SulNES: Intemperate Grandiosity

TheMeanestGuest

Warlord
Joined
Dec 4, 2008
Messages
214
Location
Ontario, Canada
Welcome to my terrible NES! If you choose to join, you will be playing semi-cooperatively with other players as a political council in a troubled city set in a fantasy kingdom. Please take advantage of the system and setting information laid out below.

~

Spoiler a map of the country :


From Then

Atten’s house at Sul was tall and fine, but Hazzar knocked it down and sealed it up - children are frequently ungrateful; the Drakkanthron will tell you. He took his father’s seat and brought it south, desirous of his own grandeur. He built a great city by the sea, and he named it Tesch for the gold-hued flowers that grew on its sandy shores. Hazzar sought to rule as far as the waves would carry his ships, and so he did, for none dared interfere. His life was long, and Tesch became a finer country than what had been before. But children are ungrateful.

Hazzar’s son and daughter thought it long enough that he had ruled, and so with power they drowned him in the sea. Their mastery, though, was incomplete. Khares held the strands of life betwixt his fingers, to blossom or wither as he saw fit; a great talent in the cayanic art. Taigah knew each and every law, iron-bound within her mind, and when she spoke with command she could not be denied - in grammatarchy she was never surpassed. Neither had their father’s grace, and so to each the other’s skill remained beyond grasp. They married, and shared the throne between themselves, and in this way the unity of Tesch was preserved and strengthened, and they complemented one another in rulership and artistry. City and country prospered, girded by their father’s fleet, and counseled wisely by their grandfather’s seat. They had many children, and many pupils more besides. But as the Drakkanthron will tell you, wives and husbands both grow bitter and tired, and with long years even the strongest trust unwinds.

Taigah repaired to Sul, seeking artifacts of Atten’s elder rule. About the city the grammatarchs raised strong walls, and so they stand to this day. Though Taigah had no throne, in Atten’s House she found a crown that glowed with starlight, and poured fire in her veins. From Sul she reigned as Queen, and for a time two countries stood upon the island. Khares brooded in his lapis-garbed palace until one day his Emissaries came to him in council. Taigah was strong, they said, and her people indeed were loyal, but the armada’s artillery remained with the King, and in the south he had many more retainers than dwelt on the northern river. The strength of Tesch’s army would weigh down upon Sul’s walls.

And so there was a war. They fought in the fields and hills for many years, and each side did much to wound the other. But the councillors of the King had been right, and Taigah was forced back into her city. The siege lasted many a decade more, but the strength of Khares’ thousand magisters ground down the smaller cadre of the nictori. The city was opened and sacked, and Taigah was cast down. Khares cut out her tongue and removed her fingers, and sent her to live a life in penance at the monastery of Nitiras, to contemplate the wisdoms of their ancestors. He likewise took the tongues from the speakers among her students, and even from among his children who had sided with their mother - this is how the art of grammatarchy was beggared to the written form alone, and the primacy of cayanics assured; though it did, of course, beget further troubles for the King.

To Now

Down through the centuries were the seeds of treachery sewn again and again. Power is a lure, the Drakkanthron reminds. Tesch, though, has done naught but grow. With cold iron the armada has dispatched corsair, beast, and demon alike. With the ministrations of the magisters the fields have groaned with heavy crop. Tesch endures, one way or the other.

It owes this to the strength of three institutions: the throne, the college, and the armada. The rightful monarch sits upon the Drakkanthron, and it grants great vigour and long life, and so the crown gains the wisdom of many years and is a shining beacon to our country. The college puts to order the dangerous forces of magic, binding them both with talent and with writ to benefit the people of the Kingdom. The armada protects with its powerful leviathans, iron-clad and spewing fire, fashioned in hidden foundries by their secretive technologers. Of course, as the Drakkanthron will readily note, this is merely the ideal.

It was a small matter at first, a demon arisen in the south, threat to Tesch’s vassals. An intolerable interference, but not in any way unusual. The demon was dealt with by the guns of the armada, its barbarian armies obliterated, its fell magics all but useless. And so it fled away into the south and troubled Tesch no more. Triumph, however, is a trouble all its own.

King Haran is dead, and so too near all his line of heirs. A conflagration in the night, and the admiral Aomerzes has taken his fleet into the east. The College of Emissaries props up one claimant to the kingdom, and the pervasive influence of Carathir compels many to fealty. The throne and city itself, however, fall near by happenstance to the bastard of Azarnes. The Emissary Yetho is at the bastard’s side, and the constant presence of the storied warrior legitimizes the new Hazzarat.

These matters, however, are beyond you. More urgent problems require your attention closer to home.

The City of Sul

Ancient in its dignities, and twice a storied capital; its people second only to Tesch itself in number. Yet other cities first were granted rights to their own governance. All while Sul remained a College possession, fief to the Magister Keros, scion of the hated dal Esiers, and master of Cherid Mount. An insult long suffered, but shortly rectified. The Sulans are not known for their restraint.

A conspiracy was hatched amidst the chaos of the realm, a plot to win a city’s rights. Lesser knights, titled merchants, and armed factions of the lower classes united by base opportunity and bizarrely overwrought civic pride. A riot stirred on a warm spring night, clamour, blood and fire. The magister’s retainers are drawn away from the Raka Khareth, built atop the half-sheared bulk of the Observatory to glower down on the rebellious city from its ruined heights. With hooks and ropes and ladders the city’s strongest tower is taken with all the raucous stealth of a cobbled-together band of gradi, Sul’s ubiquitous metal-jacketed ruffians. The surprised garrison surrenders after a brief tussle in the dark with those cruel knifemen. Knights and armsmen pound upon the doors of Kingsmen and College sympathizers alike, throwing them from their homes with but clothes upon their backs, their worldly goods forfeit to the new council.

It isn’t done by morning, and smoke hangs over the city. The withering spells of college fratres have driven back many of the conspiracy’s attacks. The mercenary grammatarchs and failed acolytes the conspiracy has gathered unable to directly challenge them. The magister’s men yet hold the Cheridine Gate. Still, the throbbing rage of ten thousand angry men are enough to drive them slowly north, their barricades overwhelmed and strongpoints besieged. The rage of the Sulans is a fearsome thing, screaming like wild beasts - visiting Kings have been driven through the streets, and the mob won’t be dissuaded by the magister’s lackeys and a mere few hundred deaths. By the end of the second day the city is nearly won, and after a few short and brutal internal disagreements the nascent parliament holds its first session in the audiencia at Senno, shouts echoing in the distance, blood-stains hastily scoured from the polished granite floors of the city’s bureaucratic heart.

But clouds gather over the city, cold winds and a dismal rain begin to fall as Sul is put to its new order. It comes from Cherid Mount, a weapon of the magister. The clouds spread across the countryside, fields soaked through with rain. The spring planting is threatened, and a hungry winter lies ahead if the magister can’t soon be brought to heel.

Spoiler a map of the city :


 
Last edited:
Parliament

You are a member of the Judiciary, a privileged council charged with deliberation on matters of state deemed too sensitive for discussion on the floor, and to advise the Lords of the City on Sul’s governance. Ostensibly you have been elevated to this position from among two hundred of your peers in the city’s newly formed Parliament owing to your wisdom, experience, and knowledge of the law. In truth you are simply the most ruthless and powerful individuals left alive in the city, leaders of a tinpot revolution. The people and your fellows both are fickle, and failure has its own rewards. Fall too low in their esteem and you might be censured, recalled or even exiled. Fail them grievously and face the headsman’s heavy axe or the eager knives of the mob.

Each year in spring two Lords of the City are elected by Parliament from among your number and invested with executive power: the Intendant, who is responsible for the city’s domestic matters, and the Magistrate, who sees to the affairs of the city in the wider world. For practical purposes this process is resolved using the Esteem statistic. Each point of Esteem serves as a vote in the election, representing your influence in parliament. You may divide your votes as you wish between candidates. The winner of the election selects his or her portfolio, leaving the remaining position to the runner-up.

The rules of Parliament are not ironclad. How many members there are, how they are selected, how many Lords there are, what they do, how they are elected, whether there should be other offices or titles, who has access to the treasury – all of these can be changed. Note that some proposals might encounter resistance from NPC factions.

