Thlayli
Le Pétit Prince
List of Confirmed Entities:
1. House g'Aurené - m.t. cicero
2. House Daufing - Grandkhan
3. Clan Dugallach - LordofElves
4. House Elming [Greys] - NPC
5. House Elming [Reds] - NPC
6. House Grijsman - The Strategos
7. House Hartwell - Shadow
8. House Illen - North King
9. House Kathar - TaylorFlame
10. House Lovell - Seon
11. House Mabun - azale
12. House Raskakalle - Masada
13. House Siegaesc - nuka
14. House Skelton - Golden1Knight
15. House Ulf - NPC
16. House Vardel - bestshot
17. House Valmaic - bombshoo
18. House Violla - Defacto
Current Status:
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Main Preview Thread Goals:
FAQ Description:
This is a story-based NES set during a period that resembles our own Middle Ages, in a region of a world quite different from our own that resembles ours in some ways. You will control feudal houses (or mercantile families, clans, or some other sort of lineage or institution) who will intrigue and fight for survival and glory in a world where dark forces are lurking on the fringes of reality.
Basic Background Information:
Current Requirements:
If you would like to volunteer to become part of the team crafting the background, post your interest here or talk to me privately on #nes. If you are only interested in a normal application, please highlight the region of the map where you are interested in playing, provide a concise but interesting description of the type of House you intend on playing, and fill out the Character Creation template for your family.
Correctly following this template will help inform me that you have the attention to detail necessary to prosper in TNES III. Please be aware that I have only 15 spots maximum available for this NES at present. In the event that demand exceeds supply, those players who are most able to satisfy the requirements will be chosen. As things develop, approved players will fill out a more in-depth template and begin producing their own background material. Exciting!
1. House g'Aurené - m.t. cicero
2. House Daufing - Grandkhan
3. Clan Dugallach - LordofElves
4. House Elming [Greys] - NPC
5. House Elming [Reds] - NPC
6. House Grijsman - The Strategos
7. House Hartwell - Shadow
8. House Illen - North King
9. House Kathar - TaylorFlame
10. House Lovell - Seon
11. House Mabun - azale
12. House Raskakalle - Masada
13. House Siegaesc - nuka
14. House Skelton - Golden1Knight
15. House Ulf - NPC
16. House Vardel - bestshot
17. House Valmaic - bombshoo
18. House Violla - Defacto
Current Status:
- Waiting for final family submissions and completed player templates
Designing the polytheistic mystery religion(s) with player input- Adding holdings, NPC's and terrain modifications to the map
Finalizing House/Clan template.
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Spoiler A Short Aside :
Hello and welcome, to another year at Hogwarts a new attempt at building a great NES that will be fascinating, detailed, and fun. After my last NES, AFSNES II, was unsuccessful, I tried to think about what went wrong, and armed with my conclusions, I have set out to do better this time, and create a NES that updates and lasts. With that said, I won't give up trying to moderate a good NES, even if I fail here. I'll never give up trying to be a good mod until the day I am a success or the day I die. And then I'll keep going after that as a force ghost. I hope that will be enough for you to forgive me for past disappointments and give NESing with me another shot.

Main Preview Thread Goals:
- Give players the opportunity to design and fine-tune their houses, families, retainers, lands, etc.
- Give a select-group of crack professionals the ability to define broader worldbuilding; the specific institutions of the monarchies, religion, geography, landmarks, and cultural errata.
- Begin to understand the political and geographic dynamics of the NES as the map is polished and completed by NK.
FAQ Description:
This is a story-based NES set during a period that resembles our own Middle Ages, in a region of a world quite different from our own that resembles ours in some ways. You will control feudal houses (or mercantile families, clans, or some other sort of lineage or institution) who will intrigue and fight for survival and glory in a world where dark forces are lurking on the fringes of reality.
Basic Background Information:
- The migration of the Greylings occurred approximately 275 years ago, as they fled an ancient, unknown Horror by sea.
- The Greylings formed two kingdoms (to be named) on the Isles (to be named,) founded by the warrior-kings Ulk and Elming in the North and South.
- Other peoples and neighbors exist on and around the islands. The Athsarin people are a minority on and a majority to the south of the Isles, and the Fennacht are a displaced people who have inhabited the islands since ancient times.
