pre-TNESIII: The Once and Future Thread

Thlayli

Le Pétit Prince
Joined
Jun 2, 2005
Messages
10,611
Location
In the desert
List of Confirmed Entities:

1. House g'Aurené - m.t. cicero
2. House Daufing - Grandkhan
3. Clan Dugallach - LordofElves
4. House Elming [Greys] - NPC
5. House Elming [Reds] - NPC
6. House Grijsman - The Strategos
7. House Hartwell - Shadow
8. House Illen - North King
9. House Kathar - TaylorFlame
10. House Lovell - Seon
11. House Mabun - azale
12. House Raskakalle - Masada
13. House Siegaesc - nuka
14. House Skelton - Golden1Knight
15. House Ulf - NPC
16. House Vardel - bestshot
17. House Valmaic - bombshoo
18. House Violla - Defacto

Current Status:
  • Waiting for final family submissions and completed player templates
  • Designing the polytheistic mystery religion(s) with player input
  • Adding holdings, NPC's and terrain modifications to the map
  • Finalizing House/Clan template.
Next Phase: Approved players finish templates, starting map is finished, additional histories and finalized cultural/religious information is added, final stats are created from templates. ETA: 7/9-7/11

---

Spoiler A Short Aside :
Hello and welcome, to another year at Hogwarts a new attempt at building a great NES that will be fascinating, detailed, and fun. After my last NES, AFSNES II, was unsuccessful, I tried to think about what went wrong, and armed with my conclusions, I have set out to do better this time, and create a NES that updates and lasts. With that said, I won't give up trying to moderate a good NES, even if I fail here. I'll never give up trying to be a good mod until the day I am a success or the day I die. And then I'll keep going after that as a force ghost. I hope that will be enough for you to forgive me for past disappointments and give NESing with me another shot. :)


Main Preview Thread Goals:

  1. Give players the opportunity to design and fine-tune their houses, families, retainers, lands, etc.
  2. Give a select-group of crack professionals the ability to define broader worldbuilding; the specific institutions of the monarchies, religion, geography, landmarks, and cultural errata.
  3. Begin to understand the political and geographic dynamics of the NES as the map is polished and completed by NK.

FAQ Description:

This is a story-based NES set during a period that resembles our own Middle Ages, in a region of a world quite different from our own that resembles ours in some ways. You will control feudal houses (or mercantile families, clans, or some other sort of lineage or institution) who will intrigue and fight for survival and glory in a world where dark forces are lurking on the fringes of reality.

Basic Background Information:

  • The migration of the Greylings occurred approximately 275 years ago, as they fled an ancient, unknown Horror by sea.
  • The Greylings formed two kingdoms (to be named) on the Isles (to be named,) founded by the warrior-kings Ulk and Elming in the North and South.
  • Other peoples and neighbors exist on and around the islands. The Athsarin people are a minority on and a majority to the south of the Isles, and the Fennacht are a displaced people who have inhabited the islands since ancient times.
  • The current king is very old, and has outlived his children.
Outside of these basic setting facts, everything else is subject to change as we go through this preview thread. While I have developed a fair amount of information and ideas, the best way to invest my players in this world is to help flesh it out with them.

Current Requirements:

If you would like to volunteer to become part of the team crafting the background, post your interest here or talk to me privately on #nes. If you are only interested in a normal application, please highlight the region of the map where you are interested in playing, provide a concise but interesting description of the type of House you intend on playing, and fill out the Character Creation template for your family.

Correctly following this template will help inform me that you have the attention to detail necessary to prosper in TNES III. Please be aware that I have only 15 spots maximum available for this NES at present. In the event that demand exceeds supply, those players who are most able to satisfy the requirements will be chosen. As things develop, approved players will fill out a more in-depth template and begin producing their own background material. Exciting!

Spoiler Map of the Isles: :

Spoiler Character Creation :
Character Creation:

After filling out your house template, you will have a certain number of points to spend on your characters. This is equivalent to 3 points per character with a number of bonus points equivalent to your family size. Positive *and* negative traits can be added in the NES through education, stories, roleplaying, and unforeseen circumstances.

Your characters will have a minimum number of points to spend, reflected in the following table. Or, you can follow the more detailed instructions below.

Family Size (Adults)|Positive Points (With Bonus)|Negative Points (Minimum)
1|4|2
2|8|3
3|12|5
4|16|6
5|20|8
6|24|9
7|28|11
8|32|12
9|36|14
10|40|15
11|44|17
12|48|18
13|52|20
14|56|21
Note: Add 2 points to the positive and one to the negative column for each child 5-11. Add 3 points to the positive and one to the negative column for each child 11-15.

Instructions:

1. To determine your positive trait points, add up your adult (16+) family members and multiply by three. If you want to have 5 adult family members, you have 15 positive points to distribute amongst them. Then add one point per 5-11 year old, and two points per 12-16 year old.

So if you want a family of six, with two parents, one adult son, one 13 year old daughter, one 8 year old boy and one 3 year old daughter, you would receive 3+3+3+2+1+0 = 12 points. Then add 1 bonus point for each family member, an additional 6, to get your final total, 18.

Then, calculate your negative trait points; this is easy, just multiply your number of family members by 1.5 and round up.

2. Distribute your positive and negative traits as you see fit by “spending” them on the traits with their point costs listed next to them. You *are* allowed to add additional negative traits, the rules just set a minimum. You can distribute the traits among family members however you like.

3. Check to ensure you're following the rules and submit your template!

Rules:

1. All adult individuals must have at least two positive or negative traits (or one of each); if you run out of points, you must assign negative traits. No assigning only neutral traits to leftover family members.

2. All children over the age of 5 must have at least one trait. You can redistribute their points later in childhood as they learn things.

3. Please keep your number of children to a reasonable limit. I can’t spend the entire NES keeping track of dozens of children.

4. When new children are born, they have no traits. They receive one trait point at age 5, a second at 12, and their third at 16. You can add and remove children’s traits more easily; doing that to adults takes heavy effort. You can add and remove neutral and negative traits to and from children at any time after they turn 5.

