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House Duvard


House Duvard's coat of arms depicts a captured Darthii galley, a testament to the history of invasions that have been repelled on Ignesian soil. The helmet is topped with a dire boar's head, the national animal of the province. The device on the shield is taken from the flag of Ignis. Chief colors of Duvard livery are black, gold and burgundy.


Head of House:
Roman Duvard

House Motto:
“Fit via vi.” Strength is the way.

House Specialty:
The Duvards are best known for being the first house to join Lalaifia's cause. Its founder, Odvin Duvard, is known for being her closest retainer. The house owes its loyalty to a timely counteroffensive led by Lalaifia, which broke an incursion on Ignesian soil by a foreign army. Ever since, the Duvards have followed the Valariens' command and have been fast friends. Odvin Duvard became a prominent general of Lalaifia's host, serving her faithfully over the duration of her campaign.
While loyal to a fault, the Duvards are also vain and can be regarded as excessively opulent by distant provinces. Its open displays of subservience to the Heartlands may be cause for some dislike among humbler houses.

House Ancestral Artifact:
After some time under Lalaifia's command, Odvin was rewarded with the privilege of carrying her personal banner. The colors of Valarien flew high, safe in the gauntlet of the Duvards' progenitor as Lalaifia's host conquered and united the tribes of Ethica. Though the banner was returned to the Valariens at the conclusion of the conquest, Lalaifia permitted the newly-erected House Duvard to keep the standard as a token of her favor. It hangs behind glass in the Duvards' great hall, proudly displayed for visitors to see. Magical enchantments have prevented the relic from degrading, and it is just as vibrant as it was in antiquity.

Important Members:
Immediate Royal Family
Roman Duvard, 46 – Head of House.
Dragica Duvard, 44 – Wife of Roman.
Edgar Duvard, 24 – Oldest son. Married to Sophsi Valarien.
Anastázie Duvard, 23 – Oldest daughter. Married to Jakinius Valarien.
Olívia Duvard, 19 – Second-youngest daughter. Married to Lucius Valian.
Guillame Duvard, 17 – Youngest son. Married to Helen Seval.
Alais Duvard, 16 – Youngest daughter. Betrothed to Morion Tallurian.

The Province of Ignis


Ignis's flag is a stylized sun wheel, spreading its rays in all directions. The design represents Kammeth's light piercing the darkness. The flag was designed following House Duvard's alignment with Lalainia, who "brought light to Ignis."

Region/color on map:
Red (Nexus's former claim)

Demonym:
Ignesians

Racial appearance:
Ignesians are traditionally thought to have olive skin tones and dark eyes and hair. This preconception resembles the popular image of Spaniards or Mediterranean peoples, while in reality, both groups have a diverse range of features, due to immigration and varying regional identities. Genetic variations can be seen across the province and can be attributed to the mixing of Ignesians and their neighbors. The current Duvard family, for example, tends toward lighter-colored hair. Most native Ignesians are medium in stature and their builds lean towards the slender side. It is common for them to have long, oval faces with well-defined features and narrow, aquiline noses.

Racial traits:

Capital:
Brionne

Capital Population:
Approx. 81,615

Other Major Settlements:
Iorica, 57,130
Giseux, 48,969
Avitaine, 28,565
Brabant, 19,587
Lignys, 16,323

Population:
Approx. 1,541,000

Culture:

Type of Government:
Hereditary Monarchy

Influence and relations: (Any alliances or military pacts with another family? Perhaps born of marriage ties? Work with other players if you seek one ahead of the RP if you so desire.)

Military:
Ignis has historically built its military around heavy infantry, pioneering an analogue formation of the real-world Spanish tercio. Blocks of heavily-armored pikemen, supported by halbardiers, swordsmen and crossbowmen form the core of its fighting force. It also fields cavalry, but to a lesser extent than in the past. Ignesian cavaliers have begun employing bows and hand crossbows, rapidly maneuvering and harassing enemies, only to fall back and strike elsewhere.
Though adept on the field, Ignesians have considerable siege experience, learned from the many Darthii and Northlander raids it has endured over its lifetime. Ignesian castles and fortresses are renowned for their impregnability, and their garrisons have many tactics up their sleeves to dissuade and combat attackers.

Ignis's army is drawn into three battalions; one for the north, the south, and the west. Each battalion is led by a Colonel, and divided into sixteen companies each. Ten of these companies are pikemen; the rest are crossbowmen. Each pikeman company has 250 men, for a total of 2,500 pikemen per battalion. The remaining six crossbow companies per battalion are made up of 200 men each, with a total of 1,200 per battalion. During engagements, these crossbow companies are typically divided and evenly dispersed among the formations of pikemen.
Ignesian cavalry is not permanently attached to any one battalion; instead, the 1,600 men-at-arms of the army are recruited and dispatched by locale. Many of these riders are members of the waning knightly class, or experienced riders under contract to serve.

The average pikeman in service to Ignis dons blackened, munitions-grade plates on his breast and back, with a gorget to protect the throat and tassets over his thighs. He wears a morion on his crown; the best companies top theirs with a plume of burgundy. He carries a pike with a tapered head about 4.5 meters long, paired with an arming sword.
Although Ignesian infantry is organized into “pikeman companies,” not every man is a pikeman. There are some formations made up of halberdiers, who use their polearms to chop overhead the rows of pikes. There are sword and buckler men, who maneuver through the pike shafts to incite chaos by slashing and stabbing up close. Also present are swordsmen who carry long Zweihänders, practiced in the Tellarian school of swordplay.
Crossbowmen are armored much the same way, though may wear less protection than their frontline counterparts. They carry pavise shields on their backs, with which they can hide behind and fire from safety.
Cavalry still fights largely in the traditional manner: gendarmes donning full suits of plate armor drop lances and charge into the enemy, formed into thin lines to maximize the points of contact. They also carry swords, picks or hammers for close-in fighting. The lead gendarmes are usually just a bit more armored than their comrades behind them, who may wear less leg protection. Some lighter cavalry carry crossbows, with which to deliver mobile surgical strikes and harass foes.

Unit demographics:
Approx. 12,700:
7,500 [59.06%] - Pikemen & heavy infantry
3,600 [28.35%] - Crossbowmen & archers
1,600 [12.6%] - Cavalry

Landscape & Wildlife:
Ignis is characterized by scores of gentle hills and grassland, which give way to thick forest on the far west coast. These woods are home to many direboar, which have been cast as the province's national animal due to their abundance and ferocity. To the southeast, the province meets the Southpeaks; the mountain range that stretches across the border between the Heartlands and Xandria. This region is ripe with iron ore, and taken full advantage of. There are several major rivers that snake across the province, supplying ample quantities of fish, and ever-necessary fresh water.

Ignis's climate varies; the south resembles a Mediterranean climate, characterized by hot, dry summers and mild, rainy winters. The north is more continental, with hot, dry summers and cold winters. The very northern tip of the province experiences frequent rainfall and grey, cloudy skies.

Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)

Religion:
Ignesians focus their worship on Kammeth, who holds center stage for fathering mankind and creating the world. It was also by Kammeth's will that Lalaifia united the provinces when they were still petty kingdoms; a feat that will forever resonate with the people of Ignis.
Other gods are also recognized, but are usually sidelined to be worshiped on specific holidays or when aid in their respective domains are needed. Lyriel is the second-most revered god in Ignis, and in many places within the province, other deities are simply not touched.

History:
Ignis was the first province to join Lalaifia during her conquest, and the Duvards the first house. Warned of an attack from Northerners by a vision from Kammeth, Lalaifia sent her husband and general, Paragon Valarien, to Ignis. As it were, a large invasion had landed on the shores of Ignis and already clashed with the Duvards. Lalaifia and Paragon led a force to the Duvards' main keep, arriving just in time to fight off the Northerners' siege. When the fighting cleared and the Northerners had been broken, Odvin Duvard, leader of the house, pledged his loyalty to the Valariens. The Duvards have since become staunch allies and loyal retainers of House Valarien. Odvin joined Lalaifia in her conquest of the provinces, earning the privilege of carrying her personal banner. The two of them became fast friends, and Odvin was at the forefront of many battles in her name.

Strengths: (Similar to House specialty, but often larger in scope, this could include an abundance of a resource, or the inability to field an army of much size. )

Weaknesses: (At least two, and they have to be real disadvantages, you can't really say you have a terrible navy if you're landlocked.)

