Sorry to interrupt your vikinging, but I'd like to post my nation sheet. Worked the last three days straight on it, and have finally completed it. I tried to put industrial amounts of flavor into it to make it as spicy as humanly possible, and I would like to believe that the math is both correct and in perfect accordance with the rules. Admittedly, I did not quadruple check them (one last time before posting), but let's just assume it is functional. All said and done, I present to you: [hider=Almare] [center][b]The Kingdom of Almare[/b][/center] [center][i]"Your fear is our sword, the gods our shield."[/i][/center] [center][b]Fiefs[/center][/b] [b]Blackwood[/b]; Fair Population - 18.000 Inhabitants (15.239 countryside, 761 in military service, 2.000 in Coalfell) Resources - Sparse Infrastructure - Advanced Lord's Demesne - Great Manor, Great Wall Harvest Output - 70.699 Crops per annum Growth Bonus - 0.9% Tax Income - 19.739b per annum Point Cost - 14 [i]"Blackwood lies to the northeast of Almare, and serves as its capital fiefdom. The region is commanded by a tall mountain towards its eastern border, while a vast, impenetrable forest lies at its feet, engulfing most of the fief. Small communities of villagers live in the forest, connected by gloomy roads which lead up to the largest town in Almare: Coalfell. The people of Coalfell live in the shadow and safety of a humble castle by the same name, where the lord of the kingdom dwells. Coalfell, however, is not the only seat of power in the region: in the deepest reaches of the acheronian pine woods live the clans and their revered druids, now close allies to Griffiths family. Woe unto those who tread into the forest with ill intentions, for those who do never leave."[/i] [b]Myrefall[/b]; Infertile Population - 8.000 Inhabitants Resources - Some Infrastructure - Improved Lord's Demesne - Great Manor, Stone Wall Harvest Output - 35.400 Crops per annum Growth Bonus - 0.6% Tax Income - 15.500b per annum Point Cost - 11 [i]"Myrefall encompasses a majority of Almare's eastern border, and as the first line of defense against eastern raiding parties, has been reinforced with a mighty keep. The land itself is a sorry sight: as a bowl in between two mountain ranges, one to the north and one to the south, it is a gathering pond for the molten glacier waters, which turn all of Myrefall into a cold marshland. Though many plants grow there, only few are edible in good health and plantations are difficult to keep clean of all the poisonous weeds. Efforts have been made to make traversing the bog easier, with bridges and piled up earth paths, but it is still an arduous trek until one can leave the stinking wetlands behind. That said, the river streams coming from the mountains supply Almare with some of the freshest and cleanest water far and wide."[/i] [b]Greypass[/b]; Scrubland Population - 6.000 Inhabitants (4.270 countryside, 730 in military service, 1.000 in Blackburn) Resources - Sparse Infrastructure - Advanced Lord's Demesne - Great Manor, Stone Wall Harvest Output - 18.534 Crops per annum Growth Bonus - 0.5% Tax Income - 8.770b per annum Point Cost - 10 [i]"Also known as the southern gate, Greypass is a mountainous region where little to nothing grows. It is an easily defended location, with only a single path leading from outside into the inner realm of Almare. As a popular location for travellers going in and out, a small township named Blackburn has formed next to the citadel protecting the mountain pass. At this point, Blackburn is more of a military camp than an actual town, but artisans are looking to settle there and make trade with nearby neighbors. While the land is poor in money and harvest yield, the mountain paths offer some of the most beautiful sights to be had in the kingdom."[/i] [b]Ashbourne[/b]; Fair Population - 18.000 Inhabitants Resources - Some Infrastructure - Advanced Lord's Demesne - Wooden Manor, Wooden Palisade Harvest Output - 83.400 Crops per annum Growth Bonus - 0.9% Tax Income - 26.500b per annum Point Cost - 9 [i]"Ashbourne lies at the heart of Almare and is considered one of its most fertile regions. Unlike many other parts of the kingdom, it is relatively open and encompasses more open grass fields than forests, which has caused many farmsteads to appear there. As the kingdom's granary, much of its crop demands are met here, while hunters occasionally head into the smaller woods to hunt for game. Its predisposition and location have made this fief very peaceful and vulnerable to attack - it must rely on its neighboring fiefs to keep it from harm."