pre-TNESIII: The Once and Future Thread



1. Penhead: A keep at the edge of a cliff. Erosion has given it a distinctive tilt. It would be more important if people were willing to live here.

2. Destian: "The Bastard" as it's often called, due to its far off location. It's an important fort, but its frontier location limits what can be accomplished from here.

3. Castle Valmaic: Despite its name, it is not the main holding of the house. While generally considered the most important place in the western holdings, it is a relatively new manor and town. It profits on the trade coming from the end of the peninsula to the farther east.

4. Troppier: The largest town in the Valmaic holdings. While it is quite a vibrant port, the fact it is just barely within their limits is something of a reflection of the current status of the house.

5. Brethan: An absolutely enormous castle and palace guarding the pass between two mountains. It was mostly built to be ostentatious. While it does indeed guard the widest part of the pass, getting around it is not exceptionally difficult. It was built for beauty, with the original architect using the female form as his inspiration, not defense.

6. Levetias: A fairly major town where ores and other goods harvested from the mountains are traded. Unfortunately, many of the Valmaics see this town as a “merchant’s haven” and thus below them, when in reality, it could prove to be the backbone of their economy, if handled correctly.

7.Farmias: An important border crossing, it has become almost something of a refugee town. Many here are only living temporarily, hoping to go to other holdings.
 
Finishing touches on my project will be put up soon :) (Today)
 
Let's talk about the things that remain to do before I launch the NES. Please read the following post, dear players.

1. Do stats. This will probably take me most of the weekend. Stats will be divided into two sections, a 'chancery' section which summarizes your financials and military information, and a 'lineage' section, which is basically all the template information you've given me.

This is very important. I (the mod) will maintain the CHANCERY section of your stats dealing with economy and military. YOU (the player) are responsible for maintaining the LINEAGE section that tracks births, deaths, marriages, ages, and traits. I will add/subtract traits to/from your characters in the update, but you are responsible for updating their character sheets. If I am updating biographical information for literally hundreds of characters, I will have no time to do other things, so your assistance is appreciated. It should be a short, easy, and mundane task, taking less than 15 minutes for most of you, but it adds up to a lot of saved work for me.

I have not decided how to handle NPC's, but most likely players will handle character sheet changes for their vassals and (maybe) immediate neighbors.

2. Finish the map. This is the point at which Iggy needs to give me the finalized terrain map that he's been working on for a while.

I'm STILL waiting for important player contributions from ChiefDesigner, alex994 and LordofElves. I feel more confident in getting the former two than the latter, which I may have to make do without. The map is nearing its final form, I just need to place all holdings and create a few more major/minor NPC houses.

3. Finalize the ruleset. This will mostly consist of guidelines for what you can do, how much things cost, how battles work, and how I arbitrate things like character births and deaths.

4. Create a nice little Update 0. I might do this after the NES launches, depending on how long these other tasks take me.

Unless I am cruelly betrayed by Fortune, I see nothing keeping us from launching this Sunday. I will keep you abreast of developments, my fine players.
 
Somewhat present though evidently accounted for. I will venture onto #nes if time permits to discuss holdings/finalization of Clan Dugallach template but otherwise will forge ahead as best able.
 
Clans of the Swamplands

Spoiler :
House Viseaux : Another one of the Hound’s creations, House Viseaux comes from the Athsarin merchantry. Though not as prominent as the g’Auerene, House Viseauc was rewarded with the grant of the Wardhelmship of a large, mostly useless land. The land was formerly ruled by House Wenderly, and under the Lord Halder the Fennacht clans rebelled against them. Germond Viseaux was chosen as their new Wardelm, and has gained great respect of his vassals. Their sigil is a golden dolphin on a purple field, and their house words are “Respect is Earned, Never Given”. Their house seat is Vaidenpool, which overlooks the city Baniff.

Wardhelm Germond Viseaux, age 53. A merchant turned noble, Germand Viseaux was one of the major debt holders of the Elming crown. Much of his own wealth was tied into loans to the crown, as his numerous other ventures had failed. With debt collectors of his own hounding after him, Germond took the safety of nobility and accepted the Hound’s offer. Arriving in his land amidst a civil war, Germond did not impose himself on the subjects, and instead built up alliances with the local clans. He has adopted the Fennacht religion, speaks the Fennacht language, and has married a Fennacht woman, the sister of Malcurn U Brennel. Germond has taken to nobility well, and is happy that he has taken it. As a merchant, he had no family, but now, he has a wife and three children he sees every day. As a noble, he is primarily concerned with improving the lot of his subjects, something that makes him immensely popular with the locals. Though long term he has hopes the land might one day, many years later, be good farmland, for now he contents himself with developing the small trading port of Baniff from his castle of Auroria. Germond’s style is for the most part, to live and let live, and has tried to take this approach with his family and vassals with varying degrees of success. However, there is one issue that Germond will not ignore. As the King lies dying, the rumors of the Red Lily excite the imaginations of the Fennacht, but Germond Viseaux is not one to forget a debt. When the Hound calls, he will heed it.