Your Character

Aside from your wealth and physical assets, Judges have three important statistics – Esteem, Piety, and Popularity.

Esteem indicates one’s importance and status within the sphere of Sul’s controlling classes, among knights and parliamentarians. Your esteem is used to determine how many votes you get in elections. If your esteem gets too low you might be expelled from Parliament (which may effectively be game over, depending on your situation).

Popularity indicates how beloved you are by the vast majority of the city’s people, your cache among the infamous Sulan mob. While popularity doesn’t give you votes in Parliament, it does influence how successful your ventures in the city are likely to be, and it can allow you to organize the people or raise armies more effectively. If your popularity gets too low you might be assassinated or have your estate overrun by an angry mob.

Piety indicates how loyal a subject you’re considered (to whom?) and how mindfully you’re seen to observe the strictures of the Emissariat. This is probably the least important statistic. But with the right entreaty plentiful piety can gain you the cooperation of the clergy or the favourable disposition of Tesch’s highest authorities.

To create your Judge select from one of three origins: Aristocratic, Mercantile, or Common. Additionally, please write a brief background about your character's family, history in the city and how they came to be involved in the coup.

Aristocrats begin the game with 6 Esteem, 5 Piety, 3 Popularity, a small retinue of well-armed retainers (think ten to twenty), a manor with Security 1 and Opulence 1, a title of minor nobility, four parcels of land of your choice (or two parcels and one Serery or Gunsmithy), and 25 wealth that may be applied to additional landed enterprises and/or one mercantile enterprise, all of which you may keep if unspent.

Note: Aristocrats may purchase additional parcels of land during character creation for 6 WP each.

Merchants begin the game with 5 Esteem, 3 Piety, 3 Popularity, a band of hired goons (think fifty to a hundred), a manor with Opulence 1 and Security 0, a title of trade, an association of acquaintances among the merchantry, and 65 wealth that you may distribute among mercantile and basic enterprises as you please, only 5 of which you may keep if unspent.

Commoners begin the game with 4 Esteem, 2 Piety, 6 Popularity, a mob of followers (think hundreds), a house with Opulence and Security 0, an association of compatriots among the common people, and 35 wealth to be distributed among criminal and basic enterprises as you please, only 3 of which you may keep if unspent.

All character classes may spend up to 10 of their starting wealth on upgrades to their estate.

All characters are additionally assumed to have 20 loyal gradi to act as agents, messengers, and guards.

Note: If you would like your character to be a woman and a regular member of the Judiciary you will have to pick a titled class.

How to Play

SulNES is heavily influenced by a political NES played years ago on the Campaign Builder’s Guild. As such, please avail yourself of the [slightly altered] wisdom of Polycarp, who explains how this type of game is played:

Spoiler :
On Writing Statements

Statements, to me, are the heart of this game. Most will likely be letters, speeches or personal and council discussions. Statements are how you bring your character to life, and how you interact with other players in the game. I encourage you to be creative and expressive, and to make as many statements as you feel like making. The more a character says, the more we learn about that character, and the more colorful the game is.

Statements can have an impact on your orders. You can say that your character is going to raise a mob in your orders, but if you give us a stirring in-character speech intended to raise a mob, it might help your chances of success. Don’t worry if you don’t think you’re a great writer; it’s the creativity and effort that matter to me, not your technical writing skill.

You can also use statements to give us stories, vignettes, descriptions, flavor text, and so on if you feel so inclined – I always welcome creative prose. I may even try and find a way to use it in a future update.

On Writing Orders

Everything your character does should be in your orders post. You can make a speech to the Senate saying that you’re going to do X, but X will not actually be done unless it’s also in your orders.

Orders take a variety of different forms. Some orders might be investigations, like “find out where the nearest big silver mines are in this part of the world” or “find out who’s in charge of Horizan.” Investigations like this usually cost nothing; they are simply how you learn details about the game world that you and your character might be interested in.

Other orders might be “orders” in the military sense – telling your men to patrol somewhere, guard something, escort you someplace, and so on. Players who end up in command of armies will also have to provide orders detailing what they’re doing.

Many orders are spending orders – “spend X WP on doing Y.” Finances for each character are posted with every update, detailing assets and income that you can use to build structures, start enterprises, pay for soldiers, and do pretty much anything else you can imagine that might cost money. If you’re not sure how much money something is going to cost, you’re welcome to make an investigative order first (“Find out how much would it cost to do X”) or to make a conditional order (“Do X as long as it doesn’t cost more than 5 WP”).

Remember that orders fail, and they fail frequently. Many times things your character attempts will be delayed, frustrated by an NPC or another player, or otherwise fail to go the way you (or your character) hoped. Sometimes this is because an action is anachronistic or otherwise unfeasible, in which case I’ll tell you so; even perfectly valid actions, however, can be challenging. You don’t always get what you want at first – sometimes you need to try again, try a different tactic, spend more money than you expected, get another character’s help, and so on. This game is all about failing forward – even when you fail, I try to give you alternatives and opportunities. Sometimes failed orders are the start of a story arc that will ultimately be rewarded with perseverance and some creativity. To enjoy this game, you need to accept that not everything you try to do will be a masterful and immediate success, and understand that having an order fail doesn’t mean you’re playing the game wrong.

On Secrecy and Metagaming

This game requires players to roleplay, which means separating in-character from out-of-character information. Even though statements and orders are all posted in the thread, your character only knows information that’s been given to him in character. If a letter isn’t addressed to your character, your character isn’t aware of it.

I trust my players to keep IC and OOC information separate. Sometimes, however, players can “metagame” unconsciously. If you feel strongly that a particular statement or order needs to be kept a secret from other players, you are welcome to PM it to me.The game is much better and more interesting when everyone posts their letters, conversations, orders, and so on in the thread, so I encourage you to only consider PMing me statements or orders when it’s really necessary.

Inquests for specific characters (posted with each update) are only in-character knowledge for characters they are addressed to. They are spoilered to prevent you from seeing other players’ inquests if you don’t want to. Ultimately, it’s up to you whether you want to read other players’ inquests or whether you’d rather keep it a mystery, but either way you are expected not to act on that information, as it is not known by your character.
 
Last edited:
Enterprises

An enterprise is an asset that makes money. Enterprises range from croplands to grist mills to apothecaries and trading houses. Enterprises yield a set amount of WP every year in certain seasons. Some enterprises also have special bonuses - for example, aristocrats can raise small numbers of levied serfs from croplands, while bakeries can give you a popularity boost if a famine strikes. Because this is a roleplaying game, not just a money-making simulator, enterprises may also affect your situation in unique, non-mechanical ways; special events, interesting contacts, and various rumors may be linked to certain industries.

Importantly, the list of enterprises here is not exhaustive. If your character is interested in a business that’s not listed here, it could very well end up as a new enterprise if it’s feasible within the setting and your character pursues it in orders.

Every enterprise has a cost. Enterprises must be purchased for one lump sum – you cannot start building them until you are capable of paying the entire listed cost.

Enterprises take only one season to start functioning. They do not produce income during the season in which they are being set up.

Spoiler Basic :
Apothecary (Urban, Basic)

Cost: 8
Income: +1 in Summer for each of the following: Eelery, Hemp Field, Sugar Mill, Storehouse [herbs and spices].

Bakery (Urban, Basic)

Sul consumes an enormous amount of bread, and the teeming masses of the city’s lower class depend on large, multi-oven bakeries run by professional bakers. These structures are fairly large and are routinely made of brick to lessen the risk of fire.

Cost: 15
Income: +2 during Winter; additional +1 during Summer with a Grist Mill (maximum 2).