[/i] [b]Wingston[/b]; Infertile Population - 10.000 Inhabitants Resources - Sparse Infrastructure - Advanced Lord's Demesne - Fortified Manor, Wooden Wall Harvest Output - 44.600 Crops per annum Growth Bonus - 0.7% Tax Income - 14.500b per annum Point Cost - 8 [i]"Almare's coast is largely controlled by two fiefdoms: Wingston and Mortham. The former is known primarily for its cadre of knights, the green knights of the coast. Almaric military typically travels light, but these men adhere to more foreign doctrines of fully plated shock assaults. They use the wide open fields to excercise and train their steeds and squires. The soil, however, is somewhat poor here, while the coast is a razor sharp cliff that forbids easy access to the sea, for good or for worse."[/i] [b]Mortham[/b]; Fair Population - 18.000 Inhabitants Resources - Some Infrastructure - Advanced Lord's Demesne - Fortified Manor, Wooden Wall Harvest Output - 83.400 Crops per annum Growth Bonus - 0.9% Tax Income - 26.500b per annum Point Cost - 11 [i]"North of Wingston lies the fiefdom of Mortham. One immediately notices the fairer nature of the land, with a more gentle coast upon which a multitude of small fishing villages have accrued and a land not dissimilar to Ashbourne, with sprawling grass fields and sparse forests. Life in Mortham is typically calm and uneventful, as the people live a good distance from both foreigners and the clans."[/i] [b]Windermere[/b]; Fair Population - 18.000 Inhabitants Resources - Sparse Infrastructure - Advanced Lord's Demesne - Great Manor, Stone Wall Harvest Output - 83.400 Crops per annum Growth Bonus - 0.9% Tax Income - 22.500b per annum Point Cost - 13 [i]"Perched upon the northwestern mountains, shielding Almare, is a mighty fortress. Its sentries are always alert, searching for threats that could come from the west or the north, while in the courtyards below train the fearsome green knights of the mountain. While the mountains are rugged and unyielding, several deep valleys have been cut into the rock's flesh, through each of which a bountiful river charges into the lower fiefdom of Mortham. These valleys, heavily forested as they are, are plentiful in fruit and game, with fresh water abounding."[/i] Crops TOTALS: Yearly Production: 419.433 Yearly Consumption: 384.000 Seasonal Production: 104.858 Seasonal Consumption: 96.000 Seasonal Result: 8.858 Surplus Yearly Result: 35.432 Surplus [center][b]Towns[/center][/b] [b]Coalfell[/b]; in Blackwood Population - 2.000 Inhabitants Wealth - Fair Tax Income - 8.000b per annum Point Cost - 14 [i]"As the capital seat of Almare, Coalfell is the largest town in the region. It is surrounded by black forests on all sides, while its back is pressed against the merciless, grey mountain wall upon which castle Coalfell rests. Its inhabitants are wealthier than most in Almare, and most artisans live here to supply the fief and the kingdom with arms and goods. Still, compared to some foreign towns, Almare's capital is exceedingly gloomy and oppressive - it often rains, and thick fogs engulf the town frequently. Moreover, if one were to look at the forest for too long, one would gain the impression that it is staring back."[/i] [b]Blackburn[/b]; in Greypass Population - 1.000 Inhabitants Wealth - Poor Tax Income - 2.000b per annum Point Cost - 9 [i]"Having evolved from a military encampment surrounding Greypass's mountain keep, Blackburn is still partly made up of tents and wagons rather than fully constructed houses. It is a melting pot of foreigners, tradesmen and soldiers, but even so the population is quite small. Ambitious merchants are hoping to bring more attention to the hamlet so that it might become a viable location to make trade to and from Almare."[/i] Point TOTALS: Points used on FIEFDOMS: 98 Points used on FAMILY: 2 Points UNUSED: 0 [b][center]Preferred Map Location:[/b][/center] [center][img=http://i.imgur.com/P0dDs7u.png][/center] 1: Windermere 2: Mortham 3: Blackwood 4: Ashbourne 5: Wingston 6: Myrefall 7: Greypass [center][b]Military[/center][/b] [b]A) Troop Types Available[/b] [center][i]Melee Infantry[/center][/i] [b]Spear Levy[/b]; Leather Armor, Wooden Pavise, Spear Arming Cost - 10b Upkeep and Pay - 3b Contingent - 160 Men Arming Cost - 1600b Upkeep and Pay - 380b [b]Spear Clansmen[/b]; Mail Armor, Leather-Bound Kite Shield, Spear Arming Cost - 15b Upkeep and Pay - 4b Contingent - 120 Men Arming Cost - 1800b Upkeep and Pay - 480b [i]"Almare's clans are known to be vicious wildmen who dwell in the depths of sombre forests. Shielded from civilization, they keep their ancient traditions alive, but having sworn fealty to the lords of Almare, they will answer the call to arms. Donning frightening masks, their spearmen are known to be especially hardy and steadfast, and are difficult to remove from the field."