+Kind
+Beloved
_Patient
_Moral

Wardess Yisbell Viseaux nee Brennel, age 33. The sister of Malcurn U Brennel. Altogether a pleasant woman who gets along with everyone. She is the perfect wife of a powerful man, and plays an excellent advisor for her husband in learning the lay of his lands.
+Friendly
+Kind
_Pious

Iain Viseaux, age 18.The eldest of the Viseaux children. Iain always dreamed of being a knight, listening to the stories of the mighty heroes. When it came time to become a squire though, he found it difficult to be a half Fennacht, half foreign lordling with children from ancient Greyling lines. Even worse, his mother’s blood did not imbue him with the strength of her brother, and instead he resembled his much thinner father. And so while the other boys would bully him and torment him, Iain picked up a bow, and found it to suit him. When the other boys came to bully him again, Iain let an arrow fly and hit the scion of the Osvern family in the shoulder, causing even further animosity between the two families. Iain returned back to his father’s lands, but held his head up high. The Greylings might see his family as no better than commoners, and would not think twice of killing them if they had the chance.. The Osvern boy himself declared one day he would ride to his father’s castle and burn it to the ground. But what a fool he is. Doesn’t anyone know that a horse gets stuck in the swamp? And you can’t swim with all that armor…
+Trained (Archer)
+Clever
-Arrogant

Quillem Viseaux, age 16. A shy boy that will do anything possible to hide when his father has company. However, behind his fearful exterior lies a brilliant mind. He helped draw the designs for his father’s new castle and city, and his new project is thinking of ways to make the swampland into usable farmland. His father checks in on him to offer encouragement and suggestions, but secretly the father feels he grows more and more distant to this child. For his part, Quillem feels his family members have less and less to offer him, and secludes himself even further away.
+Innovative
+Brilliant
_Patient
-Shy
-Distant
-Cowardly


Gwenyth Viseaux, age 15. A feisty and fierce girl, she is perhaps the opposite of what any noble daughter should act like. When she first met other daughters of Greyling lords, they made fun of her for her family’s background, in which she responded how her family EARNED their title, while the Greyling lords are resting on past glories. As she finds herself meeting new suitors, she finds them particularly boring and stupid, with the lads thinking it’d be so glorious to fight and die in battle. She is quite clever, and while Quillem might have more knowledge than she, she found it easy enough to manipulate him in arguments. She enjoys playing the harp and singing, something her father greatly enjoys listening to.
+Clever
+Musical
-Tempermental


Etelle du Luisser nee Viseaux, age 39. The sister of Germond, it was her husband whose gold helped sustained Germond’s business until the crown defaulted. However, Germond promised to make things right, and when he became a Wardhelm of the Elming crown and offered the couple a noble title along with a city to govern, the two of them leapt at the chance. Etelle has found the isles not to her liking in many aspects, lacking the great luxuries of Mernaix, though she greatly enjoys the power she holds. She has found the power given by nobility is far more satisfying than one simply given by virtue of riches.
+Attractive
+Clever
_Amoral
_Proactive
-Temperamental
-Vain
-Dishonest

Grener du Luisser age 68. Wed to the sister of Germond Vament, and now the Lord of Baniff, was one of the Athsarians made into nobility following Germond’s appointment as Wardhelm. Using his family’s vast fortune, he made himself a smaller one, and luckily bumbled into the good fortune that accompanied Germond. Working with his brother in law, he helped turn Baniff into a bustling town and helped import luxuries from Mernaix to help make merchants from the continent feel more at home. Nine years ago, he fell from his horse that crippled both of his legs, and soon after became very sick. His wife now rules in his name, and he spends his days in the study. Before he enjoyed reading, but as his eyes began fading, he now just watches the ocean whenever he is awake. He keeps his own company, not even seeing his son or wife, and though servants check in on him at times, he is often asleep. More recently, he has been having outbursts, and recently declared he wanted to return to Mernaix. The servants fear that the journey will kill him, and instead keep administering the medicine his wife purchases for him.
+Lucky
+Friendly
-Crippled
-Sickly


Mertrand du Luisser, age 12. The only product of the union between Grener and Etelle. Mertrand has actually never seen his father, as Grener was crippled right after he was born. He is his mother’s pride and joy. All things considered, a very lovely boy.
+Attractive
+Friendly

