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VO
06-19-2006, 11:42 AM
The King is Dead! Long Live the King!

Ok, I can't be bothered to write a blurb for this so unless someone else wants to do one, this is going to just explain the RPG idea.

Bloodlines is a steampunk fantasy RPG set on a fictional continent known as The Land. It is a rich and varied landscape, with equatorial jungle at it's northernmost edge and snowy tundra as it fades into the south. The Great Houses of the Land were, until recently, united under a single Emperor, but after his unfortunate death (and the subsequent death of practically the entire imperial family), the door to sucession is left wide open. All the Great Houses see this as the chance for them to gain dominance, and fill the power vacuum left behind. In contract to a normal RPG, in Bloodlines you will create a house with many individuals, who then proceed to struggle for power with politics, war, and intrigue across the land. The RPG will not be GMed traditionally, as there won't be a traditonal plot, instead, anything that seems unfair will be decided for or against by a vote of all the players, while a triumvirate of GMs will be on hand to resolve anything still outstanding. Nations will, rise and fall, so if you want to play, then you should do so while accepting that you can still tell a good story while losing. It's kind of like Wargames, only more complicated :p

THe setting is basically a steampunk fantasy world, with patriarchical and fuedal systems in place in most regions. Magic is limited - if you want it, it's fine, but you can't be a god - and the same applies to technology. These will be explained in more detail later.

If Wes/Ai/someone want to help explain, go ahead - I'm probably not making much sense.


Anyone who understands what I'm babbling on about cna make a house. At the moment, I suggest just posting a very basic concept of your House, which can be fleshed out later when we have a map and stuff. Try and keep religion and language out of it for now, as almost the whole continent is united under one religion and one tongue, as it all used to be one empire - these will be defined later. Also, don't include specific geographical detains - we can work these out later.

For example:

House Beldain

House Beldain are the remains of the old imperial dynasty, which was deposed 200 years ago. They control the administrative, fiscal, and religious heart of the continent, containing the largest cities (although it is actually one of the smaller territories). As such, they view themselves as the heirs to the Empire. House Beldain is technically ruled by Lord Beldain, although it is his wife who holds the true reigns of power. The House has recently been experimenting in Blood Magic, to supplement the technological prowess that resides in the Academic centres of the realm. With it's large urban populations, Beldain is planning to bring experimental weapons to the field, including 'remade' humans and squads of condemned criminals. It also has a natural advantage in the disease sciencies, given their prevailance in areas of high density populations.


This is a very basic introduction. It will be expanded later, by me or someone else.

SW Freak
06-19-2006, 12:27 PM
House Kojiro

Hailing from the continent to the south, Iasukey, house Kojiro makes up the greatest part of the population of The Land. Several years ago, Lady Akata Kojiro married the cousin of the new emperor, sealing a pact to avoid hostilities between the two powers. One of the conditions of this agreement was that house Kojiro and its people would act as the imperial guard, both the armed forces and law enforcers of House Cassone. Lady Kojiro's husband died several years ago, childless. She has been in mourning ever since. She is technically the leader of house Kojiro, but as a woman must defer all choices to the council, and thus has no real power. Magic does not come easy to the people of Iasukey, but the powers of the mind are often theirs to utilise.

Important bannermen of house Kojiro are:
The Origatsu assassin clan
Togara stables, breeders of the only Ancestor dragons in The Land
The imperial guard, made up almost entirely of Kojiro's kinsmen and under their control, now that the emperor is gone.

House Kojiro banner: http://img.photobucket.com/albums/v694/goliath2020/HouseKojirooriginal.jpg
The symbols read "Honour and duty," House Kojiro's watchwords.

Nyerguds
06-19-2006, 01:52 PM
(updated after getting pushed off the stairs by Wes & VO)

House Serniac

In most villages, there is at least one of those technologically very gifted but sometimes quite mad people who tend to experiment with pressure vats, dangerous chemicals and black powder, and usually a combination of the three. They are commonly known as 'Alchemists' or 'Mad Scientists'.
In most villages, they either become the village madman, the fireworks maker, a renounced engineer, or they just get themselves killed in their early twenties.

In the flatlands of Selenia, an entire family with that gift of technology-adeptness managed to overthrow the previous rulers of the land with the help of their very first experimental steam machines. Though it must be noted the machines did the most damage when blowing up, the Serniac family still managed to drive out the old ruling class and live to enjoy it.

The reign of Lord Mackrain Serniac and Lady Leivasa Serniac would probably have ended soon though, were it not for the death of the Emperor. For the past year, the Serniacs had been at war with the Empire for driving out the house that previously ruled Selenia with the Emperor's blessing.

With the death of the Emperor, they no longer need to fend off constant attacks from his army. However, the army of the Serniac clan isn't any less alert now, since no one is sure what could happen in these times of turmoil.
The Serniac army has some steam machines, usually used for knocking down fortified gates.
However, with their rule over Selenia firmly established, the Serniac clan has turned their focus on their people, and have started putting more and more funds into their so-called "Innovatoria". The innovatoria, which were built almost immediately after the Serniac clan took over, are a kind of cross between research centers and universities, where the technologically adept can learn and experiment safely. The most important of these is the Innovatorium of Crimson City, the main city of Selenia lying next to the Crimson Lake.

One of the most recent technological innovations achieved by the Crimson City Innovatorium is the invention of a stable steam machine capable of helping farmers harvest their crops and plough their fields.
The Serniac family has predicted that the developement of these steam-harvesters and steam-ploughs will double the production of the Selenian fields, compensating for the damage done by the war and giving the food-producing region additional capital to get the precious iron which their own lands lacks.

The Serniac clan has a feudal structure, with each of the children of the Lord and Lady having their own duchy. Though 'old Mac and Leiva' are always keeping a close eye on the duchies, this doesn't mean they always know what their children are building in their respective basements...


The Serniac children
The Serniacs have a habit of calling eachother by nicknames. This is a family privilege though, and is not tolerated from outsiders. As mentioned before, the children tend to refer to their parents as Mac and Leiva, that is if they don't just call them Mum and Dad.

order of age - oldest first:
Duchess Kereva ('Ker')
Dutchess Theilis ('Thei')
Duke Thorpin ('Thorp')
Duke Wenoran ('Wenor')
Gwyneira ('Gwynn') (never made it to the title of Duchess, since she got herself killed in a steam machine explosion during the revolution)
Duke Kelbert ('Kel')

Theilis and Thorpin are twins.

So far, only Duke Kelbert, the youngest of the lot, is married. His dutchess, Mia, is a daughter of the wealthy farmer Dobrin in Kelbert's duchy.

Wesforce
06-19-2006, 02:39 PM
House Westfreiss

Situated in the loose collection of islands known collectively as the Westfreissian Islands, House Westfreiss has traditionally seen itself as the master of the seas, with its large merchant and fishing fleets - The largest in the known world. Indeed there are whole communities of Westfreissians who have never set foot on land.

Although their holdings include some settlements on and a strip of the mainland, the house has often held the view of distance from the rest of the houses. So much so that they plan to seperate and become a sovereign nation in this time of instability. Fear that the mainlanders may try and end their institution of slavery of both humans and mer-men, held by the Westfreissian elders to tbe the linchpin of the economy, and the fear of being sucked into a costly land-war are what prompted this move.

The Westfreissians
The Westfreissians were once an insular people. With hair varying shades of blue (but only blue), skin heavily tanned, and eyes ranging from violet to blue, they are instantly recognisable almost anywhere. Their manner normally ranges from civil to forward amongst eachother, but where they deem people to be lesser than themselves, they'll let their attitudes be known.

The vast majority of Westfreissians have no problem with their society relying on slave-labour - But the anti-slavery movement is there, and growing.

Westfreissian Leadership
The Westfreissians are governed by Triána Estarkson, the Monarch's aide, destined to become the new nation's first Prime Minister.

Directly below her are the heads of the largest noble houses on the Blue Isle, and alongside - but not equal - The governors of Midwinter Isle, North Coralen, and the other territories.

She rules in the name of the house ruler Tøren Westfreiss, a woman said to be in her early 40's (although her true age isn't publicised). Tøren is a lean, willowy woman with blue hair and a much paler complexion than is normal for the Westfreissian aristocracy. Her accession after the death of her brother Dön-Tørex 5 years ago was an awkward one, and the enigmatic ruler is only now said to be stepping into the role, amid allegations of a difficult and agitated nature.

She has three children to her husband Vilød Islander-Westfreiss, who, as the commander of the Westfreissian fleets, bears the honourable title of OceanLord.

Sandrine Azuresky-Westfreiss is the oldest child at 19, a scholar at Westreach's Westfreissian Institute of Theorems.

Coralen-Döv Shöalen-Westfreiss is the male child, and is said to be a bitter and angry child-cadet at Port Staple sea academy. Aged 18, he has reached the training rank of WaveCommander by dint of hard-headness, and not royal priviledge (denied him, as a male chid)

Siréene Westfreiss is a troubled 16-year-old child. As it happens, and unknown to the public, she once traveled in the vicinity of Stark's isle while being carried by her Mother. Her birth was a closely-guarded secret - She has white hair, and is reportedly the only child born to Westfreissians (not including Midwintrians) to exhibit magical potential in 300 years. It is rumoured that the royal family considerd infanticide.
The girl currently resides in the tallest tower in Midnight Vale, leading a lonely existence.

Flag/Coat-of-Arms:

Giant Squid with tentacles surrounding a globe (assuming we have disproved flat-earth theory :D) over crossed harpoons, on a field of blue-on-dark-blue, topped with the emblem of the Western Star.

***

Westfreissian Holdings

Islands:

The Blue Isle (Westfreissia)– The ancestral home and birthplace of house Westfreiss. Between windswept plains to the North and dazzling mountains to the South once lay huge tracts of forest, largely cut down now to provide the bulk of the ubiquitous Westfreissian fleet.

Port Staple – The anchorage and headquarters of the combined Fleet and the home fleet. Port Staple is a constant hive of activity and its shipyards and Ironworks are never silent. Materials arrive from all over the continent from Westfreissian holdings and trade with other nations, and the finest ships in The Land leave, either sailing with the Westfreissian fleets, or built on request for ther Navies.

Dørner – A smog-blackened town at the base of the Azure mountains. Dørner is the centre of Westfreissian ironmongery and it is dominated by its Ore convoys and smelteries. The locals, when not working punishing shifts, can be seen wheezing and looking for ways out of this miserable town. The inhabitants are said to be among the most miserable in The Land, and that includes Mermen.

Blue Valley Work in progress

Midnight Vale Work in progress

Great Freissport – A ‘new town’ designed to relieve the overcrowding of Port Staple, and eventually succeed Staple as the greatest Westfreissian Port. Its growing with every shipment it receives, and under the toil of thousands of slave labourers.

Tristesse Cove – Named for the famed Westfreissian Leader who ended the reign of the United houses of Midwinter, this small port was constructed at great expense on the coastal side of the mountains to receive goods from the conquered territory, and to serve as a staging ground for those travelling there. Major expansion work is currently underway, including a tunnel to connect the port with Dørner.

Westreach – Westfreissia’s most beautiful port town. It is the single largest gathering point for academics, artists, musicians and philosophers who come to study at the gleaming, sun-drenched Westfreissian Royal Academy of the Arts, and the lesser known Westfreissian Institute of Theorems. Many of Westfreissia’s great minds have come to think while watching over the fishing fleets, the aridian triangle formations, and the glittering sea, wondering if maybe Westfreissia’s destiny awaits them over the sea, under the Western star.

North Coralen - The home of the Mermen, conquered by the fleet of Raaikinen III two hundred years ago. North Coralen is named for Fleetlord Isilaan Coralen, the leader of the fleet and expedition that conquered the island and subjugated the native mermen. At the Northern tip of the island are the breeding grounds of the Leviathan – Huge aquatic beasts that serve Westfreissia as they once did the fallen civilisation of the Mermen.

Merman Bay – So called because this bay is home to North Coralen’s largest Merman spawning pools. Its said that in mating season, so frenzied is the activity that sprays of foam and tide can sweep as far as an imperial mile inland. At the end of the bay, great nets of the thickest hemp rope keep Mermen swimming to open water, and Westfreissian Naval vessels with large numbers of Blooded Merman warriors will kill anyone foolish enough to try and clamber over the nets.

Sea Lord’s Reach – The Major Naval base of the Northern fleets. Not only does the base send ships to Patrol the Northern waters past Stark’s isle and supply the watching posts at Lone Peak and Sentry Island, it is also building up an expedition to navigate the river down into the heart of the continent to claim new lands for Westfreiss.

South Sealsen Work in progress

Sealsen Reef Work in progress

Sentry Island Work in progress

Stark’s Isle – There is only one settlement on Stark’s isle –A forlorn, abandoned scattering of buildings and half-wrecked ships given back to nature, devoid of human life. No-one knows what happened to the settlers. Rumours abound – Strange lights in the sky. Earth tremors. The native air-fish going insane and flying into the ground by the hundred. Two years ago, a vessel – Air Trident – Disappeared on a routine patrol, in mist, without the knowledge of either of the other two ships in her squadron. Religious edicts passed since forbid anyone setting foot on the island.

The Aridian Triangle

The Rock of Aridia - Work in progress

Midwinter Isle – Once a house reckoned to be able to challenge – if not Equal – its Westfreissian neighbour, this island and its inhabitants have been part of Westfreissia for several centuries, when self-styled ‘King’ Reynik the first met his defeat at the battle of Mt Vrien. Ever since then, the native population have felt the heel of their Westfreissian conquerors. They have taken to their new rulers, however, and several major Midwintrian families have risen from the shackles of slavery to become landowners, ruling over their own kin as near-equals to the Westfreissians.

Midwinter Bay – A whole Westfreissian town, a home away from home for the majority Westfreissian population, secure in this white marble town and its contingent of SeaGuards. The whole of the surrounding countryside is given over to slave-plantations, away from the eyes of the honourable citizens.

Mt Vrien – The Mountain is home to the huge, astonishing sculpture of a great robed figure, believed to be an early incarnation of the All-Father. This relic has fascinated Religious scholars and historians for many years, and dominates the coastline for any onlookers. However it is not an advisable tourist spot. The rugged mountain is known as home to a large number of Midwintrian slaves who have escaped over the years, and they don’t like intruders.

Kingrave – The last resting place of the despised King Reynik. Upon a simple treestump, he was symbolically beheaded by the Blade-Harpoon of Lady Tristesse II, marking the end of the united houses of Midwinter.

Holdings on the Mainland
(May/may not be moved to house Tidesmaster) – House Westfreiss has traditionally shied away from mainland affairs, being a naturally seaborne people. In her recent expansionist phase however, she has begun to deplete the woods of her home island, and it is this which has prompted her to find alternative sources of wood and trade, in the form of mainland settlements.