5. If you pick a neutral trait, please choose one or at most two, since most are overlapping or conflicting.

Character Traits and Costs:

Paragon of His/Her Generation (+*) Special. Can only be added as a bonus through stories, experience, and popular recognition as a truly exceptional figure.
Brilliant (+5) - This character has an effortlessly perfect knowledge of the arts and sciences, truly a genius compared to his or her peers.
Beloved (+4) - Through constant acts of nobility and self-sacrifice, and in possession of a regal figure, this character has gained the adoration of almost all around them.
Heroic (+4) - This character is an extremely inspiring martial leader, both physically fit and skilled in a command role on the battlefield.
Dignified (+3) - This character has achieved a decent amount of prestige, and is well-respected by their neighbors. Attacking them without good cause would seem amiss.
Innovative (+3) - This character will occasionally come up with exciting and unexpected ideas; they’re not guaranteed to work, however.
Master (+3) - Through a lifetime of study, this character has mastered the art of ____.
Smart (+2) - This character has a solid overall knowledge of most things, and can pick up new information quickly.
Wise (+2) - While lacking in academic knowledge, this character has an intuitive understanding of the ways of the world.
Hardy (+2) - This character is strong, and can hold their own in battle.
Attractive (+2) - This character is pleasing to the eye.
Kind (+2) - It is obvious to any that know them that this character does good for goodness' sake.
Loyal (+2) - This individual seeks to serve a greater cause with all their being, and will die defending it if necessary.
Trained (+2) - Through years of training, this character has become quite good at ____.
Clever (+2) - Not necessarily Smart, this character has a great understanding of social situations and dialogue. In an Amoral character, could be manipulative.
Handy (+1) - This character enjoys making or fixing things; they have the natural abilities of a craftsman with no special training.
Just (+1) - This character has a strong sense of right and wrong. This tends to improve subjects opinions of them, though it can also cause friction.
Friendly (+1) - This character gets along well with people and has plenty of friends.
Diligent (+1) - This character is a good planner and steadfast worker, and doesn’t usually make stupid mistakes.
Artistic/Musical/Literary (+1) - This character is especially skilled at music, writing, or the visual arts. Not very helpful, but adds peace of mind.
Skilled (+1) - This character is an above average ____.
Lucky (+1) - Be it fate or fortune, the little things up to chance tend to fall this character’s way.

Moral (+0) - Has a personal code of values they will not betray if possible.
Amoral (+0) - Will do anything necessary to achieve their goals, reprehensible or not.
Patient (+0) - Prefers to wait before acting.
Proactive (+0) - Prefers to seize the initiative.
Idealist (+0) - Prefers to believe that the world can be a better place.
Cynic (+0) - Prefers to see individuals and the world as flawed and selfish.
Pious (+0) - This character is a firm believer in the power of the gods.

Temperamental (-1) - While not constantly boiling over with rage, this character has a tendency to get cross when crossed.
Distant (-1) - This individual has trouble connecting emotionally with others, and comes across as cold.
Slow (-1) - This character isn’t dumb, they just...like to take their time figuring things out.
Shy (-1) - This character has trouble meeting new people, and lacks personal charisma.
Arrogant (-1) - Justified or not, this character has extreme confidence in his or her abilities, to the point of belittling others at times.
Depraved (-1) - This character has a slight overenthusiasm for certain unorthodox sexual practices. Not necessarily a problem unless word gets out.
Homosexual (-1) - This character prefers the company of the same sex. A public embarrassment and a hindrance to procreation, but not crippling.
Vain (-1) - This character cares a little too much about their personal appearance.
Dishonest (-1) - This character isn’t afraid of bending the truth where necessary. But cheaters never prosper...usually.
Wroth (-2) - Even unto violence, this character cannot control his boiling rage.
Rebellious (-2) - This character dislikes authority, whether legitimate or illegitimate, and will constantly have conflicts with their superiors.
Obsessive (-2) - This individual is fixated on an idea or a person; or they have obsessive behavior that repeatedly manifests with various subjects.
Cruel (-2) This character takes a certain amount of pleasure in the exaction of pain, or is simply used to inflicting it.
Cowardly (-2) This character flees at the sight of battle and conflict, or at the least is extremely ineffective when facing it.
Lazy (-2) - This character is seriously lacking in motivation.
Ugly (-2) - This character has not been blessed with a perfectly symmetrical face.
Stupid (-2) - This character is seriously slow on the uptake.
Sickly (-3) - This character suffers from a serious, incurable illness. Though they endure for now, they are very weak and could die anytime.
Crazed (-3) - This character has a serious mental disability like schizophrenia or epilepsy that regularly impairs their ability to govern and may threaten their health.
Addicted (-3) - This individual has developed a dependency on a chemical substance, most likely alcohol. This could prove extremely problematic.
Incompetent (-3) - This character suffers from an overarching lack of ability that inspires pity in neighbors and terror in subordinates.
Diabolical (-4) - This character is a vicious psychopath who lives to terrorize others, and will almost inevitably be hated and feared by all around them.
Incapacitated (-5) - This character cannot speak coherently or otherwise act; for all intents and purposes they are a vegetable.
Scourge of His/Her Generation (-*) Special. Can only be added by particularly egregious acts of infamy leading to popular recognition as a universal menace.

Custom (+/- ?) - Talk to me if you want to add a unique trait.

Spoiler Extra Background Information Unconfirmed and Subject to Major Change :
The World as It Is Now:

Peace has covered the islands of the Ulks and the Elmings for almost a decade. It is strange, for this is not a peaceful world, and people marvel at their good fortune. There are always things to fight about; old resentments, petty feuds, and lords as rich as kings willing to fuel them. But, there has been peace.

Far to the south, the Republic That Burns, burns, as it always has, as long as you have known. Athsar has been sacked a seventh time, by distant men - or unmen, as they say - from lands beyond. The Peregrins lift their weary heads to convene another council to consider this threat, their armies exhausted from a dozen brushfire wars against half-civilized tyrants. There are wilder tales, of course: A Crimson King has taken Meltra and declared himself a god. A hundred Oyev tribes pick up their tent poles and march west, leaving behind a land covered in blight. Gods speak from the sky, and smoke seeps from the ground.

These are not your concern.

The islands have known peace long enough that your youngest children see war as a story and not as an inevitable part of their lives. It is a blessed thing - for some. But the King in the south, hale and vigorous as he is even in old age, cannot live forever. Both of his sons are dead, childless. When will he die? What will transpire when he does?