Exports:
  • Dyes: Ignis is a supplier of rare indigo dye, extracted from a plant called frillcaps, that are unique to the region. Ignesian dye has been used in the garments of the Phoenix King on many occasions, and is highly sought-after for the cloaks of the wealthy.

  • Furs: The fur of dire boars has adorned the shoulders of Duvard nobility for generations. Ignis's national animal is a fierce and enormous creature, and the risk involved with hunting one ensures a high price for the materials. Furs from other animals are also prized, like the striped mink and water badger.

  • Iron: Ignis has a moderate sum of iron ore deposits across its expanse, which can be used for steelmaking. It is a leading smelter of iron, using bloomery furnaces to produce steel. Its excess iron ore is never want for buyers, considering the necessity of steel.

  • Fish: As a coastal province, fish and seafood products are never in short supply. Ignis has an extensive fishing industry and hauls thousands of nets each day. Bounties are shipped further inland and much of it ends up in the Heartlands.

  • Furniture and lumber products: While Xandria boasts the best quality of lumber south of the Heartland, it is the craftsmanship of Ignis that turns it into luxury. Steelpine is a material favored by woodcarvers and artisans for its natural luster, and Ignesian handiwork is acclaimed throughout the Empire. Xandrian steelpine is imported before being transformed into furniture, sculpture and other forms of art, and sent throughout the provinces. Steelpine even finds its way into shipyards, where the wood is built into fantastic, silvery vessels.

Imports:
  • Precious metals: Owing to the Duvards' admiration for luxury, gold, silver and precious minerals are imported and turned into elaborate jewelry pieces. Ignis lacks vast amounts of rare minerals, so must import most of its glamour.

  • Lumber: Despite having renowned woodworkers, Ignis does not have huge swathes of forest. It imports much of its wood from Xandria; especially steelpine.

  • Alchohol: Ignesians adore exotic goods, and this pertains to drink just as well as food or costume. They import wines from many different provinces to satisfy their palettes, along with liqueurs and ales.

  • WIP

  • WIP
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Country Flag


House Sigil


House Name
House Votigar

Head of House
King Eluric Votigar 50

House Specialty
Master Intrigues
While the Votigar’s and the other lords of Cassereth are know as the ‘Luxury Lords’, they’re also known as silver-tongued serpents. Whether it be assassination, forgery, spying, or fabricating claims or treasonous acts. Or something small such as sowing dissent. If its cloak and dagger happening in the shadows, they have a hand in its doing. It is often said that nothing happens without the Votigars knowing about it first.

House Ancestral Artifact
Devil's Tounge - A foreign made artifact brought with House Votigar to Ethican shores. The blade it's is spell forged steel that is nearly transparent and exceptionally light for its size. As it is named though in combat it radiates ann immense heat, catching the blade itself on fire. To foes its unbearable and as legend says it can cook its wielder's foes in their armor, this theory hasn't been tested though. To allies it creates the warm of conviction and empowers them with minor strength to help them push through towards victory.

Important Members
Queen Berthe Votigar (Matriarch) 45
Duke Mathias Votigar (Heir) 28
Lady Ambre Votigar (Eldest Daughter) 24
Lady Auriane Votigar 21
Lady Mareli Votigar 20
Sir Osgart Votigar 18
Evrad Votigar (Last Son) 16

Duke Renauld Politer (Marshal) 43
Duke Stephan Torigan (Spymaster) 37
Duchess Sibyl Azizan (Chancellor) 31
Duke Guy Siltross (Steward) 49

Nation/Realms Name
Cassereth

House Motto
We are eternal.

Common Saying
Sneaky as a Votigar

Region/color on map
Purple/Burgundy

Race name
Casseri/Casserethian

Racial appearance
Cassereth is a melting pot of different cultures from across the realm and as of late there’s been an influx of many different peoples. So to see a darker skinned individual is as common as one of lighter skin. The most common is hair of brown, black and red is the most common, with a large variation of eye color’s. The ruling elite though are not of this realm, actually foreigners from a destroyed empire of the south. The ruling elite are blessed locks of silvery white hair with with luminescent jade like green eyes, but looking closely their pupils looks almost like a serpents.

Racial traits
Casserethians on a whole are a quick people in all aspects of their, being able to do most of their day to day activities fairly quick. When banners are raised they tend to move quicker and engage quicker than the other kings. Not by much but whoever takes glory gains the favor. The highborn are the ones that play the intruige games the smallfolks themselves could careless honestly, but due to the amount of money poured back in to the populace make them a very loyal bunch to their overlords.

Capital
Livonio

Capital Population
73,000

Other Major Settlements
Clepus
Rurora
Iahaver
Istrario
Amartras
Yarvare
Satorath

Population
964,000

Culture
Cassereth is a hodge-podge of many different cultures many that of southern Ethican, but with the influx of old Satrlid empire people migrating to the land, it's become more elegant and appealing to the eye. Men still control the majority of the household to a 60 to a females 40 percent of the household. In theory though at least according to law, each gender is considered equal. Females are not required to wear dresses, they're allowed to wear flowing trousers. They don't hold the genders to one specific set of guide, hence allowing females to wear such attire.

Type of Government
Parliamentary Monarchy

Influence and relations
(Open)

Military
Frigates are not as great as its neighbors to the south however, they tend to prefer speed over durablity. Making them harder to track down. While the ships themselves aren't lacking much they don't vary, keeping to a specfic style of the old Satrlid dromon fash. However each ship carries a payload pitch they each captain will self destruct should the situation turn grim.

Casserethians nobles still follow the old ways which still yield great results when they're used correctly. Lacking a light infantry and cavalry core but make up for it with an army of heavy infantry, pikemen and archers backed by a plethora of siege engines. Heavy infantry makes the core of the army as their backed by interlaced pikemen to brace for calvary charges. Long bowmen fill behind the infantry core. Movable scorpions, small and large ballista's bombard the army from behind

Unit demographics
50% Heavy infantry
25% Pikemen
20% Archers
5% Seige Engines

Landscape
The climate is temperate for the most part winters tend to be cold but never yield anything than a light snow because of it’s borders to the more tropical climate. Most of the landscape is rolling hills and plains perfect for crops and the production of food. While there are forests in Cassereth is small. Mountains are abound in the southern part of the lands but yield an ample amount of resources but not enough. This area is also warmer than the rest of their realm with more of humid tropical climate

Wildlife
Wild game is smaller all around, from wild game to work beasts. Adapting to its environment most of the game is smaller and quicker to survive closer as large bulkiness is a liability in the rolling hills and flat lands of Cassereth; however Casserethian hawks are all the rage if they're caught. These birds of prey are often sought after by the hierarchy for hunting purposes.

Economy
Rich/Prosperous. Due to the silk trade and their dominance over the luxury trade has tremendously bolstered the economy. Along with minor taxes on foreign religion has further built coffers. Gambling and prostitution also run rampant the shoots the coffers tremendously.

Religion
The people of Cassereth are a devoted lot of people to the pantheon of gods. Kammeth holds important for the most of peasantry and common folk. Several foriegn gods that have taken hold in the eastern coastal cities. The ruling Votigar’s are not devoted to any faith due to the tragic death of their youngest child/sibling have made them unfaithful but allow any retainers to keep their faith. As of late there has been a rising in the old pantheon of the Satrlid gods. As there has been an infulx of the old empire migrating to Casserethian lands.

History:
-Lady Carlyi Votigar and her husband brother Toralas flee from ensuing civil with ten thousand of their most loyal vassal’s to the north.

-The Satrlid Empire’s capital is destroyed by the fist of the heavens. (Metor)

-The Voltigar’s stake claim on Cassereth and claim the pensuila as their own, establishing a power house.

-Lalifia Valarien meets with the Satrlid remnants, but they refuse to bend the knee to yet another tyrant.

-War is declared and first engagements are a stand off for the first three years. Satrlid remnants wage a war in the shadows. Causing morale to plummet and desertion becomes rampant. Dealing with a foreign aggressors is a taxing process

-The day Lady Caryli gives birth, her husband Toralas leads a vanguard to crash into the queen's forces and dying in his valiant attempt to keep their independence.

-Queen Lalifia Valarien gets her victory but does so as Pyhric victory. As the Satrlid’s are forced to bend the knee, but out of charity allows the Satrlid’s to stay and given their current lands.

Strengths
The essence of the once great Satrlid empire is still about Cassereth, in its towns and infrastructure. Buildings are not only pieces of art but fully functioning pieces of the city that provide more than ample services to the people. Bath’s and public facilities also cut down on disease providing a more comfortable way of living.