Clothier (Urban, Basic)
Cost: 8
Income: +1 in Winter, additional +1 with a Weaving Hall

Hemp Den (Urban, Basic)
Cost: 7
Income: +1 in autumn with a Hemp Field (up to two)

Inn (Urban, Basic)
Cost: 11
Income: +1 in Spring, Summer and Autumn

Tavern (Urban, Basic)
Cost: 8
Income: +1 in Winter, additional +1 for each of the following: Brewery, Cider Mill, Distillery

Tenement (Urban, Basic)
Cost: 6
Income: +1 in Winter


Spoiler Spiritual :
Cayan Font
Cost: 10
Income: +1 in Summer

Sul has an enormous population, and provisioning sufficient access to clean, potable water has historically been a difficult task. College authorities and brotherhoods have met this need with the establishment of cayan fonts: a fountain pool blessed by the mindful application of cayanic art to purify the cloudy flow of the Ezeth. These fountains are typically dedicated to saints or other historical figures. Grateful Sulans toss in coins as a donation to the shrine's attendants.


Spoiler Criminal :
[Note: Criminal enterprises are a liability and quite volatile owing to the prospect of legal action and violent competition]

Brothel (Urban, Criminal)
Cost: 8
Income: +1 in Spring, Summer

Gambling House (Urban, Criminal)
Cost: 10
Income: +1 in every season as long as you have at least 3 wealth saved

Fire Brigade (Urban, Criminal)
Cost: 4
Income: +1 in Winter


Spoiler Mercantile :
Brewery
Cost: 12
Income: +2 during Autumn, additional +1 with a Grain Field (up to two)

Banking House (Urban, Mercantile)

At the bank, money is put to work making more money through investments, loans and other arcane devices. To lend money you need to have money, and the banking house requires you to have some savings for it to function. Note: Banks are frowned upon by both the people and the college. A character owning a banking house may experience lower popularity and/or piety.

Cost: 12
Income: +1 in every season as long as you have at least 3 wealth saved [for the first bank. Each additional bank requires 1 more WP in total savings to function].

Cider Mill
Cost: 10
Income: +1 during Autumn, additional +1 with an apple orchard (up to two)

Coalery (Rural, Mercantile)

A scarred field covered in ugly, smoking earthen lumps. Wood is laboriously buried and burned to produce the charcoal needed for Sul’s workshops.

Cost: 8
Income: +1 in Autumn, additional +1 with a lumber yard

Distillery (Urban, Mercantile)

It is at the distillery that Sul’s famed pear liqueurs are bottled and corked.

Cost: 15
Income: +2 during Autumn, +1 with a pear orchard (up to two), +1 with a sugar mill

Dyeworks (Urban, Mercantile)

Fabric is worth much more when colored. Dyers use all manner of plants, berries, and minerals to give fabric the bright and solid colors preferred by rich and poor alike. Most dyes will quickly wash out of fabric, however, unless fixed with a mordant. Various metals can be used in this process, but stale urine is by far the most common agent. Blue has always been Tesch’s colour, and a supply of woad is often needed to meet demand. Dyeing is a particularly vile occupation, creating both a terrible lingering stench and copious amounts of waste; dyeworks tend to be located in slums along the river.

Cost: 14
Income: +1 in Summer; additional +1 with a Weaving Hall or Woad Field, +2 with a Serery

Eelery (Urban, Mercantile)

The eels of the river Ezeth are clever and dangerous, but for some men the rewards of the hunt outweigh the risks. Eel oil is valued highly by the college for its applications in certain rituals, and the armourers of Sul and Horizan have long made use of their scales. The hunt takes place after the first chill in autumn when the eels begin to slow. Eeling is an expensive and volatile business; many hunters are killed and many boats sunk each year.

Cost: 25
Income: +4 during Autumn, +1 with a fishery

Fishery (Urban/Rural, Mercantile)

The fishery is not any single building but a complex of piers, sheds, drying-barns, carpentry and net-weaving workshops, and other assorted structures that make the catching and processing of fish possible.

Cost: 15
Income: +1 during Winter and Spring, additional +1 with a saltworks

Forge Hall (Urban, Mercantile)
Cost: 15
Income: +1 in Spring and Winter, additional +1 in Winter with a Coalery

Grist Mill (Rural, Mercantile)

Serfs depend on local grist mills to turn their grain into flour. While a village might have a communal animal-powered mill, lords and magisters possess the right to construct water-powered mills on suitable streams and rivers. Such mechanisms allow for large quantities of grain to be processed in a short amount of time. The miller keeps a portion of flour for himself as his wage, and sends the bulk on to the owner of the mill, providing a modest but reliable profit.

Cost: 12
Income: +1 during Summer; additional +1 in Summer with a Grain Field (up to two) or a Grain Storehouse (only one).

Lumber Yard (Rural, Mercantile)
Cost: 10
Income: +2 during Winter

Saltworks (Rural, Mercantile)

Delicious salt - valued not only for its taste, but its many utilities. Critical in the preservation of food, the curing of leather, and the diets of healthy livestock. At the saltworks water from the sea or a suitable spring is filled into a saltern, allowing a brine to form beneath the heat of the sun. The brine is boiled in large, flat vessels until crystalline salt is all that remains.

Cost: 8
Income: +1 in Summer; additional +1 with a lumber yard

Storehouse (Urban, Mercantile)

Inventory is required for trade, and inventory must be stored and protected. A storehouse is a spacious building that holds goods awaiting transport. (When you build a storehouse specify the type of trade you’re engaging in. Clear this with me if it isn’t something ordinary.)

Cost: 12
Income: +1 during Spring, Summer, and Autumn.

Shipyard (Urban, Mercantile)
Cost: 20
Income: +2 in Summer, additional +1 with a Hemp Field, +1 in Spring with a Lumber Yard (up to two)

Sugar Mill (Urban, Mercantile)
Cost: 12
Income: +1 in Autumn with a Beet Field (up to four)

Tannery (Urban, Mercantile)
Cost: 10
Income: +1 during Autumn, additional +1 in Autumn with a Cattle Pasture or Saltworks

Weaving Hall (Urban, Mercantile)

Weaving halls are large-scale workshops where wool is scoured, spun, and woven into broadcloth to be sold to tailors and cloth merchants - or where flax is processed into linen or hemp into canvas in a similar manner.

Cost: 18
Income: +2 during Winter; additional +2 in Spring with a Sheep Pasture, Flax Field or Hemp Field (up to two)


Spoiler Landed :
Gunsmithy (Urban/Rural, Landed)

The production of firearms and explosive powders is heavily regulated and restricted by the laws of the Drakkanthron and the Admiralty. The production of oversized barrels is expressly forbidden, though this does not seem to prevent their occasional appearance. Only members of the aristocracy may receive license to produce and utilize these weapons.

Cost: 15
Income: +1 in Spring and Winter
Bonus: All your initial armsmen are considered to be armed and trained with pistols and harquebi, upkeep for further gunners is reduced by half.

Serery (Rural, Landed)

Silk is gathered at the serery. The aristocracy has a legal monopoly on production of this valuable fabric, and the silk harvest has allowed many old families to retain relevance. Mulberry groves for the needed leaves - the worms are picky eaters; pupae placed on trays until cocooning, and then boiled in water to free the strands. Workers wind the strands on spools, and then to finished cloth upon the loom.

Cost: 15
Income: +3 in Summer

Field (Grain [+1 in Summer], Flax [+1 in Spring], Woad [+1 in Spring], Hemp [+1 in Summer], Beet [+1 in Autumn])

Pasture (Horse [+1 in Summer], Cattle [+1 in Autumn], Sheep [+1 in Spring])

Orchard (Apple [+1 in Autumn], Pear [+1 in Summer])


Your Estate

An estate is any parliamentary residence or fortification. There are no limits to the number of estates a Judge can build, but one is always considered a primary estate – where your character’s primary residence and base of operations is. Your primary estate is also where your treasury is, and if it is overrun you may lose some or all of your saved wealth. Your character’s family is assumed to be here as well, and unless you have orders to the contrary – moving them to a country manor for a season, for instance – they may be in danger if the estate falls.

If you have multiple estates, you can always change which one is primary, but it’s not always possible to do so instantly – if you get an Inter-update Event about a riot approaching your mansion, it’s a little late to be talking about relocating.

Any estate, primary or not, is defined by two characteristics – security and opulence.

To upgrade security or opulence one level costs 5 WP to level 3, and 7 WP thereafter.