There has not been a moot since the legendary choosings that named Ulk and Elming the Two Kings at the very dawn of Grayling history. Some say that this would be the rightful way to choose a new king after Elming’s line fails. Others may fall in line behind the party of the king’s eldest granddaughter, on whom most of his lands devolve, though she herself is married to an ambitious lord; while still others might support one of his nephews. A few even say that the northern Line of Ulk should claim all, and the Two Kingdoms become One. There is no established precedent for such things.

The peace lasts, for now. Peace has always been fragile. But the balance of that peace - and the fate of the future kingdom, lies more in the hands of the great houses than it ever has before. And many have prepared, throughout this wary, aging peace, to stake their rightful claims if the realm breaks once again.

Calendar:

The main calendar is based upon the Meltran Cycle, the ancient reckoning of weeks and years calculated by Athsarin astronomers in ancient days, and the lunar-based Waycount, which gives the months. The year is exactly 360 days long, and is divided into 12 30 day months, each with 3 9 day weeks and 3 festival days at the end of each month, the so-called ‘godsdays’ or ‘monthend’. The lunar cycle is also exactly 30 days.

In colder climes, the festival days are often moved to form a ‘thirteenth month’ in the heart of winter, so that a great series of feasts can be held to cheer the people through the lean times. In the fatter, warmer lands, however, the people enjoy their monthly festivals and consider the monthend a well deserved period of relaxation. Athsarin tend to date years from the legendary founding of the city of Athsar, but Greylings simply keep time by the regnal years of the kings.

The Three Peoples and Neighbors:

Greylings represent the dominant martial race of the islands, and most of its noble lineages. There are two dominant ethnic strains among the Greylings: Ulks and Elmings, named for the two Ship Kings at the dawn of modern history. Ulks are known for their sandy brown hair, and settled mostly in the north, while Elmings settled in the south and have mostly flaxen hair. Greylings are known for being ambitious and competitive, though there is a vast diversity of character among them. Pure-bred Greylings all have grey eyes, and many are prone to having strange dreams so realistic that they lose their grasp on reality.

Athsarin are a minority in Greyling lands, mostly located in southern lands and in cities, though their merchant ships are often seen plying the trade routes among the islands. They wear robes made of rich, beautiful textiles and tend to have dark brown curly or wavy hair and brown eyes. Once the rulers of the Isles, following the conquest of the Graylings they came to serve the new kings as advisors and learned men. Some have risen to lordly rank but they are not known for being fighters. They have ties to the city of Athsar far to the south, heart of the Republic That Burns. They worship a pantheon of gods separate from the Greylings, though some religious intermingling has occurred.

Fennacht are the tribespeople of the marshy, wooded Fennach, fanatic worshippers of a strange and fiery cult. Most of them live on the fringes of civilization, and their few “lords” are hardly worth the name. They have mostly fire red or raven black hair. They were driven into the Fennach by the Athsarin and the Graylings and remain highly rebellious, fractious, incestuous and resentful of outside influence. Many of them wander the land as mercenaries, entertainers or vagrants. They have a bad reputation that is only half-deserved.

Smaller, less notable cultures and sub-cultures undoubtedly exist on the Isles.

The Republic That Burns, or Athsar-That-Was, is a famous city state far to the south, its riches so great and its knowledge so extensive that no other mortal city could ever compare. It fell just over two hundred years ago, and has been burning ever since. The military order of the Peregrins has tried to fill the vacuum left by the fall of the Republic in many places, but they are thinly spread.

Cultural Details:

The Occult is punishable by death in this part of the world. Occult rituals are known to be expensive wastes of time at best, and a blood-soaked invitation for dark forces to re-enter the world at worst. It is deeply rooted into the unconscious social memory of the people that the Horror was a result of, or at least connected to, the practice of the Occult. As such, “magic” does exist, and its promising whispers can be followed with banned knowledge and unsavory teachers, but this may lead to horrible side-effects for both the magician and his neighbors. The Monkey’s Paw is a classic parable from our world for what may happen to someone who attempts to utilize the Occult. Of course, even the rumor of use of the Occult is usually enough to call forth hundreds of knights to slay the offender.

Miracles and Wonders have been known to happen on occasion. Children are surrounded by swarms of fairy-lights and disappear, only to reappear a decade later, unchanged in age but speaking with the tongue of an adult. A solitary man walking at night will encounter one of the gods, and be granted a boon, then thereafter be consumed by some invariably fatal quest. Do not expect miracles to happen very often, however; if they did, they would hardly be miraculous. It is the nature of miracles that truth cannot be distinguished from falsehood, and the two are mixed together in the popular retelling of these events. Setting all aside, the gods are distant and preoccupied, and priests strain to hear their voices as they once did. Most deeds these days will have to be performed without their aid.

Many of the old Grayling houses wear Diadems as a sign of their authority. There are no more than eight of these that are said to have survived the Horror; they are said to be ancient tools to resist its effects, and according to legend they can enhance the luck, strength, or mental fortitude of the wearer. It is unclear *how* this happens, or even if it works at all, but wearers have certainly proved difficult to kill in battle and often became particularly great (or infamous) over the years. Lesser houses that lack a diadem are often intensely jealous of those who wear them.

Monsters have mostly been wiped out, thanks to the great heroism of noble knights over the generations. Dragons have been dead for centuries, exterminated by the long-vanished legions of the Republic That Burns. Three rocs still prowl the northern mountain skies, but these the king has let survive out of pity to die of old age, his ban upon the hunters. Still other legendary creatures have proven to be myths or fabrications. Sea serpents in the deep ocean do exist, however, and things worse than sea serpents, things that swarm onto the decks of careless ships and leave them to float back to land, their cargo untouched, nothing but bloodstains to mark the unfortunates who trafficked on the deep.
 
I guess I'll post first and stuff.

High Lord Daidh of Clan Dugallach, Ymherador of the Fennacht in the hizzouse

Character template elsewhere

Not sure I did this right, really. Will continue discussing the evolution of Fennacht culture and religion with you on #nes
 
Meet the The House of Daufing. I went in with the idea of creating a disfunctional family of generally bad people, the sole redeeming features of the parents being their love for the black sheep of the family. Thought that would be interesting to play with as a family dynamic. Will choose starting location later.

