ArrowNES3: Age's Beginning

Good job, everyone.

Terrance has decided to remake the map, so Goldenknight, feel free to let him merge yours. Nailix, Talonschild, Bonefang and Immaculate can all expand a bit more.

Finally, Terrance, if you want, it'd be nice if you could add in some NPCs in as of yet unclaimed land (though do try to leave room for those four's expansions, if they haven't done so by the time you finish).
 
http://i.imgur.com/sqdynvE.png

The lower heartlands, or Esterveux County

Major features include:

The [as yet unnamed western mountains], the Voire and Desimoir rivers

Dunnough Castle, seat of House Belcourt, located at the mouth of the Desimoir River.

Oder Kosl, seat of House Simone, foremost castle on the southern coast

Castle Adamant, seat of House Bedevere, nestled in the Fantail Mountains above Rhuddy Bog. In the (distant) past, it has been instrumental in turning back invasions from the north.

King's Crossing, largest city in and capital of the county, located where the Voire, Desimoir and Fantail rivers meet. It is administered by House Belcourt.

Lyeunne, the county's largest coastal city, administered by House Simone.

Vialaude, at the foot of the [as yet unnamed western mountains], is the county's third largest city, and is administered by House Mercure.

The Wester Quarries are massive holes in the side of [the as yet unnamed western mountains], and have been for generations. The two largest quarries are run by the Mercure and Simone families.
 
House Mandon and Argerico are happy to announce the betrothal of Persephone Argerico to Tito Mandon, in a ceremony which will bring together our two families into a future of peace and happiness.
 
Finalized my house info.
 
May we begin to treat yet? If yes, then Eltain- I would like an open border agreement. I'll make it flowery as soon as I get a confirmation on the politics thing/when the games starts.


More detailed political map:
Spoiler :
bxbCTsr.png
 
Good job, everyone.

Terrance has decided to remake the map, so Goldenknight, feel free to let him merge yours. Nailix, Talonschild, Bonefang and Immaculate can all expand a bit more.

Finally, Terrance, if you want, it'd be nice if you could add in some NPCs in as of yet unclaimed land (though do try to leave room for those four's expansions, if they haven't done so by the time you finish).

For the NPC's, here are several ideas.
1) Free Cities under direct charter from the Crown and which are much closer to living up to their name. Several will be scattered about, and each individually has more influence than a minor nobleman or two.
2) The former Royal Demenese, which will likely be torn by war but still the symbolic center of the former Kingdom. Most likely owned by several minor nobles who don't claim the title of King.
3) A more "Traditional" Ye Old England style kingdom with a tight heirarchy. Possibly part of the Royal Demnesse which hasn't fallen apart due to the Barons working together instead of fighting, which kept the Ursurper's Rebellion to the outskirts of this region.
4) Actual NPC Powerhouses/Kingdoms.
5) A couple of Religious states based on more prominent religions?

EDIT: Yeah Deu, You better watch out for my Silverites!
 
Royal Demesne should be south of The Valley, I think. The Southern Ocean-touching region, or the northern Sea/Lake-touching region, can be the Ye Olde region. Above the horde can be a nordic/slightly tribal people. Between the Horde and The Autumnland can be a religious state, maybe a holy order like the Teutons (Hordes scare me) or maybe a Bishopric of some kind. The more western portion can be 2-3 generic NPC's with free cities on the coasts.

Terrance- care to explain that threat?
 
So idk how I got on your nations stats but I didn't join this, however I am interested and would like to join but I will make my own nation and stuff after I get some ideas together.
 
So idk how I got on your nations stats but I didn't join this, however I am interested and would like to join but I will make my own nation and stuff after I get some ideas together.

You were confused with Nirosi. Please join anyway!
 
OOC:

Deus: I am afraid not, when it comes to military matters. Your traders and wayward peasantfolk are welcome to cross into Estreveux county of course, but any army movements must be with express permission from the Lord of Dunnough Castle.