- The current king is very old, and has outlived his children.
Current Requirements:
If you would like to volunteer to become part of the team crafting the background, post your interest here or talk to me privately on #nes. If you are only interested in a normal application, please highlight the region of the map where you are interested in playing, provide a concise but interesting description of the type of House you intend on playing, and fill out the Character Creation template for your family.
Correctly following this template will help inform me that you have the attention to detail necessary to prosper in TNES III. Please be aware that I have only 15 spots maximum available for this NES at present. In the event that demand exceeds supply, those players who are most able to satisfy the requirements will be chosen. As things develop, approved players will fill out a more in-depth template and begin producing their own background material. Exciting!
Spoiler Map of the Isles: :

Spoiler Character Creation :
Character Creation:
After filling out your house template, you will have a certain number of points to spend on your characters. This is equivalent to 3 points per character with a number of bonus points equivalent to your family size. Positive *and* negative traits can be added in the NES through education, stories, roleplaying, and unforeseen circumstances.
Your characters will have a minimum number of points to spend, reflected in the following table. Or, you can follow the more detailed instructions below.
Family Size (Adults)|Positive Points (With Bonus)|Negative Points (Minimum)
1|4|2
2|8|3
3|12|5
4|16|6
5|20|8
6|24|9
7|28|11
8|32|12
9|36|14
10|40|15
11|44|17
12|48|18
13|52|20
14|56|21Note: Add 2 points to the positive and one to the negative column for each child 5-11. Add 3 points to the positive and one to the negative column for each child 11-15.
Instructions:
1. To determine your positive trait points, add up your adult (16+) family members and multiply by three. If you want to have 5 adult family members, you have 15 positive points to distribute amongst them. Then add one point per 5-11 year old, and two points per 12-16 year old.
So if you want a family of six, with two parents, one adult son, one 13 year old daughter, one 8 year old boy and one 3 year old daughter, you would receive 3+3+3+2+1+0 = 12 points. Then add 1 bonus point for each family member, an additional 6, to get your final total, 18.
Then, calculate your negative trait points; this is easy, just multiply your number of family members by 1.5 and round up.
2. Distribute your positive and negative traits as you see fit by “spending” them on the traits with their point costs listed next to them. You *are* allowed to add additional negative traits, the rules just set a minimum. You can distribute the traits among family members however you like.
3. Check to ensure you're following the rules and submit your template!
Rules:
1. All adult individuals must have at least two positive or negative traits (or one of each); if you run out of points, you must assign negative traits. No assigning only neutral traits to leftover family members.
2. All children over the age of 5 must have at least one trait. You can redistribute their points later in childhood as they learn things.
3. Please keep your number of children to a reasonable limit. I can’t spend the entire NES keeping track of dozens of children.
4. When new children are born, they have no traits. They receive one trait point at age 5, a second at 12, and their third at 16. You can add and remove children’s traits more easily; doing that to adults takes heavy effort. You can add and remove neutral and negative traits to and from children at any time after they turn 5.
5. If you pick a neutral trait, please choose one or at most two, since most are overlapping or conflicting.
Character Traits and Costs:
Paragon of His/Her Generation (+*) Special. Can only be added as a bonus through stories, experience, and popular recognition as a truly exceptional figure.
Brilliant (+5) - This character has an effortlessly perfect knowledge of the arts and sciences, truly a genius compared to his or her peers.
Beloved (+4) - Through constant acts of nobility and self-sacrifice, and in possession of a regal figure, this character has gained the adoration of almost all around them.
Heroic (+4) - This character is an extremely inspiring martial leader, both physically fit and skilled in a command role on the battlefield.
Dignified (+3) - This character has achieved a decent amount of prestige, and is well-respected by their neighbors. Attacking them without good cause would seem amiss.
Innovative (+3) - This character will occasionally come up with exciting and unexpected ideas; they’re not guaranteed to work, however.
Master (+3) - Through a lifetime of study, this character has mastered the art of ____.
Smart (+2) - This character has a solid overall knowledge of most things, and can pick up new information quickly.
Wise (+2) - While lacking in academic knowledge, this character has an intuitive understanding of the ways of the world.
Hardy (+2) - This character is strong, and can hold their own in battle.
