NutraNESIV.6: The Dread Kings of Ekra

nutranurse

Unlikeliest of Slash Fics
Joined
Jan 30, 2009
Messages
2,077
NutraNES
The Dread-Kings of Ekra


Overview
The old regime has crumbled. Once Ekra was held in the iron grip of the High Kings, but the untimely death of the late High King Bogor-Taniion the Patron, the apparent death of his son and heir, the infant High-King Gogzur-Garion, and the destruction of the imperial capital of Urst by a group of over-ambitious lords has plunged the continent into an era of chaos and strife.

Players of this NES take up the bloody mantles of the Dread-Lords of Ekra--brutal warrior-kings living in an equally brutal land. Your rules are absolute; Your goals may be whatever you wish them to be. However, more likely than not few will survive the dark times to come.

Playing The Game
Each player will take control of a single High Clan--the premier sociopolitical members of the Ekran society. Players are the lords of their clan and for all intents and purposes have complete control over those underneath you, however I implore you to not be too much of a tyrant without the force of arms to back it up.

Turns & Timescale
Each turn will encompass 10 years, which seems like a lot of time, but not really when you consider that both Elves, Orcs, and Orelves are a fairly long-lived peoples.

Elves live for 250-300 years
Orcs live for 200-250 years
Orelfs (Half Elf-Orcs) live for 100-150 years

+++​

Castles & Cities
The lifeline of the players lie in their castles and cities. Both come in two variants, small and large; both provide the two most important stats, income and manpower. Castles provide more manpower, while cities provide more income. More castles and cities can be constructed as the game goes on. Costs for these grand projects must be negotiated with me.

Below is a table relating the base manpower† and income¤ generated per turn by castles and cities:

Settlement Type | Income¤ Per Turn | Base Manpower†
Small Castles|6¤/turn|3,200†
Small Cities|10¤/turn|3,200†
Large Castles|9¤/turn|5,800†
Large Cities|15¤/turn|5,400†

Income
This is the generic term for money, supplies, raw and finished goods, etc. If you have a lot of income assume that you are well off. If you do not have a lot of income start a war. Cities and castles generate income, but cities generate more income than castles. Players use income to fund virtually every action they can think of; when in doubt throw income at the issue. Income is represented by the ¤ symbol.

Manpower
This stat deals with your soldiers and how many soldiers you have. There are three kinds: 'Pool' manpower; 'Standing' manpower; and 'Realm Garrison' manpower. These will be explained in-depth further down. Manpower is represented by the † symbol.

Pool Manpower refers to the 'potential' your clan/realm/kingdom has for individuals it can make into soldiers. Essentially every single able-bodied and willing Elf, Orc, and Orelf within your realm is represented in the manpower pool. There is no ¤-cost for having men in your pool and you can count on the individuals in your manpower pool to take up arms and defend their homes in the event of an invasion. However, they will not fight nearly as well as soldiers who are organized into proper armies.

Standing Manpower refers to the able-bodied and willing individuals who are employed as trained, vaguely professional soldiers. These are the Orcs, Elves, and Orelves who make up your armies and are the ones who can be mobilized for offensive campaigns. Moreover, standing manpower better defend your territory and you can employ standing manpower to conduct petty raids on neighbors without the need to mobilize them. For ever 1,000† of standing manpower you have you must pay a 1¤ maintenance.

Realm Garrison refers to the soldiers stationed in and around your castles as well as the Orcs, Elves, and Orelfs entering your pool manpower. Only castles can provide realm garrison, meaning that you only generate manpower if you hold castles. This is to give castles a benefit akin to the increased income ¤ generated by cities. In the event of an invasion your realm garrison may be reduced to represent the losses sustained by both civilian and military defenders; in such a scenario the manpower generated by your castles first must refill the realm garrison to maximum capacity before it can start to provide you with pool manpower.

e.g., Player 1 holds 3 small castles, giving him a realm garrison of 1,500†. Player 2 invades, successfully takes one of Player 1's small castles and does significant damage to Player 1's realm. Player 1's realm garrison is reduced to 200†. He still receives 1,000† realm garrison per turn for holding 2 small castles, however 800† must go into Player 1's realm garrison, leaving only 200† to go into Player 1's manpower pool.

Settlement Type | Realm Garrison/Manpower Generated Per Turn
Small Castle | 500†
Large Castle | 1,000†

Manpower can also be 'purchased'/'recruited' for an expenditure of income¤. City-heavy realms will not be penalized because they will be able to purchase manpower, so do not fret if you have more cities than castles. Recruited manpower immediately goes into your Standing Manpower.

Standing Manpower must be 'Fielded' for offensive campaigns. Fielded Manpower incurs a higher income¤ cost and this cost represents the maintenence of necessities for an army out in a field. The total income¤ cost for a fielded army can be seen as analogous to the cost of launching a campaign, however in certain situations it may be prudent to provide more income¤ for your campaigns.

Below is a summary for the list of costs concerning manpower:

  • Pool Manpower costs 0¤/1,000† to maintain
  • Changing Pool Manpower into Standing Manpower costs 1¤/1,000†
  • Standing Manpower costs 1¤/1,000† to maintain
  • You can Recruit Manpower for 5¤/1,000†; the recruited manpower becomes Standing Manpower
  • You need to convert Standing Manpower into Fielded Manpower to go on offensive campaigns; Fielded Manpower costs 5¤/1,000†


Navies
Navies operate somewhat similarly to normal manpower. 20‡ Ships = 1,000†. Pool manpower can be converted into ships at a conversion rate of 1¤/1,000† (e.g., to get 40‡ you would need to spend 2¤ and 2,000† from your manpower pool). This change is permanent and losing ships means you lose that manpower forever! Ships‡ cost 1¤/20‡ to maintain.

Coastal Castles and Cities both provide a base amount of ships. The amount provided is shown in the table below:

Settlement Type | Base Ships‡
Small City| 8‡
Small Castle| 8‡
Large City| 14‡
Large Castle| 14‡

Clans with the 'Seafaring' trait receive a larger base amount of ships‡ from their settlements. The amount provided is shown in the table below:

Settlement Type | Base Ships‡
Small City| 12‡
Small Castle| 12‡
Large City| 18‡
Large Castle| 18‡

Base ships‡ will refill a player's navy if the amount of ships‡ they have drops below the total sum of base ships‡ from all their settlements. Upon conquering new settlements players must wait 1 Update for the settlement to begin providing its base ships‡.

+++

Miscellaneous Mechanics

Roads: At the start of the NES there is only a single major road: Bragga's Path. The Path, as it is commonly referred to, is perhaps the single-most important example of engineering that Ekra has thus far put forth. It is an extensive road tracing the conquests of the first High King of Ekra, Bragga 'the Bold', and it links together Ekra's largest cities and most formidable castles. The road is obviously important as it provides a way through some of the island's more treacherous terrain. More roads can, and probably will, be constructed, and the costs for these roads must be negotiated with me.

Updates: At best the NES should update once a week, at worst updates will come out every one and a half week. Updates will include pretty much everythig that has gone on in ten year time-span.

War: What is war good for? Pretty much everything. Most updates will contain at least a few conflicts, and given the length of each update these conflicts will tend to be resolved in a single update. Multi-update spanning wars are truly tremendous wars to behold. Wars are conducted via players determining how much manpower they are going to expend on each campaign and then giving a series of campaign goals. There is no need to go further than this, although I do appreciate added detail, but do not go overboard!

Orders: Orders should be PM'd to me unless we have a prior agreement. Orders should have the following title:

NutraNESIV.6 Update [#] [Clan Name]/[Player Name]

I will refuse orders not sent to me with the proper title format (it really, really, really helps me find orders at a glance and makes the updating process easier). Beyond this orders must include your current stats, as well as spending amounts.

Spending: I am unashamedly stealing this mechanic from kkmo who made it for his lovely Lords of the Rising Sun NES. To ease players into the game and not cause them to be lost at what to do I am limiting what players can do to a few specific categories. Each turn players will allot income into various spending categories and will use these categories as a base for what exactly they want to do.

Player Profiles

If I do this right the entirety of the game can be summed up in your player profile.

Clan Name-Dynasty/Inter-Dynasty Affiliations
Your clan name and the dynasty they belong to will be listed here, alongside any outside affiliations they might have to other clans. The dynasty your clan belongs to serves as a reminder for you to see just who is on your 'side' or who you should look out for in particularly. Dynasties over the course of the game will change as players forge realms of their own.

Inter-Dynasty Affiliations are gained through marrying off scions of your clan to other acceptable scions. There is a great incentive to marry off your children and their children because otherwise your clan might die out!

Lord Name (Race/Age/Sex)
Your clan's ruling lord will be listed here, alongside his/her race, age, and sex. These are all pretty straight forward. The only thing I will expand upon is age:
Elves live for 250-300 years
Orcs live for 200-250 years
Orelfs (Half Elf-Orcs) live for 100-150 years

Heir (Pretenders)
Your heir is the person you expect to succeed your current clan lord. Alongside the heir's name their age, race, marital status, and gender will be listed. From time to time pretenders will emerge to challenge the succession of your desired heir. Alongside their name will be their age, race, marital status, gender, and support. Support details just how big of a threat they pose to the unity of your clan, and ranges from 1 to 10. In the event of a pretender arising you generally have one of three options: back the new pretender, kill the pretender, or attempt to placate the pretender.

Family (Relation, Race, Age, Gender, Marital Stats)
Here I will list the important members of your clan. Generally they will be the sons and daughters of your ruling lord, though from time to time a powerful niece/nephew, brother/sister, or cousin will be listed here. Feel free to use them as pawns in your schemes.

Holdings (Name/Type/Expected Income/Manpower)
Here I will list all the important places your clan has dominion over. The type will be either Small Castle-Large Castle/Small City-Large City. The expected income they generate for the next turn will also be listed here, but please note that this is just an estimate and not the true income they will yield.

Manpower (Army Desc.)
I will list your manpower here and how many are currently raised for warfare. The manpower stat will display small numbers (it most likely will never broach the double digits) but in truth represents hundreds of troops. Every unit of manpower represents 500 warriors. It costs 0 income to maintain 1 unit of unraised manpower. When raised for war it costs 1 income to maintain 1 unit of manpower, ontop of the campaign's costs. War is expensive.

Alongside the manpower number is a short, descriptive blurb about just what kind of soldiers are in each unit. Your army description is somewhat important and it pays to pay attention to what kind of units you can field so you can adjust your campaign tactics accordingly.

Please note that manpower can never be purchased. Each turn your castles and cities generate manpower and just how much you have to use is listed here. In the event of a true crisis you can choose to mobilize your non-military population. The amount of manpower your receive from this action is double the number of that city's/castle's generated manpower. However, these troops are not true warriors and raising them will most likely see damage to their city's/castle's income.

Income (Estimated True Income - Maintenance = Spendable Income) (Stored Income)
Here the income of your clan is listed in a simple formula: estimated true income before maintenance - maintenance of your clan = spendable income. In your orders you do not have to allot extra income to the upkeep of your soldiers and various long-term porjects unless you are feeling particularly generous. The spendable income you get each turn will be what you put into the various spending categories. Please do note that as the amount of income you get per turn is an estimate, as all sorts of bad things can befall your castles and cities that see the amount of income they generate be lessened (or increased, in certain cases). It is a good idea to never overspend and to always have a sizable store of income.

Clan Factions (Strength/Loyalty)
Within your clan there will most likely be various minor factions that can subtly influence the way you play the game. These factions range anywhere from religious sects, important/uppity vassals, angry lowborns, and foreign merchants. Their strength is how much power they hold within your realm and ranges from 1 to 5; at 5 their power is almost equal to yours. Loyalty likewise ranges from 1 to 5, where five is complete and utter devotion.