Clan U Brennel: Formerly, Clan U Brennel was actually one of the weaker clans, with little land to their name. However, the tyranny by the Wenderly Family caused the young head Malcurn U Brennel to rebel against the Wenderly family. His prowess on the field of battle gave him a great following, and forced the crown to cease their support for the Wenderly’s. Now, the U Brennel’s are the chief among the vassals of House Viseaux, and are the most powerful Fennacht clan in the region. Their seat is Menninghan, and their sigil is a red mongoose on a white field. Their house words are “For our Honor, Our Lives”

Malcurn U Brennel, age 43. Malcurn is a warrior, and will bellow it for all to hear. The head of the U Brennel clan, Malcurn was the man who killed Lord Halder some twenty years ago. Clutching an ax in each hand, Malcurn tears into battle, cleaving and slaughtering anyone who dares challenge him. Loud, large, and obnoxious, Malcurn is seen by many Greylings as a dumb, brutish warrior. As they have found, that is not the case, and Malcurn was a skilled swamp fighter that killed many invading Greylings when he killed Lord Halder. When the Athsarin merchant was appointed the Wardhelm, he was highly skeptical, but the man proved himself to be a friend to the Fennacht, and therefore, a friend to Malcurn. Malcurn accepted peace with the crown, and gave his sister to be wed to the new Wardhelm. He is highly loyal to his clan, his people, and Germond Vament.

+Loyal
+Hardy
+Trained (Ax)
_Proactive
_Idealist
-Arrogant
-Temperamental



Cleira U Brennel, age 41. The complete opposite of her husband in every aspect. As quiet as Malcurn is loud, as small as he is large, as careful as he is reckless. Despite all of this, they are very much in love, and she has borne him two children.

+Kind
_Patient
_Pious
-Shy

Drian U Brennel, age 15. The son and heir of Malcurn, Drian is not a warrior like his father. He enjoys wearing soft clothes instead of armor, and shrieks at the thought of combat. Malcurn is highly disappointed in his son, and has instead turned his attention in raising his younger son Timmeoth. Drian prefers life in court and dreams of living in the capital, something that his father has adamantly refused.
+Musical
+Literary
+Smart
_Idealist
-Vain
-Cowardly



Aiba U Brennel, age 13. The daughter of Malcurn, she is sweet and her mother dotes on her. She feels sorry for her older brother and how their father bullies him. She is very popular and enjoys playing with other children.
+Friendly

Timmeoth U Brennel, age 6. The second son of Malcurn, Timmeoth is far more suited to the life as a warrior than his brother, already displaying a passion for arms. Malcurn spends most of his time with Timmeoth, training him.
+Hardy


Clan U Lylr: One of the oldest Fennacht clans that still holds power in the isles, Clan Ulylr still survives to this day due to two reasons. The first is their swampy, inhospitable lands and their fortress Broughch. While taking the fortress in itself is easy, holding it is impossible, with disease rampant, supplies nowhere to be found, and soldiers constantly disappearing in the numerous secret passages of Broughch. The second is their absolute willingness to do anything to save themselves. When the Greyling invasion came, Clan Ulylr was one of the first clans to swear loyalty to them, and was rewarded justly for it. They became the most powerful vassals under the Wenderly family, easily the most powerful of the Fennacht clans. When Malcurn’s rebellion came, the Clan supported Lord Halder Wenderly, positive the King would not allow such impudence against a Greyling lord. When Malcurn slaughtered the Wenderly family, and a new Wardhelm had to be chosen, Bairen Ulylr petitioned to be given the Lordship, feeling that his clan’s continuous loyalty to the crown and the Greylings, and the Greyling need for a compromise lord, made him the perfect candidate. Instead, the Hound gave the Wardhelm to an upjumped merchant. For their siding with House Wenderly, Clan Ulylr lost much of its wealth and power, but was not completely wiped out. Clan Ulylr intends to make them regret that they did not do so when they had the chance. Their House sigil is a Black crow with a red eye on a grey banner, their words are “Always watching, Always Waiting”,

Bairen U Lylr, age 61. Very little is known about Bairen Ulylr except the whispers that creep back from Broughch. He is said to enjoy whipping prisoners (or those who just “accidentally” end up there) and playing tortuous mind games with them. Ever since his defeat with the Wenderly family, Bairen has yet to leave Broughch, claiming he is too old to leave home, and no one else would come to the Broughch unless at the head of an army. For his part, Germond would like to remove Bairen, but knows it would be a difficult task, and it could cost him the support of some of the Fennacht clans that are loyal to him. So instead, they play a waiting game, Germond unwilling to remove him unless a truly desperate situation arises. Bairen has used this to his advantage to try to return to his old power, but the arrival of his bastard daughter has complicated things. While he cannot deny that she is his daughter, her attitudes, actions, and manner all threaten to undo the planning of Bairen, and if she were to become his heir, that very well might be what pushes Germond to at last finish off the U Lylr clan once and for all.
+Clever
+Diligent
_Amoral
_Cynical
_Patient
-Distant
-Cruel
-Diabolical
-Obsessed (Power, old failures)
-Arrogant
-Dishonest