Attractive (+2) - This character is pleasing to the eye.
Kind (+2) - It is obvious to any that know them that this character does good for goodness' sake.
Loyal (+2) - This individual seeks to serve a greater cause with all their being, and will die defending it if necessary.
Trained (+2) - Through years of training, this character has become quite good at ____.
Clever (+2) - Not necessarily Smart, this character has a great understanding of social situations and dialogue. In an Amoral character, could be manipulative.
Handy (+1) - This character enjoys making or fixing things; they have the natural abilities of a craftsman with no special training.
Just (+1) - This character has a strong sense of right and wrong. This tends to improve subjects opinions of them, though it can also cause friction.
Friendly (+1) - This character gets along well with people and has plenty of friends.
Diligent (+1) - This character is a good planner and steadfast worker, and doesn’t usually make stupid mistakes.
Artistic/Musical/Literary (+1) - This character is especially skilled at music, writing, or the visual arts. Not very helpful, but adds peace of mind.
Skilled (+1) - This character is an above average ____.
Lucky (+1) - Be it fate or fortune, the little things up to chance tend to fall this character’s way.
Moral (+0) - Has a personal code of values they will not betray if possible.
Amoral (+0) - Will do anything necessary to achieve their goals, reprehensible or not.
Patient (+0) - Prefers to wait before acting.
Proactive (+0) - Prefers to seize the initiative.
Idealist (+0) - Prefers to believe that the world can be a better place.
Cynic (+0) - Prefers to see individuals and the world as flawed and selfish.
Pious (+0) - This character is a firm believer in the power of the gods.
Temperamental (-1) - While not constantly boiling over with rage, this character has a tendency to get cross when crossed.
Distant (-1) - This individual has trouble connecting emotionally with others, and comes across as cold.
Slow (-1) - This character isn’t dumb, they just...like to take their time figuring things out.
Shy (-1) - This character has trouble meeting new people, and lacks personal charisma.
Arrogant (-1) - Justified or not, this character has extreme confidence in his or her abilities, to the point of belittling others at times.
Depraved (-1) - This character has a slight overenthusiasm for certain unorthodox sexual practices. Not necessarily a problem unless word gets out.
Homosexual (-1) - This character prefers the company of the same sex. A public embarrassment and a hindrance to procreation, but not crippling.
Vain (-1) - This character cares a little too much about their personal appearance.
Dishonest (-1) - This character isn’t afraid of bending the truth where necessary. But cheaters never prosper...usually.
Wroth (-2) - Even unto violence, this character cannot control his boiling rage.
Rebellious (-2) - This character dislikes authority, whether legitimate or illegitimate, and will constantly have conflicts with their superiors.
Obsessive (-2) - This individual is fixated on an idea or a person; or they have obsessive behavior that repeatedly manifests with various subjects.
Cruel (-2) This character takes a certain amount of pleasure in the exaction of pain, or is simply used to inflicting it.
Cowardly (-2) This character flees at the sight of battle and conflict, or at the least is extremely ineffective when facing it.
Lazy (-2) - This character is seriously lacking in motivation.
Ugly (-2) - This character has not been blessed with a perfectly symmetrical face.
Stupid (-2) - This character is seriously slow on the uptake.
Sickly (-3) - This character suffers from a serious, incurable illness. Though they endure for now, they are very weak and could die anytime.
Crazed (-3) - This character has a serious mental disability like schizophrenia or epilepsy that regularly impairs their ability to govern and may threaten their health.
Addicted (-3) - This individual has developed a dependency on a chemical substance, most likely alcohol. This could prove extremely problematic.
Incompetent (-3) - This character suffers from an overarching lack of ability that inspires pity in neighbors and terror in subordinates.
Diabolical (-4) - This character is a vicious psychopath who lives to terrorize others, and will almost inevitably be hated and feared by all around them.
Incapacitated (-5) - This character cannot speak coherently or otherwise act; for all intents and purposes they are a vegetable.
Scourge of His/Her Generation (-*) Special. Can only be added by particularly egregious acts of infamy leading to popular recognition as a universal menace.
Custom (+/- ?) - Talk to me if you want to add a unique trait.
