Ages' Beginnings - An Arrow/Immaculate Reboot

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Ages' Beginnings


Introduction


The pommel was slippery with sweat in Haen’s hand as he held his sword in front of him, in the proper ceremonial position. He bathed in the sun’s warmth. The wind was strong, but hot and carried only dust. Haen coughed, earning a dark look from the Vizier. The prince -- king, Haen would soon have to learn to call him -- was kneeling now before the Comet, his hands folded in front of him reverently.

The prince was a handsome youth, for a boy only four-and-ten. He had his mother’s olive skin, but his hair was Irrish blond, the hallmark of his line. His face was passionate, fervent in his prayer. When his father died three years ago, the prince had turned to the gods, not away as so many often did. The High Priest, oil in hand, was watching approvingly, Haen saw.

Time passed. The king’s guard, the hundred best soldiers in the realm, were arrayed in a circle around the king, forming a wall between him and the crowd of nobles surrounding him. Haen had learned from years of guarding to stand stone still, but the recruit to his left had no such experience. The young man was fidgeting, undoubtedly bored and aching for a fight. “Still yourself,” Haen whispered forcefully.

Finally, the prince stood abruptly. Turning to the High Priest, he blessed himself in the name of the Comet. “Shall we begin?” asked the High Priest, and the prince nodded. Slowly, the High Priest dipped his thumb into the bottle of thick black oil and placed it on the prince’s forehead.

“I anoint you in the name of the Comet, in the name of His fathers and the name of His mothers, in the name of all the gods and the name of all His sons. I anoint you in His people, the people of Auronas. Kneel, oh prince, and arise king and emperor.” Following his instructions, the priest knelt quickly and stood quicker.

There was restrained clapping from the nobles. The real celebration came when he donned the crown. As if reading their minds, the prince -- king, Haen told himself -- strode purposefully to the cushion which held the iron crown of the Hallowed King. It was a simple crown, pointed at four spots and bearing the sigil of House Irin. Maen Kingsbane, it was said, had forged it from his own sword when he took the throne, stating that the time for war was over, and the time for ruling just begun.

Haen had seen it a thousand times, on the head of three kings prior, but this time there was something... wrong. He wanted to speak out, to stop the king, to halt his hands lifting the crown to his head. But it was not the place for a guard to instruct a king, especially in front of the court, and even less so at the king’s coronation. Even so, he almost did, only catching himself an instant before speaking.

As the crown was placed lightly upon the youth’s head, his hands fell limp to his sides and Haen knew instantly he had made the wrong decision. And as the king stumbled into the soldier to his left, the recruit, Haen knew he would always regret that moment. “The king is dead,” Haen heard from somewhere on his left, but only dully.

An intense cold settled through his body. I could have stopped it, he thought. I could have warned him. Then he was pushed violently aside as the nobles rushed past the circle, eager to see the body and eager to find someone to blame.

But no one was saying the right name. It was so obvious to Haen, so clear. He ignored them, saying to himself, “The Arots.” Then, louder: “The Arots.” Finally, when it was clear none were listening, he roared. “THE AROTS KILLED THE KING.”

They were scum, the Arots, bringing their moon-worshiping cult with them. They had made it clear they had no interest in being ruled, and when they had tried to establish independence and power separate from the crown, the Irin had crushed them. But it was clear they had taken their revenge, and others soon saw it too.

It wasn’t long before all saw the same as him.


Background

The Forging of the Empire, when the first Hallowed King was crowned emperor of Auronas in Copperhead, was 653 years ago, and the realm is once again kingless. Ever since the death of the first Hallowed King led to a bastard on the throne, the succession of the empire has always been in doubt. The execution of potential claimants has solved the problem in the past, but this time is different. The only heir to the throne, a young boy of age fourteen, was poisoned by a sea urchin spine in his crown- during th coronation, and the murder was credited to a member of a new cult, Reach of Arot, appearing in the east, whose members worship the moon and tides.

This is not the first time the realm has been kingless: in 337 AF (After Forging) Auronas was left without a king for 63 years, only to be united once more by Mian Kingsbane, who established the line of Irin, which continued to the present date. Whether this will be another Kingless Drought or if a bloody claims war will break out within three years, none can know.


Welcome

Welcome to Ages’ Beginnings, the ‘remake’ of Arrow Gamer’s previous NES Age’s Beginning. This time, there will be two moderators, one (Arrow Gamer), will be focused on developing the story and narrative, creating the world and controlling the actions of the non-player factions. The other moderator, Immaculate, will be focused on game design mechanics, stats, and maintaining the map. Obviously we’re both busy people but we hope that by dividing the work between us, we can produce a game with greater longevity then either one of us could alone.

In Ages’s Beginnings, player control a major noble family- a ‘royal’ dynasty, who in turn command vassals, armies, and control vast territories. The world itself is highly influenced by the Song of Ice and Fire series and the relationship between the families, each vying for power and influence overtly and through subterfuge, defines the game.

Your goal can be whatever you want it to be but with the land of Auronas’s most recent king having been murdered at his own coronation, and even the heirs with the strongest links to the throne having relatively weak claims, the position of High King is available for the strongest and most able to claim.
 
Who You Play, Factions of the Land

The Royal Houses

As a player in this NES, you take control of a Great House -- a royal family. You play no single character, but instead a dynasty who holds dominion over those below them. It is important to remember that you are not a despot with absolute rule. There are smaller families, all with their own interests, below you who you must keep in check (see the Vassals section), as well as powerful guilds (see the Guilds section) and your own people (see the Populace section). It is a balancing act, and not an easy one. Many will want to usurp you, and others to bend you to their will, but to assert power over your lands you must play their games and gather support, lest you fall into civil war.

The fact that you control a family and not a nation or a single character is also integral to gameplay. A weak heir, an untimely death or a tangled family tree may all lead to misfortune. Moreover, strategic marriages, whether for allies or inheritance, are a key part to any winning strategy, and closely managing your family tree can oftentimes be what ensures success.

Other Powers

Vassals

Below you in the feudal ladder are the most notable noble families in your realm. Only the top tier, known as the noble houses, are represented directly. The rest, known as minor houses, are abstracted and represented within both the stats of the great houses but also those of the noble houses below them. Vassals, you must note, are not merely servants to do your will -- they are powers onto themselves, with their own ambitions, insecurities and desire, as well as varying degrees of loyalty to you, their liege- or even to other great houses. Each noble house has a simplified stat block, essentially boiling down to income, levies and other essential stats.

During times of war, you can levy their units as your own, and--unless they refuse--command them as you would your own forces. It also helps relations quite a bit to appoint vassals as commanders in your army, but such a step can give them large amounts of power over you and your realm or create jealousies and problems with other vassals. During peace, vassals will scheme unless you keep them happy or frightened, either by acceding to their demands or brooking no rebellion. Even then, though, the especially ambitious will continue their intrigues, albeit with less passion.

Finally, you gain income from vassals, but tax them too much and they will have yet another reason to dislike you.

Guilds

Guilds are essentially large institutions of craftsmen and merchants who, to varying degrees, guide and command the economy in certain kingdoms or regions. They represent the interests of the middle class and discourage foreign competition, instead encouraging mercantilist or protectionist policies in the areas they influence.

Guilds are the only power in your realm that can truly rival your vassals in terms of sheer influence, and are in some ways are most dangerous. For one, they are not under your direct control: while the king can issue orders to his vassals, doing the same to guilds could backfire spectacularly- especially if the king is dependent upon them. For another, guilds have quite a bit of influence in the world of commerce, and may be able to effectively cripple your economy, if they are powerful enough. Depending upon their power and influence, they may have significant financial reserves and even raise formidable armies of mercenaries and sell-sails to challenge your rule by force.

Ultimately however, guilds do not serve uniquely to threaten the king’s power, but will also invest in the local economy and grow the private wealth of the kingdom, and so it is best to balance their influence and power against the wealth and prosperity they can bring to your lands.

Populace

The general population are serfs and servants. Freemen generally serve the courts or the guilds. Serfs have few resources, little influence and are mostly just interested in survival and the immediately welfare of their selves and community. They serve as a tax-base for income and as a source of manpower for your levy forces; otherwise they have little influence or direct relationship with the royal houses.

The concept of a representative government is relatively unheard of and while noble vassals and the guilds may scheme and plot, the serfs, generally, have no time for these pastimes.

The nobles tax the population at a certain rate- and this generates incomes- mostly as a portion of agricultural product- but during times of war or need, additional taxes may be levied. Overtaxing a population can, however, lead to its own problems including emigration or even brigandry.
 
Your Kingdom

Stats

Royal House: Arthalas (Jehosuua)
Kingdom: Arthendhal
Treasury: 29kC (101/72)
You can only spend the first number, your actual treasury. The second number is your income and the third your maintenance costs.
Agriculture: 45
Relative level of development- not your income from agriculture.
Production: 35
Again, relative level of development.
Trade: 12
Relative control of Auronas trade routes.
Infrastructure: 40
Again, relative level of development.
Army: 12 Levy Infantry,2 Light Infantry,1 Heavy Infantry,2 Eastern Lance,6 Levy Crossbowmen
Your units!.
Discipline: 3
Command: 4
Supply: 2
Navy: 2 Cog
Drill: 1
Captaincy: 1
Navigation: 2
Vassals:
Arngeir (10kC, 5 Levy Infantry,1 Light Lancer,2 Levy Crossbowmen,)
Irthaentir (11kC, 5 Levy Infantry,2 Light Infantry,4 Levy Crossbowmen,)
Saoirthal (6kC, 5 Levy Infantry,1 Heavy Infantry,2 Levy Crossbowmen,)
Bhealan, Feandoir, minors (5kC, 3 Levy Infantry,1 Light Lancer,2 Levy Crossbowmen,)
Your vassals, listed, and with the funds they pay back to their lord, and the units they provide to their lords.

Economy

The common piece of currency is the gold crown. Your income and spending will be measured in the thousands of crowns (kC).

You can spend what's in your bank, not your income.

Agriculture

Agricultural production is a the most common measurement of wealth in Auronas. Land, especially fertile, productive land, is power. The majority of king’s wealth is normally derived from his fields. Agricultural wealth is relatively easy for a king to control or invest in, provided his grip of the lands and the serfs is sound. In times of need, seizing a greater proportion of the crops can generate more income but can impoverish the serfs or even lead to famine or rebellion.

Production

Production represents a kingdom’s mineral and natural resources wealth of the land as well as the size and refinement of the manufacturing sector. Beyond resources, the income generated from its products is influenced by the kingdom’s guilds and the skill of its craftsmen and influence of its merchants.

Trade

Trade income, while important, is not easily influenced by the player. Trade is primarily conducted by merchants, occasionally backed by investors, who primarily serve powerful merchant guilds or themselves. A king’s influence comes from their kingdom’s dominance of important trade routes, monopolies of certain products, and reliability and security of its transport infrastructure.

Vassals

Vassals, depending on their loyalty, will provide some measure of their income to their lord. Depending on the forces they maintain, and the wealth they generate, this can be considerable. Vassals that are not overly taxed will also invest in their own land’s development, which can, in turn, increase the income they generate for their lieges.

Other Income

Other sources of income exist including one-off events, loans, gifts, or plunder.


Spies, Saboteurs, and Assassins

Intrigue

Intrigue is a hallmark of Auronas, with poisonings, backroom deals and betrayals a common occurrence. Players are encouraged to be creative as they corrupt officials, bribe vassals, and dispatch spies, saboteurs, and assassins. Developing the resources to infiltrate another kingdom doesn’t happen overnight and it is only the foolish king who sends spies into the unknown scheming of grand success. A king is cautioned to move slowly, establishing spies and informants in lands of interest, gaining knowledge of its people, before trying to influence them.

Note also that the opposite is true. A king should be cautious, keeping an eye upon his advisors and court, upon the men his vassals keep as confidants, and be ever vigilant for the machinations of foreign powers.

Sword

Military Overview

War is expensive. It costs money and men, and is generally looked upon as a final solution rather than the go-to one. Your military is divided into two sections, army and navy.