Favor (Major Faction's Name/Favor Amount)
Lastly your clan will interface with the major factions in the realm through this stat. If a major faction is not listed in your player profile assume that you are on neutral grounds with the faction. Favor ranges from -10 to +10, and anything over +/-7 is difficult to achieve without some sort of tremendous display that engenders great love/ire. Major factions are listed elsewhere.

Fear (#)
Fear fulfills the same function as 'Prestige' does in other NES'. It is a measure of just how prominent your clan is and can be taken as your 'score' if you really want to. Although no one really wins the NES, the clans with the most 'Fear' are arguably the winners. Fear is not garnered through simply terrorizing your foes, but terrorizing them in such a sick and twisted way that even the most hardened warrior thinks twice about attacking you. Brute force alone cannot gain fear; in fact, in some cases brute force alone sees your fear score drop.

Projects: "Project Name" (Progress, Cost for Advancement)
Projects encompass any multi-turn investment meant to better your realm somehow. This ranges from strengthening walls to training a special kind of troop to introducing new crops to building whole new settlements. Most projects will take multiple turns to complete and will cost ¤ each turn. To find out the price of these projects you must negotiate with me. To reward builders/encourage players to have a lull in between their wars, during turns in which players preform no offensive or defensive campaigns they can choose a project and have it advance two stages; they must may the cost for EACH stage, so if both stages were to cost 5¤ each the player would have to pay 10¤. Raiding does not count as an offensive action. Players can have a maximum of 3 projects running at a time.

Sample Stats
Spoiler :
Imperial Ekran/-
NPC
Lord: High King Gogzur-Garion (Orelf/5/M)
Heir: - (Regent Hirion Ekran-Noroloth/Elven/190/Unwed/M/3s *Uncle & Regent*)
Family: -
Holdings: Urst (Huge City/20¤/9†); Braga's Fist (Large Castle/9¤/10†); Volir (Small City/10¤/3†);
Manpower: 22† (10† Raised) (Experienced and fiercely loyal troops, Elvish, Orcish, and Orelfish mix of spear & bow warriors supported by core of heavy armed hammer-wielding Orcish veterans, no cavalry)
Income: 26¤-10¤=29¤ (50¤ Stored)
Factions: Noroloth Family (4/2)
Favor: Church of the Goddess (+8)
Fear: 5


Spending​

Again, I must credit kkmo with this brilliant mechanic, as it makes both mine and your jobs easier. Spending is the concept that any action done by a clan in this NES will fall into one of eight categories:

Military
Infrastructure
Religion/Magic
Foreign Relations
Internal Relations
Trade
Reinvestment
Treasury

Military spending encompasses anything related to your soldiers outside of general maintenance. Remember that general maintenance is already accounted for and so military spending is about training your troops to fight in different ways or funding military campaigns. Anything relating to manipulating your manpower pool—such as recruiting drives, propaganda, mobilizing civilians, etc—also falls under military spending. Subterfuge is also tied to military spending.

Infrastructure deals explicitly with the construction of new castles, cities, and roads or the construction within already built castles, cities, and roads. If you want to expand a castle's barracks then throw that income here; if you want to build tolls alongside your stretch of Braga's Road then throw that income here; if you want to erect a new castle and make your neighbors fearful/envious then throw that income here. The upgrading of already existing castles and cities also falls under infrastructure spending.

Religion/Magic plays an important role in this NES and the fictional society in this NES. As the NES progresses players will find that magic and religion are one in the same, but initially who knows what will happen! When you put income into this category you are actually just donating money to the leaders of your clan's chosen faith (either the Cult of Many or the Goddess Sect). When dealing with religious major factions putting income into religious spending will have positive/negative effects on your relations with other religions depending on who you decide to favor. The use of spending to influence magic and magical affairs will be revealed once magic enters the fray.

Foreign Relations relates to every peaceful action your clan can preform with other clans. If players make diplomatic agreements that see the use of income then put that amount of income here in the foreign relations category. Weddings between two different clans or factions outside of your clan also falls under the foreign relations category. Interfacing with secular major factions also falls under this category.

Internal Relations refers to your lord's efforts to interface peacefully with factions and individuals within your clan. It is important to keep your vassals happy and make sure the lowborns remain blissfully unaware of the greater going-ons. Sponsoring certain events such as festivals, tournaments, etc. are ways to do this, and I encourage you all to be creative in your politicking. Marriages that deal with factions/families within your clan also falls under the internal relations category.

Trade matters are any matters that deal with the abstracts of economics. Trading within your clan, trading with other clans, and trading with other factions are all ways to generate extra bits of income, so it is a good idea to attempt to foster trade within your clan's realm unless you are hellbent on making sure all your gold is red and bloody.

Reinvestment is my way of giving you an out if you have no clue what you want to do and are willing/stupid enough to let me dictate where your spending goes. When you put income into reinvestment you are basically putting income into the hands of your advisers and telling them "Look guys, I just want to kill things so you do all the stuff that doesn't deal with killing things. kthxbye."

Treasury spending is not spending per say, but putting away income so that you can begin to build up a nice buffer zone between you and all those nasty events I will throw at your clan. It is generally a good idea to put some money into your treasury each turn as you never know if the amount you are spending this turn is the amount you will be receiving this turn due to various events and factors.

Diplomacy
Diplomacy in-thread should be formatted as follows:

From: (Clan Lord) of (Clan

To: (Recipient Clans)

Text

 
Concepts

Ekra: An Overview
Ekra is an old society in the world of El-Or. Its people know that it is an island, but not much else outside of that. The island itself is fairly large—for reference it is almost twice the size of Japan, though much less mountainous. Ekra's climate is dry, and the land is dominated by vast steppes and sweeping plains, with a few, large mountain chains hiding away clusters of forests and hills.

The native animals of Ekra, including the sentient humanoid species of Elves, Orcs, but not Goblins, are ferocious creations. Among the nations that Ekra has regular contact with the island has a reputation for being particularly dangerous for non-native peoples. Early in its history terrible, wild beasts littered the land, and even today these creatures strike fear into many hearts. Drakes are by far the most famous of these creatures, and the Ekran drake is known to inhabit all regions of the island.

Ekra is—or was, as you players will find out—ruled for centuries by the High Kings living in the eastern shadows of the Gaarouk Mountains. The rise of Bragga the Bold, Ekra's first high king, is not a story of ambition and skill, but one of seemingly divine favor. Instrumental to the emergence of the island-unifying High Kingdom was the emergence of the Cult of Many simultaneously all over the island shortly before Bragga's birth. The Cult espoused the worship of the Many, a strange pantheon of ill-understood Gods who demand only one thing: the cultivation of fear.

Elves, Orcs, & Goblins
Three humanoid races are native to Ekra, though players should only regard two as 'sentient': Elves and Orcs. Ekran Elves and Orcs are large, robust creatures. 6" (183cm) is short to Ekrans; the average height is between 6"7-7"2 (200-218cm) for males and a bit shorter for females. Ekran Elves tend to have tan to brown skin colors, while their Orcish cousins range from brown to muddy-green. Interbreeding between the two races does occur from time to time—though mostly among Highborn clans Orelfs tend to take the coloring of their parents, but are significantly shorter and most rarely stand above 6"5 (195cm). They are, however, much stronger than their parents as well as more dexterous.

Elves live for between 250-300 years. Orcs for between 200-250. Orelfs anywhere between 100-200 years. Goblins a scant 40-60. Now, it is not known why Elves live so much longer, but it really does not matter: very few Ekrans live to see past their 200th birthday. The Ekran society is a violent one due to the obsession with cultivating fear, and while this violence may have changed from outright tribal wars to subtle conflicts due to the 'civilization' brought forth by the High Kings it is just as bloody.

Elves/Orcs have long childhoods, actually. From 0-20 they are considered infants/toddlers (and age appropriately to that), from 20-50 they are children and 50-90 to 100 they are adolescent. Again, their bodies age appropriate to that during these periods. Now, I am not going to go into the traditions and rites of middleborn orcs/elves (who make up the majority of the orcish/elven population) as you guys take on the roles of Highborns, deal mainly with other Highborns, and truthfully only care about other Highborns. Basically, it boils down to a Highborn mother deeming her child as ready to enter the adult world and that child expressing his/her wish for what they would like to do with their lives (mercantile path, warrior's path, priest's path); normally this has already been decided for them well in advance and much of their century-long childhood has been spent gearing them for this. Once the child 'declares' they are tested by the local masters of their field and are then admitted into society as adults. If they fail they are ejected from the Highborn world and must find their way among the middleborn.

The enslavement of Elves/Orcs is not entirely uncommon, though slaves taken in this way are either war-captives or debtor slaves. Elven/Orcish slaves are seen as something of a luxury and are employed by wealthier Elves/Orcs to do menial tasks. Sometimes a Highborn will seek to 'trick' or 'trap' a particularly enterprising/useful middleborn Elf/Orc into bondage, and in such instances outside slaver parties, such as the Guagziir, are used.

Goblins deserve a small mention at this point. They are considered to be the lowest of the low, and in comparison to the Goblins of other parts of the world the Ekran Goblin truly is lowly. They are small, squat, ugly creatures whose only saving grace is their ability to be easily bullied and their astounding breeding capabilities. Prior to the appearance of the Cult of Many Goblins were free, though in the generation between the Many's appearance and the birth of High King Bragga the Bold the majority of Ekra's Goblin population was subdued.

Highborn, Middleborn, & Ekran Society
You are all taking on the roles of the highest of the Highborn population—Ekra's ruling class. You are the 1% of the 1% and can count yourselves among the most feared, and thus most powerful, men and women in Ekra. Highborn Ekrans are the descendants of the first elders of the Cult of Many. These distant ancestors claimed to have been spoken to by the Many and wielded considerable religious, political, and martial power over their tribes. While the ability to have conversations with the divine never passed onto the children of these first elders, the power the possessed did and it has remained largely constant for over ten generations. In their current incarnation the Highborn families have little ties to the Cult, despite providing the leadership for the religious institution. They are wholly political beings and are secular aristocratic rulers of the land they own.

The Highborn caste can be further divided between lesser Highborn and true Highborn. The lesser far outnumber the true, and most lesser Highborn families can trace their heritage back to to middleborn families who managed to get themselves feared enough that some Highborn family wished to ally themselves with the upstart family. Lesser Highborns are tasked with the day-to-day activities of ruling cities or castles. They are the minor officials, the mid-level officers in armies, the couriers and diplomats, and most importantly the merchants. True Highborn consider commerce a dishonorable activity, but are not so honor-bound that they are blind to its benefits. So true Highborns assign such duties to lesser Highborn families—usually newer ones raised from the ranks of the middleborn—which dishonors the chosen family, but enriches them immensely.

True Highborn can trace a direct line back to those first prophet-elder ancestors who simultaneously established the Cult of Many all over the island. They occupy the highest positions in the military and government(s) of Ekra. Theoretically the head of every Highborn clan is an elder, though few opt into the Cult's ranks, and the Cult itself has become an entity separate from the dynastic politics of Ekra. In reality the true Highborn, the players, do not do much save for distribute the revenue to keep their estates running, interact with other clans via war or diplomacy, and cultivate fear. The last of these three is the most important occupation for the small number of ture Highborn.

The Ekran society revolves around the notion of fear being power. How exactly fear is cultivated is a matter of many arguments, though it can boil down to 'civilized' clans engaging in treacherous subterfuge and sly machinations, while the more 'savage' clans brutally oppress those around them. Fear is the only thing that allows the true Highborn to retain their positions at the pinnacle of society, and whatever religious connotation 'fear' may have due to the Cult of Many the Highborn clans rapaciously cultivate fear to serve their political ends.