After filling out your house template, you will have a certain number of points to spend on your characters. This is equivalent to 3 points per character with a number of bonus points equivalent to your family size. Positive *and* negative traits can be added in the NES through education, stories, roleplaying, and unforeseen circumstances.
Your characters will have a minimum number of points to spend, reflected in the following table. Or, you can follow the more detailed instructions below.
1|4|2
2|8|3
3|12|5
4|16|6
5|20|8
6|24|9
7|28|11
8|32|12
9|36|14
10|40|15
11|44|17
12|48|18
13|52|20
14|56|21
Instructions:
1. To determine your positive trait points, add up your adult (16+) family members and multiply by three. If you want to have 5 adult family members, you have 15 positive points to distribute amongst them. Then add one point per 5-11 year old, and two points per 12-16 year old.
So if you want a family of six, with two parents, one adult son, one 13 year old daughter, one 8 year old boy and one 3 year old daughter, you would receive 3+3+3+2+1+0 = 12 points. Then add 1 bonus point for each family member, an additional 6, to get your final total, 18.
Then, calculate your negative trait points; this is easy, just multiply your number of family members by 1.5 and round up.
2. Distribute your positive and negative traits as you see fit by “spending” them on the traits with their point costs listed next to them. You *are* allowed to add additional negative traits, the rules just set a minimum. You can distribute the traits among family members however you like.
3. Check to ensure you're following the rules and submit your template!
Rules:
1. All adult individuals must have at least two positive or negative traits (or one of each); if you run out of points, you must assign negative traits. No assigning only neutral traits to leftover family members.
2. All children over the age of 5 must have at least one trait. You can redistribute their points later in childhood as they learn things.
3. Please keep your number of children to a reasonable limit. I can’t spend the entire NES keeping track of dozens of children.
4. When new children are born, they have no traits. They receive one trait point at age 5, a second at 12, and their third at 16. You can add and remove children’s traits more easily; doing that to adults takes heavy effort. You can add and remove neutral and negative traits to and from children at any time after they turn 5.
5. If you pick a neutral trait, please choose one or at most two, since most are overlapping or conflicting.
Character Traits and Costs:
Paragon of His/Her Generation (+*) Special. Can only be added as a bonus through stories, experience, and popular recognition as a truly exceptional figure.
Brilliant (+5) - This character has an effortlessly perfect knowledge of the arts and sciences, truly a genius compared to his or her peers.
Beloved (+4) - Through constant acts of nobility and self-sacrifice, and in possession of a regal figure, this character has gained the adoration of almost all around them.
Heroic (+4) - This character is an extremely inspiring martial leader, both physically fit and skilled in a command role on the battlefield.
Dignified (+3) - This character has achieved a decent amount of prestige, and is well-respected by their neighbors. Attacking them without good cause would seem amiss.
Innovative (+3) - This character will occasionally come up with exciting and unexpected ideas; they’re not guaranteed to work, however.
Master (+3) - Through a lifetime of study, this character has mastered the art of ____.
Smart (+2) - This character has a solid overall knowledge of most things, and can pick up new information quickly.
Wise (+2) - While lacking in academic knowledge, this character has an intuitive understanding of the ways of the world.
Hardy (+2) - This character is strong, and can hold their own in battle.
Attractive (+2) - This character is pleasing to the eye.
Kind (+2) - It is obvious to any that know them that this character does good for goodness' sake.
Loyal (+2) - This individual seeks to serve a greater cause with all their being, and will die defending it if necessary.
Trained (+2) - Through years of training, this character has become quite good at ____.
Clever (+2) - Not necessarily Smart, this character has a great understanding of social situations and dialogue. In an Amoral character, could be manipulative.
Handy (+1) - This character enjoys making or fixing things; they have the natural abilities of a craftsman with no special training.
Just (+1) - This character has a strong sense of right and wrong. This tends to improve subjects opinions of them, though it can also cause friction.
Friendly (+1) - This character gets along well with people and has plenty of friends.
Diligent (+1) - This character is a good planner and steadfast worker, and doesn’t usually make stupid mistakes.
Artistic/Musical/Literary (+1) - This character is especially skilled at music, writing, or the visual arts. Not very helpful, but adds peace of mind.
Skilled (+1) - This character is an above average ____.
Lucky (+1) - Be it fate or fortune, the little things up to chance tend to fall this character’s way.