Arnulf Daufing: (43, M) Patriarch of the House of Daufing, and Lord of the Daufenhold. Cunning and intelligent, he is however arrogant and vain, and mostly concerned with his own power. His greatest redeeming feature is his love for his eldest daughter, who he dotes upon and wishes to succeed him.
+Smart
+Attractive
_Cynic
-Vain
-Arrogant

Bruenhilde Daufing - (39, F) Wife of Arnulf, married mostly because of the supposed fertility of her family (she is from a litter of 16). Intelligent and harsh in her own way, she does not take any hostility from anyone and is fiercely loyal to her family.
+Hardy
-Depraved
-Dishonest

Arnora Daufing: (15, F) As different to her family as night is to day, Arnora is sweet, kind, and incredibly intelligent. She is doted upon by her father (despite his general ego and vanity otherwise), who seeks to have her succeed his title one day and attempts to protect her from the outside world. For her part, she is kind though shy, but she makes friends easily when she comes out of her shell.
+Brilliant
+Friendly
+Just
+Kind
_Idealist
-Shy

Eadgar Daufing: (14, M) The archtypical dumb jock. Despite Eadgar's attractiveness, behind it he is vapid and vain. His physical prowess has made him an acclaimed wrestler, and the other young men of the castle have long learned to fear him coming, but his own lazyness has prevented him from coming to much.
+Attractive
+Skilled (Wrestling)
-Vain
-Lazy
-Stupid

Hilde Daufing (9, F) Only nine, Hilde fancies herself more cunning, more clever, and more accomplished than the rest of the castle. Would that her abilities matched up with her expectations. Hilde fondness for dishonesty is matched only by her scheming, though she is a fairly competent liar and has the patience to see her badly thought out schemes through. Imagine a cut-price, nine-year-old Littlefinger, without any of the talent and only good luck to back her up.
+Lucky
_Amoral
_Patient
-Dishonest

Wulfric Daufing (3, M). Doesn't do much yet. Mostly just yells.

I am also volunteering for helping you with the background and stuff whenever I'm on #nes.
 
Nice work guys. GK in particular.

Point totals are easy: 3 for each person, 2 for each 12-14 year old, and 1 for each younger child, with the option to add up to 5 more points if you have up to 5 points of negative traits. It helps if you put the costs of the traits next to your characters and do the math.

So LoE, you have more points to spend. 3+3+3+2+2+1+5 bonus points. You can give your kids additional traits, or train your adult characters in some skills, see the trait list. You don't HAVE to spend all possible points of course.
 
So, as things go on I'm going to start posting to-do lists. First, let's started with geography, shall we?

Please suggest names for the following:

  • Name the Isles in General
  • Specific names for each island
  • Seas and Regions
Offer as many or as few names as you want. The final name of the western (smaller, triangular, glaciated) island will need approval by Lord of Elves, as it seems like that's where the Fennacht are going to live.

Feel free to throw out a few of your favorites and then we'll take a vote to decide after a few days! I'll add my suggestions as well.
 
On the House Aurené

Courdre g’Aurené - 51(M)
Head of the recently-noble House Aurené, Courdre is the son of a wealthy merchant who helped the king to pay off his debts at some point, and was rewarded with a rather generous swath of land. Born into wealth and raised in the aristocracy, Courdre has little appreciation for hard work, but is certainly still enjoying the fruits of his father’s labor. Lord Aurené regularly holds tourneys at his seat in Renniard, and is known to throw some of the most lavish banquets the realm has ever known.
-2 Cowardly
-2 Lazy
-1 Vain
-1 Arrogant
+1 Lucky
+1 Friendly
(+4)

Emeralda g’Aurené 43(F)
Betrothed by her poor lord father to Courdre, Emeralda is a Grayling among the Athsarin of her household. Often frustrated by her husband’s lack of true ambition and his lack of political acumen, there is a relatively loveless marriage. Still, Emeralda will work with Courdre when her children’s welfare is at stake.
-1 Temperamental
-1 Dishonest
0 Amoral
+2 Smart
(-1)

Hendrei g’Aurené 24 (M)
Heir to his father's lands, Hendrei should be any parent’s pride and joy; everything points to a bright future for this young man, who has demonstrated leadership skills as well as martial prowess. His ability to think creatively has gotten him out of many messy situations and will serve him well in the future. Indeed, his parents would hardly worry about him at all if it were not for his one fatal flaw; lust. Promiscuous since the age of 15, Hendrei has already fathered three bastard children, two by one peasant girl and the latest by a merchant’s daughter. Hendrei has insisted on taking in his children, and his weak-willed father has only ever acquiesced.
-1 Vain
-1 Arrogant
-1 Depraved
0 Idealist
+1 Friendly
+1 Just
+2 Attractive
+2 Trained (swords)
+2 Hardy
+ 3 Innovative
(-11)

Metrand Hendreizen 7(M)
Popular among his peers, Metrand has proven to be devious when it suits him.
-1 Dishonest

Petelle Hendreitodeer 4(F)
Petelle is rarely seen apart from her aunts and even more rarely heard.
-1 Shy
(+1)

Oulain Hendreizen 3(M)
Little is known of Oulain so far; his uncle Getrand seems to have taken to him however.​

Athèlie g’Aurené 21(F)
Athèlie will often be found in the castle library, and her main ambition in life seems to be to accumulate knowledge. She has been known to ask her father to collect books for her when he travels.
0 Idealist
+1 Literary
+2 Kind
(-4)

Leodanna g’Aurené 19(F)
Leodanna is certainly her mother’s daughter, and then some. When not seducing strange men in the castle halls or, rumor has it, in the castle’s town, Leodanna can be found in her father’s study, critically analyzing the maps of the kingdom and the lands beyond. On more than one occasion she has attempted to give her father advice only to be rebuffed, and has since been seen talking often with her elder brother.
-2 Rebellious
-1 Vain
-1 Depraved
-1 Arrogant
-1 Temperamental
0 Cynic
0 Amoral
+5 Brilliant
(-3)

Melita g’Aurené 18(F)
First born of the Aurené twins, Melita is talented in a variety of instruments, and is very protective of her twin sister Etielle. Melita’s beauty outshines both of her elder sisters’, sometime to their chagrin. Her attractiveness has led to some escapades, though nothing matching her sister Leodanna’s.
0 Pious
+1 Musical
+2 Attractive
+2 Smart
(-5)