Security is the measure of how strong an estate is as a fortification. Security ranks make an estate progressively more difficult to attack; at low levels, security serves mostly to deter poorly-armed criminals and mobs, while at higher levels even well-armed and trained forces will take heavy casualties trying to take it (if they are successful at all).

Spoiler :
Level 0:The estate has no notable defensive precautions, save perhaps a modest courtyard wall.
Level 1: The estate is somewhat hardened against intrusion – a thicker and higher wall around the compound, a first floor with no windows or just slits, stone construction that’s resistant to fire, a reinforced gate, and so on.
Level 2: The estate is as fortified as it can be while still retaining a normal interior. The walls are masonry faced with brickwork, often recycled from old ruins. Its windows are small, yet functional, and it has arrow loops on most or all floors. The roof is accessible and has an embattled parapet. The estate has one or more courtyard walls which may have their own arrow loops or watch posts.
Level 3: A security level of 3 or higher represents the presence of a tor, either attached to a manor or freestanding. This tower, around 30 meters high, is a true defensive structure with an embattled parapet, arrow loops, and often a raised door only accessible by stair or ramp. The inside is usually not meant for long-term habitation, but it provides refuge for a judge, his family, and his guards. It has a small armory with crossbows, polearms, and so on. Grammatarchs are routinely consulted in the construction of most tors, and their magics lend significantly to the strength of walls and foundations.
Level 4: The tor is taller and stronger, potentially 40-50 meters in height. It offers a commanding view of the surrounding neighborhood, and has barracks and supplies for long-term defense. Only trained and well-armed soldiers have any chance against it, and even they may find storming it extremely costly.
Level 5: A tor up to 60 meters in height. A tower of this size and strength is essentially impregnable to anything but siege weaponry. Such a fortification often has its own siege weapons as well – small ballistae or long guns on the roof can be used against approaching enemies, or even other nearby towers!


Opulence
is the measure of how sumptuous and rich an estate is. Opulence advertises your status to everyone who visits, displaying your power and wealth. Opulence levels put visiting NPCs in a better mood, and holding regular social events with important guests at an opulent mansion can increase your Esteem. Some NPCs who are used to excellent accommodations may actually be insulted by attending a function at an estate they deem not opulent enough for their status.

Because a character’s saved wealth is usually saved in the form of precious goods – silver tableware, precious tapestries, golden candlesticks, and so on – saved wealth also increases the opulence of your primary estate by one level if you have at least 10 WP saved, and by two levels if you have more than 20 WP saved. More WP than this has no effect, since stuffing treasures into a modest city house can only improve it so far – then it’s just awkward and garish.

If your saved WP is 2 or less, your estate is actually considered one level of opulence lower than the structure itself [unless you’re a commoner, in which case this has no effect]. Poverty isn’t sexy.

Note: Commoners possessing estates with an Opulence level higher than 1 will likely suffer from decreased popularity.


Spoiler :
Level 0: The estate is functional, but ‘quaint’ at best, befitting a moderately prosperous merchant with austere taste or a frontier knight unconcerned with luxury.
Level 1: The estate is roomier and nicer than most, with good plaster walls and wide hallways. A prosperous Sulan merchant would be pleased to live here.
Level 2: The estate is a true manor at this level. Arched arcades separate the multi-story, wood-paneled residence from a nice garden decorated with ancient statuary. Inside, there are some architectural flourishes and possibly some frescoes. It may even have a complete set of glass windows.
Level 3: This mansion is up to the standards of Sul’s best iroeni. The house has many tall dining rooms with ceilings of imported wood, each with its own grand fireplace; the archways are tall and elegant, and there are decorative flourishes on all the columns. The peaks of all its roofs are clad in burnished copper sheeting. The gardens have rare and curious plants and choice statuary (some of which may be custom, and not merely pulled from the ruins).
Level 4: This mansion is among the most impressive in Sul. There are frescoes and painted patterns on every wall and fine detailing on every column, banister, arcade, and mantel. The furniture is all imported from the colonies, and silken banners hang from the ceilings. The garden is a delightful paradise, filled with fruit trees, well-manicured hedges, and possibly even a working fountain. Such a mansion is like its own village, with a small army of servants (possessing their own residence, separate from the main estate).
Level 5: This truly opulent palace can only be compared with those of the Drakkanthron or the Emissariat; it is everything that a level 4 is but bigger, grander, and more expensive.


Construction: Construction on an estate takes 1 season for each level (of anything) plus 1 additional season. Thus, building a 15 WP structure would take 4 seasons; building that same structure in three discrete increments of 5 WP would take 6 seasons. This additional length of time reflects the fact that it’s easier to build a whole structure from the ground up than repeatedly renovate a structure, which generally requires partial deconstruction as well. On the other hand, a building is largely useless before it’s complete, and you may not want to wait in your 0-security estate for over a year while your massive 5-level tor is slowly funded and constructed.

Armsmen and Agents

You may hire additional gradi at a rate of 100 for 1WP each season, or halberdiers at a rate of 50 for 1WP each season. Keep them around and they become progressively more loyal and capable.

Aristocrats may instead hire an additional 20 retainers at the rate of 1WP each season if they so choose. 2WP per season if bearing firearms.

Mercenary Cayanist: 2 WP per year
Grammatarch Engineer: 2 WP per year
Gutter Witch [commoners only]: 1 WP per year
 
Last edited:
Great Families

the Hazzarats: The royal line, descended from the iffir Atten and his son Hazzar. Led by His Majesty Hazzen the Eighth - formerly (and disparagingly) known as Grath dal Azarn.

the Ilkhari: The Tyrants of Mitteram. Occasional and current claimants to the Drakkanthron. Descended from Ilkhazzer and the line of Khares.

the Izars: A new family only a few centuries old, risen to prominence through service in the King’s armies. The Izars drove out the Serven Glamman, and saw to the settlement of the gentle and prosperous valley that bears that name. Currently led by the Kontessa Marl Lourdes Izar, sole surviving widow among King Haran’s wives. Many Iroeni gather beneath her banner.

the Inepheri: A hereditary captaincy of the Armada; the extended family of the bearer of the Admiralty, Aomerzes Inepher.

the Qantigriazzi:

the dal Kemmarns:

the Klath Glamman: A northern clan of the Glamman folk. A nominal and routinely rebellious vassal of the Drakkanthron.

the dal Esiers: An old and powerful Sulan family, both loved and hated. They possess substantial influence among local collegial authorities. They claim descent from Eslan, Atten’s second son. Their principal possessions are the castles of Esierad and Raka Tolem. Debatably led by Van dal Esier - his elder brother Keros has never really considered the inheritance entirely forfeit.

the Taldrens:


the Napharneschi: Though possessing only middling influence in the wider valleys of the Ezeth, their pedigree amongst the families of Sul is of the highest calibre. A noted donor to the city’s small university. Their primary possession is the Raka Naphran. Led by Alezhis Napharneschi.

the dal Venners:

the dal Immens: Many serfs have left them as the vigour drains out from their lands, as their income and influence begins to wane. Led jointly by Moro dal Immen and his elder sister Israth. Their primary possession is Immen Tor.

Titles

Iroen: A knight, alternatively addressed as Lord.

Ivvar: A knight owing fealty to the Emissariat.

Konte: A rarely bestowed title elevating a knightly family to a position of greater lordship. Addressed as Your Grace.

Tyrant: The autocratic rulers of Mitteram. The city is theirs to do with as they wish, and in that place all proceeds according to their desires. An autonomy reluctantly granted to put an end to many bloody years of civil war. Addressed as Your Highness.

Drakkan: Our most serene and gracious King. Addressed as Your Majesty.

Magister: A cayanist elevated above his peers for artistic mastery and knowledge of the law, addressed as Your Excellency.

Emissary: Among them you will find both the most pious and the most ambitious magisters. Leaders of the college, their positions obtained through power or influence. Addressed as Your Eminence.

Cayanos: An honorary collegial style granted to those who have demonstrated mastery of spellcraft in service to the realm. Do not take them lightly - only the guns of the Armada can match their power.

Nictoros: The presiding rector of a school of grammatarchy. Addressed as Master.