Moral (+0) - Has a personal code of values they will not betray if possible.
Amoral (+0) - Will do anything necessary to achieve their goals, reprehensible or not.
Patient (+0) - Prefers to wait before acting.
Proactive (+0) - Prefers to seize the initiative.
Idealist (+0) - Prefers to believe that the world can be a better place.
Cynic (+0) - Prefers to see individuals and the world as flawed and selfish.
Pious (+0) - This character is a firm believer in the power of the gods.
Temperamental (-1) - While not constantly boiling over with rage, this character has a tendency to get cross when crossed.
Distant (-1) - This individual has trouble connecting emotionally with others, and comes across as cold.
Slow (-1) - This character isn’t dumb, they just...like to take their time figuring things out.
Shy (-1) - This character has trouble meeting new people, and lacks personal charisma.
Arrogant (-1) - Justified or not, this character has extreme confidence in his or her abilities, to the point of belittling others at times.
Depraved (-1) - This character has a slight overenthusiasm for certain unorthodox sexual practices. Not necessarily a problem unless word gets out.
Homosexual (-1) - This character prefers the company of the same sex. A public embarrassment and a hindrance to procreation, but not crippling.
Vain (-1) - This character cares a little too much about their personal appearance.
Dishonest (-1) - This character isn’t afraid of bending the truth where necessary. But cheaters never prosper...usually.
Wroth (-2) - Even unto violence, this character cannot control his boiling rage.
Rebellious (-2) - This character dislikes authority, whether legitimate or illegitimate, and will constantly have conflicts with their superiors.
Obsessive (-2) - This individual is fixated on an idea or a person; or they have obsessive behavior that repeatedly manifests with various subjects.
Cruel (-2) This character takes a certain amount of pleasure in the exaction of pain, or is simply used to inflicting it.
Cowardly (-2) This character flees at the sight of battle and conflict, or at the least is extremely ineffective when facing it.
Lazy (-2) - This character is seriously lacking in motivation.
Ugly (-2) - This character has not been blessed with a perfectly symmetrical face.
Stupid (-2) - This character is seriously slow on the uptake.
Sickly (-3) - This character suffers from a serious, incurable illness. Though they endure for now, they are very weak and could die anytime.
Crazed (-3) - This character has a serious mental disability like schizophrenia or epilepsy that regularly impairs their ability to govern and may threaten their health.
Addicted (-3) - This individual has developed a dependency on a chemical substance, most likely alcohol. This could prove extremely problematic.
Incompetent (-3) - This character suffers from an overarching lack of ability that inspires pity in neighbors and terror in subordinates.
Diabolical (-4) - This character is a vicious psychopath who lives to terrorize others, and will almost inevitably be hated and feared by all around them.
Incapacitated (-5) - This character cannot speak coherently or otherwise act; for all intents and purposes they are a vegetable.
Scourge of His/Her Generation (-*) Special. Can only be added by particularly egregious acts of infamy leading to popular recognition as a universal menace.
Custom (+/- ?) - Talk to me if you want to add a unique trait.
Spoiler Extra Background Information Unconfirmed and Subject to Major Change :
The World as It Is Now:
Peace has covered the islands of the Ulks and the Elmings for almost a decade. It is strange, for this is not a peaceful world, and people marvel at their good fortune. There are always things to fight about; old resentments, petty feuds, and lords as rich as kings willing to fuel them. But, there has been peace.
Far to the south, the Republic That Burns, burns, as it always has, as long as you have known. Athsar has been sacked a seventh time, by distant men - or unmen, as they say - from lands beyond. The Peregrins lift their weary heads to convene another council to consider this threat, their armies exhausted from a dozen brushfire wars against half-civilized tyrants. There are wilder tales, of course: A Crimson King has taken Meltra and declared himself a god. A hundred Oyev tribes pick up their tent poles and march west, leaving behind a land covered in blight. Gods speak from the sky, and smoke seeps from the ground.
These are not your concern.
The islands have known peace long enough that your youngest children see war as a story and not as an inevitable part of their lives. It is a blessed thing - for some. But the King in the south, hale and vigorous as he is even in old age, cannot live forever. Both of his sons are dead, childless. When will he die? What will transpire when he does?