Middleborn Ekrans fill pretty much every faucet of society that you can think of for urban-dwelling peoples. They are skilled and unskilled craftsmen, low-level officials in both the government and Cult, soldiers, and whatever else needs to be done to keep the various cities and castles of Ekra thriving. Most middleborn take on the jobs that their fathers took on and lead quiet, insular lives within the cities that they are born in. Few middleborn actually leave the cities that they are born in due to the High Kingdom laws forbidding them from doing so. The only exception to this are merchant-families who conduct the greater amount of trade in the High Kingdom and are given free access to enter and leave cities and castles.

The Cult of the Many & the Goddess Sect
One of the more unique aspects of Ekran society is the island-wide unquestionable devotion to the Cult of Many and its various philosophical offshoots. The Cult came about roughly at the same time almost 2,000 years ago a generation before the birth of the first high king, Bragga the Bold. In that generational gap worship of the Many spread rapidly across the island as independent warlord-elders united warring tribes under the direction of the terrible and mysterious Many. Cultists worship a pantheon of dark deities that are relatively unknown, but feared nonetheless. Even the highest, most knowledgeable elder of the current day does not know the face or name of any single member-god of the Many, though they certainly know the will of the whole pantheon: fear. The Many demand that fear be birthed in the world and that fear must rule it. How Cultists go about garnering this fear is the source of numerous arguments and minor schisms in thought, but it does not seem to matter as fear is always the end result.

As High King Bragga the Bold and his descendants conquered Ekra the status of the Cultists and the Cult of Many became increasingly complicated. At first those rulers that submitted to Bragga were elders themselves, but by the rule of High King Volo-Amonion the Drake-Killer, the third high king, most rulers had no direct ties to their faith. High Elders and Elders were drawn from the ranks of third and fourth sons and daughters, and without land of their own to govern they wandered the High Kingdom spreading fear. It was not till the tumultuous reign of High King Baol-Beinion the Small that the Cult began to take on the form that it has now, and this was only the result pf a dramatic schism that resulted in the birth of the Goddess Sect.

Because there had been no truly direct contact between the Many and its Ekran worshipers since the times before the High Kingdom the Cult had become a patchwork assembly of various elders wandering the land with no real unity in their beliefs. High Queen-Mother Callimeldë was one such elder, and perhaps the only elder to have any real political power due to her regency over the young High King Baol-Beinion. According to the beliefs of the Goddess Sectists Callimeldë was the first elder to hear the Many in centuries—but the miracle did not stop there. A sole member of the Many separated themselves from the shadowy group and presented herself to the Dowager High Queen-Regnant in the pale form of a woman of a race entirely unknown to any Ekran. According to Callimeldë this was the Goddess, and so far as she and her followers were concerned the strange apparition was the only Goddess that ever was or will be.

The subsequent schism was slow to boil, but once it did blood ran in the streets of Urst. Callimeldë herself stood with the thug-sectists who attacked Ekrans indiscriminately and the Dowager High-Queen public tortured and executed numerous Orcs and Elves of both High and middle births. Such passionate displays of faith were virtually unheard of even among the most devout elders, and Callimeldë's sect posed a larger threat than some minor diversion in 'cannon' religious thought. For the first time the elders of the Cult united and began to fight back against the Sectist belief, eventually culminating in the expulsion of the Sectists from Urst and all the Heartlands and the execution of the High Queen-Mother at the hands of her own son.

Thereafter the Cult of Many took on a structure and order that tied it closely to the Highborn clans of Ekra, but still keeping it an independent entity. The Cult made its home in nearly every city of Ekra, though the Goddess Sect thrived on the frontiers. In current times the tensions between the Cult of Many and Goddess Sect has lessened. The leaders of both faiths have realized that they largely believe in the same thing—fear—and only differ in belief of what entity demands fear be cultivated. The Cultists adhere to the tradition belief in the Many, a pantheon of unknowable gods, while the Sectists believe that the Goddess is the entire pantheon herself, though her dark will is just as unsearchable.

Technology
Technological advancement has been a slow thing in Ekra due to the violent inclinations of the island's native populace. Only recently, within the past few generations, have the Ekrans began to 'standardize' their world through the use of alphabetic & numeric scripts, metrology, and coinage. Much of this was in turn propelled by the advances made in transportation—specifically improved roads, widespread use of animal & water power, and specialized ship designs—that characterized the early history of the High Kingdom. Ekra has taken its first steps into an era of widespread communication and (relatively) safe travel, bring new wealth and joining together cultures to create something truly 'Ekran'. In terms of infrastructure the ability to transport building materials all across the island has seen leaps in the field of architecture, with the most common style being large, formidable buildings supported by a mix of free-standing columns and shallow underground foundations. Aqueducts can be found extending from Ekra's largest cities. On farms tools are increasingly being edged with celestium—Ekra's native metal—and many middleborn Goblin-overseers irrigate their fields with the aid of waterwheels. Wheeled vehicles are fairly common, though they are rarely used in warfare due to the spread of the Hekran stirrup all across the island.

Warfare
Warfare in Ekra is a fairly ad hoc affair where soldiers are drawn up for a specific campaign, told to stab someone, and then they do it. There is not much in the ways of generalship due to the lack of proper command structures and the inability for the warlords to grasp the notion of tactics on the battlefield. A good Ekran warlord is a charismatic warrior able to lead their soldiers into the charge and never once removing themselves from the slaughter. This is, however, very different from the smart warlord who keeps their distance at the cost of honor. Even then, the more cunning warlord at best divides his soldiers into a few large groups and sends them into the fray hoping for the best. Strategical concerns are far more understood by warlords mainly due to the sweeping conquests of the High Kings necessitating logistical planning.

In terms of weaponry and arms spears dominate the battlefield. The Ekran spear is fairly short and meant for quick stabs able to penetrate many kinds of armor, thus giving even a lowly middleborn soldier a chance to kill a well-armored Highborn enemy. Javelins are the favored ranged weapon for similar reasons, although a few warlords have begun to explore archery as a longer-ranged alternative. The real source of innovation, however, comes from the distant island of Hekra and the stirrups they brought to the Ekran peoples. Prior to the introduction of stirrups chariots and (inaccurate) ranged cavalry were the only kinds of cavalry in Ekran armies, and they were easily overshadowed by infantrymen. However, since the reign of High King Kadash-Turin the Horse-Eater, when stirrups were first brought to Ekra's shores, cavalry has become an increasingly important—if not dominant—force in many Ekran armies. 'Heavy' cavalry in the vein of medieval European knights are not at all in existence, and the heaviest cavalryman is more so a skilled melee fighter on top of a fearsome mount. Ekrans ride a variety of animals, however the most widely used mounts are horses and wargs.

A special mention should be given for the highborn noble infantries and cavalries. Regardless of whether or not they are on foot or atop a mount, highborn warriors approach Ekran warfare as an extension of the cultivation of fear. In order to create fear in the enemy forces it is traditional for highborn warriors to do themselves up in the most fearsome visages that they can muster, causing them to stick out on the battlefield. This would be more of a problem were it not for the innate cultural fear middleborn Ekrans have for their highborn rulers; most middleborn shy away from the highborn warriors who are free to fight among themselves for fear and honor.

Laws
Early in the reign of the high kings they found out that it was far easier to run their emerging empire with as few laws as possible, though these few laws were strictly enforced and to this day carry a single penalty: death. The most important of these laws that players need to understand is the limitation placed on most middleborn Ekrans that binds them to the vicinity of their birthplace. Since the time of High King Nog-Neurdir the Books-Keeper more and more Ekran middleborn have been born in the cities and castle-towns of Ekra, causing each settlement to become a metropolis in of itself. Most middleborn Ekrans will not see the vast majority of Ekra unless called for war (which happens frequently enough), and the only middleborn allowed to freely travel are merchant clans who have received special dispensation from the ruling highborn lords & vice-lords. Outside of this law and a few others the clan lords of Ekra are free to impose their will on their holdings however they wish.

Other Lands
There are foreign lands that have regular, lasting contact with Ekra: Hekra, Elas-Ch, and Further-Far. Of these three Further-Far ironically is the closest to Ekra and can be seen in the south-western corner of the map. Further-Far is a small island much colder than Ekra, but almost as flat and dry. Further-Far was once thought to be a barren wasteland by Ithilidren and Rhuitaure explorers, but nearly around the same time as High King Bragga the Bold began his conquests the Ekrans were contacted by a race of ratmen who call themselves the Muroid. Over the history of the High Kingdom Muroid traders have proliferated the southern coastal cities of Ekra as traders of precious stones, quality hides, and an assortment of trinkets and baubles.

Hekra and Elas-Ch are north-eastern islands that all at once captivate and repulse Ekran minds. Elves, Orcs, and Goblins populate the two islands, but remarkably contrary to Ekran society the Goblin populations of Hekra and Elas-Ch are free—some even rule realms of their own. The foreign Elves and Orcs of these somewhat distant lands are smaller than their Ekran cousins, though this does not necessarily mean that the Elves and Orcs of Hekra and Elas-Ch are weaker. In fact, alongside the trade that Hekrans and Elas-Chins bring are mercenaries. The peoples of Hekra and Elas-Ch seem to be somewhat more advanced than the quarrelsome warlords of Ekra, if the mercenaries that occasionally arrive on Ekran shores reflect the capabilities of their homelands. Hekran/Elas-Chin ships, arms, and goods are better made, more efficient, and are highly sought after by the Highborn families. Hekran & Elas-Chin mercenaries were once a much more common sight—and aided High King Bragga in a few key battles—but now have become something of a rarity due to the political upheaval that has overtaken the two rich islands.

The geography of Hekra and Elas-Ch is far less known than the close island of Further-Far. Trades from Ekra, Hekra, and Elas-Ch bring stories of a pair of humid lands choked by green.

Drakes
Drakes are a ferocious species that have captivated and terrified Ekrans for all of living memory. Drakes are not dragons. Dragons exist and are disgustingly powerful entities made from magic itself. Drakes are reptiles, albeit impossibly large reptiles. They come in two main sub-species: land drakes and mountain drakes. When Ekrans think of drakes they are most likely thinking of land drakes, the more common of the two. Land drakes are large wingless beasts that can be anywhere from 8 to 15 meters tall and just as long. They are fast, powerful, and disturbingly quiet creatures for their size. Land drakes are found in the forests, grasslands, and steppes of Ekra.

True to their name mountain drakes primarily live in the great mountains of Ekra. They are smaller than their land-bound cousins, ranging from 6 to 13 meters, but are capable of flight. The stamina of these drakes (and all drakes, in fact) is prodigious, and a mountain drake can fly from one end of Ekra to another over the course of a few weeks. Mountain drakes are more agile than land drakes and are less fearful of Ekran settlements due to the infrequent contact most mountain drakes have with the settled species of the island.

Regardless of their sub-species drakes are solitary creatures, only meeting to mate. No one quite knows how long drakes live, though some have guessed the drake lifespan to be anywhere between 1,000 to 10,000 years long. Most drakes are bestial in nature, living only to eat and sleep; a few, however, are born with an intelligence that can only be described as disturbing. These 'true' drakes are the drakes that are able to communicate with Ekrans through a draconic language that the true drakes simply seem to 'know' upon being born. True drakes seem to have a compulsion to seek out and befriend a single Ekran, who in turn becomes the true drake's partner in all things and is referred to as a 'drake-friend' by other Ekrans. Upon the death of the true drake's 'Drake-Friend' the true drake seeks lives out the rest of its life in seclusion.