[/i] [b]Heavy Pikemen[/b]; Mail Armor, Pike, Round Iron Shield, Axe Arming Cost - 23b Upkeep and Pay - 5b Contingent - 90 Men Arming Cost - 2070b Upkeep and Pay - 450b [i]"In silent vigil, they keep watch over the southern mountain pass granting access to Almare. As long as they stand tall, no man shall pass their wall of pikes."[/i] [b]Sword Clansmen[/b]; Leather Armor, Iron Buckler, Shortsword Arming Cost - 20b Upkeep and Pay - 4b Contingent - 120 Men Arming Cost - 2400b Upkeep and Pay - 480b [i]"Almare's clans are known to be vicious wildmen who dwell in the depths of sombre forests. Shielded from civilization, they keep their ancient traditions alive, but having sworn fealty to the lords of Almare, they will answer the call to arms. Donning frightening masks, their swordsmen are particularly vicious and eager, and can often be seen collecting the ears of their enemies as trophies to be strung on a cord."[/i] [b]Mace Clansmen[/b]; Leather Armor, Iron Buckler, Mace Arming Cost - 10b Upkeep and Pay - 2b Contingent - 120 Men Arming Cost - 1200b Upkeep and Pay - 240b [i]"Almare's clans are known to be vicious wildmen who dwell in the depths of sombre forests. Shielded from civilization, they keep their ancient traditions alive, but having sworn fealty to the lords of Almare, they will answer the call to arms. When challenged by heavily armored opponents, they favor the use of the mace to batter even the most hardy of knights into submission with horrible visages transfixed on their tribal masks."[/i] [b]Green Knight of the Mountains[/b]; Plate Armor, Longsword, Iron Kite Shield Arming Cost - 35b Upkeep and Pay - 6b Contingent - 80 Men Arming Cost - 2.800b Upkeep and Pay - 480b [i]"The order of Green Knights are Almare's toughest warriors - the elite. Their legacy stems from the founder and original lord of the land, Sir Alexander Griffith of the Lake. They teach his creed to every intitiate, each one of them hoping to live up to the bravery and honor of their forefather. Knights of the mountain are trained primarily in Windermere, and are taught in the use of a sword and shield to fight the enemy man to man."[/i] [b]Blindseer[/b]; No Armor, Sacrificial Greatsword Arming Cost - 20b Upkeep and Pay - 4b Contingent - 1 Woman [i]"Peculiar tradition or abject cruelty? An enigma to all, the Blindseer is a blind maiden in her prime, travelling at the heart of an elite cadre of vanguards. Her mere presence is enough to inspire courage in nearby Almarics. Protected from all sides, she wades through the battlefield on bare feet, her white dress soon becoming stained red. In her hand, a masterfully crafted greatsword; she can hardly lift it, as it drags a line behind her in the dirt. When the battle is over, captives, enemy leaders and deserters are presented to her. Surrounded by the blood-crazed howling of her army, she cuts them down one by one, never knowing what the last look on their faces might have been. Some of them become intoxicated by the bloodlust, and eagerly chop down man after man with a wicked grin. Yet some remain gentle at heart, and weep silent tears underneath their pale blindfolds as they mourn every life they must take."[/i] [center][i]Ranged Infantry[/center][/i] [b]Skirmisher[/b]; Leather Armor, Wooden Shield, Javelin Arming Cost - 10b Upkeep and Pay - 4b Contingent - 160 Men Arming Cost - 1600b Upkeep and Pay - 680b [b]Slinger[/b]; No Armor, Sling, Axe Arming Cost - 7b Upkeep and Pay - 3b Contingent - 160 Men Arming Cost - 1120b Upkeep and Pay - 480b [b]Green Knight of the Forest[/b]; Plate Armor, Crossbow, Pike Arming Cost - 38b Upkeep and Pay - 9b Contingent - 80 Men Arming Cost - 3.040b Upkeep and Pay - 720b [i]"The order of Green Knights are Almare's toughest warriors - the elite. Their legacy stems from the founder and original lord of the land, Sir Alexander Griffith of the Lake. They teach his creed to every intitiate, each one of them hoping to live up to the bravery and honor of their forefather. Knights of the forest are trained primarily in Blackwood, and often serve as the lord's personal retinue. They are less adept at the offense than the other orders, but are particularly steadfast. At range, they coordinate firing lines to cull the enemy with wave after wave of crossbow bolts. When the foe seeks to close in, the first three rows of knights erect a wall of pikes, while the rear element continues to fire."