Morrigan U Lylr(?), age 19(?). The only tales that escape the Broughch more frightening than the ones about Bairen are the ones that speak of Morrigan U Lylr. The base born daughter of Bairen, Morganna mysteriously emerged after the death of Bairen’s three sons. Claiming she had disappeared and had spoken with the Gods, she returned to “claim her birthright”. Bairen rejected her, and intended to make on his nephews his heir until Morrigan killed him and his sisters. Bairen was impressed, and at the very least took her into his household, though since then he has regretted his decision, seeing the actions of this child Forgoing the traditional pursuits of a noblewoman, Morrigan preferred a morningstar, each spike allegedly dipped in poison, and a whip. Tales of her misdeeds are whispered at the Broughch, that she can perform dark magic, that she will slaughter an entire village if they do not bow down low enough to her, and even that she had something to do with the death of her brothers. Aside from her battle prowess, Morrigan is very clever and manipulative, and when she is not in a psychopathic rage, has a certain beauty to her that can make her opponents hesitate.
+Attractive
+Clever
+Trained (Mace)
+Skilled (Poisons)
_Amoral
_Proactive
_Pious
-Temperamental
-Cruel
-Obsessed (Power, reputation, beauty, the gods)
-Dishonest
-Diabolical
-Depraved
-Rebellious

Abriua Ulylr, age 63. The older sister of Bairen, and to her alone, the rightful heir to her father. Her father, a much more sane and kinder (though certainly not actually kind by any stretch) man than her brother, saw his son as a monster, who dissected cats, tortured animals, and, though the father never said anything, Abriua suspected her brother had killed one of their cousins. Her father saw fit to name Abriua his heiress, and had her marry a man from a nearby Fennacht clan to help solidify her rule against a potential challenge against her brother. When her father was about to die, Bairen marched into his chambers, killed Abriua’s husband and altered their father’s will to declare him heir once more. Bairen would not kill her, and instead locked her in a tower, with naught but a tiny window and one single book “The Tales of Gimmy the Frog”. She has been locked away for 40 years, never speaking a word with anyone else, never seeing anyone else, the guards seeming to know when she is sleeping to slip food inside. She suspects she might be mute by now.
+Literary
-Distant
-Sickly
-Silent


Clan U Laidhe: An ancient clan, perhaps one of the oldest in the isles. Clan U Laidhe is a very isolated clan. It rules over a tiny castle and a few scattered hamlets, and festivals are held between hamlets so that one can meet a husband or a wife from another village. Even the U Laidhe will intermix with their subjects at tims, with very few of their consorts being from another noble clan. Their isolation is so intense, that during the Greyling invasion, the invaders did not realize the existence of Clan U Laidhe until much later, and Clan U Laidhe did not realize how badly the Fennacht had lost in their wars. While most nobility involve themselves in wars and politics, Clan U Laidhe’s first and foremost concern is their religious duties. They are the guardians of one of the oldest shrines of the Fennacht religion, its very location a secret from most. Clan U Laidhe’s head of the family is traditionally the caretaker of the site, and has a wide variety of rituals they must attend to. The importance placed on those religious duties is so high, that a younger son will be placed above their older brothers if the older brothers are not devoted enough. Though there has never been a woman head of the household, there are whispers that the current situation could cause this. With the death of numerous Clan U Laidhe members, the clan has been nearly wiped out with two members, Yiara and Jeor, remaining. Though Yiara is a bookish, pious person devoted to her faith, Jeor is more concerned about becoming a warrior. In a better time, this would not be an issue, but as it stands he is the only male heir of the Clan. In recent events, the Clan did not fight in Malcurn’s rebellion one way or the other, not particularly caring for the dispute. However, upon the ascendancy of Germond Viseaux, Germond came to visit the Clan’s home. Though he did not go to their sacred site (he had yet to convert at this point), he was received well by the U Laidhe Clan, and Germond left behind a variety of gifts for his new vassals. Many years later, much of the clan died in a mysterious sickness, though it has since disappeared. The seat of the U Laidhe Clan is Talabragus, in an ancient, but small, castle that has seen the rise and fall of numerous kings and kingdoms. Their banner is a green spiral on a grey field, their house words being “Eternal”

