl from the lands near Nyth, Lir was born into a world that neither wanted him or loved him. Taken to the Baron of Nyth, as physical proof that the crime against his peasantry had taken place by the merchant, the Baron recognized the name and description mentioned. The offending merchant was a distant cousin of his, making Lir his kinsman. Baron Elidor gave the soiled woman weregeld and a promise that the merchant would face justice. Lir's father was dragged kicking and screaming back to Nyth where he 'lived' in the dungeons for several years before finally perishing from the Baron's tortures.

Lir was raised by the servants of Nyth for a life of service to their lord, Baron Elidor Sióg, and was taught numerous skills that ranged from running an estate to how to correctly prepare a roast pig. As Elidor advanced in age, and refused time and time again to marry when pressed about the issue, Lir was eventually named as the Baron's successor. Having been taught a wide range of skills, supposedly even the art of necromancy, Lir makes a fine, if lowborn, heir to the Barony.

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List of IC
A History of the House of Sióg, and ts Rise and Fall
Reminiscing and Deciding
 
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House Sióg
We Remember!

A History of the House of Sióg, and ts Rise and Fall


House Sióg, one of the oldest houses within the Kingdom of Doumore, is a dynasty of contrasts. The annals of its history are full of men and women great and petty, generous and niggardly, brave and craven. We Remember! is the battle cry of the warriors of the Sióg folk, and yet much of their history has faded from mind and memory. What was once one of the most famed and respected houses in the entirety of the land have been in a state of perpetual decline for over an entire century. To best understand the current state of affairs of the House Sióg, Lords of Nyth, one must go back to the very founding of the great Kingdom of Doumore.

Several centuries ago, back when the Fae still walked the land en masse and were not just mere figures in a child’s bedside tale, Cahoul the Victorious (as he became known after his great conquests) led the first humans into the bountiful land that was to be Doumore. Fearless in battle, just in rule, and unfaltering in his resolve, King Cahoul drove the Fae from Doumore slaughtering them where they could be found, running their armies to the ground and setting their decadent cities to the torch.

Such a King seeks to surround himself by men of skill and determination to better carry out his will, and one of those trusted heroes of old was a captain called Tadhg Sióg. Tadhg’s past prior to the Founding Wars are unknown, with none of the notes of his peers shedding any light onto the matter. The only source of the man himself comes from an excerpt from King Cahoul the First’s notes during the period…

“…so it was decided that those under the Fae lord [unintelligible]… surrender all rights to life and land, and shall be executed. The forces that [unintelligible]… now fall to the leadership of Captain Tadgh Sióg. While none of the peers argued against his appointment, all knowing his skill, I saw the doubt in their eyes, the concern that Tadgh would be unable to kill his kin. [Unintelligible]… he has proven his worth. Let him paint the fields red with the enemies’ blood…”
What we learn is that while Tadhg was a man worthy of respect and acknowledged skill, he was also suspected to have allegiances to the enemy. Now whether this means Tadgh had family in the lands/service to the Fae or had Fae blood himself is unknown… Regardless it does not seem to matter as latter correspondences of the lords of the realm confirm that Tadhg became a landed lord and served his liege faithfully until his death. While the founding of the House Sióg remains largely mysterious it is proven that it was founded in honour, blood and bravery.

From the founding to the present the Lords of Nyth (the title being reorganized to Baron of Nyth, with its allegiance now being to the Duchy of Troston rather than to the crown directly, much later in the house’s history.) have seen their fortunes wax and wane from ruler to ruler. Their lands, while minor compared to the greater lords of the realm, have generally provided more than enough for what a house of their standing needs to maintain its proper appearance and pomposity.

While marriages, council memberships, and acts of incredible valour or skill have seen a number of the House Sióg been brought to prominence, with men and women such as Lord Sloane ‘the Giant’, Lady Doreena ‘the Silent’, and Baron Domhnall ‘Elf-Ears’ bringing fame and prestige to the house there have been, conversely, those who have brought infamy and shame to the Sióg. Lord Afric ‘the Arrogant’, Baron Bryant ‘Corpse-Lover’, and Baroness Penarddun ‘the Wanton’ are amongst those names that bring a scowl and a shudder to those of House Sióg for their actions that saw the family ostracised and, at times, attacked.