Admiral: Commander of the Cold Iron Armada. He answers only to the King. Addressed as Your Illustriousness.
 
Last edited:
The College of Emissaries, or Emissariat, is a moral and temporal power rivaled only by the Drakkanthron in the scope of its influence throughout Tesch. It possesses sole authority to regulate the dangerous forces of magic, and to pursue this warrant it is afforded a multitude of privileges within the kingdom - as well as a number of attendant responsibilities.

In Hazzar’s day Tesch prospered, but as the people became numerous so too did they become disorderly. They trafficked with many forbidden forces, and they behaved as to shame their own lineages. These matters began to weigh heavily upon the divine strands of cayanism which buoy the land itself, and so Hazzar sent into the country his most forthright and diligent companions as Emissaries of new and stringent law. The most perilous witcheries were dispatched with cayan fire, and the remainder weighed down and bound by censure, fine and writ. Hazzar’s successors found the Emissariat of indispensable utility to their administrations, and over time it’s structures were bequeathed many additional rights and jurisdictions.

The Emissariat was not initially a singular institution, and for the earliest centuries of its existence was composed of independent magisteria, each reporting directly to the Drakkanthron. But with the ebb of artistry in Hazzar’s line, and with near a century of destruction wrought upon the country amidst the Mitterine Blood, these associated governorates found themselves in a pre-eminent position. By treaty were the warring royal factions forced to peace, and in that same document the Emissaries established their College, and its independence from royal oversight.

At Carathir they have centralized their rule, and for centuries now have orchestrated the undertakings of the country from that great palace and its towering spires. Committees dole out magistracies to favoured applicants, ensuring the maintenance of this regime.

To facilitate its public works the College has been granted title to many towns and fiefdoms. College authority is not homogenous, and its appointed magisters are not alike in devotion to their duties. While in some places the taxes of the people serve to maintain the shrines of divine Tesch and its ancestors, to distribute to the poor the donation of grain and beer, to heal the wounds of the injured and the souls of the grief-stricken, in others these sums of silver work only to adorn the palaces of the magisters in grander finery. While College law deals primarily with moral strictures and the control of magic, it has come to touch upon most facets of life within the various magisteria - from enforced standards on the quality of fabrics to the governance and dissolution of marriages.

The various itinerant brotherhoods remain as an inconvenience to the College. Often devoted to obscure saints who predate the current regimented dogma of the Emissariat, they continue to operate within Tesch's cities by the ambiguities of unceded royal law, though they are nevertheless frequently subject to fines and orders of suppression.

---

Geas, Treaties and Acts of Parliament


The Judiciary of Sul

Zathander Napharneschi: Just north of six feet, grey of eye, with dirty blonde hair, the aquiline nose and sharp features typical of the Napharneschi clan. Typically seen armored or wearing doublets with the gray and red colors of House Napharneschi, he is a Bachelor of Laws of the University of Sul, and a bachelor in the other sense as well, despite being just north of thirty. Magistrate of Sul. - 7 Esteem, 4 Piety, 3 Popularity

Drakun Abndrakun: 4 Esteem, 2 Piety, 6 Popularity

Arvind Irvanat dal Tellem: 7 Esteem, 5 Piety, 4 Popularity

Karpyr: 4 Esteem, 3 Piety, 7 Popularity

Kostyl Lipets: 5 Esteem, 2 Piety, 3 Popularity

---

If you have any questions regarding the setting or require assistance with character creation I can usually be found on #nes.
 
Last edited:
I am Ax'han Xohar, son of Moxma Xohar who you fine men know because he died between these wheels, meeting the quota of the Intendant! Is there a manufactory in this great city of Sul that you worthy people have built that does not know my father's name? Was there a merchant, a guildsman or a bondsman who did not know of his graciousness, of his ferocity and of his determination? Damn by all the gods the workplace accident that forced this guild to pull out by strong hands the chiseled stone that said "This shop safe for two weeks!" And damn the foreign grind wheel that slipped and crushed him. But I digress!

As your Judge I pledge to serve you dutifully and with honor. I know you have honored me by naming me as such! A Commoner like myself can do no less.
 
A Discourse, on Chaos

Far be it from me to say that this squabbling isn't amusing...but it is far from sufficient.

Spells, yes, grammatarchy, to be true. An art which built Sul most ancient, and equally so an art which, in its long page-bound ever-lengthening repose, covered it in paper chains. What have we now learned? That the most powerful spell to be spoke is the one on plain paper, not alight with fire or karmic serpentry, but repeated on the tongues, a thousand, ten thousand tongues, of common men.

Allow me to discourse on one final topic. What is the commodity most valued in a revolution? A reasonable man.

You have seized power, not understanding it, not knowing what is to be done with it. Remarkable, in your shocked success, you now realize with terror that a hundred eyes are fixed upon you. Like a chanter, thinking his poetry in a quiet garden for his lover alone, only to realize the true audience has been watching from the trees.

The revolution, finished, yes. The reaction, yet to come. Vicious, bloody, innately retaliatory, endless reprisal. You know nothing of these things. But the aristocracy have come to understand the hated game to which you have now bought yourself a seat at the table. If you do not look to eminent reasonableness in such a time, afford to those who have ears without, an accord within, well, you cannot plead to me once the writs are written. It is only now that you may purchase, and store, and spend, our family's council.

The Napharneschi, ever and ancient friends of Sul, and their urban legate, Iroen Zathander Napharneschi, present to aid such untested lords in their dilemma. A city in search of a magistrate whose interests are Sul's alone, not those of petty traffic, need look no further.
 
Last edited:
Certainly the council will be well served by such honorable and distinguished men.
 
My grandfather bled under their whips. My father bled under their whips. I bled under their whips. I KNOW your burden, for I have born it. I am you, brothers, sisters, and you are me. Like you, my father sweated in the bakery, and like you, my mother plied the seamstress's needle. I have been lucky, I have come to own my own bakery, but it is because of my luck, my hard work, that I recognize your plight. I, Drakun Abndrakun, Baker, with no titles given to me beyond those that I have earned, promise to forever hold your interests before mine in the eyes of this great city.

Drakun Abndrakun
25 Wealth:

1 Bakery
1 Brothel
1 Tavern
1 Fire Brigade (I'm a FINE upstanding member of society, I am.)
 
Last edited:
This is amazing. I'll look over it tomorrow and see about possibilities to join.
 
Orben and Azver are dead. I mourned more for the former than the latter- we had been close as children, and more alike in our boyish interests. Nonetheless, all three of us had grown apart- Orben drawn to the colleges, and Azver to his schemes.

The letter was a summons, to return to Sul, to claim the family holding. A position I never thought would fall upon me. But as the sole remaining son of Irvan, with stronger claim than a trio of bastard neices and nephews, the steward and executor of my father's would accept no other resolution.

Thus have I traveled south to the city of my childhood, to uncover what has passed. A violent overthrow of the powers that were, was what I found. Orben, so it seems, was on the wrong side of the conflict, though I do not doubt he handled himself with honour. Azver, I would not be surprised to lean, found himself dangling from a pike when his duplicitous nature got the better of him.

Thus do I return to find my family's home, Semmerul, looted. The tapestries of our lineage are stolen. The steward preserved what he could, but there is only so much an aging man, even one who was once firm and hale, can do. As such, it falls to me to repair my damaged inheritance.

I am Iroen Arvind Irvanat dal Tellem, the final male issue of Irvan dal Semmerul.
 
Lord Zathander Napharneschi
6 Esteem, 5 Piety, 3 Popularity
Age: 34


Honors:

Judge of the New Parliament
The noble title of Iroen, for services rendered to the Drakkanthron
Baccalaureate of Laws, granted by the University of Sul
Knight-Captain, Royal Army of Tesch (Ret.)