Yiara U Laidhe age 16: A young woman, forced to grow up quicker than she would have liked. A few years ago, a sickness spread through the family’s town, killing a good majority of the castle, including her father and one of her younger brothers. This forced Yiara to take on the running of the household and taking care of her remaining younger brother and preparing him to take over the familial duties when he comes of age, and is frustrated that he wishes to take no part in them. She currently rules over Talabragus in her brother’s name. Despite the isolation of Talabragus, some few men have tried courting her due to her status, though she has rejected all of her suitors so far.
+Kind
+Handy
+Just
+Literary
_Pious
_Idealist

Jeor U Laidhe, age 7. A stout and hardy boy, he survived the sickness that killed his father and brother. While his sister is insistent that he learns his familial and religious duties, Jeor wants nothing more to be a knight. He has begged her to allow him to become a page, but she has adamantly refused. He doesn’t pay attention to her, and instead just whines and moans. He is strong for his age though, and has begun getting into fights with other boys, usually winning.
+Hardy
-Temperamental
-Arrogant
 
Spoiler :


1 - The Red Keep, seat of the Lord Clansman of Dugallach, Ymherador of the Fennacht.

2 - Tyrulseire, township and trade crossroads, significant source of income though not as much as the more southerly port of Dubhraig.

3 - Dubhraig, major port and largest township in the dominions of the Clan Dugallach. The Lord Clansman's breadbasket and pride of the Clan's coffers.

4 - Tower Dubhraig, a formidable fortress designed not to support a large garrison or protect the settlement from a landborne assault but rather to repel raiders from the sea and other marine threats.

5 - Castle Eirheste, the most easterly of the Clan's defenses, held by the minor vassal Clan Eirheste which has been a loyal servant to the Dugallach Lord Clansman for all remembered time.

6 - Glasscrown, a major fortress carved into the side of the foothills and the glaciers, so named for the inhospitable environment it dominates and the cold, glass-like ice that encrusts it in the twilight months. Used primarily to guard the northern border and hold nearby mountain passes.

7 - Ghyddure, a port-cum-fortress used to guard the northern strait with the Castle Rhyst. It is primarily a military venture, few civilian vessels of trade pass through here.

8 - The Castle Rhyst, held by minor vassal Clan Rhyst and used with Ghyddure to control the northern strait. A more formidable edifice than Ghyddure, the castle's port is minimal and most of the Clan Rhyst's contribution to Dugallach wealth is lumber from the nearby dense and supposedly sacred forests.
 
Nice work, LoE, that helps me a lot. (EDIT: Same to you, bombshoo.)

One minor obstacle to consider is what to do with azale's lands. Originally alex994 expressed interest in taking them over, but then he vanished for literally weeks. Hopefully he's not face down in a ditch somewhere.

Regardless, our options are now: 1) Recruit a new player for those lands, which might delay the NES, or 2) Make an NPC, which is not my preferred solution as that's a very important and strategic region.

I'd be happy to hear your thoughts.
 
I may be willing to fill the void Azale has left you with, although I would like an overview of the place and anything important about it just in case.
 
I may be willing to fill the void Azale has left you with, although I would like an overview of the place and anything important about it just in case.

I'll be intermittently available #nes for the next 8-10 hours to fill you in on the details.
 
Sadly, Jehoshua has failed to pursue his interests in the south. CD has, however, finally delivered some interesting info for the Free City of Confels/Convelle/Convelesia, home of the eponymous university.

I will try to launch the NES thread tomorrow. If it's not up tomorrow, it's because I'm still finalizing stats. As soon as everything is done on my end, the NES will launch. I will continue to solicit interested parties for that last southern island house up until I launch; it remains the largest stumbling block as I'm reluctant to NPC it.
 
Completed borders, with the exception of minor alterations. (Particularly the western swampland clans; I'm not happy with those borders.) Final holdings to come very soon. Enjoy the setting of the stage on which we are to dance and strut our merry way to evisceration.

 
Yes, it's missing a lot of towns and castles. The next 48 hours will bring us a final betowned version. That will go much much much quicker now that borders are done.

The gray island north of Elming lands, the so-called Isle of Kings, is not controlled by any particular house. It lies abandoned, an island of ruined palaces and crumbling stones, despite its strategic location.
 
Very nice Thlayli :) Looking forward to it!
 
That's correct, we haven't. Except for Kathar, the small northwestern island of the eponymous House Kathar. Since I don't think anyone else is going to take the lead, I'll probably end up doing so. It's enough that people are naming their regions.

Of course, if NK and LoE want to name *their* islands, since they're the major players there, that'd be fine.

....ehhhh

Maybe later.
 