Being a coastal region and with access to other corners of the realm they’re a cultural blending pot so to speak. With several different languages, gods and technologies all blending together, benefiting in society in such a way as not seen in other places. Providing a much-needed edge against the other kingdoms of the realms.

Due in part to the large amount of luxuries resources that come from Cassereth it has been quite prosperous. Money is never in short supply. Thanks in part to the silk trade that is more extensive as they're the realms only major supplier of the fabric owning the monopoly on the highly sought after and luxurious fabric.

Surviving documents from the old empire has giving the lords of Cassereth the know-how on how to build seige-engines to great effect. Scorpion's, ballista's and trebuchets are are geuninely much better when the built by the Casserethians. Another trade secret that they don't let out.

Weaknesses
Those reigning from the greater house and the knight houses that serve them are a proud lot, boasting of the ancestors and were their ancestors previously come from. Giving them a knack of thinking and acting like they are better than most everyone else.

Inbreeding is a common thing among the Casserethian elite because they keep their bloodlines pure and out of the hands of others. They do marry out of thier lands, while it isn’t often it does happen. Those that don’t though can have several side effects from the brother/sister marriages. Such as madness and frailty.

While Cassereth is prosperous and has the necessary requirements to feed and arm its population. The land itself lacks the resources for major operation to build fleets and create a larger standing army.

Export
Silk
Precious Gems
Incense
Perfume
Glassware
Tapestries
Stained Glass

Import
Fruits
Iron
Marble
Stone
Rice
Timber
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House Lastren

Head of House: Lord Anastus Lastren

House Specialty: Light cavalry. When Vidor Lastren swore fealty to the Emperor and denounced Tihune in favor of Kammeth, the Emperor gifted Vidor with one hundred fine riding horses so that his unmounted clansguard "might ride as true imperial knights". From this original stock came the hardy Varlander: a hardy, stocky steed with the endurance and speed to run down lightly-armored infantry. Additionally, there is a tribe of indigenous horse people who owe fealty to House Lastren known as the Narze. Riding upon shaggy and nimble Tkarin horses, the Narze dispatch their foes with long javelins. These mounted javelineers are among the finest light cavalry in Ethica. A troop of Narze riders serve in Lord Lastren's retinue, and freelance troops can be called upon if the Lastren Lord need their assistance.

House Ancestral Artifact: None. House Lastren joined the Empire long after the age of Lalaifia and missed out on Kammeth's divine gifts.

Important Members:
- Lord Anastus Lastren (35)
(More to come as plotlines develop)

Nation/Realms Name: The Septentrion



Sigil: Pending

Flag: Pending

House Motto:

Region/color on map: Forest green

Race name: Hinterfolk or Northlander are used to name the settled people of the Septentrion. The unsettled tribes under the protection of House Lastren are as Northkin.

Racial appearance: Pending

Racial traits: The Northkin and most Hinterfolk are descended from the same family of northern tribal people. On an ethnic level, the two are difficult to distinguish. However, the two peoples are separated by a wide cultural gap. The Hinterfolk have been assimilated into the fold of Imperial Ethica; adhering to the lifestyle, diet, religion, and customs that prevail in the southern realms. The Northkin live as they have done for eons. Within their palisaded strongholds deep within the Ostwood, most Northkin largely oblivious to the empire they are now technically citizens of.

Capital: Vandaster

Capital Population: 9,000

Other Major Settlements:
-Riffleford
-Cape Mossystone
-Kestrelle
-Frostmouth Keep (Imperial outpost)

Population: ~100,000

Culture: Pending

Type of Government: Feudal Aristocracy

Influence and relations: Highly dependent upon the Empire.

Military - Pending

Unit demographics: Pending

Landscape: Pending

Wildlife: Pending

Economy: Destitute

Religion: In the cities and feudalized south of the Septentrion, worship of Kammeth prevails. But the old god of the land - Tihune - is revered by many, particularly in the unsettled North. Lord Vidor Lastren converted to worship of Kammeth when he swore fealty to the Emperor and zealously forbade the old rites of Tihune worship during his rule. His heirs, more concerned with keeping the Septentrion intact than maintaining an impractical facsimile of a southern kingdom, relaxed their stance on Tihune worship. The sparse population merits few clergy to teach the laity the exact parameters of Kammeth's faith; as such, syncretism between the new religion and the old ways is common.

History: House Lastren was the last dynasty to join the Empire of Ethica. A leader of a settled tribe of Northkin named Vidor Lastren sought the audience of the Emperor. Before the Emperor of Ethica, Lastren pledged his allegiance to his Empire and forsook the old god of his people - Tihune - in favor of Kammeth. With Imperial support, Lastren carved out a fledgling kingdom out of the Septentrion by pushing his unsettled kin out into the hills and forests to make room for farmsteads and feudal estates. While Vidor Lastren had modest success in fashioning the southern marches of his dominion into a simulacrum of a functioning feudal kingdom, the vast majority of the country was simply inarable. Windswept hill country, dense forest, sheer mountains, and harrowing winters confounded Vidor's efforts to establish a feudal enclave in the northern lands.

To make matters worse, the Northkin tribes that had been displaced during the initial wave of imperial conquest returned in the following years. They avenged themselves by raiding the functioning estates in the south of the realm and pillaging the farmstead hamlets. Vidor demanded his imperial benefactors send more soldiers to put paid to the rampant forays of the savages. The Septentrion was developing into a financial burden and a military quagmire for the Empire as whole. Before he could see the situation improved, Vidor suffered an untimely death when he fell from his horse at a gallop and was accidentally trampled by one of the steeds of his retinue.

Aetius Lastren - rechristened with an Imperial name by his late father - took the reigns of House Lastren and was dismayed by the state of the realm he had inherited. His first priority was to quell the unsettled Northkin within his realm. Aetius was not as stubborn as his father had been, and was not as inclined to see his way meted through force as Vidor had been. Aetius, after all, was born as a Northkin himself and could empathize with the unsettled neighbors that his father wanted only to expel through force. Aetius called a council to be attended by all the Northkin tribes living within the Septentrion. Through much negotiation and compromise, an uneasy truce between House Lastren and the tribes was brokered. In exchange for a meager tribute from the tribes, the Northkin would receive protection from House Lastren and the Empire of Ethica so long as the Northkin left feudal estates and settlements in peace. This arrangement was shaky and often violated, but it was instrumental in restoring order to the countryside.

Anastus Lastren is now Lord, and his policy has been a pivot back to the Empire. Taramyth Paragon grossly neglected the northern garrisons, and Anastus has had to battle for each Imperial soldier posted at the remote northern fortress at Frostmouth. Word has filtered back to the Webwood savages that Ethica's northern flank is exposed. Perceived Imperial weakness has resulted in exacerbated incursions by the savages, stretching House Lastren's men-at-arms and the Imperial soldiers all too thin. Now, with Taramyth's death and a coming long night, the state of the realm is dire indeed.

Strengths:
+ Seasoned: The Septentrion is a hard place. Constant barbarian incursions, squabbles for supplies, and general hardships cultivate a stronger people. Fighters Septentrion have seen combat time and time again with marauding raiders often possess extensive combat experience. Even the peasant levies will typically fare better in combat than their softer southern counterparts.
+ Remote: At the Northernmost fringe of the Empire, the Septentrion is far removed from the political turmoil that seethes in the more populous south. Imperial oversight is scarce and House Lastren is usually left alone unless their Lord requests imperial attention.
+ Supported: Barbarian incursion is a fact of life in the far north. Fortunately, the Empire is (usually) amenable to backing the realm with military support. Imperial armies, in addition to helping protect the countryside, prove useful in quashing peasant revolts. This defrays the cost of military endeavors.

Weaknesses:
- Savages: Lord Aetius Lastren's efforts at smoothing over hostilities with the indigenous Northkin did much to pacify the realm. However, not everyone got the memo. Raiders from the Webwood trickle through treacherous mountain passes into northern Ethica, presenting a constant nuisance at best and an existential threat to the Empire at the worst.
- Inhospitable: The fact of the matter is that the Septentrion is poorly suited to sustaining a feudal realm. Agriculture is only feasible in the south of the realm. Flocks, fishing, and imports from the south are necessary to feed the populace, small though it may be.
- Depauperate: The Septentrion would be able to pay its dues were it not for constant Imperial support. Make no mistake, there is natural wealth to be had in this land - the north is ripe with mineral wealth and quality stands of old-growth timber. However, the inhospitable nature of this land is such that this wealth is difficult to extract.
- Dependent: Without the Imperial garrisons' assistance in containing the barbarian incursions, the Septentrion would collapse and northern raiders would overrun the realm. House Lastren expends much energy in reminding the Emperor's court that without reinforcement, barbarians will wash across the Septentrion and stream down into the valuable southern realms.