Possessions and Followers:

Urban Estate, Personal (1 Opulence / 1 Security)
15 hardened soldiers, trained in firearms and riding
20 gradi in household service

Gunsmithy
Storehouse (Spices, reagents and sundries for college & apothecary use)
1 Horse Pasture
1 Pear Orchard

Finances:

3 WP (Treasury)
Projected Income: (2 Sp/3 Su/1 Au/1 Wi)

Biography:

It has always been difficult to pin down the third son of the Napharneschi. Strong, handsome, intelligent, charismatic, he has loyal followers but few close confidants. However, perhaps he has simply been patient enough to wait for his rise. As the third son of a great family of Tesch, Zathander had both remarkable options and was remarkably confined. While his two older brothers were raised to inherit the main castle and secondary estates, and his sisters held in reserve for strategic alliances, Zathander was chosen for a royal career in the knighthood.

But despite being strong, Zathander always preferred books, and was especially fascinated with grammatarchy. However, he was forbidden from the art, quarreling violently with his family over his desire to pursue an arcane education. After several years, a compromise was eventually found; allow the young boy to dabble and work with arcane affairs while pursuing a respectable knightly career.

Along these lines, upon reaching adulthood he was sent to Tesch, where a military commission had been purchased for him. Socially the highest circles of the kingdom were still somewhat closed to a Napharneschi, but his blood was good enough to mix with the lesser nobility of the capital and the great merchant families, as well as with several remarkable cayanists. Through them he developed contacts to supply the college at Sul with rare spices and reagents from abroad, a profitable side business which deepened his family's influence with the city's institutions.

Zathander's military career was successful, although mostly uneventful; he seems to have mostly used it to gain access to the right people. Nonetheless, he was duly knighted. Following this time period, he spent several years adventuring. The details of this time are quite obscure. A popular story says that he spent several years pursuing leads regarding lost artifacts and texts from Atten's House in the wild northern mountains of the country, particularly rumors of a mountain castle built by a bastard daughter of Atten himself. After three years of (so they say) fruitless searching, he returned home to settle down.

In Sul, being barred by his family from magical studies, he instead followed the accepted path at the university to become a student of laws. The possibility of becoming the rector or another senior academic figure was floated, given the Napharneschi contributions to the university, but his father's true plan for him was to enter the inner councils of the magister, serving as chancellor or another high adviser to further bolster the family's political influence, while also managing the family businesses in and around the city proper.

Shortly after the completion of his degree, however, the great violent revolt broke out. Many university students turned against their college brethren, resenting their superior resources, and Napharneschi made the surprising tactical move (perhaps on his father's advice) to commit his armsmen and the family's store of weapons to the revolt. The gamble paid off, the revolt succeeded, and Napharneschi was duly elevated to Parliament and the Judgeship on the back of his family name and small but important contribution of veteran troops to support the rioters. He now stands as a candidate for the magistracy.

Of course, the great secret of the third son of the Napharneschi was that everything in his career, from his military commission, to his adventuring, to his law studies, to his current rise to power, have been a series of elaborate cover stories for his continuing investigations into grammatarchy. While far below the level of an academically-trained grammatarch, Zathander has through rigorous self-teaching and finding individual tutors across his lifetime, managed to become an accomplished amateur mage in near-complete secrecy. Only time will tell where his further advances will lead.
 
Request, for a vote of Parliament

Gentles of Sul, though we have yet to choose our city lords, I wish to set forth a proposal to address the current crisis. The Cheridine Gate we may yet take by arms from within, but Abbal Tor and Kesarnes, I assure you, we have not yet the force to seize without lengthy siege, and all our surprise is spent.

As a man of arms, you know I speak truly and without heat. As a man of letters, I believe peace is the ultimate answer to our crisis - but it must be backed by the threat of further action.

As such, I propose the following actions. First, that the gradi and armsmen of the city be set to surround the manse dal Esier, whereby the bulk of the Magister’s family treasures in Sul are held. Although well defended, it would be more easily taken than the other fortified points. I further propose we contract a grammatarch and cayanist in city service for the season, should further arms be required. Finally, we must pass a ban on penalty of death of sending food and supplies to the Kesarnes, to affect the city and its hinterlands.

In conjunction with this, I move we send a delegation from our city to Cherid Mount, to treat with the magister. We would aim to sign a treaty that will guarantee the sovereign dignities of the people of Sul, and in return the magister’s house and his followers’ houses will be returned. If we return without a peace agreement within the season, we should move to take the mansion, and use its treasures to further fund our struggle with the mercenaries that will be needed to take the magister’s fortresses.

In making this address public, we aim to show the master of Cherid Mount that he might yet salvage some of his dignity, and his possessions, by acknowledging this parliament as sovereign over Sul. And he will know that should he refuse, we are prepared to take far more. Know that I am prepared to fight and die for this city if need be, but I will negotiate for her first. Should I be taken prisoner at the Mount, do not seek to ransom me. Pursue justice for our city!
 
Parliament will no doubt take up this matter once quorom has been established.

Sul's judges may also wish to receive reports of relevant intelligence before weighing in on this lofty issue.
 
Last edited:
Karpyr - the Sunless

Male, 27 winters, commoner
173 cm, 53 kg

Esteem 4
Piety 2
Popularity 6

Home
Opulence 0
Security 0

Enterprises
Bakery
Clothier

Wealth 2

-

I am a man of rags. I was born into them, and I was blinded in them. A boy asked for some fruit and the guard gouged his eyes out. I'm told my visage is grim to behold, but I wouldn't mind being disturbed by it. Fear is a luxury few miss.

I was under a tree one day, and it hit me. An apple. Apparently I found myself at a shrine, and the faithful took me in for a while. That afternoon I had the best bath of my life. I was cleansed. Years later, I've made it to Sul with my brothers. We would never allow the people to grow hungry again.

The dal Esiers claim they know pain. I'll believe it when I see it.

I am not a warrior. It's clear for anyone to see. I am merely the soupsman. I fed the soldiers. I walked with the wives of the fallen. I read from the scrolls to the downcast. I wed two lovers during their last night together. Their bond will echo against the screams of the burned.

And what do we say to those who want to silence us?

Nothing is silent to the blind.
 
Journal Entry

Thusfar the demagogue Azhan Zohar, a blind priest, and the whoremaster Drakun have been raised to the Judiciary by this parliament of eels. If this is to be the new regime, I fear that dal Esier's heavy hand will be missed sooner rather than later. If they can keep the mob in line, so be it. But we shall be the laughingstock of Carathir and Mitteram before long, to say nothing of the wrath that the emissaries of Tesch may call forth if any dal Esier is put to the flame, as some younger students so wrathfully demanded in the midst of the lecture on mineral law. We shall not pelt the cayanists from the walls of Sul with bread and cobbles and expect to live long.

However, there is promise in this Iroen Arvind. It seems surprising that he entered parliament at all, let alone the judgeship, having come so recently to the city. Perhaps the inhabitants of his district are desperately casting about for anyone of quality to represent them, or perhaps he represented the compromise in some entrenched local political conflict. I fear I will have to swim in the minutiae of neighborhood politics to understand this. Regardless of his power base, his military expertise will be necessary. If the magistracy falls to me, perhaps he will be willing to assume command over the urban militia. Especially if the intendancy is to be thrown to the mob, we must establish better control of the gradi, lest we spark a fire we cannot douse. We must also move quickly to establish a standing retinue to protect the Audencia separate from the militia and the gradi. The commander of that retinue must be a man I can trust, one less interested in seeking power for himself. I hope this northern iroen may be such a man.
 
Spring 1884

the Lords of the City: Zathander Napharneschi and Kostyl Lipets
the King of the Realm: Hazzen VIII [Azarnian] and Rhazes II [Collegial]
Sulan Ire: Simmering [3]

News from the Colonies

Sailors from Eades report that war consumes the southern seas. Uthar, King of Netharis, has offended the obscure sensibilities of the cruel witches that make their lair at Zenzin; they have laid a hex across the waves to slow his many ships. Others say that Uthar has been corrupted by some beast, that the coven struggles to preserve peace and order, to prevent a tragedy greater still. Most agree that it is good for the heathen to cut down their own numbers.These are the inevitable wages of barbarity.

The traitor admiral Aomerzes Inepher has taken the armada north and east from the port of Phonn; he has announced they sail for Geveron to destroy its recalcitrant corsairs. He could have seized the Drakkanthron as his own, yet instead he births an emptiness at Tesch’s heart. Where lies the advantage?