Lone peak – Located at the base of this mist-shrouded riverside mountain is a substantial logging facility, which sends hundreds of trees, felled by the large imported population of indentured Midwintrian and Merman slaves, on the long sae-route back to the shipyards and furnaces of Westfreiss. Lone Peak is also a trader’s town, thriving as the main stop-off point of Westfreissian ships bound for Beldain, and vice-versa.

Port Haak – The Main transit point from goods to and from Port Staple, and the oldest Westfreissian holding on the mainland. Surrounding port Haak are the Westfreissian’s only herds of horses – Not being native to the isles – and cattle. Stretching behind the port and up into the mountains is the infamous Iron Route – So called because it is said the men who trek up there to work and transport the ore must be made of Iron themselves. Many a slave or their Westfreissian master has died on this treacherous path.

Tusk Point – This growing coastal settlement started life as a well-sited observation point for pirate activities, and soon grew into a huge fishing town. More recently, settlers have been pushing inland to explore the marshes and hunt the mammoths of the plains – gigantic scaled, tusked, yet fairly docile animals that provide meat, hides and ivory.

New Staple Bay – A neutral trading outpost envisaged as a way of opening up house Kraft to Westfreissian food imports. Originally founded by King Reynik II several hundred years ago during the brief expansionist period of Midwintrian Civilisation and named New Reynik, both name and ownership changed abruptly when Reynik I was fatally deposed and his lands annexed to house Westfreiss.

Mer-Chicken Head – Known to Westfreissians as ‘The Garden of the South’ due to its plentiful orchards and crop plantations. The Westfreissians of this area are known to their cousins as a gentle sort as to the manner in which they treat their slave-workers. Too gentle to some in the hierarchy, and it is suggested that anti-slavery feeling runs strongly there.

***

The Westfreissian Navy

Westfreissia's undisputed pride and joy, and the glue that keeps her civilisation together. Westfreissia is proud of her Navy, and equally vast fishing fleets, controlled by the ruler's husband, Oceanlord Vilød Islander-Westfreiss.

Westfreissian ships come in many shapes and sizes, for they love experimenting, but there are several warships that make up the bulk of the fleet as of the time of the conflict:

Aridia-Class ship of the line.
A Trimaran - A popular configuration for Westfreissian ships, the Aridia-Class is a remarkably fast ship, running on sail power, cutting the sea into 6 in its wake. She carries a complement of 150 - Normally 100 Westfreissian crew and SeaGuards with 50 slaves for the menial tasks, often including Mermen for boarding actions and coastal raids.

The aridia carries 6 muzzle-loading cannon - two in two forward barbettes (turned by slaves belowdecks) and two in one rear barbette, enabling her to fire her full armament to either beam.

For close-in work she carriers two beam-mounted rotary powder-harpoon emplacements, manned by Seaguards. Hand-cranked weapons that fire off ten harpoons in succession, but then take a devilishly long time to reload.

Westreach-Class Raider
A Sail-Powered Catamaran, designed for fast slashing attacks and boarding actions rather than full-scale battles. The Westreach's complement is 50, including 30 Seaguards (it being a glorified assault boat). It is armed with twin Rotary harpoons and a single barbette-mounted light cannon at the prow. Her shallow draft enables her to operate in shallow waters with impunity.

Leviathan-Class Balloon carrier.
Hot-air balloons have long been an integral part of Westfreissian Navy operations - A balloon tethered to a ship is the best way to see over the horizon, locate land, signal the fleet and gauge weather. Balloons may also be sent over enemy emplacements to harrass them either with gunpowder bombs, or by dropping drop-harpoons onto their heads. The balloon carrier is a new and untested type of ship in the Westfreissian Navy, but they have been championed by the Oceanlord himself. The Leviathan class carriers a full complement of 450 - The largest ship in the fleet, and ten one-man balloons (with room for 4 inflated at any one time). For defence, she carries 4 cannon in two barbettes (fore and aft) and 4 rotary-harpoon emplacements.

AI
06-19-2006, 05:26 PM
House Kraft

The Kraft's are a deeply rooted house, old as the mountains they inhabit. Self-styled King's of the Mountain before the coming of the Empire, the title won through decades of bloody conflict with the other lesser tribes that live in their lands, most of whom still owe them alligance to this day. House Kraft is built on the foundations of discpline and efficency, 'Waste Nothing' being words that have passed through the lips of every Lord Kraft for generations. On the battlefield, they fight ridgidly, yet precisly. Often marching to the field in great collumns of heavily armoured men, brandising swords and full length sheilds. Some might consider them a noble and honourably race, if it were not for the way they treat their dead and dying - Stealing the souls, and working them into great suits of armour which march side-by-side with men of flesh and blood. This has generated a great deal of disgust and fear, in equal measure, from other houses.

As to politics, House Kraft are usually isolationists - Looking inwards and taking care of their own affairs, importing wrought metals across the land and not much else. However, with the death of the Cassone Empire, some of Kraft's banners have begun to look outwards into the world. However, while the Lord of the Mountain makes plans to become a king once more... Some banners have turned even further inward. And are not liking what they are seeing...

Principle Banners to House Kraft include:
House Bloodjaw, Lord over the Mountain and the Klans of the Snowy Top.
House Terkraft, Lord under the Mountain.
House Werk.
House Halsin
House Pellomar, Princes of the Plains - Bound by marriage.

VO
06-20-2006, 11:31 AM
Hey everyone, here's just a hypothetical example:

House Marscapone is a house that is very good at making pasta. This doesn't mean it has to be lead by the world's greatest Pasta Chef; it's leaders may dabble in the culinary arts more than some, but ultimately, politicians lead countries, not cooks.

Also, if you're putting up information, try and be general and not give too much information about directions.


Some proper info for House Beldain

House Beldain are the remains of the old imperial dynasty, which was deposed 200 years ago. They control the administrative, fiscal, and religious heart of the continent, containing the largest cities (although it is actually one of the smaller territories). As such, they view themselves as the heirs to the Empire. House Beldain is technically ruled by Lord Beldain, although it is his wife who holds the true reigns of power. The House has recently been experimenting in Blood Magic, to supplement the technological prowess that resides in the Academic centres of the realm. With it's large urban populations, Beldain is planning to bring experimental weapons to the field, including 'remade' humans and squads of condemned criminals.

Beldain controls the urban centres of the realm, with all the wealth and prestige that come with it. Many houses owe debts to the Dainese. They have a large population but a relatively small land area. The majority of the citizens live in the cities, which are each ringed in a large wall from the wars in the Age of Heroes. Many of these have fallen into disrepair, although they can be repaired. The land between the cities is generally flat, open countryside with fields that produce some food – although not enough to feed the nation. Beldain needs to import food, culminating once a year in an annual cattle drive to the cites. Beldain maintains a fairly small army without any major quirks, although there are plans to supplement this with a huge number of new recruits from the cities, or even ‘remade’ criminals. The urban landscape also gives Beldain a reasonably large scientific and magical base, although implementing this is proving to be difficult, as many large-scale devices (such as giant iron chickens) are difficult to build in the Beldain. It also has experience in the magical and scientific aspects of health, given the amount of disease in urban areas.

Geography:

Dainmount The old capital and seat of House Beldain. The Beldains inhabit the Imperial Palace in this city, and it is here where descisions are made, although the city is not the largest in Beldain. The palace is surrounded by Marco’s Wall, built in the time of troubles with a second great wall around the outside of the city. The ratpit slums are known to be particularly dangerous.

Longmeet is the largest city in the land. It holds the royal mint, the seven colleges of knowledge, and a great deal of the scum and filth that is usually associated with civilisation. Longmeet has expanded too fast to wall in, although a loop of the Occasia River provides a little natural defense. Whole districts are built out over the water on stilts, although in the spring flood these often collapse into the water. Longmeet is held by House Rhysling, although the failure to produce any heirs has lead to a great deal of speculation about Longmeet’s future.

The Red Tor is a small walled town famed for it’s beauty and historical significance. In the age of heroes, Aneos Dain held it against an army thrice his force’s size. It is now held by Genna Tordain.

The Blue Keep is Beldain’s military port. It is a heavily fortified cliffside, looking out over the Bay of Beldain. House Sky has their seat here, having won it off Sandcaster in the age of heroes. Most of Beldain’s merchant traffic goes through Bellport, to the east.

Bellport is a thriving port city, held by house Waverly on the mouth of the Occasial. It is lightly defended, although once ashore an invader would find himself in a maze of alleyways and forgotten dockyards home to the famous Gangs of Bellport. Bellport is perhaps the most cosmopolitan city in the land; even it’s lord, Mirru Waverly, is the son of a Farwenite from the other side of the world.

Rummberly was the seat of House Rumm, which as recently died out with no heirs. Jeter Lawton holds the city as Castellan now. Rummberly was once a great fortress, although it has fallen heavily into disrepair with huge breaches in the walls where they have been pillaged for building.

The Twin Cities are split by the Occasial River as it flows down from Dainmount to the sea. They are spanned by many bridges which are architectural wonders in their own right, even when compared to the ruins of the Titan that stands, one foot on each shore.

Llentium is the religious heart of the land. It is an old city, far older than any other, and it is here that Justan officiates over the faith in the Mirrored City, while deep below brigands and outlaws pillage the Vaulted Tombs. Llentium is held by Bruno Highwater, a general known as the Fighting Chicken.

Yaltone was the site of the outbreak of the Saltbite Sickness a decade ago, and it has never truly recovered. Great swathes of the city were burned, leaving it depopulated and weak. House Sandain hold Yaltone.




And a geneology:

Lord MIKEL BELDAIN an ageing invalid permanently consigned to his bed, Lord of Dainmount, Champion of the Realm,
*-his wife, PRIMA SANDAIN, his cousin and twenty years his junior
*-their sons:
***-YETER, his heir, a man of twenty years and seven
***- FLOREN, his second son, of twenty years and five
***- DAMUS and RAMUS, twins each of twenty years and three
***- EDUARDO, of twenty years and two.
***- MARCO, a youth of ten years and six
***- SEPTUS, a boy of nine
*- his brother, {LUTHAR}, dead ten years.
***- his wife, {JYNE}, dead ten years
***- his children:
***- GENNA, a woman of twenty years and six, widow of {WILL TORDAIN}, Lady of the Red Tor and House Tordain
***- REBEKKA, a woman of twenty years and three, twin sister of {CALLA}, died aged seven of unknown causes
***- {MIKEL}, died aged two of Saltbite Fever
*- his sister, {ALETTA}, died in childbirth
***- her husband. {LADRIN CASSONE} one-time heir to the throne
***- their son, ILLIAN CASSONE, presumed dead across the sea
*- his cousin, ANDUS BELDAIN, keeper of the iron keys
***- his son and heir, BARRYN,
*****- his children
*****- YETER, a boy of seven
****- CERYS, a girl of five
****- ANDUS, a babe
***- his daughter, CERYS, wed to {SALEX HIGHWATER}, died in battle
*****- her son, BRUNO HIGHWATER, Lord of Llentium, Protector of the Faith, known as THE FIGHTING CHICKEN
*****- her son, MIKEL, a priest
***- his uncle, {FAUSON SANDAIN},
*****- his children:
*****- PRIMA SANDAIN, wed to MIKEL BELDAIN
*****- SARROD SANDAIN, a man of thirty five, blind on one eye, Lord of Yaltore



*-his principal bannermen:
***-BRUNO HIGHWATER, Lord of Llentium, Protector of the Faith, known as THE FIGHTING CHICKEN
*****-his wife, SELEN CARDAIN
*****- their children:
*****- ALETTA, twice widowed, a woman of twenty nine years, known as THE MANKILLER
*****- YETER, a man of twenty six years
*****- {AUGAR} and {AUSAR}, born conjoined
*****- citizens of [RELIGIOUS CAPITAL]
*******- JUSTAN, [RELIGIOUS HIGH FIGURE GUY]

***-GENNA TORDAIN, Lady of The Red Tor, born GENNA BELDAIN, Known as THE RED LADY
*****-{WILL TORDAIN}, a dead man, her husband
***-CASSON INCHMOTE, Lord of Vottopolis
*****-his son and heir, MARCY INCHMOTE
*****- citizens of Vottopolis
*******- YEN LARKHOSSIR, a Westfreissian, a slaughterhouse foreman
******* - CHALA LOWDAIN, a poet
***-SARROD SANDAIN, Lord of Yaltore, known as SARROD ONE-EYE
*****- his children:
*****- FAUSON, his heir a boy of twelve.
*****- PARCA, a girl of seven
*****- his uncle, MIKEL SANDAIN, a madman of seventy
***- OMANE RHYSLING, Lady of Longmeet, a crone, known as THE CURSED
*****- her husband, {YETER CARDAIN}, recently dead
*****- her children
*****- {REBEKKA}, died a babe
*****- {SARYS}, died a babe
*****- {YETER}, died a babe
*****- {SELEN}, died a babe
*****- {GEOLL}, died a babe
*****- {FARREN}, died a babe
*****- {ANDUS}, died a babe
*****- {SEPTUS}, died a babe
*****- {JYNE} and {PRIMA}, died as babes
*****- {LORRIN}, died a babe
*****- {ALTA}, died a babe
*****- her heir, SILAK CARDAIN, a bastard
*****- citizens of Longmeet
*******- MARCO VENDALLO, an inventor
*******- SIRUS TANDAIN, a cutthroat
*******- TAGAN , a flesh magician
*******- MIEILLE, a flesh magician
***- RAYMER CASTLE, Lord of Rainbow Step and Riverlord of the Hallow, known as THE RAINBOW TROUT
*****- his wife, LYANE CASTLE, born LYANE ASTER, a commoner, known as LYANE THE POOR
*****- their children:
*****- PRIMA, a maiden of ten
*****- SECONDA - a maiden of six
*****- TERTIUS – a babe of two, his heir.
*****- his brother, MARC CASTLE, a renowned soldier
***- PIOUS CAPPERA, Lord of Yhabery
*****- his lover, LLIAN TOGATU, a Kojiran
*****- his heir, and cousin GERON, a priest
***- DECAN SOLLOND, Lord of the Twin Cities, known as THE GLUTTON
*****- his first wife, {THELIS MARSCAPONE}, dead ten years
*****- their son, ANDECAN
*****- his second wife, {LISA RUMM}, dead five years
*****- their son, WILL
*****- his third wife, {SERIS ARCHLAND}, dead two months
*****- their son, MIKEL
*******- his wetnurse, DIRA
*****-citizens of the Twin Cities:
******* Narten, a pedant
***- {JOHN RUMM}, a dead man, Last Lord of Rummberly
*****- {LISA RUMM}, his sister
*****- {YETER}, his bastard son, died aged seven
*****- JETER LAWTAN, castellan of Rummberly, a man common born and of declining years
***MIRRU WAVERLY, Lord of Bellport, known as THE ORANGE
*****- his mother TIRASA XYN, a Farwenite
*****- his wife SELEN PELLOMAR
*****- his children:
*****- his son, MIKEL, a boy of twelve
*****- his daughter, WILLA, a girl of nine
*****- his daughter {BEKKA}, drowned
*****- his son FARREN, a babe
***- WHENTIN SKY, Lord of Bluestone Keep, Archguard of the Seagate
*****- his wife, HANTE SANDAIN
*****- his sons:
*****- MARCO, a man of twenty
*****- DECON, a boy of eighteen
*****- his sister, ALETTA SKY, a pirate
*****- his brother, BARRYN SKY, Fleetlord



Trivia:

Beldain's flag is a purple field with three gold coins and two gold cogs, above the golden dagger of House Dain. The House words are "we pay our debts".