Export:
- Wool
- Timber
- Honey

Import:
- A better question is 'What don't they import?'

Fuck hiders.
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House Name: House Tallurian

Head of House: Queen Elector Varminia Tallurian

House Specialty: House Tallurian is known for its very close spiritual connection to the goddess Alluria, a connection that has manifested in their mastery of divine healing magic in particular. While it is true that you cannot teach faith it is possible to teach healers how to be more skilled at the art of using their faith and calling on the gods for healing. The Tallurians are very gifted in this art and many healing priests are trained by them. The Tallurians are also the founders of the Vaels(Purifiers) of Alluria and have always headed the order that provides healing and a firm line of defense against vilespawn incursions throughout the Empire. Magic is quite literally in their blood.

The most proud military tradition of the Tallurians is that of swordplay and in their history the Tallurians have produced many great exemplars of the art. The greatest living Tallurian swordsman or swordswoman is awarded the title of Vael of the Blood, the holy champion of Alluria herself, wielder of the sacred sword said to have been made from the goddess' own solidified blood. This is a goal to which almost all martially inclined Tallurians aspire and the pursuit of excellence in this area has always been a proud tradition. The Tallurian school of swordplay focuses on the use of the greatswords known as lroist though there have been occasional members who have practiced other techniques. Tallurian swordplay emphasizes an unrelenting offense designed to crush the enemy with power, relying on the offensive power of the lroist as well as the heavy armor worn by the wielder to protect oneself. The Tallurians with their innate healing magic were the original pioneers of this particular school of swordplay, and are still typically the masters of it due their innate advantage in that sort of contest.

House Ancestral Artifact: The ancestral artifact of House Tallurian is the Bloodletter. A seemingly indestructible lroist that appears to be made from some sort of red half transparent glass that glows with a deep crimson light, supposedly forged from the blood of Alluria herself. The Bloodletter is supernaturally sharp and is always handled with extreme care. This sword is a holy relic and only ever used by the Vael of the Blood, always chosen from House Tallurian. The Bloodletter is never to be drawn unless blood is to be spilled for it is said that once drawn it cannot be sheathed until the blade's thirst has been sated. For Tallurians the blade is like an extension of the body and seems to sing to the wielder, granting almost supernatural abilities on the battlefield, these abilities grow in strength the more blood is shed but the longer one holds the sword and wields it in a battle the greater the chance of madness or entering into a berserk frenzied state. To non Tallurians the blade seems hostile and those who have attempted to wield it have often found that mishaps come frequently.

Important Members:

Primary Bloodline:
Queen Elector Varminia Tallurian, Age 43: Varminia Tallurian is a statuesque woman who does not truly look her age. Like many of her lineage she has appeared to age very gracefully. She possesses the crimson eyes and hair along with the alabaster skin that mark her as a Tallurian. She was in her youth one of the most radiant young women of her day and evidence of that remains. She is also highly intelligent and organized always keep a close eye on what is going on in her realm. She has a friendship with Alexander III Valian despite the distance between them and has for years now been raising two of his children as wards as part of an attempt to establish closer bonds between the distant states. She was previously married to Siegfried of house Amrothan though he has been dead the past 3 years.

Princess Avalia Tallurian, Age 18: Avalia Tallurian is the Hieress to the throne of Tellaria. She is widely regarded as rather beautiful in the traditional way of her house with long flowing red hair and almost flawless alabaster skin. She is also the spitting image of her mother in her youth. She is however notably severly nearsighted with very poor vision. She like all members of the Tallurian line has the ability to perform healing magic. She's also shown an instinctive grasp for politics and while she may have issues due to her impaired vision she has potential to become quite a capable ruler in her own right. She is betrothed to Rodan Valian with the marriage planned for the next month.

Prince Morion Tallurian, Age 17: Morion Tallurian is a quite dashing young man who is possessed of many of the intrinsic aspects of Vaelhood. He has shown martial talents from an early age and expressed nothing but eagerness to fulfill his hereditary role to become the next Vael of the Blood in the future. He's a quick witted and valiant individual who is nevertheless fond of humor and always one of the first to laugh at a joke. He is betrothed to Alais Duvard, who has spent the last two years in Tellaria, and the two appear to be quite taken with each other.

Princess Visia Tallurian, Age 15: Visia Tallurian and her sister Meliri are identical twins. Both are on the short side by the standards of their family, standing only 5'4. They are both delicate in their appearance. Visia is particularly gifted at the divine healing magic of the household and is a shy bookish girl most often found in the archives. She has a very close bond with both Ethias and Alexia Valian. Visia and Ethias are promised to each other and engaging in some courting.

Princess Meliri Tallurian, Age 15: While the spitting image of her sister Meliri does have her own rather different personality. She is outgoing and adventurous, with her mother often comparing her to how her aunt Velhara was when the two of them were children. Meliri loves the outdoors and is fond of boating on the great lake. She is like her sister very close friends with both Ethias and Alexia Valian, though her bond with Alexia is more intimate as the two have been best friends for years.

Secondary Bloodlines:
Lady Velhara Tallurian/Gracieux, Age 39: The younger sister of Queen Varminia of Tellaria. She is wed to Lord Reynold Gracieux and together they have two children. Velhara was and still is one of the most cheerful people in the Empire. As a child she was a boundless source of optimism and good cheer, always able to put the best spin on situations and make people smile. It is a trait that she still possesses. She still visits Rianis every couple years with her children.

Tsirine Gracieux, Age 12: The younger of Velhara and Reynold's children Tsirine takes after her mother in appearance if not in personality. She is the party pooper rather than the life of the party. She says she is a realist but most people would see her as the glass half empty, or more than half empty sort of person. Tsirine is an adorable young woman however with intricately styled crimson hair and the finest clothing that her family can provide and being adorable can make up for less winning personality traits at times. She's also sharp witted and enjoys strategy games (such as chess or some sort of equivalent).

Vael Divorain Tallurian, Age 46: The current Vael of the Blood and a highly respected warrior across the Empire. Divorain Tallurian has trained several scions of the Imperial family along with a select few members of the great houses from the other realms within the Empire. Married to Sybila Tallurian(Formerly Zurand)

Lady Marra Tallurian, Age 33: The official representative of House Tallurian and Tellaria to the Prime Estate. She is the youngest sibling of Queen Varminia of Tellaria. She loves the city and is a socialite, and has quite possibly the worst attendance record of any of the representatives. Still, no one can say she does not know how to throw a party, and when she does show up she is mostly competent. When there are actual serious issues though she is one who always calls for delays to send the question back home for further consideration due to her not trusting herself to make those decisions and a few early occasions where she successfully voted the wrong way on important issues. Despite not being the best at her job, she is helped by her social know how and the fact that she is very attractive.

Nation/Realms Name: The Kingdom of Tellaria

Flag: The flag of Tellaria features the three colors of white, black, and red. The white crowned serpent is twined around a red robed woman upon a black field. The crowned white serpent is said to represent the house Tallurian and the red robed woman is a clear representation of their goddess Alluria.

House Motto:"Pure of Blood"

Region/color on map:Yellow

Race name: Tellarian

Racial appearance: The typical Tellarians have rather pale skin, but not as pale as those of the Tallurian bloodlines. They also tend towards lighter hair colors, blonde is common in various forms and so are lighter shades of brown. Blue eyes are the most common eye color as well. Tellarians also tend to be on the taller side for the most part with the average height being 6 feet for males and 5'10 for females.

Racial traits: Tellarians are known for being very devout and very stubborn people. You are very likely to find that most of them feel they have a deep personal relationship with the deities that they worship, more so than many places where the gods are simply part of the backdrop. The fact that they are stubborn is always well known. There is a saying about the merchants from Tellaria. "They may not be the smartest, or the most skilled, but it's easier to get blood from a stone than coin from them."

Capital: Rianis. One of the wonders of Ethica the city of Rianis is built entirely upon the waters of the great lake. No one is entirely sure how the construction first began but the city has existed in one form or another for a very long time. Rianis is composed of many separate platforms connected by bridges and with canals of lake water running through it. In the center of the city are the royal residences and the Cathedral of Alluria. In truth the lake was once much shallower and long ago Rianis was a city upon an island. Over time the water has risen and Rianis has become the 'floating city'. Reaching Rianis proper requires the use of a boat, something that has always been the city's first line of defense against attack.