Spinners of the tallest tales claim that a sorcerer journeys to the edge of the world to fight against the angels. The credulous repeat it, amused by such fancies. The College reminds the public that angels do not exist, and that any accusations of astral communion or sorcery will be met with a fine for the accuser.

News of the Country

Conflicting loyalties divide the people throughout Tesch, and the realm hangs upon the precipice of war. At Mitteram the Emissariat of Carathir has acclaimed Rhazes Ilkhar as the Drakkanthron’s legitimate heir. They denounce Grath dal Azarn as a bastard and a usurper, name his proclamations void, and sternly caution the declared to reconsider their support. Ghalba dal Kemmarn, Konte of Sabhal, has rallied many northern lords in favour of Hazzen VIII and the Azarnian faction. The knights of Sabhal have endured long disparagement and abuse at the hands of the Ilkhari, and neither party has yet demonstrated any interest in reconciliation.

The city of Tassar has gathered its militia, and reports of raids in the countryside about Tesch are becoming increasingly frequent. The Emissary Yetho has called for a muster of the King’s loyal subjects at the Raka Hazzan in order to strike back at the truculent Tassarai. Yetho is not known for his restraint and bears the title Cayanos for good reason. Many speculate that he means to sack Tassar as an example to other would-be opponents.

In the Glamman lands the Klath make rebellious noises, but when do they not?

Much like we Sulans, the people of Ortoraz have long been desirous of their own government - though perhaps for less noble reasons. They maintain a substantial trading fleet, but the law forbids them foreign venture. They feel as if gold and silver slips away between their fingers. Their solution is a curious one, some concocted marriage of citizenship with Tesch’s oldest colony. How pitiable that their cause lacks the legitimacy of history. What will the Kassyrene extract as bride price?

Some serfs are saying that a three-headed quel was born outside Siparo. This could be a sign of the apocalypse.

News of the City

It has been four weeks since your bloody uprising on the feast of Saint Ahrik - a Sulan magister famed for his long and excruciating torture at the hands of the Moren Glamman. The city has been put to a semblance of order and daily life slowly returns to the way it was. Indeed, the raucous marketmen of the five corners are quite proud that not even in the midst of civil blood did they cease their buying and selling. Spirits have since been somewhat dampened by the near-constant gloom and rain. At least it has kept the mob indoors.

With the Magister fled the censured and semi-heretical Brotherhood of Orebhas has begun tending to several of Sul’s abandoned shrines. Some even preach on street corners in favour of Sulan independence. Parliamentary guardsmen report that a group of them have ensconced themselves in a block of offices at the Collegial Palace - the brothers were quite insistent, and in the end the guardsmen didn’t think it appropriate (or healthy) to deny their access. If you weren’t already killing each other the local college authorities would be extremely displeased by this news.

Word has reached the city that miscreants in Horizan have been informing travelers and merchants that Sul remains in violent chaos, that there is no business or hospitality to be had upriver. Though the truth will make itself evident in good time, some traders have already suffered losses. Drinking in the taverns they spew vitriol against the odious and deceitful Rizny, and many patrons nod and mutter their agreement.

There are reports that in the midst of the city’s disorder members of the Redjack gang have accosted men and women of station and society as they transit to and from the harbour. Cracking some heads could put an end to it, but mobs are quick to form in Eeler’s Run. The competence of your new government might be put to further question if you prove unable to protect your own citizens from wanton criminality.

Though your intelligence indicated that the Mansion dal Esier was to be lightly occupied on the night in question it seems that the Iroen Van dal Esier arrived with his household staff and over one-hundred retainers mere hours before your plot commenced - the men assigned to its expropriation were quite flummoxed by this turn of events and decided to pursue easier targets instead. By all accounts the Lord dal Esier’s untimely visit was entirely coincidental. You have the house under watch, and your watchers are watched in turn from the mansion’s small tor. Your men swear that no supplies have gotten past them, but Van and his companions have been observed to feast sumptuously each night, and loud music echoes up and down the Lakanian Hill.

The fighting is mostly over, but College partisans have ensconced themselves at the Cheridine Gate and refuse to surrender. You have them besieged, but your attempts to dislodge them have been unsuccessful so far. Your attempted militia muster in the days following the coup was somewhat anemic - fewer than a thousand men equipped, a mix of duty-bound old veterans and their sons, and a few clattering groups of fiery young patriots who don’t seem entirely sure which end of a halberd is which. This is not entirely surprising, considering that the militia has not been called to muster in almost twenty years. The magister’s remaining armsmen present a threat to any move made against Cherid Mount, and provide him with additional leverage if you are to attempt negotiations. They will have to be dealt with somehow.

---

A Letter to the Judiciary from Van dal Esier

Lords,

Of all things I am first a patriot. If the citizens require governance, then it must be granted to them. Truly, my love for the Sulans is a great and powerful thing. Know that I have no quarrel with your council and would not seek one.

Let it not be said that I do not enjoy the comforts and familiarities of my Sulan estate - but I find that to be confined inside one’s own house grows trying upon the mind and constitution both after some weeks. I have pressing business to which I must attend in the countryside; it seems that I must insist upon my liberty.

Now, do not think that I have nothing to offer in this time of need. My men at Abbal Tor may heed my brother’s directive, but their judgment is erroneous and their sympathy misplaced. I will remind them of their proper loyalties, and just so will the citizens of Sul again be free to transit the river’s bridge.

- Van dal Esier, Lord of Kesarnes, the Raka Tolem, Esierad, &c

---

A Letter to Parliament from Keros dal Esier

Your treacherous intentions are laid bare. Is it not enough that I have given the work of my life to this city? Is it not enough to have kept its people free from hunger and tribulation? From war and violence? You have brought these trials down on all our heads.

I have received word that some among you speak now of peace, your designs frustrated. And so you must know that this murderous work of yours will not stand. No power in the realm will forget your intemperate trespass. You have killed many honourable men in cold blood - but clemency is not yet outside your grasp. Let us allow that peace should return to Sul. Cease your struggle against me at once, stand down your militia, and return the Raka Khareth and the Collegial Palace to my control. Do this and I shall nullify those crimes you have committed that are within my remit. I shall likewise lend my voice to defend you against those which are not.

- Keros, Magister

~~~

Parliament erupts in a clamour before the reading has been finished. Some yell angrily that the city’s forces must be gathered for expedition at once to trounce the arrogant Magister, while others shout their support for Lord Napharneschi’s proposed plan to negotiate a peace - their pitch steadily increasing as they tally aloud the threats Sul faces. More still bellow and shake their fists, calling for order in the house. Only the wise, clever or commanding words of Sul’s unflappable justices could bring direction to this mess.

~~~

Finances
State Treasury: 4 WP
State Incomes: Commercial Tolls - +1 WP in Spring, Summer and Autumn.
State Properties: the Audiencia, the Raka Khareth, the Collegial Palace

Spoiler Personal Finances :
Axhan Xohar
Income: ???
Enterprises: ???
Savings: ??? (including a bonus +1 in loot)
Assets: Xohar House [0S/0O], 20 loyal gradi, ~300 steadfast compatriots

Zathander Napharneschi
Income: 9 (2/5/1/1)
Enterprises: 1 Gunsmithy (+1 Winter, +1 Spring), 1 Storehouse [spices and reagents] (+1 Spring, +1 Summer, +1 Autumn), 1 Apothecary: (+2 Summer), 1 Horse Pasture (+1 Summer), 1 Hemp Field (+1 Summer)
Savings: 3 WP (including a bonus +1 in loot)
Assets: the Manor Napharneschi [2S/1O], 20 loyal gradi, 15 hardened soldiers trained in riding and firearms

Drakun Abndrakun
Income: 6 (1/1/0/4)
Enterprises: 1 Bakery (+2 Winter), 1 Brothel (+1 Spring, +1 Summer), 1 Tavern (+1 Winter), 1 Fire Brigade (+1 Winter)
Savings: 2 WP (including a bonus +1 in loot)
Assets: Drakun House [0S/0O], 20 loyal gradi, ~200 upstanding associates

