Beneath the Jade Moon (pre-NES)

House Name: Tonul

Heraldry:


Lord: Maisan Tonul (b. 1353)

Family:

Ancestors:
-Dubhe of First Lord (Baron?) of Tonul (1317-1370): Fought in the war against the Forgotten One and was rewarded in 1351 with the small, but strategically significant, castles at Bellkale, Achn, and Tonulkale.

Holdings:



-Bellkale: Built during the war to cover the small straight between Achn and the mainland. During low tide, it is possible to resupply Achn without the need for boats, a fact which helped keep Achn well supplied for most of the war.

-Achn Castle: On an island which starts near sea level on the eastern side before rising in elevation. The westward side is a sheer cliff. The remains of a shrine to Achn are still present in the westward side, destroyed during the building of the castle, but not completely erased. At its peak during the war held seven hundred soldiers, now two hundred. Only the straits closest to Achn are easily navigable, which makes it the main toll station and guardian of the strait.

-Tonulkale: The main castle, and the one which gives its name to the peerage. Though not the most strategically significant of the three castles, it is the one most suitable for the comfortable lifestyle of a (minor) lord. Between Tonulkale and Achn the straight is fairly treacherous to those who do not know the river as rocky outcroppings prevent the seas closest to Tonulkale being navigable to all but the smallest ships (and even then only at high tide).

-Retainers: As the highest rank under Tonul is castellans, I don't see any need to go in depth about the various characters at this time.

Sources of Income: Tolls on shipping traveling from Surotsi to the Pale City

History: During the Solemn Age, what had previously been a small shrine to Achn, the Blue Lord, expanded to cover the entire island. There, hundreds of devotees held back the Ocean’s Wrath, granting safe passage to the multitude of ships and sailors making the sometimes treacherous journey between the Pale City and Surotsi. During the Captivity, when the Forgotten One usurped the Jade Throne, he recognized the strategic value of the island. The Pale City had long since grown to a size where it needed to import food, mostly from Surotsi, in order to feed its population. The island on which the Shrine of Achn stood overlooked the narrowest point of water between the Pale City and Surotsi (made even narrower if one only counts the navigable part of the strait). Control of the island would be the best place to either protect or deny the Pale City’s vulnerable food supply. Thus, the thriving shrine to Achn was turned into a fortress. Together with Bellkale and Tonulkale, these three castles kept the strait open for the grain ships (and later smugglers, after the fall of the grain fields of Surotsi to the Emperor). In fact, it is six months after the execution of the Forgotten One before the garrison of Achn finally surrenders. The Emperor creates a new fiefdom out of Bellkale, Achn, and Tonulkale and elevates a member of the Royal Guard, Maisan, to its Lordship.

Location: See map.
 
Retainers of House Eyiniyas:

House Essaniyas: Descendants of Essan, the Architect. Their main holding is Sarrel Keep, on the southern peninsula; they are fiercely loyal to the Eyiniyas, as a cadet branch of the same family, and they are responsible for the collection of the sound toll through the Straits.

House Derost: Their founder swore fealty to Sallan Iyas himself in return for his protection, and since then the Eyiniyas marshal has ben selected from sons and nephews of the Derost Lord. They reside at Derost Hold, on Little E'in, which they had built shortly after the migration to the north.

House Gedlac: Former vassal house of House E'in. The head of House is a minor lord who presides over the town of Tiyas.
 
Holdings/retainers updated starlife!
 
The realm is developing nicely. Thanks for the additional info. Alex, you listed retainers, but didn't describe the holdings (cities, towns, castles, fortresses) that you might have. Though I do see the map; maybe each square is a castle, and the name of the castle is the same as the name of the retainer? I can come up with that stuff, if you want. At any rate, good info. Thank you.

Strategos: very interesting. I quite enjoy your description of Achn, the Blue Lord, and the history you've created for that strait so vital to the Pale City's survival. It makes great sense to me that some lords, such as yours, would have been elevated to positions of power after the war. Also (and correct me if you had a different vision), I imagine House Tonul, despite its lack of land area, has become rather wealthy in such a strategic position. Your troops are most-likely hired, as opposed to levied. Feel free to also design some of your surroundings, to your leisure, if you have the interest to do so (as well as any additional lore about the Blue Lord and the Ocean's Wrath [wasn't sure if that was a metaphorical reference, or an actual spiritual term they once used to describe the seemingly impassable strait]).
 