The most controversial figure, but arguably the most influential since Tadhg himself, was Baron Herne Sióg, better known as Herne the Mindful. This man, who could boast the distinction of having royal blood (of a diluted type it must be admitted) through his maternal grandmother, entered the histories as a figure of importance during the regency of King Castreas II, who ascended the throne whilst having yet to reach his majority. Securing the regency for himself and himself alone Herne at first proved to be all that a regent to a figure as important as the King should be, diligent, just and charismatic. For several years Baron Herne oversaw the education of the King whilst running the Kingdom smoothly, and all was well with peace being kept at home and friendly diplomatic channels being strengthened abroad. This fell to pieces however when the Princess Ulrica came of age. Older than her brother, King Castreas, Ulrica was a woman of breath-taking beauty. Unfortunately she proved to have the mind of a viper and set to work, using her charms on the smitten regent Herne, slowly encouraging him to do away with his ward, the King, and instate her as Queen. She would rule the lands of Doumore justly and wisely she promised, and Herne would be her King-Consort. If approached by anyone else with such an idea Herne would have likely thrown them in the dungeons of the royal keep, but such was the charisma and charm of the Princess that Herne readily agreed to her plan.

What happened afterwards has been better documented elsewhere, so space shall not be wasted here. Suffice to say that Herne’s and Ulrica’s plot was discovered before it had properly progressed, which initiated a short but bloody rebellion that saw Herne’s forces defeated. Herne the Mindful’s head rolled off the executioners block and the Princess Ulrica hung herself in her cell.

Since Herne’s fall the position of House Sióg has been unenviable at best, with many noble houses refusing to associate themselves with the disgraced Sióg forcing the noblemen and noblewomen of the house to marry with merchants and the like, further lowering their reputation in the eyes of their peers. The current head of the House of Sióg, Elidor, does not have any true ‘noble’ blood in his veins save from his direct male line. With Elidor’s advanced age, and the lack of any direct family to succeed him, the line of the House of Sióg will fail and the Barony of Nyth will pass onto his castellan (and distant kinsman through his mother’s family) Lir of the Marches.

Unless something changes, and soon, the fallen House of Sióg may very well fade away forever.
 
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Name: Wilmar Heitz, Duke of Jorwick

Age: 58

Role Play attributes: Stewarded Upbringing, Engineer, Maimed

Item: Fixer's Hammer

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

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

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

Motto: For our Honor, by our Swords

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County of Rowin
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House Esenaysh:

*Sigil: A White Falcon
*Colors: Blue and white
*Motto: "Ours is the Knowledge"

House Esenaysh origins are shrouded in mystery and controversy.
Early in the second century, some ancient records indicate how the lands and current holdings of the family were granted by the king "for services redendered to the crown". It is unclear how or why the family attained such favor but in the end they received their reward.
Reclusive and rarely seen in court, the Esenaysh like to spend their time inside their holding, tending to their own affairs.
Native to the distant lands of the South, these people were originally of tanned skin, but almost a century of mixing with the nobility of the realm, some of their members barely resemble their ancestors, aside from their strange customs and exotic clothing.

"Marvel and Marble" is the paramount phrase to describe the earldom of Rowin. Its quarries are rich in minerals and marble, granting the estate with building materials of great beauty and refinement, hard to find anywhere else in the realm.
Dominating the vital pass of the river near the capital itself lies the castle, Isefield Castle is home not only to barracks and armories but to one of the greatest and most complete libraries known to man. Hundreds of clercks and scribes toil tirelessly under the white banners of the Fair Hawk, always a patron of arts and knowledge.

Despite all this, the Esenaysh have always had a difficult time winning the love of the people. Their reclusive behaviour and strange customs are all but too obvious and even in some cases a little unnerving to the inhabitants of the realm, finding them somewhat close to occultism.
Rumors abound regarding witchcraft, forbidden magic and strange disappearances. Nonetheless, the family continues to prove their loyalty to the crown and dismiss such rumors as lies and slander from uncivilized and iliterate people.

+ Comtesse Chiril Enkhtuyaa Esenaysh, human female 29 years +

Sickly - There is a rarely a time you recall not having been sick as a child. You were just born that way. Health -10% (Rolled #49)
Foreigner - You are from a different land. This causes some issues. Revolt risk +5% in all fiefdoms. (Rolled #41)
Quester - Never were you more at home then in some mystical bog fighting a monster to gain a fair maiden's enchanted locket. Renown +20, Rolls when questing +3 (Rolled #46)

Items: Caleth Stone (It is said this opal was carved from a dead mountain god. Holding it may give luck.)
Quarries +25% resources

Description
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Bio: Wife to the late Earl Atyrau Esenaysh, the comtesse is well-known for her kinship with the magical world, going as far (if rumors are to be believed) as to foretell her husbands death during the last war.
Despite being key to the outcome of the final battle, the reinforcements led by Earl Atyrau were quickly overruned, resulting in the death of the earl and the elevation of Enkhtuyaa as head of the family.
Since then, it is said that she has shaved all the hair from her head as a sign of mourning for her beloved husband and does not wear anything but mourning dresses. Once a cheerful and vibrant woman she now resembles more the image of a cold, stern and distant ruler. The deaths of not only her husband but also her son during the delivery, has left her scarred on the inside and physically weak, constantly suffering from illness due to even the most meaningful cold.
Her only solace the time she spend with her books, dreaming about the magic and the beauty of its wonders as a mean to fight such cruel destiny.
 