Rianis also has a large secondary 'city' of sorts on the shores of the lake, a number of settlements and marketplaces along with mooring sites for boats. Coastal Rianis is a thriving microcosm linked the the great, if unable to expand further, floating city on the lake.

Capital Population: 56,000 Inner Rianis, 25,000 Coastal Rianis

Other Major Settlements:
Tressanis: 23,000
Vilanis: 8,000
Lorialn: 17,000
Hevordin: 20,000
Messiala: 14,000
Niliphi: 29,000
Shilorvan: 14,000
Mephori: 18,000
Vaelithrin: 14,000
Lilrilin: 6,000

Population: 1,723,000

Culture: Tellaria is a great and ancient place, sheltered between the rivers and with a capital city that seemed unassailable it was quick to develop early civilization and was already a well established feudal state by the time the Empire set eyes upon it. Tellaria has for this reason often been described as the one true bastion of civilization in the north, an element that the citizens are extremely proud of even if it is debatable if they are truly in the north or not. It has great markets in its cities, prestigious academies, thriving industries, and even one of the main education centers for divine magic where healers are taught their trade.

Due to it's age Tellaria does have elements that distinguish it from the Empire at large such as the titles used. While in much of the Empire the title of Kuman is used for sanctified and holy warriors those in Tellaria are referred to by the title of Vael. Another difference is the prevalence of the worship of Alluria, who while she is worshipped as part of the pantheon everywhere is preeminent in Tellaria. Further Tellarians on the whole are very devout and loyal people who have an almost religious reverence for their royal family.

Type of Government: The Kingdom of Tellaria is typically ruled by a Queen. Should there be no eligible female heirs to the throne than it will fall to the eldest male child of the previous Queen.

Influence and relations: (open to more, just get in touch with me)
The Kingdom of Xandria: In recent years there has been friendship between the distant realms. Queen Varminia and King Alexander III have formed a bond over their shared blessing of twin offspring that has been strengthened by the presence Ethias and Alexia as wards in Tellaria.

Erayis: Relations are currently a bit chilly. Varminia took offense to an offer to marry the cripple Melvan Cragmore to her daughter Meliri and has not deemed to forgive the perceived insult as of yet. On the whole though the relations between Erayis and Tellaria have been cordial and friendly.

Ignis: Ever since the first Darthii invasion of the Empire, when Valora Tallurian sent her brother, the legendary Vael Valorin Tallurian at the head of her own personal retinues to aid in the defense of distant parts of the realm there has been friendship between the two states. Both are loyal supporters of the Empire, and with the scarcity of true loyalists those who are must stick together.

Violette: While relations with Violette have waxed and waned over the years, often with the fortunes of Tellaria's own merchant houses there are currently strong ties between the two. The leading families of both regions are linked and the close ties are leading to prosperity and increased wealth for both states.

The Septentrion: Relations with the Septentrion have always been cordial since the realm was founded and Tellaria has had a longstanding trading partnership with the northern region to supply much needed food in return for honey and other uncommon resources that are found there.

Military -
While most of the subrealms of the empire do not have a standing army Tellaria does possess one albeit a small one. As a reward for the sacrifice and bravery that the soldiers of Tellaria showed to break the siege of the Imperial City in the Great Darthii War the Emperor has provided a small stipend to the Kingdom in order to keep a force ready. Outside of this small force and the personal guards of the Tallurians themselves the rest of the army is made up of levies. Unsurprisingly perhaps Tellaria is not particularly skilled in mounted combat and while it can field some number of cavalry they are a pittance compared to the true core of Tellarian forces. Tellaria is heavily focused on heavy infantry clad in armor and wielding the greatswords known as lroists(a claymore variant) Tellaria's navy is primarily made up of a large number of river and lake galleys that are very useful in the small confines of rivers and lakes, or on the relatively calm waters of the Bay of Tellaria and less so out on the open sea. They are potent defending Tellaria, less so anywhere else.

Unit demographics:
Totals
Heavy Cavalry: Roughly 1,000
Heavy Infantry: Roughly 12,000
Light Infantry: Roughly 1,000
Crowsbowmen: Roughly 4,000

Standing
Heavy Cavalry: Roughly 50
Heavy Infantry: Roughly 1000
Light Infantry: Roughly 500
Crossbowmen: Roughly 200

Landscape:WIP
Wildlife: WIP

Economy: Tellaria is quite comfortably well off. It is not so lavish as some of the southern realms but it is a bastion of culture and vastly more civilized than some of the more northern realms. It has a strong market scene and attracts merchants from all across the Empire.

Religion: Tellaria venerates the goddess Alluria most heavily. Prior to Tellaria's integration into the Empire the goddess Alluria, then known as the Queen of the Blood was venerated as their sole goddess. Hers was a religion of bloody sacrifices and steep costs, but also one of great miracles and acts of divine favor. In the old myths it was said that the Tallurian line, rulers of Tellaria, were born from a dalliance between the goddess and a mortal, though that tale has fallen out of favor since the rise of the empire.

Currently Alluria, now the Princess of the Blood is still most heavily venerated but now she is one of many along with the family that adopted her. Still there are many great temples to Alluria in Tellaria, and very few great temples to the other gods. Rianis possesses the greatest of Alluria's temples, a grand cathedral made primarily of large blocks of a reddish veined marble, imported at great expense many years ago. The Tallurian family still occupies the upper echelons of the faith of Alluria, now primarily a church of healing and many who possess the gift of divine magic come to Rianis to learn the ways of healing.

History: WIP Still building this.

Strengths:
Strong Defense: Tellaria is a land surrounded by rivers and mountains with a capital city floating in the midst of a great lake. It is difficult to lay siege to their lands and their natural borders make them particularly potent in a defensive war.

The Truly Faithful: While their focus on the goddess Alluria more so than the other gods of pantheon occasionally draws questions from the inquisition none can deny that they are extremely devout and that the faith is an integral part of their lives. If something can be couched in terms that portray it as a holy struggle or even a holy war Tellaria will fight on until utterly ruined for the cause and then likely stand defiant in the ashes until killed.

Weaknesses:

Lack of Metal: Tellaria has always been dependent upon importing metal from other lands. The almost complete lack of usable metal reserves in Tellaria means that should it be unable to import more it would be in trouble rather quickly.

Lack of Warships: Tellaria has a large number of river galleys and other craft made to defend the waterways on which their nation depends but they have a noticeable lack in ability to project naval power outside of their rivers and lakes as well as the Gulf of Tellaria. They do however have a merchant marina. The open sea is not friendly to their light coastal defense vessels and as such their navy has almost no offensive potential.

Export:
Grain: While not the biggest exporter of Grains, Tellaria does produce a surplus of it unlike most of the northern houses, and they are capable of being a local supplier to the northern houses when necessary. They grow large quantities of wheat and other similar crops.

Fish- With access both to the sea and to a large network of rivers and a massive lake Tellaria has ample opportunities to fish. There are a few types of fish that aren't found in other places living in the great lake and for those with particular tastes things that are not found everywhere can be quite in demand. One particular kind of fish, an ugly bloated creature pulled up from the depths of the lake is both extremely poisonous and extremely delicious if cooked properly.

Dyes- Tellaria is a main producer of Dyes, in particular the rich crimson red that thus far has only been able to be extracted from Bloodlilys. While Bloodlilys can be grown in other parts of the realm they grow best in the climate of Tellaria and the large amounts of ritual sacrifices over the years has made the ground particularly well suited for their growth in certain sites. Even so, there is only so much dye that can be made in a given year and with the high demand for the crimson color this is one of the key sources for the crown's income.

Tea- While it is true that Tellaria is not the main gateway to eastern trade, there was one particularly eccentric and ambitious merchant who several centuries ago sailed off to the east on an unsanctioned expedition and returned with a plant with leaves that could be boiled to create tea. Cultivation of the tea plant has been one of the newer and somewhat lucrative endeavors for Tellaria.

Gold- While Tellaria does not possess much in the way of metals they do possess several gold mines in their mountains. While none of the mines are particularly rich they do provide another source of income.

Import:

Metal- While Tellaria does have a few gold mines there has otherwise been little metal in their mountains and they have been largely forced to import metal for pretty much everything that it is used for.

Salt- An essential, especially for the fishing industry, salt allows for the long term preservation of food. Most of Tellaria's salt is directly imported from their neighbor Erayis.