[/i] [b]Horned Huntsmen[/b]; No Armor, Longbow, Axe Arming Cost - 15b Upkeep and Pay - 6b Contingent - 80 Men Arming Cost - 1200b Upkeep and Pay - 480b [i]"If you've heard of Almare, you no doubt have heard the many ghost stories surrounding the foggy land. Tall tales of wicked demons who live in its dark forests, of soulless monsters who prey upon the lost, of primitive tribes who eat the hearts of men. Most of these are certainly mere myths, but if there is a grain of truth to them, it most certainly hearkens back to the Horned Huntsmen. These men have sacrificed their conscience to become the ultimate predators; they are just as experienced at striking their mark as they are at terrifying it. Before one engages these men in combat, one must first bear witness to the many crueltiest they display for the sole purpose of inspiring dread in their quarry. Their name comes from the peculiarly horned skulls they wear strapped to their leather caps."[/i] [center][i]Cavalry[/center][/i] [b]Mounted Archer[/b]; No Armor, Bow, Axe, Horse Arming Cost - 30b Upkeep and Pay - 10b Contingent - 80 Men Arming Cost - 2400b Upkeep and Pay - 800b [b]Light Cavalry[/b]; Leather Armor, Spear, Wooden Shield, Horse Arming Cost - 30b Upkeep and Pay - 8b Contingent - 100 Men Arming Cost - 3000b Upkeep and Pay - 800b [b]Heavy Cavalry[/b]; Mail Armor, Lance, Round Iron Shield, Horse Arming Cost - 38b Upkeep and Pay - 9b Contingent - 60 Men Arming Cost - 2280b Upkeep and Pay - 540b [b]Green Knight of the Coast[/b]; Plate Armor, Lance, Axe, Steel Round Shield, Horse, Horse Armor Arming Cost - 78b Upkeep and Pay - 15b Contingent - 60 Men Arming Cost - 4.680b Upkeep and Pay - 900b [i]"The order of Green Knights are Almare's toughest warriors - the elite. Their legacy stems from the founder and original lord of the land, Sir Alexander Griffith of the Lake. They teach his creed to every intitiate, each one of them hoping to live up to the bravery and honor of their forefather. Knights of the coast are heavily armored riders; even the horses bear metal. As a thundering wave of steel, they crash down upon opponents bearing all the fury of their spiteful kingdom, first impaling lesser men on great lances, then hacking at the survivors with axes."[/i] [b]B) Current Military Assets[/b] [b]B.1) Armed Troops[/b] [b]The Eyes of the Goddess[/b]; in Blackwood 320 Horned Huntsmen (4) 240 Spear Clansmen (2) 200 Light Cavalry (2) 1 Blindseer (1) Total: 761 Men Acquisition - 14.420b Upkeep and Pay - 17.944b (4.486b per Season) [i]"Fearsome clansmen have gathered around their exalted Blindseer to protect Blackwood from all invaders. Lately, the men have been getting restless; grim omens tell of the goddess's yearning for more blood."[/i] [b]The Stern Guard[/b]; in Greypass 270 Heavy Pikemen (3) 320 Skirmishers (2) 80 Horned Huntsmen (1) 60 Heavy Cavalry (1) Total: 730 Men Acquisition - 12.890b Upkeep and Pay - 14.920 (3.730b per Season) [i]"A band of hardy warriors protects the town of Blackburn and its keep from violent interlopers. While most remain in the town, the Horned Huntsmen elect to set up camp in the mountains."[/i] [b]B.2) Armory[/b] [b]Leather Armor[/b]; 1500 Acquisition Cost - 7.500b Upkeep Cost - 1.500b [b]Mail Armor[/b]; 1.080 Acquisition Cost - 10.080b Upkeep Cost - 2.160b [b]Plate Armor[/b]; 220 Acquisition Cost - 4.400b Upkeep Cost - 660b [b]Horse Armor[/b]; 60 Acquisition Cost - 1.500b Upkeep Cost - 300b [b]Spears[/b]; 500 Acquisition Cost - 2.500b Upkeep Cost - 500b [b]Pikes[/b]; 180 Acquisition Cost - 1.440b Upkeep Cost - 180b [b]Axes[/b]; 250 Acquisition Cost - 1.250b Upkeep Cost - 250b [b]Clubs[/b]; 1000 Acquisition Cost - 2.000b Upkeep Cost - 0 [b]Daggers[/b]; 500 Acquisition Cost - 1.000b Upkeep Cost - 0 [b]Shortswords[/b]; 720 Acquisition Cost - 7.200b Upkeep Cost - 1.440b [b]Maces[/b]; 240 Acquisition Cost - 1.200b Upkeep Cost - 240b [b]Javelins[/b]; 480 Acquisition Cost - 2.400b Upkeep Cost - 960b [b]Slings[/b]; 500 Acquisition Cost - 1.000b Upkeep Cost - 500b [b]Longbows[/b]; 160 Acquisition Cost - 1.600b Upkeep Cost - 640b [b]Bows[/b]; 80 Acquisition Cost - 800b Upkeep Cost - 480b [b]Crossbows[/b]; 160 Acquisition Cost - 1600b Upkeep Cost - 800b [b]Longswords[/b]; 60 Acquisition Cost - 900b Upkeep Cost - 160b [b]Horses[/b]; 280 Acquisition Cost - 5.600b Upkeep Cost - 1.400b Bullion TOTALS: Yearly Available: 144.009b Acquisition: 81.280b Yearly Upkeep: 82.344b Seasonal Income: 36.002b Seasonal Upkeep: 20.586b Seasonal Result: 15.416b Surplus Yearly Result: 61.664b Surplus [center][b]Royal Court[/center][/b] [b]Ardobert Griffiths[/b]; Lord of Almare Points - 0 Age - 42 [i]"The Lord of Almare is a stern man who does not smile often. Always with his feet