Army

Your standing army in peace is the bulk of your expenses, even when it is small. The training, supply, salary and maintenance of a force of even a couple thousand soldiers during peacetime for a feudal state is unfeasible, and so the largest part of a kingdom’s fighting force are levies. You call upon your vassals, who in turn raise their banners and join your host, bringing it up to combat strength. However, levies are almost exclusively poorly trained infantry. The standing force of the king, as well as any knights and mercenaries you may have, make up the high quality section of any realm’s forces, its professional core but are also far more expensive.

A kingdom’s army, as a whole, is defined by three attributes: discipline, command, and supplyl. Discipline represents training and experience. Command represents your commanders’ tactical skills. Supply is your kingdom’s ability to provide supply and support to your troops, especially at range from its garrisons (See the supply section for more). Levy units are treated as having half the values your nations does.

An army is made up of different units, some of which might be very generic while others are specialized, even ‘unique units’. Not all kingdoms will be able to field every unit type- indeed, a kingdom may experiment with developing new unit types, effectively inventing new ‘unique units’. Caution is advised however. An army made up of too many divergent kinds of units loses some coherence in the field and is increasingly complex to supply and reinforce and can lead directly to budgetary expenses.

Army units themselves are rated in three ways: shock (or missile), maneuver and armor. Each of these have an effect on their performance. Shock is their ability break an enemy’s ranks or penetrate their defenses. Missile is the ranged version thereof. Maneuver represents the units ability to flank, outrun, or finesse difficult terrain. Armor is, well, armor and contributes significantly to staying power.

Navy

While soldiers fight on land, ships, obviously, fight at sea. Your navy, like your army, is defined by three generic descriptors. These are drill, captaincy, and navigation. Drill is your crew’s degree of training, discipline, and experience. Captaincy is reflected by tactical brilliance and can greatly affect morale and loyalty. Your navy’s navigational quality can influence strategic movement and is critical if you intend to explore unknown shores, or even sail beyond sight of shore. Levy units are treated as having half the values your nations does.

There are multiple types of ships, ranging from galleys to cogs, each of which has a different set of stats: hull, maneuver and shock. Essentially, these represent the seaworthiness of the vessel, the speed at which it moves and its ability to position itself, and the power it has during combat. Ships are less expensive to upkeep than soldiers, mostly due to the lesser amount of men required to sail them, but also have a higher up-front cost and generally take longer to become effective.

Siege Units

Offensive campaigns are focused almost solely around sieging castles and cities. Indeed, recent development in castle architecture have only reinforced this trend as small numbers of men can hold out for longer in the face of opposition and effectively control larger amounts of territory. Therefore, engines of siege are necessary while on the offensive. They are most useful during assaults on castles (which are generally extremely costly, siege engines or no), but can also be used to fire over the walls and speed sieges considerably. Most siege equipment is built on the spot by a besieging force but occasional, specialized equipment may be imported. However, the cost to build, transport, operate and defend siege engines is high, and appropriate funding is recommended.

New (Unique) Units

Players are encouraged to design new units, perhaps influenced by the terrain of the kingdom or the people’s propensity to use bows or spears, or ease with horses. New units will generally have better unit stats then their common counterparts but will also often be more expensive. Over time, you may wish to upgrade a unit and successive generations of better armed, or especially trained soldiers is possible, with each new generation learning from the last.

Caution is advised however, the more specialized your army or navy, the more your entire military becomes less effective and more expensive to maintain due to crippling overspecialization and inter-unit tensions.

First generation unique units (those based on, for example, heavy infantry or light cavalry) cost 15-20kC to design. Second, and further, generation unique units (those based on, for example, horse archers, highlanders, xonorae archer initiates, eastern lance, cowl hammers, etc) would cost 25-30kC to design. Successive 'layers' of unique units are generally more powerful (without necessarily becoming more expensive to recruit and maintain) and can replace your previous units completely.

When designing a UU, please outline what 'innovations' allowed for the new sort of unit? Was it wide-scale adoption of a new type of armor, Specific religious training, etc?

If someone shares a unique unit with you, teaching you how to train and equip these units, it costs 12kC for first generation units and 20kC for second, and successive, generation units.
 
Auronas

The Map

Spoiler Map of Auronas :

Geographic:
Spoiler :

Geographic (with north as north):
Spoiler :

Political (turn 1):
Spoiler :


Auronas is set in the northern hemisphere. The northern part of the map, the lands in the top right of the image, are probably very similar, temperature wise, as OTL Scandinavia. The lands in the south (bottom right), might be very similar to OTL Greece. If one considers the scale, one will observe that Auronas is approximately twice as large as OTL Europe.

Geographical Locations

This section describes some of the more prominent geographical locations on the map.

We'll be adding to it as we develop the world.

Spoiler player contributions :
Players are more than welcome to contribute their own descriptions of map locations (to us via PM or e-mail) which, if appropriate we will post in this section. We encourage player-based world building; its not only fun but makes our job easier.

Obviously, this section will never be ‘complete’, and hopefully, as the game progresses, we can develop areas in more and more detail.
 
People, Culture, Religion

Spoiler player contributions :
Players are more than welcome to contribute their own descriptions people, culture, religions, etc, and, if appropriate, we will post in this section. We encourage player-based world building; its not only fun but makes our job easier.


Culture

Culture is slippery, mostly because it almost always is a mix of several influences, rather than a monolithic entity. However, cultures are often also distinct enough from one another to be easily told apart. Because of this slipperiness, culture won’t be tracked specifically. However, conquering too foreign of lands is generally not advised, and can often lead to rebellion or at the least discontent.

We will list and detail player and moderator descriptions of cultures here.


Religion

Religion is one of the largest concerns a kingdom has, due to its power over the peasants and nobles alike. It has the peculiar effect of enthralling people like no other and enticing them to do great things, whether to forge an empire or destroy a kingdom.

We will list player and moderator descriptions of the religions here (Warning: may be out of date).

Spoiler Reach of Arot :
A previously little-known cult developing in the south-east and known to practice human sacrifice by drowning, they venerate the tides and the moon, and have risen to recent prominence and infamy by being associated with the death of the last king of the Irin line. Since that time they have been driven further into hiding and seclusion but it remains clear that they still wield significant influence.

Spoiler The Old Religion :
The Old religion is the ancient belief system of the Artheni (and potentially other groups as well if people pick it up, its a fairly naturalistic chthonic religion). It consists of a belief in two classes of Gods. The heavenly gods who created the world and control the primordial forces of creation, destruction, change, preservation and potential, and innumerable spirits who inhabit the land residing in the mountains and trees, rivers and woods. In this sense the old religion is animistic, deeply connected to nature and the land itself, and inherently attuned to the belief in magic and arcane forces beneath the mundane aspect of existence. Due to the nature of its belief it has no temples, and its priests usually live amongst the community as bridges between the people and the spirits of the land (think witchdoctor/shaman), or in sacred places in the wild considered dwelling places of the gods (on mountains, in sacred groves, alongside the river and so forth, more similar to your fantasy druid type mixed in with your yamabushi/hindu sadhu). Priests of the old religion have a reputation as sorcerers (obviously ambiguous) and they do serve as repositories of medical knowledge due to their understanding of herb lore and medicines.
Spoiler Araskamemni Practices :
The religious practices of the Araskamemni are founded in the Old Faith, and they uphold ancient traditions that are sometimes considered barbaric by other houses, but nevertheless impressive and intimidating. These are practices that owe to the Koleks before they were expunged by the Telaarans; practices that were, in the further North, since purged and forgotten. But the Rasks picked it up and still preach it today, connecting deeply with the awesome size of the mountainous terrain, the roaring hills and sea, and the dense and dim woods of Deaven.


Spoiler The Sunken Court :
Predominantly followed by ethnically Islander people, the Sunken Court is a local variation on the Old Religion. The islanders predominantly worship the Sunken Queen, the goddess of the Ocean. They do, however, pay nominal service to the other great gods (Especially those that are emblematic of the air.) Individual Islanders tend to have a patron "Courtier," a lesser god who inhabits the court of the Sunken Queen, and who they believe will intercede in their favor to the queen. These Courtier spirits are an extension of the Shamanistic aspects of The Old Religion. Priests of The Sunken Court inhabit the crags and fjords of the Storm Islands, and much of their rituals are based on salt water.
Kishlahi: Believe that the earth is the egg of a cosmic

Spoiler Kishlahi :
Believe that the earth is the egg of a cosmic phoenix that will hatch when all the stories are told. As such, it is a fairly fatalistic religion, believing in a certain degree of predestination. There are no priests of the Kishlahi Court, as it is a private faith, with individuals finding meaning in their own hearts. There is a monastic tradition, however, as individuals may seclude themselves in contemplation of the Phoenix and the stories around. Many such monks are historians, documenting the actions. Some individuals believe that the Cosmic Phoenix has an influence on the stories being enacted, and as such pray to it for it's intercession. These people are far and few in between.

A hybrid faith is slowly emerging, where many people now believe that the Sunken Queen and the other Creation Gods are the Guardians of the Phoenix, tending to him while he is in the shell.

Spoiler The Sundered Knot :
The Sundered Knot: Legend tells of an ancient emperor who found a knot, thought to be impossible to solve. This knot was a shard of the primordial chaos from which this world emerged from when it was still the great Thana, the demon turtle. Holding power and a consciousness unimaginable, the powers stored in the knot would grant unimaginable powers to whomever solved the riddle of the chaos and untied its impossible knots. The emperor's sword was quick where his mind was not, however, and he simply sundered the knots with a sword, unleashing the powers and consciousness contained in the knot into the world.

The 'gods' in the religion of the Sundered Knot are pieces of the Impossible Knot, embodying concepts such as human emotions and mentalities. The names of these gods always hint towards being part of an even greater entity that the Impossible Knot once contained, now broken into pieces by the culmination of humanity's arrogance and unthinking rage. Four major gods of the Sundered Knots are the Heart of Ambition, Whisper of Secrets, Soul of Creation, and Spine of Memories. Predominant in the capital city of Aelrich, Leng, and Arco. The Aelrichi men often invoke these gods in order incur certain effects. Ambitious fools who plot against kings would invoke the Heart in order to fulfill his dreams. Artists invoke the Soul's aid in order to create works that will bring even the bravest knight to his knees. Storytellers invoke the Spine in order to tell stories true. And people call upon the Whispers to...well, who knows? Such is the nature of secrets.

Nature of Worship: Disjointed nature of the gods in the religion means that little to no organized religion exists. Many, however, have built places of worship for certain aspects of the Impossible Knot and laid claims to be servants of their unfathomable will. In most cases, however, places of worship is not so much built as repurposed. Places associated with certain aspects of the Impossible Knots are consecrated in their name. A famous castle, for instance, may be consecrated in the name of the Heart and become a place sacred to its invokers and followers. Few so called servants and high priests of the aspects are rumored to be sorcerers or madmen, and are best avoided by civilized peoples.

The Midoans of old did profess to be such servants. Ancient Temples of the Midoans, still riddled with traps and bones of ancient sacrifices, litter the mountains and the forests of Aelrich, its whatever inhabitants still waiting in vain for the day that old Midoan chants and the sacrificial knives return and the blood flows once more. The old Midoans of the House Arco still maintain their oracles and temples in the mountaintops of their principalities. They dream for the day when the old worship will triumph over the new, more liberal, less sacred, worship. Perhaps they will be right.

Among its thousand practices and million secrets, a common thread throughout the worship of Sundered Knot is a sense of loss and regret towards the act which is seen as the culmination of humanity's unthinking rage: the destruction of the Impossible Knot. Followers of the Sundered Knot believe that one day, when all the stories are told, when the Spine of the World that keeps the world's memories finally breaks, the aspects will converge. Whether to recreate the Impossible Knot and begin the cycle anew or to settle whatever old scores lies between them, noone knows.

Four Major Aspects: The "deities," if you can even call them this, that the followers of the Knot believes in are mere parts of a singular entity that once existed, now lost. This God, which some may call Unity, was god incomprehensible to all but the wisest of humans. When the knot was sundered, the being broke into million pieces, but of these pieces four are the greatest and the most recognizable to the human minds.

First is the Heart, Greatest of the four. His signs are comets and flames. He is the granter of wishes, the aspect of Ambition and Certainty, embodying the concept that just work is rewarded justly. Many man with great ambitions takes the Heart as his patron, in hopes that this aspect will grant him his greatest desires-should it be satisfied with his efforts.