Those with Beldain blood tend to be tall, with pale skin and sharp features. They have green eyes and dark hair – usually black, dark brown, or a very dark red.

SW Freak
06-20-2006, 04:24 PM
House Kojiro

Origins

The founding of house Kojiro in The Land was the result of the expansion of the empire under house Cassone. Once the empire began probing the borders of Iasukey, the continent to the south, it became apparent to both sides that war would be devastating and pointless. To that end, the powers of both continents met and came to an agreement. Cassone would draw back from Iasukey’s borders and Iasukey would pledge soldiers to house Cassone’s empire, provided they would pay no tithes to the emperor. The deal was sealed with the marriage of Lord Roan Cassone, the emperor’s cousin, to Lady Akata Kojiro, a noble girl of eight.

That was twenty years ago. Lord Roan has long since died, and Lady Akata still mourns his passing. While technically the leader of house Kojiro, Akata must defer all decisions to the council of twelve because, as a woman, she cannot be head of a household, in accordance of the old laws of Iasukey.

People

The people of Iasukey are used to large families. The lands of Kojiro are the most populated of the nations, and its people the most numerous. The number of people who swear allegiance to house Kojiro is close to one and a half million, though the number is changable, and the last census was five years ago. The majority of that number are simple peasants, doing the simple jobs that keep a nation running smoothly; tailoring, smithing, farming and the like. Kojiro, if it is cut off from all outer contact, is perfectly able to remain self sufficient. All members of house Kojiro follow a strict code of honour. They often contend that said honour of the lowest peasants is at least that of the highest nobleman any other house may offer. Kojiro-sworn nobles are often conceited, but polite and fiercely loyal, first to the imperial throne, then to house Kojiro, then to their lands.

Kojiro is possessed of the largest standing army in all of The Land. The imperial guard have fallen under their control once more, with no emperor to lead them. This means that Kojiro’s armed forces number approximately 160,000 troops, with a standing army of about 50,000, including the 10,000 imperial guard. The best decision made in their history, and one that often lends an advantage in battle, was the decision to bring a roost of ancestor dragons from Iasukey for use as mounts. These animals are mighty beings, and powerful psychics, most of them. The roost numbers fifty of these dragons. Kojiro's army is odd in that they use obsidian, not steel, for their weapons. The imperial guard and the 200 Steel Dragons, the elite of Kojiro's forces use folded steel weapons strong enough to shear lesser weapons in twain.

Bannermen

Origatsu assassin clan: Trained assassins who are at Kojiro’s beck and call, for their leader, Devil Hanzo, owes Lady Akata his life.

Togara stables: Breeders of ancestors dragon, whom they train exclusively for Kojiro

Shinagawa mining house: Based in the mountains near Kojiro border, Shinagawa extracts obsidian for production of weapons for Kojiro's troops.

Imperial guard: The former guard of the emperor, now under house Kojiro’s command. Their banner:

http://img.photobucket.com/albums/v694/goliath2020/Guardbanner.jpg

The lion is house Cassone’s insignia, the dragon Kojiro’s, the sword and shield their traditional arms and signifying their martial status.

Banner

http://img.photobucket.com/albums/v694/goliath2020/HouseKojirooriginal.jpg

The symbols read "Honour and duty," House Kojiro's watchwords.

Geography

Yakuro: The capital city of house Kojiro, and the seat of the council. It is a mighty, well fortified urban centre. Lady Akata Kojiro lives here, though she has not been seen by the public for several years, for she is still in mourning for the loss of her husband.

Togara stables: Settled in the valley to the north-west of Yakuro, this is where the ancestor dragons are bred and where their riders live when they are not in the air.

Saiyukai city-port: Less of a city, more a collection of floating and stilited homes and shops and a place for Kojiro's fishing fleet to call home. The paths through the marsh lands are somewhat changable, and thus outsiders rely on the guides on their outskirts to lead them to Saiyukai.

Tetsuya: Kojiro's second city. Lord Naga and Lady Yiboshi Hanabai rule this city in a firm, but beneficient manner. Their primary income is the farmlands all around them, and the wetlands-turned-rice fields right beside them.

Shinagawa Mining House: Shinagawa handle the mining of the obsidian in the mountains exclusivly, and craft all the weaponry for house Kojiro. They are a proud group, if a little prone to elitism. But they are loyal as well, and are willing to defend the easiest pass through the mountains, which their guild house looks down on. They'll let no enemy pass unobstructed, even if it means their lives.

Forts Kaneshiro and Shodan: Named after the two generals that sit on the council of 12, these two forts guard Kojiro's main roadway, and promise trouble for an attacking force.

Jin-shou-nan palace: Kojiro's main garrison, and the temporary home of the imperial guard. If an enemy force gets past forts Kaneshiro and Shodan, they must still contend with the might of the palace.

Ancestor dragons: Ancestor dragons look much like that depicted on Kojiro's banner. Small at first, these beautious beasts can grow to be forty feet long, snout to tip. The smallest of them still come in at 25 feet. Ancestor dragons have an alien sentience, and can communicate through telepathy. They are strong, but their hollow bones and long frame makes them somewhat fragile. Some, like the people of Iasukey, practice telekenisis. There is yet to be a dragon born of Togara stables that can utilise pyrokenisis.

The dragons have four feet, each with razor sharp talons, and two sets of wings, each as long as it again. The first pair rest just behind the forefeet, and the second just before the hindfeet. A rider and a dragon will quickly develop a bond, both telepathic and emotional. Thus, if either is killed, the other is usually unwilling to take a replacement. Dragons share a blood telepathy with their roost and always know what every member of the roost is doing. This allows them to move with otherworldly coordination that spawned the belief that they are all, in fact, aspects of the same dragon, the king dragon. A roost contains roughly 50 dragons, though Togara has excelled itself with a round 60, with a single queen, a dragon 60-80 feet long.

Religion: Alone of the houses, Kojiro does not practice The Faith. Instead, their belief centres around the king dragon. It is believed that once a person dies their soul departs to become one with the king dragon, a supposedly mythical and tremendously huge ancestor dragon. In times of dire need, the king dragon, bearing all the souls of the departed on his back, will roar down from the heavens to protect whichever house of Iasukey is in danger. The Kojiro accept that others do not share their belief, but they are disgusted by those who openly prevent it, either through Kraft's imprisonment of souls, or Hex's necromancy.

"Magic": As mentioned before, the people of Iasukey utilise the power of their mind in a different manner to others. They are able to force their will upon the world in the form of telekenisis or, for a very select few, pyrokenisis, or read a man's mind through telepathy. Slightly similiar to magic, however, is the somewhat unwanted secondary effects. Every action has an equal and opposite reaction, and nowhere is this more prominent than in the use of psychic powers. Pushing a two stone weight two meters forward means that a two stone weight elsewhere nearby must move backwards. If you are unprepared, that two stone weight must come from you. Likewise with pyrokenisis; two start a flame two meters ahead of you, a patch of air two meters behind must drop in temperature accordingly. Telepathy opens a two way link with whoever the reader and the target. A highly trained telepath can shield his mind from the target. A fool will leave his thoughts and plans wide open for the other to read.

CKW
06-21-2006, 07:27 AM
The Hex

Rather than being a branch of a former house, the Hex was born by uniting several of them. Sometime around 300 or 400 years ago, rogue magues from the now Six Houses of The Hex, eroded from infights between their own kind and the imposing restrictions of the Empire regarding magical advance, decided to create a pact of mutual aid wich would benefit them all. Six houses they were, and so it was called the Hexapact, later shortened to the Hex.

However, few years after the foundation, a new House, the Ravena, was accepted into the ranks of the Hex. The reason was that, although the members of the Ravena house were significantly less numerous than other mages, the potential of each individual was beyond that of any of the other six houses. This house would grow to be the traditional leading house of the Hex later on.

Due to its origins, politics in The Hex are more elaborated than other houses, consisting in a high council of mages of each one of the six houses, plus a elected Arch Mage, for the magic related affairs and most important matters of governing, and a non-magical senate, overseen by the Council, to meddle in the common administrative affairs that affect non-mages.

Hex mages aren't the stereotypical mage. Due to the fact the powers they wild may endanger their own health they follow a spartan, strict training with the objective to hone both its mind and body, in order to avoid being consumed when casting an spell.

Currently, the Arch-Mage of the Hex is the last member of the nearly extincted house Ravena, Gerus Ravena. Despite being a head mage, he's still a rather young individual in his mid twenties, so the reason of this election remains a mistery except to the members of the council.

Nyerguds
06-21-2006, 08:50 AM
House Serniac and the region of Selenia

Since the flatlands of Selenia are an important region for food production, it seems inevitable that House Serniac will end up in the struggle for power. House Serniac is very aware of this. For now, they try to keep their heads low by trading their food for reasonable prices with all other houses equally.


Agriculture:
The main products of Selenia are wheat, and the meat and milk of the Lekkur.

The Lekkur is a big mammal looking somewhat like a frog (but can't jump) with small pointy ears. They have short grey fur all over their body, and their udder hangs quite high on the breast, so they can be milked when sitting in front of them. They're about 1 m wide, 1.5 m long and 1 m high.
They are grazing animals with a very wide mouth. When they're happy, they give you a very broad smile.


Ground Spider:
Another very important animal for the Selenian population is the local giant ground spider. These animals start their life with a diameter of 6 cm (legs included), but in about five years they can grow up to a body diameter of 40 cm, with legs that are each about 70cm long. They don't have an external abdomen at the back, having all their internal organs in the one central part. They're more like crabs with very long legs.
When standing normally, an adult ground spider has an approximate diameter of 1,5 m and can jump about three meters high.

These animals are amazingly strong, and are often used as packing animals (bags are hung under the upper segment of each of the 8 legs), and for pulling carts. Children sometimes ride them, but the spiders are not big enough to carry an adult human.
They are also used for working in the field, for pulling ploughs and such, but they aren't very suitable for the work as their relatively small legs tend to sink too deep into the soft soil of the fields.

Rather than web spinners, the ground spiders are active hunters, feeding on the local wasp populations and small rodents (though humans often feed them Lekkur meat too). Wasp nests are a common problem in the fields, so the farmers are usually glad to have spiders around during the harvest.
The spiders normally hunt by jumping into a swarm of insects and spraying a sedative, and then eating the stunned insects.
The spiders are almost completely harmless to humans, although they can bite if they're angered.
The sedative they spray has almost no effect on humans, but can be used for sedating open wounds. It is known to be disinfecting too.

http://cnc2sw.planetcnc.gamespy.com/stuff/groundspider_400.jpg

VO
06-21-2006, 12:11 PM
Religion in The Land:

The Majority of the Land - indeed, the entire Cassone Empire save Kojiro - worships the same pantheon of gods, although they are known as many names. The official religion of the Land is The Faith. Under most interpretations, including that preached by the Great Celestial Listener at Llentium, each of the deities is merely an aspect of a greater whole, and cannot be considered on their own. Some sects do view the faith as a fully polytheistic religion, however.

The major gods of the Faith reflect common societal roles or aspects of the enviroment. Under Celestialism, the official and predominant religion in the empire, they are known by these names:
The All-Father (Patron of Nobility, Lord of The Human World)
The Wife (Patron of Married Women)
The Warrior-Smith (Patron of Men, in particular soldiers and blacksmiths)
The Virgin (Patron of Maids,Children and of the Arts)
The Sky-Lord (Lord of the Next World, King of Heaven)
The King of Crows(Lord of the Previous World, Lord of The Underword, Patron of Travellers)
The Harvest Mother (Patron of Farmers, Mothers, and Merchants)
The Sea-Lord (Patron of Sailors and the Seas)
The Harlot Queen (a somewhat heretical concept none the less popular in many more unsavory areas of the Land)



Money in the Land:

At the time of the Cassone Empire, all the Great Houses in the land use Imperial Coinage. The main Imperial Mint is at Longmeet. Other mints exist in the Land, but are not allowed to mint coins of higher value than Mares. Other currencies are illegal, although in the past Houses have tried to covertly introduce their own. Kojiran currency is being removed from circulation.

1 (Gold) Stallion = 100 (Silver) Geldings

1 (Silver) Gelding = 12 (Silver) Mares

1 (Silver) Mare = 25 (Copper) Colts

1 (Copper) Colt = 4 (Copper) Stars

1 (Copper) Star = 5 (Copper) Stone

Language in the Land

Everyone in the Land can speak The Common Tongue, a Language that is a medly of all the ancestral tongues on the continent. There are dialects, but even a Kojiran can be understood if they want to. There are other tongues as welll, such as Old Speech, the first language of the Empire which is an archaic from of Common, and Classical and New Iasukey, the latter of which is still spoken on the southern continent. Many regions have their own dialect such as in the ports of Beldain where a pigin tongue has arisen with the many travellers from distant lands.

AI
06-21-2006, 04:32 PM
HOUSE KRAFT

House Kraft is an old house, as deeply rooted in the land as the mountains they inhabit. Once self-styled kings of the mountain, a title won through numerous battles that has seen blood run over every inch of craggy stone. Then a collection of barbaric klans, they were soon tamed and civilised by the ruthlessly efficent attitude that had developed within House Kraft. However, it wasn't until King Platton Peacemaker made peace with Lurk Bloodjaw, by offering him ten of his many children to take as his wives were the Klans of the Snowy Top tamed. Since then, all Axe-Hands of the Klans, save Murr the Maiden-keeper have taken ten wives for the ten Klans that Lurk won in Kraft's name.

And so it was until the revolt against Dain, where King Cal the Kneeler pleaded fealty to House Cassone in return for complete control over the Mountain ranges when the war was done. Once the war was over, Cassone was good to their word, allowing the Kraft to go about their business in private. Despite being somewhat isolationist, House Kraft did aid Cassone in putting down numerous revolts in this period, and always sent representatives when they were called. Though what exactly was going on under the Iron Mountains, nobody could say.