House Lutair
Life in Service


Lord: Crestin Lutair (46, M)
Heir: Soren “the Lion” Lutair (24, M)

Family

Lord Crestin Lutair: (46, M) Patriarch of House Lutair, Lord Crestin is a regal figure by all definitions. He carries himself with grace and dignity, and is a beloved ruler who abides by the laws of the land and his moral codes. Beloved by the smallfolk, Lord Crestin is known to make trips outside the castle walls to hear the concerns of his subjects directly. However, this reputation has imparted upon him vanity, to the point where he has become obsessed with his self-image as a just and beloved figure. Despite his vanity and obsession with being seen in a positive light, Lord Crestin is a good man who leads by example, and is open to the input of his advisors and family. In particular, Lord Crestin places considerable faith in the opinions of his wife, Elisa and his younger brother, Aedin. Though others on the Grey Isles proper may see this as a sign of weakness, the smallfolk see this in a more favourable light.
Spoiler :
Beloved (+4), Dignified (+3), Just (+1), Moral (+0), Vain (-1), Obsessive (-2)


Lady Elisa Lutair: (42, F) Wife of Lord Crestin, Elisa is the eldest daughter of the late Lord Wycleth, and the sister of the current lord. Lord Crestin and Lady Elisa were betrothed from a young age, and luckily, their arranged marriage became a loving one. Quick-witted and beautiful, Elisa is a popular figure in the household, though her shyness prevents her from opening up to all but her closest friends and family. It is known throughout the land that Lady Elisa often assists in the day-to-day running of the land, working frequently with her brother-in-law, Aedin Lutair.
Spoiler :
Attractive (+2), Clever (+1), Pious (+0), Shy (-1), Lazy (-2)


Soren “the Lion” Lutair: (24, M) Firstborn son and heir to Lord Crestin, Soren’s ship was boarded and attacked by raiders on one of his many voyages across the island chain. In the melee that ensued, Soren placed himself in considerable risk to save one of the crewmembers, and after their victory and eventual return to port, tales of his heroism and martial prowess spread from tavern to tavern. A friendly and sociable figure, Soren is well-liked, though like his father, Soren has a tendency towards vanity.
Spoiler :
Heroic (+4), Trained – Combat (+2), Friendly (+1), Idealist (+0), Temperamental (-1), Vain (-1)


Rena Lutair: (22, F) Wife of Soren, Rena is a Lutair from a distant branch of the family, a descendant of one of Godric Lutair’s younger brothers. A bookworm and aspiring poet, Rena can often be found in the grand library. While she throws herself into her studies and books, she tends to be emotionally detached, preferring the company of the characters in her books and stories.
Spoiler :
Literary (+1), Diligent (+1), Dishonest (-1), Distant (-1)


Vivienne Lutair: (19, F) Lord Crestin’s only daughter, Vivienne is even more attractive than her mother, attracting many suitors from the noble houses of the land. A friendly disposition has led her to be unable to fully reject many of her suitors, a situation that causes her a great deal of stress. Vivienne exhibits laziness, having no real hobbies or interests to speak of, though one would not be wise to point it out in her presence, as she tends to get angry when the topic arises.
Spoiler :
Attractive (+2), Friendly (+1), Moral (+0), Lazy (-2), Depraved (-1)


Ellas Lutair: (17, M) Second son of Lord Crestin, Ellas Lutair is a shy boy who prefers the company of his lute and harp to the company of others. Music is often heard echoing through the hallways, to the delight of many. The servants of the house know not to disturb Ellas when he’s playing, as he performs poorly when he knows he’s being watched.
Spoiler :
Musical (+1), Skilled – Harpist (+1), Shy (-1), Cowardly (-2)


Aedin Lutair: (41, M) Younger brother and the chief advisor to Lord Crestin, Aedin is a fiercely loyal man. Having travelled extensively in his youth, Aedin has a considerable amount of worldly experience with which to help his brother rule. However, his cynical nature often puts him at odds with his nephew, Soren, and their shared temperamental nature often causes friction between the two. Aedin often works with his sister in law, Elisa, much to the consternation of his jealous wife, Celia.
Spoiler :
Loyal (+2), Smart (+2), Cynic (+0), Temperamental (-1), Arrogant (-1)


Celia Lutair: (39, F) Wife of Aedin and daughter of a wealthy art merchant in Mernaix, Celia is adept at talking her way through social situations. Celia can often be found painting and sketching, and if disturbed, her temper can rival that of her husband. This temper often rises when her husband is working closely with Lady Elisa in the running of the domain.
Spoiler :
Clever (+2), Artistic (+1), Dishonest (-1), Temperamental (-1)