The second is the Soul, Maddest of the four. Her signs are storms and the beckoning sea. She is the muse, the aspect of Creation and Madness. She embodies the concept of inspiration, that sudden spark of insight which clears away the mind. That sudden bout of madness that drives men forward. Many men have taken her as their patron, in hopes for wisdom or madness so that he may leave behind a legacy.

The Third is Whispers, the darkest of the four. His signs are calm stars in the night and the breeze of dawn. He is the keeper of secrets, the aspect of knowledge. He embodies knowledge in all forms, many best kept secret. Many pray to him in order to reveal the secrets of the world... or to keep it secret.

The Fourth is the Spine, the weakest and the strongest of the four. His signs are earthquakes and twilights. He is the story teller, the aspect of memories. He embodies nothing and everything: stories. When all the stories are told, when the spine breaks, the aspects will come together once more.

Spoiler Lady of The Ebony Arrow :
Mythos: The people of Malair worships the Goddess Xonarae because in the beginnings of men Xonarae who was just a newly born spirit who taught men how to survival in the untamed wilds. She taught them how to make wooden spears for fishing and to create wooden makeshift bows for attack prey from far away. After many winter men were able to survival without Xonarae guidance but one day a monster of high caliber came to end men existed by Xonarae came to their rescues wield a black bow with many runes incrusted on it. Xonarae used only one arrow to fell the beast by striking it in the heart. She was regard as a savior to the people and her arrow was kept as a treasure to be cherished by the people of Malair.
Basic things about Worshipper of Xonarae:
1. There are only female priestesses and any women who want to become a priestess must have skills with a bow so to be able to perform sacred rituals for marriages, festivals, and other ceremonials activates.
2. The Ebony Arrow is the national treasure of the kingdom and if a King losses this arrow they are seen to be unfit to rule. (Also superstitious myths say that bad things will befell the kingdom if ever stolen)

Spoiler Worship of the One :
Spoiler Tareenan Worship :
The people of Tareen maintains an ancestral belief in a single deity, the One. He created all things, and his will is above any other. Any other deity is merely the result of human ignorance. To ensure that the creator be praised appropriately, the Order of the One strives to spread the divine word and destroy the pagan faiths. This Order is led by the High Priest, who has direct contact with the One. Below him are the common priests, those who maintain and manage the Temples.

Spoiler Telaarean Worship :
The religion of the Kingdom is sort of a mixture of The Worship of The One. The Talaareans worship one diety, called "The One" but that is where the similarities end. The Telaareans take more of a twist on the Eastern religion, by incorporating their nature, mainly The Ridge.

The Ridge is the power of their faith, and home of The One. The One created the first men, in the heartlands of the Ridge, who then spread out and populated the planet. The original leaders (or so lore dictates) of the first men are the foundations of the major houses. These foundational heads were made, single handily by The One (thus their Houses are literally the creation of God, and their power must be respected).

The spiritual center of the religion lies in the heart of House Olyene's territory, in a holy place called 'The Edge'. It is a huge religious complex built on the edge of a giant cliff, over looking the seat of House Olyene's power, this is where The One is said to inhabit.


Spoiler The Path of Dreams :
Religion: The original Langroians practiced a primitive mythology that focused on using dreams to predict the wills of spirits. The Leng brought with them the faith of the Sundered Knot, which quickly became the dominate religion on the islands. While the conquerors maintained a faith similar to those on the mainland, with heavy focus on the Heart, the natives began to create a very different faith. Combining the old ways with the ideas of the Sundered Knot they created the Path of Dreams which holds the Soul as the most important deity. They believe that the Soul taught humanity how to read the wills of the Pieces' of the Knot through dreams. They also place more focus on the minor Pieces of the Knot, called the Frayed, as these minor spirits are far more likely to interact with individuals than the major deities. While still disorganized the Path of Dreams puts more focus on temples than the orthodox Sundered Knot faith as interpenetrating dreams accurately requires the focus that comes with a dedicated priesthood. Oracles are also heavily featured in the Path of Dreams, often invoking both the Soul and Whisper to give them hints of the future in their dreams.

Spoiler The Titan's Way :
Worship of the Titan Rallus is the state religion, dubbed the Titan's Way. Mountains are emphasized as sacred structures, and the summits of the Hellas mountain range are holy sites where one may communicate with the titan himself. The Titan's Way emphasizes Rallus not as divine, but as a force of nature, a Mountain 'God'. The Titan's Way posits that just as Rallus is the titan of the mountain and the rock and the earth, supreme amongst the spirits of the elements. The Granite Throne is the holiest site for worshippers of Rallus, and the belief holds that one day, Rallus will return to take his seat, rewarding the adherents of the Titan's Way for their stewardship of his throne.
Spoiler Chairtic Sect :
The Chairtic People also worship the Titan Rallus in the same way the native Rallusians do, but with more gods added on for creating various natural features. Rallus is the god of the mountains, Ue'iki is the god of the water, Hi'oki is the goddess of the forest, and Tiarsis is the god of the desert.

Spoiler Poverenje :
practices of the traditional faith of Srabija are known as Poverenje. The Poverenjen faith based around a local pantheon based on 5 chief gods; Vreme the god of the weather who wields a thundery pike, More the god of the sea, Plodno the god of fertility, Znanje the goddess of knowledge plus archery and Marljivost the god of diligence. Other important gods include Smert the god of death, Konji the goddess of horses and war, Reke the river goddess (whom the Reke River that Bogatstvo sits near is named after), Zakon the god of law and Sedmonedeljno the god of intrigue. The faith was said to have been at its hight in the era of the Unija League, for indeed the city of Unija was named after the goddess of union (be it marriage or vassalage) Ujediniti.

However even before Adam’s rise the faith was to compete with outside forces. The Lady of The Ebony Arrow have challenged the Poverenje in influence; Xonarae’s religion was bought by the word of merchents and came to be adopted by the southern lords, especially the then young House Kasun. Indeed by the time of Adam a significant portion of the entire population of what would be Adam’s kingdom took the Lady over the Five, to the point that a sect of the Ebony Arrow brew in Srabija with great emphasis that Znanje is a Srabijan alias for Xonarae. Kingdom Adam gave the county of Crikve to the local sect’s high priestess Bojana Gragic so that her could have a secular armament to her metaphysical authority in Srabijan. That said Adam also permitted a group of Poverenje priests to govern the province of Starinačin in their theocratic approach under grounds that they vowed to not just the king but also recognised the religious authority of the High Priestess of Crikve.

Nowadays the Ebony Arrow sect in the Archduchy, known as the Način, follows more so the path of the Ebony Arrow in Malair but with the mixing of traditional Srabijan folklore, a extra stress on diligence and approaching the arrow from atop a horse. The Archduke Andreas comes from a house which followed the traditional sect of the Ebony Arrow, yet his children and their children have assimilated to Način.

As for Zlato (whose native name is Shtëpi): the majority of the native population follow a branch of Poverenje that focuses on More called Moren; they also believe that Moren set a avatar known as Igrajedan Mujaktoon whom legend set came forth eons before Bogatstvo formation as a sorcery who united Shtëpi which some versions of the legend claimed was part of Srabjia but got split by the magic of Mujaktoon to ward off invaders. This legend has defined the efforts of Laun the Lion who was a proclaimed member of a warrior templar order of the Moren sect known as the Urdhër. Today the Urdhër still exists as the primal cultural resistance to the Srabija hegemony upon Zlato.

Spoiler Ihai :
This religion was born in the western mountains where fighting against the brigands, barbarians, and savages that raid from the upper reaches of the river is common. This religion worships the War God Ingtar and believes that Ingtar occasionally gives a piece of himself to a child upon birth, leading to the child becoming a military genius and a famed soldier in his time. They believe that the mother of Ingtar is the earth itself, and bury their dead as they are without any coffins or shrouds around them in order to 'receive the mother's last embrace'. They are very tolerant of other religions, including the Sundered Knot, and have little interest in spreading their religion.


Technology

Auronas is much more isolated than OTL Europe. There is no cross-fertilization of ideas and technology from lands similar to OTL middle-east or orient. Technology has reached a point similar to OTL’s early 12 century but it has taken a lot longer to get there and the middle-ages of Auronas have already lasted an eon.

Scholasticism is not known to the people of Auronas and knowledge and the incremental development of technologies are not the province of the kings’ courts. Nor are their educational institutions. The guilds occasionally generate new devices or methods but are extremely jealous and highly protective of any advantage they accrue. These factors all contribute to a dearth of real technological advancement.

That said, there have been some significant recent developments. Wind and water-powered milling is more and more common and the last half-century has seen substantial developments in castle architecture which have revived castle architecture and changed the face of warfare substantially. On the seas, a limited number of noble houses and guilds are making use of the kamal or magnetic compass, opening new sea-lanes out of sight of the shore.

It would be out of character for a ruler to order developments in technology directly and such orders will be ignored. If you want to develop a particular technology, look to where it is already established and try instead to import it.

The Supernatural

If magic exists, its certainly not common. There are not wizard colleges or dragons flying across the skies of Auronas.

That said, belief in the supernatural is extremely common and most peoples and faiths have creation myths that would be considered miraculous of fantastic. People believe in witchcraft, sorcery, and fastastic creatures, but so too did people in our OTL middle ages and that didn’t mean it was true there.

The moderators have reserved the right to hide from the players whether the supernatural is a factor in this NES or not. Certainly its not something that the players will have direct control over but a particular court might be visited by a ‘travelling magician’ seeking sponsorship and patronage and it will be up to the particular ruler to determine if he is a charlatan or the ‘real-deal’.
 
War

Going to War:

Casi Bellorum

While a casus belli (cause of war) is not required for the declaration of war, it is strongly recommended that the aggressor list one publically. Failure to do so while almost certainly result in revolts from the populace, who will see it as a waste of men and resources, as well as dissent from nobles and neighbors alike. A weak casus belli, while better than none, will likely have very similar results.

Total War and the Kingdom

Remember that levies are cheap because when they aren’t on the battlefield fighting, they are tending their liege’s lands and generating income. They can’t do both at once. There is a ‘campaigning season’ sometime between sowing seed and harvest when levies are available with relatively little real ‘financial cost’ but using them outside this season can have consequences on a kingdom’s economic welfare.

Over time, an extended war, particularly one with significant casualties, will have negative effects on nearly every part of a kingdom: bandits, corsairs, enemies and deserters will crowd the roads and waterways, while fields will be left empty and food supplies will disappear. A prolonged campaign can cripple a nation’s economy for years, and a sufficiently disastrous war can wipe an entire generation from the gene pool. Often, the best option is to keep the war limited and local, instead of mobilizing fully against the enemy.


The Realities of War

Supply

The supply aspect of warfare is one oft overlooked, but an army marches on its stomach. A kingdom’s ability to supply its soldiers abroad is key to their prolonged operation abroad, and without supplies the army will slowly wither away. Many factors play into supply, among them the presence of a blockade, the agricultural production of the kingdom, any embargoes a kingdom may be facing, and the infrastructure of the realm.


Castles

Castles are what define the current landscape: silhouetted against the sun, looming large over the surrounding hovels of assorted peasants, they instill awe in all who gaze upon them. The best are the ultimate redoubt, nigh unassailable and only falling to a prolonged siege, and the worst... well, the worst are little more than sticks on top of a hill. And, above all, castles are expensive, if they are to be done right.

Every royal family holds a castle. It is the center of their power, and for the most part they were built in time immemorial, relics of a greater age. It is up to them to describe the castles, and to detail their location on the map. Moreover, they must do the same -- to a lesser extent -- for each of their beginning vassals (see the sign-up section for more details). Building new castles is also possible, but for a large sum of gold. While there are no set costs, more money means a better castle, with the best often reaching in excess of 200K crowns in cost, and simple log forts starting at around 25k crowns.

Castles are they key area in a region, commanding the surrounding landscape, and if an invader wants to truly control the land, they must first subdue the main castle and the garrison inside. It is therefore recommended that castles are built in strategic locations, as well as to make sure they are well-made: they are your last line of defense against aggressors.
 