Name: Charles Tolhus
Holding: County of Viscay
Age: 26
Family: Bernice Lavac (Wife, deceased), Orwin Tolhus (Son, age 8), Susan Tolhus (Daughter, age 5), Bernice Tolhus (Daughter, age 0)
Attributes: Greedy, Wealthy Upbringing, Cunning
Item: Ledger
Bio: The Tolhus' are an old family, having long ruled over the prosperous port of Viscay. Such a position brought them great wealth, and as a child Charles Tolhus wanted for nothing. Servants catered to his every whim, and ensured that the future lord never had to strain himself. As Charles grew older his father, Count Richard Tolhus, became concerned that his son and heir was so pampered, a man of nobility needed ability to lead effectively he believed. To rectify this, Richard attempted to bring Charles with him across the kingdom and to inspect the lands of Viscay. Yet Charles had no desire in such things, and came up with clever ways to avoid doing work and giving up his luxurious lifestyle, pretending to be sick, or convincing his father that he was working on something productive.

One thing that did stick with Charles from his father's attempt to instill discipline was how the great wealth possessed by his family was unusual compared to the relative poverty others lived in. Seeing the suffering others went through convinced Charles that he never wanted such a fate for himself. He became obsessed with collecting and hoarding money, always wanting more. Count Richard was highly concerned by this, but before he could take action to try to correct his son, he became gravely ill. When Charles was 18, shortly after his marriage to Bernice Lavac, his father died from his illness. Charles thus became the Count of Viscay. His marriage to Bernice Lavac, daughter of a Baron, would prove fruitful, giving him three children, though Bernice would die in childbirth for the third.

During the recent war, Charles would refrain from committing his county to the war effort. He sent token forces to join the King's army, and focused on keeping his lands productive so that his wealth might never run dry. The high taxation his lands have suffered under have done no favours to Charles' standing among his peasants and other subjects, and rumors of rebellion are widespread. Charles is unconcerned, and presently most interested in finding a new wife, preferably one with a hefty dowry attached.
 
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Dagmar Deathaxe Vethrsdóttir

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

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

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

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

Family: Christina (Sister, Age 16) Ragnar (Cousin, Age 20)
Titles: Countess of Shallanar, Countess of Dair (by marriage)
Roleplay Attribute(s): Ambitious
Owned Items: Dwarf Forged Sword
 
NEWS:
Orders

Skill Order - this order uses physical attributes. If you are trying to sneak in somewhere, leading an army, or if your order is just to move crates to and fro. Your Skill stat affects this order the most, and it is crucial to helping win battles and duels.

Acumen Order - this order focuses on mental faculties. If your character is attempting to plot, learn, investigate, persuade, or manage the realm. Your points in acumen increase your roll success and are rather helpful when trying to construct new buildings, raise taxes, and other matters of state.

Quest - this requires both skill and a acumen to do well in. This order is used specifically for gaining randomized new items to increase your skill set. It is also where players search for Sen Vieu with, which is a dangerous and long process. Critical failures when questing can result in either injury or death of a player character.


Let me elaborate on this as some people sent orders early. First let's deal wit hthe most important order QUEST. Only your character can do this, (with maybe 0-50 soldiers helping). By that I mean that mechanically your character is alone on the quest, even if not ICLY. Theirs stats will be tested, and their health lost if failed. This is to both encourage players working togethter on the main focus of the game, and also prevent them from simply sending death stack armies, late game, to insta win quests.


SKILL is anything combat or physical skill related. For instance one early order involves scouting their land. That works as it is more of a physical based trait.

ACUMEN is anything administrative or mental related. For instance one player has already sent orders about looking through books for the location of new items.

I think lot of confusion simply spawns from how vague the order descriptions are. You could spend an Acumen order for instance to create a trade deal with another player, beign construction of a new building, plotting to kill rival players (would take multiple turns), or to just look into a book to pass time.

Skill likewise can range from sparring to build up renown, hunting down bandits to give an income increase, raiding another lord for resources, or just not do it as there are no physical acts you wish to do.