On another matter, due to it being a bog apparently, there will be nothing but unmarked dirt tracks to Rhudd, as most traffic will be via the sea, but I plan on having a road connect to Rosehold and Einford, which happen to be on my border.
 
For the record, I envisioned House Mayeux as being the Heartland "imperial" culture of the former empire/kingdom transplanted in the south-east. Anglophone and Latin feel is I think, overdone, in fantasy, and arguably the Carolingian/Frankish empires and related states set the template for what we understand as the prototypical feudal state, certainly the prototypical feudal "empire".

Similarly for my part, I'm seeing the Heartland as being somewhat Franco-Latin, bordered in the north and west with more stereotypically Viking/Anglo-Saxon medieval cultures, potentially some Italian thrown in. Plenty of room for ethnic mixing and unique groups vis a vis migration and conquest, too.
 
I was thinking that "Ye Old" is some what a characiture of the English-eque/early Norman fuedal system while the Demnese (and the former royal house) operates more of a Frankish system. I believe the land of Auronas overall has a Germanic/Holy Roman feel with distinct loose regions and free cities.

Of course, the background atmosphere is up to Arrow. And we have to remember that we are going for a Game Of Thrones-esque feel, at least partially. The Royal House of Auronas has failed, the Demnese is ruined, and their most loyal barons too fearful of each other to act openly to secure the empire as chaos brewed during the Ursurper's rebellion developes into a roiling boil.

Edit: reading through the history, I see three distinct eras in the formation of the Dominion of Auronas. First is establishment. During this time they grew to a decent size, and if the heartland is to the east as suggested, their borders pressed upon the silver faiths in the north. The Druids to the far west, and the innulsi to the southeast. If it is in the west, the Druids would have been am early acquisition, with expansion limited by the proud Thons.

The second era sees all but the Innulusi slowly consolidated and places under great lords. Civil wars and rebellions loosened the determination of the young domintion, but they were still able to advance and control their new lands and people's.

The last era starts with a large civil war, then the conquest of the Innulsi, the disintegration of central authority (but only after imposing for sometime a reasonably common system of law and inheritance) and finally the Ursurper's rebellion and the collapse.
 
Name/Player Name: Laskia/bestshot9
Location: South of the river/lake in the west.
Ruler/Family: Alvinar Nad (m) - Yelena (f); Uri (m), Genina (f), Tatis (m)
Vassals: Bahoor Valn - Lord of Good Landing, a coastal vassalage.
Ebanin Lacashtar - Lord of Rivergate, a vassalage along the river to our north
Grothmag Ironhelm - Lord of Harborton, another coastal vassalage. Ironhelm is a refugee lord from the east who fled to Laskia after he lost his homeland lordship during a failed civil war, pledge fealty to Lord Alvinar and was granted a small holding along the coast
Andry Gabir - Lord of Sun's Valley, a vassalage in central Laskia famed for its vineyards and wine
Eggor Andsin - Lord of Ashfort, a vassalage in central Laskia which used to be home to the Ash Regiment before the rise of the Nad family.
Nation Biography: Laskia is most known for its wine production, which many praise to be the best in the world. However, there is more to Laskia than spirits, the fertile land is good for farming regular food crops as well, and the river to the north has been prospected for gold, which it still yields in relatively large amounts today. The realm used to be home to the Ash family, who ruled it with an iron fist, thanks in part to their elite guards, the Ash Regiment. The capital was Ashfort, the most impenetrable fortress in Laskia at the time. However, three generations ago, the Nad family led a revolution against the Ash Lords, freeing the land from their dominance after three years of struggle. Ashfort was given to the Andsins, as a reward for being the most loyal family to the Nads, who went back home to their city of Lakeport to make the new capital of Laskia. After the war, the remaining Ash-loyalists were expelled from Laskia, and the Ash Regiment was disbanded, as a symbol of the change to come to Laskia.
Religion: A mix of religions, but the main is a three part pantheon of the Father, the Mother, and the Deceiver. The Father and Mother were the creators of life and together they bring bounty to the humans, while the Deceiver is the lord of punishment and death, and is the cause of all the suffering in the world.