Monstrous Creatures
Reminder

The High Kings & Their Notable Deeds
Spoiler :

High King Bragga the Bold
-Conquered the full extent of the Heartlands
-Conquered Maklan Elves
-Established High Kingdom of Ekra
-Establishes Urst
-Dies during failed conquest of Ithilidren Elves
High King Begush the Uniter
-First High King to Take Elven Consort
-Unites Warring Elven & Orcish Lords
-Establishes System of Dynasties
-Establishes High & Low Lordships
-Dies peacefully
High King Volo-Amonion the Drake-Killer
-'Eradicates' the Drakes of Ekra
-'Eradicates' the beasts of Ekra
-Killed by the Great Drake Grazza Bloodfang
High King Baol-Beinion the Small
-Establishes Goddess Sect (Mother, High Queen-Mother Callimeldë)
-Destroys Cult of Many sites around Urst (Mother, High Queen-Mother Callimeldë)
-Puts down Rebellion of the Many Spears (Mother, High Queen-Mother Callimeldë)
-Executes High Lords of Prog (Mother, High Queen-Mother Callimeldë)
-Kills Mother, High Queen-Mother Callimeldë
-Conquers Elves of Sumet Forest & Noros Forest
-Assassinated speculated assassins half-sister Princess Erfainalda executed
High King Kadash-Turin the Horse-Eater
-Conquers Aldaval Elves
-Establishes Goruk Dynasty
-Eats horses
-Dies of strange illness
High King Gor-Locien the Sunset King
-Denounces Goddess Sect
-Expels Sectists from Urst; Sectists form Gorsh Dynasty
-Conquers Ithilidren & Bariel Elves
-Loses Aldaval Rebellion; Captured & Killed
High King Gorg the Orc
-Rebuilds Dynasties into modern incarnation
-Dies peacefully
High King Nog-Neurdir the Books-Keeper
-Reconquers Aldaval Elves
-Puts down Maklan Rebellion
-Codifies Ekran's first written language
-Dies peacefully
High King Bool-Castien the Conqueror
-Conquers Mardak Elves & Orcs
-Accepts Tathsume submission; Signs Ekran Compact creating the Ekran-wide High Kingdom
-Dies peacefully
High King Bogor-Taniion the Patron
-Constructs Bragga's Path
-Patronage of various Ekran artists
-Dies during mana-storm
High-King Gogzur-Garion (Current High King)
-Child King

 
Joining the NES

Player Applications
Upon expressing interest to join the NES please fill out and post the following template:

Spoiler :

Player Name
[Clan-Name]-[Attached Dynasty]
Lord's Name & Age
Name & Location of Starting City/Castle
Clan Traits


Player Name is straight forward, so I will not go into it.

Clan Name is what you want your clan to be named. Nothing stupid and no 'Nailbasher' or 'Bloodfist' or whatever. Think Tolkein-like names for Orcs and Elven name for Elves (I recommend these name generators: A General One; For Elves; For Orcs) Your [Attached Dynasty] is which dynasty your clan belongs to at the game's start. Now here's where looking at the map comes in handy. Look a few posts below.

Feel free to select any one castle/city from whatever dynasty you wish to be a member of. The only dynasty that are restricted from players is the Imperial Dynasty.

Do not worry, you will begin with more than one castle/city. The starting castles/citues is just what your dynasty counts as their 'ancestral lands'. Please try to leave players with some room to take nearby cities/castles unless you want immediate conflict!

Starting Dynasties
Spoiler :
All clans and dynasties will confer some sort of bonus. This bonus is nothing tangible, just a bit of flavor to help make each clan and dynasty pairing your own. I recognize that since this is a pre-crafted world a lot of the NESing fun in the randomness of the community's creation may be taken out. This is my way of including that element I love so much.

Argoosh Dynasty
Limitations: Orcs Only
Dynasty Trait: Master Politicians
The Argoosh are perhaps one of the largest, most prosperous dynasties and this is not due to their talent with coin or sword or prayer, but because they just know how to suck up to their betters. Early in the High Kingdom's history the small family of the Argoosh managed to talk their way into power by constantly having the High King's ear. The first few High Councils, in fact, were mostly populated by Argoosh highborn lords that lorded over no land, but the High King himself! As a result the Argoosh pride themselves in their ability to assuage those above and below them, and can expect more diplomatic successes than normal.

Maklan Dynasty
Limitations: Elves Only
Dynasty Trait: Master Opportunists
Just two generations ago the haughty Maklan were on their last leg. Their unsuccessful rebellion against the High King Nog-Neurdir the Books-Keeper had seen the majority of their holdings lost and given to the usurper Elves of the Noroloth. Rather than lament and die pitifully, the Elves of the Maklan steeled themselves and waited in the dark for another to falter. Just that happened when the late High King Bogor-Taniion was murdered not long after the mana-storm and his infant son Gogzur-Garion put on the throne. The Noroloth followed Gogzur-Garion's uncle, Hirion, to the capital city of Urst, leaving the Maklan to pounce and retake their lands. Similar chances arose over the next few years and the Maklan not only managed to expand from their ancestral wooded homes and into the Heartlands, culminating in the bloodless conquest of a major castle along Bragga's Path. Clearly this spree of success is not simple coincidence and their time in the shadows has made the Maklan masters at kicking a foe when he's down.

Bariel Dynasty
Limitations: Elves & Orelfs Only
Dynasty Trait: Master Smiths
What most other clans do not realize is that it is not the sword-wielder that matters, but what his sword is made out of. Give the strongest warrior a stick and a Goblin the finest blade and everything is suddenly equalized. The Elf lacking in skill can always hide behind his armor. The Bariel are such Elves. They are not great fighters, not great statesmen, and not great spies, but the Mountains of Bar-En-Iel are famous for the sheer amounts of celestium to be found. Bariel smiths are famed all throughout Ekra for their ability to make weapons, and Bariel arms are highly sought after commodities even if Barial fighters are not.

Ithilidren Dynasty
Limitations: Elves Only
Dynasty Trait: Master Skirmishers
The lands under the Ithilidren's control are not the soft lands of the Orcs and Elves of the Heartlands. No Ithilidren-Elf rides atop a horse and thinks it a challenge, for she knows that the true challenge is to walk upon broken face of El-Or. The forests, hills, and mountains where the Ithilidren make their home are some of the most notoriously dangerous lands in Ekra and for centuries the Ithilidren have held their foes back through clever use of the land in their warfare. Most Ithilidren do not prefer a stand up fight—where is the fear in seeing your enemy right before you? Real fear is seeing your enemy's spear come from ten different directions.

Oreme Dynasty
Limitations: Elves Only
Dynasty Trait: Master Nomadic Traders
What of the days long past are worth celebrating? The times when the Oreme were little more than savage horsemen prowling the great Nuuth Steppe seeking scrawny prey to fill their empty bellies? Some say that the high kings of the east brought ruin to the fierce people of the west, but what ruin can be found in a belly full of food and chest full of gold? The Oreme now are not the warriors they once were, but they are traders rivaled by few. The Oreme trader is wily, swift, cunning, and knows that even the most fearsome warlord must stop and buy supplies from someone.

Gorsh Dynasty
Limitations: Orelfs Only, Goddess Sect Only
Dynasty Trait: Master Priests
Who would think that the Goddess would find such a great following in land so far flung and uncivilized? When the Orelfs Sectists of Gorsh were expelled from the Imperial City of Urst they embarked on a journey of truly biblical proportions, and it led them to their current home in the rich valleys beyond the Sundown Mountains. The conquest of the Gorsh was relatively bloodless. After the native savage Goblins were put down and the rest made to fear the Goddess and her servants, the Orelfs of Gorsh enjoyed generations of prosperity and favor of their One True Goddess.

Norotaure Dynasty
Limitations: Elves Only, Goddess Sect Only
Dynasty Trait: Master Herbalists
The forests of the north-western most extent of Ekra are home not to terrible creatures, but to even more terrifying plants. Have you ever heard of the Soul-Snatcher, a weed so virile and deadly that it can ruin acres of land in a fortnight? Or of the Heartsbane, an unassuming flowers whose petals can be ground up into a fine dust that when breathed stops the heart in a matter of seconds? What of the Catcher-Tree, which is not a tree, but a massive, thick vine that eats living creatures—including Orcs and Elves? No? None of these? Well the Elves of the Norotaure deal with them everyday and not only do they deal with them, but they thrive in such a strange environment. By themselves the Norotaure are nothing special, save for their strange devotion of the single Goddess brought to them by the missionary-Orelfs of the Grosh. However, give any Norotaure lord or lady a strange plant and they will find some way to kill you with it.

Rhuitaure Dynasty
Limitations: Elves Only, Cult of the Many Only
Dynasty Trait: Master Cultists
One of the few remaining western strongholds of the Cult of Many belongs to the Elves of the Rhuitaure. The lands the Rhuitaure rule over are riddled with strange artifacts of ancient ancestors, and these artifacts have only grown stranger since the mana-meteors fell from the sky. Many-Believers claim that the Rhuitaure lands are not the only things visited by their strange gods, but that the Rhuitaure themselves are blessed and cursed with visions of the gods-walking-on-the-world, the strange apocalyptic deities said only to appear once the end-times draw near. What the Rhuitaure themselves have to say is little, though few other peoples can claim to be more devoted to the strange gods of the Many.

Guuagziir Dynasty
Limitations: Orcs & Orelfs Only
Dynasty Trait: Master Slavers
Few Orcs or Elves would ever admit it, but the world as they know it runs on the broken backs of Goblin slaves. The Guuagziir Dynasty is the result of those few highborn who acknowledged this fact and sought to find the lands from where the strange, pitiful Goblins first game from. They did not find it, but they did find the Broken Islands of Vog: the last untouched land where Goblins reigned over themselves. The Orcs of the Guuagziir, of course, corrected this and took steps further and perfected the breeding, breaking, and binding of slaves until it practically was an art form. Since that time some ten hundred years ago the Guuagziir have made themselves know far and wide as sellers of the best slaves, slaves that are born into fear and never spend a moment in their lives without it.

Gazniir Dynasty
Limitations: None
Dynasty Traits: Master Assimilators
The Gazniir are a mongrel dynasty of Elves, Orcs, and Orelf highborns that adhere to one simple principle: advancement at all costs. This does not mean that they are ruthless, per say, but the scions of the Gazniir have long been ahead of the curve by becoming it. The Gazniir turned no one away from their great Dynasty, accepting all in the hopes that every single Orc and Elf could make themselves better. These hopes seem to have been right, and for the past three centuries the patchwork Dynasty has grown into one of the most powerful collection of lords and ladies in the High Kingdom.

Aldaval Dynasty
Limitations: Elves Only, Cult of the Many Only
Dynasty Traits: Master Horselords
Have you heard all of the stereotypes about a nomadic peoples being the best horsemen ever? How they can ride for leagues and never tire, how they are one with their steeds, how they have no home save for the saddle? Well the Aldaval are that and then some. Once the great dynasty terrorized the High King Gor-Locien the Sunset King by throwing off the High Kingdom's yoke and reigning as free kings for a generation before they were reconquered by Gor-Locien's grandson. The conquest, however, was not complete and the Aldaval horselords remained lords of their vast lands. Now that a child-high king sits on the throne it may be time again to throw off the weak, eastern kings and retake the lands they gave away.

Grokar Dynasty
Limitations: Orcs Only, Goddess Sect Only
Dynasty Traits: Master Peacekeepers
The Grokar Dynasty is no highborn dynasty with roots that trace back thousands of years. Just a few generations ago the Grokar were middleborn Orcs who marched alongside High King Kadash-Turin the Horse-Eater into the great war against the horse-Elves of the Aldaval. After Kadash-Turin subjugated the uppity Elves he did the unthinkable and gave great swaths of the Aldaval's land to simple soldiers. The Grokar proved to be better high lords than most who had reigned for generations, not only successfully keeping peace over a completely foreign population, but even expanding to the north-east against the savage Elves and Orcs of the Mardak.