Arvind Irvanat dal Tellem
Income: 7 (4/2/0/1)
Enterprises: 1 Gunsmithy (+1 Winter, +1 Spring), 1 Dyeworks (+2 Summer), 2 Flax Fields (+2 Spring), 1 Woad Field (+1 Spring)
Savings: ??? (including a bonus +1 in managed-to-get-back-some-of-my-stuff)
Assets: Semmerul [1S/1O], the Tellem estate, 20 loyal gradi, 20 grizzled frontier veterans

Karpyr
Income: 4 (0/2/0/2)
Enterprises: 1 Bakery, 2 Cayan Fonts
Savings: 1 WP (including a bonus +1 in generous donations)
Assets: Karpyr House [0S/0O], 20 loyal gradi, ~200 devoted pupils

Kostyl Lipets
Income: 18 (5/5/5/3)
Enterprises: 3 Banking Houses, 2 Storehouses [cloths and fabrics]
Savings: 6 WP (including a bonus +1 in loot)
Assets: Lipets House [1S/1O], 20 loyal gradi, 50 suspicious northmen


Announcement: I’d like to boost income levels slightly, so all character classes have an additional 10 WP to spend during character creation. This is now reflected in the introductory posting.
 
Last edited:
the Election of 1884

Members of parliament, it is now time to decide who among us will lead our fine city through this year of turbulence.

Please divide your esteem as you please among candidates for Sul’s executive offices. All votes are public knowledge. The winner of the election will select their office, while the runner-up will receive the remaining office.

Votes must be in by February 7th, 5:00 PM EST/10:00 PM GMT. Additional players are welcome to join SulNES for this update up until the conclusion of the election.
 
The Sunless rises from his seat, nearly shrouded by a flock of hooded monks. Seemingly with difficulty, he walks forth, brushing dirt off his scrappy garb. He smiles to the parliament through a brutalized face.

Fellow men, I speak to you in humility. You see me as a man of rags. I do too. I am but your servant.

We all seek to treat those of a vicious nature with compassion and patience. It is the truth of the heart and the good of the virtuous man. And so our actions mirror this good nature. It is our choice to forgive.

But it is not the choice of that beast Keros. He answers peace with rage. He tears apart the skin of his own hands, touching us with blood.

See what my brothers have brought to the city. Even I can - well - even I can see it. The hungry have been fed, and we have found tranquility unimaginable since the strife. The dull weather casts the city in a dark gloom, but the rooms are all abound with light. The good of man was driven out by a callous wolf, stopped at the gates from bringing food and safety to the populace. Look at what his choice brought us. It has become a night full of flames.

Penance, too, is a choice. The beast Keros can still receive forgiveness, if he so chooses. Let him face justice - let us give it to him. I will send two of my brothers to him and offer him a trial under the authority of truth. Orebhas' eye shall be cast upon him. And if our court sees that he is truly a beast, he shall be cast in darkness like me, deep in the dungeons, and learn to truly see.

Thank you. I hope your paths will be lit by your brilliance.
 
Last edited:
OOC: I will use the additional income to purchase 1 Apothecary (-8) and upgrade the Manor Napharneschi to Security 2 (-5). This leaves me the 3 in income this turn in the treasury. Also, great update! Really fun.

IC:

Zathander Napharneschi allocates the votes of his supporters in Parliament thusly:

4 votes to Zathander Napharneschi
1 vote to Arvind Irvanat dal Tellem
1 vote to Kostyl Lipets

Spoiler Correspondence :
A Letter to the esteemed Iroen Van dal Esier from Judge Zathander Napharneschi

Dearest cousin,

It is well to see you prospering in your lordship, as it was a joy to play at iroen in our youth. Having earned our knightly titles in merit, I believe we can say that our respect for one another is as great as our respect for our fair Sul. As such, your declaration of loyalty to this Judiciary is well met. It has ever been my opinion that you were the rightful lord of the titles which your brother still disputes, and it will be my pleasure to see that this Judiciary provides the proper, lawful confirmation of those rights and titles to which I believe you rightfully claim, to you and your heirs in perpetuity.

However, we must understand that words are simply words, and unlike laws, orders are easily changed. The orders of your brother can be changed by yours, and this I do not doubt, but as men of command, we understand that orders often change as the situation dictates. I do appreciate your commitment to clearing the bridge for traffic, but my thought is that Parliament will need more than that to be assured of your patriotism. A small donation to Sul's treasury would, I believe, win over many of the lords who are not your friend, as I am. It would also help us raise a force to ensure the security of your estate against the onslaught of the chaotic and destructive mob.

I understand you may not wish to confront your brother directly. I have older brothers as well, and situations in families such as ours can be delicate. Given your business, I would not require you to accompany me to Cherid Mount. However, if in addition to your donation, you would be willing to convince half of the garrison of Abbal Tor and Kesarnes to march with me in order to show your support for my negotiating a peace with your brother, I believe then no man in all of Tesch would doubt your munificence and your patriotism.

Ever in the kindred spirit of our blood, I remain,

Iroen Zathander Napharneschi


Spoiler Annals of Regional History :

On the origins of the Napharneschi

It was said that the great Taigah had four lives. The first, student-daughter. The second, sister-queen. The third, sole-queen. And the fourth, silent. That great tale is woven with Sul’s own, as her rising brought with it the rising of Sul’s walls, the flower of a golden age of grammatarchy, and her falling brought about the end of Sul's independence, and the art’s decline from the spoken law to the written geas. Of her many children with her brother, lover, co-king, and enemy Khares, one such daughter was named Silani. Silani was by no means the greatest in the art among Taigah's children, but she was dutiful. And so, to Silani fell the task of planning and raising the great walls of Sul with her many teams of artificers and student-grammatarchs. Though her mother took credit for the task, the many intricacies of angles and joins, load-hinges and porticoes were implemented by her daughter, who possessed in precision what Taigah often replaced with impatient, abundant glory.

Of course, Silani’s great work only served to prolong her mother’s defeat. When those great walls were finally breached, Silani was seized alongside her mother, and Khares removed his own daughter’s tongue, as with all her siblings loyal to Sul’s queen. She did not, however, suffer her mother's punishment, and retained her fingers. Silani did not retire to the monastery of Nitiras, however, with her fingerless parent queen. She traveled across Tesch, teaching small groups of nictori-to-be, a silent, veiled figure of diligent work, personally contributing to the foundations of dozens of castles, tors, and town walls across the realm. Her sigils often gain quiet admiration among the hushed academic circles of grammatarchic commentary, not for their power but their remarkable efficiency; Silani was quite weak, but her work became strong in patient, painstaking, time-consuming aggregation. As such, her work often forms a primer for the interested and diligent novice.

But Silani eventually tired of this life, and desired to put her remaining years into one final work, not to belong to her mother or other families, but her alone. She married the warrior son of one of her students, who was rather handsome and almost twenty years her junior, which would normally be quite scandalous, but princesses of the blood have the remit to do that sort of thing. The lucky young man’s name was Naphran. He proved to be a devoted husband to his silent, strange wife, and she bore him two children despite her somewhat advanced age. In the pleasant, rolling hills south of Sul, she poured her final decades into their castle home, which she named after him, Raka Naphran. Although far from the most defensible castle in Tesch, its almost defiantly tall spire, the pale pink stone from which it was hewn, the meticulous clustering of its gardens and outbuildings, made it notable, and accrued to its family long after the last traces of their ancestor’s art had faded in their blood, considerable grace and prestige. This ancestry, of course, and the matrilineal descent from the ancient Queen of Sul, is reflected in the symbolism of the sigil of House Napharneschi:

A crowned tower, aflame.

Many centuries later, it is possible that a young scion of the Napharneschi sent to the royal city of Tesch visited the great monastery of Nitiras outside the city, now full to burgeoning with a millennium of overwrought lore. It is conceivable he sought the truth of the rumor that in her waning days, his ancestor Taigah had in secret crafted a third grammatarchic form, one that required neither hands nor tongue. But that is a foul and base rumor, and you surely did not hear it from me.
 
Last edited:
Top Bottom