Luxury Goods- Tellaria's does not produce much in the way of luxury items and there is a great desire for them.

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House Starborn
We Light The Way


House Name:Starborn

Head of House: Victor Starborn, King of Mivaen, Grand-Mayor of Starborn.

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House Name: House Tlaerie

Heads of House: Vialiph Nis'Silvani Tlaerie and Vialipha Sael'Lysi Tlaerie

House Specialty: House Tlaerie is incredibly devoted to the Kammethian faith and are have provided inquisitors of their own family for years. They personally run the Argentum and are granted an unheard of level of freedom in bringing Kammeth's fire to the world while rooting out all traces of the vile darkness.

House Ancestral Artifact: The Cord of Vaelor and Vaela. A long silver cord of unknown material that is inscribed with old runes and glyphs. If a male and female bleed upon the cord and then the bloody ends are pressed to the other with the proper rituals and oaths it will create a bond between holders. This bonding is key to the power of the inquisitors.

Important Members:
Royalty
Vialiph Nis'Silvani Tlaerie 34
Vialipha Sael'Lysi Tlaerie 36

Royal Hiers
Vili Il'Dival Tlaerie 17
Vila Tsi'Niri Tlaerie 16
Vila Lia'raya Tlaerie 6

Royal Relatives
Vi'Trisn Tlaerie 63
Nil'Lora Nicalir 36
Lae'Vesi Trielia 19
Lis'Vorel Jirili 22
Av'Linn Tlaerie 23

Nation/Realms Name: The Vialiphate of Meletis

Flag: Intertwining pillars of silver and gold flame upon a black field.

House Motto: “Our Watchful Fires Burn.”

Region/color on map: Light blue green

Race name: Vaelie

Vaelie: The Vaelie are beautiful and striking beings without a doubt. Their skin is the color of silver and their hair gleams like pure gold. Their bodies look as if they were crafted by some god with an eye for what would be the most desirable traits imaginable. They stand have no sexual dimorphism in height and almost always clear 6 feat tall. They tend to be slender but with delightful attributes and features for both male and female members of the race.

Racial traits: The Vaelie are mesmerizing and have the power to sway the opinions of those around them to a small degree. It is normally just a casual nudge and a favorable inclination towards the Vaelie in question. When multiple Vaelie join together it can be a very effective way to make even the most stubborn talk. The effect is strongest when they are speaking and is often projected through song. Vaelie also take the best to the bonding that creates inquisitors. Inquisitors and entertainers often train to maximize this gift's effects, though for different reasons.

Capital: Thalae, A magnificent and ancient city that dominates the island of Meletis. Thalae was founded long before the rise of the empire when the Vaelie, fleeing from their original homeland after a failed war found the mostly uninhabited island of Meletis


Capital Population: 70,000
Other Major Settlements: Thalae, and Melae are the only settlements of note, with the other inhabitants spread throughout fishing and farming villages and hamlets.

Melae: A small mining city set in the mountains of Meletis. It is build around and above the Vialiphate's goldmines and is well fortified with it's own guard force separate and distinct from the Thalaen Guard.

Population: 100,000

Culture: The Vialiphate has a rather different culture from most of Ethica as they do not originally hail from Ethica. They originally come from a land to the south west, a land that no longer exists as it once did. They have different clothing styles, different weapons, and in some cases different foods and customs.

The Vialiphate buys as much silk as Violette can sell them and uses it extensively in their upper class garb. Traditional clothing is made up of many layers of cloth wrappings around the body, often with different colors and patterns. The interwoven cloth patterns are unique to the Vialiphate and while the material they use to make them is extremely expensive and scarce they seem to be masters of using it. As if it once wasn't.

The Vialiphate's most commonly favored weapon is a long curved sword made of folded steel. A type of weapon that is capable of being drawn extremely quickly in lunging strikes and slashes. There a number of weapon arts that have been created and honed around its use.

The Vaelie despite their loathing of the Kawachian heresies do import a substantial amount of food from the slightly more southern islands as they favor such items.

Type of Government: Theocratic elective monarchy. Each member of the family gets a vote in determining who the next Vialiph or Vialipha of the nation will be. You have to be an adult and hold a rank in the holy Argentum to be eligible to be selected.

Influence and relations:
Kawachian South Ethica: The Vialiphate has long loathed Kawachia and the Swiftwaves, viewing them as dangerous heretics hiding behind the thinnest veil of supposed faithfulness. The gods of Kawachia have never been accepted as part of the faith and inquisitors have been dispatched relentlessly to hunt down the worshipers of the false god Watatsumi and the cultists of the sea dragon. House Swiftwave was favored by the late emperor who restricted the Vialiphate's ability to purge them, but now that he is gone the Vialiphate has wasted no time in once more calling for the Immolation of Kawachia and dispatching inquisitors to the neighboring island chain.

Military -
Inquisitors: Inquisitors are the elite investigators and enforcers of the Argentum. They always travel in pairs of one male and one female inquisitor and 90% of all inquisitors are Vaelie. They are well trained in both arcane and divine magic and have a powerful resistance to corrupting magic and the touch of Azueral. All are expected to master at least one weapon art and to be able to hold their own in combat.

An inquisitors uniform consists of the following components.
Robe of Vaelor/Vaela: The robe's color differs depending on the gender of the wearer, women wearing silver robes and men wearing golden robes. These robes are voluminous and ornate, featuring a peaked hooded had that covers the head and has a shroud of either silver or gold that obscures the face other than the eyes. These holy robes are the symbolic garb of the inquisitors and the Argentum.

Quilted Armor: Beneath the robes inquistors normally wear padded armor that covers their most vulnerable areas. Because the robes are hard to cut through the main purpose of the padded armor is to stop or reduce the blunt trauma caused by impacts of weapons. The high peaked hood is also stuffed with padding to help reduce damage done to the head if it is struck.

The Lash of Vaelor: A ceremonial whip included in the uniform of all male inquisitors. It is seldom used but highly symbolic.

The Stake of Vaela: A ceremonial stake included in the uniform of all female inquisitors.

Weapon of Choice: Most inquisitors favor a long curved blade but some who are not Vaelie prefer other weapons.

Thalaen Guard: The Thalaen Guard is an elite force never to exceed 500 members who guard the holy city of Thalae from attack. The Thalaen Guardsmen are well trained, well equipped and mostly hardened from years of serving as members of an Inquisitorial Retinue before being allowed to take the easier post as a guardsman. The Thalaen Guards wear armor that mixes their older aesthetic with that of the standard Ethican armor. (Think Akiviri from Elder Scrolls) Their armor is gold in color and they wear silver cloaks.

Inquisitorial Retinues: The Inquisitorial Retinues are a way that the Vialiphate can at least slightly get around the Edict of Neutrality. Each inquisitor can have a retinue of up to 10 accompanying enforcers. Service in an Inquisitorial Retinue is extremely dangerous and involves training to fight against vilespawn, heretics, magic users, and of course normal men and women. Members of an Inquisitorial Retinue do have a uniform but it is only worn when they are advertising themselves. Most of the time the Retinues are not open and are concealed to allow the heretics false confidence.

Unit demographics: (heavy infantry, marksman, etc and their equipment/training, remember no army in real life was ever able to field a fully rounded all capable army. Sometimes a lack of something makes it more interesting.)

Landscape: (What do your lands look like?)

Wildlife:

Economy: The Vialiphate is extremely wealthy. It draws its wealth from taxes, tithes, the confiscated resources of heretics, and the gold within the mountains of its island domain. It also is subsidized directly.

Religion:

The Vialiphate and the Argentum are very much purists when it comes to the Kammethian faith. They accept the membership of the following gods in the legitimate family of Kammeth.

Kammeth
Lyriel
Alluria: While the Vialiphate was reluctant to cede this point the direct words of the Prophesized One said that Kammeth had adopted Alluria and the words of the Prophesized one are sacrosanct.
Ra-hun-ru
Vaelor/Vaela
Helstar
Kayo

All other gods are considered to be false and heretical to worship. Such worship is blasphemous and unholy, and such gods are clearly false reflections of Azueral that must be purged from the world by holy fire.

History: (At least the past couple generations, include conflicts, major upheavals, wars, etc. You can overlook this part and fill it in as the Roleplay progresses in order to work with other players for maximum cohesion.)

Strengths:
State Funded: The Vialiphate is directly funded by revenues from tithes and taxes collected across the empire. They have wealth beyond the wildest dreams of many nobles and can afford the very best in almost everything imaginable.