Mardak Dynasty
Limitations: Elves, Orelfs, and Orcs, Cult of the Many Only
Dynasty Traits: Master Savages
The Mardak are a collection of half-savage Elven and Orcish clans who never truly submitted to their civilized cousins to the west. Though the Grokar and High King Bool-Castien successfully subdued the last eastern extents of Ekra, only the Tathsume truly submitted any amount of their former sovereignty. Faced with an external threat, the savage clans banded together so that they might operate in their new environment. If anything this unity simply led to an increase in their savagery. Now that the high kingdom stands on the brink of ruin only time can tell if the Mardak will form a new state to surpass the western kingdom or if they will fall into tribal chaos once more.


Tathsume Dynasty
Limitations: Elves Only
Dynasty Traits: Master Innovators
When the High Kings came from the west they found the Tathsume Elves a degenerate peoples. They had no cities, no castles, no hint of civilization at all, but over the small few generations since the Tathsume have shown that they certainly have the spark of brilliant minds. At the time of the high kingdom's fall the Tathsume were just beginning to rival the western dynasties not only in power, but in technology, thought, and trade. Under the unified rule of the Tathsume scions nearly every port was home to Tathsume ships and goods. A few lords see the end of the high kingdom as the end of this illustrious time, but those truly wise ones see only the opportunity for the Tathsume to fully come into their own.



Clan Traits
Spoiler :
To further make your clan special here is a list of traits with which you can customize your clan. Remember, none of these traits of huge, monumental effects and are meant to act as flavor. If you think of other traits please use them and I will let you know if it is fine (which more often than not it will be). Choose two traits.

Certainly Civilized
Your clan has long basked in the glory of the high kings, and though their time may be over that does not mean the civilized light they brought must dim. Certainly civilized clans are just that: certainly civilized. There is no doubt about it in their minds or in the minds of others.

Utter Savages
Those around you may have given themselves over to the softer arts of subterfuge and speech, but you and your clan knows that raw power is the true way to make people fear you. Your ways are simple, but effective. No matter what fine trappings you wear your heart remains wild and your thoughts bloody.

Seafarers
Most clans shun the waters for the breeding-place of demons, but yours knows better. The sea is a gilded path no worse than Bragga's great road. *Note, this does not mean all other clans are barred from sea-travel/trade*

Raiders
Your clan particularly enjoys a good raid and are particularly good at them. Striking fear into an enemy's heart has nothing to do with stabbing him in it. When you sweep through his land, eradicate his Goblin slaves, and leave him with nothing save for an empty belly you can see the fear settle in his eyes as he realizes that his death will be slow and lowly.

Silver-Tongued
Fear has nothing to do with swords, fear is little else but a state of mind that you can put someone into with little else but your sharp tongue.

Ruthless
Your clan is particularly cruel, which engenders nothing but hatred from others, but in their hatred there is fear.

Cunning
Tell me, what is more terrifying? The Great-Bear that charges you and rips you limb from limb or the simple snake that nips your ankle and leaves you dead in three days never knowing what killed you?

Devout
The answers to all of life's questions lie in the Gods/Goddess. Do not ask any questions, simply obey and follow their dark and terrible will.

Taskmasters
The high and low lords can fight as much as they want, but in truth what needs to be done is done by their Goblin slaves. Your clan knows this much and are particularly apt at working the little green bastards into the ground.

Cultured
The question is not who is civilized who is not, but who of the two camps can recognize the merits of both their past and their future. Your clan is one of those few.

Decisive
As a highborn family your clan has to make plenty of weighty decisions, and unlike many lords yours rarely errs over what to do next.

Meticulous
You and the scions of your clan have a certain eye for detail. Some would say that in a time as wild and savage as this that the details hardly matter, but to those people you say that their armor can easily be undone by hitting that latch, and that latch, and this latch.

Devious
Your clan has a longstanding reputation for being particularly nasty in all things that they do. Some see you with scorn for this, others respect you.
*Note, this is not the 'Free Fear' trait. Think of it like how you would think of the 'Bloody Mess' trait from Fallout fame. When you do something pretty mean and nasty it will be described in even meaner and nastier terms.*

 
The Heartlands
Spoiler :
Kingdom of Maldaear/-
NPC
Lord: Queen Mivanwen (Elf/110), Unwed
Heir: -
Family: -
Holdings: Rissdur Keep (Large Castle/9¤); Castle Gar (Large Castle/9¤); Galonos (Small City/10¤); Rission (Small City/10¤);
Manpower: 2,000† in Pool (14,800† Standing/2,000† Realm Garrison/0‡ Ships)(Experienced and fiercely loyal troops, Elvish, Orcish, and Orelfish mix of spear & bow warriors supported by core of heavy armed hammer-wielding Orcish veterans, Small collection of spear-wielding light Elven cavalry, Supported by elite 'Thorns of Maldaear' light infantry/skirmishers wielding Bariel-celestium tipped javelins & fine Bariel short-swords)
Income: 38¤-15¤=23¤ (50¤ Stored)
Livelihood: Trade & tolls along Bragga's Road (Rission, Galonos, Castle Gar), Timber (Rissdur Keep), Moderate agriculture
Factions: -
Favor: Cult of Many -2
Fear: 5

Clan Prushnak [Gazniir]/-
Tecknojock
Lord: Lord Vudush (Orc/137) Wed to Galok Daughter (Orc/125)
Heir: Infant Son (Orc/10) Unwed
Family: Sister (Orc/92/Unwed), Vice-Lord Tagan (Orc/115) Unwed *Brother*
Holdings: Dashnak (Small City/10¤); Braga's Fist (Large Castle/9¤); Elenos (Small City/10¤); Crommiel (Small City/10¤); Castle Ormin (Small Castle/6¤)
Manpower: 1,500† in pool (13,800† Standing/1,500† Realm Garrison/0‡ Ships)(Experienced warriors of Elvish, Orcish, and Orelf descent, mix of spear & bowmen and a large number of javelin-wielding Elven & Orelf skirmishers, supported by a small body of Prushnak & Galok Orcish heavy infantry wielding hammers & maces, a handful of spear-wielding light Elvish cavalry)
Income: 45¤-14¤=31¤ (8¤ Stored)
Livelihood: Domestic & Foreign Seatrade from Hekra, Timber (Elenos), Small mining operations (Crommiel), Moderate agriculture
Factions: Galok Vice-Lords (2/5)
Favor: -
Fear: 5
Projects: -

Clan Vir [Gazniir]/-
Masada
Lord: Lord Padush (Orc/164) Wed to Lorag Daughter (Orc/120)
Heir: Infant Son (Orc/10) Unwed
Family: Brother (Orc/141) Wed to Lorag Daughter; (Brother (Orc/125) Unwed
Holdings: Padsah (Small Castle/6¤); Vantaur Keep (Small Castle/6¤); Wermirsel Citadel (Large Castle/9¤); Kiyadar (Small City/10¤); Volir (Small City/10¤)
Manpower: 2,000† in pool (14,600† Standing/2,000† Realm Garrison/0‡ Ships)(Experienced warriors of Orcish, Elven, and Orelf descent, mix of spear & bowmen supported by dozens of Vir & Lorag heavy infantry 'reavers' wielding swords & axes, Small number of elite former-Imperial medium infantry wielding spears, no cavalry)
Income: 41¤-15¤=26¤ (68¤ Stored)
Livelihood: Large mining operations (Kiyadar), Trade & tolls along Bragga's Road (Padsah), Small mining operations (Volir), Limited agriculture
Factions: Lorag Vice-Lords (2/3); Ennobled Garrison Commanders (5/3)
Favor: -
Fear: 5
Projects: ??? (1/2)(Next level 5¤/1t)

Clan Scalesian [Gazniir]/Erort (via Clan Leader's Wife)
Lopaz
Lord: Lord Acturus (Orelf/38) Wed to Baelada, Erort Daughter (Orelf/27)
Heir: Son (Orelf/12) Unwed
Family: Sister (Orelf/26) Unwed
Holdings: Varasia (Walls+)(Small City/10¤); Saelthas (Small City/10¤); Irssul Citadel (Large Castle/9¤); Castle Sone (Small Castle/6¤)
Manpower: 16,900† in pool (0† Standing/1,500† Realm Garrison/0‡ Ships)(Experienced Elven, Orcish, and Orelf warriors, mix of spear & bowmen supported by dozens of fearsome Scalesian Orelf medium spear-wielding cavalry)
Income: 35¤-0¤=35¤ (90¤ Stored)
Livelihood: Large mining operations (Irssul Citadel), Domestic & Foreign Seatrade from Further-Far (Saelthas), Flourishing agriculture
Factions: Isuwien Vice-Lords (2/3); Cagdush Vice-Lords (2/3)
Favor: Cult of Many -1; Goddess Sect +1
Fear: -
Projects: -

Clan Erort [Gazniir]/Scalesian (via Clan Lord's Daughter)
NPC
Lord: Lord Carrandar (Orelf/66) Wed to Hoirk Daughter (Orc/173)
Heir: Baelada (Orelf/27/f) Wed to Lord Acturus of the Scalesian; (Pretender Lord-Baron Digogan/Orelf/44/Wed/5s *Brother*)
Family: Lord-Baron Digogan (Orelf/54/m) Wed to Minor Noble
Holdings: Fort Relir (Small Castle/6¤); Fort Roidush (Small Castle/6¤)
Manpower: 1,000† in pool (3,200† Standing/1,000† Realm Garrison/0‡ Ships)(Experienced Elven, Orcish, and Orelf warriors, mix of spear & bowmen supported by numerous veteran Erort & Hoirk Orelf & Elven medium spear-wielding cavalry)
Income: 12¤-4¤= (26¤ Stored)
Livelihood: Trade & Tolls along Bragga's Road (Fort Relir), Small horse breeding, Moderate agriculture
Factions: Hoirk Vice-Lords (4/2)
Favor: Cult of Many -1; Goddess Sect +1
Fear: 5
Projects: -

Kingdom of Tortan [Argoosh]/-
erez87
Lord: King Vulu (Orc/120) Unwed
Heir: Sister (Orc/133) Wed to Jennolden Heir
Family: Sister (Orc/133) Wed to Jennolden Heir
Holdings: Ganes (Large City/15¤); Ithlond (Small City/10¤); Mithmir (Small City/10¤); Fort Marothomb (Small Castle/6¤); Dolonde (Small City/10¤);
Manpower: 11,900† in pool (4,400† Standing/500† Realm Garrison/0‡ Ships)(Experienced Elven and Orcish warriors, mix of spear & bowmen supported by numerous Jennolden Elven medium spear-wielding cavalry, sports some Tortan & Zeab Orcish heavy infantry wielding hammers & maces)
Income: 51¤-5¤=46¤ (102¤ Stored)
Livelihood: Trade along Bragga's Road (Ganes), Domestic & Foreign Seatrade with Further-Far (Dolonde), Large horse breeding (Ganes, Ithlond, Mithmir), Merchant Companies (Ganes), Salt (Dolonde), Flourishing agriculture
Factions: Zeab Vice-Lords (4/5); Jennolden Vice-Lords (2/3); Ganes Merchant Companies (1/4); Malmirrin Remants (1/5)
Favor: -
Fear: 2
Projects: Gilded Roads of Tortan (1/4)(Next Level 15¤/1t), Expanded Market of Ganes (1/2)(Next Level 10¤/1t)