Military Units​
Infantry
Spoiler :
Infantry Unit: Shock: Maneuver: Armor: Initial Cost: Maintenance: Availability: Notes:
Levy Infantry 2 3 0 3 1 all levy
Light Infantry 4 4 1 9 4 all
Heavy Infantry 4 2 6 12 7 all
Forest Infantry 4 4 1 10 4 Tareen, Sauromayla, Mittekrieger, Aravakis, Orus of the Forest forester
Mountain Infantry 4 4 1 10 4 Chairt, Rallus, Tellar, Bangor, Orus of the Forest mountaineer
Pelt-Fighter 5 4 1 9 4 Araskamemni, Koleks of Haven, Bertemni
Highlander 5 4 1 10 4 Haadrade mountaineer
Reclaimers' Martyrs 5 3 3 12 5 Ciaden sacred
Cowled Hammers 5 2 6 14 6 Cowl sacred
Wings of Freedom 4 3 3 12 6 Mandragoran (strategic manueverbility of 10)
Cavalry
Spoiler :
Cavalry Unit: Shock: Maneuver: Armor: Initial Cost: Maintenance: Availability: Notes:
Light Lancer 6 9 1 14 7 all
Heavy Lancer 8 5 5 22 12 all
Eastern Lance 7 9 2 15 7 Mercheul, Hask, Cowl, Arlen, Payas, Effdor
Mounted Ax 9 5 5 22 11 Őctahágyűrë
Missile Units
Spoiler :
Missile Unit: Missile: Maneuver: Armor: Initial Cost: Maintenance: Availability: Notes:
Levy Slinger 2 3 0 3 1 Namidas, Zakijaya, Salt Kingdoms, Telaar, Cságyűk-Észtergyálj, Bangor Holds, Chairt, Rallus, Araskamemni, Iktnish Holds, Oruses levy
Levy Crossbowmen 3 3 0 5 1 Tareen, Royal Remnant, Arthendal, Kishlah, United Republics, Aelrich, Namidas, Dresul, Richelde, Garrus, Bufwed levy
Archer 4 3 0 8 4 all
Crossbowmen 5 3 0 11 4 all
Xonarae Bow Initiate 7 4 1 14 7 Mashwell, Ebonear sacred
Horse Archer 4 8 0 14 7 Venetianer, Vlahovic
Ships
Spoiler :
Ship: Shock: Maneuver: Armor: Initial Cost: Maintenance: Availability: Notes:
Merchant Levy (Cog) 2 2 2 6 2 Kishlah, Marshwell, Gyllendal, Bogatstvo, United Republics, Dresul, Garrus levy
Galley 3 4 3 25 5 Arthendal, Ailrich, Lango, Bufwed, states north of Terrin and Pearl Bays
Cog 3 3 2 18 4 Arthendal, Ailrich, Lango, Bufwed, states south of Terrin and Pearl Bays
 
Joining the Game

Anyone is welcome to join.

At this point, we need players to provide the following:

Name/Player Name: The kingdom name and your name.
Ruler/Family: Name of your current ruler and his immediate family.
Location: A map would be nice, but description is fine
Vassals: A list of the most prominent and powerful vassals your lord has. Should number approximately three, with a short description of each family. You can include other, minor vassals should you wish.
Kingdom Biography: Tell us about your history (try to weave it into the history of your neighbors if possible), your family’s internal organization and the culture of your dynasty. Perhaps tell us about the lands your dynasty rules and your relationship to its people.
Religion: Please feel free to develop your own religions but as much as possible, make it mesh with your neighbors to some degree; religions don’t develop completely independently of its surrounding; provide context for the beliefs of the faithful.
Anything else: feel free to develop whatever else you would like- a motto, a family tree, a logo, artwork- really anything.

The High Houses of Auronas​


House Arthalas of the Kingdom of Arthendhal (Jehoshua)

House Massoul of the Kingdom of Kishlah (thomas.berubeg)

House Marshwell of the Kingdom of Malair (Everblack)

House Uradel of the Kingdom of Aelrich (Seon)

House Ciad of the Holy Kingdom of Ciad (NPC)

House Gyllendal of the Kingdom of Kæderith (Popcornlord)

House Fredregar of the Kingdom of the Dresul (NPC)

House Ellarion of the Kingdom of Tareen (Golden1Knight)

House Őctahágyűrë of the United Kingdoms of Cságyűk-Észtergyálj (Bair_the_Normal)

House Hask of the Kingdom of Aernolea (NPC)

House Treiscos of the Duchy of Langro (merciary)

House Telaara of the Kingdom of Telaar (ZeletDude)

House Castus of the Kingdom of Rallus (Ophorian)

House Araskamemni of the Kingdom of Araskamemni (Angst)

House Chairt of the Kingdom of Chairt (pole475)

House Haadrade of the Bangor Holds (orangelex44)

Hosue Jana of the Kingdom of Zakijaya (SouthernKing)

House Venetianer of the Archuduchy of Bogatstvo (Ailedhoo)

House Mandragoran of the Kingdom of Namidas (arya126)

House Halling of the Kingdom of Mercheul (Shadowbound)

The Brotherhood of the Cowl (bonefang)

House Cren of the Salt Kingdom (Amesjay)

House Arr of the Kingdom of Arlen (NPC)

House Yew of the United Republics of Tridia (NPC)
 
Updates & Stories​

Updates

Updates to be linked here.

Stories

Stories to be linked here.
 
This looks good, and so I'll join.

-

Name/Player Name: The Kingdom of Arthendhal (Jehoshua)
Ruler/Family: House of Arthalas: King Deargwin II (42), Crown Prince Arthalan (son, 21), Prince Deagda (19), Prince Mydreann (17), Princess Mara (19), Princess Iralwyn (15) Queen Rhianna (39), Prince Orlagh (Kings uncle, 63) Prince Mael (Kings uncle, 71), Prince Aidrenn (Kings brother, 40)
Location:
Spoiler :


note: blue regions equals royal holdings

Vassals:
Spoiler :
Noble Houses

~ bold = most powerful apart from royal family

House Bhealan (northern coast in mountains)
House Feandoir (northern forests)
House Arngeir (river valley)
House Irthaentir (southern forests, river valley)
House Caedwin (southern coast)
House Bhall (South-eastern forest, mountain foothills, shore of southern lake)
House Saoirthal (forest, mountain foothills, upper river valleys)
House Ghillean (plains)
House Caerbeinn (mountains, northern lake shore)


Kingdom Biography:

The Kingdom of Arthendhal has been inhabited by the Artheni since time immemorial, its fertile river valley protected by high mountains and ancient forests. The Kingdom itself was established by House Arthalas two thousand years ago, under the first King of Arthendhal, Arthalan the Wolf, who blessed by the spirits of the land united the tribes of the Artheni people under one banner establishing his seat at the confluence of the rivers Ghildenon and Bheldarin, which would in later days be the site of the capital of Arthendhal, the city of Tiranoch. Over the years, the Kingdom has held off invaders from the south-east, and on and off been part of the Empire of Auronas under the Hallowed Kings, kneeling before the anointed of the heavens and the might of his armies. Now that the realm is without a hallowed King however, the choices are manifold for House Arthalas, will they seek dominion, or be content in their ancient home?

Religion: The Old Religion

The Old religion is the ancient belief system of the Artheni (and potentially other groups as well if people pick it up, its a fairly naturalistic chthonic religion). It consists of a belief in two classes of Gods. The heavenly gods who created the world and control the primordial forces of creation, destruction, change, preservation and potential, and innumerable spirits who inhabit the land residing in the mountains and trees, rivers and woods. In this sense the old religion is animistic, deeply connected to nature and the land itself, and inherently attuned to the belief in magic and arcane forces beneath the mundane aspect of existence. Due to the nature of its belief it has no temples, and its priests usually live amongst the community as bridges between the people and the spirits of the land (think witchdoctor/shaman), or in sacred places in the wild considered dwelling places of the gods (on mountains, in sacred groves, alongside the river and so forth, more similar to your fantasy druid type mixed in with your yamabushi/hindu sadhu). Priests of the old religion have a reputation as sorcerers (obviously ambiguous) and they do serve as repositories of medical knowledge due to their understanding of herb lore and medicines.

Ethnicity:

The People of Arthendhal are the Artheni, who are fair of countenance with hair of brown or blonde, and eyes of blue or more rarely green. Foreign ethnicities can be found in the port city of Dilcarroc at the mouth of the Ghildenon, and in the capital as merchants and traders.
 
House Massoul

Kingdom: Kishlah
Great House:
House Massoul (Kishlahi) - Kishlah (Parul)
Spoiler :

Words: From Brine and Stone Grow Beauty
Abhinav “The White Orchid” Massoul (25) & Anavith Ghupta (24)
Anakhet Massoul (6) Asturinav Massoul (3) Brindav Massoul (1)

Location:
Spoiler :


Vassal Houses:
High Houses:
Spoiler :
House Bede (Islander) - Whale Tale Island
Spoiler :

Words: Fear our claws
Thomas Bede (43) & Laura Bede (38)
Jessica Bede (18) Rosalin Bede (16) Stephanie Bede (14) Meghan Bede (12) Andrew Bede (10)

House Ghupta (Kishlahi) - Jawbone Isle
Spoiler :

Words: Our Story is Eternal
Ani Gupta (26) & Sumaira Ghupta (18)
Abdaal Ghupta (2) Danial Ghupta (2)

House Samael (Kishlahi) - The Drop
Spoiler :

Words: On Wings of Purity
Gabriel Samael (35) & Rebecca Bede(37)
Michael Samael (8) Raphael Samael (3)


Noble Houses:
Spoiler :
House Achan (Kishlahi) - Old Rock
Spoiler :

Words: There is Nowhere a Snake Cannot Go
Mallish Achan (18) & Jayne Agron (17)

House Agron (Islander) - Broken Points
Spoiler :

Words: Broken But Not Bent
Charles Agron (45)
Jayne Agron (17) & Stephon Agron (13)

House Caress (Kishlahi) - Far Isle
Spoiler :

Words: Loyal Friends, Fierce Foes
Ben Caress (35) & Sophie Berube (28)


House Berube (Islander) - Boar Head Island
Spoiler :

Words: Fidelity, Wisdom, Courage
Joseph Berube (15) & Stephanie Agron (14)

House Granger (Islander) - Clyffe
Spoiler :

Words: We Sow Prosperity
Krum Granger (19) & Josette Moon (16)
Krum Granger (1)

House Hethatha (Kishlahi) - Green Island
Spoiler :

Words: The Sword of Courage
Ayse Hethatha (33)
Afsoon Hethatha (8) Jahedah Hethatha (4)

House Krats (Islander) - Last Light
Spoiler :

Words: The Storm is Coming
Den Krats (46) Catelin Agron (45)
Jon Krats (25) Bor Krats (25) Ansa Krats (20) Bran Krats (18) Ary Krats (17) Rick Krats (15)

House Malin (Kishlahi) - Gold Isle
Spoiler :

Words: Honor shines like Gold
Farhat Malin (22) & Ansa Krats (20)
Harry Malin (3)

House Moon (Kishlahi) - Wolf’s Cliff
Spoiler :

Words: Fear our Howl
Harmon Moon (20) & Ary Krats (18)

House Crow (Islander) - South Mussel Islands
Spoiler :

Words: Dark Wings, Dark Words
Ulric Crow (5)

House Seina (Kishlahi) - North Mussel Islands
Spoiler :

Words: The Flower of the Islands
Taj Seina (37) & Anateth Massoul (32)
Raheem Seina (8) Rein Seina (4)

House Sheehan (Islander) - Tip Island
Spoiler :

Words: There is as much honor in the Plow as the Sword
Brendan Sheehan (43) & Anabeth Massoul (42)
Jon Sheehan (14) Jordan Sheehan (13) Allasyne Sheehan (8)

House Aladar (Kishlahi) - Standing Stones
Spoiler :

Words: Stone does not Yield
Mumtaz Aladar (15)

House Avalais (Kishlahi) - Sandstone Isle
Spoiler :

Words: Ours is the Phoenix’s Story
Adad Avalais (29) & Joanna Granger (24)
Elana Avalais (7) Pooya Avalais (6) Allysane Avalais (3)

House Levantine (Islander) - Broken Tooth
Spoiler :

Words: The Grey Shines Against the Dark
Stefon Levantine (18) & Jessica Bede (18)
Antoine Levantine (1)

House Ogoun (Kishlahi) - Lesser Jawbone
Spoiler :

Words: Watchers of the South
Payam Ogoun (19) & Rosalin Bede (18)
Sabrina Ogoun (1)


Kingdom History:
The Storm Islands were settled thousands of years ago by people migrating from the north. Despite the warmth, life in the islands was hard as they acted as barrier against the storms that would otherwise have ravaged the southern coast of Auronas, and much of islander culture is devoted to making it less so. While the feudal house structure of the islands developed in accordance to the rest of Auronas, it nevertheless remained more loose and flexible, with houses rising and falling easily. The arrival of the King forced the Islands to bend the Knee, but, once the king left, the islands mostly paid lip service to the king. Until the Kishlahi invasion, the Islands were ruled by House Joton.