Even today, very few have seen past the near inaccessible hilly terrain that borders the Iron Mountains, and it's very easy for the Kraft's to only show prying eyes exactly what they want them to see. For generations, the Kraft's have valued efficiency, discipline and an obsession with casting nothing aside which has even led to them recycling human souls into sealed suits of armour, tiny iron messenger birds and it's even rumoured that Lord Kraft's own throne has the soul of his dead wife bound inside it. They're keen iron workers and miners, trading raw material across the land and an entire range of wrought products. They import much of their food from Pellomar, including seal, bear and their principle export - Fish. Through their allies in the west they're also able to trade with other parts of the land via the ports dotted across the coast. That's not to say that trade is easy, with the only major trade route being through the Forest of Needles to the North.

On the battle field, the soldiers of House Kraft are known for their stern discipline and a will as iron as the armour they wear. Slow, and often rigid yet precise and deadly en-masse, it's often hard to tell the flesh and blood humans from the hollow vessels that march side-by-side with them. They move on the battlefield like a walking wall, supported by ranks of cavalry from Pellomar and lumbering barbarians from the Snowy Top, each one usually twice the size of a normal man with their leader, Ervik Bloodjaw, said to be the Man Under the Mountain himself!

House Genealogy (Incomplete, with many dead/insignificant people missing for now. Will be updated):


Lord TITUS KRAFT, Lord of Ironpeak, Warden of the West
:clear: - his wife, {SILVIA TERKRAFT}

His Siblings:
:clear: - ROURKE, known as Rourke the Rigid
:clear::clear: - His wife, {TRIΆNA}, a baseborn girl from the Midwinter Isles
:clear::clear::clear: - His children:
:clear::clear::clear::clear: - JADE
:clear::clear::clear::clear: - {ZEDDICK}
:clear::clear::clear::clear: - TITUS
:clear::clear::clear::clear: - {KYAN}
:clear: - ASHAI, Lady of Pellomar
:clear::clear: - Her children:
:clear::clear::clear: - {ZEDDICK}

His children:

- MAGNESSE
- TALLIAS
- NIKKEL
- {ZEDDICK}
- ROURKE
- {VANDA}, died a babe.
- CAL

His servants:

- NIKKEL KASTEEL, Household steward
- CRAGFACE, The melancholy fool
- BLACKCASTLE, Harvester of souls, known as The Reaper

His Principle bannermen:

ERVIK BLOODJAW Lord over the Mountain, Axe-hand of the klans of the Snowy Top.
:clear: - His ten, nameless wives.
- His sons:
:clear: - ERVIK
:clear: - TITUS

PELMORI PELLOMAR, Prince of the Frozen Plains
:clear: - His wife ASHAI KRAFT

ALVIN TERKRAFT, Lord under the Mountain
:clear: - His wife {NIKKEL WERK}, deceased

{PLATTON WERK}
:clear: - BERYLL PELLOMAR

ADAMITE HALSIN
:clear:Zeddick Pine, Bastard of the Frozen Pass


House Kraft's banner depicts a headless knight in silhouette, standing at ease with his sword pointed towards the ground and his hands resting on the pommel on an ice-blue field. Their words are 'Waste Nothing'.

VO
06-22-2006, 10:10 AM
The map is linked to in Nyer's post.

Statalyzer
06-22-2006, 10:55 AM
Is there still room for another house? I think I can handle 2 RPGs at once.

Since you used a hex system in that map as if it's a war simulation boardgame, are we actually using pieces and hex movement for armies and leaders locations?

VO
06-22-2006, 11:02 AM
Is there still room for another house? I think I can handle 2 RPGs at once.
Since you used a hex system in that map as if it's a war simulation boardgame, are we actually using pieces and hex movement for armies and leaders locations?


Sure, I can get rid of the NPC houses if necessary (Tidesmaster or Fardain), but not Cassone. CKW wants the valley on the midright of the map, but apart from that, anywhere NPC or unclaimed is open. Do you have a concept for a house?


Unless someone wants to actually make up a system for using peices, then we're not using them. I just made the map in that because it was quick and looked reasonably pretty :p

Serenla
06-22-2006, 02:42 PM
Do you suppose this RPG would be easier than other RPGs running? It looks interesting but I'm not sure how well I'd keep up with everyone.

Wesforce
06-22-2006, 02:48 PM
Edit: I have added lots of stuff to House Westfreiss.

Easier? Well we'll be running lots of characters (I have about 10 so far :scared: ) rather than just 1, but I expect they'll die quicker, so there's a lot to do and keep track of, but if you're unsure you could just take one or two characters and just be, for example, a non-affiliated wanderer.

SW Freak
06-22-2006, 02:53 PM
Define easier. You'll have to control much more characters, decide tactics in war and diplomatic double talk and achieve your objective before anyone else, considering most of the objectives are mutually exclusive. This is less an RPG, and more of an ARTS (The 'A' standing for almost)

But if you're not talking about any of those, then yes, this will be easier. 'Sides, if you really fall behind, we can just annihilate your house. For the good of the RPG, of course.

Serenla
06-22-2006, 02:55 PM
Yeah that's kinda what I meant. For instance, there would be more characters, but none would be stressed as much as any normal RPG character. Also, if I were to play, I'd likely not try to 'win' in the traditional sense. I'd be quite content to have my House army be slaughtered and my territory seized. :p

nilloC
06-22-2006, 03:14 PM
haha, tempting, but I'm a novice at it. This I'll have to read :p

[Infiltrator Alert :p]

VO
06-22-2006, 03:15 PM
Serenla, you're more than welcome :)

There'll be an update tonight about how magic works in the land. I'll also put on a new map with all the NPC houses removed.

Once again, if you want to join please put up a short (paragraph is all you need) description of the house. Since the map is running out of space, I'd advise you to grab a bit of the map asap as well, by editing it and uploading it again. If you need me to, I'll open up the northern bit of the continent.

ZOMG nilloc too!

If you want to jump in, just say so mate :)

Wesforce
06-22-2006, 03:26 PM
Yeah that's kinda what I meant. For instance, there would be more characters, but none would be stressed as much as any normal RPG character. Also, if I were to play, I'd likely not try to 'win' in the traditional sense. I'd be quite content to have my House army be slaughtered and my territory seized. :p

Thats a good attitude to have, and one many of us share. Part of why this RPG will be so good is the chance to get payback next chapter, a good few years in the future ;)

nilloC
06-22-2006, 03:27 PM
Aye, I feel the need to jump in. However I must go to my waiter-job now, so I'll post a nice little info thannng later on. Oh by the way, is it possible for me claim part of the Great Desert of Aregga right now? You know, most/some of it? I can come up with something fun if that's a possibility.

And be gentle to me, friends. :p
(I am joking with the gentle to me thing. Do as you may :p)

VO
06-22-2006, 03:36 PM
And here it is!


Magic in The Land:

Magic is a force that has been present in the Land since anyone can remember, whether you wish to call the practitioner wizards, mages, spellsingers, sorcerers, saints, or warlocks. Magic is part of everyday life for many people, and it is a tool that can be turned to war just as easily as blackpowder or steel. Magicians, like geniuses, great fighters, or great beauties, run in families, although magical ability is no way garuanteed for any offspring. Even if someone inherits magical ability from their parents, it takes years of study to achieve even the most basic powers. Most importantly, like mechanical contraptions needing money and resources to build, fighters needing arms and armour to fight, magic comes with a price.

Inherent with magic is sacrifice. For anything you gain, you must lose something, for this is the way the universe works.. Simple magic, such as weatherworking, or claymending can be performed with little effort or risk but for anything that is more powerful there is a price, and the greater the magic you do, the more the price mounts up. While sometimes you may escape the price, like all debts, they must be paid eventually; no-oen can use magic completely without risk.

As magic is inherantly linked to the mind (which is why base mindless beasts do not possess such a talent), it is unsuprising that memory is easily the most common payment for magical ability. A wizard who summons a djinni or a sorceror who rips a firey projectile from the fabric of reality may find himself unable to recall the words or processes for the spell after it's completion. Such is the nature of sacrifice, and thus any user of powerful magic must spend their life learning and relearning concepts that may have been fixed in their mind a thousandfold times. Those who dabble in more powerful spells, or use magic with uncommon frequency may pay a more bitter price - large scale memory loss, and even insanity is well known to be a price. Although the price can be delayed or muted by a life of purity (both mental and physical), meditation, and rigorous physical effort, nothing is without it’s price eventually.

There is a huge variety of magic in the land, and the price of everything may be different. Illusionists may find themselves stuck in their borrowed faces if they spend too long in them, unable to recall or return to their previous forms. Weatherworkers, as well as risking insanity, must know that every change they make causes a landslide of other effects around the world. Firecasters chance burning themselves to a crisp with every spontaneous fireball. Most dangerous of all are summonings from other planes – every demon, shade or indeed any entity you drag out of it’s home fights a battle of wills against the enslaver, a cost that must be constantly made however long the being is summoned. Should the summoner’s will be overcome, they will be driven mad, or worse, consumed by the very slave they sought to make.
There are however, other ways Alchemists can pay the price with chemical reaction, and it is common for the price to be paid with life – usually an animal – such as a wandering Hedge Wizard killing a lamb to cure a flock sheep, it is more effective, although taboo, to kill a human being to achieve these goals; as if the price is better paid by the kin of the the payer. Using spells is also far less dangerous if they are performed slowly over a long period of time - 'curing' someone of heavy wounds after a battle instantly will probably cause the mage massive internal haemorraging, but gentle application of magic over a period of days or weeks may only cause mild discomfort. Magic is an effective tool, but like all, somewhat of a double-edged sword.

CKW
06-22-2006, 03:36 PM
Gentle to you? What the fun is in having everyone peaceful and hippy? :P

Oh well, whatever you say.

SW Freak
06-22-2006, 03:38 PM
Hell no! Kojiro shall crush you impudent pig dogs beneath our wee oriental feet!

Dang, and just when I figured I had all the players sussed...

VO
06-22-2006, 03:54 PM
Taboo in the Land:

Here are things that people do not do, unless they want to be vilified by everyone. There are probably more, but they'd be obvious things;

Incest (especially between siblings, more relaxed if it's cousins)
Cannibalism
Rape (except if you're a nasty highborn and there's no-one around to stop you)
Murder, especially of another Lord's subjects, or of someone of higher standing than yourself (except if you're a nasty highborn and there's no-one around to stop you)
Not calling every seventh son Septus
Heresy
Demon Worship

Nyerguds
06-22-2006, 04:03 PM
I fixed all little mistakes on the map, and made myself a coat of arms :)

for map, see below (http://forums.cncden.com/showthread.php?t=15720#post279461)

Coat of arms of the House Serniac:
http://cnc2sw.planetcnc.gamespy.com/stuff/Serniac_coatofarms_400.jpg

Serenla
06-22-2006, 04:09 PM
Oh by the way, is it possible for me claim part of the Great Desert of Aregga right now?
Only part, as I want part too if I join :p
EDIT: In light of recent incursions by the cheese haters, I've added the territory where my house would be.
RE-EDIT: Sorry, didn't know the desert wasn't part of the empire. Is it possible someone could clarify the borders of the empire and of each respective house on the map? It would be much appreciated :D

SW Freak
06-22-2006, 04:13 PM
Too desert clans? Rightio, we need to extend the empire to have taken possesion of the great desert, methinks.

VO
06-22-2006, 04:23 PM
There should be a new map coming. Work out if you want to divide the desert between yourselves - maybe one of you gets the interior and the other the jungly coast?

Edit -> Serenla

The red line was meant to be the borders, but it's gone now. The area you picked would be fine :)

Each hex shows the majority terrain type, btw - and the whole place is about as big as south america, so each hex can have alot in it.

The desert in the north is dry (obviously) and hot (obviously). The region level with Beldain is Mediterranean, and as you go south it gets colder (duh).


If you want to do something with the Crow's Spire, it's fine. I was going to have a Hashshashin rip off called the Crow's Sons based there, but it's up to you if you want something different.

SW Freak
06-22-2006, 04:28 PM
Also, all writing in black, please, any one who's fiddling with the maps. All borders in heavy gray.

House/clan name goes in Impact font, size 20. Cities go in Times New Roman, size 10. Serenia, the house territories are the places outlined in grey that, y'know, have the house names in them.

Serenla
06-22-2006, 04:35 PM
So places like Always Winter would still be available? Also, I assume Fardain controls all of the territory to the north and west of the Shallow Sea, but does it also control the area north of the Hex and Kojiro, but still within the empire's borders?

And SW Freak, yes, I was planning on making the territory a bit neater for the official version :p Likewise, i wasn't actually planning on calling it 'Serenland.' I just wanted to keep nilloC away from my Crow's Spire (So a yes to that too VO).

SW Freak
06-22-2006, 04:38 PM
Hold all questions on the map for a while. Voes is working on a new one. The changes will be appearent then. I think he's removing the lesser houses. You'll have to wait.

In the meantime, you should prepare a paragraph or two on the concept for the house you have?

nilloC
06-22-2006, 04:38 PM
The Tribal Cl'onin

Refusing to claim themselves as a house, they feel they are still tribes, ever growing and prospering to a new peaceful future.

History of the Tribal Cl'onin

Roughly nothing is known of the Tribal Cl'onins before the time all of the Great Houses were combined which led into the Imperial Days. Previous to this, there are just roundabout legends of what was once the Aregga Desert. The Desert was inhabited by the ancestors of the Tribal Cl'onins, the Ancient Nin'olcs. In lore its said these were a fierce cult of devout Dark Mages, power hungry and consuming of all life. One rumor in particular tells of an unamed Dark Mage unleashing a massive Haelfire storm for which he sacrificed himself, and nearly all other Ancient Nin'olcs. Its said that the desert turned to glass for Three Scores. Upon which apparently, the Silver-tongued Tribal Cl'onins, came into written history.

Tribal Cl'onin Description

The Tribal Cl'onins are an incredibly peaceful people, frowning upon war and upon violence. However they feel that war is the necessary virus to cleanse the world of the other imbecile nations. The only combat they have been known to do is with their amazing intellectual knowledge in their heads, and the pen that hangs nations in their right hand. (This being the stereotypical Nayqueso)

Poetry, muses and literature are among the core of this culture, after all the arts are what brought these once scattered tribes together, in this Utopia of the Sand-lands, as the Clo'nins call their land.

The Tribal Cl'onins have a two-tiered Social Caste. Namely, those who are artists, and those who are not. Those who are not artists are known as the Sandiliers, and are the low class workers; while the lucky 20% of the population known as the Nayqueso are the brilliant and vibrant artists. The Sandiliers duties range from serving as dew herders to aloe vera farmers to counting sand to being captured slaves. However the Clo'nins know not of where these slave ships hail from, only that they arrive, mercilessly capturing entire tribes. To this the Clo'nins are not angered, as they are ruthlessly optimistic about life. The Sandiliers are the essential peasants of the Tribal Cl'onins, breaking their backs so the superior Nayquesos may carry on with their God-Inspired art.