Clan Kaanak [Argoosh]/-
NPC
Lord: Lady Loibar (Orc/145) Unwed
Heir: - (Pretender Vice-Lord Tigdush/Orc/120/Unwed/3s *Bastard Brother*)
Family: Vice-Lord Tigdush (Orc/120) Unwed *Bastard Brother*
Holdings: Castle Salg (Large Castle/9¤); Vidak (Large City/15¤)
Manpower: 12,200† in pool (0† Standing/1,000† Realm Garrison/0‡ Ships)(Experienced Elven and Orcish warriors, mix of spear & bowmen supported by a hardened core of Kaanak & Vonk Orcish heavy infantry wielding maces & hammers, a small number of Elven skirmisher-cavalry wielding javelins & spears)
Income: 24¤-0¤=24¤ (72¤ Stored)
Livelihood: Trade along Bragga's Road (Castle Salg, Vidak), Domestic & Foreign Seatrade with Further-Far, Small horse breeding, Merchant Companies (Vidak), Flourishing agriculture
Factions: Vonk Vice-Lords (4/3); Vidak Merchant Companies (3/3)
Favor: -
Fear: -
Projects: -

Clan Fellithil [Maklan]/Tellathiel (via Clan Lord's Wife)
NPC
Lord: Lord Verir (Elf/220) Wed to Rinwen, Tellathiel Princess (Elf/190)
Heir: Vice-Lord Idhyaan (Elf/150) Wed to Miththolar Noble *Son*
Family: Eriraxa (Elf/130) Unwed *Daughter*
Holdings: Arcautar (Small City/10¤); Barad Gwadel (Large Castle/9¤)
Manpower: 10,000† in pool (0† Standing/1,000† Realm Garrison/0‡ Ships)(Experienced Elven warriors, light infantry wielding spears and javelins supported by elite Fellithil bowmen & Miththolar medium swordsmen, a few Elven light cavalry wielding spears and javelins)
Income: 19¤-0¤=19¤ (57¤ Stored)
Livelihood: Megliost timber (Barad Gwadel, Arcautar), Megliost wood finished goods (Barad Gwadel, Arcautar), Guagziir Merchants (Arcautar, Coastal Outpost), Limited agriculture
Factions: Miththolar Vice-Lords (2/3)
Favor: -
Fear: -
Projects: -

Clan Tellathiel [Maklan]/Fellithil (via Clan Lord's Sister)
spryllino
Lord: Lord Caleron (Elf/144) Unwed
Heir: -
Family: Rinwen (Elf/190) Wed to Lord Verir of Fellithil *Sister*
Holdings: Milerethon (Small City/10¤); Faladel (Small City/10¤); Castle Thellone (Large Castle/9¤)
Manpower: 13,200† in pool (0† Standing/1,000† Realm Garrison/0‡ Ships)(Experienced Elven warriors, light infantry wielding spears and javelins supported by Tellathiel 'rangers' wielding bows & swords, dozens of Kevalithsyr javelin wielding skirmisher-cavalry)
Income: 29¤-0¤=29¤ (97¤ Stored)
Livelihood: Trade & tolls along Bragga's Road (Castle Thellone); Domestic & Foreign Seatrade with Hekra & Elas-Ch (Milerethon); Guagziir Slave-Trade (Milerthon); Large horse breeding; Moderate agriculture
Factions: Kevalithsyr Vice-Lords (4/5)
Favor: -
Fear: -1
Projects: -
The Elflands
Spoiler :
Clan Celenarryl [Ithilidren]/-
NPC
Lord: Lord Manion (Elf/135) Wed to Haelaneth Daughter (Elf/130)
Heir: Aphtherinfaraston (Elf/20) *Son*
Family: Vice-Lord Bertoldon (Elf/110) Unwed
Holdings: Talabane (Isolated)(Small City/8¤); Tidurdol (Small City/10¤); Isturon (Small City/10¤); Castle Draugaias (Small Castle/6¤);
Manpower: 3,000† in pool (2,800† Standing/500† Realm Garrison/32‡ Ships)(Experienced Elven light infantry wielding spears & javelins supported by a ferocious band of Celenarryl & Haelaneth javelin & sword-wielding medium-infantry, navy composed of well-built fleet of small warships manned by experienced light infantry/skirmisher crew)
Income: 34¤-5¤=29¤ (104¤ stored)
Livelihood: Fine Furs & Pelts (Talabane, Tidurol, & Isturon), Small mining operations (Castle Draugaias), Domestic & Foreign Seatrade with Further-Far (Tidurol & Isturon), Timber & worked wooden goods, limited agriculture
Factions: Haelaneth Vice-Lords (4/3)
Favor: -
Fear: -1
Projects: -

Clan Vanelon [Ithilidren]/Nallviel (via Clan Lord's Son)
NPC
Lord: Lord Imsidhien (Elf/230) Wed to Birtaur Daughter (Elf/210)
Heir: Vice-Lord Cildir (Elf/155) Wed to Sidhcion Daughter (Elf/130)
Family: Lord-Baron Breglaidon (Elf/120) Wed to Lady Silia 'the Grey' of Nallviel *Son*
Holdings: Beryonadam (Small City/10¤); Iaariel Keep (Small Castle/6¤); Teltanas Keep (Small Castle/6¤)
Manpower: 8,600† in pool (2,000† Standing/1,000† Realm Garrison/24‡ Ships)(Veteran Elven medium infantry wielding javelins, spears, & swords supported by elite Birtaur & Sidhcion bowmen, a small band of elite Vanelon Elven heavy infantry wielding Bariel-made swords, Navy composed of well-built fleet of small warships manned by experienced light infantry/skirmisher crew)
Income: 22¤-4¤=20¤ (66¤ Stored)
Livelihood: Major mining operations (Beryonadam, Iaariel Keep, Teltanas Keep), Limited agriculture
Factions: Birtaur Vice-Lords (4/5); Sidhcion Vice-Lords (3/5)
Favor: -
Fear: -
Projects: -

Clan Yrauren [Ithilidren]/-
NPC
Lord: Lord Margolion the Drake-Friend (Elf/185) Wed to Lassdilinsel Daughter (ELf/130)
Heir: Infant Vice-Lord Eirradion (Elf/20) Unwed *Son*
Family: Lord-Baron Celeion (Elf/160) Unwed *Brother*; Lord-Baron Darastion (Elf/160) Unwed *Brother*; Lord-Baron Veraias (Elf/160) Unwed *Brother*
Holdings: Neurwë (Large City/15¤); Galonlond (Small City/10¤)
Manpower: 7,000† in pool (1,600† Standing/0† Realm Garrison/30‡ Ships)(Veteran Elven medium infantry wielding Barion-made swords supported by a core of elite Yrauren heavy cavalry 'Fae-Knights' mounted upon Fae-Stags, Lord Margolion rides upon the back of the mountain drake 'Xeture the Gold', Navy composed of well-built fleet of small warships manned by experienced light infantry/skirmisher crew )
Income: 25¤-4¤=21¤ (50¤ Stored)
Livelihood: Timber & worked wooden goods (Galonlond), Domestic & Foreign Seatrade with Further-Far (Neurwë), Small mining operations (Galonlond), Moderate agriculture
Factions: Lassdilinsel Vice-Lords (3/4)
Favor: -
Fear: -
Projects: -

Clan Palinar [Ithilidren]/-
hbar
Lord: Lady Oshu 'the Maiden' (Elf/150) Unwed
Heir: Son (Elf/20) Unwed *Legitimized Bastard Son* (Pretender Son/Elf/20/Unwed/1s *Legitimized Bastard Son*)
Family: -
Holdings: Freya (Small City/11¤); Balaar (Small City/10¤); Fal-Fariel; (Small Castle/6¤)
Manpower: 8,100† in pool (2,000† Standing/500† Realm Garrison/40‡ Ships)(Veteran Elven medium infantry wielding Bariel-made swords supported by a core of elite Palinar heavy cavalry 'Fae-Knights' mounted upon Fae-Stags, a few dozen elite light infantry 'Black Raiders' wielding a variety of cruel weapons, Navy composed of well-built fleet of small warships manned by elite 'Black Raiders' light infantry armed with a variety of cruel weapons, Several savage Swiech mercenary-pirate crews)
Income: 28¤-4¤=24¤ (86¤ Stored)
Livelihood: Extensive Raiding, Smuggling safe-haven (Freya) Domestic (Balaar) & Foreign Seatrade with Further-Far (Freya, Balaar), Small mining operations (Fal-Fariel), Timber & worked wooden goods (Balaar), 1¤ tribute from Nallviel, Moderate agriculture
Factions: -
Favor: -
Fear: 3
Projects: -

Clan Nallviel [Ithilidren]/ Vanelon (via Clan Lord)
NPC
Lord: Lady Silia 'the Grey' (Elf/180) Wed to Lord-Baron Breglaidon of Vanelon (Elf/130)
Heir: Bannon (Elf/20) *Son*
Family: -
Holdings: Indóron (Small City/10¤)
Manpower: 3,200† in pool (0† Standing/0† Realm Garrison/8‡ Ships)(Heroic Elven warrior-adventurers known as the 'Grey Guardsmen', Navy composed of a small, but well-built fleet manned by superb light infantry sailors)
Income: 10¤-1¤= (30¤ Stored)
Livelihood: Domestic & Foreign seatrade with Further-Far (Indóron), Moderate agriculture
Factions: Grey Guardsmen (3/5)
Favor: Cult of Many -3; Goddess Sect +3
Fear: -
B]Projects[/B]: -

Clan Haeeae [Bariel]/-
NPC
Lord: Lord Calagalad (Elf/230) Wed to Tinudel Vice-Lady (Elf/200)
Heir: Vice-Lord Aellas (Elf/140) Unwed *Son*
Family: Iellien (Elf/120) Unwed *Daughter*, Nimlondya (Elf/100) *Daughter*
Holdings: Idhren (Large City/15¤); Ithlum (Small City/10¤)
Manpower: 6,200† in pool (2,400† Standing/0† Realm Garrison/30‡ Ships)(Veteran Elven medium infantry wielding Barion-made swords supported by a handful of elite Haeeae & Tinudel medium infantry warriors, Navy composed of well-built fleet of small warships manned by superb light infantry sailors)
Income: 25¤-5¤=20¤ (80¤ Stored)
Livelihood: Timber & worked wooden goods (Ithlum), Domestic & Foreign Seatrade with Further-Far (Idhren, Ithlum), Moderate agriculture
Factions: Tinudel Vice-Lords (4/5);
Favor: -
Fear: -
B]Projects[/B]: -

Clan Amathon [Bariel]/-
Northen Wolf
Lord: Lord Daechir (Elf/190) Wed to Birren Daughter (Elf/160)
Heir: Son (Elf/50) Unwed *Son*
Family: Daughter (Elf/20) Unwed *Daughter*, Brother (Elf/140) Unwed *Brother*
Holdings: Eredh (Small City/11¤); Hadlath (Small City/11¤); Mirdan (Small City/11¤); Dringol (Small City/11¤)
Manpower: 12,800† in pool (2,400† Standing/0† Realm Garrison/32‡ Ships)(Experienced Elven medium infantry wielding fine Bariel-made swords & spears, Supported by veteran Amathon & Birren spear-wielding heavy infantry and elite Berraithar 'Green Shadow' javelin & sword wielding skirmishers, Navy composed of well-built fleet of small warships manned by decent light infantry sailors)
Income: 44¤-5¤=39¤ (40¤)
Livelihood: Major mining operations (Mirdan, Dringol), Domestic & Foreign seatrade with Further-Far (Eredh, Hadlath), Timber & fine wooden goods (Hadlath), Bariel celestium-smiths (Eredh, Hadlath, Mirdan, Dringol), Small sheep, goat, & warg herding (Eredh, Hadlath, Mirdan, Dringol), Moderate agriculture
Factions: Birren Vice-Lords (3/4); Berraithar Vice-Lords (3/4); Eredh Merchant Companies (1/3)
Favor: -
Fear: -
B]Projects[/B]: Elf-Roads (1/5)(Next Level 15¤/1t)