I'll post more tomorrow, like city locations and what not. Late tonight, don't have time.
 
I was thinking that "Ye Old" is some what a characiture of the English-eque/early Norman fuedal system while the Demnese (and the former royal house) operates more of a Frankish system. I believe the land of Auronas overall has a Germanic/Holy Roman feel with distinct loose regions and free cities.

Of course, the background atmosphere is up to Arrow. And we have to remember that we are going for a Game Of Thrones-esque feel, at least partially. The Royal House of Auronas has failed, the Demnese is ruined, and their most loyal barons too fearful of each other to act openly to secure the empire as chaos brewed during the Ursurper's rebellion developes into a roiling boil.

Well, sure, but the ASOIAF universe has plenty of examples of cultural diversity/polarity. As much as Westeros may be modeled after your prototypical European fantasy world it is fairly not-homogenous. You have the southron houses, Lannister, Tully, Baratheon, etc, which are all fairly clear-cut homages to standard Anglophone feudal structures. But then you have the Starks and the Boltons and the like, which stray a bit further towards Anglo-Saxon/Danelaw territory, and Greyjoy, who are just straight-up pagan-style Vikings. Also Dorne, which is pretty clearly Andalusia.


There's a decent amount of cultural diversity and not-all-medieval-England there.
 
I wasn't under the impression we were arguing. I thought I made it pretty clear that I accept there are many facets to fuedal systems, which I will try to use while making the NPCs. I also stated that having non-Anglo cultures doesn't mean I won't use them (with ye olde merely A possibility) and that it is in the end Arrow's job to decide on the overall atmosphere, though we may conjecture and write stories and develope local atmosphere and thoughts and such.

What do think of my possible meta-backstory basis?
 
House Adrien

Spoiler :
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Lord Constans Adrien, Count of the Mede, Regent of the Realm in Tiriol and Amasque

his wife Theodora,

and their children, Alexander, Irene, Ioana, and Conrad

Vassals: the Commune of Tiriol, the Commune of Amasque, House Ferrante, House Angelos, House Basile

History: House Adrien has only recently risen to any sort of prominence from two centuries and more of obscurity. Their lands had peaceful, if not prosperous. The peoples of the thinly inhabited hills and sparse forests south of the western mountains, a land known only as the Mede, had long been content to plant their crops and tend to their livestock, and the knights of those hills and forests had been pleased with their lot, raiding their neighbours only on occasion. In the meadows to the south things were not so tame, true, but the petty rivalries of those Communes, and their struggles with the Lords of the countryside, came to those hills and forests rarely.

With the rise of the Usurper and as chaos spread throughout the realm it was that the two free Communes of Tiriol and Amasque - their rights afforded by Royal decree - yet nursed ancient grudge. Both held naught but disdain for the nobility, and perhaps in days gone by each was well pleased to ignore the other, and set to the further divestiture of lands of the local knights and lords. But brigands now were upon the roads, and this above all else threatened trade, which is the lifeblood of those cities. Each one blamed the other, and so there was a war in the meadows to echo those that were in other lands. Many battles there were fought, many towns raised, and many thousands killed, but neither city could best the other, and the war would not end.

It was that this war drove many of the common people to seek refuge in those hills and forests in the shadows of the eastern mountains, and many among them came before those knights in their towers, and begged of them hospitality and mercy, and more often than not it was granted when it might. But the land could not support so many, and it was that Constans Adrien grew troubled, and he knew that soon war might come to his own lands. And so he set to gather a council of his fellows, and through friendship, or through threat or guile he brought each among them to the table. Though between some of these men was ill-feeling, it was there agreed that the War of the Two Cities must end, and in this they acclaimed Constans as their captain. And so that alliance gathered to it all the arms that it might, and they set out.