OK, I'm setting a deadline for Friday, July 20, for either existing proposals to be finished, or new proposals to be posted. Of course, finishing/posting earlier is better. I'd rather gradually work on the setting, instead of hunch over my computer all weekend. Kraznaya is the unofficial enforcer of this deadline, unofficial only because the methods he might use to persuade you are not officially sponsored by this organization.
 
House Ranof
Sigil: A raven soaring over a Green Mountain. Words of Importance: Unity in division
Lord: Ranof VIII, 29 years old, married to Czidárya, a daughter of a local chieftain
Family: Uridar (son, age 6), Edlef (son, age 2), Inge (daughter, newborn)
Ancestors: Ranof I, first Lord and builder of the great keep at Zhedrij, Sadrig I, conciliator, remembered as House Ranof’s greatest patriarch, organized the union with the Esurkish Lord Qayrünáh. Qaurünáh, major warlords, patriarch of a large Esurkish kingdom in NE Surotsi. Kurdrig III first divided the Ranof holdings among his three sons, establishing the subdivision within the house still in existence today. House Ranof is also related by marriage to Qáhiriyün
Holdings: House Ranof is divided into three holds, as laid down by Kurdrig III in 1127. The first and most important of the three is Zhérediv the town of Zhedrij and its hinterland, stretching from the split in the river Zhe south to its headwaters. This land is the poorest of the three holdings but as the oldest town and historic seat of the ancestral Ranof lords (and as some Ranof chroniclers like to claim, a place where kings of Surotsi were once crowned), it more than makes up for its poverty with its prestige. This is the land the patriarchs of the House inherit.

The second hold is Qaçzázh centered on the town of Haidúryün. Granted to Sadrig I in 889 as a wedding gift from the Lord Qayrünáh the land for nearly two century was the economic foundation of the House Ranof due to it having the largest iron mines in Northeast Surotsi, as well as a major tributary nearby which ran directly to the north coast making Haidúryün a great production and trade facility in its heyday.. Although the town has since fallen into relative insolvency due to the changing of the Urjut river’s course over the last two centuries. In spite of this, the land still holds a great deal of prestige and is held by the Haf branch of the family

The third hold is located to the east which is nominally centered in the town of Trüzhóyun, although this “great hold” is really little more than a smattering of thatch houses with a small keep and Druzhnóviçz, the traditional meeting house located in each hold-keep. The real center of power in Trüzhóyun lies in its great spice farms, the majority of which are held by the Tandrig branch of the family. The land was obtained by House Ranof under a period referred to by Ranof chroniclers as “The Great Incorporation” a rapid series of conquests and marriages occurring over a period of about 122 years which nearly doubled Ranof holdings. Its completion by Kurdrig III in 1122 represented what many historians consider to be the apex of Ranof power as a singular house, as the division of the house began in 1127 when Kurdrig on his deathbed gave this land to his youngest son Tandrig.

Sources of Income: The House generates a moderate amount of wealth from what little trade goes through Zhedrij, and the mines of Haidúryün, but really the majority of the wealth comes from the great spice plantations of Rusyün under the Tandrig branch.

Retainers: A number of ancestral lands along the Zhe river which were given to Ranof I’s greatest lieutenants when he first acquired Zhérediv. Most of these are considered part of the extended family. House Ranof also holds the oaths of many Esurkish chieftains to the north and east such as the Czúrj and Ghairáz to the north between Hairdúryün and the Zhe, and the Tusrüy and Reczij in Rusyün. Many of these families are connected by marriage.

History: The ancestors of House Ranof were originally a well to do merchant family in the Pale City. Ranof I, the youngest of 5 sons was left out of the inheritance so did what all disaffected youths do; join the military. He accosted himself well in battle and by age 25 he was the commander of his own mercenary company. In 841 he marched with the Emperor (or high ranking member of the royal family if the Emperor doesn’t leave the Pale City) to do battle with the Esurks. In the battle of Green Mountain in 843, Ranof personally saved the life of the Emperor, fighting off (so the chroniclers claim) 3 score Esurk warriors before Emperor’s general could arrive with reinforcements and win the day. From this day Ranof became the Emperor’s right-hand man, hanging alongside the Emperor wherever he went and greatly influencing the Emperor’s decisions. This was too much for some of the older families, irritated that a mere merchant’s son was usurping their rightful authority, so they convinced the Emperor to ennoble the upstart condotierri and ship him off to the faraway lands of Zherediv.