Clan Ealovir [Bariel]/-
NPC
Lord: Lady Velailsta (Elf/210) Wed to Eruassion, Berésdal Vice-Lord (Elf/190)
Heir: Vice-Lord Caunimil (Elf/110) Unwed *Son*
Family: Vice-Lord Castien (Elf/110) Unwed *Son*
Holdings: Bellseril (Small City/10¤/3†); Nevrione (Small City/11¤); Barad Minasaer (Small Castle/7¤)
Manpower: 8,500† in pool (1,600† Standing/500† Realm Garrison/0‡ Ships)(Experienced Elven medium infantry wielding Bariel-made swords & spears, Supported by elite Ealovir & Berésdal spear-wielding heavy infantry, A sizable band of medium spear-wielding cavalry)
Income: 26¤-2¤=24¤ (52¤ Stored)
Livelihood: Timber & fine wooden goods (Bellseril), Small horse breeding (Barad Minasaer), Small warg-rearing (Bellseril, Nevrione) Flourishing agriculture
Factions: Berésdal Vice-Lords (2/5)
Favor: Cult of Many +4; Goddess Sect -4
Fear: -
B]Projects[/B]: -

 
The Eastern Reaches
Spoiler :
Clan Aldaval [Aldaval]/-
NPC
Lord: High-Lord Orbaradar 'the Strong' (Elf/210), Wed to Lady Solordëmiel, Lady of Ondolond (Elf/220)
Heir: Lord Ovorion (Elf/120) Unwed *Son*
Family: Alda (Elf/110) Unwed *Daughter*
Holdings: Hothmon Castle (Large Castle/9¤); Castle Dûrien (Small Castle/6¤); Orvathar (Large City/15¤); Gláldur (Small City/10¤); Albessi (Small City/10¤)
Manpower: 12,300† in pool (7,200† Standing/1,500† Realm Garrison/52‡ Ships)(Experienced Elven light/range cavalry wielding long-spears & horse-bows, Supported by Aldaval, Ondolond, & Celilmang elite long-spear wielding heavy cavalry, Navy composed of a fleet of small warships manned by passable sailors)
Income: 50¤-11¤=39¤ (105¤ Stored)
Livelihood: Trade & tolls along Bragga's Road (Hothmon Castle, Orvathar), Major horse breeding (Hothmon Castle, Orvathar, Gláldur, Albessi), Salt (Gláldur & Albessi), Domestic & Foreign seatrade with Hekra & Elas-Ch (Gláldur, Albessi) Moderate agriculture
Factions: Ondolond Vice-Lords (4/5); Celilmang Vice-Lords (3/3); Orvathar Merchant Companies (1/4)
Favor: Cult of Many +5; Goddess Sect -5
Fear: 1

Clan Vagar [Grokar]/-
NPC
Lord: Lord Bal I (Orelf/45) Wed to Lady Nionia, Lady of Aldalond (Elf/130)
Heir: Bal II (Orelf/10) *Son*
Family: -
Holdings: Grenar (Small City/10¤); Barad Alar (Small Castle/6¤); Gannalaegyn (Small City/10¤)
Manpower: 7,700† in pool (2,000† Standing/500† Realm Garrison/24‡ Ships)(Veteran Orelf mix of spear-wielding medium infantry & light bowmen, Supported by elite Orelf 'Black-Spear' Vagar spear-wielding heavy infantry and elite Elven Aldalond long-spear & horse-bow wielding medium cavalry, Navy composed of a built fleet of small warships manned by ferocious Orelf sailors)
Income: 26¤-4¤=22¤ (40¤ Stored)
Livelihood: Large horse breeding (Barad Alar), Salt (Grenar), Domestic & Foreign seatrade with Further-Far (Grenar, Gannalaegyn), Major horse breeding (Gannalaegyn), Moderate agriculture
Factions: Aldalond Lords (5/5)
Favor: Goddess Sect +5; Cult of Many -5
Fear: -
Projects: -

Clan Brishnak [Grokar]/-
General Olaf
Lord: Lord Kugash (Orelf/66), Wed to Dagan Daughter (Orelf/60)
Heir: Eskik (Orelf/33) Wed to Mirya, Endain daughter (Orelf/30) *Son*
Family: Daughter (Orelf/26) Unwed *Daughter*, Daughter (Orelf/20) Unwed *Daughter*
Holdings: Birz (Small City/10¤/3†); Gwavir (Small City/10¤/3†); Undorg (Small City/10¤/3†); Castle Cromos (Small Castle/6¤/5†)
Manpower: 8,500† in pool (2,800† Standing/500† Realm Garrison/0‡ Ships)(Veteran Orelf mix of well-armed medium spearmen & light bowmen, Supported by well-armed elite Biriz & Bimak heavy spearmen)
Income: 36¤-3¤=33¤ (100¤ Stored)
Livelihood: Major mining operations (Birz, Gwavir, Castle Cromos), Brishnak celstium-smiths (Birz, Gwavir, Castle Cromos), Limited agriculture
Factions: Bimak Vice-Lords (3/4)
Favor: Goddess Sect +5; Cult of Many -5
Fear: 4

Clan Endain [Grokar]/Brishnak (Via Daughter)
thomas.berubeg
Lord: Lord Prazna-Rugelah (Orelf/90), Wed to Magnus Daughter (Orelf/80)
Heir: Son (Orelf/40), Wed to Pirion Daughter (Orelf/30) *Son*
Family: Mirya (Orelf/30) Wed to Eskik, Brishnak Heir (Orelf/33) *Daughter*
Holdings: Rabahlon (Small City/10¤); Garalon (Large City/15¤); Ulfrishelm Keep (Large Castle/9¤); Eowaradë (Small City/10¤)
Manpower: 12,200† in pool (5,600† Standing/1,000† Realm Garrison/44‡ Ships)(Experienced Orelf mix of medium spearmen & light bowmen, Supported by elite Endain, Magnus, & Pirion 'Golden Legion' heavy spearmen, Navy composed of a fleet of small warships manned by passable sailors)
Income: 44¤-9¤=35¤ (30¤ Stored)
Livelihood: Trade & tolls along Bragga's Road (Garalon, Ulfrishelm Keep), Domestic (Aeralithe preferred) & Foreign seatrade with Hekra & Elas-Ch (Rabahlon, Eowaradë), Flourishing agriculture
Factions: Magnus Vice-Lords (5/3); Pirion Vice-Lords (5/3)
Favor: Goddess Sect +5; Cult of Many -5
Fear: 4
Projects: Great Walls of Rabahlon (1/3)(Next Level 10¤/1t)

Clan Pudish [Grokar]/-
NPC
Lord: Lord-Elder Kamak (Orelf/23) Unwed
Heir: -
Family: -
Holdings: Proigan (Large City/15¤); Vrist (Small City/10¤); Kosil Keep (Small Castle/6¤); Castle Cagak (Small Castle/6¤)
Manpower: 16,000† in pool (0† Standing/1,000† Realm Garrison/38‡ Ships)(Experienced Orelf mix of medium spearmen & light bowmen, Supported by fanatical Elven, Orc, & Orelf warrior-elders wielding a variety of cruel weapons and elite Pudish heavy spearmen, Navy composed of a fleet of small warships manned by passable sailors)
Income: 37¤-2¤=35¤ (111¤ Stored)
Livelihood: Trade & tolls along Bragga's Road (Proigan), Domestic & Foreign seatrade with Hekra & Elas-Ch (Proigan), Timber & wooden goods (Vrist), Religious pilgrimage & holy sites (Proigan, Vrist), Flourishing agriculture
Factions: Proigan Sectists (3/4)
Favor: Goddess Sect +7; Cult of Many -7
Fear: -
Projects: -

Clan Minamonno [Mardak]/-
theDright
Lord: Lord Larenésas 'the Drake-Friend' (Elf/110) Unwed
Heir: -
Family: -
Holdings: Aedanithren (Large Castle/9¤); Beryasyr (Small City/10¤); Runésthar (Small City/10¤); Werthalian (Small City/10¤)
Manpower: 10,000† in pool (5,600† Standing/1,000† Realm Garrison/38‡ Ships)(Savage Elven & Orcish mix of medium infantry wielding all manners of cruel weapons and light/skirmisher infantry wielding javelins, Supported by elite Minammono & Darag heavy infantry wielding all manners of cruel weapons, Lord Larenésas rides upon the back of the mountain drake 'Yiyoa Nightscale', Navy composed of a fleet of small warships manned by passable sailors)
Income: 39¤-8¤=31¤ (59¤ Stored)
Livelihood: Large mining operations (Aedanithren Citadel, Beryasyr, Runésthar, Werthalian), Trade & tolls along Bragga's Road (Aedanithern, Beryasyr), Domestic & Foreign seatrade with Hekra & Elas-Ch (Beryasyr & Runésthar), Raiding, Limited agriculture
Factions: Darag Vice-Lords (2/5); Yiyoa Nightscale (5/5); Ondotauré Vice-Lords (2/5)
Favor: Cult of Many +5; Goddess Sect -5
Fear: 3
Projects: -

Kingdom of Mîrhabad [Tathsume]/-
Dreadnought
Lord: King Îdhar (Elf/110), Wed to Sellondwen (Elf/110)
Heir: Infant Son (Elf/2), Unwed
Family: Lord Arpantion (Elf/170) Wed to Aldasumé Daughter (Elf/150) *Uncle*
Holdings: Gaanlal Keep (Small Castle/6¤); Malthenhûb (Small City/5¤); Aeraethlhûb (Small City/5¤); Bregcaunion (Small City/5¤); Bernarta (Small City/5¤);
Manpower: 6,100† in pool (4,000† Standing/500† Realm Garrison/32‡ Ships)(Experienced mix of Elven light/skirmisher infantry wielding axes, small-swords, & javelins and medium infantry wielding spears, Supported various warriors provided by Lord Arpantion & Lord Dosthutar)
Income: 26¤-6¤=20¤ (26¤ Stored)
Livelihood: Domestic & Foreign seatrade with Hekra & Elas-Ch (Malthenhûb, Aeraethlhûb, Bregcaunion), Exotic furs & pelts (Malthenhûb, Aeraethlhûb), Blue Swan Merchants (Malthenhûb), Timber & worked wooden goods (Bernata), Small mining operations (Gaanlal Keep), Limited agriculture
Factions: Lord Arpantion of Laedireth (4/2); Lord Dosthutar of Toraalsel (4/3); Blue Swan Company (2/4)
Favor: -
Fear: -
Projects: -
Notes: Powerful vassals, Lord Arpantion & Dosthutar, reduce income & manpower from several settlements & vassals have personal armies.