Juno Lutair: (17, F) Daughter and only child of Aedin Lutair, Juno was raised in a somewhat chaotic household, owing to the temperamental nature of both her parents. Despite a slightly troubled upbringing, Juno is a beautiful girl with a bright mind.
Spoiler :
Attractive (+2), Smart (+2), Cynic (+0), Distant (-1), Shy (-1)


Retainers

House Alarin – The lord of Ashburn, Creos Alarin, is a fiercely loyal man that rules over the west-most portion of the lands of House Lutair. The primary holdings of House Alarin are Ashburn and Selbrad, though several small villages dot the countryside. Their holdings share a border with the Peregrinate to the south, and the Alarins rule over the area with the highest population of Athsarins in House Lutair’s holdings. The most powerful of House Lutair’s vassals, Creos Lutair has under his command a substantially large fleet of ships, most of which are sheltered in the busy Bay of Selbrad. Castle Ashburn is also home to a moderately sized garrison of regular soldiers, and House Alarin is capable of raising moderately sized infantry and cavalry levies.

House Calbren – Theo Calbren is the lord of Vierenor and head of House Calbren, the second most influential of Crestin Lutair’s vassals. The seat of House Calbren is Castle Vierenor, so named after the island. In the shadow of the mountain of Gol Mabun, House Calbren operates severals mines under the surface of the island. The wealth of the earth has caused the formation of many small mining towns around the base of the mountain, from which Theo Calbren can raise a moderate infantry levy. As well, House Calbren commands a moderately sized fleet of merchants to transport the ore from the island.

House Maltais – Allister Maltais, the lord of Tar Seldon, controls the islands to the far northeast across the sea, closest to the Grey Isles proper. House Maltais has run into poor fortunes as of late, their castle having fallen into a significant state of disrepair. House Maltais can raise a small infantry levy, and has a small fleet with which to transport goods between its holdings.

Allies/Rivals
Of the neighbouring houses and kingdoms, House Lutair has both friends and enemies. The most important of their neighbours would be House Wycleth, a cadet branch of House Lutair. The two houses have always been closely tied, and their combined dominance over the Strait of Isben have helped to contribute to their coffers. Besides the familial ties and economic ties, the two houses are militarily allied.

House Lutair also enjoys warm relations with the Peregrinate of Castrenavis. Lord Crestin has made many trips across the border, for the purposes of both diplomacy and leisure. In the process, Lord Crestin and the Peregrin have struck up a sort of friendship, though the Peregrin’s hawkish nature has cast a shadow over their relations.

House g’Aurene and House Lutair are generally considered to openly be rivals, as the merchants of Isben tend to compete with the merchants on the Isles for profits. Trade from Lieve tends to go directly towards House g’Aurene, goods travelling from Castrenavis and Mernaix pass through the holdings of House Lutair, to the consternation of the g’Aurenes. Similarly, House Lutair and House Valmaic have a budding rivalry.

Sources of Income​
Though southern glass, porcelain, books, potions and luxuries come from Mernaix towards the ports of the g’Aurene, most merchant ships use the islands and holdings of House Lutair as stops on their voyage, stimulating demand for local goods. Local merchants are often involved with the shipment of goods towards the Isles, collecting a tidy profit along the way. Until a time when the seas become calmer and the voyage less risky, the merchant subjects of House Lutair will have ample employment as middlemen in the transport of goods from the south to the north, and vice versa. As well, limited mining operations take place under the twin mountains, while a substantial fishing industry has taken hold in the towns of Ehrlith, Selbrad and Brelfas.

Holdings


Elbrath – The seat of House Lutair, Elbrath is a large castle constructed at the base of Gol Madon, the tall mountain that defines the landscape of the island of Isben. Well maintained roads stretch across the plains of Isben towards the various port towns across the island. In the conquest of the isles, a great battle was fought on Isben in which Godric Lutair struck down a Fennacht lord, sending him tumbling to the base of the mountain. Years later, when Godric was awarded his demesne, he built his castle where the Fennacht lord fell.

Ehrlith – A large town situated on an island off the northwestern tip of Isben, Ehrlith is connected to Isben by a large, sturdy bridge. The town itself is a hub for merchants, especially those who seek to ship goods further north to the Grey Isles. As well, Ehrlith is home to a large population of fishermen, as the bay is teeming with fish and crustaceans. The bay of Ehrlith is that largest of the three primary fishing zones in the domain of House Lutair.

Escliffe – Situated atop a series of cliffs that drop steeply to the sea, Escliffe overlooks the second channel that passes through the lands of House Lutair. Escliffe is a hub of activity for the north eastern portion of the island, and is largely isolated from the rest of the island, though the trails leading to Escliffe still see some use from time to time.