firmly on the ground, he is a practical man of facts, methods and goals who cares little for distractions. The only things that can divert his focus are his wife and children, all of whom he genuinely loves - and it is believed that only they have ever seen him laugh heartily, if he ever has. Culturally, he is in tune with his kingdom: He has a great interest in the clans, and intends to keep good relations to them, but he equally values chivalric virtues and his order of knights. As a man, Ardobert can hardly complain in his life, but there is one thing that always bothers him, eating away at his thoughts: He firmly believes that he has not accomplished anything noteworthy in his life. No great battles were won, no great advancements were made. Almare has not grown - or diminished - in any significant way since his crowning. This is his greatest regret."[/i] [b]Morwyn Giffiths[/b]; Lady of Almare, Wife to Ardobert Points - 2 Age - 34 [i]"Morwyn still bears the rough kind of beauty she possessed when she was younger and lived amongst the clans. As one of the prettiest women of the clans, she was promised to the then-younger Lord of Almare, to solidify the union between the people of the forest, and those of the cities. Although an arranged marriage of sorts, she has grown to love her husband, and turned out to be a loving mother to her numerous children. While warm and loving to her next of kin, Morwyn is very reserved towards strangers and people she does not know. In secret, she is rather torn between the clash of different cultures in the kingdom; on one hand, she enjoys her life in the castle with her husband and children, but a part of her longs to return to her people and feels caged. In the rare moments of reprieve that she gets, she often stares at the forest from one of the castle's towers."[/i] [b]Sir Owain Griffiths[/b]; Fiefholder of Windermere, Brother to Ardobert Points - 4 Age - 31 [i]"Owain is an enthusiastic knight and warrior, who loves himself a good competition every now and again. Unlike his elder brother, who has become stern and distanced in the dank depths of his castle, Owain has not forgotten how to laugh and is seen as sympathetic by a majority of the people in his fiefdom, particularly the knights with whom he trains. He is married to the daughter of the fiefholder of Mortham, the fief just below the one he owns, and he has two children with her. In spite of this, it is generally no secret that he has numerous, short-lived affairs with a variety of young women, regardless of their social standing. What is a secret, however, is that he has a very low opinion of the clans and their primitive ways - he would shed no tear after them if they were to disappear."[/i] [b]Lynn Griffiths[/b]; Eldest Daughter to Owain Points - 2 Age - 8 [i]"Little Lynn is growing up to be a well-behaved girl that never seems to cause trouble. However, the girl also appears to be a little joyless and seldom laughs or plays."[/i] [b]Cadog Griffiths[/b]; Eldest Son to Owain Points - 2 Age - 3 [i]"Owain has high hopes for his toddler to carry on his legacy, but he is often too busy with administrating his fiefdom, following his kightly duties, or chasing skirts to care for the child."[/i] [b]Garwen Griffiths[/b]; Sister to Ardobert Points - 3 Age - 24 [i]"A woman of stunning beauty, Garwen is desired by many. She has received countless proporals from within and without, but she has always found them lacking; no man seems to be good enough for her, as she put them down one by one. Some wonder if she is hiding some kind of secret in her lovely little manor by the seaside in Wingston. Perhaps she simply enjoys life by herself - she typically spends hours either staring at the sea, or watching the resident knights ride forth, and seems content with her life. Not that Ardobert would know; the two have always been rather distant to one another because of the rather large age gap between the two."[/i] [b]Berwyn Griffiths[/b]; Eldest Son to Ardobert Points - 6 Age - 16 [i]"Young Berwyn has been raised well by his parents, and shapes up to be an upstanding man. Still, he has a tendency to escape his duties if he can afford it, and spends a lot of time with the clans, as he is very taken in by their culture. While his father wishes for him to become the heir of the kingdom one day, he wants to become a clansman in his own right. Ardobert hopes that this is a mere flight of fancy that will go away one day, but who can tell for sure? What is for certain is that Berwyn has learned much from the clans, and he has gained a reputation for being a talented marksman and hunter."