Etielle g’Aurené 18(F)
Second born of the Aurené twins, Etielle is often found in the library with her sister Athèlie, though Etielle’s readings are far more focused on matters of faith and myth. She has especially taken interest in the Horror, according to Athèlie. Etielle is also the only Aurené twin to have inherited her mother’s gray eyes, and these eyes are all that distinguish her from her twin Melita.
0 Pious
+1 Literary
+2 Attractive
+2 Wise
(-5)

Getrand g’Aurené 13(M)
The youngest of Courdre’s children, Getrand seems consigned to living in his brother Hendrei’s shadow. A kind soul, Getrand has many friends, though he is rather quiet, apparently content only to sit and listen as others speak. He seems to harbor very few ambitions.
-1 Shy
-1 Slow
+1 Just
+2 Kind
 
House Mabun doe. I kept generating traits until I got 27 points worth of positives (31 actually, but I think all the negativity netted me at least 4 bonus points?). I also randomly generated the # of family members, their ages, genders, and which traits went where.

This is their story.

Venla Mabun (F) 72

Dishonest (-1)
Incapacitated (-5)
Amoral (+0)
Trained (+2) [dark arts]
= +2

Randulf Mabun (M) 62

Temperamental (-1)
Lazy (-2)
= 0

Dismas Mabun (M) 52

Master (+3) [politics]
Dignified (+3)
= +6

Agnes Mabun (F) 48

Homosexual (-1)
Smart (+2)
Skilled (+1) [seamanship]
Heroic (+4)
= +7

Isabel Mabun (F) 52

Vain (-1)
Brilliant (+5)
= +5

Marcel Mabun (M) 42

Proactive (0)
Sickly (-3)
Crazed (-3)
Attractive (+2)
Rebellious (-2)
Stupid (-2)
= +2

Meriwether Mabun (M) 28

Sickly (-3)
Lucky (+1)
Kind (+2)
= +3

Tavish Mabun (M) 26

Cruel (-2)
Just (+1)
Innovative (+3)
Cowardly (-2)
= +4

Gunhilda Mabun (F) 23

Cruel (-2)
Friendly (+1)
Literary (+1)
= +2

Kasper Mabun (M) 5

Incompetent (-3)
= 0

Vesta Mabun (F) 2
 
Okay, cicero's family has made me realize that there's a weakness in the character creation system with regards to the bonus points. Large families are inordinately shafted by capping it at 5. As such, I'm reforming the rules.

The base number of positive trait points your family gets is equivalent to 3 points for each adult, 2 points for each 12-16 year old, and 1 point for each child from 5 to 11. I am making three small changes. First, children get their first trait point starting at 5. Second, families now get 1 bonus point per family member. The old system of bonus points per negative traits is scrapped. Third, the base number of negative points you 'earn' for your family is equivalent to 1.5 times your number of family members, rounded up. A family of 4 will need to have 6 negative points, a family of 9 will need to have 14, and so on.

I will edit the rules to reflect these changes, and create a table to make this easier.
 
Modified character creation rules are now up to date.

I added several new traits:

Loyal (+2) - This individual seeks to serve a greater cause with all their being, and will die defending it if necessary.
Distant (-1) - This individual has trouble connecting emotionally with others, and comes across as cold.
Obsessive (-2) - This individual is fixated on an idea or a person, or they have obsessive behavior that repeatedly manifests with various subjects.
Addicted (-3) - This individual has developed a dependency on a chemical substance, most likely alcohol. This could prove extremely problematic.
 
I changed up my characters to fit with the new system, but I'm not sure I understood it properly. Let me know if I've made a mistake somewhere.
 
I changed up my characters to fit with the new system, but I'm not sure I understood it properly. Let me know if I've made a mistake somewhere.

Nope, that's perfect. Good work!

Consult the table and the note that I made if you are at all confused.
 
Family size: 7
4 Adults
2 teenager
1 child

==24 Positive Points. 11 Negative Points.



House Lovell.

Allen Lovell Age 61-Distinguished and just ruler of House Lovell. Married late in his age and remained true to his wife for all these times. He was beloved by the people for his kind but just rule and his unbreakable code of ethics, if a little bit wary of strangers. He was struck by a mysterious illness few years ago, resulting in becoming confined to a bed and speaking, apparently, in tongues that only his wife could understand.

Incapaciated -5
Dignified +3
Just +1
Moral +0
Pious +0
Shy -1
(+2)

Genevieve Lovell: Wife of Allen. Age 39. Current Regent after she claimed that her husband was actually speaking in tongues that only she can understand. She has proven to be an efficient, albeit cruel, ruler acting in her husband's stead. It is rumored that she incapacitated her husband to hide her affair with a lover. She is incredibly devoted to Ermin and has poor and strange relationship with her eldest son, Jacob. The two have been careful not to show public enmity towards each other, although it's clear that Jacob cannot stand her presence.
-Cruel -2
-Smart (+2)
-Clever (+2)
-Skilled (+1) Plotter
-Tempramental (-1)
-Vain (-1)
-Obsessed -2
-Depraved (-2)
-Dishonest (-1)

Jacob Lovell: 21. Eldest son of Allen and Genetra. Physically, he seems to take after his mother more than he did his father: a fact that he resents greatly. Brilliant by all accounts, he was doted upon by his father to succeed the family line. When Allen fell victim to a mysterious illness, it seemed as if he would... but because of his mother's insistence that his father is speaking in tongues that only she can understand, he has been ousted from stepping into rulership of his father's fiefs. He appears to have always suspected the 'unfortunate illness' that claimed his father and is still often seen speaking with servants in hushed tones in darkened corridors of the family castle.

Distant and seemingly aloof,

-Brilliant +5
-Hardy +2
-Just +1
-Diligent +1
-Clever +2
-Trained +2 (Spymaster)
-Trained +2 (Tactician)
-Dishonest -1
-Distant -1
Rebellious -2
-Cynic 0
(-4)

Aileen Lovell 16 Jacob favored little sister. She is well known for wearing decadent dresses and also for her fair face and poems. A closet homosexual, although she has managed to hide that with a sweet face and skillful lies. Jacob is devoted towards her sister and will not allow anybody to harm her or her reputation. As such, she has led a quite a closeted life. Such a life is one without wants, but also completely unfulfilling. She dreams of one day eliminating the hold Jacob holds over her life.