The Nayqueso, on the other hand, are generally vain group of people, so intertwined with the arts, those with talent are also incredibly beautiful people. Taking hours at times to prepare themselves for the public, they wear any amounts of makeup, colorful robes, and valiant crowns that rival the beautiful colors of their words and poems. One irony is, hailing from the desert deprives their skin of massive amounts of moisture. Thus, they are incredibly dependant on the lotions farmed from them in the small patches of southern oasis, without it it seems they would refuse even to see anyone else, even that of the lowly untalented Sandilier class.

However the Nayqueso are some of the most brilliant and well-spoken, confident artists in the entire Land. Their poems have been known to make a man drown in his own tears, their music known as the Gods' hum, and their sculptures known to make even a married man commit acts of adultery... On the sculpture. The Nayqueso are extreme diplomats, incredibly soothsaying, and despite their always peaceful intentions, are always conspiring and using the non-intellects of other Houses.

It should be stated that both the Sandiliers and Nayqueso alike are incredibly proud and pleased about their jobs and duties. Low morale is unheard of in the lands of the Tribal Cl'onin, as any Sandilier, and every 1 out of 10 Nayqueso, would be willing to give their lives for the Tribes.

Religion of the Cl'onins

The Tribal Cl'onins think of themselves as Poyltheistic, although they are more closely related to being Monotheistic. Their primary God is that of the Sky-Lord. Roughly 15% of the Sandilier class are monks or servants to the Sky-Lord's temple, and immense works of art are always dedicated to his Skyness by the Nayqueso. The Cl'onin, as stated, are purely optimistic and never pessimistic. They never look to worlds past, as they no naught nor want to know what the world was like before it was graced witht their presence. They look only to the future world, of what they believe can make a much better place. There is only one thing that is untolerable in the lands of the Tribal Cl'onin, and that is speak of the King of Crows. For his untolerable ideas are a blasphemy, and only the most lowly and ignorant Houses must rely on this false deity for any sense of reassurance.

When Push Comes to Shove

The Tribal Cl'onin have no 'Royal Family', however the Royalty are those who are most reverred for their works of art, stories told, and convincing speeches. Thus the Royal Family line is ever changing, just as the award winners of the Pullitzer Prize are. There are never any harsh feelings, or rather they are hidden well, when the reign of one great Poet is lost to a man able to turn a 10 pound stone into a kidney stone passed by the Gods.

When a male of female Nayqueso comes of age (112 months) they have the option of becoming a Shield of the Desert. Essentially they are taught minor sword maneuvers, but mostly how to shield oneself with their enormous long shield. They are deemed defensive experts. Also, they are taught some elementary magics, but nothing of any great importance. However, after so many decades of peace, it should be noted that the Shields of the Desert are mostly for eye candy now. As those sexy male and female Knights do look damn good in their Defender Gear. I told you the Nayqueso were vain.

It should be known that although Bloodlines and History of the Cl'onin, specifically the Nayqueso, is highly unknown... It is said that the blood of the sole Nin'olc survivors of the ferocious Haelfire storm that occured centuries ago flows through all of the artistically inclined Cl'onin.


Relying only on the arts to get them through any obstacles thrown at them, the coming days shall be trivial and difficult, not only for the entire world as we know it, but for the peaceful, antiwar tribes of the Utopian Desert.


Man, I just wrote a lot. :p

Serenla
06-22-2006, 04:39 PM
Hold all questions on the map for a while. Voes is working on a new one. The changes will be appearent then. I think he's removing the lesser houses. You'll have to wait.

In the meantime, you should prepare a paragraph or two on the concept for the house you have?

I'll try to get one up soon, I've got to go for dinner now.

SW Freak
06-22-2006, 04:45 PM
Okay, Nilloc, everything in your house gels pretty well. The artsy bit, the pacifist bit...just one question.

How in the hell does a tribe like that grow up in the desert? There's not a whole lot of time for luxury in the desert...

VO
06-22-2006, 05:03 PM
Ooooh I like that nilloC - wait until someone invades you :p

The map Nyer linked to is updated without the red border or the NPC houses. Do with it what you will. It's not fully finished, though, so try not to write anything over the light blue water in the middle. Always Winter isn't available any more, as AI took it :p

Oh yeah, twould help if anyone adding settlements puts a dot on the map where they are - it makes making my big nice neat clean pretty map easier.

Serenla
06-22-2006, 06:15 PM
OK, I've got a nice grey border around the territory, but I suck with Paint and can't figure out how to add text without the crappy white background.

In any case, without further adieu:

House Aratin

Never a prominent House of the empire, Aratin is one of the two northern Houses, situated in the rocky wastelands of the Aregga Desert. The borders of its territory are marked by the Crow’s Spire in the west and the Raven’s Beak in the east. The House is not one of The Land’s more populated areas due to the extreme conditions of the desert, but they have eked out an existence none-the-less. Famed mostly for the hardiness of their citizens and for the skill of their illusionists, Aratin has never been of much importance.

Aratin is divided into two segments: the civilized west and the uncivilized east. The western folk combine technology with their own time-honoured desert survival techniques while the east are barely more than barbarians and are held in line by Aratin nobles only with great difficulty. The westerners mostly worship the Warrior-Smith, the Harvest Mother and the King of Crows while the easterners prefer solely the Harlot Queen. Aratin is currently ruled by the Princess Karina, orphaned after her parents met with accident (or conspiracy), and her regent Lord Eisthorn.

Geography

Arashin
The royal city of Aratin and the only city of the territory which holds any claim to civilization. Along with the Royal Cross, this is one of the two prominent cities of the House and is where all official matters occur. At its center lies Aratin Keep whose great walls remain in superb condition to ward against savages and the occasional revolt in the east.

The Royal Cross
A city so named because it lies at the crossroads between those who worship the King of Crows and the followers of the Harlot Queen. It is a meeting place for any and all but often is considered crude by foreigners standards. Many products – including those deemed illegal by imperial standard can be found here.

Crow’s Spire
The Crow’s Spire is a lonely mountain with a sole temple to the King of Crows. It is a site of great importance to Aratin, not only for its religious value but also for cultural and historical reasons.

Raven’s Beak
The principle city of the easterners is visited only rarely by any outsiders and has not been seen for quite some time. The inhabitants are largely given to controversial practices – often including the cannibalization of the dead in rituals. It can only be called a city by lenient standards though since it consists of a series of ramshackle huts and small buildings encircling the mountain which is its namesake.

Trivia

Aratin’s flag is that of twin mountains surrounded by yellow and further marked by Aratin’s crow and a raven, grappling with each other.

Citizens of Aratin usually tend to be lean from their days of labour in the wasteland with hair lightened from the sun – blonde or variations upon it – and darker skin. They wear light colours to match the desert, and are rarely given to fanciful clothing.


If you wish, I could write some geneaology, expand on any other points, or answer any questions you might have.

nilloC
06-22-2006, 07:14 PM
EDIT: Wooo, updated a crapton of info. :p

How in the hell does a tribe like that grow up in the desert? There's not a whole lot of time for luxury in the desert...

Seems like there's plenty of luxury for those who control oil in the middle east, or really, are on the upper tier of the middle east society, doesn't it? :p Hence there are those who are artists, and those who do work, essentially, for the artists. Think of it kind of like the aristocracy of the middle ages. :p

Ooooh I like that nilloC - wait until someone invades you

I know, am I making it too open ended with what I want to end up doing with these guys? Am I playing this out as a story a tad too much? Here goes the writer side of me, already plotting their demise and phoenix-like return. Schawing. :p

Statalyzer
06-22-2006, 11:23 PM
Ok, a few annoying map questions:

1)Why is most of the inland sea thelighter blue of lakes than the rest of it?

2)For simplicity, can North be straight up on the map?

3)What is with the dashed line in between Westfreiss, Cassone, and Belbain?

4)Some of the houses have grey borders on the coast also and some don't, which makes some islands and peninsulas of Westfriess and Kraft confusing, as well as Task Point and North Peak.

My idea right now is for a loose collection of an ancient knight-like order in the plains somewhere below the Rocky Wastelands and the land of The Hex. Can I go ahead and claim some land in there while I think through my order more carefully. I want to read through in detail all the houses here to make sure I'm fitting in properly. Thanks.

Nyerguds
06-23-2006, 01:47 AM
Completely fixed and updated map (except for the stuff of the new people)
Map made by VO
places & borders courtesy of the Bloodlines gang
VO's shaky copy-pastes fixed by me :p
The darker lines in the Serniac area are the internal borders between the 5 duchies & the Lord & Lady's Territory

(see lower posts for newer maps) (http://forums.cncden.com/showthread.php?p=279836#post279836)

I re-made some parts that got too blurry with jpeg artifacts.
(I keep the original as BMP, so I just add new things on the bmp and then save that as jpeg again)

Wesforce
06-23-2006, 02:35 AM
Ok, a few annoying map questions:
1)Why is most of the inland sea thelighter blue of lakes than the rest of it?
Quirk of the editing tool. Nyer's nobbled it now :)

3)What is with the dashed line in between Westfreiss, Cassone, and Belbain?

The boundary between the Imperial Mandate lands and Tidesmaster's Southern terrirories.

4)Some of the houses have grey borders on the coast also and some don't, which makes some islands and peninsulas of Westfriess and Kraft confusing, as well as Task Point and North Peak.

Westfreiss consists of the Islands and settlements I've named, they only control a few bits of land on the Mainland, like Tusk Point and Lone Peak for example, which would otherwise be house Tidesmaster territory. House Tidesmaster was created really to fill in a gap, but it can be assumed they're fairly weak right now and have been bullied out of those locations by the dastardly Westfreissians :p

(Maybe I should take all territory between Port Haak and House Kraft for the sake of simplicity?)

Anc cheers Nyer. It was getting a bit fragged.

Stat: Sounds good so far. Do you have a plan for future chapters? I find it helps to plan a kind of 'tech tree' to plot the evolution of your types.

VO
06-23-2006, 02:49 AM
nilloC - you can do what you want internally - just don't be suprised if foreign affairs mess up your plans :p This is VERY open ended compared to the other rpgs, as there's no GM plot. Me, Wes, and Ai will do stuff, although everyone can respond to them as they see fit)

Serenla - that's cool :) The text tool should have two options on the side in paint - one which gives you an opaque box, the other which makes it see through.


Ok, a few annoying map questions:
1)Why is most of the inland sea thelighter blue of lakes than the rest of it?
2)For simplicity, can North be straight up on the map?
3)What is with the dashed line in between Westfreiss, Cassone, and Belbain?
4)Some of the houses have grey borders on the coast also and some don't, which makes some islands and peninsulas of Westfriess and Kraft confusing, as well as Task Point and North Peak.
My idea right now is for a loose collection of an ancient knight-like order in the plains somewhere below the Rocky Wastelands and the land of The Hex. Can I go ahead and claim some land in there while I think through my order more carefully. I want to read through in detail all the houses here to make sure I'm fitting in properly. Thanks.

2. North isn't straight up the map so we can have a snowy area for AI (it was origianally)- people seemed to be trying to use the south coast for agriculture, which didn't gel climatically with him - it seemed like the best fix without making people redraw their lands.

3. The dashed line was me making a muckup of the borders - basically, thats part of House Cassone. When people have all claimed their borders and put some landmarks down, there will be two 'clean' maps - one with the current porders, and one just with landmarks, all in a regulation font and without all the jpeg artefacts this one has got (which Nyer has probably cleaned up).

4. Sure, go for it.

AI
06-23-2006, 02:49 AM
Everything directly south/south-west of the mountain (so that'd be Always Winter and the Aiesian Island) is Kraft territory.

Statalyzer
06-23-2006, 04:51 AM
What do you mean by tech tree? Speaking of technology, about where are we...in seems we are in the middle ages but yet have cannons on ships, but not guns?

Anyway, here's what I have for my group....wow this is really long.

KNIGHTS OF CONLAR

HISTORY:

The Knights of Conlar are an ancient order, officially gained by merit rather than descent. However, so prestiguous was the acceptance of a solider to the Order that many a Knight who became a father would do everything in his power for his son to follow in his footsteps. As corruption began to trickle into the ranks, nepotism became more common and appointments less difficult. Nowhere in the early stages of the empire could be found a more dedicated, honorable, dutiful band than among the Conlaren, a body never more than 800 in number over the entire Empire. They were the keepers of order and defenders of justice, much like having secret police with high standards of morality, helping out the people instead of opressing them.

Eventually the corruption among the leading Conlaren became such that many high ranking Knights to plot to overthrow their own leadership. The resulting jockeying for leadership positions prompted the Emperor Ramonte, grandfather of the final Emperor whose death brought about the breakup, to disband the order. But the Knights refused, instead retreating to the plain of House Corezin and House Marn, the only Houses who remained fully supportive of the Knights. Corezin and Marn have since all but vanished, leaving the Knights in control of the territory on the northeasten coast, from the Four Salts and Breaktooth Bay down to Lake Lasen.

CURRENT STATUS:

The teritory is inhabited mostly by peasents in small to medium sized cities who formerly were serfs of Corezin and Marn, along with scattered farmers. They live a simple, peaceful existence. The Knighthood has since grown, and instead of a tight, elite group to advance justice and honor, they now exist to defend their terrority against the expected civil wars. So the Knights who control the area are also their own army, about 20,000 strong. But they still take the old concepts of the Knighthood seriously, training vigorously in horse-riding, archery, swordsmanship, and hand-to-hand combat, and enforcing high standards of behavior. They are not identical to the concept of Knights in Midevil England that we think of, but similar in many ways. Kind of a cross between Knights, Cavalry in General, and Samurai.

MILITARY:

The majority of the Knight of Conlar are horse riders. Swift yet tough, their main assets are mobility and surprise. This doesn't lend itself to central organization, so the various Legions operate with a lot of autonomy and communication is carried out by individual messenger riders and carrier pigeons when coordination is necessary. The horsemen typically carry a quiver of arrows, a 4-edged sword (somewhat resembling a 4-pointed star if you looked straight at the point), and a pair of small knives to hurl at an enemy before he is in swordrange.

There are 14 Legions of Horse Cavalry, each with around 1,000 men. About 200 in each Legion are Lancemen instead of swordsmen/archers. As odd as it seems to us, there are also 4 Legions of Camel Cavalry, since Camels were once not common in the nearby Desert of Aregga all the way down to the Darness Mountain Cluster. Harder to tame than horses, once tamed they are as good as a horse and can survive with fewer provisions. Camels are now scarce in the desert since over the past 50 years most of them were captured into service as mounts.