[/i] [b]Seren Griffiths[/b]; Eldest Daughter to Ardobert Points - 5 Age - 13 [i]"Seren has an ill character and it shows early. She is rather arrogant, and shows little respect to anyone who isn't a direct relative, and lives up to her ideal of being a princess. Because of her love for status and wealth, she is not very happy in Almare which is certainly not known for its pomp. Moreover, she finds the clans the most despicable of all, as they are little more than animals in her eyes. Still, she would never admit any of these things as she does not want to disappoint her father. One day when she is older, she hopes to marry outside the kingdom and leave for greener pastures."[/i] [b]Morgana Griffiths[/b]; Daughter to Ardobert Points - 3 Age - 11 [i]"An unsettling and spiteful little girl, Morgana seems to almost proactively try to be unhappy. It seems that no matter what Seren does or gets, if it is to her benefit then Morgana will be envious and feel disadvantaged for it. If offered something in return, to make up for it, she barely shows interest, however - unlike her sister, it appears Morgana cares little for the finer things in life. Many have remarked her striking similarity to her mother, at least visually; of all of Morwyn's daughters, she is the most like her, with a similar complexion and the same eyes. Most, however, do not observe the girl for too long, because she has an unsettling habit of being unnervingly quiet and brooding. Although she is always polite - perhaps too much even - one somehow can't help but suspect that she harbors dark thoughts. But towards whom?"[/i] [b]Morys Griffiths[/b]; Son to Ardobert Points - 4 Age - 8 [i]"Morys is a lively young boy with an extreme love for his older brother, with whom he spends as much time as circumstances allow. Given that Berwyn is his role model, he attempts to like and imitate anything the other does. As a consequence, he too spends a lot of time in the woods, amongst the clans or simply playing Huntsman with his brother. Perhaps tragically, however, Morys is somewhat clumsy and can hardly live up to his expectations. Perhaps when he is older, he will find his own path in life."[/i] [b]Alis Griffiths[/b]; Daughter to Ardobert Points - 2 Age - 5 [i]"As the youngest child of Ardobert's line, Alis receives the most attention from Morwyn at the time. As it stands, it is difficult to say what kind of person the little girl might become one day. With luck, she'll be a more agreeable sort than her older sisters, one should hope."[/i] [b]Gwydion Gower[/b]; Ardobert's Representative at Court Points - 0 Age - 34 [i]"Gwydion is a proud man. He is proud to have been chosen as the lord's representative. He is proud to be a warrior worth his name. He is proud to be a clansman. For one of his kind, he is very learned in foreign cultures, and can speak with higher born men as an equal. Still, he can hardly hide his origins, which show in his uncouthness when it comes to speaking the truth even when it hurts, and the occasional foul word that comes out before he has the mind to restrain himself. That said, most honest men should find Gwydion an agreeable sort with many stories to tell."[/i] [b]Aderyn of the Ravens[/b]; The Godsister of the Clans Points - 3 Age - 67 [i]"Aderyn is an old hag who dwells in the clans' sanctum, deep within the acheronian woods. Very few even know how to find it, and for good reason. She is the head of their religious cult, and is a mother figure to the clans as a whole. She ordains the druids who serve her and and guide the other clans, and she takes care of the Blindseer as if she were her own flesh and blood. Adelyn can be kind, but is often blunt and indifferent when kindness is not needed - in a way, she is quite jaded. Fittingly, perhaps, she seems quite numb towards violence. With decades of experience behind her, she is amongst the wisest in the land, and has a firm grasp on the clans; her word is absolute law. Her title 'of the Ravens' is a reference to her cunning by which she is identified."