-Attractice +2
-Friendly +1
-Literary +1
-Dishonest (-1)
-Shy (-1)
-Rebellious (-2)
-Homosexual (-1)
-Vain (-1)
-Cynic (0)

.................................................................

Wilfried Lovell Age 13. Twins with Lysandra. Often hassles whomever is within reach about his newest creations, whether it be some kind of bird-house thing or a new sword hilt design he just came up with. Unfortunately crippled by the fact that he gets scared by even sounds of lightning bolts. Jacob has no patience with this boy and often publicly scorns him. Genevieve has no interest in the twins either.

-Innovative (+3)
-Cowardly (-2)
-Idealist (0)
-Obsessive (-2) (can become obsessed towards studying something to the detriment of everything else that he's supposed to be paying attention to. Like eating.)
-Handy (+1)
-Kind (+2)
-Proactive (0)
-Skilled (+1) Architecture.

Wilma Lovell (13) Twins with Lysander and, in many ways, polar opposite of the boy. Quiet, reserved, and wise beyond her years. She is the one who often listens to whatever Wilfried has to say. She keeps her and her brother out of both Wilfried and their mother's plots and is completely devoted to her brother. Mostly keeps to herself. Poor terms with Jacob.
-Wise (+2)
-Shy (-1)
-Just (+1)
-Distant (-1)
-Patient (0)

Ermin Lovell (Age 3) This child was born to Genetra while his father, Allen, was incapacitated. Jacob is often seen playing with the child while Genevieve is away.
-Lucky (+1)
 
The Illen Family

Lord Creigh Illen (M, 28) - Head of House
A relatively young head of the Illen household, Creigh came to hold sway over their lands after the death of his father Orwet, though even at 25, he was still deeply influenced by his mother. With a just and even hand, Creigh has been a lord well liked -- if not quite beloved -- by his people. But his pliability is evident in his personal life; with his wife Lea passing in childbirth, he is caught between two women he loves deeply, and what elsewhere would be a simple domestic drama has far deeper political implications.
Hardy (+2)
Skilled (+1) Tactician
Skilled (+1) Swordsman

Meir Illen (M, 3) - Son by Dead Wife
Too young to be particularly interesting, Meir has the unfortunate effect of reminding many of his family of his dead mother.

Lady Halda Tynn (F, 28) - Love Interest
Halda was a childhood love of Creigh; as young boy and girl, they were absolutely inseparable, and reaching the age of puberty, they began to take an interest in each other in far more intense ways. But an incredible string of events connived to separate them, one that can scarcely be believed. Halda vanished late one night from the grounds of the castle, supposedly within the sound of the waves. When she didn’t turn up for a month, many presumed her dead, but the more superstitious of the locals insisted that she had been abducted by the merpeople of the nearby sea. Over ten years later, she emerged into the light again, by now looking quite different, but most definitely still herself -- she knew things about Creigh no one else could, bore her ring, and so on. But many whispered that she had come back wrong; while she began to court Creigh once more, it quickly became evident that something was not quite right with her head.
Smart (+2)
Attractive (+2)
Friendly (+1)
Literary (+1)
Obsessed (-2)
Crazed (-3)

Lady Klare Ceir (F, 27) - Love Interest
Klare, in contrast, never met Creigh before his wife Lea’s death. But she appeared in the exact hour of his need, and offered him some comfort, though only the foolish dare claim to know how. She and her house are a family of climbers, and she has been pursuing Creigh quite… aggressively, a plan which has met with something of a hitch with the reappearance of Halda. While the two have continued separate courtships without overt interference from one another, the castle has become a veritable snakepit of politics between factions supporting either one, and Klare is rather better at negotiating this sort of environment than Halda. She lacks the naive charm of her antagonist, perhaps, but many suspect that Creigh is less attracted to naivete than most men.
Smart (+2)
Attractive (+2)
Amoral (+0)
Proactive (+0)
Arrogant (-1)

Lady Masandrelle Illen (F, 53) - Mother
Decades ago, Masandrelle was already infamous in noble circles of the northern kingdom; she had taken quickly to the art of seduction, true, but it was the exact nature of that seduction which made the gossip flutter about her like a clutch of startled moths -- though never in her hearing. While she was largely restricted in her… activities… by her marriage, she still managed to retain something of her aura, and when Orwet died, all bets were off. Given her influence on her son, she would already be an attractive target, but she needs little help in this regard. More than a few men have been spotted in her company, though they have naturally said nothing of what transpired.
Attractive (+2)
Skilled (+1) - Seduction
Depraved (-1)
Cruel (-2)

Lord Cerestyf Illen (M, 26) - Brother
The brother of Lord Illen, Cerestyf is something of a dull soul, though everyone who knows him would say it is a blessing to be around him. He is always kind, thoughtful, and utterly boring. His seat is a minor barony some miles from the main Castle Gyll.
Kind (+2)
Patient (+0)

Lady Gwenyth Illen nee Veres (F, 24) - Sister-in-law, from a minor house
And indeed, the boring brother was consigned to the boring betrothal -- Gwenyth was nothing that a young man would dream of, but was dutiful, bearable, and shored up a critical alliance in the northern isles. She is largely content with knitting and creating decorative arrangements of flowers or fruit salads.
Wise (+2)
Idealist (+0)

Chellar Illen (M, 1)
What is there to say about a one year old? This one seems quite precocious; he only vomits up half of every meal.