Three hundred years ago, the The Kishlahi fleet, so large that it blotted out the sea, arrived. They told of how the land of Kish (Occasional trade partners with the Islanders) had been invaded by nomadic horse-riders, and so had fled over seas. The Kishlahi invasion was not a true invasion, but rather a general blending, though a generation after the invasion, House Joton sought to expell the Kishlahi, causing a rising with loyalist Islanders on one side, and Kishlahi and Islander houses seeing an opportunity to overthrow House Joton on the other. With the eradication of House Joton, House Massoul established itself as the High House of the Southern Islands.

Religion:
The Sunken Court: Predominantly followed by ethnically Islander people, the Sunken Court is a local variation on the Old Religion. The islanders predominantly worship the Sunken Queen, the goddess of the Ocean. They do, however, pay nominal service to the other great gods (Especially those that are emblematic of the air.) Individual Islanders tend to have a patron "Courtier," a lesser god who inhabits the court of the Sunken Queen, and who they believe will intercede in their favor to the queen. These Courtier spirits are an extension of the Shamanistic aspects of The Old Religion. Priests of The Sunken Court inhabit the crags and fjords of the Storm Islands, and much of their rituals are based on salt water.
Kishlahi: Believe that the earth is the egg of a cosmic phoenix that will hatch when all the stories are told. As such, it is a fairly fatalistic religion, believing in a certain degree of predestination. There are no priests of the Kishlahi Court, as it is a private faith, with individuals finding meaning in their own hearts. There is a monastic tradition, however, as individuals may seclude themselves in contemplation of the Phoenix and the stories around. Many such monks are historians, documenting the actions. Some individuals believe that the Cosmic Phoenix has an influence on the stories being enacted, and as such pray to it for it's intercession. These people are far and few in between.
The Faith of the IslandsA hybrid faith is slowly emerging, where many people now believe that the Sunken Queen and the other Creation Gods are the Guardians of the Phoenix, tending to him while he is in the shell.

Ethnicity:
There are two ethnic groups in the Domains of House Massoul.

Islanders (Natives): Generally big, bulky, hairy individuals, with round features. Tend towards blue and green eyes, with long straight hair with color ranging from Blonde to Red to Dark Auburn. Islanders have a long tradition of raiding shiping lanes, as well as trading with distant shores to supplement their livelihood.

Kishlahi: Arrived and conquered the southern Isles ~140 years in the past, displaced from their southern homeland by invaders. Dark skinned, tight black curly hair, brown eyes, Lithe figures. The Kishlahi have adopted many of the Islander cultural mores, namely raiding and mercantile prowess.

The Storm Islands are known for thier ship building and navigating tradition, with most men learning to live on and sail a fishin ship as soon as they can walk.
 
Also place an interested in joining (Ill have a Kingdom sheet up later)

The Kingdom of Malair/Everblack:

Main House:
Spoiler :
House Marshwell/ Ruler: Lord Fruhorn Marshwell (Age 39), Queen Iriemorel (Age 35), Prince Alward Marshwell (19) Princess Cileya Marshwell (16) Prince Faldur Marshwell (9)

Vassal Houses:
Spoiler :

House Ashboar: House Ashboar was established by a merchants family who raised to noble due to the many innovate ideas that have help created what is now the the kingdom of Malair. The House is the wealthiest of the many houses for it investment in both produce of fine wood craft and fur trade.
Location: Purple Area
House Cedarmere: House Cedarmere reside in the mountain area of the Kingdom of Malair. The house was formed due to the fact that it has a major hold on the kingdom production there lands are rich in many metals and they had the best blacksmiths in the kingdom.
Location: Red Area
House Walaber: House Walaber is in upper regions of the kingdom. They are weakest of the five house but what they lack in army strength make up for in the intrigue department. It is rumored the House Walaber has spy networks working in each house. There is no evidence in these rumors but some houses always wonder how Walaber get there information on event happening outside their kingdoms.
Location: Yellow Area
House Ebonear: House Ebonear is run by the head priestess of worshipers of Xonarae and is the resting place of the Ebony Arrow. All House are responsible for settle up border patrols around there land to make sure that the kingdom national treasure is safe. House Ebonear land are were most festivals are held at and is the only place were it forbidden to fight on (less one house want to be label a heretic).
Location: Blue Area

Kingdom Biography:
Spoiler :
Th people of the Kingdom of Malair long descendants of nomadic tribe that venture to the far reaches of the land of Auronas. Their nomadic lifestyle was a harsh one indeed as they had to survive against the natural elements. They found their home in a rugged area that consisted of many forests and mountains. It was struggle to live in these land but after hundreds of years have pass the people of Malair were able to become the masters of their lands. Through hunting and clever innovation the people were able to prosper. They began to build small villages and manage to set up an economy on the larger supply of furs from their expert trappers. The Hallowed King granted the people of Malair the statue of a kingdom and the first House created was House Marshwell. Ever since then the people have been loyal to the Hallowed King.

Religion: Worshipper of Xonarae, Lady of the Ebony Arrow
Spoiler :
Mytho: The people of Malair are a separate section of the Old Religion who believe in the Goddess Xonarae because in the beginnings of men Xonarae who was just a newly born spirit who taught men how to survival in the untamed wilds. She taught them how to make wooden spears for fishing and to create wooden makeshift bows for attack prey from far away. After many winter men were able to survival without Xonarae guidance but one day a monster of high caliber came to end men existed by Xonarae came to their rescues wield a black bow with many runes encrusted on it. Xonarae used only one arrow to fell the beast by striking it in the heart. She was regard as a savior to the people and her arrow was kept as a treasure to be cherished by the people of Malair.
Basic things about Worshipper of Xonarae:
1. There are only female priestesses and any women who want to become a priestess must have skills with a bow so to be able to perform sacred rituals for marriages, festivals, and other ceremonials activates.
2. The Ebony Arrow is the national treasure of the kingdom and if a King losses this arrow they are seen to be unfit to rule. (Also superstitious myths say that bad things will befell the kingdom if ever stolen)

Ethnicity:
Spoiler :
People of Malair have a more rugged look with males having shorten brown or black hair while female have little darker complexion then Artheni women with hair that is either black or brunette. It is sometimes rare for a Malairian to have blonde hair.

Location: (At the buttom) Around this area that I color in.
 

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Name/Player Name: Kingdom Of Aelrich
Ruler/Family: King Diomenes of Aelrich (House of Uradel ), Crown Prince Dominique of Aelrich (12, son, House of Uradel). Queen Persephone Terinni (House of Leng). Queen Mother Larissa (House of Arco). Princess Lamina (7, House of Uradel)
Location: At the mouth of almost shut in bay with an island in it at the center of the map.

Spoiler :

Vassals:
-House of Arco: an important vassal family whose holdings include major iron mines at the mountains southwast of the mouth of Terin Bay. The house contributes much of the weapons and armaments that the kingdom of Aelrich requires. Sword, armor, and other armaments crafted by a master Midoan smithy in Arco's holdings are valued nearly everywhere in Aurona due to the quality of the steel and forging technique used to create them. Infamous for its low level of loyalty and was nearly driven into extinction multiple times for it throughout its long history (older than any other noble houses in the kingdom, dating all the way back to the Midoan Kings). It has managed to hold out every time and even keep its importance due to its nearly-impregnable fortresses on the Whispering Mountains and knowledge of old mining shafts and tunnel networks that runs through it. Suspected of conducting blood sacrifices.

Words: House of Arco has no words to describe them.

-House of Leng: originally a foreign house that was rewarded for its loyalty to an ancient king of the realm with a grant of significant amount of lands near the capital city of Quernin. Originally a strategical move by the king to create a buffer zone between his own center of power and local nobility who arguably held more loyalties to each other rather than towards the king. A questionable decision to begin with; whatever point that the king was trying to make was lost after generations of interbreeding by the members of the house of Leng with the locals. However, their holdings close to the capitals remained. They wield much power over palace politics and contribute the most number of troops to the central army. Has historically served the rightful rulers of Aelrich, although the 'rightful' part is always up for negotiation with this house.

Words: Honor through Sword

-League of Cephales: Collection of minor nobles, lords, and vessels led by the House of Cephales. Primarily situated along the coastlines southwest of the Mouth of Terin, the original purpose of the League was to pool together the collective resources of the houses in order to combat rampant piracy that plagued the region. Over time, the cooperation and the continued strong leadership of House of Cephales have transformed this faction into a strong contender in both palace politics and military hierarchy of the kingdom, rivaling both House of Leng and House of Arco in prominence. Unpredictable due to its nature as a coalition and its status as a rising power.

Words: Justice, Honor, Integrity.
Kingdom Biography: Today Aelrich is known as the Kingdom of Flowing Wines, a seafaring merchant nation whose people are easygoing and where everything is plentiful, as long as one holds a full purse. This land, controlling easy ocean access to kingdoms in the center of the continent, valuable metal resources at the mountains, and nice Mediterranean weater well suited for farming makes this land appear to be a paradise. Indeed, perhaps for this reason, politics in the kingdom of Aelrich have been one of the most bloody affairs in the entire history of the continent. Constantly invaded from both the sea and to the west and east of the kingdom by adventurers, pirates, and other kingdoms seeking to make their own mark, it was not until relatively recently that the lands were unified under the same flag by King Elm the Conqueror, a foreigner who raised a host of mercenaries and like-minded adventurers (one of whom would go on to found the dynasty of Leng) in order to take over the lands. Defeating the coalition of noble houses, petty kingdoms, and republics that desperately banded together in order to stop the advances of his armies, King Elm created his kingdom of Teppings 370 years ago. While a relative sense of peace and unity was created under a single ruler, local resentment towards foreign rulership grew over time.

Kingdom of Aelrich was liberated 120 years ago by King Quertim the Liberator, who ousted the foreign king with an alliance composed of House of Uradel, Leng, and Arco. Citing the fact that the current ruler was 5 years old and thus unfit to rule and unveiling evidence that pointed the regent as a conspirator behind the death of the previous king, King Quertim created a rebellion which involved nearly all of the major noble houses that form the kingdom of Aelrich today. For nearly a century afterwards a fragile balance was retained among the three major houses that ruled Aelrich. Now with the rise of the League of Cephales, none knows if the age old rivalries will begin anew. Humans may live for so long, but families have memories eternal. Old scores will be settled.
Religion:

Spoiler :
The Sundered Knot: Legend tells of an ancient emperor who found a knot, thought to be impossible to solve. This knot was a shard of the primordial chaos from which this world emerged from when it was still the great Thana, the demon turtle. Holding power and a consciousness unimaginable, the powers stored in the knot would grant unimaginable powers to whomever solved the riddle of the chaos and untied its impossible knots. The emperor's sword was quick where his mind was not, however, and he simply sundered the knots with a sword, unleashing the powers and consciousness contained in the knot into the world.