The arrival of that host was sudden, and none in the meadowlands had looked for it, for they had long dismissed the petty knights of the northern woods and hills. It was upon the Field of Morne that the militias of Tiriol and Amasque had prepared to fight their most hateful battle. Just ten days prior it had seemed that at last Tiriol would finish its foe. But the Amasdi would not give up their city, and each man fought as a lion, and the Tirisi had been thrown from the walls, and chased upon the fields. Now those two armies had gathered once more, and they prepared again to settle things between them, and it was as even their spears formed into blocks that the northern army was spotted upon the rise. The men of the cities were at first filled with worry, each thinking this a trick of their enemy, but the banners of the Medi stood tall and proud. The men of the cities knew not what to make of this, and so each army paused, and sent forth riders bearing message. The messengers asked why the Medi had come down from their hills and forests, and they asked why they interfered in the affairs of their betters, and they asked what here they sought to gain. Those knights said that peace only was their desire, and they said they wished not that they must come down from their forests and their hills, and they said that they would allow no battle upon that field, and they said that those cities would make peace. The Amasdi scoffed at this presumption, and they said they would run both the Medi and the Tirisi before them if they must. The Tirisi laughed at this bluster, and they said they would first crush these arrogant knights before ensuring the destruction of their hated foe.

And so it was that the Amasdi sent out the merchant chivalry of their city, clad in bright surcoats and with the flowers of the meadows crowning their helms, and they made to drive off these rustic interlopers. And so they set their lances, and sounded their charge. But the Medi rained arrows upon them, and many horses of the Amasdi fell, and then in turn was the counter-charge sounded. Lances splintered, and swords clashed, and helms and shields were sundered, and for many moments none could tell who would emerge the victor. But then the Amasdi were suddenly put to flight, their Consul stone-dead upon the ground, his throat pierced by a thrown spear. The infantry of that city were shaken, seeing their Consul thrown down and their cavalry run off, and they knew then that they were undone. But the Medi showed that greatest virtue of battle: restraint. But seeing their foe cast down, the Tirisi could find no such virtue in their hearts. With a great cry their army came forward, and they prepared to sweep away any that stood before them. The Medi were exhausted, and still reformed their lines, and it was that it seemed they were made helpless. But Lord Constans rode out, and he bore the great banner of his house, and he placed himself between those armies.

He called to the Tirisi to be merciful, and shed no more blood, but still they came forward. He called to them for peace, and for brotherhood, and to honour oaths sworn to their King, who was lord and master to them all, but still they came forward. And he called them cowards, and he called them false, and he called them oathbreakers. The Consul of the Tirisi had grown incensed as Lord Constans spoke his words, and at last he could bear them no more, and he couched his lance, and rode out before his men, and it was that he sought to ride Lord Constans down. It was then that Constans turned his horse. He drew no weapon, and simply sat, as if to await his fate. He spoke in a voice loud and clear, a voice that could be heard from one end of that field to the other, and he called out to God to strike down the Consul for his falseness, and for his hatred, and for his greed. And all then saw as from a clear sky came a single bolt of pure and white lightning, and it struck the Consul, and threw him from his horse, and he was dead ere he hit the ground.

All was silent, and no man moved. It was then that a man called out from the army of the Tirisi, and he hailed Lord Constans, and he acclaimed him. And it was that then a man from the host of the Amasdi likewise called out, and so too did he acclaime Lord Constans. The cry was taken up, and all knelt upon the field, and they acclaimed him.

It was the miracle of Morne, and both cities there swore fealty to Lord Constans in the name of their King, and peace reigned on that day. It was that slowly the folk returned to their fields and to their cities, and that slowly some measure of peace and prosperity was restored to that land, even as the wider realm slipped further into the depths of war.

It is that Lord Constans yet maintains the peace from the great tower of Syr Solon, which rises high upon the field of Morne between those Two Cities, and it is that he is yet acclaimed in the hills, and in the forests, and in the meadowlands.

Summary: The seat of House Adrien's power is the great torre of Syr Solon, made of strong mountain stone faced with pale yellow brick. It soars eighty meters and more into the sky, and can host comfortably a garrison of three hundred men. The family maintains its lesser tower in the Mede - now overseen by Valentin, younger brother of Lord Constans.