[/i] Family Points Used: 36/36 [center][b]Optional Concerns[/center][/b] None taken. [center][b]Original Receipts[/center][/b] Total Population - 96.000 Inhabitants Population Living in Towns: 3.000 Citizens Population in the Army: 1.491 Soldiers Crops Produced per Annum: 419.433 Crops Consumed per Annun: 384.000 Crops in Excess per Annum: 35.433 Total Growth Bonus: 5,4% Income per Annum: 144.009b Spending per Annum: 69.344b Result per Annum: 74.665b Current Treasury: 144.009b [b][center]House Coat of Arms[/b][/center] [center][img=http://i.imgur.com/FS0mUoA.png][/center] [center][b]House History[/center][/b] The history of the land called Almare reaches far back, long before even men began crowning themselves Overlords. T'is a gloomy land of steep mountainsides, dark pine woods, cold rains and ominous fogs. Already in the olden days, her villagers formed tightly-knit communities to defend themselves from the many phantasms surrounding them, hiding in the black of the howling forests, as they do today. Everyone knows that Almarics are a distrustful, unkind lot that does not welcome strangers into their strange land. For centuries it seems they were content to huddle in the shadows of their great forests, living their lives under their own rules while remaining ignorant of the world beyond the gray mountain walls and the cresting ocean. As time went by, and the peoples of Lundland became more unified and advanced, explorers eventually creeped into the mythical land to see what was there. When they were met with a hostile people that openly practiced 'fiendish rituals', most nations quickly came to agree that Almare was a haven for all sorts of devils and wrongdoers that had to be cleansed for the good of all of Lundland. After the great overlord Aella united Lundland under his banner, several fiefdoms elected to combine their arms and invade the northern land, so that it might be claimed in the name of the great house of Trisch. The ensuing war was longer than anticipated, and far bloodier than what could be justified. While the invading forces were more numerous and better equipped than the natives, the latter prevailed time and time again by employing the most vile of tactics. Constant, small skirmishes and ambushes and frequent acts of sabotage took their toll on the attackers, and with the land being as densely forested and the ground being so uneven, progress was painfully slow. Not long after the begin of their conquest, the marching columns came upon the impaled and desecrated remains of what had once been comrades of theirs, strewn in regular intervals across the path they were heading. Every once in a while, horned men could be seen skulking in the distance, obscured by the shadows and the dense foliage. Terror gripped the men, and before long they became just as frightened of the forest's shadows as the natives were. If not for their leader, a prestigious knight by the name of Alexander Griffiths of the Lake, their courage would have surely shattered, but the lion hearted man urged them onwards. After weeks of erring aimlessly in the ominous woods, led astray time and time again by false trails left by the wicked natives, the soldiers were finally able to clearly see the sun once more. As they left the forest, they beheld a fair plains with a handful of farmsteads, and beyond that, the glistening, cold sea. This vast grassland was dotted in thick forests, untouched by the lumberjack's axe, and to the east they beheld a cold, stinking bog. The men agreed to avoid this place, as they could not even imagine the kind of foul trickery they would have to suffer in such a place, and instead chose to continue their crusade northwards, along the coast. During all this time, they had yet to behold a single stronghold where a sort of leader should have lived. Indeed, it seemed Almare was entirely disparate, kept together more by their despicable beliefs than any one government. Sir Griffiths decided that such a state of sovereignty had to be established, then - a castle had to be built in a commanding position, one that could keep an eye on the entire land. Spying the mountains to the northeast, he thought that such a perch was a fine place indeed for a lord's citadel. The warband continued following the coast, which soon brought them to lands beyond Almare, into friendlier territory. There, they requested not only reinforcements, but workers, materials and officials to help in the construction of a seat of command and the establishment of a kingdom where there was only savagery. Months later, towards the harvest season, Sir Griffiths' warband returned, stronger than ever, to ram their banner into the dark soil of Almare. With determination, they headed for the mountains to the northeast of what would be a kingdom one day, which forced them to, once again, traverse a large and deadly forest. The trials they were put through would only become worse, as the skulking natives were even more numerous and bloodthirsty here. Their ambushes and skirmishes became more violent, more frequent. A handful of times they even succeeded in capturing live men, and dragging them into the forest before they could be aided. A few days later they would find scarecrows made from human