Ranof set up shop in Zhedij and soon began a personal crusade against what he identified as the “Esurk horde”. He died in battle in 855 during a counter raid into Esurk lands. Ranof’s son Sadrig succeeded him. Sadrig’s methodology represents a dramatic departure from his father’s, and a turning point for the family. Sadrig negotiated with the Esurks, allying with the major lords, marrying the daughter of the powerful Lord Qayrünáh, and absorbing, conquering, or otherwise incorporating the weaker ones. This policy continued for many generations.

In the late 10th century Ranof IV began a conquest which would take a full 122 years to matriculate with the conquest of the village of Trüzhóyun. This period, known as “The Great Incorporation” is considered a true masterpiece of conquest and diplomacy. The Incorporation was completed under Kurdrig III in 1122. In 1127 Turdrig famously divided his land between his three sons. The division went well enough for the first generation, with the three sons getting along famously, but by the 1190s, a serious rift had begun to develop. In the year 1203, the death of Ranof VI without a direct heir led to a succession crisis in the Ranof branch, with Ranof VI’s brother Olaf claiming the seat, as well as Ranof’s nephew Fedor. Father and son fought on their own for 3 years, before the other two branches interceded on opposite sides, with Qaçzázh interceding on behalf of Olaf and Rusyün on the side of Fedor. Although Qaçzázh had some initial success, the Rusyün head Gunther won a decisive victory at the battle of Ghoryün, and finally unseating Olaf at the siege of Zhedrij in 1218. After 15 years, the war had finally ended. Under the Peace of Zhedrij, Fedor was installed as Steward of Zhedrij. He was to marry Gunther’s daughter, and their eventual son, the future Ranof VII was to become the new Ranof patriarch. If a son could not be produced, the seat would pass to Fedor’s brother. Additionally a formal constitution was drawn up, laying out the formal division of the family along with specific inheritance laws (before this was more of an informal understanding between the three branches of the family). Under this new constitution, House Ranof underwent a dramatic resurgence after several centuries of unimportance. The family participated in the War of the Pale brothers on the side of the brother. The family accosted itself well, garnering much prestige and many favors after peace was established.

Map:

Spoiler :


Key:

Lime green: Zhérediv
Orange: Qaçzázh
Teal: Rusyün
Purple: House Ranof direct holdings
Red: Aulesiri retainers
Pink: Esurkish tribes either allied, united in marriage, or vassals to the House Ranof
 
Welcome to the madness, Owen. Looks great; a lot of interesting info to work with here. Once you post your map, I'll add your holdings and post the map-in-progress for all to see.

(I like your avatar.)
 
House Name: House Aakzid
Sigil / Words: A boarshead in the center, split in half with a white and black hal
Lord: Edane, Age 64, Married
Family: 1 son, unmarried, 3 daughters married with children
Ancestors: of Surtosi descent, but no recent descendants of great note. Edane's father was a man in a similar mold to him, born in to modest wealth and quickly expanded. Claim descent from various major regional historical nobility, but actual lineage is regarded with little seriousness , both by outsiders and even the family to an extent.
Holdings: Extremely extensive holdings in fertile areas for all of the major crops for their region. Also operate banks in the major regional city.
Sources of Income: Farming and usury!
History: Mildly affluent farming peasantry until ~60 years ago, when Edane's father took out a large loan to buy some land off a debt-stricken and ancient noble house. Made their fortune, as well as a number of enemies in the region when they refused to surrender aforementioned land. Edane continued in his father's footsteps, expanding into minor trade and more significant banking enterprises. Now one of the wealthiest families, noble or not, in their region. However, Edane now possesses an old man's caution and his eldest son is without heir or wife, possibly hinting at a dimmer future for the family
Location: http://imgur.com/jTi2D


HOLDINGS

Delkalb - Major inland town, and one of, if not the, most important urban centers within the greater region. For several centuries has served as center of all regional agricultural production. Origin and nominal hometown of the family, they now spend little time in actual residence there, but still de facto control more or less everything that goes on. Control is extended via some of their more extant relatives and close associates, who held criticial municipal positions such as the mayoralty and master of the armory. Town has come to prosper with the family, and they have even founded a minor theological seminary as a gift to the local priests.

Hechag - Foremost port in the northeastern part of the continent, the Aakzid's married into a prominent family and then with a magnificent stroke of luck came into inheritance of aforementioned families lands and incomes after the primary male line died out. They do not exercise the same level of vice-like control here as they do in Delkalb, but yield significant power particularly because of their good-standing with the priestly class and extensive wealth and land-holdings within the city. They have begun expanding their shipping here as well.