Lady Elynor Ulf nee Illen (F, 27) - Sister
Elynor was always something of a black sheep in the family, but where other houses might have coddled or grudgingly loved the black sheep, Elynor was pushed to the side. She was quite a bit smarter than her siblings, and she never felt quite at home in her own skin, barely interacting with the other children at play, and becoming desperately uncomfortable with the increasingly adult games they played as they aged. Her sharp analytical mind seemed to hit a brick wall over and over, until she turned to alcohol to solve her problems. It didn’t -- it simply added a new one. But when Orwet and Lea died in quick succession, it was Elynor of all people who comforted Creigh, and the two have been close since then.
Brilliant (+5)
Distant (-1)
Homosexual (-1)
Addicted (-3)

Crown Prince Storrow Ulf (M, 29) - Brother-in-law
Elynor’s marriage to Storrow was not particularly surprising, all things told -- the Illen family had been one of the closest supporters of the Ulfs for the last half-century, and the match only made official what had already been a rock-solid alliance in practice. Storrow has an iron sense of justice, and is judged by many to be a promising, if personally unpleasant, successor to the king.
Trained (+2) Swordsman
Attractive (+2)
Just (+1)
Temperamental (-1)

Princess Carina Ulf (F, 9) - Daughter-in-law
Carina is the eldest daughter of Elynor and Storrow, and by all accounts a bright and impressive young child, precocious in a number of things -- one of which, of course, was her love of riding, which ended up mangling one of her legs and rendering it almost useless. She can still walk, but it is a painful thing for her, and one can only hope life is kinder to her from here on out.
Smart (+2)
Lamed (-2?)

Prince Karl Ulf (M, 5) - Son-in-law
Princess Shayla Ulf (F, 5) - Daughter-in-law
Karl and Shayla are twins, of course, and one can scarcely tell them apart at this young age. They are happy to play with one another and their younger sister Talda, but have yet to make any real impact on the family. For obvious reasons.

Princess Talda Ulf (F, 2) - Daughter-in-law
A less precocious child than her cousin, Talda vomits up nearly all of her meals. Aside from this, she’s quite adept with her stuffed animals.

Lady Katrina Illen (F, 19) - Sister, unwed
Katrina has always been a bit of a cheeky child, probably the wittiest of the Illen children, and easily the most creative, dabbling in music and especially poetry. But her skills never fully blossomed, and she fell back on her privileged upbringing to avoid doing anything useful with them; her main talent in life is most likely that which she nurtured by long years of absentmindedly stealing things that got within arm’s reach.
Attractive (+2)
Skilled (+1) Thief
Literary (+1)
Lazy (-2)
 
Okay a few pieces of daily business.

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Nice character descriptions, Seon. I will note that the names you've chosen, since they are overtly Latinate in sound, would not put you as a member of the traditional ruling class. Take a look at the background for more information. If you're interested in being a Greyling house, I'd consider gravitating your names in a more Nordic/Germanic/Saxon aesthetic direction.

Also, I'm not sure if de/d' is going to be used as the noble equivalent for 'of'. It looks like LoE's Fennacht house will be using Du, and cicero's Athsarin will be using g' (and presumably ge for non-vowel names).

---

I hope you'll be pleased to welcome bombshoo as the coordinator for the flora and fauna of the NES. All of the normal domesticates and habitat species are in place, like horses, pigs, pine trees and etc., but bombshoo will both be modifying existing Earth species and creating some new ones to add some exciting flavor and also begin moving us away from a rote copy of an Earth society.

There won't be overtly unrealistic elements to any of these creatures but some of them may have functions that don't have analogues in Earth biology.

---

I've added some new traits! We need some more high-level positive traits to soak up points.

Beloved (+4) - Through constant acts of nobility and altruism, and in possession of a regal figure, this character has gained the adoration of friends and followers alike.
Clever (+2) - Not necessarily Smart, this character has a great understanding of social situations and dialogue. In an Amoral character, could be manipulative.
Handy (+1) - This character enjoys making or fixing things; they have the natural abilities of a craftsman with no special training.

I would recommend Attractive (+2) or Kind (+2) as a prerequisite for Beloved.

---

House Elming - House Elming is by far the most prestigious house on the Isles, with two shining Diadems and the royal title of the South to its name. Elming Shipking led his people out of the Horror, defeated the Athsarin legions and carved out an independent kingdom with naught but grit and heroism. His son, Rædrik I, decisively expelled the Republic from the Isles for good, mostly through a policy of local alliances and tolerance for Fennacht and Athsarin commonfolk. Despite disputes with the high lords and the northern kings, civil wars, ineffectual rulers and a brutal religious war with the Peregrins to the south, House Elming has weathered the storm of time. But now a new crisis brews. There is no direct male heir to the throne for the first time in three centuries. A low-level alignment behind the king's nephew and granddaughter has begun, representing vaguely the parties of the new nobility and the great ancient lords, though no strict battle lines have, as of yet, been formed.

King Rædrik III Elming "The Even" 85 (M)
By all accounts, Rædrik III, often called "The Even" for his calm temperament and willingness to negotiate peace between the many disputatious factions of his kingdom, has been a fine king. In fact, he has been a king for so long, slightly over fifty years, that there are very few left alive who can even remember a life before him. Though Rædrik was forced to slay his brother in a great rebellion a few years after he came to power, and later to quell a major northern invasion and a civil war, he has reigned uncontested for decades. In his later years he has grown increasingly pious and reclusive, and the royal revenues have increasingly been spent on enriching the temples to the gods, to the delight of the common people. In the last several years Rædrik has only occasionally held court and spends most of his time in the company of his granddaughter Cyneleth, who her rivals accuse of manipulating him into declaring her Queen with his death. For his part, the king has said nothing of the succession.

Dignified (+3)
Wise (+2)
Pious (+0)
Arrogant (-1)
Shy (-1)

Princess Cyneleth Æriksdar "The Red Lily" 27 (F)
Cyneleth is King Rædrik's only grandchild, the daughter of his second son Ærik, who was himself thrown from his horse on a golden grouse hunt three years prior. She is a remarkable figure who has enjoyed her grandfather's favor and resources for decades, and has profited from it, gaining the friendship of many high lords despite the liability of her gender. Her fiery and proud demeanor along with her striking red hair (traditionally associated with Fennacht blood and raising questions about her parentage) have made her a polarizing figure, winning as many friends for her lack of fear as foes for her lack of deportment. Notably, she wears her father's Diadem normally reserved for the crown prince.

Her husband is largely seen as a foil for her ambitions, and the prospect of a weak King upon Rædrik's death has opportunistically caused many of the high lords to support her party, informally known as "Reds" or "Lilies," even if they do not care for Cyneleth personally. She hates her uncle, Prince Cirwyn with a passion for trying to kill her grandfather in battle decades ago. Their rivalry now consumes the courtly politics of the kingdom.