and animal remains - their intent certainly not being to keep crows at bay. They also found small communities living peacefully in the forest which, while unwelcoming, did not oppose the armed forces of Lundland. Two weeks of travel later, with about a sixth of the men felled, they reached the foot of the mountain; even here, the hardy forest continued to climb the slope until a certain height where even the most stubborn of weeds refused to grow anymore. It is there, on a mountainside overlooking the haunted woods, that the men began work on what would one day become a castle and home to a lord of Lundland. Sir Alexander Griffiths of the Lake and his men spent years building not only a citadel, but a functional infrastructure that would allow easier passage through the otherwise untamed wilderness. They charted maps of the strange land, which took multiple revisions as explorers became lost and made mistakes time and time again. Similar colonizing parties were sent to other districts, into which Almare was divided - districts that would later become fiefdoms - in order to establish other houses of command to further tighten the grasp of the overlord on the cold forest land. The natives in their villages, while initially hostile, eventually made peace with the knights and even came to appreciate the simple luxuries they were given in the form of roads, signposts, horse carts, lanterns and the like. During all of this, the forest-dwelling ambushers, who since became known as the clans, made attempts at first to disrupt and stop the efforts of the knights, yet over the years, even they became not only weary, but also keenly aware of the futility of their work. After four years of violence in the dark, clansmen came out of their forest in peace so that they could talk to these men who would not leave. Although he suspected foul play, Griffiths went to meet with them after having posted a brigade of men to be at the ready should hostilities arise. Negotiations began, and the venerable knight learned some curious things about his thus far unknown enemy. These clans as they became to be known, lived apart from even the villages in Almare, electing to abandon all society for the peace and quiet of their woods, so that they might devote all of their time to their lifestyle, and to their pagan deities. Indeed, it turned out that some ancient faith from a time where men had just discovered the flame survived to this day, here in this forgotten place. They fought not only to protect their land and their loved ones; they fought for the very survival of their archaic gods. None could say that Griffiths was of a vile heart - he was certainly no stranger to violence and warfare - but he was determined to settle in Almare. Indeed, he had made it his life's greatest goal to turn Almare into a place of peace and understanding, a place where Lundlanders could live side by side with the clans and their alien ways. More than that, he could see many benefits to counting the clans as allies, as he had witnessed their combat prowess first hand: with only a few hundred men they had inspired terror in thousands. Although the clans had little interest in mingling with civilization, they agreed that peace was preferable to continued fighting. They were no fools, after all, and knew that even if they could delay the inevitable for years, they had not the strength to defeat the overlord's forces. Thus they promised to tolerate the presence of the knight's men, if they promised to leave their ancestral homes untouched. From that day on, Almare's great forests became sacred grounds where no man shall fell a tree. After twelve years of construction, the great fortress in Almare's northwest, an area known even today as Blackwood, was completed, and with it, Griffiths' dream became reality. The people of Lundland and Almare had put aside their differences, and chose to live as one people. He was ready to swear fealty to whichever man the overlord would choose to rule the newly acquired lands; only, the overlord never chose another man for the great seat. Sir Griffiths himself was offered to enact sovereignty over the land he had tamed with his own bare hands. Honored as he was, the knight wholeheartedly accepted, and was crowned Lord of Almare. The land was divided into seven fiefdoms, and other, honorable and loyal men were chosen to act as holders for these regions. Thus began the line of Almaric lords, descended from Sir Alexander Griffiths of the Lake, a once simple knight known for his bravery, tenacity, and virtue. [/hider] [b]Edit:[/b] I added my preferred map location to the application.