The Argentum: The Vialiphate is the host of the Argentum one of the most powerful bodies in the Kammethian faith. They control the inquisitors and are tasked with watching over the empire and guarding against any and all heretics. This gives them a great deal of power and few dare to challenge the authority of the Argentum.

Armory of Magic: The vaults in Thalae contain a massive stockpile of powerful magical artifacts, many of which are spoken of in legends. When situations are truly dire the Vialiphate can draw on it's stockpiles and even in less desperate times many of the lesser artifacts are commonly used by inquisitors, with the blessing of the Vialiph or Vialipha of course.

Weaknesses:

Edict of Neutrality: The Vialiphate is prohibited from having traditional levies or a proper army. The first Empress valued the services of the Argentum but wanted to ensure it never became an overpowering military force. The Vialiphate is permitted to have 500 members of the Thalaen Guard to protect the holy fortress city from attack and an unspecified number of operatives who accompany inquisitors but barring invasion they are not permitted to muster further forces without direct orders from the Emperor.

Feared: It is not always good to be feared. The Vialiphate and the Argentum have long used fear as a weapon against the heretics and blasphemers. Fear of the scourge, fear of the purifying fire, fear of the rituals of consumption, fear of the boiling waters, fear of torture and scouring, but while the heretics are certainly afraid their fear has made them harder to find.

WE KNOW THEY ARE HERE SOMEWHERE: The Argentum can sometimes get so invested in finding the heretics in a particular area or be overzealous to the point of finding heresy where there really isn't any. While they do not answer to anyone, this is still a waste of time and effort when there really is not heresy in the area.

Export: Gold, Fish, and lots of money.

Import: Pretty much everything.
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James Conrad, comes from an old line of minor lords who used to be very wealthy as they held control over a salt. mine, but once it has collasped and people moved on their power diminished. James used the last of his money and gave his land away to Kenton in order to be made the Prime Estate. Which he does very well. He is a smart,organized man who is influential within the Estate. Though doesn't send much back to his master at home. He's influential within the city getting to know lords and commanders. He'd also own some bussienesses within the city. His family over the years had gained a huge collection of books which James read from birth as it was all he could do. He held little interest in combat and most girls he knew were too old. Some of those books were very old and held information of forgotten magic.
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Still very much a work in progress, but this should give you all a basic idea as to what I'm going for.

House Name:
House Zarand

Head of House:
Lorant Zarand, Lord of the Kingdom of Acitha

House Specialty:
House Zarand has had a longstanding tradition of arming its women so that they can fight alongside the men in times of conflict. Over time these warrior women became the equals of their male counterparts, becoming skilled warrior and generals in their own right. Women of noble standing are expected to not only be skilled in sword dancing, but also be able to apply these skills in an actual battle and lead soldiers to victory. This allows House Zarand to field an army much larger than one would expect possible given its population.

House Ancestral Artifact:
Serpentine Band: The true name and origin of the Serpentine Band is a mystery. What little is known about the Serpentine Band is that Lalaifia gave the band to House Zarand, though where she obtained the Band herself is unknown. The Serpentine Band is a ring of Acithan steel created in the image of a serpent biting its own tail; it is considered the oldest existing product of Acithan steel and some believe it to be the very first object made from the material. When its master wishes it so the ring will become animate and grow into a lindwurm, a two legged dragon with a venomous bite. The lindwurm can grow in size from just slightly larger than a normal ring to slightly larger than a horse; however, the lindwurm can be animate for a limited amount of time and this amount of time shrinks the larger the lindwurm becomes. At its largest size the lindwurm can be active for only five minutes and will not be able to move again for a full day. Should the lindwurm be ‘killed’ it will revert into a ring and not be usable for a full day.

Important Members:
King Lorant (Age 54)
Queen Aranka (Age 51)
Crown Prince Elek (Age 33)
Princess Lynette “The Lioness” (Age 28)
Prince Aldrick (Age 26)
Prince Kardos (Age 24)
Princess Sarika (Age 22)

Nation/Realms Name:
Acitha

Sigil:


Flag:


House Motto:
“We stand ready.”

Region/color on map: (for map placement)

Race name:
Acithan (Acithans)

Racial appearance:
Acithans are typically slightly taller than their southern cousins, although not necessarily bulkier, and stand at around six feet on average. Acithans are a fair skinned and haired race of humans; most of them have blonde or light brown hair and blue eyes, although green colored eyes aren’t necessarily rare.

Racial traits:
Acithans are well known for their skill with a blade. While, certainly not all Acithans know how to use a sword, many have at some point or another received some sort of training in swordplay or sword dancing. The women of Acitha are especially known as being skilled sword dancers and women of war. A tradition of women fighting on the battlefield has helped make Acithan women be viewed as the equals of men in every way.

Capital:
Ziele

Capital Population:
32,000

Other Major Settlements:
Cheva – 15,000
Corzina – 18,000
Saliza – 22,000
Taros – 15,000

Population:
480,000

Culture:
Acithan culture emphasizes energy, hard work, and empathy. To them the end result often times isn't as important as the journey or experience that caused it. Acithans are energetic people who seem to constantly need to be doing something. Coupled with a huge emphasis on hard work, this energy makes Acithans some of the most industrious people around.

Acithans have a rich tradition of literature, music, and dance. Much of Acithan music is traditional folk music, performed throughout the countryside by famous Acithan composers. Acithan music tends to have a strong dactylic rhythm. Thousands of pieces of masterfully written literature has been written in Acithan. Many of Acitha's more prominent literary works are ancient epics written to teach moral lessons. Sadly these works are barely known outside of Acitha as most have never been converted to another language.

Dances in Acitha can be divided into two broad categories: folk dances and formal dances. Acithans take part in folk dances on a regular basis as they serve as an important social and entertainment purpose. Most folk dances are intended to be done by dozens of individuals at once and have few rules or guidelines. The Autumn dance, for instance, is a dance where men form a large circle and jump around. Typically the Autumn dance is male only, but inviting a woman to the circle is acceptable and a common means of asking for her hand in marriage. Tavern dances, on the other hand, are large scale partner dances that are done by all members of the community over the age of eight, where dancing partners are frequently switched throughout the dance. Tavern dances last until either all the dancers or musicians tire, whichever comes first. Formal dances are typically reserved to the upper classes and are usually weapon dances of some form. These dances commonly share similarities to theater performances as they are used to tell stories of the past. Many Acithans enjoy performing dances from the kingdoms of the south.

All Acithans are expected to be given a dog of their own when they come of age. Commonly these dogs are shepherd dogs of one kind or another, although having a different breed can be a status symbol. Acithans typically use how an individual treats their dog as a gauge for how good of a person they are. Dogs, in Acithan culture, have become a symbol for many things, especially loyalty. Many of the greatest epics written by an Acithan make use of a dog as a symbol of loyalty, man’s relationship to nature, and even of the gods in some instances.

Type of Government:
Constitutional Monarchy
Pure Cognatic Primogeniture Succession

Influence and relations: (Any alliances or military pacts with another family? Perhaps born of marriage ties? Any sworn enemies? Work with other players if you seek one ahead of the RP if you so desire.)

Military:
Acitha’s military is made up of a skilled levee force with an elite professional army serving as its core. Many of Acitha’s people have fought in a conflict of some sort or another, and those that haven’t have received some degree of training from those who have, meaning that they have at least some passing skill with a sword, spear, or bow. These levee soldiers are usually divided up depending on what type of armor they managed to acquire themselves; a good chunk of these soldiers have no or little armor and carry a simple spear and bow into battle. The rest of the levee soldiers usually have leather armor, a wooden spear, a short sword, and either a spear or a bow.

The Chevan Guard - A force of elite professional soldiers who serve as the core of Acitha’s military. Their primary responsibilities are to protect the royal family and guard the northern border. The Chevan Guard are a heavily armored, well trained force that can be relied upon as a strong defense to hold a position.

Sisters of the Silver Shield – An exclusively female military order, the Sisters of the Silver Shield are devout followers of Ra-hun-ru. The Sisters of the Silver Shield, otherwise known as shield sisters, are an elite force of warriors well known for their flexibility, courage, and sheer tenacity. Although they are based primarily in Acitha and tend to focus their efforts in the north, the Sisters of the Silver Shield maintain forts and chapters throughout the Empire. The shield sisters strive to destroy evil wherever it can be found, protect the innocent, and spread the teachings of Ra-hun-ru. Each shield sister is both a warrior and a priestess, thus she is expected to have a firm understanding of Ra-hun-ru’s and, to a lesser extent, Kammeth’s teachings. Shield sisters commonly travel to the south in small groups, ranging from ten to twenty shield sisters, in order to find recruits for the order, spread the teachings of the faith, and seek out and destroy evil. While they do not actively seek out heresy they will not hesitate to destroy heretics wherever they may be found and will answer a call to arms from the faithful.