There has not been a moot since the legendary choosings that named Ulk and Elming the Two Kings at the very dawn of Grayling history. Some say that this would be the rightful way to choose a new king after Elming’s line fails. Others may fall in line behind the party of the king’s eldest granddaughter, on whom most of his lands devolve, though she herself is married to an ambitious lord; while still others might support one of his nephews. A few even say that the northern Line of Ulk should claim all, and the Two Kingdoms become One. There is no established precedent for such things.
The peace lasts, for now. Peace has always been fragile. But the balance of that peace - and the fate of the future kingdom, lies more in the hands of the great houses than it ever has before. And many have prepared, throughout this wary, aging peace, to stake their rightful claims if the realm breaks once again.
Calendar:
The main calendar is based upon the Meltran Cycle, the ancient reckoning of weeks and years calculated by Athsarin astronomers in ancient days, and the lunar-based Waycount, which gives the months. The year is exactly 360 days long, and is divided into 12 30 day months, each with 3 9 day weeks and 3 festival days at the end of each month, the so-called ‘godsdays’ or ‘monthend’. The lunar cycle is also exactly 30 days.
In colder climes, the festival days are often moved to form a ‘thirteenth month’ in the heart of winter, so that a great series of feasts can be held to cheer the people through the lean times. In the fatter, warmer lands, however, the people enjoy their monthly festivals and consider the monthend a well deserved period of relaxation. Athsarin tend to date years from the legendary founding of the city of Athsar, but Greylings simply keep time by the regnal years of the kings.
The Three Peoples and Neighbors:
Greylings represent the dominant martial race of the islands, and most of its noble lineages. There are two dominant ethnic strains among the Greylings: Ulks and Elmings, named for the two Ship Kings at the dawn of modern history. Ulks are known for their sandy brown hair, and settled mostly in the north, while Elmings settled in the south and have mostly flaxen hair. Greylings are known for being ambitious and competitive, though there is a vast diversity of character among them. Pure-bred Greylings all have grey eyes, and many are prone to having strange dreams so realistic that they lose their grasp on reality.
Athsarin are a minority in Greyling lands, mostly located in southern lands and in cities, though their merchant ships are often seen plying the trade routes among the islands. They wear robes made of rich, beautiful textiles and tend to have dark brown curly or wavy hair and brown eyes. Once the rulers of the Isles, following the conquest of the Graylings they came to serve the new kings as advisors and learned men. Some have risen to lordly rank but they are not known for being fighters. They have ties to the city of Athsar far to the south, heart of the Republic That Burns. They worship a pantheon of gods separate from the Greylings, though some religious intermingling has occurred.
Fennacht are the tribespeople of the marshy, wooded Fennach, fanatic worshippers of a strange and fiery cult. Most of them live on the fringes of civilization, and their few “lords” are hardly worth the name. They have mostly fire red or raven black hair. They were driven into the Fennach by the Athsarin and the Graylings and remain highly rebellious, fractious, incestuous and resentful of outside influence. Many of them wander the land as mercenaries, entertainers or vagrants. They have a bad reputation that is only half-deserved.
Smaller, less notable cultures and sub-cultures undoubtedly exist on the Isles.
The Republic That Burns, or Athsar-That-Was, is a famous city state far to the south, its riches so great and its knowledge so extensive that no other mortal city could ever compare. It fell just over two hundred years ago, and has been burning ever since. The military order of the Peregrins has tried to fill the vacuum left by the fall of the Republic in many places, but they are thinly spread.
Cultural Details:
The Occult is punishable by death in this part of the world. Occult rituals are known to be expensive wastes of time at best, and a blood-soaked invitation for dark forces to re-enter the world at worst. It is deeply rooted into the unconscious social memory of the people that the Horror was a result of, or at least connected to, the practice of the Occult. As such, “magic” does exist, and its promising whispers can be followed with banned knowledge and unsavory teachers, but this may lead to horrible side-effects for both the magician and his neighbors. The Monkey’s Paw is a classic parable from our world for what may happen to someone who attempts to utilize the Occult. Of course, even the rumor of use of the Occult is usually enough to call forth hundreds of knights to slay the offender.