Aakzid Manor - Built only a decade ago, the Aakzid have now begun building a series of fortifications and more domestic architecture in what they intend to be both the seat of their power and (hopefully!) a long-term ancestral home. Certainly funds are not in short supply, but finding sufficiently skilled builders in what are primarily farmlands can be difficult. Additionally, the building of this place has made their aspirations clear, and has angered a number of lesser, yet higher-born houses.

The Lake Fort - In an attempt to diversify the Aakzids began sending numerous scouting expeditions to crack into the lucrative fur trade up north. At first the entrenched furring interests reacted, and in those lawless places some reacted violently. True to form the Aakzids did not recruit a mercenary host, as was the want of some of the hotter heads. Rather, they coopted the furriers, paying double to any enterprising trapper. Soon the entire trade was under their thumb. The Lake Fort is a relic of this era, and was never seriously wartested. It now serves as a vital trading entrepot.

They also hold incredibly extensive agricultural properties, which they both rent out to a variety of peasantry and employ their own help to farm out. They are the breadbasket of the continent and are obviously a tremendous income stream for the family. Owing to their extensive commercial contacts they have established from shipping out of Hechag the Aakzids have had opportunities to plant more diverse strains of the basic cereals and even imported some more exotic crops formerly foreign to this land.


RETAINERS (more of allies/friends/business partners but let's stay true to form)

The Trapper's Guild - Established by the Aakzids themselves in their initial forays into the fur trade, used to help spread the word about the higher awards and fair business practices of the Aakzds. Now controlled by Aakzid cronies, but of course a restive faction ready to demand still better treatment.

House Daay - A proud and ancient house, but not so proud as to be unwilling to colloborate with the rising star. The Aakzids had usurped nearly all of their former territories and incomes, yet rather than selling off the formal rights or going to the Pale City and filling an official complaint they chose to hitch their wagon to the Aakzids. In return for debt forgiveness and the return of some of their most ancient demesnes, they used their ancient heritage and legitimacy to help the Aakzids expand their enterprises west, a critical step in their progression.


http://i.imgur.com/ypzhl.png
 
Retainers and neighbors galore:



Retainers of the Emperor:

The Wasps' Nest: Held by a (distant) branch of the imperial family itself, it is almost due southeast of the Pale City. A fast road connects the two; it serves as the departure point for imperial messengers to Surotsi. The approaches to the city by water are narrow and somewhat treacherous, thus the dock only serves imperial message boats. Held by the House Kyun, whose arms are a golden coin on a pale green background.

Castle Inther: on a small promontory in the far east of Luseysi's Fist, its lands are rocky and barren. Essentially, nothing of importance has happened here, except for a few Esurkish raids, most of which were turned back. Nowadays, Inther is a little dilapidated – the Inthers supported The Forgotten One nearly to the end, and have paid dearly thus. House Inther owes fealty to the Emperor himself; its arms are a horizontal band of white on a violet field.

Castle Dulchir: Similar lands and stories to Castle Inther, though Dulchir is located inland, astride a relatively small river. A small trade town with a mill grew up around the city, the inhabitants taking refuge here whenever Esurkish incursions proved to be a problem. House Dulchir's arms are a crimson serpent on gold.

Castle Niami: At the head of the Dead Firth, Castle Niami is a black and brutal place; its walls rise from a towering bluff, its dungeons extending deep within. Arms: a white bat on a black background.

Castle Hirau: A pleasant place of orchards and fields, Hirau was burned repeatedly in the War of the Pale Brothers. The current iteration is full of new construction, though rather lacking in comforts for its lords.

Benefry: The largest city on the Blessed River west of the Pale City itself, it is – well, was – a bustling town, its markets a busy place for the exchange of wines and grain. After the war, it has been an etiolated cluster of houses, clinging onto life. Many of its inhabitants fled to the Pale City, and many of those never came back. The rest are still trying to rebuild the trade that ruled their lives. This area had the worst of the War of the Pale Brothers, and its effects are still showing today.

Castle Imry: A castle between a bend in the river and an oxbow lake, Imry is an old, old castle, one of the oldest in the empire. The lords Imry used to collect tolls going up and down the Blessed River, but they have been stripped of that privilege lately. Arms: white horse on red quartered with gold horse on blue.

Castle Ess: This castle used to guard an important road between the Pale City and Vemeer. That road fell into disuse sometime during the Solemn Age, meaning the Barons Ess had little reason to be. But, like most noble families, they clung onto life. Arms: golden sword on puce.