Quests likewise can be ignored or custom. There are main quests I issue semi-randomly in turn updates to players, or you can go on a simple personal quest (where you gain an random roll from the item list depending on how well you did). Players really shouldn't be attempting to hunt down the legendary items immediately as they'll most likely die from it, but I won't stop your suicide.
 



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Ignard of House Veaknall
Count of Raida



Post tenebras lux
Warcry: Death!


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Bio:

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

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

Death's Banner



Dwarven Sword


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Lady Violanda Veiknall. Mistress of Raida.

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Born as a daughter of the Black Smith of Perenal, she inherited the glowing strength and inner resilience of her father, a bull of a man. This strength protected her from any illnesses in her youth, giving her body the chance to grow to an extraordinary statement of human beauty. Which gave her the attention of all the boys in the village. She didn't mind the attention, but aiming for such a village boy seemed a bit to small for her as an ambition. If your blessed with such assets, why not aiming higher? She considered the local baron, but before she could pander longer if she really wanted to bet on that horse, the count of Raida visited the barony. He stayed a night at the Barons mansion but came down to the village afterwards. Looking without any subtlety for skirts worth chasing. The moment he watched Violanda carrying water to the smithy, he forgot the buxom wife of the miller. He wanted her, no matter the cost. So he offered her a position as a 'maid' in his castle, with no ambition to hide the clear implications of that position. The pay was good, but Ignard Veiknall wasn't particularly liked by the local peasantry. While he left them mostly alone; he never raised the taxes, or forced more men into the levy than his right was, they couldn't get rid of a feeling that this man had dangerous side. Nor did he win their sympathy when he stated that 'he can't be held responsible for every peasant daughter that runs away' when he was asked to deal with the continuous disappearance of young women. Her father told her it was her choice, so she already wanted to turn down his offer, when he promised to order a hefty bulk of tools and weapons from her father. Big enough to make him the wealthiest person in the village.
So she came with him to keep the castle clean during the day, and keep his Lordship warm during the night. To her surprise there were already a bunch of other 'maids' in the castle, sharing her duties. Which meant the actual work was rather small, especially because the actual staff took care cleaning most of the castle. The first night went as she expected, his Lordship couldn't wait to test his newest acquisition. Violanda, already experienced in matters of physical love, thanks to the willing village boys and a useful old barn not far from the village, fulfilled her part of the bargain beyond her duties. His Lordship seemed pleased, she wasn't sure though...
 
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Joséphine d'Bois, Comtesse of Blackton, Queen Consort of Doumore

Roleplay attributes:
Aggresive Commander
Genius
War Hero

Item:
Dwarf Forged Sword

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

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

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


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

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House d'Bois
From Small Things, Greatness


Marie d’Bois, Lady of Blackton
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RP Attributes: Ambitious, Attractive, Prestigious Family
Marie, the second daughter of Charles d’Bois and half-sister Joséphine, was born eighteen years ago. Following the death of Joséphine's mother, Charles remarried, to the only daughter of the centuries old noble family. Like all of the d’Bois girls, she is a woman of uncommon character and vigor, pursuing her goals relentlessly once her sights have been set. While some might say that she lacked the natural ability that Joséphine was blessed with, Marie share’s her older sister’s unquenchable thirst for knowledge and was known to study deep into the night, burning through an untold number of candles, in order to compete with Joséphine when their tutor would question them the next day. In addition to her impressive drive, as she has come of age Marie has been recognized as the most beautiful of the d’Bois sisters. With her soft, pale skin, platinum hair, and violet eyes, some have wondered if her line does not possess fae blood to account for her almost otherworldly looks.


Dame Isabelle d’Bois, Knight of the Cross of Caerny
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RP Attributes: Timber Insight, Holy Warrior, Wealthy Upbringing
Isabelle is the youngest of the d’Bois sisters and half-sister to Joséphine, born sixteen years ago. Unlike her sisters, Isabelle did not seek to learn about the world through books, but through experience. When her father would examine their lumberyards, Isabelle would always be sure to join him, taking great interest in how they were operated and the work that went into them. As she grew older Isabelle was made to study under Bishop Armand, much like her sisters. She didn’t care much for the theological or philosophic underpinnings of his teachings, but rather the stories of holy knights, blessed by god who defended their religion against infidels and heretics. Finding her passion in life, Isabelle began to practice her blade work with Joséphine, much to the annoyance of Marie who liked to claim that she had not sisters, but two brothers. Just before leaving Blackton to repel the invaders, Charles d’Bois acquiesced to his daughters repeated pleas and secured her a special dispensation to join the Order of the Cross of Caerny, a religious military order whose purpose was to defend Doumore and Clawrasity from nonbelievers. Her features are very similar to those of Marie, possessing blond hair, light skin, and violet eyes, though of a less striking hue.
 