Miracles and Wonders have been known to happen on occasion. Children are surrounded by swarms of fairy-lights and disappear, only to reappear a decade later, unchanged in age but speaking with the tongue of an adult. A solitary man walking at night will encounter one of the gods, and be granted a boon, then thereafter be consumed by some invariably fatal quest. Do not expect miracles to happen very often, however; if they did, they would hardly be miraculous. It is the nature of miracles that truth cannot be distinguished from falsehood, and the two are mixed together in the popular retelling of these events. Setting all aside, the gods are distant and preoccupied, and priests strain to hear their voices as they once did. Most deeds these days will have to be performed without their aid.
Many of the old Grayling houses wear Diadems as a sign of their authority. There are no more than eight of these that are said to have survived the Horror; they are said to be ancient tools to resist its effects, and according to legend they can enhance the luck, strength, or mental fortitude of the wearer. It is unclear *how* this happens, or even if it works at all, but wearers have certainly proved difficult to kill in battle and often became particularly great (or infamous) over the years. Lesser houses that lack a diadem are often intensely jealous of those who wear them.
Monsters have mostly been wiped out, thanks to the great heroism of noble knights over the generations. Dragons have been dead for centuries, exterminated by the long-vanished legions of the Republic That Burns. Three rocs still prowl the northern mountain skies, but these the king has let survive out of pity to die of old age, his ban upon the hunters. Still other legendary creatures have proven to be myths or fabrications. Sea serpents in the deep ocean do exist, however, and things worse than sea serpents, things that swarm onto the decks of careless ships and leave them to float back to land, their cargo untouched, nothing but bloodstains to mark the unfortunates who trafficked on the deep.
Peace has covered the islands of the Ulks and the Elmings for almost a decade. It is strange, for this is not a peaceful world, and people marvel at their good fortune. There are always things to fight about; old resentments, petty feuds, and lords as rich as kings willing to fuel them. But, there has been peace.
Far to the south, the Republic That Burns, burns, as it always has, as long as you have known. Athsar has been sacked a seventh time, by distant men - or unmen, as they say - from lands beyond. The Peregrins lift their weary heads to convene another council to consider this threat, their armies exhausted from a dozen brushfire wars against half-civilized tyrants. There are wilder tales, of course: A Crimson King has taken Meltra and declared himself a god. A hundred Oyev tribes pick up their tent poles and march west, leaving behind a land covered in blight. Gods speak from the sky, and smoke seeps from the ground.
These are not your concern.
The islands have known peace long enough that your youngest children see war as a story and not as an inevitable part of their lives. It is a blessed thing - for some. But the King in the south, hale and vigorous as he is even in old age, cannot live forever. Both of his sons are dead, childless. When will he die? What will transpire when he does?
There has not been a moot since the legendary choosings that named Ulk and Elming the Two Kings at the very dawn of Grayling history. Some say that this would be the rightful way to choose a new king after Elming’s line fails. Others may fall in line behind the party of the king’s eldest granddaughter, on whom most of his lands devolve, though she herself is married to an ambitious lord; while still others might support one of his nephews. A few even say that the northern Line of Ulk should claim all, and the Two Kingdoms become One. There is no established precedent for such things.
The peace lasts, for now. Peace has always been fragile. But the balance of that peace - and the fate of the future kingdom, lies more in the hands of the great houses than it ever has before. And many have prepared, throughout this wary, aging peace, to stake their rightful claims if the realm breaks once again.
Calendar:
The main calendar is based upon the Meltran Cycle, the ancient reckoning of weeks and years calculated by Athsarin astronomers in ancient days, and the lunar-based Waycount, which gives the months. The year is exactly 360 days long, and is divided into 12 30 day months, each with 3 9 day weeks and 3 festival days at the end of each month, the so-called ‘godsdays’ or ‘monthend’. The lunar cycle is also exactly 30 days.
In colder climes, the festival days are often moved to form a ‘thirteenth month’ in the heart of winter, so that a great series of feasts can be held to cheer the people through the lean times. In the fatter, warmer lands, however, the people enjoy their monthly festivals and consider the monthend a well deserved period of relaxation. Athsarin tend to date years from the legendary founding of the city of Athsar, but Greylings simply keep time by the regnal years of the kings.