The territory ruled by House Adrien - that of city and knight both - is primarily agricultural. Wheat and rye are the staple crops, though oats are grown on more marginal lands nearer to the mountains. The husbandry of sheep and goats is integral to the local economy, and the woolens of the meadowlands are prized throughout the realm for their quality and their bright colours. Tiriol and Amasque both sit astride the Aenian way, which is the ultimate source of the wealth of their merchants. It once carried the great bulk of trade between east and west, and still sees substantial traffic even in this day, its roads kept safe by Lord Constans' men.

Lord Constans can call upon little in the way of cavalry, the knights of the Mede by and large preferring to fight afoot. The merchant cavalrymen of Tiriol and Amasque are reliable, though not equipped to quite the same standard as true knights of other houses, but they are decent medium cavalrymen who tend to be more disciplined and less headstrong than their noble peers. House Adrien relies chiefly upon their city infantry, eschewing the raising of feudal levies. Artisans and merchants make up the backbone of the communal armies. They serve as footmen of superior quality; though not professionals, they typically have some training, are better equipped than peasant levies, and are motivated by civic pride instead of mere feudal duty. Their middle-class status allows them to afford a certain amount of personal equipment, including a metal helmet, a mail shirt, a wooden kite shield, and either the lanzalonga, a 3-meter spear useful against both infantry and cavalry, or a powerful rack and pinion crossbow.

OOC: I'm intending to be a more minor house, at least territorially, though perhaps with wealth to call upon greater than territory might indicate, due to rule of the Two Cities. I really don't have much desire for the great chunks of territory that everyone else seems to be grabbing, and am content with holding what I have described, so long as it roughly corresponds to the lands I've indicated on my map.
 
Name/Player Name: Strangbor
Location: North of the river/lake in the west, just below (and slightly to the west) of Easthold
Ruler/Family: Tyven Vass (male, King of Strangbor), Delisa Vass (female, wife to Tyven) - Jorma Vass (male, son of Tyven and Delisa), Koda Vass (male, son of Tyven and Delisa), Ali Vass (female, daughter of Tyven and Delisa), Joshua Vass (male, son of Tyven and Delisa).
Vassals: 1. Corren McFaler - Lord of Whiterun a vassalage to the far north.
2. Raddin Kireman - Lord of Graymoore a vassalage on the far west of the large lake.
3. Bulmarr Delmin - Lord, and younger brother of the King's wife Delisa, of Serion Hold a keep to the south over watching the river and bridge crossing.
4. Andor Rashi - Knight Lord of Strangbor, most trusted sword of Tyven Vass who was a childhood friend of Tyven and claimed the title of best sword in a king's tournament.
5. Aegon Varhert - Lord of Anoor, a large mining city.
Nation Biography: Strangbor is an old nation based off their mining and blacksmithing. Many years ago, when Tyven's grandfather was just twenty years of age, the Vass family rallied many friends to overthrow the former lords of the land. Notably the McFaler, Kireman, Delmin and Varhert families rallied to the Vass patriarch and followed him to battle. These families were notably the most powerful in the area and the previous ruler stood little chance as the Kireman and Varhert families had access to the lands more plentiful mines and the McFaler family claimed the best smiths, while the Delmin family had one of the most strategical and defensible keeps. Tyven's grandfather fell in the final battle, but the lords who had rallied followed his younger brother who was sixteen years old as Tyven's father was just two. After many years, and no offspring, Tyven's great uncle passed away leaving the throne to his father. Now, under the rule of Tyven, Strangbor is a thriving mining and smithing nation that produces some of the finest weaponry and armor.
Religion: The people of Strangbor believe in two gods, Tor and Mer. Tor is the god of the skies, wind and water, while Mer is the god of the earth and all that reside under it's surface.
 
Cool, this game is getting plenty of attention. We might not even need NPC's!
 
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