Clever (+2)
Lucky (+1)
Skilled (+1) [Diplomat]
Attractive (+2)
Proactive (+0)
Rebellious (-2)
Arrogant (-1)

Lord Ermyn Belwerd M (32) [m. Cyneleth]
Ermyn is a pleasant individual with no discernible advantages beyond his pedigree, which goes all the way back to the Saga of the Shipkings. A scion of a seriously impoverished house, he lacks intelligence or leadership ability, and his only talent is in sycophancy. That Princess Cyneleth chose him to be her husband is reflective of her desire to be the only power in her marriage. For their part, it has proven to be an extremely successful marriage; Ermyn does whatever his wife tells him to, and she keeps him in the style to which he has become accustomed.

Friendly (+1)
Amoral (+0)
Vain (-1)
Cowardly (-2)
Incompetent (-3)

Ærik (M, 9)
The great grandson of the king is a little boy who enjoys running around, wrestling and riding ponies. His mother has impressed upon him how important being fair is, for the better, but also how important he is, for the worse.

Hardy (+2)
Just (+1)
Arrogant (-1)
Temperamental (-1)

Enna (F, 5)
Enna is an adorable little towheaded child who likes playing games with her imaginary friends. She rapidly flees in the presence of anyone she doesn't know.

Kind (+2)
Shy (-1)​

Prince Cirwyn Deorsen "The Greyhound" (M, 57)
Cirwyn has spent most of his recent life in self-imposed exile in the wars abroad, and returned about five years ago, bearing a supposed string of glorious triumphs behind him. As a young man, the Prince fought in his father Deor's party as he tried to overthrow his older brother, the current king, early in his reign. Following his failure and his father's death, the king had his face branded with a traitor's mark. Cirwyn defied the king, cauterizing his own flesh to burn it off, leaving his face terribly disfigured. He then left with a small company of adventurers to win his fortune in the world abroad. He returned, five years ago, and reconciled with the king after a tense confrontation. Following the death of his cousin (and Cyneleth's father) Ærik, the Crown Prince, three years ago, Cirwyn has managed to gain control of most of the ancestral Elming lands.

Cirwyn has the support of most of the Athsarin mercantile class due to his ties abroad, but many of the high lords hate and fear him, both for his battle prowess and the black legend that has grown up around his name. He negotiated the improvement of the kingdom's debt situation by pushing the king to ennoble several creditors, notably Courdre g’Aurené. This has raised the resentment of Cirwyn among the high nobility to a fever pitch. Many lesser nobles and merchants support him, however. His supporters are known as "Greys" or "Hounds," depending on who you ask.

(+2) Trained (Lancer)
(+2) Hardy
(+0) Amoral
(-2) Ugly [Scarred]
(-2) Cruel
(-1) Arrogant
 
Spoiler :
House Hartwell
Motto: Pay In Kind

Mildred Hartwell Old Matriarch (55) Arrogant (-1), Dignified (+3), Amoral (0), Clever (+2) +4

An institution. The second-wife of the late lord, she has guided the men of his house since then, and earning respect along the way.

Leofric Hartwell Middle-aged Lord (37), Cruel (-2), Heroic (+4), Pious (0), Diligent (+1) +5

Considered a bully and braggart in his youth, he has shown that he is more than capable of backing up those threats. Where he goes in battle, men follow, and struggle to keep up. His personal devotion to a God drives him like nothing else: anyone who gets in his way deserves everything coming to them.

Ella Hartwell Daughter (17), Attractive (+2), Wise (+2), Dishonest (-1) +3

Her grandmother born again, beautiful, wise, and well aware of how she can use this to manipulate those around her.

Cerdic Hartwell Son (14, Tempermental (-1), Hardy (+2) +1

His father’s son, though tempered somewhat. He lacks the charismatic pull that his father does, but also the streak of cruelty

Alfred “the Younger” Hartwell Son (11), Smart (+2) +2

Smart enough to keep his head down. Awkwardly named for his uncle in a period where he was considered dead.

Alfred “the Elder” Hartwell
Brother (34) Cowardly (-2), Friendly (+1), Lucky (+1), Moral (+0,) Trained Swordsman (+2) +2

Found a way out of his brother’s shadow, an agent of the crown for years. Fell in love with a minor noblewoman, yet young, and settled down.

Edith Hartwell Wife (22) Loyal (+2), Shy (-1), Lucky (+1) +3

Matured into a beauty, because god damn it he is lucky. And she is devoted to him in turn.

Godiva Hartwell Daughter (6) Friendly (+1) +1

Everyone ing loves her. It’s actually kind of disgusting.
 
Since I'm really unhappy with the map currently up in this thread:

Spoiler :


It's a bit of an experiment and a departure from my usual style. Might add more bells and whistles to it later.
 
This looks awesome, however I am currently working in a far-flung and exotic corner of the world without reliable internet access. I would love to help develop this world and play in it, because I am a fan of a good Story NES. I will post some ideas later tonight if I have the time, and if this NES wont be starting for a few months I will go ahead and post a family, too.

So, barring any unfortunate events I will gladly play along in this NES when I get home (assuming I pass the application process). I will begin thinking up some ideas for my family and it's part of the realm.
 
I think it will be starting in less than a few months; however bestshot, if you're interested in rolling up a family and giving me guidelines for their behavior, they'll likely be intact by the time you get back. Another option is to be a retainer house for one of the other players, so they could protect you during the updates where you're gone.
 
Based on the quality of the submissions I've received so far, I'm going to go ahead and confirm the following players.

1. House g'Aurené - m.t. cicero
2. House Daufing - Grandkhan
3. Clan Dugallach - LordofElves
4. House Hartwell - Shadow
5. House Illen - North King
6. House Mabun - azale

Seon's house is pending a rename, so I won't add him to the final roster yet. The only playable NPC's so far confirmed are the royals:

1. House Elming [Greys] - NPC
2. House Elming [Reds] - NPC
3. House Ulf - NPC

I'd be open to allowing players to take the royal houses, if they're sufficiently qualified and quantified. :p

I'm of the opinion that after bestshot and Seon are added, I'll probably get house submissions from bombshoo and at least a few other players, so our final cast of characters is starting to take shape. There's still plenty of time for new players to do submissions though!

Those players that have been confirmed can start to denote locations on the map where they'd like their lands to be.
 
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