Brelfas – Located on a small island chain in the middle of the strait just to the north east of Isben, Brelfas is a small fishing village. Save for Brelfas, the other islands in the chain are uninhabited. The waters around Brelfas are the third of the three most productive fisheries in the region.

Marwic – A small hamlet to the south west of Elbrath, Marwic is a small fishing village located at the northern opening of the strait that separates Isben from the mainland. Though some farmers from the surrounding plains work the admittedly unproductive soil, they live and spend their time in Marwic, their foodstuffs are generally sent directly to market in the castle town at Elbrath.

Estermot – A larger town on the southern tip of Isben, Estermot oversees the eastern opening of the strait that separates Isben from the mainland. The town is a popular stop for smaller vessels seeking to round the peninsula on their journey west towards Mernaix. Mainlanders travelling to Isben often take the ferry from Solsham and stay the night in Estermot before continuing north towards the capital. The main road from Estermot to Elbrath is well paved and frequent used, serving as an arterial path on Isben.

Solsham – Across the strait from Estermot is the village of Solsham, a small community of cattle herders and ranchers. A ferry service runs from Solsham across the strait to Estermot, and is a popular route for travellers to Isben. The population of Solsham is populated by roughly equal numbers of Athsarins and Elmings, though, as intermarriage between the two peoples continues, the lines are being blurred further and further.

Tar Eldas – An old Athsarin keep, Tar Eldas marks the southernmost reach of House Lutair, and by extension, the Greyling Kingdom. Constructed to watch the seas for the Fennacht, the keep was raided and largely destroyed, leaving the Athsarins to raise a new keep to the south in a more defensible position against sea-borne invaders. During the Greyling Invasion, Godric Lutair used the ruins of Tar Eldas as a springboard for his campaign in Isben, and later repaired the keep to its current state. The keep presently serves as a watchtower for ships inbound to Isben. If the tower spots something amiss, a swift vessel is sent directly to Estermot and the news is delivered directly to court, giving Isben ample preparation time.

Ashburn – The seat of House Alarin, the castle of Ashburn overlooks a small grouping of fjords and skerries to the west of Isben, on the peninsular mainland. The most powerful of Lord Crestin’s vassals, Ashburn was raised by the Alarins shortly after the Greyling Conquest.

Selbrad – Located to the southwest of Ashburn, the port town of Selbrad is situated on the shores of a picturesque bay, its calm waters protected from the raging seas by a small island chain at the mouth of the bay. The bay of Selbrad is a bustling harbour for merchants travelling north, and its calm waters make it well suited for ships to stop in for repairs and supplies before continuing on their voyage. The bay is also the second most productive fishery in the region.

Vierenor – The seat of House Calbren, the Castle Vierenor stands on the northern cape of the isle of Vierenor, across the second strait from Escliffe. The island itself is fairly rocky, and is dominated by Gol Mabun. Together, the two mountains of Isben and Vierenor, Gol Madon and Gol Mabun, are known as the Titans. The small town surrounding the castle is home to a substantial population of miners, as the caves and mines under Vierenor have substantial ore deposits.

Tar Seldon – The seat of House Maltais, Tar Seldon is an old castle that has fallen into a state of disrepair. An entire wing of the castle has been abandoned, hampering the prestige and reputation of House Maltais. Located on the larger island to the northeast of the island of Vierenor, Tar Seldon is a major stop for merchants on the way north towards the Grey Isles.

Rickton – This small town is located on a small island just to the northeast of Tar Seldon, and marks the furthest north east the House Lutair substantial control over. The island to the east is split between House g’Aurene and House Lutair, but no substantially large settlements exist on the Lutair side of the island.

History

With an almost equal mix of Athsarin and Elming blood in their veins, House Lutair has always served as a bridge between the Greylings and the Athsarins to the south. Godric Lutair fought with the legendary Ship Kings during the conquest of the isles, and for his loyal service, he was awarded lordship of the island chain that links the isles to the continent. Since then, the Lutairs have distinguished themselves as negotiators and diplomats.

With little in the way of natural resources, House Lutair is not particularly wealthy, nor are they particularly powerful. Thanks to several strategic marriages with various Athsarin merchants, the Lutairs get by comfortably, though some in the court clamour for a more permanent solution to sustain their way of life. In the mean time, House Lutair continues to profit from trade both to and from the Isles, and enjoys friendly relations with its cadet branch, House Wycleth.
 
Excellent work, Ophorian. I will reduce the size of most of your town holdings (at least on the map) as you'd have a much higher population density than your neighbors if I went with those symbols.

However, everything else looks good.
 
I don't think it's necessarily out of the question for him to have a significantly higher population density than many of the other houses; the southern continent is, after all, quite a bit more fertile than the isles in many places.
 
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