The Valkyries are a group of shield sisters distinct in that they can use divine magic. They are typically better warriors than normal shield sisters, although this is not necessarily always the case. While they do possess some healing magic, their magic tends to be more offensive in nature. On top of all of this their mere presence on the battlefield has been known to greatly raise the morale of friendly troops, making them an asset to any battlefield commander.

Shield sisters, as their name implies, all carry a shield into battle. The preferred type of shield is a large round one, but some shield sisters choose to carry a smaller buckler instead. Typically they prefer to wear light armor into battle, usually leather, but it’s not unheard of for a shield sister to use chain or scale armor to protect her torso. Steel or iron bracers or gauntlets are a common means of protecting the arms and hands. Valkyries are far more likely to wear a chain or scale mail shirt and will always have either a winged circlet or helmet, making them visibly distinct on the battlefield.

All shield sisters are trained with and carry a sword, although many prefer to use a spear as their primary weapon. Javelins or throwing axes are commonly used as a means of breaking up the enemy’s formation right before contact is made in battle.

Unit demographics:
1,000 Chaven Guards
5,000 Shield Sisters
9,000 Levee Soldiers

Landscape: (What do your lands look like?)

Wildlife: (Optional)

Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)

Religion: (As stated before Kammeth is the primary god of the Empire and will by default be what the majority of the people worship or follow *excluding special circumstances*. Worship of deities outside of the Sky pantheon is greatly discouraged IC. You can however, create a deity of your own making from within that Patheon, or if you feel ballsy, add in any minor cults that exist. Perhaps even your family secretly worships other gods not sectioned by the Empire? Be mindful that heresy is frowned upon by the Church and you might have the Inquisition breathing down your neck if they catch a whiff of heresy on you, but if you want to make a storyline in that direction go right ahead!) (Tip, don’t piss of whoever is the Arch Dawnbringer!!!)

History: (At least the past couple generations, include conflicts, major upheavals, wars, etc. You can overlook this part and fill it in as the Roleplay progresses in order to work with other players for maximum cohesion.)

Strengths:
Acithan Steel – A special type of steel created exclusively in Acitha, Acithan steel is famous for being tough, resistant to shattering and capable of capable of being honed to a sharp, resilient edge. Acithan steel is visibly distinct from other types of steel in that has patterns resembling flowing water. Acithan steel allows the country’s weapons smiths to create weapons of much higher quality than can be found elsewhere.
Sisters of the Silver Shield – A devout military order that worships Ra-hun-ru, the Sisters of the Silver Shield are made up exclusively of women. Based in Acitha, the Sisters of the Silver Shield grant the north a small elite army that is willing to stand against the heathens to the north and any heretics that may be found in the south.
We Stand Ever Ready – The people of Acitha are no strangers to conflict; in fact, conflict is so commonplace that most Acithans are veterans of battle and those that aren’t have made a point of receiving some degree of training when it comes to using a sword or spear. This means that even the levees Acitha raises possess some skill in battle.

Weaknesses:
Guardian of the North – Acithans are the self-proclaimed guardians of the North. Should another Northern kingdom come under attack Acitha must march to its aid; if it does not minor lords and the peasantry themselves will do so on their own accord. The only time that Acitha may choose not to come to the aid of another northern kingdom without consequences is if it itself has an imminent and visible threat.
Land with no Cavalry – Acitha’s military is not known for fielding excellent cavalry, or any for that matter, in battle. It’s not that Acitha has no horses, quite the opposite in fact, but those that are available are not suitable for battle. The most common horse in the country, the Clydesdale, is excellent for farming and moving supplies, but not for battle.
The Fisherman’s Navy – The Acithan navy, if one can even call it a navy, is made up of fishing boats, the occasional merchant ship, and the rare warship. In short Acitha has no naval might and is reliant on the Empire and friendly kingdoms to protect its trade lanes and supply trade ships. This is something of an embarrassment for Acitha, not to mention a strategic weakness.

Export:
Acithan Steel Weapons
Fur
Iron
Lumber
Precious Metals

Import:
Alcohol
Dyes
Fruits
Glass
Grains
Incense
Perfume
Textiles
Salt
Spices
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House Name: House Selvus

Head of House: Nathaniel Selvus

House Specialty: House Selvus house has connections all over the kingdom and has reaches far beyond what he should

House Ancestral Artifact: The former weapon of House Yervington was a sword that was meant to be a symbol of power. Yet when House Selvus took over, they melted it down and forged part of it into a dagger used for torture against the King Enemy's. The other part was made into a piece of crown reprenting respect and wealth.

Important Members:

King Nathaniel Selvus, 45: Nathaniel, a relatively young looking man for his age has short black hair, piercing light blue eyes. The man has a 5 O’clock shadow. Nathaniel while coming from a minor house was very rich and received the best training his father’s money could buy. Though he cared little to fight like a normal man he can still stand quite fierce in a fight and is considered to be a political genius.

Queen (Proposals open)

Patrick Blackspit, 20: A bastard born to some lowborn and Nathaniel. While his hair is a dirty brown rather than black such as his father Around the age of 5 Patrick was brought to his father’s keep and taught to be the best sword fighter and military commander in the entire land. Unlike his father Patrick is feared not for his cunning ability but for his strength and combat. However he is very refrained as his father taught.

Nickolas Gerbeth, 38: The current Master at Arms for House Selvus, he commands the guard, teach Patrick how to fight and lead. He is also one of King Nathaniel Selvus, closest confidants. Nickolas is a ravaged man with long brown hair and an eyepatch.

Guild Master Andrew, ??: The current Guild Master Andrew is an elderly man yet is usually kept hidden and rarely greets anyone personnel choosing to send envoys instead. Another close friend and Confidant to Nathaniel.

Nation/Realms Name: Kingdom of Umbras

Sigil: imgur.com/NZwLoEs

Flag: imgur.com/FHWhgb2

House Motto:Sit and Wait

Region/color on map: imgur.com/cKldPiR

Race name: Umbrans

Racial appearance: Average heights, though usually paler then the others. The hair also usually tend to be darker and it is a rare case to have blonde hair.

Racial traits: The men tend to become loyal to their families and houses as for the greater good. Also, due to the vast open fields of the kingdom many men are well trained farmers and tend to be stronger even without looking the part.

Capital: Snake’s Hold

Capital Population: 25,900

Other Major Settlements:

Urvelus:It is currently a ruin and used to be the home of the old Lords the Yervingtons before House Selvus and their army ransacked the place and burnt it down.

More to come

Population: 310,456

Culture: Normal human stuff nothing too different.

Type of Government: Absolute Monarchy

Influence and relations: Any takers?

Military - ?

Unit demographics: ?

Landscape: The Landscape of Umbras is fairly flat and open. The kingdom used to be prosperous due to all the crops that could be planted yet due to the recent war. People have died and farms destroyed

Wildlife: The wildlife of Umbras are mostly deer, horses and smaller animals such as rabbits.

Economy: The Kingdom of Umbras isn't exactly prosperous, however, being a mostly arable land they are well known to supply major food exports. While metals may be scarce however.

Religion: Most of the country worship Kammeth however most of the nobles care little for relgion especially House Selvus who are nearly atheists or perhaps they worship something far darker.

History: ?

Strengths:

Thieves Guild: The thieves guilded housed in Snakes hold, is where many deaths are sentenced without a war or in times of desperation. While they may ask money or more from other houses and families. The Guild Masters have always been close to House Selvus so as to allow their services to remain. Favors are often used, many assume it was one of these such assassin that hunted down the last of House Yervington's family.

Network of Informants: House Selvus doesn't strike on whims or because they desire they know the game all to well and have been well informed on almost all that goes in their kingdom and now that they've risen to high Lords they'll soon learn of all the Empire's Secrets

Weaknesses:

New Leadership: House Selvus only recently came to power within their lands and while they may have a somewhat solid control over their lands other lords around them strongly dislike them.

Devestated Land: Due to recent rebellions and revolts the Kingdom isn't fully capable as it was under House Yeringtons and won't be for some time.

Export: Mostly export wildlife and food due to the flat and open areas for farming.

Import: Most metals are needed.
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