Another 1,200 Knights are organized into three shock Brigades of 400 each. These employ large chariot-like carts which hold up to 10 men each and are pulled by a pair of gorin. The gorin is a shaggy mammal with hooved feet, powerful but short legs, and a furry yet boney head with a shield at the back of the head resembling that of a triceratops. The neck is short but low to the ground and the gorin often carries its young there on its shoulders and neck resting against the back of the shield. Normally tame, both the male and female of the species are maddeningly fierce when their young are in danger. These gorin in the Brigades have been trained rush headlong at the enemy, hopefully causing foot soliders to scatter to avoid getting killed by a headbutt or trampelling, making them easy prey for the men in the chariot to pick off.

Horse Legions: 1st, 2nd, 3rd, 5th, 6th, 7th, 8th, 9th, 10th, 11th, 17th, Red Watchmen, Guards, and Imperial. (The original 4th Legion supported the leadership in the revolt and so it no longer exists. The Star Legion is the merger of the former 12th and 13th Leigions, which were smaller than the rest. The Imperial Legion harkens back to the original days when the Knights served the Emperor.)

Camel Legions: Heart, Star, Blue Watchmen, Storm

Gorin Brigades: 14th, 15th, 16th

The Knights also have secret built a fleet of fast ships in the hills opposite Breaktooth Bay. They are mainly for rapidly transporting beasts and men should the need arise. The fleet has some minor fighting capacity to beat off any haphazard enemy or make hit and run raids but would stand no chance against a true battle fleet. Currently the ships sit in the tiny fjordlike inlets in the rocky, moderately tree hills, where they can avoid detection. No Conlaren ships exist in Breaktooth Bay itself or in the Shallow Sea, for fear of the fleet of House Westfreiss.

GEOGRAPHY:

Mithcom Mountains - Rugged and jagged, these are harsh, uninhabited, nearly impassable, and essentially render the Mithcom peninsula a useless feature, except for making any transition between Breaktooth Bay and the Eastern Seas longer.

Darness Cluster - A tall group of peaks rising rather suddenly out of the plains and rolling hills at the center of the terrority. Rather a dominating military feature, and the location of a reverent temple not dedicated to any specific God. Each Knight privately dedicates his service to any aspect or incarnation of the Spiritual Rulers he desires, taking an oath only to not pledge to any demon.

Marshland - The Western end of the narrow part of land connecting the Northern and Souther portions of the empire is rather marshy. Poor farmland, not much of anyone lives here or wishes to fight here.

Lake Lasen - A rather large, surprisingly clean lake that is the terminating point of many tiny streams which serve as the main water source for most of the area. Most of the lake is shockingly shallow up to nearly a mile from shore, making it a popular recreation area. This could be a useful feature to a military unit as well.

Morgan Forrest - Sparse enough for horse travel, most of what few central gathering spots and headquarters the Knights have are in this well-defended forrest.

Four Salts - An island off the coast which is home to a few meddling sorcerers, the only noted magicians in the area. They mainly keep to themselves and are not on the Knight's side, nor against them.

Darriton - The largest city in the area and former capital of Marn. Not obvoiusly militarily important since it's all peasants, but most the armories and steelworks are here.

Cariga - The only other large city, it's more noted as a source of supply as a sort of central market location for most nearby farms. All the fodder for those horses, camels, and gorin has to come from somewhere.

Tade - One of the smaller towns, but notable because of it's heavy fortification (the only fort city the Conlaren have) and it's location on the pinch point that is the only easy path around the Rocky Wastelands except in the extreme North.

Ruel, Majonisek, Irilia, and Kendel - Average sized villages for most houses, but slightly on the large side for Conlar, and mentioned just in case reference is needed. While the Knights like to keep their Legions out of cities, they live normal villages lives when not on duty, the Legions need provisions, and many still think of themselves as defenders of justice and would be apt to move in if a city is under attack.

LEADERSHIP:

I will handle this later, it's really late.

Wesforce/VO/Nyerguds - I have updated the map file with the land controlled by the Knights of Conlar and added the features I mentioned plus a few other features just to have some names. Let me know if that's ok. I did seem to give myself a lot of land, but I still left plenty for the two Desert Houses to split though. There is a leftover spot that nobody has taken - I supposed it can be part of an NPC house, some minor houses, or just eliminated altogether to bring me right up against Cassone and more of the Hex.

Maybe even make it "disputed" territory that Knights claim is theirs since it was originally part of House Marn, but was loyal to the Emperor and the old 4th Legion and so Cassone says it belongs to them?

SW Freak
06-23-2006, 05:00 AM
Few updates of house Kojiro stuff. This'll be fun...

Nyerguds
06-23-2006, 05:06 AM
in seems we are in the middle ages but yet have cannons on ships, but not guns?

umm FYI, cannons were developed before guns... guns are a miniaturisation of cannons after all.

This is apparently black powder age. So prolly cannons in combination with swords, in terms of warfare.

VO
06-23-2006, 05:55 AM
That's good Stat :) Welcome aboard

For general information, technology allows blackpowder guns and cannons and weird proto-steampunkiness but you can also get along fine with guys with swords in heavy armour, bowmen, and the like. For a kind of (stupid) comparison, it's kind of like the tech level in Warhammer Fantasy, if anyone's familiar with that, but probably a bit more steampunky in places.

Nyerguds
06-23-2006, 07:14 AM
How can they sustain a foothold in the Mithcom peninsula, if they can barely get there? How and why do they bother counting it to their controlled area?

AI
06-23-2006, 07:29 AM
Just remarking the Aiesian Islands, which seemed to have vanished off the face of the Earth and made the bearpit a bit more clearer and easier to read.

VO
06-23-2006, 09:49 AM
Communication in the Land:

Just thought this was kind of important:

If you want to get a message to somewhere else in the Land, the best way to do is send a letter or a messenger. The safest way to do this is by horseman, although obviously letters can be sent by boat as well. If you want to send something quicker, all major settlements have pigeons that can deliver letters between them.

CKW
06-23-2006, 10:24 AM
The houses of the Hex

Since the hexapact is a conglomerate of several bloodlines, there are certain "factions" with different styles. As the pact is magic based, the styles that distinct each house in the Hex. Besides the six founding houses and house Ravena, there's an aglomerate of houseless people and peasants under the control of the Hex as a whole, and lately, it's been reported the rise of a small number of new-houses amongst the houseless.

House Lux: Healers by tradition, the Lux mages are adept in meddling with the flows of life of every being. They are usually adept at healing, restoring, but also in the darker applications of such knowledge, such as creating hybrid beasts. There has been reported several war-mages among its rank, but it's not a rule.

House Waters: The everchanging Waters mages are among the most subtle of the Hex. Due to their fixation with shapeshifting and mind-altering arts, they make excellent spies and politicians, but not assasins, as they lack the offensive capabilities of other branches. There isn't a single war-mage among its ranks as a result.

House Pedra: If there was a technological core in the hex, House Pedra would be that one. Their alchemy and magic-infused engineering is the everyday basis of the Hex lifestyle. Although not dedicated to war, they are often providing support in a siege.


House du Flame: Fire is their surname, and pays heed of the fiery courage the members of this house seem to display. They are the war-mages by excellence, riding into the battlefield along its own troops to unleash its wrath with both its offensive spells and magical weapons. While not at war, this fierce order is dedicated to ensure the stability among the hex by commanding the regular guards.

House Sturm: As old as night, as wise as the world itself, the members of the house sturm have been channeling the forces of nature in its fragile balance for centuries. Theirs is the power to steer the raging winds, the lightning and the rain, and call forth the beasts that inhabit their lands. And as such, they're the ones in charge of the crops in the Hex territory. Although not war-dedicated, they offer a considerable support with their battlefield-altering arts.

House Umi (Umi-Origatsu): The self called house of shadows, House Umi is the most obscure and daring house of them all. Theirs is the power of the dead and the fiends of hell. Unlike other houses, their war-mages are not skilled in the arts of field battle... but rather, in the arts of assasination, as a reminiscent of their former links with the Origatsu.

House Ravena: The 7th house. The cursed house. Many names are given to this bloodline. Although extremely scarce and not of the founding houses, Ravena members have always been destined to grandeur... and horrible ends, victims of their own insane spells when not choking inside their own mother's womb. It is said that the House Ravena can dedicate to all fields of each house... and still, be able to surpass them.

VO
06-23-2006, 10:46 AM
Zomg! A Clean Map! With No Borders!

The Calendar:

The Calendar is twelve months, with thirty days each, one month with seven days, and one month with one day.

The Months are :

Primary(30)
Secondary(30)
Tripill(30)
Quaternary(30)
Fifth(30)
Hexuary(30)
Godsweek(7)
Septuary(30)
Octuary(30)
Ninuary(30)
Tenber(30)
Elevember(30)
Twelvember(30)
Crow(1)

Weeks usually have ten days, and there are three weeks in a month. The days are:
Unday, Twoday, Threeday, Fourday, Fiveday, Sixday, Septday, Octday, Nineday, Godsday.
Traditionally, Godsday and Septday afternoon are times of rest. Religious services are held on both days.

The days in Godsweek are:

Maidsday
Wifesday
Seaday
Fatherday
Skyday
Smithsday
Motherday

In most places, Godsweek is a religious festival following the harvest, with a final feast on Motherday, in honour of the Harvest Mother. Other activities take place on other days, such as tests of arms on Smithsday, and dancing to open the ceremonies on Maidsday, which is a traditional day for couples to be introduced, and married on Wifesday.

Crow is dedicated to the King of Crows; although usually a feared deity, today he is honoured for killing winter, and allowing the land to return to fertility.

CKW
06-23-2006, 12:57 PM
Question. WHy does godsweek have only 7 days? If you say the weeks are 10 days, then why call it a gods- week? :P

VO
06-23-2006, 12:59 PM
Question. WHy does godsweek have only 7 days? If you say the weeks are 10 days, then why call it a gods- week? :P


As it's a special week.
It has a day for each god.
And there aren't ten of them.

by the way, the names are cheezy so it's easy to remember what order they go in.

AI
06-23-2006, 12:59 PM
Weeks usually have ten days

Missing the keyword there, methinks, CKW. Besides, if you can't make an exception for the Gods - Who can you make an exception for?

CKW
06-23-2006, 01:00 PM
As it's a special week.
It has a day for each god.
And there aren't ten of them.
by the way, the names are cheezy so it's easy to remember what order they go in.

A special week? Why "week" and not "Heptaday" then?. We already designate a week as 10 days. It's just calling a peach an apple, really.

Statalyzer
06-23-2006, 01:06 PM
It's 7 days, but you said earlier in the post that it was 5. Is it 5 (366 days per year) or 7 (368 days per year)?

How can they sustain a foothold in the Mithcom peninsula, if they can barely get there? How and why do they bother counting it to their controlled area?

If you want you can just cut off the Knight's territory at the South/East end of the Mithcom Mountains, it really doesn't matter. VO - very nice new clean map, but you destroyed Majonisek.

VO
06-23-2006, 01:07 PM
A special week? Why "week" and not "Heptaday" then?. We already designate a week as 10 days. It's just calling a peach an apple, really.

As it's called a week. Maybe a godsweek instead of a normal week, but that's what it's called.

It's 7 days, but you said earlier in the post that it was 5. Is it 5 (366 days per year) or 7 (368 days per year)?
If you want you can just cut off the Knight's territory at the South/East end of the Mithcom Mountains, it really doesn't matter. VO - very nice new clean map, but you destroyed Majonisek.

7 days. Sorry about that, I'm scatty.

I knew I'd probably missed something out. If anyone else sees something, tell me and I'll put it back.

Statalyzer
06-23-2006, 01:12 PM
Sorry that I'm asking so many questions, but what is the Imperial Mandate? Perhaps more Imperial Mandate territory is another option for the enclave between the Knights of Conlar and House Cassone?

SW Freak
06-23-2006, 01:14 PM
The imperial mandate, if I remember correctly, is the land belonging to house Cassone that they didn't want to expand into, nor that they wanted the other houses to have. A wild life preserve, basically, I think.

AI
06-23-2006, 01:17 PM
Hunting grounds! :D

Statalyzer
06-23-2006, 01:22 PM
Well then, that's sounds like it would work for the area I'm talking about to be more Imperial Mandate, if the GMs so agree...

Nyerguds - sorry, now I remember. I included the peninsula because of the small fleet based on the Eastern edge of the Mountains (basically the Southernmost coastal Mithcom Mountain Hex, with the palmtree hexes on either side of it, is where the fleet hides).

VO - the clean map also needs the Shallow Sea added back in, as well as Majonisek.

One last thing. Can we remake the non-clean map (with the borders and such) by adding borders to the "clean" map? This way we'll be able to indentify the cities and landmarks locations in all the Houses better since it has all the black dots in it. I'd do it myself but I can't edit a png file.

VO
06-23-2006, 05:59 PM
Updated map. One with borders to follow shortly.

Statalyzer
06-23-2006, 08:47 PM
Are those water hexes in Kojiro supposed to be a river instead of a lake (this way they can be crossed by men or armies, instead of having to all the way around)?

Here is the rest of my details on the KNIGHTS OF CONLAR

More random info

-The raiding fleet I referred to earlier is "secret" because no other house knows about it, even though us, the players, know.

-The Knights believe that the use of undead warriors is descration. They also oppose slavery and distrust dragons and the dragon masters.

-Four Salts is so named because the beaches of the island are hilly, but much of the interior is below sea level. Through channels in the hills that are exposed at low tide but streams at high tide, and by seepage in underground reserviors, four of the valleys on the island have become salty lakes - sea water comes in, but doesnt flow out.

-All Knights are named with the title of "Knight", not "Sir", although a few high ranking Knights have additional titles.

LEADERSHIP

The Knights' Council

Originally these positions were appointed by the Emperor; now councilmen are appointed by the rest of the council when a vacancy occurs. There are 7 councilmen, a Marshall (military head), an Elder (spiritual head), and The Voice (political head).

Councilman: Lion Knight Alan
Councilman: Knight Emmerny
Councilman: Knight Laton
Councilman: Knight Polsin
Councilman: Knight Amarnist
Councilman: Knight Crespin
Councilman: Knight Preston
Marshall: Shadow Knight Crowell
Elder: Knight Nestor
The Voice: Knight Jeneveo

The Territorial Council.

Not part of the Knighthood, these are village aldermen who have local civilian authority in the territory as well as the right to petition the Knights' Council. A few of them have titles which are remnents of the Corezin and Marn houses, but they mean little and those men don't outrank the other councilmen.

The Aldermen are: Forrow, De Remsug, Lord Nestor, Duke Carlyle, Menseter, Zelros, Unwins, Duke Ogan, Banteroit, and Royo of the Crow

The 7 Esteemed Knights

These Knights have achieved great renown in some aspect of Knighthood and are so honored by their fellow Knights. Once given the title by the vote of all current Knights, an Knight can only lose his Esteemed Title by being expelled from the order due to disgraceful conduct (this has never happened to an Esteemed Knight), death, or retirement from active service. At this point, the title is passed on to whichever current Knight the other Knights see best fit to appoint.