The 'gods' in the religion of the Sundered Knot are pieces of the Impossible Knot, embodying concepts such as human emotions and mentalities. The names of these gods always hint towards being part of an even greater entity that the Impossible Knot once contained, now broken into pieces by the culmination of humanity's arrogance and unthinking rage. Four major gods of the Sundered Knots are the Heart of Ambition, Whisper of Secrets, Soul of Creation, and Spine of Memories. Predominant in the capital city of Aelrich, Leng, and Arco. The Aelrichi men often invoke these gods in order incur certain effects. Ambitious fools who plot against kings would invoke the Heart in order to fulfill his dreams. Artists invoke the Soul's aid in order to create works that will bring even the bravest knight to his knees. Storytellers invoke the Spine in order to tell stories true. And people call upon the Whispers to...well, who knows? Such is the nature of secrets.

Nature of Worship: Disjointed nature of the gods in the religion means that little to no organized religion exists. Many, however, have built places of worship for certain aspects of the Impossible Knot and laid claims to be servants of their unfathomable will. In most cases, however, places of worship is not so much built as repurposed. Places associated with certain aspects of the Impossible Knots are consecrated in their name. A famous castle, for instance, may be consecrated in the name of the Heart and become a place sacred to its invokers and followers. Few so called servants and high priests of the aspects are rumored to be sorcerers or madmen, and are best avoided by civilized peoples.

The Midoans of old did profess to be such servants. Ancient Temples of the Midoans, still riddled with traps and bones of ancient sacrifices, litter the mountains and the forests of Aelrich, its whatever inhabitants still waiting in vain for the day that old Midoan chants and the sacrificial knives return and the blood flows once more. The old Midoans of the House Arco still maintain their oracles and temples in the mountaintops of their principalities. They dream for the day when the old worship will triumph over the new, more liberal, less sacred, worship. Perhaps they will be right.

Among its thousand practices and million secrets, a common thread throughout the worship of Sundered Knot is a sense of loss and regret towards the act which is seen as the culmination of humanity's unthinking rage: the destruction of the Impossible Knot. Followers of the Sundered Knot believe that one day, when all the stories are told, when the Spine of the World that keeps the world's memories finally breaks, the aspects will converge. Whether to recreate the Impossible Knot and begin the cycle anew or to settle whatever old scores lies between them, noone knows.

Four Major Aspects: The "deities," if you can even call them this, that the followers of the Knot believes in are mere parts of a singular entity that once existed, now lost. This God, which some may call Unity, was god incomprehensible to all but the wisest of humans. When the knot was sundered, the being broke into million pieces, but of these pieces four are the greatest and the most recognizable to the human minds.

First is the Heart, Greatest of the four. His signs are comets and flames. He is the granter of wishes, the aspect of Ambition and Certainty, embodying the concept that just work is rewarded justly. Many man with great ambitions takes the Heart as his patron, in hopes that this aspect will grant him his greatest desires-should it be satisfied with his efforts.

The second is the Soul, Maddest of the four. Her signs are storms and the beckoning sea. She is the muse, the aspect of Creation and Madness. She embodies the concept of inspiration, that sudden spark of insight which clears away the mind. That sudden bout of madness that drives men forward. Many men have taken her as their patron, in hopes for wisdom or madness so that he may leave behind a legacy.

The Third is Whispers, the darkest of the four. His signs are calm stars in the night and the breeze of dawn. He is the keeper of secrets, the aspect of knowledge. He embodies knowledge in all forms, many best kept secret. Many pray to him in order to reveal the secrets of the world... or to keep it secret.

The Fourth is the Spine, the weakest and the strongest of the four. His signs are earthquakes and twilights. He is the story teller, the aspect of memories. He embodies nothing and everything: stories. When all the stories are told, when the spine breaks, the aspects will come together once more.




The Court of the Sunken Queen: This islander religion have become popular once, brought into the nation by the Islander mercenaries that the old foreign king brought. Its popularity is now in decline. It is still popular among the coastal towns and temples to the Sunken Court exists among almost every major cities in Aelrich. The House of Cephales and a few members of House Leng are known practitioner of this religion.

The Broken God Cult: A heresy of the Faith of the One and the Sundered Knot. It blames most of the evil of the world as the result of their god being broken by men's rebellion against the One. The worshipers of this faith try, in various ways, to hasten the End of the World by recreating the One, mostly in symbolic rituals where the many aspects or gods as described in the Old Religion or the Sundered Knots are brought together and assembled into a single structure.

Spoiler :


Ethnicity: Men of Leng: foreigners from the south who were hired as bodyguards and mercenaries by the old foreign kings of Aelrich. Now only a few "purebreeds" remain, although many claim to be descendants of the proud, well-built, black eyed, blond haired, and olive-skinned race. Such people are well-respected still in the Kingdom.
Aelrich Men: 'Natives' of Aelrich with white skins, black hair, and green eyes. They were most likely conqueror themselves, hailing from an island to the north of Aelrich. Closely related to the Midoans due to intermingling.
The Midoans: The ancient race, now living in secluded enclaves in the mountains. They were most likely the original inhabitants of these lands. Many are found in the holdings of the House of Arco, which itself claims descendance from this race. White skinned but black eyed and brown haired. None knows much about the customs of such a race, but their armaments forged with secret Midoan techniques are valued throughout the lands for high quality.

Spoiler :
 
Is it possible to play as a vassal ?
I intend to play as a monastic state, which focusses on enlightenment & understanding the realms of magic.

There is magic here :3
 
WIP
Name/Player Name: The Holy Kingdom of Ciaden

Ruler/Family: King Wels IV of Ciad(House of Ciad), Queen Adreni(House of Whets), Crowned Prince Wels V of Ciad(House of Ciad), Prince Edan II of Ciad(House of Ciad)

Location: (below, the red dot is the capital city known as The Citadel, that open area will be explained in the description below :))

Vassals:
House of Whets-besides the Ciads, it is the most important vassal family because it owns half of all the wheat fields in the land, and also will be the first to defend the nations walls when war calls.
House of Brinads- the 3rd most important house, it has a famous feud with the Whets over owning the wheat fields, to keep war between the two, the House of Ciads have constant patrol.
House Wers-
House of Aern- the House of Aern provides most of the venison, and such is one of the richer vassals.
House Fers-

Religion:
The people of Ciaden are a very pious people. They worship 2 holy beings, the Father and his prophet the Reclaimer.
In the olden days of yore, a young traveler walked along an untamed road. After months of traveling he was out of food and water, and was robbed, beaten bloody, and was broken. He fell to his knees and lay in the ruined road, ready to die. But just as all hope was lost, the clouds parted, and the sun shined upon his face. He looked up and heard an ancient, wise, ethereal voice.
"Oh my boy, my poor, poor boy. Stand and hear me.", the voice said. "You, my boy have suffered greatly and your people have taken everything from you. But I am here to tell you that all is not lost. You are my prophet, and I have chosen you to spread the word of my glory. I shall heal your wounds, I shall fill your heart with love, and I shall let you Reclaim yourself from the wicked.", and his voice faded off. As it happened, the bruised mans wounds healed and he was transformed into a young man once more, and he went on to spread the word of the Father's glory.

Kingdom Biography:
 

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Will post something by the end of the day. Looking forward to this.
 
TURN ONE STATS:

The Royal Houses of Auronas


Royal House: Arthalas (Jehosuua)
Kingdom: Arthendhal
Spoiler :
Treasury: 29kC (101/72)
Agriculture: 45
Production: 35
Trade: 12
Infrastructure: 40
Army: 12 Levy Infantry,2 Light Infantry,1 Heavy Infantry,2 Eastern Lance,6 Levy Crossbowmen,
Discipline: 3
Command: 4
Supply: 2
Navy: 2 Cog,
Drill: 1
Captaincy: 1
Navigation: 2
Vassals:
Arngeir (10kC, 5 Levy Infantry,1 Light Lancer,2 Levy Crossbowmen,)
Irthaentir (11kC, 5 Levy Infantry,2 Light Infantry,4 Levy Crossbowmen,)
Saoirthal (6kC, 5 Levy Infantry,1 Heavy Infantry,2 Levy Crossbowmen,)
Bhealan, Feandoir, minors (5kC, 3 Levy Infantry,1 Light Lancer,2 Levy Crossbowmen,)



Royal House: Massoul (Thomas.Berubeg)
Kingdom: Kshlah
Spoiler :
Treasury: 18kC (103/85)
Agriculture: 34
Production: 19
Trade: 34
Infrastructure: 51
Army: 14 Levy Infantry,6 Light Infantry,8 Levy Crossbowmen,
Discipline: 2
Command: 1
Supply: 2
Navy: 6 Merchant Levy (Cog),4 Cog,
Drill: 2
Captaincy: 3
Navigation: 3 (Magnetic Compass)
Vassals:
Bede (7kC, 5 Levy Infantry,2 Levy Crossbowmen,1 Merchant Levy (Cog),)
Ghupta (5kC, 3 Levy Infantry,2 Levy Crossbowmen,1 Merchant Levy (Cog),)
Samael (5kC, 3 Levy Infantry,1 Levy Crossbowmen,1 Merchant Levy (Cog),)
Achan, Agron, minors (7kC, 9 Levy Infantry,1 Light Infantry,4 Levy Crossbowmen,3 Merchant Levy (Cog),)



Royal House: Marshwell (Everblack)
Kingdom: Malair
Spoiler :
Treasury: 20kC (93/73)
Agriculture: 41
Production: 24
Trade: 24
Infrastructure: 40
Army: 14 Levy Infantry,2 Light Infantry,1 Light Lancer,2 Archer,1 Xonarae Bow Initiate,
Discipline: 3
Command: 2
Supply: 2
Navy: 3 Cog,
Drill: 2
Captaincy: 2
Navigation: 2
Vassals:
Ashboar (8kC, 8 Levy Infantry,2 Archer,)
Cedarmere (6kC, 4 Levy Infantry,1 Archer,)
Ebonear (7kC, 2 Levy Infantry,1 Xonarae Bow Initiate,)
Walabar, minors (3kC, 2 Levy Infantry,1 Archer,)



Royal House: Uradel (Seon)
Kingdom: Aelrich
Spoiler :
Treasury: 27kC (94/67)
Agriculture: 37
Production: 25
Trade: 36
Infrastructure: 37
Army: 12 Levy Infantry,2 Heavy Infantry,8 Levy Crossbowmen,2 Crossbowmen,
Discipline: 2
Command: 3
Supply: 2
Navy: 4 Cog,
Drill: 3
Captaincy: 2
Navigation: 3 (Magnetic Compass)
Vassals:
Arco (4kC, 4 Levy Infantry,1 Heavy Infantry,2 Levy Crossbowmen,)
Leng (6kC, 6 Levy Infantry,2 Levy Crossbowmen,)
Cephales (7kC, 7 Levy Infantry,3 Levy Crossbowmen,2 Cog,)




Royal House: Ciad (Silverman6083)
Kingdom: Ciaden
Spoiler :
Treasury: 24kC (88/60)
Agriculture: 55
Production: 35
Trade: 12
Infrastructure: 28
Army: 10 Levy Infantry,4 Reclaimers' Martyrs,2 Light Lancer,4 Crossbowmen,
Discipline: 4
Command: 4
Supply: 2
Navy:
Drill: 1
Captaincy: 1
Navigation: 1
Vassals:
Whets (7kC, 3 Levy Infantry,1 Reclaimers' Martyrs,)
Brinads (6kC, 4 Levy Infantry,1 Reclaimers' Martyrs,)
Aern (5kC, 1 Light Lancer,)
Wers, Fers, minors (3kC, 4 Levy Infantry,)



Royal House: Gyllendal (Popcornlord)
Kingdom: Kæderith
Spoiler :
Treasury: 21kC (107/86)
Agriculture: 35
Production: 25
Trade: 39
Infrastructure: 42
Army: 16 Levy Infantry,2 Heavy Infantry,3 Light Lancer,4 Archer,
Discipline: 2
Command: 3
Supply: 2
Navy: 4 Merchant Levy (Cog),
Drill: 2
Captaincy: 3
Navigation: 3 (Magnetic Compass)
Vassals:
Tigyour (8kC, 6 Levy Infantry,1 Archer,)
Alisdel (7kC, 4 Levy Infantry,1 Archer,2 Merchant Levy (Cog),)
Aujourd (6kC, 2 Levy Infantry,2 Merchant Levy (Cog),)
Minor Kaeridith coastal princes (5kC, 2 Levy Infantry,1 Archer,)