The Three Peoples and Neighbors:
Greylings represent the dominant martial race of the islands, and most of its noble lineages. There are two dominant ethnic strains among the Greylings: Ulks and Elmings, named for the two Ship Kings at the dawn of modern history. Ulks are known for their sandy brown hair, and settled mostly in the north, while Elmings settled in the south and have mostly flaxen hair. Greylings are known for being ambitious and competitive, though there is a vast diversity of character among them. Pure-bred Greylings all have grey eyes, and many are prone to having strange dreams so realistic that they lose their grasp on reality.
Athsarin are a minority in Greyling lands, mostly located in southern lands and in cities, though their merchant ships are often seen plying the trade routes among the islands. They wear robes made of rich, beautiful textiles and tend to have dark brown curly or wavy hair and brown eyes. Once the rulers of the Isles, following the conquest of the Graylings they came to serve the new kings as advisors and learned men. Some have risen to lordly rank but they are not known for being fighters. They have ties to the city of Athsar far to the south, heart of the Republic That Burns. They worship a pantheon of gods separate from the Greylings, though some religious intermingling has occurred.
Fennacht are the tribespeople of the marshy, wooded Fennach, fanatic worshippers of a strange and fiery cult. Most of them live on the fringes of civilization, and their few “lords” are hardly worth the name. They have mostly fire red or raven black hair. They were driven into the Fennach by the Athsarin and the Graylings and remain highly rebellious, fractious, incestuous and resentful of outside influence. Many of them wander the land as mercenaries, entertainers or vagrants. They have a bad reputation that is only half-deserved.
Smaller, less notable cultures and sub-cultures undoubtedly exist on the Isles.
The Republic That Burns, or Athsar-That-Was, is a famous city state far to the south, its riches so great and its knowledge so extensive that no other mortal city could ever compare. It fell just over two hundred years ago, and has been burning ever since. The military order of the Peregrins has tried to fill the vacuum left by the fall of the Republic in many places, but they are thinly spread.
Cultural Details:
The Occult is punishable by death in this part of the world. Occult rituals are known to be expensive wastes of time at best, and a blood-soaked invitation for dark forces to re-enter the world at worst. It is deeply rooted into the unconscious social memory of the people that the Horror was a result of, or at least connected to, the practice of the Occult. As such, “magic” does exist, and its promising whispers can be followed with banned knowledge and unsavory teachers, but this may lead to horrible side-effects for both the magician and his neighbors. The Monkey’s Paw is a classic parable from our world for what may happen to someone who attempts to utilize the Occult. Of course, even the rumor of use of the Occult is usually enough to call forth hundreds of knights to slay the offender.
Miracles and Wonders have been known to happen on occasion. Children are surrounded by swarms of fairy-lights and disappear, only to reappear a decade later, unchanged in age but speaking with the tongue of an adult. A solitary man walking at night will encounter one of the gods, and be granted a boon, then thereafter be consumed by some invariably fatal quest. Do not expect miracles to happen very often, however; if they did, they would hardly be miraculous. It is the nature of miracles that truth cannot be distinguished from falsehood, and the two are mixed together in the popular retelling of these events. Setting all aside, the gods are distant and preoccupied, and priests strain to hear their voices as they once did. Most deeds these days will have to be performed without their aid.
Many of the old Grayling houses wear Diadems as a sign of their authority. There are no more than eight of these that are said to have survived the Horror; they are said to be ancient tools to resist its effects, and according to legend they can enhance the luck, strength, or mental fortitude of the wearer. It is unclear *how* this happens, or even if it works at all, but wearers have certainly proved difficult to kill in battle and often became particularly great (or infamous) over the years. Lesser houses that lack a diadem are often intensely jealous of those who wear them.
Monsters have mostly been wiped out, thanks to the great heroism of noble knights over the generations. Dragons have been dead for centuries, exterminated by the long-vanished legions of the Republic That Burns. Three rocs still prowl the northern mountain skies, but these the king has let survive out of pity to die of old age, his ban upon the hunters. Still other legendary creatures have proven to be myths or fabrications. Sea serpents in the deep ocean do exist, however, and things worse than sea serpents, things that swarm onto the decks of careless ships and leave them to float back to land, their cargo untouched, nothing but bloodstains to mark the unfortunates who trafficked on the deep.