Independent Lords:

Castle Cairne: Northeast of the Pale City, Cairne overlooks a pleasant wooded valley, and secures a toll road leading along the coast to the north. The Cairnes are relatively new nobility. House arms, a stone of veined jadeite on black.

Castle Serray: Tantalizingly perched on a narrow spire of rock on the coast, Castle Serray overlooks a small fishing village. The Viscounts Serray hold the whole of the south coast from The Wasps' Nest to Castle Tanticre. Arms: an azure bend sinister on a gold field populated by deer.

Castle Tanticre: Built on a gentle, sweeping bay, Tanticre is built largely of sandstone... a fact which meant the west wall was easily undermined in the War of the Pale Brothers. The repairs can still be seen in the slightly different section of the wall. Baron Tanticre owes his allegiance to the Viscount Serray, though the Lord is more usually in the Pale City than in his own castle or Serray. Arms: A bloody finger on a gray field.

The Counts Shael:

Vemeer: A trade town on the Blessed River, third largest. It acts as a hub for the entirety of the upriver traffic. Compared to Benefry, it has had a rather easier time coming out of the war, and shows it with numerous new constructions.

Castle Shael: A rather major castle on the upper reaches of the Blessed River, Castle Shael sits between the largest two branches of the river. With bridges to both the town of Vemeer and the Kyre, it controls the river traffic in all directions, and thus its betrayal of the False Stone in the War of the Pale Brothers was a major turning point in the final campaign. The Counts Shael are probably the most powerful in the Blessed River valley, aside from the Emperor himself, of course. Arms: A bleeding moon on white.

The Kyre: A large tower on the south side of the Blessed River, connected by bridge to both Vemeer and Castle Shael. Ruled by a cadet branch of the House Shael.

The Welshrine: Perched near the source of the Blessed River, the Welshrine was originally simply a shrine near the Welsprings – which were hallowed as far back as the Rayaaki times. The castle sits around a few of these springs, and its straightforward supply of water allowed it to famously withstand siege in the War of the Pale Brothers for four years. House Welshrine was killed to a man; the Castle is held by yet another cadet branch of House Shael.

Castle Cavarnance: The key to Yael Lake, House Cavarnance holds all the lands from the beginning of the Little Blessing (southern branch of the Blessed River) to the northwest mountains. Granted, these lands are somewhat hilly, and the soils poor, so this is a mixed blessing. Swears fealty to the Counts Shael. Arms, a pure white eagle outlined against a red sky, blue waters below.

Endelhom: A prominent castle on the road between the Pale City and the far west, the Lords Endelhom protect all trade traffic – and levy taxes on it as well. They swear fealty to the Counts Shael. Arms, golden spurs on green.

Monasteries:

The Church at Heaven's Gate: A monastery in the high hills, named for the spectacular natural Heaven's Gate rock formation nearby. It has housed a number of monks since nearly the beginning of the Solemn Age, and is one of the oldest and most respected institutions of its kind in the realm.

Selbrook Monastery: A quiet little monastery, up a little stream from the Blessed River, built at the very end of the Solemn Age. Its neighbors include a number of mills and breweries. The difficult terrain and relative worthlessness of the lands meant that it emerged mostly unscathed from the war.

The Shrine by the Lake: An out of the way monastery, bordering the vast waters of Summer Lake. Huge catacombs stretch through a series of caves beneath the monastery, where the peasants for hundreds of miles have been bringing their dead for centuries.





(I'll probably do a map of the Pale City later, after some update work of my own.)
 
Exceptional.

By the way, NK, what font and size do you use? That looks considerably less image-draining than whatever I'm using, which bogs down my Photoshop and GIMP.
 
Sorry; that's Mac lingo (I guess). I'm not referring to the map, but to a partition on my harddrive (disk image). When I open the map in Photoshop, the amount of space on my partition drops significantly (it's not only the map, but an issue with my Photoshop as well). However, when I merge or delete text layers, it lightens the load and runs smoother. But I don't like merging text layers, because I might need to edit them in the future. I've tried making the fonts smaller -- it works, but they become unreadable. Whatever font NK uses remains readable at a small size (and of course, less space is used when you get rid of layer effects; I wouldn't need to have a white stroke effect on some of the text layers if I could get the text small enough and have it still be readable).
 
It's actually a custom font, modified version of one called Vrinda. I think.
 
Mine is coming later today. I have most of the basics down. It just needs touching up.
 
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