Normally when a Knight who's prime fighting days are behind him choose to retire to a normal village lifestyle, he is still honored as a former member of the Conlaren but is no longer addressed as "Knight". However, a retired Esteemed Knight retains a modified version of his title. For example, if Cardinal Knight Paul retires, he is known as Paul of the Cardinal, and the rest of the Knights vote on the new Cardinal Knight. So there are always 7 Esteemed Knights, but can be any number of currently living former Esteemed Knights.

Here are the 7 titles and the characteristic for which they are awarded.

Lion (Extraordinary bravery)
Cardinal (Deadliest archer)
Onyx (Most skilled at hand-to-hand combat)
Soul (Decisive leadership)
Crow (Overcoming injury in victory)
Shadow (Best at steath and deception)
Wolf (Fierce pursuit of justice)

And here are the names of the current Esteemed Knights

Lion Knight Alan
Cardinal Knight Sinter
Onyx Knight Fourus
Soul Knight Bren
Crow Knight Mok
Shadow Knight Crowell
Wolf Knight Larega

So, if you've been paying attention, you should be able to tell that 2 of the 7 Esteemed Knights are on the Knights' Council, and there is former member on the Territorial Council.

The Legions

Each of the 21 Legions/Brigades is commanded by a Knight with the title Chief. These and the Esteemed Knights are the only ones with a title other than simply "Knight", except for a few members of the Imperial Legion, who still carry their former Imperial Titles but are members of the Knights of Conlar. Here are the Chief's.

1st - Chief Ashir
2nd - Chief Tago
3rd - Chief Nemancren
5th - Chief Dover
6th - Chief Vedo
7th - Chief Jeen
8th - Chief Walensen
9th - Chief Vicardo
10th - Chief Denton
11th - Chief Hallow
14th - Wolf Knight Larega
15th - Chief Ron
16th - Chief Lim Fornsa
17th - Chief Va'cwath
Guards - Chief Thoner
Heart - Chief Ortsen
Star - Chief Calgarippa
Storm - Chief Yetox
Blue Watchmen - Chief Jordet
Red Watchmen - Chief Mir
Imperial - Lord Mortimilden

SW Freak
06-24-2006, 04:37 AM
Well, it's a river, but we haven't decided how big each individual hex is. Also, it'd be pretty damn hard moving an army across a river anyway, especially one that flows into a lake, because that implies that it's pretty deep. Maybe there's a mostly-submerged land bridge.

VO
06-24-2006, 05:23 AM
Light blue as just going to be fresh water. It's too wide to ford, unless there's a conveniant island chain in one of those hexes.
Return of the Map!
I had a quick scan through to see if people have definate 'seats' for their houses, and if so, marked them on.
If anyone adds things to this, House names are Impact, Bold, 20, and other names are Times New Roman, Bold, 10. The Lines are the second smallest thingness in paint.

SW Freak
06-24-2006, 07:55 AM
Nah, we'll leave the river only be crossed by boat, if that's okay.

VO
06-24-2006, 09:39 AM
Gender equality in the Land:

Doesn't exist.

This is a medieval society. Women, by and large, are constrained to medieval roles, so there aren't an abundance of chicks in chainmail bikinis running around. That's just the way it is. Use your better judgement; women can end up in positions of power by marriage or inheritance, but it's highly unlikely that there will be a 50:50 ratio of them to men.

Those highborn will obviously enjoy more freedom, and may get a chance to train in magic or arms, although actually using them to lead an army is not going to go down very well at all.

SW Freak
06-24-2006, 11:11 AM
Just for clarity, it's taken as a given that when Kojirans on Kojiran land speak New Iasukey. When speaking to foreigners, they'll use common. Even if one has an understanding of spoken Iasukey, the pictographic written language of Iasukey is hard for outsiders to grasp. Most Kojiran peasants cannot read it, and only scribes have a complete understanding of it. Nobles can read written Iasukey, however, but not one as well as the scribes.

Outside of Kojiro, or in the presence of foreigners, common will be "written like this," Iasukey will be <"Written like this">

Nyerguds
06-24-2006, 11:50 AM
Just remarking the Aiesian Islands, which seemed to have vanished off the face of the Earth and made the bearpit a bit more clearer and easier to read.
He just didn't use my last update of the map :emo:
Check mine again... the Spear of the South is also not cut off there.

I'll remake it with the new info soon...

OR if VO would be so kind as to JUST ONCE send me either the original non-jpegged map (zipped bmp or PNG format) or the editor he used, I can remake EVERYTHING cleanly.

Heck, if MSN is too slow he can always mail it to my gmail.

*hint* *hint*

VO
06-24-2006, 12:24 PM
He just didn't use my last update of the map :emo:
Check mine again... the Spear of the South is also not cut off there.
I'll remake it with the new info soon...
OR if VO would be so kind as to JUST ONCE send me either the original non-jpegged map (zipped bmp or PNG format) or the editor he used, I can remake EVERYTHING cleanly.
Heck, if MSN is too slow he can always mail it to my gmail.
*hint* *hint*


I have already remade the entire thing from scratch, with clean borders. :| See a couple of posts up.

Serenla
06-24-2006, 01:05 PM
OK, I added Aratin to the map, and hopefully it will be clean enough for all :p

EDIT: I had to edit the map size though, since I couldn't upload the original size.

Statalyzer
06-24-2006, 01:30 PM
So does that whole big area of the North go to the Tribal Cl'onin; or if they just get part of it, do we just create another non-controlled zone to join the 4 hexes North of Beldain and the buffer between Conlar and Cassone?

So, for clarification, the Imperial Mandate has disappeared, and Westfreiss controls that land to the Southwest of Casson, and also controls those two enclaves in Tidesmaster? Do they also control the unnamed 6-hex island in the middle of the Shallow Sea?

And, yeah, no red-colored seat/capital city for the Knights. Their HQs are a few hidden huts in Morgan Forrest or the Temple on Darness, but no real capital.

Wesforce
06-24-2006, 01:43 PM
No-one controls the mysterious unnamed island yet. We'll leave that to once the game starts, but Westfreiss do indeed control the land in question :color1:

VO
06-24-2006, 02:11 PM
Yeah, I renamed the Imperial Mandate - I'll do a short peice of backstory on the Fardain Rebellion which explains that.

I have no idea what's going to happen with the nilloC's people - he can have all of that if he wants, or all of the desert save the jungly coast (which is probably better from his culture's point of view), or whatever he decides is best.

Here's the latest map. I'll do a final borderless one when everyone's put down their houses.

I am likely to put up the first post sometime soon.

CKW
06-24-2006, 03:12 PM
The society in the Hexapact

Given its isolation, the Hex has developed in a different way other than most territories over the empire. Instead of a feudal system, the society is split in two collectives. Mages, and non mages.

People with no magic among the Hexapact are treated like most people, and as a result, there are still nobles and vassals, merchants and peasants. WIth one notable difference. Their lives are bond to the decisions of an "elected" group of notable people called the senate. These individuals, handpicked by the mages upon their criteria of who's the best for the people are often the ones that administrate live in the mixed cities of Overlake and and Gate city. Their location, to be more precise, is in the Island-city of Overlake.

Regardless of money, birthright or condition, anyone born with magic has automatically privileges over its counterparts.Candidates are often sought outside the families through watchdogs: anyone able can be a mage. They have access to the best schools, the best trainers and the most of the knowledge to tame their raw potentials. Mages are lead not by the senate, but by a congregation of elders of the main families of the Hexapact called the Council. Sometimes, when more direct action is needed, an Arch-Mage is elected among the council. Its base is located in the Rock-Towers, the school of magic.

However, among mages, there's also different status. Socially-wise, the members of the founding families have a higher status than generalists (houseless mages). However, it is the skill and abilities of the mages who set its overall status. The lowest skill rank is that of the acolyte, mages in training, following by low Mage, High Mage, and the elite-rank of War- Mage. War- mages are the peak of the skill of a mage: people who have both officer and mage skills and can cast their volatile powers in the middle of a battlefield. Needless to say, as inviting as it may be, few mages actually pass down the stress test required to become a war-mage, and as such, they pose no power among the militar branches.

Nyerguds
06-25-2006, 06:59 AM
Here's the latest map. I'll do a final borderless one when everyone's put down their houses.
Pah. You misspelled Cindertrin :p

----

New update, restoring in its former glory the Kraft's Pillager's Path and the internal duchy borders of House Serniac.

(map updated, see below (http://forums.cncden.com/showthread.php?p=279986#post279986))

Serniac duchies:
(since all of them are led by Serniacs, the name of the duchies's capital cities are used)


Grand Duchy of Crimson City:
Ruled by Lord Mackrain and Lady Leivasa Serniac.

This is the land from which Lord and Lady Serniac rule their lands. It is commonly referred to as the Grand Duchy. Its most prominent feature is the huge Crimson Lake, which was formed ages ago by a meteorite impact. Because of that, the bottom of the lake is filled with red stones, which are much wanted for their magnetic properties. The Crimson Castle is built on the hills south of the lake, which are said to be another remains of the meteorite impact, and which go on into the Cindertrin duchy.
Still, despite these things, the Grand Duchy is mostly a food producing region, like all of Selenia.


Duchy of Cindertrin:
Ruled by Duke Wenoran

Cindertrin is mostly a fruit-producing region, and is renowed for its various wines and ciders. The name Cindertrin comes from the fact the region has always had many blacksmiths, since it is at the border of the iron-rich Kraft territory.


Duchy of Serinvale:
Ruled by Duke Thorpin

Serinvale is the paradise of Selenia. This fertile area, covering the center of the Flatlands of Selenia, is the largest farming region of the House's territory.


Duchy of Bornic:
Ruled by Dutchess Theilis

Bornic, the land of hills, has some sites where people can dig stone that is suitable for building houses. It is mostly farming country, but the Bornic stone is exported to all of Selenia

Duchy of Pinntown:
Ruled by Duke Kelbert & Dutchess Mia

Once founded by the great explorer Von Pinn, the Pinntown duchy covers the rest of the fertile Flatlands of Selenia.


Duchy of Neiss:
Ruled by Duchess Kereva

Neiss is Selenia's fuel supply. The Spider Forest supplies wood, and dried peat is taken from the moors west of Port Neiss. Port Neiss is Selenia's only gateway to the sea.
The Spider Forest is also home to the Ground Spiders, which are commonly used on the Selenian fields in the Flatlands. Most spiders are bred in Neiss spider stables, although there are some spider stables in Serinvale too, and one in the Grand Duchy.

VO
06-25-2006, 11:52 AM
The Empire

The Age of Heroes

The Empire was founded a thousand years ago, in atime known as the Age of Heroes by an alliance of the people of the central plains of the continent. Aneos Dain, Cleant Forrester, and Erkwos Cassone's people had long been threatened by the Sea Kings, who then ruled over the western coast of The Land and raided the coastal lands of on the shores of the Shallow Sea with impunity.

In one raid, however, things went badly wrong. Erkwos Cassone, then the ruler of a small state centred on the fishing town of Cassonia, slew the Sea Prince Myvek. His father vowed to slaughter the plainsmen in return; it was fight, or die.

Aneos Dain, Chief of the Dainsmen in the walled cities to the west, watched events unfold with interest. His people had long paid a tax in men, blood and golds to the Sea Kings in order to prevent invasion of their lands, and he saw the unfolding war as his means to an end. When the First Host of the Sea King arrived to crush Cassone, an army of Dainsmen met them and drove them back to the sea. A pact was formed, and the Dainsmen and the Cassones would stand together against the men of the sea.

The alliance could not mount a seaborn counterattack while the Sea Kings ruled the waves, as any force of ships being built would have been seized and burnt by the raiders. Any attempt to strike back would have to take place on the land. To this end, Dain sent his friend Weutin Ravena to secure the help of the Forresters, who ruled the greenwoods to the west, while he himself marched back to his homeland where Gaeon Sky besieged the the Sea King's vassals at the Blue Keep. This was not a moment too soon, as a massive army of men from the Tides’ Flats, Blue Isle, and Midwinter was gathered under Uveg Tidesmaster, ready to invade the east. Aneos Dain met them at the Red Tor and held the small town against massive odds, painting the hillsides red with blood.

Meanwhile, Cleant Forrester, King of the Greenwood, had brought his men north to meet Cassone. Their plan was to cross the Shallow Sea in fishing ships, and build a fleet on the Isle of Ghosts, away from the raider's eyes. The success of this was mainly luck; following the defeat at the Red Tor, The Sea Kings were faced with an uprising lead by Tören Westfreiss from within their own territory. Within a year, their raiding fleets had been crippled, and the Sea King deposed by the Tidesmasters. The war was over; all that was left was to choose an Emperor.

During the war, the people of the plains and the greenwood had formed a tight alliance that they knew would serve them well in the future; there was still the threat of Iasukey to the south, and the wild tribes to the north that unity would bring strength against. They decided to unite, and the leaders of the revolution met choose their leader, crowning Aneos Dain as the First Emperor of The Land.

AI
06-25-2006, 12:03 PM
Hm, Nyer, what was the name of the house that Serniac rebelled against? As really, I think it'd be useful in conversations about them. I mean, it's a bit silly saying 'The house that was established before those Serniac rebels took over' all the time. :)

Nyerguds
06-25-2006, 02:19 PM
Git yer arse on MSN and ye'll know. Haven't seen ye in bluidy ages :p

(Lenrick)

VO
06-25-2006, 02:26 PM
The Time of Troubles

Eight hundred years later, and all of the land save the outposts of Iasukey and the mountains in the far south, had been united under the banner of House Dain. There had been good Emperors and bad Emperors, and the people of The Land had multiplied, but a rift was growing between the ruling House and it's vassals, in particular House Cassone. Crop blight spread across the land in the year 998, and again in 1001, and by the time of Saltbite fever in 1004 the people had suffered enough, and several cities began to rise in rebellion. A riot in Longmeet killed the imperial heir, and in return Emperor Nerodas II killed one in ten people of the city. There was outcry across the land, and, gathering allies as it went, House Cassone became the first to rise against Dain in the civil war, followed soon by Lenrick, Forrester, and Westfreiss. Corezin and Marn remained loyal to the crown, while Tidesmaster and the northern houses refused the call to arms of both the rebels and the throne. Thus the land was split in two, and the civil war began.