Royal House: Fredegar (Scarletking)
Kingdom: Dresul
Spoiler :
Treasury: 28kC (90/62)
Agriculture: 45
Production: 33
Trade: 12
Infrastructure: 40
Army: 16 Levy Infantry,2 Heavy Infantry,1 Heavy Lancer,4 Levy Crossbowmen,
Discipline: 3
Command: 3
Supply: 2
Navy: 4 Merchant Levy (Cog),
Drill: 2
Captaincy: 2
Navigation: 2
Vassals:
Mattel (6kC, 6 Levy Infantry,2 Levy Crossbowmen,2 Merchant Levy (Cog),)
Aravakis (8kC, 2 Levy Infantry,3 Forest Infantry,)
Nerovon (8kC, 2 Levy Infantry,1 Light Lancer,)




Royal House: Ellarion (Golden1Knight)
Kingdom: Tareen
Spoiler :
Treasury: 25kC (112/101)
Agriculture: 49
Production: 35
Trade: 15
Infrastructure: 52
Army: 16 Levy Infantry,4 Light Infantry,2 Heavy Infantry,4 Forest Infantry,4 Levy Crossbowmen,
Discipline: 3
Command: 2
Supply: 2
Navy: 3 Cog,
Drill: 2
Captaincy: 2
Navigation: 3 (Magnetic Compass)
Vassals:
Tydwell (7kC, 4 Levy Infantry,1 Levy Crossbowmen,2 Cog,)
Eastlyn (9kC, 5 Levy Infantry,3 Levy Crossbowmen,)
Osbryn, minors (7kC, 7 Levy Infantry,2 Levy Crossbowmen,1 Cog,)




Royal House: Őctahágyűrë (Bair the Normal)
Kingdom: Cságyűk-Észtergyálj
Spoiler :
Treasury: 25kC (100/72)
Agriculture: 58
Production: 36
Trade: 14
Infrastructure: 34
Army: 14 Levy Infantry,6 Heavy Infantry,6 Levy Slinger,
Discipline: 2
Command: 4
Supply: 2
Navy: 2 Galley,
Drill: 1
Captaincy: 2
Navigation: 2
Vassals:
Árgy (7kC, 5 Levy Infantry,4 Levy Slinger,1 Galley,)
Fahérdzságy (8kC, 6 Levy Infantry,3 Levy Slinger,1 Galley,)
Hadzmőlők (6kC, 5 Levy Infantry,2 Levy Slinger,)
Zseketőr, minors (4kC, 4 Levy Infantry,2 Levy Slinger,)



Royal House: Hask (NPC)
Kingdom: Aernolea
Spoiler :
Treasury: 28kC (91/63)
Agriculture: 45
Production: 37
Trade: 12
Infrastructure: 39
Army: 9 Levy Infantry,6 Light Infantry,2 Light Lancer,4 Crossbowmen,
Discipline: 2
Command: 2
Supply: 2
Navy:
Drill: 2
Captaincy: 2
Navigation: 2
Vassals:
Tranea (7kC, 4 Levy Infantry,2 Light Infantry,)
Poene (6kC, 3 Levy Infantry,2 Light Infantry,)
Gaena-ik (8kC, 4 Levy Infantry,2 Light Infantry,)




Royal House: Treiscos (Merciary)
Kingdom: Duchy of Langro
Spoiler :
Treasury: 19kC (88/69)
Agriculture: 38
Production: 37
Trade: 17
Infrastructure: 32
Army: 6 Levy Infantry,4 Light Infantry,4 Crossbowmen,
Discipline: 2
Command: 2
Supply: 2
Navy: 2 Galley,3 Cog,
Drill: 3
Captaincy: 3
Navigation: 3 (Magnetic Compass)
Vassals:
Gildblade (7kC, 4 Levy Infantry,1 Galley,)
Gathous (9kC, 5 Levy Infantry,1 Galley,1 Cog,)
Haro (9kC, 3 Levy Infantry,1 Crossbowmen,1 Galley,)




Royal House: Telaara (Zeletdude)
Kingdom: Telaar
Spoiler :
Treasury: 24kC (85/61)
Agriculture: 31
Production: 41
Trade: 16
Infrastructure: 32
Army: 10 Levy Infantry,2 Light Infantry,3 Mountain Infantry,2 Crossbowmen,
Discipline: 2
Command: 4
Supply: 2
Navy: 3 Galley,
Drill: 3
Captaincy: 3
Navigation: 3 (Cross-staff)
Vassals:
Syad (7kC, 6 Levy Infantry,1 Light Infantry,1 Levy Slinger,)
Oyene (10kC, 7 Levy Infantry,2 Levy Slinger,1 Crossbowmen,1 Galley,)
Remyn (5kC, 5 Levy Infantry,2 Levy Slinger,)
Quor, minors (4kC, 6 Levy Infantry,2 Levy Slinger,1 Crossbowmen,)



Royal House: Castus (Ophorian)
Kingdom: Rallus
Spoiler :
Treasury: 24kC (88/64)
Agriculture: 25
Production: 45
Trade: 8
Infrastructure: 35
Army: 12 Levy Infantry,5 Mountain Infantry,6 Levy Slinger,2 Crossbowmen,
Discipline: 3
Command: 3
Supply: 2
Navy: 2 Galley,
Drill: 1
Captaincy: 2
Navigation: 2
Vassals:
Rhocus (11kC, 6 Levy Infantry,1 Mountain Infantry,2 Levy Slinger,)
Vanthus (10kC, 4 Levy Infantry,1 Mountain Infantry,2 Levy Slinger,)
Selvas (9kC, 3 Levy Infantry,2 Light Infantry,)
Turos (5kC, 2 Levy Infantry,2 Mountain Infantry,2 Levy Slinger,)



Royal House: Araskamemni (Angst)
Kingdom: Rasks
Spoiler :
Treasury: 19kC (79/60)
Agriculture: 45
Production: 20
Trade: 8
Infrastructure: 40
Army: 10 Levy Infantry,8 Pelt-Fighter,8 Levy Slinger,
Discipline: 2
Command: 5
Supply: 2
Navy: 2 Galley,
Drill: 1
Captaincy: 1
Navigation: 2
Vassals:
Koleks of Haven (7kC, 6 Levy Infantry,1 Pelt-Fighter,)
Pearl Guild (10kC, 10 Levy Infantry,2 Crossbowmen,)
Bertemni (8kC, 4 Levy Infantry,2 Pelt-Fighter,1 Levy Slinger,)




Royal House: Chairt (Pole475)
Kingdom: Chairt
Spoiler :
Treasury: 19kC (82/63)
Agriculture: 38
Production: 32
Trade: 10
Infrastructure: 33
Army: 7 Levy Infantry,3 Heavy Infantry,2 Mountain Infantry,4 Levy Slinger,
Discipline: 2
Command: 3
Supply: 2
Navy: 3 Galley,
Drill: 2
Captaincy: 3
Navigation: 3 (Cross-staff)
Vassals:
Rascuit (7kC, 6 Levy Infantry,1 Mountain Infantry,2 Levy Slinger,)
Brahus (8kC, 4 Levy Infantry,1 Mountain Infantry,2 Levy Slinger,)
Raihut (7kC, 3 Levy Infantry,1 Mountain Infantry,1 Levy Slinger,)
Rallur, Eindusts, minors (5kC, 1 Levy Infantry,1 Levy Slinger,)



Royal House: Haadrade (Orangelex44)
Kingdom: Bangor Holds
Spoiler :
Treasury: 28kC (71/48)
Agriculture: 34
Production: 39
Trade: 7
Infrastructure: 25
Army: 6 Levy Infantry,6 Highlander,3 Levy Slinger,
Discipline: 2
Command: 5
Supply: 3
Navy: 3 Galley,
Drill: 2
Captaincy: 3
Navigation: 2
Vassals:
Naarwae a' Naarwae (8kC, 5 Levy Infantry,2 Levy Slinger,1 Galley,)
Weden (7kC, 7 Levy Infantry,1 Levy Slinger,)
Iraen, minors (7kC, 4 Levy Infantry,2 Levy Slinger,)




Royal House: Jana (Southernking)
Kingdom: Zakijaya
Spoiler :
Treasury: 19kC (97/78)
Agriculture: 47
Production: 31
Trade: 14
Infrastructure: 39
Army: 12 Levy Infantry,2 Light Lancer,2 Heavy Lancer,8 Levy Slinger,
Discipline: 3
Command: 2
Supply: 2
Navy: 2 Galley,
Drill: 2
Captaincy: 2
Navigation: 2
Vassals:
Davik (11kC, 8 Levy Infantry,1 Light Lancer,6 Levy Slinger,1 Galley,)
Hendryk (9kC, 8 Levy Infantry,6 Levy Slinger,)
Payala (8kC, 6 Levy Infantry,3 Levy Slinger,)




Royal House: Venetianer (Aliedhoo)
Kingdom: Bogatstvo
Spoiler :
Treasury: 21kC (111/90)
Agriculture: 41
Production: 34
Trade: 32
Infrastructure: 45
Army: 8 Levy Infantry,2 Light Lancer,4 Archer,4 Horse Archer,
Discipline: 3
Command: 2
Supply: 2
Navy: 6 Merchant Levy (Cog),
Drill: 3
Captaincy: 2
Navigation: 2
Vassals:
Dragic (7kC, 4 Levy Infantry,2 Archer,2 Merchant Levy (Cog),)
Jurich (6kC, 6 Levy Infantry,1 Archer,)
Vlahovic (7kC, 4 Levy Infantry,1 Horse Archer,)




Royal House: Mandragoran (Arya126)
Kingdom: Namidas
Spoiler :
Treasury: 19kC (100/76)
Agriculture: 48
Production: 25
Trade: 18
Infrastructure: 42
Army: 12 Levy Infantry,2 Light Infantry,4 Light Lancer,2 Crossbowmen,
Discipline: 3
Command: 2
Supply: 2
Navy: 2 Galley,
Drill: 2
Captaincy: 2
Navigation: 2
Vassals:
Telamon (9kC, 3 Levy Infantry,2 Light Lancer,)
Jaegar (7kC, 4 Levy Infantry,1 Light Infantry,1 Light Lancer,)
Dammael (8kC, 8 Levy Infantry,1 Light Lancer,)
Ravenwing (6kC, 4 Levy Infantry,1 Galley,)



Royal House: Halling (Shadowbound)
Kingdom: Mercheul
Spoiler :
Treasury: 22kC (97/75)
Agriculture: 45
Production: 25
Trade: 18
Infrastructure: 42
Army: 14 Levy Infantry,2 Heavy Infantry,3 Eastern Lance,2 Crossbowmen,
Discipline: 3
Command: 3
Supply: 2
Navy: 2 Cog,
Drill: 2
Captaincy: 1
Navigation: 2
Vassals:
Wryman (9kC, 4 Levy Infantry,1 Eastern Lance,1 Crossbowmen,)
Tolver (8kC, 3 Levy Infantry,2 Eastern Lance,)
Lakkar (5kC, 3 Levy Infantry,2 Crossbowmen,)
Martten (7kC, 6 Levy Infantry,1 Crossbowmen,)



Royal House: Cowl (Bonefang)
Kingdom: Brotherhood of the Cowl
Spoiler :
Treasury: 22kC (89/67)
Agriculture: 43
Production: 29
Trade: 11
Infrastructure: 37
Army: 12 Levy Infantry,5 Cowled Hammers,3 Eastern Lance,
Discipline: 4
Command: 5
Supply: 2
Navy: 1 Cog,
Drill: 1
Captaincy: 1
Navigation: 2
Vassals:
Order of the Torch (12kC, 4 Levy Infantry,2 Crossbowmen,)
SilverHammers (12kC, 4 Levy Infantry,1 Cowled Hammers,)
Sons of Malcador (6kC, 4 Levy Infantry,1 Crossbowmen,)