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Wilhelm von Blutvrie, Count of Dair, Count of Shallanar (marriage)

Roleplay Attributes:
Royal Blood
Adventurer
Wanderer


Item:
Plate Mail

House Words:
Blood and Iron

Family:
Friedrich von Blutvrie (Father, deceased)
Katrina Valence (Mother, widowed)
Franz von Blutvrie (Elder Brother, deceased)
Heinrich von Blutvrie (Uncle, deceased)

Bio:

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

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Notice of Marriage

The Crown is very pleased to be able to give formal notice of the matrilineal marriage of Princess Vairis and of Peter von Palantine-Leiningen, nephew to Erzherhog Leopold of Dale.

-Chancellor Theredion of Doumore
 
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Name: Gilderoy Reinhart
Age: 28
Bio: The Reinharts were a proud family, prior to the war they had vast influence throughout the realm due to the Duchy of Trostin being the kingdom’s breadbasket. However, a series of unfortunate events from accidents, deaths at childbirth and then the grueling three year war against the mysterious invaders from the sea whittled the lineage and bloodline down to a shadow of its former strength. Gilderoy was the youngest of 3 children. His mother had died 8 years prior during childbirth that sadly the newborn did not survive the night. The tragic event had broken his father Doric to the point of contemplating suicide on several occasions. Despite his rather isolated lifestyle after the loss of his wife, he soldiered on ruling the realm with a strong but fair hand. Four years later he was thrown from his horse during a hunt and cracked his skull on a boulder killing him instantly. His brother, the oldest, Ranquel was set to be the heir but his reign would be cut short as a plague a year prior to the war ravaged the ducal capital claiming his life. As a testament to his short but just rule, he was mourned throughout the area for weeks.

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

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

Role play Attribute: Hunter, Insane, Necromancer

Item: Great Aegis

Surviving relatives: Otto Crestwell (Uncle from mother's side, Age 42), Sarah Crestwell (Cousin, Age 20), Jacob Crestwell (Cousin, Age 18), Ogden Reinhart (Cousin from father's side, Age 31), Kaleb Reinart (Cousin, Age 30), Darius Reinhart (Cousin, Age 25)

Squire: ???


Family Crest:
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Motto: "Strength. Honor. Loyalty."
Unofficial Motto: ".....Dah fuqqq?"
 
Tevin de Moy
Baron of Dhesh


Age: 24
Roleplay Attributes: Cunning, Wanderer, Healthy
Item: Fairy Vial
Family: Peter de Moy (Father, deceased), Rolf de Moy (Brother, deceased), Lynette de Moy (Sister, Age: 21), Alisya Chrysanta (Wife, Age: 25), Edwin de Moy (Son, Heir, Age 5, Traits: Cunning, Dwarven Heritage, Healthy), Alice de Moy (Daughter, Age 2)

Bio:
Tevin de Moy is the second son of Peter de Moy, Baron of Dhesh. Peter de Moy also had two other children: Rolf, Tevin’s older brother, and Lynette, Tevin’s younger sister. During his youth, Tevin would often wander out of the manor in order to explore his little corner of the world. Although Tevin’s wits would help him avoid trouble sometimes, Peter did not approve of his son carelessly putting himself into potential danger.

Once Tevin reached 17 years of age, his father would marry him off Alisya Chrysanta, daughter of a minor noble in Troston. Tevin found that Alisya was quite willing to join him on his little adventures and bonded quite quickly with her. Tevin would have two children with Alisya.

3 years later, Peter would die from illness that had eaten away at him for a year. The transition for Rolf was smooth thanks to how long Peter fought off the illness. For Tevin, Rolf would ask him for assistance in managing the barony. Tevin did not hesitate in helping out his brother, although his old adventures still happened now and again.

A year into this routine, the invaders landed another army. Rolf would raise his troops and march out in order to fulfill his obligations as well as help defend the kingdom. Tevin was left to defend the Barony, and he would manage to do okay, with only small raids coming his way. Two years into the war, the land of Dhesh would be in the path for a force much larger than the small parties that were sent previously. Rolf would lead a force to counter their advance. Although it was able to force the invaders to withdraw, Doumore forces took heavy losses, including the death of Rolf.

With Rolf having no heir, the barony passed into Tevin’s hands. Tevin decided to defend the barony with the limited forces he had left. In the aftermath of the latest war with the invaders, Tevin de Moy faces a land in shambles like many around him. He would have to rebuild his barony, this time on his own.