Clan Aeralithe [Tathsume]/-
Popcornlord
Lord: Lord Horthir II (Elf/215), Wed to Shalothryl Daughter
Heir: Vice-Lord Son (Elf/120) Unwed *Son*
Family: Daughter (Elf/100) Unwed *Daughter*
Holdings: Nelthor (Docks+)(Small City/12¤); Fordaer (Docks+)(Small City/12¤); Barad Hiramar (Small Castle/6¤)
Manpower: 10,100† in pool (0† Standing/500† Realm Garrison/24‡ Ships)(Experienced mix of Elven light/skirmisher infantry wielding axes, small-swords, & javelins and medium infantry wielding spears, Supported by an elite core of Aeralithe, Shalothryl, & Malelenryl 'Red Swans' medium infantry wielding Hekran greatswords, Navy composed of a fleet of Tathsume small-warships manned by superb sailors)
Income: 30¤-2¤=28¤ (28¤ Stored)
Livelihood: Guagziir Operations (Fordaer), Domestic (Endain preferred) & Foreign seatrade with Hekra & Elas-Ch (Nelthor, Fordaer), Tathwood & fine tathwood goods (Nelthor, Fordaer, Barad Hiramar), Red Swan Merchants (Nelthor), Flourishing agriculture
Factions: Shalothryl Vice-Lords (4/4); Malelenryl Vice-Lords (3/4); Red Swan Company (4/5)
Favor: -
Fear: -
Projects: -

The Western Extent
Spoiler :
Clan Oreme [Oreme]/-
NPC
Lord: Lord Idhradil (Elf/220) Wed to Ortaur Daughter (Elf/210)
Heir: Vice-Lord Îdhcion (Elf/140) Unwed *Son*
Family: Ilsarranel (Elf/130) Unwed *Daughter*
Holdings: Mágdion (Large City/15¤); Morcistiel Citadel (Large Castle/9¤); Orvaul (Small City/10¤)
Manpower: 15,400† in pool (0† Standing/1,000† Realm Garrison/0‡ Ships)(Experienced Elven light/range cavalry wielding long-spears & horse-bows, Supported by Oreme & Ortaur elite long-spear wielding heavy cavalry)
Income: 34¤-0¤=34¤ (102¤ Stored)
Livelihood: Trade & tolls along Bragga's Road (Mágdion, Morcistiel Citadel), Major horse breeding (Mágdion, Morcistiel Citadel, Orvaul), Nelésian Merchants (Mágdion), Moderate agriculture
Factions: Ortaur Vice-Lords (3/4); Nelésian Merchant Company (3/3)
Favor: -
Fear: -

Clan Nelésdal [Rhuitaure]/-
merciary
Lord: Lord Simaeion (Elf/160) Wed to Cuyaar Daughter (Elf/160)
Heir: Daughter (Elf/40) Unwed *Daughter*
Family: Daughter (Elf/40) Unwed *Daughter*, Daughter (Elf/10) Unwed *Daughter*
Holdings: Tinudhen (Small City/10¤); Nhataar (Small City/10¤); Castle Kivanion (Small Castle/6¤); Mithmireil Keep (Small Castle/6¤)
Manpower: 13,800† in pool (0† Standing/1,000† Realm Garrison/32‡ Ships)(Experienced mix of Elven light/skirmisher infantry wielding axes, small-swords, & javelins and medium infantry wielding spears, Supported by an elite core of Nelésdal & Cuyaar medium/ranged infantry wielding swords & small bows, Fanatical 'Faceless' warrior-monks wielding all manners of cruel weapons, Navy composed of a fleet of small warships manned by competent sailors)
Income: 32¤-2¤=30¤ (64¤ Stored)
Livelihood: Trade & tolls along the Dread Road (Tinudhen, Castle Kivanion, and Mithmireil Keep), Religious pilgrimage & holy sites (Tinudhen), Domestic & foreign seatrade with Further-Far (Tinudhen), Small mining operations (Nhataar, Castle Kivanion, Mithmireil Keep), Timber & wooden goods (Tinudhen), Hardy Goblin slaves (Tinudhen), Moderate agriculture
Factions: Cuyaar Vice-Lords (3/4); Cult of the Faceless Many (2/3)
Favor: Cult of Many +3; Goddess Sect -1
Fear: -

Kingdom of Gorshan [Gorsh]/-
NPC
Lord: Lord-Elder Rekor (Orelf/60), Wed to Erognar Daughter (Orelf/50)
Heir: Vice-Lord Gromir (Orelf/20), Unwed *Son*
Family: Galith (Orelf/20), Unwed *Daughter*
Holdings: Castle Koimak (Large Castle/9¤); Castle Caléng (Small Castle/6¤); Eärith (Large City/15¤); Nund (Small City/10¤); Thran (Small City/10¤)
Manpower: 22,300† in pool (0† Standing/1,500† Realm Garrison/52‡ Ships)(Experienced Elven light skirmishers wielding javelins & spears, Mix of Elven & Orelf medium infantry wielding spears, Supported by an elite core of Gorsh, Erognar, & Voul heavy infantry spearmen, Navy composed of a fleet of small warships manned by passable sailors)
Income: 50¤-3¤=47¤ (135¤ Stored)
Livelihood: Trade & tolls along Bragga's Road (Koimak Castle), Major mining operations (Koimak Castle, Nund, Castle Caléng), Timber & wooden goods (Thran), Domestic & Foreign seatrade with Further-Far (Eärith), Flourishing agriculture
Factions: Erognar Lords (3/5); Voul Lords (3/4)
Favor: Goddess Sect +6; Cult of Many -6
Fear: -
Project:Her Dark Path (Roads)(1/4)(Next Level 15¤/1t); Her Dark Chamber (Religious Wonder)(1/2)(Next Level 5¤/1t)

Clan Undine [Norotaure]/-
Seon
Lord: Lady Larina 'the Shadow' (Elf/170), Wed to Baraaston, Noroviel Vice-Lord (Elf/180)
Heir: Daughter (Elf/90) *Daughter*
Family: Daughter (Elf/60) Unwed *Daughter*; Daughter (Elf/20) Unwed, *Daughter*
Holdings: Isme (Small City/12¤); Larethtinu (Small City/10¤); Barad Kithanmyr (Small Castle/6¤)
Manpower: 10,100† in pool (0† Standing/500† Realm Garrison/24‡ Ships)(Experienced mix of Elven light/skirmisher infantry wielding axes, small-swords, & javelins and medium infantry wielding spears, Supported by an elite core of Undinel & Noroviel medium/ranged infantry wielding swords & small bows, Very small number of heroic 'Black Shadow' warriors wielding all manners of cruel & poisoned weapons, Navy composed of a small fleet of warships manned by competent sailors)
Income: 28¤-2¤=26¤ (30¤ Stored)
Livelihood: Domestic & Foreign seatrade with Further-Far, Hekra, & Elas-Ch (Isme, Larethtinu), Small mining operations (Barad Kithanmyr), Exotic Plants (Isme, Larethtinu), Poisons (Isme), Timber & wooden goods (Larethtinu), ??? (Isme), Moderate agriculture
Factions: Noroviel Vice-Lords (3/4)
Favor: -
Fear: -
Projects: Expanded Isme Docks (1/2)(Next Level 5¤/1t)

Clan Nhanartinu [Norotaure]/-
NPC
Lord: Lord Locien 'the Lame' (Elf/130) Wed to Undotaure Daughter (Elf/110)
Heir: Istyarion (Elf/10) *Son* (Pretender Vice-Lord Draasscan of Undotaure/Elf/150/6s/Wed *Brother-In-Law*)
Family: -
Holdings: Tialgoran (Small City/10¤); Uruvmerun (Small City/10¤); Castle Undorina (Small Castle/6¤)
Manpower: 10,100† in pool (0† Standing/500† Realm Garrison/24‡ Ships)(Experienced mix of Elven light/skirmisher infantry wielding axes, small-swords, & javelins and medium infantry wielding spears, Supported by an elite core of Nhanartinu & Undotaure medium/ranged infantry wielding swords & small bows, Navy composed of a well-built fleet of small warships manned by competent sailors)
Income: 26¤-2¤=24¤ (78¤ Stored)
Livelihood: Domestic & Foreign seatrade with Further-Far, Hekra, & Elas-Ch (Tialgoran, Uruvmerun), Small mining operations (Tialgoran, Castle Undorina), Timber & wooden goods (Tialgoran, Uruvmerun), Timber & wooden goods (Uruvmerun), Exotic plants (Uruvmerun), Moderate agriculture
Factions: Undotaure Vice-Lords (5/2)
Favor: -
Fear: -1
Projects: -

 
Major Factions

Cult of Many
Religious
Faction Strength: Overwhelmingly Powerful (Most peoples of Ekra adhere to some officially sanctioned strain of the Cult of Many)
Favored Actions: Creating fear in the name of the Many, Donating to the Cult
The Cult of Many are the enigmatic religious organization centered around the equally religious pantheon, the Many. There are many different sects of the Cult, though all are beholden to the Orthodox Cult that rules from the High Capital of Urst. The differences between these sects tend to revolve around how best to please the Many, though all sects agree that no matter what method is taken the end result must be fear.

Goddess Sect
Religious
Faction Strength: Powerful (There are pockets of Sectist beliefs all over Ekra, and the religion is very popular among Orelfs, however the Goddess Sect lacks a central authority and its power is largely regional and not on the same continental basis as the Cult of Many)
Favored Actions: Creating fear in the name of the Goddess, Donating to the Sect
The Goddess Sect began as a minor sect of Cultist thought, though radically departed in core beliefs once the Sectists professed that the Many are in fact a single entity known as the Goddess. A schism between the Sectists and Cultists summarily ensued and the result was the mass diaspora of the Sectists from Urst and all over Ekra, where they were able to form religious enclaves in these remote areas.

Clan Guagziir
Mercantile
Faction Strength: Moderate (The Guagziir are present in virtually every port where they hawk their slaves, but they hold very little actual political power)
Favored Actions: Hiring Guagziir Mercenaries, Purchasing Guagziir Slaves, Granting Guagziir Merchants Commercial Preference
The Guagziir are not a clan in the traditional sense that their mainland cousins adhere to. They are a collection of Orcish, Orelf, and Elven slaver clans that move all through Ekra, though roost in Vog's Broken Islands. The Guagziir are mercenaries, merchants, slavers, and raiders of all standings, though most clans hold them with a certain disdain.

Grey Doorsmen
Enigmatic Shadow Organization
Faction Strength: ???
Favored Actions: ???
???
 
Maps & Updates

Pre-Update 0
Dynasty Map @ Update 0


Plain Map @ Update 0


Named Map @ Update 0


Taken Areas @ Update 0



Update 0
Clans & Capitals @ End of Update 0


Update 1 (I)(II)
Clan & Capitals @ End of Update 1


Clan, Capitals, & Cities @ End of Update 1
 
Subbed.
 
I'll have something up tomorrow.
 
Thomas.Berubeg
[Clan Endain]-[Grokar Dynasty]
Prazna Rugelah (80)
Rabahalon (City at the mouth of the river at the bottom of the Bay in which that Island Kingdom is situated)
Clan Traits:
Cultured
Meticulous


And by god, I wish I could have Cunning and Seafarers as well :p
 
Cool. Added a 'taken areas' map in the application post. I encourage lurkers to join! And if you don't want to join let me know why. I'm receptive to criticism.

Also the list of high kings has been added.

edit: Section on general warfare added.
 
Dreadnought
[Clan Laedireth]-[Tathsume Dynasty]
Lord Taerth (170)
Malthenhûb (northernmost city, on the island) [name means Golden Harbor]
Seafarers
Civilized
 
Subscription post. Got to get to work now.

Looks (Y) tho
 
Seon
Noroature Dynasty, Clan Undine
Lady Larina, 49
Isme- One of the two cities in the natural harbor.
Cunning
Meticulous
 
Lopaz
Clan Scalesian-Gazniir Dynasty
Lord Acturus, 28 (or whatever equivalent to that age would be for an orelf)
Varasia (Uhmm the city next to the large lake south of Imperial Ekra and next to the river flowing into said lake)
Decisive and Meticulous
 
Masada
[To be determined]-Guuagziir
[To be determined]-101
The Guuagziir Castle on the Bragga's Road
Ruthless
Cunning

Any chance, I could get a trait that suits my signature play style brah?
 
Nefarious?

Edit: Also there is no Guuagziir castle on Bragga's Road, do you mean the Argoosh?

Edit, Edit: Added "Devious" trait.
 
Quite interesting.

I'm going to peruse the rules a bit more thoroughly, but this looks promising. You have a "maybe" over here.
 
Back
Top Bottom