Royal House: Squabbling Lords of the Royal Remnant (NPC (non-playable at present))
Kingdom: Royal Remnant
Spoiler :
Treasury: kC (148/106)
Agriculture: 47
Production: 32
Trade: 38
Infrastructure: 72
Army: 24 Levy Infantry,4 Heavy Infantry,2 Heavy Lancer,8 Levy Crossbowmen,2 Crossbowmen,
Discipline: 3
Command: 4
Supply: 2
Navy:
Drill: 1
Captaincy: 1
Navigation: 2
Vassals:
Arden (0kC, 14 Levy Infantry,4 Heavy Infantry,2 Heavy Lancer,2 Levy Crossbowmen,)
Hart (0kC, 16 Levy Infantry,5 Heavy Infantry,1 Heavy Lancer,4 Levy Crossbowmen,)
minor lords (0kC, 12 Levy Infantry,3 Heavy Infantry,2 Levy Crossbowmen,)




Royal House: Arr (NPC)
Kingdom: Arlen
Spoiler :
Treasury: 24kC (90/66)
Agriculture: 64
Production: 28
Trade: 6
Infrastructure: 28
Army: 16 Levy Infantry,2 Heavy Infantry,4 Eastern Lance,2 Crossbowmen,
Discipline: 3
Command: 2
Supply: 2
Navy:
Drill: 2
Captaincy: 1
Navigation: 2
Vassals:
Teklen (9kC, 6 Levy Infantry,1 Light Infantry,1 Eastern Lance,)
Safit (10kC, 8 Levy Infantry,2 Crossbowmen,)
Jadik (9kC, 7 Levy Infantry,1 Light Infantry,1 Cog,)




Royal House: Yew (NPC (non-playable at present))
Kingdom: United Republics
Spoiler :
Treasury: 22kC (168/146)
Agriculture: 29
Production: 23
Trade: 151
Infrastructure: 49
Army: 32 Levy Infantry,4 Heavy Infantry,16 Levy Crossbowmen,2 Crossbowmen,
Discipline: 2
Command: 1
Supply: 2
Navy: 6 Merchant Levy (Cog),4 Cog,
Drill: 3
Captaincy: 2
Navigation: 4 (Magnetic Compass, Kamal)
Vassals:







Royal House: Cren (NPC)
Kingdom: Salt Kingdom
Spoiler :
Treasury: 23kC (71/48)
Agriculture: 34
Production: 37
Trade: 6
Infrastructure: 31
Army: 10 Levy Infantry,3 Light Infantry,6 Levy Slinger,
Discipline: 3
Command: 4
Supply: 2
Navy: 4 Galley,
Drill: 2
Captaincy: 3
Navigation: 2
Vassals:
Zelkun (7kC, 6 Levy Infantry,1 Light Infantry,4 Levy Slinger,)
Nariiwa (7kC, 7 Levy Infantry,1 Light Infantry,3 Levy Slinger,)
Yazet (6kC, 5 Levy Infantry,1 Light Infantry,2 Levy Slinger,)




Minor Houses of Auronas

Spoiler :
Minor Houses Lord Loyalty Approx Income Military Forces Arngeir Arthalas High 27 5 Levy Infantry,1 Light Lancer,2 Levy Crossbowmen,
Irthaentir Arthalas High 41 5 Levy Infantry,2 Light Infantry,4 Levy Crossbowmen,
Saoirthal Arthalas Average 26 5 Levy Infantry,1 Heavy Infantry,2 Levy Crossbowmen,
Bhealan, Feandoir, minors Arthalas Low 22 3 Levy Infantry,1 Light Lancer,2 Levy Crossbowmen,
Bede Massoul High 26 5 Levy Infantry,2 Levy Crossbowmen,1 Merchant Levy (Cog),
Ghupta Massoul High 18 3 Levy Infantry,2 Levy Crossbowmen,1 Merchant Levy (Cog),
Samael Massoul Average 17 3 Levy Infantry,1 Levy Crossbowmen,1 Merchant Levy (Cog),
Achan, Agron, minors Massoul Low 41 9 Levy Infantry,1 Light Infantry,4 Levy Crossbowmen,3 Merchant Levy (Cog),
Ashboar Marshwell High 28 8 Levy Infantry,2 Archer,
Cedarmere Marshwell High 24 4 Levy Infantry,1 Archer,
Ebonear Marshwell Very High 20 2 Levy Infantry,1 Xonarae Bow Initiate,
Walabar, minors Marshwell Average 15 2 Levy Infantry,1 Archer,
Arco Uradel Low 21 4 Levy Infantry,1 Heavy Infantry,2 Levy Crossbowmen,
Leng Uradel High 26 6 Levy Infantry,2 Levy Crossbowmen,
Cephales Uradel Average 32 7 Levy Infantry,3 Levy Crossbowmen,2 Cog,
Whets Ciad High 19 3 Levy Infantry,1 Reclaimers' Martyrs,
Brinads Ciad High 21 4 Levy Infantry,1 Reclaimers' Martyrs,
Aern Ciad Average 15 1 Light Lancer,
Wers, Fers, minors Ciad Average 10 4 Levy Infantry,
Tigyour Gyllendal High 22 6 Levy Infantry,1 Archer,
Alisdel Gyllendal High 27 4 Levy Infantry,1 Archer,2 Merchant Levy (Cog),
Aujourd Gyllendal High 23 2 Levy Infantry,2 Merchant Levy (Cog),
Minor Kaeridith coastal princes Gyllendal Average 13 2 Levy Infantry,1 Archer,
Mattel Fredegar Average 32 6 Levy Infantry,2 Levy Crossbowmen,2 Merchant Levy (Cog),
Aravakis Fredegar High 29 2 Levy Infantry,3 Forest Infantry,
Nerovon Fredegar High 24 2 Levy Infantry,1 Light Lancer,
Tydwell Ellarion Average 26 4 Levy Infantry,1 Levy Crossbowmen,2 Cog,
Eastlyn Ellarion High 24 5 Levy Infantry,3 Levy Crossbowmen,
Osbryn, minors Ellarion Average 31 7 Levy Infantry,2 Levy Crossbowmen,1 Cog,
Árgy Őctahágyűrë Average 25 5 Levy Infantry,4 Levy Slinger,1 Galley,
Fahérdzságy Őctahágyűrë Average 26 6 Levy Infantry,3 Levy Slinger,1 Galley,
Hadzmőlők Őctahágyűrë High 22 5 Levy Infantry,2 Levy Slinger,
Zseketőr, minors Őctahágyűrë Average 18 4 Levy Infantry,2 Levy Slinger,
Tranea Hask Average 23 4 Levy Infantry,2 Light Infantry,
Poene Hask Average 29 3 Levy Infantry,2 Light Infantry,
Gaena-ik Hask High 24 4 Levy Infantry,2 Light Infantry,
Gildblade Treiscos High 25 4 Levy Infantry,1 Galley,
Gathous Treiscos High 35 5 Levy Infantry,1 Galley,1 Cog,
Haro Treiscos High 23 3 Levy Infantry,1 Crossbowmen,1 Galley,
Syad Telaara High 21 6 Levy Infantry,1 Light Infantry,1 Levy Slinger,
Oyene Telaara High 33 7 Levy Infantry,2 Levy Slinger,1 Crossbowmen,1 Galley,
Remyn Telaara Average 16 5 Levy Infantry,2 Levy Slinger,
Quor, minors Telaara Low 25 6 Levy Infantry,2 Levy Slinger,1 Crossbowmen,
Rhocus Castus High 35 6 Levy Infantry,1 Mountain Infantry,2 Levy Slinger,
Vanthus Castus Very High 24 4 Levy Infantry,1 Mountain Infantry,2 Levy Slinger,
Selvas Castus High 23 3 Levy Infantry,2 Light Infantry,
Turos Castus Low 26 2 Levy Infantry,2 Mountain Infantry,2 Levy Slinger,
Koleks of Haven Araskamemni High 23 6 Levy Infantry,1 Pelt-Fighter,
Pearl Guild Araskamemni High 33 10 Levy Infantry,2 Crossbowmen,
Bertemni Araskamemni Average 30 4 Levy Infantry,2 Pelt-Fighter,1 Levy Slinger,
Rascuit Chairt Average 23 6 Levy Infantry,1 Mountain Infantry,2 Levy Slinger,
Brahus Chairt High 26 4 Levy Infantry,1 Mountain Infantry,2 Levy Slinger,
Raihut Chairt High 28 3 Levy Infantry,1 Mountain Infantry,1 Levy Slinger,
Rallur, Eindusts, minors Chairt Very High 15 1 Levy Infantry,1 Levy Slinger,
Naarwae a' Naarwae Haadrade High 26 5 Levy Infantry,2 Levy Slinger,1 Galley,
Weden Haadrade High 19 7 Levy Infantry,1 Levy Slinger,
Iraen, minors Haadrade High 23 4 Levy Infantry,2 Levy Slinger,
Davik Jana Average 49 8 Levy Infantry,1 Light Lancer,6 Levy Slinger,1 Galley,
Hendryk Jana High 34 8 Levy Infantry,6 Levy Slinger,
Payala Jana High 20 6 Levy Infantry,3 Levy Slinger,
Dragic Boatstvo Average 31 4 Levy Infantry,2 Archer,2 Merchant Levy (Cog),
Jurich Boatstvo Average 27 6 Levy Infantry,1 Archer,
Vlahovic Boatstvo High 25 4 Levy Infantry,1 Horse Archer,
Telamon Mandragoran High 31 3 Levy Infantry,2 Light Lancer,
Jaegar Mandragoran Average 31 4 Levy Infantry,1 Light Infantry,1 Light Lancer,
Dammael Mandragoran Average 36 8 Levy Infantry,1 Light Lancer,
Ravenwing Mandragoran High 28 4 Levy Infantry,1 Galley,
Wryman Halling High 28 4 Levy Infantry,1 Eastern Lance,1 Crossbowmen,
Tolver Halling Average 27 3 Levy Infantry,2 Eastern Lance,
Lakkar Halling Average 28 3 Levy Infantry,2 Crossbowmen,
Martten Halling High 22 6 Levy Infantry,1 Crossbowmen,
Order of the Torch Cowl Very High 28 4 Levy Infantry,2 Crossbowmen,
SilverHammers Cowl Very High 28 4 Levy Infantry,1 Cowled Hammers,
Sons of Malcador Cowl High 18 4 Levy Infantry,1 Crossbowmen,
Arden Royal Remnant Independent 78 14 Levy Infantry,4 Heavy Infantry,2 Heavy Lancer,2 Levy Crossbowmen,
Hart Royal Remnant Independent 80 16 Levy Infantry,5 Heavy Infantry,1 Heavy Lancer,4 Levy Crossbowmen,
minor lords Royal Remnant Independent 36 12 Levy Infantry,3 Heavy Infantry,2 Levy Crossbowmen,
Teklen Arr High 38 6 Levy Infantry,1 Light Infantry,1 Eastern Lance,
Safit Arr High 37 8 Levy Infantry,2 Crossbowmen,
Jadik Arr High 33 7 Levy Infantry,1 Light Infantry,1 Cog,
Zelkun Salt Kingdom Average 24 6 Levy Infantry,1 Light Infantry,4 Levy Slinger,
Nariiwa Salt Kingdom Average 29 7 Levy Infantry,1 Light Infantry,3 Levy Slinger,
Yazet Salt Kingdom Average 25 5 Levy Infantry,1 Light Infantry,2 Levy Slinger,
Iknitsh Holds Independent Independent 30 12 Levy Infantry,2 Light Infantry,6 Levy Slinger,
Orus of the Forest Independent Independent 37 8 Levy Infantry,2 Forest Infantry,2 Mountain Infantry,5 Levy Slinger,
Orus of the Sea Independent Independent 42 16 Levy Infantry,8 Levy Slinger,2 Cog,
Payas Independent Independent 50 12 Levy Infantry,2 Heavy Infantry,2 Eastern Lance,
Richelde Independent Independent 59 16 Levy Infantry,2 Heavy Infantry,1 Heavy Lancer,4 Levy Crossbowmen,
Garrus Independent Independent 60 12 Levy Infantry,3 Heavy Infantry,8 Levy Crossbowmen,2 Merchant Levy (Cog),
Effdor Independent Independent 39 13 Levy Infantry,2 Eastern Lance,2 Crossbowmen,
Mittekrieger Independent Independent 50 6 Levy Infantry,3 Light Infantry,3 Forest Infantry,2 Archer,
Sauromayla Independent Independent 35 5 Light Infantry,3 Archer,
 
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