At first, the loyalists had the upper hand, as General Lewter Beldain, the Empress’s brother, seized Cassonia and burned the Cassone fleet while it lay at rest. Arcus Ravena, an advisor the Emperor, deployed magics to uproot a Cassone plot to kill Nerodas, and initiated a storm that allowed imperial troops to capture Brummont. Pelleus Sky smashed Ster Wavecutter and their Westfreissan reinforcements in the First Battle of the Shallow Sea, and an army of eastmen under Wilfur Corezin marched across their border into Cassone and the rebels fell back to Crimson City in Selenia. Here the war might have ended, were it not for two men; the charismatic heir Roland Cassone, and an inventor from Cindertrin. When the royal troops arrived to besiege the de facto rebel capital, the troops incited by Roland’s fiery oratory were supported by a new development of Maertin Serniac; cannons.

Soon the royalist forces were in retreat back to the Panndic hills, fighting a bitter siege at Fort Harkon but steadily losing ground. OceanCommander Coralen and the Westfreissan navy braved the seasonal ice around Always Winter and the King of the Mountain’s raiders to sail to Port Neiss where a second Lenrick army awaited them, and where craftsmen under Serniac’s command equipped many of their ships with the new weapon. The rebels elected to crown Roland Cassone their rival emperor as they pushed north, but soon the royalists were to capture a cannon, and reverse engineer it for their own use, and a stalemate was achieved.

The ensuing war was brutal and drawn out, with the fighting in the Grainlands for an entire summer crippling that region’s harvest. Greenholm was burned and Robyn Forrester killed when Nestor Marn lead a secret army through the woods, while in the north Coralen repaid the favour in the Second Battle of the Shallow Sea, boarding the Dainese flagship and killing Pelleus Sky in single combat then proceeding to sack Bellport. The country of Cassone was devastated, with royalist supplies running low and come the next spring, the Emperor’s lines began to break, falling back over the next few months to the Skyspire, where Lonas Highwater fought a stubborn, but ultimately futile defence against a new recruit of Roland Cassone; Cal the Kneeler, the former King of the Mountain. This experience, fresh from the southern peaks proved a match for the tenacity of Highwater, and the rebels were on the move again.

Soon Dain was isolated from its supporters; the Westfreissan rebel landings in the north had linked up with Lenrick and Cassone pushing from the south. Two long and bloody battles were fought across Longmeet and Brummont, where Nestor Marn, Argus Rumm, and Kimbly Lenrick were all slain. Dainese troops crossed the Occassial River burning the bridges behind them; soon it seemed as if the only option for the rebels was to try and take the Twin Cities, where the river was wide and shallow, and where Lewter Beldain had spent the best part of the year digging in his forces. The rebels massed to attack on the eastern side, expecting this to be perhaps the bloodiest battle of the war; these were the elite of the emperor’s troops, holding a defensive position, under arguably the best general that they could still offer.

There was, however, a surprise on the horizon. As the day of the rebel attack dawned, a maid in a white flag with a white dress began to walk across the shallow river; Beldain had sent his daughter, Ciana, to present the terms of their surrender.
Bolstered by these new – and fresh troops, Cassone pushed on, defeating the few remaining Royalists at the Battle of Dainsmount, and taking the throne for themselves. The remaining Dains took their lives to the last, and their supporters fled or surrendered; including Ravena, who travelled east to seclusion in the Evergreen Vale.

The following years were dedicated to the rebuilding of Cassone and various minor outbreaks of fighting among new and old lords; many new Houses were created to replace the old ones that had been wiped out or exiled in the war. Lewter Beldain was granted lordship over the core lands of the Dainese, while Cassone elected to move his capital to a fresh site that would come to be known as Newkeep. The Serniacs, under Maertin , were raised to become a minor house in Selenia by the Emperor, in thanks for their help, and soon this new dynasty’s eyes were turning outwards: Kojiro.

The Fardain Rebellion

This section is recent history, and a place for your Houses to get some military experience if you want leaders with such. Therefore it’s deliberately quite vague, with less namedropping. Everyone could have taken part in this war, (except Nyer) but most didn't have to.

Seventeen years before the present, the Empire was again split by internal strife. Over the past two centuries lines of power had shifted in the empire; it's founding houses had declined and new powers were awakening. Several regions had disposed of their houses alltogether, including the eastern plains where the Knights of Conlar now governed, and a collective of minor houses ruled the recently absorbed Evergreen Vale. The Border Wars with Iasukey had been resolved, and the territory of Kojiro ceded to the Empire as the new Greathouse Kojiro. There were of course those which resented the addition of these foreigners to the Empire; and in a position of considerable power as well. The stage was set for the Fardain Rebellion.

House Fardain were granted Dain’s lands on the northern shore of the Shallow Sea following the Time of Troubles, just as Beldain were granted the south. While Beldain had developed with close ties to Cassone, Fardain were more isolated, and bitterness over the Time of Troubles had long been part of the national psyche.
They were not short of allies. Houses Tidesmaster and Forrester had suffered from the rise to prominence of Lenrick and growing naval influence of Westfreiss, which had mercilessly gobbled up the various island realms on the west coast of The Land, while the rump of House Corezin which existed on the western edge of Conlar wished for a return to its former glory. Fardain called its banners against the Empire in 1223, and shortly followed by the rest of the rebels. There would be another civil war.

The rest of The Land were slow to respond to this development. Despite summons from the empire, there was much outcry at the absorption of Kojiro so many houses sent only token forces or none at all. Conlar quickly overran the isolated Corezin but moved no further, claiming internal strife. Only Kojiro and Beldain pledged full support and sent their full tithe of armies; the former even supplying a flight of dragons to Newkeep. Beldains fought Forresters through the Great Hunt, while the Kojiran force were unleashed against the territories of Fardain on the edge of the Great Desert of Aregga. The result was a slaughter; Greenholm burned once again as Beldain troops put Forresters to the sword, and whole swathes of desert were turned to glass by dragonfire. Seing it’s allies falling, Tidesmaster returned to the imperial fold, but following the devestation, Fardain, Forester and Corezin were consigned to the history books; the latter pair absorbed as protectorates of House Cassone under imperial mandate, the former so devastated by the Kojirans that it was barely worth the bother.

nilloC
06-25-2006, 05:20 PM
Dear GOD FRIENDS. I was on a short vacation, I apologize and here's an updated map, eh?
http://i54.photobucket.com/albums/g109/Collin_Is_Home/MAP.png

Quick note of some Cl'onin cities.

New Claseas: The City of Leading Arts.
Basically, the largest city of the Tribal Cl'onin, a place of many festivals and happenings. Known throughout the land for producing some of the finest orators and some fine politicians.

Poetracia: The City of Poetry
At a young age those Nayquesos that have shown the ability to produce fine poetry are often deported to this large city, nested at the base of a massive canyon. The walls guarantee that nearly nothing can get in, as well as out, while these emotional artists are nearly forced at times to produce lyrics and poems. Of course, the great poets may leave as they wish.

Sculptorhead Beach: Port City of Sculpture
Those who have lived in this city have seen very few pirate raids. Why? They feel their sculptures of the Sky-Lord and massive hundred foot tall sculptures of warriors of the past act as intimidating figures on the horizon. This is the main source of trade for the Tribal Cl'onin, that is the small amount of trade they do engage in.

Paintsand Dune: City of Paint
Located in the center of a massive duneland, this ancient city was just missed by the Great Fire that took place hundreds of years ago by the unknown Nin'olc mage. Most of the city is composed of massive rock-buildings, dating back before the age of the Nin'olcs. As guessed, this is the visual art epicenter of the Tribal Cl'onin.

Sky-Lord Plateau: Religious Camp
More of a small town, the Sky-Lord Plateau is located on, you guessed it, a massive plateau raising hundreds of feet up. Through great pains, architects managed to make an advanced stair system up the side of the Plateau, of which a small yet incredibly devout religious zealots built a small camp. The people of the Tribal Cl'onin pray to this location when they wake and before the sleep, for they feel it keeps the past-world antagonists that dwell at Crow's Spire at bay.

Lot'ioneus: Pure Lotion Fields
In quite possibly the only non-desert lands held by the Tribal Cl'onins, there lies the ever so important Lot'ioneus, where the life-blood known as lotion is created and dispersed throughout the lands. Due to the pure vanity of the Nayquesos people, nearly 3/4 of the Shields of the Desert military corps are stationed here, at Lot'ioneus. The reason being that the people of the Tribal Cl'onin would rather lose their capital cities and artistic outputs, as much as they mean to them (an amazing amount), than their lotion.

Nyerguds
06-26-2006, 01:54 AM
If only people would learn to take the latest map... *sigh*
And please, don't img tag it; this thing is huge.

Map updated from original, since yours seemed to have darkened a bit for some reason. I should prolly put the desert's name on there again though.

http://cnc2sw.planetcnc.gamespy.com/stuff/theland_thumb.jpg (http://cnc2sw.planetcnc.gamespy.com/stuff/theland_final.png)

AI
06-26-2006, 01:38 PM
Hm, questionage:

Why are Serniac and Kojiro already allied? To the point that Kojiro is already sending dragons across the land? Seems a bit daft to me, when nobody actually knows for sure what has happened...

VO
06-26-2006, 02:11 PM
For everyone's info - posts don't have to be as long as the ones we've just seen in the main thread; I think everyone was just rather keen :p

Wesforce
06-26-2006, 03:05 PM
I had 9 pages up and waiting to go :p

Statalyzer
06-26-2006, 04:02 PM
Ok, so what's the protocol for the bold names under the timestamp of all these posts? It seems to be the character view you are taking, but a lot of posts do a fair share of viewpoint swapping.

And it also seems all the timestamps are wrong. The 20th of the Month, for example, wouldn't be Unday, the 21st would, since there is no 0th of the Month.

Wesforce
06-26-2006, 04:12 PM
Well (in my case) I could have done a seperate post for each character, but that would have meant I'd posted about 9 times. I think its fairly clear who's viewpoint is whose (seperated by asterisks) and all those happened around the same time. In the future though I may stick to adding the names.

As for the second bit: Well done, you spotted the deliberate mistake ;) (Are you trying to take Nyer's crown in nitpicking?:p )

VO
06-26-2006, 04:50 PM
point taken. I'll fix my post.

Wes - it may be worth just putting the character name before each section. I started doing it anticipating the sheer number of characters that would be around.

Nyerguds
06-27-2006, 04:21 AM
Hm, questionage:
Why are Serniac and Kojiro already allied? To the point that Kojiro is already sending dragons across the land? Seems a bit daft to me, when nobody actually knows for sure what has happened...
woah... same. In fact I didn't even realize we'd started...

SW Freak
06-27-2006, 05:56 AM
The alliance has been stricken from the recond, and the post's been edited accordingly. Again, sorry for the ****-up.

Nyerguds
06-28-2006, 01:01 AM
Ummm Serenla... you made a mistake in your post.
“As many of you know,” she continued, “Cassone has no heirs”
Yes he does... they were just all wiped out...
Did you fail to understand that this isn't a matter of the Emperor dying, but rather of a comet annihilating the entire CITY?


Also, to the new folks... disable your signature when replying in the RPG thread.

Serenla
06-28-2006, 03:12 PM
Well that's what I meant. Not so much that he had no heirs, but that none were left alive :\ Anyway, I'll edit that out to clarify it since I messed it up.

VO
06-28-2006, 03:17 PM
Well that's what I meant. Not so much that he had no heirs, but that none were left alive :\ Anyway, I'll edit that out to clarify it since I messed it up.

I think Nyer was being a bit over analytical there - made perfect sense to me :p

Serenla
06-28-2006, 03:23 PM
Well in any case, none of them had read the letter yet, so none of them should have known that Newkeep was destroyed and the entire line removed. But it's fixed now so all should be good.

EDIT: Just wiritng a bit here about Aratin and the Fardain Rebellion

While House Aratin did not formally side with Fardain in their ill-fated revolt, they had provided the rebels with supplies and were staunch trading partners of the northern Dains. Lacking an army in the field at the time, Aratin was spared the devastation wreaked upon Fardain and the other houses, but not the horror of the rebellion's defeat. The loss of their greatest trading partner and the sight of the dragons in the skies above the Areggan Desert left many in Aratin in sheer panic and terror. The royal family, while confident in the army's ability to deal with foreign armies, also realized that Aratin was ill-equipped to deal with the airborn threat represented by Kojiro.

A year after the rebellion, the Flamesworn were officially initiated as a military unit outside the army's jurisdiction. The Flamesworn served in a minor capacity as bodyguards for the royal family, but trained primarily to deal with dragons in the event of war with Kojiro. Each Flamesworn soldier is given training with a variety of weapons, but carries a bow, rifle, sword and knife at all times. They are well-versed in poisons, which are considered in Aratin to be the best hope of defeating dragons. It is important to note that though the Flamesworn train for the purpose of killing dragons, there has not yet been such an opportunity and they have had no chance to test their skills in battle.

Also, as a side note, nearly everyone in Aratin hates Kojiro for their dragons. They consider the dragons to be unnatural and far too powerful. They have experience with dangerous creatures in the wastelands, but none can match the power of the dragons and that is why they hate Kojiro.

Nyerguds
06-29-2006, 01:35 PM
ah, ok... I thought you really missed the point. Good to see it's fixed ^_^

CKW
07-03-2006, 02:28 PM
The Hex and the Fardain rebellion:

The Fardain rebellion is quite possibly the most shady chapter of the Hexapact. As soon as the notice of house Fardain rising up in arms against cassone, a chasm was formed amongst the solid block of The Hexapact rulers.

In one hand, the main stream of the Hexapact, in an exercise of cold thinking and diplomatic exercise, supported the current empire. But such support was not lacking hidden intentions, for the brewing battlefield would be the ideal testbed of their new weapons and technology. During that war, the first War-Mage officers were deployed in the field, with great success.

However there was yet another branch on the hex. The seventh house, House Ravena, wich had been faithfully loyal to the Dain in the last days of the empire, departed with a number of followers to join the Fardain against the overwhelming tides of the empire. In the end House Ravena was crushed along with house Fardain, yet it paid honor to its name, surviving once more to the overwhelming forces of the Cassone... and surviving the Fardain. Defeated again, without a lord to protect, the few, battered but living Ravena secluded theirselves amongst the Hexapact... but alas, their reputation among the wizards would be marked forever.

Nyerguds
07-06-2006, 02:05 AM
ok... does that mean you're finally going to POST IN THE RPG?

Statalyzer
07-06-2006, 12:53 PM
It seems like half the houses have already forgotten that this exists.....

AI
07-06-2006, 01:06 PM
It seems like half the houses have already forgotten that this exists.....
What exists? :dizzy:

And Nyer - Leave the poor fragger alone! :p

(Go bother Nilco instead!)

nilloC
07-06-2006, 02:08 PM
nah nah i'm still here! sorry, death in the family meant going to florida for a week for the funeral, and i just got back. sorry, but this was the last thing on my mind down in florida. :p

Statalyzer
07-17-2006, 02:22 PM
:sadwave: