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Fantasy Noble Age - House Sheets

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SAIGO-NO-HEATS

A drifter, returned
This page is for player houses only. Any and all questions and chatter should be kept to the OOC thread here:
Fantasy - Noble Age - OOC
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[Family name Goes Here]

[House Crest Goes Here]

Nicknames/ Titles: Same as for Characters, but concerning the entire bloodline.

House History: The history of the house, or at the very least the parts that have been written down.

Lands: The territory your house oversees and, at least nominally, protects.

Organizations: Chivalric Societies, warrior lodges, or similar devices that own some degree of allegiance the the House
 
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House Veritun
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Referred to by many names and nicknames (such as The Bat Lords, Bastards of Gorrikhal, The Sellsword Family, and more) House Veritun is an ancient family counted among the first in the kingdom, it is generally held by House Veritun that it was founded by the legendary hero(or villain) Gorrik the Bloody, who had been payed to build the mighty coastal castle Gorrikhal so that he could defend the area around it from the sea raiders of Torquil, with mixed results, what with Gorrik having met an end at the hands of their Mythical Mer-King in battle. This was the first time House Veritun was nearly ended, as it was known that Gorrik had left no true born children. Luckily, Gorrik had been well known to be quite unfaithful, so it was quite easy to find a bastard with his blood in the nearby village of Water's Edge. After that, it became something of an unhappy tradition for such events to happen, eventually leading to the Verituns to even recommend fathering a number of bastards to the new Lords of Gorrikhal, for "added familial protection". For the last hundred years or so, House Veritun has become something of a mercenary capital, loaning men and arms to many a cause that was willing to pay, with their most common employer being House Corvus.

As of current events, House Veritun stands to gain quite a bit from the death of the ailing King, a man who heavily disliked both the blood and ways of House Veritun. As it stands, after his death, House Veritun will be able to hawk their services further than and more actively than they've been able to for the last sixty years as many of the restrictions placed by the dying king will be dropped or quickly forgotten. While most members of House Veritun care little about who sit the throne, including it's current family head, there are still those who believe that, given House Veritun's connections to the throne and ancient bloodline, that they should sit one of their own upon that great seat. While most in favor of House Veritun being on the throne are keeping silent, there is no doubt that tensions will eventually boil over between the two factions within House Veritun.

House Veritun
Gorrikhal and the Surrounding Lands of Rima

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The main seat of power for House Veritun, Gorrikhal is a massive black fortress situated on a massive basalt outcropping of a tidal island who's only mainland connection becomes submerged during most of the day, making it difficult to siege in any effective capacity. Many times in the past, armies have come to siege Gorrikhal only to find it unreachable. Outside of this, Gorrikhal is often referred to as "The Castle with a Hundred Secrets" due to it be filled with hidden passageways, secret dungeons, traps, and worse throughout it's body and underneath. Another name, "Torturer's Way", has arisen of late due to Lord Isidore's habit of making many who have entered the castle never return, or worse, return as shadows of the men they once were, tortured and damaged into submission before finally being released. And it's most famous name, "The Vampire's Hold", derives from legends of Gorrik the Bloody born outside Rima, where it is said that he was a monster born from bloodshed and hatred, which feasted on the vitality of mortals and could turn into a bat at will, and would put his enemies on wooden stakes to slowly kill them and extract their blood, which he would feast upon right then and there. Of course, most of this is completely false. Gorrik the Bloody had actually been a skilled tactician who knew the power of fear, and would create a veritable forest of bodies to scare invaders and make them terrified of the Bat Lord's might.
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Beyond Gorrikhal lies the lands of Rima, an area of known for highlands, hardy folk, and rocky ground, which one could say is the perfect catalyst for creating raiders or mercenaries, of which Rima is most definitely the later. While the five greater houses in Rima will often work contracts on their own, their contracts are almost always handled by House Veritun's Lord of Contracts, in this case Lord Crispin Coast. In Rima, it is common practice bastards are given the Surname Hill. Rima's five largest minor houses (from right to left) are House Nistan, House Bered, House Springan, House Hook, and House Righund, each of which having unique customs and beliefs, but all bowing before the Bat Lords.
House Veritun
The Riman Pikeman and Veritun Mercenary Company
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The Veritun Mercenary Company is the official name for the part of House Veritun that contract themselves out as professional mercenaries to the highest bidder. The role leader for the Veritun Mercenary Company, referred to as "The Lord of Swords" or "Swordmaster" is almost always a royal bastard of House Veritun, the so-called "safety net" of the family's bloodline. Oftentimes, the post is referred to as the Bastard Lord by the people outside of Rima, though few would dare call them that to their face, lest they draw the ire of House Veritun and their affluent Mercenary company.

The main force and centerpiece of the Veritun Mercenary Company, the Riman Pikeman is an elite force of heavily armed and armored pikemen that are considered a horrifying sight for almost any general. Highly mobile, aggressive, disciplined, and well drilled to do things other formations cannot, the Riman Pikeman created what is now commonly referred to as the "Riman Square", a formation of 100 men in a ten by ten square that are practically impenetrable to cavalry, and a daunting sight for any infantryman as the square makes it so that no side is unprepared for attack, and allowed for the Riman Pikeman's ace in the hole, the Pike Charge. Instead of staying in one place, waiting to kill of be killed the Riman's will take their cavalry proof square of infantry, and march it around the battlefield, and more specifically, directly into the enemy. There are few to no melee counters to the Riman Pikeman, as few can get past the bristling formations of deadly pike, with the only real counter being archers and artillery, though archers often aren't enough due to the heavy armor the Pikemen are armored in and will swear by.

An interesting note, The Riman Pikeman(And the Veritun Mercenary Company as a whole) have something of a rivalry with the Lionguard, and will often refuse a contract if they must work with the Lionguard, most likely due to their foreign nature and strange habits, along with many negative interactions between the two groups.
 
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House Name:
House Estley

Titles:
Lord of the Korkari
Warden of the Rock
Guardian of the Bay of Estley

Holdings:
Bay of Estley
The Korkari Highlands

House Sigil:
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House Words:
By Deeds Alone

The Rock (Seat of the House):
A true statement of practicality over all else, including comfort and beauty. The rock is a near impenetrable fortress, jutting out over the Bay of Estley, not just controlling access to the port, but also allowing for control over the Land surrounding it and providing a base and home for Lord Estley and his army. The only entrance is over a narrow causeway, the cliff below it having fallen away long ago, leaving The Rock as an isolated outcrop, hence its rather unoriginal name.
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There is also a little known entrance and exit from The Rock, a small cove that resides at the base of the great cliffs, large enough to just about accomodate a pair of small fishing vessels. Hidden amongst the rocks at the base, for one that does not know its location it would be perilous to find, as such its existence is a closely guarded secret kept by the Castellan of the Castle and the ruling Lord of House Estley, a perfect means of escape in case of the Rock’s fall, though it has not reached this point yet. Of course it could also be a backdoor into this near impenetrable fortress, hence the closely guarded secret.

History of the House:

House Estley first arose on the shores of Estley Bay over 400 years ago, a naturally formed bay which had long been famed as providing a safe deep harbour amongst the rough terrain of the coast. Several fishing villages already existed, dotted along the stretch of coastline. Their first seat was a simple wooden motte and bailey castle that was constructed, giving them control over the multiple villages that dotted the bay. This provided them with a solid base from which to increase their control over the greater Korkari Highlands. Whilst the first founder of the House has been lost to history, the first notable member from which they start their history is with the legendary Chief Wengred of Clan Estley, it was he who used this base to one by one bring the tribes under his rule through the only means that they knew, through strength of arms, whether it was leading armies in clashes, or defeating tribal champions in one on one combat. Within a scant 5 years, the once warring tribes of the Highlands were united under a singular leadership. Just a year after this however, Wengred was dead, killed in a skirmish with raiders from the northern sea. At this point the whole house of cards could have collapsed, thankfully his son Stirling, was a cut from the same cloth, and held the tribes together under his rule, beginning the hereditary leadership that has remained to this day. As the years went by this was formalised into the Korkari Kingdom, under the King sat a mix of noble houses, and tribes that remained almost unchanged from the early days.

Their inland holdings, the Korkari Highlands, were relatively poor, being rocky and windswept proving to be of little use for agriculture due to its poor fertility, and whilst their were several rich iron veins which are still mined to this day, there was little in the way of any precious metals or other exportable goods. With the bay under their control though, they were not only able to satisfy their food requirements through the fishing villages but were also to build up a financial base from the traders who used the shelter of the bay.

This smattering of villages eventually grew into a bustling trading town, providing economic security for the area. With the coming of the current ruling family and the uniting of the Kingdoms, House Estley planted their banner against this unification, having held the mantle of King of the Korkari, the people here were notoriously independent, with their own customs and manners, which the Estleys also followed. Given the rough terrain and the string of forts and holdfasts present in their domain, they were able to hold out against the invaders for many years. After numerous losses in the highlands however, the aggressors struck at House Estley’s weak point, they bay. With the towns and villages seized their wealth and supplies were cut off. Soon the defenders were starved out of the wilds, and retreated to The Rock, the last stronghold that stood against the invaders. Recognising that to try and rule through domination over the Highlands and the bay would doom the Land to guerrilla warfare and constant low-level disobedience, as well as the fact that taking The Rock would cost huge numbers of men. As such an offer was made, House Estley would keep their holdings of the Bay and the surrounding Highlands. This has not lessened the hatred that the Korkari people and House Estley feel towards those that they feel are their oppressors. Their pride and independence still blazing strongly, as such they are deeply mistrustful of outsiders and other Houses, especially outside of the trading areas. Whilst they have not raised their flag in open rebellion over the past 200 years, they have however harboured their scorn towards those they consider to be their oppressors.

Over the years the trading towns eventually joined together to form the Port Trading City of Korhaven. It may not be the biggest or richest cities of the kingdom; however it is still a sizeable sized settlement, and brings in a healthy amount of money for the House. Outside of Korhaven however there are no major settlements, or anything above a small town in the Highlands, what there are however are a larger than normal number of forts and castles, a leftover of the Highland’s more militarised and lawless history before the unification of the kingdoms. Whilst this means that the Land is well defended, the population is smaller than the size of the lands would normally be able to support elsewhere.

Following the occupation of the Bay and the Korkari Highlands, House Estley were elevated to amongst the Great Houses of the Land. They have tried their best to keep themselves to themselves however, with little contact beyond their borders, and rarely attending court at the capital. As such their relations with other houses have been somewhat stunted. The few occasions that they have actively served the crown have generally been in regards to service in the military, their experience of combat in rough terrain being utilised by the reigning monarchs over the years.

The lands of House Estley lie on the north western coast of the Kingdom

Places of Interest and the Houses of the Land

Korhaven:


Korhaven is the largest urban population center in the Korkari highlands. It serves as as the main port for the whole of the Estley holdings, nestled within the Bay of Estley, offering a calm harbour against the rough storms of the northern seas. As such unlike the rest of the Korkari Highlands, famed for their isolation, it is a relatively open city, full of different places of worship, and a quite diverse population. It is under the control of House Garven.
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House Garven through their Lordship of Korhaven is the most powerful of the Estley’s vassal houses, controlling this vital trading port. One point of contention that has arisen between House Garven and the inland families however is that they have lost a portion of their Korkari Culture and outlook through their cavorting with outsiders, very much putting them as an outlying house, their history full of marriages to southern families, and having far better relations with the outside world than the other Korkari families, including the Estleys.

The Iron Belt:

This ring of hills and crags runs the length of the Korkari Highlands, as such no single house controls the Belt, if they were they would easily become one of the most powerful houses in the region. The reason why the Belt is of such worth, and why it has achieved its name, is due to the fact there are numerous iron veins running through it. This is House Estley’s main export, a hefty tribute being paid to them by the Houses granted a license to mine this resource, it also allows them to equip their warriors in the heavy armour that is customary to the Korkari warriors, the Hearth Guard in particular. At this present moment in time there are 4 major mines along the Belt, with at least a dozen more minor mines in place.

Religion:

The Korkari are a pragmatic people, this can be seen in their architecture, their values, and their religion is no difference. Priests as seen by the southern cultures quite simply do not exist, the Korkari seeing no sense in a person's sole job being simply spiritual given the hardships of the mortal world. Instead worship is conducted on a smaller scale amongst families or traditional tribal groups, led by the matriarch or patriarch of said group, and whilst they honour the Gods they do not call upon boons or favours, instead viewing their own success achieved by their own hands as symbols of the Gods’ favours, helping those who help themselves, once again a product of their harsh home.

Whilst a large part of their religious beliefs appears to follow traditional Northodoxy, their principle God being the The Great Matriarch, and below her being the vast myriad of different gods and goddesses, they also follow ancestor worship, with small shrines to their ancestors present in almost all homes, from a couple of candles and figures in peasant huts, to entire rooms in the homes of Lords. This is the original religion that the Korkari followed before the coming of the invaders, and has persevered alongside the Great Matriarch, adopting this belief to the point where they view the Great Matriarch as the first Chieftess of the Korkari, a mere mortal who ascended to godhood after her death through the strength of her conviction and her prowess. Their belief is that when Korkari die, as long as they have lived a life honouring their history and their ancestors, they shall join them on the other plain, a place of heroes and great deeds. If however they are not judged worthy, having betrayed their ancestors or otherwise besmirched the Korkari name, then they shall simply be forgotten, snuffed out like a candle in the darkness, with none to sing their names or their deeds, simply consigned to oblivion.


Military:

Given the smaller population from which to draw upon, House Estley is unable to call forth hordes of soldiers. However they have made up for this with a more professional standing army, able to equip them from the iron mines that dot the Land. Given the rough terrain being unsuitable for the maintenance of horses, they are unable to field cavalry forces of any real size, and the terrain itself does not lend itself well to cavalry combat, lacking the wide-open space and plains to make use of charges effectively. This does mean that they focus near solely on infantry combat, able to field well equipped and trained regiments as well as their more numerous peasant levies. The Korkari armies are personified by their heavily armoured infantry, their primary weapon being a 6ft iron topped halberd.

The elite of the army, that the rest if formed around are the Hearth Guard, more heavily armoured than the standard soldiery with their heavy plate, and kept on retainer, constantly training and fighting. Their primary armament is the same as many other soldiers with the halberd, excelling at dispatching cavalry. As a secondary weapon they also carry war hammers and dirks, for dispatching foes up close where wielding their halberd proves to be problematic.

Korkari armies are generally defensive in nature, fighting in solid squares of bristling pikes and halberds, designed to absorb cavalry charges and attacks, before surging forward and overwhelming an enemy once their momentum has been arrested. If the time for an offensive emerges however then they rely on larger, looser formations of Korkari Highlanders, levied from the local populace, a near barbaric mob of lightly armoured and armed soldiers in their family or clan colours, though lacking in formal training or standardised equipment, they are still a force to be reckoned with once they have engaged their foes in close combat. Even though these levies are more lightly armed than most other levies, this is an advantage in the rugged terrain of the Korkari Highlands. Whilst these Levies are happy enough to defend their homeland, persuading them to march outside the borders of their home would require a great deal of persuasion.

Korkari Hearth Guard:

Medieval knights collection. Personal project, started from small thumbnails in between work, and grown up to this. Every character has his personal historical time of existing, weapon and speciality Hope you like it friends)


Korkari Levies (Armed with Spear and Axe respectively)

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House Lidall (WIP)"Aim for the Heart"

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Nicknames/Titles:
Lords of Crescent Hallows, Protectors of Forest, Possessors of the Sacred Horn, The Last Kings of the Hallows, That Elvish-looking family of tree-huggers.

History:
The Lidall family heirloom is a unicorn horn, passed down for generations. Supposedly the first Lidall to rule Crescent Hallows, Cameron Lidall, was a hunter who encountered a unicorn. He spared the unicorns life and was offered the horn in return (or at least, that's how the stories go). Since then his family has been considered the Lords and Ladies of the Hallows by the superstitious folk living there. Cameron Lidall was the last human to encounter a unicorn (as all have died out/disappeared). No one has seen a unicorn (let alone gotten a hold of a horn) since. Therefore, his family are also called the last kings of the Hallows by the people living there...as they are most likely to be the last to family to receive the blessings of a unicorn. The people of Crescent Hallows didn't serve the crown until the 3rd-generation Lidall to rule Crescent Hallows swore an oath to King Rihard. They've been sending their archers to serve in the king's army ever since. While not the richest of the noble houses, thiers is one steeped in history and tradition. One of the ancient families that existed long before the current ruling dynasty and have remained alive through the clever/wise decisions of their leaders--and the loyalty of the superstitious folks of the Hallows. Due to the general lithe and 'pretty' appearances of children born to the Lidall house, its believed that the family has had history of intermingling with the elves that used to live in the area, but there's no real proof of this. If the Lidalls have any Elven in them, it's 1% at best now, seeing as Elves aren't around anymore and haven't been around for 100s of years. Likely due to the growing human population and their expansive nature.

During the civil war 200 years ago, the Lidall family faithfully sent their archers to support the royal family. Their presence was one of the biggest reasons the war lasted as long as it did. Superior marksmanship that took down legions of horsemen. Traps that made the enemy wish they never stepped foot into a forest. The rangers of the Crescent Hallows fought bravely to keep oath. However, when the king broke faith by burning down an entire forest (within Lidall lands) just to trap the enemy, the Lidalls swapped sides. This is one of the many reasons that ultimately lead to the old dynasty's demise. Seigrun Lidall swore fealty to the new king of the kingdom and was a rewarded with a pardon for all crimes committed during the horrible war, a minor compensation for his lost forests, and a position as the King's Ranger.

200 years later, the family stands strong as one of the military mights that support the crown. There is always at least one Lidall serving in the royal archery units. While they do have a place in the king's court, as one of the ancient families, the Lidalls aren't as heavily into politics as some of the other noble houses. Rather, they are generally focused on preserving their own lands and way of life.

Lands:
The Crescent Hallows is a large, lush valley surrounded by hills and mountains on all sides. Located in the Northwestern part of the kingdom, it was once home to elves, unicorns, and other otherworldly creatures that made their home in forest and trees. Perhaps that why the land is full of forests and woodlands, with healthy amount of wildlife. However, as human hunters settled in the lands, the Crescent Hallows saw a marked decrease in flora and fauna over time. Unicorns disappeared. Elves disappeared. The land is still fairly abundant in greenery, but not as much as it used to. Since the 3rd generation Lidall ruler swore an oath to the kingdom, the situation only grew worse. Population increased. While the lands grew bigger, its riches grew less and less. In order to preserve their lifestyle, laws have been made to preserve the environment. Limit poaching to what's necessary. Restrict outsiders. People who still remember the old ways, when hunters lived in harmony with elves, formed religious groups. Taught their children many superstitions that still last to the current day. Plant a tree for every tree you cut down or the Spirit of the Forest will punish you. While believers of such tales have significantly lowered with time, and interpretations very from family to family, the people of Crescent Hallows to have a general understanding of how to live with the land (like the elves once did). This is why the forests of Crescent Hallows still retain their majesty.

Multiple rivers run through these forests, keeping them fertile, and lead to the Azure Sea, which can be reached by traveling through the Silver Tunnels (or going over the Silver Mountains, which are named thus because of the abundance of silver in them). While not necessarily a part of Crescent Hallows, the Azure sea port is protected by the archers of the Lidall family (most notably the Silver Arrows, that guard the silver tunnels). The main exports of Crescent Hallows are: Fur, hide, lumber, and silver.


Organizations:
  • Silver Arrows (Comprised of the most elite archers and hunters in Crescent Hallows, it is rumored that every member can shoot a rodent from 1000 feet away. Highly mobile, they serve as excellent scouts. However, their training makes them no slouch in close ranged combat either. Riding. Swordplay. Hand to hand combat. Members are taught knowledge of poisons, traps, tracking, and various other hunting techniques passed down the Hallows for generations. Their motto is, 'We Never Miss Our Mark'. Silver Arrow members have protected the Lidall family for generations. They also guard the Silver tunnels and their arrows are often laced with poison.)
  • Faith of the Unicorn (a faction that supports Crescent Hallow's independence from the kingdom. They believe strongly that the Lidall family should just take the throne because the 'gift' of a unicorn confers the right to rule. Strongly support the Lidall family...though a bit too overzealous)
  • Old Forest Priests (plant a lot of trees. Advocates the worship of old nature spirits and gods. These guys are the main propellers of environmental laws).
  • Lidall School of Archery and Hunt (Created by the Lidall family for orphans and children whose family don't have the time to teach them, members often end up joining Crescent Hallows military, with only the very best graduates picked up by the Silver Arrows. While it's gradually gaining popularity amongst the villagers as a place to gather and share techniques, some old families are still hesitant to send their kids there as they would rather teach their own children.)
Military:

Lots of archer and ranger units comprised of volunteers from all the Hallows villages, generally stationed within the surrounding hills and mountains for defensive purposes. The most elite of these units, of course, are the Silver Arrows led by Elywin Lidall's second daughter. The people of Crescent Hallows boast superior archery skills compared to the rest of the kingdom. They wear leather armor and specialize in guerrilla warfare...as well as trap-setting. Soldiers are taught to shoot then run, keep distance, and maintain a mobile formation.

Theme



(Credit goes to Forest Elves)​
 
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House Ambercrown
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By Blood and Ice

Nicknames/ Titles: The Hawk Lord's, Warden's of the North

House History: The Ambercrown's began like all the Northern House's: warlords raiding the coasts around their seat, Hawk's Rest. Little more than common tribesmen for centuries, this all changed during the reign of Ander, the Hawk King. Under his banner he united not just his people, but the people of the North itself, fending off invasion after invasion from foreign powers. Ander set the precident for all future King's, a first among equals, a man who let his deeds let others know why he led. His son, Marcel, expanded the kingdom's territory, earning the title of "Talon" in the process, and taking a sword as the family's ancestoral blade in his conquest. For centuries, the Ambercrown's ruled unopposed, though soon they bent the knee, placing their people above their pride. They swore a blood oath to the ruling dynasty, becoming the Warden's of the North. Though shadows of their former selves, they are still a proud and powerful House, their army being one of the largest and most disciplined in the kingdom. Nowadays, they still serve the King, though his approaching death brings into question their loyalty after his death. Many in the North want to once again be ruled by the Ambercrown's, and jave already dubbed the young Lord "The Young King," in hopes he will soon being them freedom.

Their military mainly consists of levies armed with spears and axes, with some using swords. All soldiers, however, use the iconic Northern round shields, using tactics that make use of their sturdiness and size. The levies are, however, very poorly armored, most only wearing simple leather armor with maybe a helmet to match. Even the Lord is relatively ill-equiped compared to his contemporary Lord's, though the Northerner's pride themselves on being some of the best warriors despite their lack of armor. The cold, barren landscape of the North means only the hardiest survive, and every man and woman is required to own at least one weapon in case of an invasion.

Lands: The Ambercrown's are Warden's of the North, which is all under their protection, though individual ownership belongs to the smaller House's and clans, as it was in the old days. As such, the Ambercrown's only rule over Hawk's Rest and it's surrounding area, which is mainly a fishing settlement that raises sheep on the side. The North itself is one of the coldest places in the entire kindgom, with vast tundras, deep fjords, and mountains that reach into the sky. Very little crops will grow in the more northern parts, so most of that burden lies upon the southern regions of the North. In exchange, many Houses frkm further North hire out their hardy soldiers to thr southern House's, as to gurantee that everyone gets their food. While the various clan's and House's are mostly independent, they are quick to come together against a common enemy, much like they did centuries ago.

Organizations: None.

(Sorry if it's not the best! Just been a stressful ass week!)
 
House McKinley

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Nicknames/ Titles: N/A

House History: The McKinley House is by all standards a new House. There is of little note about it aside from it's adamant refusal to swear fealty, as a Minor House, to a Great House. The Founder, Connor McKinley, has been noted in saying "I been workin' someone else's land all my life. I ain't gonna give what I got away because some arse, lookin' down his nose at everyone, told me to." A statement to get anyone's back up. That being said, all this House really wants is to just be left alone.

Lands: The McKinley holdings consist primarily of wooded country side with a river running down it's eastern border, mountains to the north, and the coastline to the west. The only populated area in his domain is a village that has sprung up around the chapter house of the Order of the Maple and the run down hunting lodge the McKinley family had been given when their status was raised to that of a Lord.

Organizations:
The Order's beginnings are shrouded in mystery. All that is known is that it was founded some time shortly after the beginning of the Black Plague. And that the first members were formerly followers of a god. Order records state that they found their salvation in a clearing with a lone maple tree standing proudly in the center. There the Goddess revealed herself. She had red hair that blazed like fire, skin as fair as snow, and beasts flocked to her as if she were their mother. This was truly a divine being, but the heart and mind of man is a skittish one. Like a rabbit sensing danger and ready to bolt for it's hole, so to were the men who had found the clearing. But the Goddess calmed them, assuring them that she did not want to harm them. She saw how they thirsted, for the last of their water had run out days before, and she cupped her hands and water come as if from a spring before telling them to drink. As they drank from the water that sprung from her hand as if from a spring, they felt as if they had been reborn. The water had given them energy they had not had since they were youths. She saw how they starved, for their hunting and gathering had found nothing in the barren landscape. And from her hair she pulled berries of the most fiery red and commanded them to eat. With each berry they felt as strong as an ox, as if they could uproot the lone maple tree in the clearing with their bare hands. And she saw how they feared the coming dawn. This time she asked why. And once she was told of their hardships, after all fifty laid their hearts bare, she said with the voice of divinity "You do not have to fear anymore. For I will protect you. In return, you shall do as I ask. You will protect this tree, the symbol of what I am, from all those who seek to harm it. And you shall protect the lands from all that dare taints it."

From there the record goes on to tell about how they then built up the great chapter house that stands today around the Maple and the official founding of the Order. How the first knight came about is unclear, the first name given the title of knighthood was mentioned not several paragraphs after the founding of the Order. But it can be easily explained why their order became one more orientated towards violence. The original promise made by the first fifty had to be upheld. And the command of the Goddess was not always in the name of peace. Sometimes violence in her name was even rewarded, something unheard of in the previously peaceful Order. Tales of gaining divine blessings given by this Goddess soon spread across the land. And current members took up the way of the sword in hopes of gaining Her blessings as well. Soon the iconic green and red armor of the Knights of the Order of the Maple became a common sight around the immediate area of the chapter house. This fascination with Divine battle has bred the utmost best of warriors. Of course, Chivalry and honor still holds in the Order, if just barely. Their reputation for their calculating ferocity suddenly being halted in it's tracks in the name of honor and chivalry is legendary. Particularly the tale of Sir Albreic, who broke his own sword after shattering his opponents to make the fight fair.

The Order of the Maple holds it's allegiance to the Goddess above all else. If their chapterhouse is threatened or attacked, honor and chivalry will be forgotten to uphold their promise to the Goddess, if it is necessary.

The Order of the Maple has, in theory, only one position, that of Chapter Master. However, in practice there are several ranks to be made aware of when interacting with the Order. The lowest rank of the Order is Initiate. Whether squires to Knights of the Order or newly joined members of the clergy, they hold little power in the Order. They are often found either in the Chapter House running errands for Monks or by their master's side (if they choose to become Knights). It is left up to the rest of the Order to determine how long individuals are Initiates. Often times those that wish to join the clergy of the Order take years longer then those wanting to become Knights of the Order, most likely because of their need to become literate and to write neatly so as to be able to read books deemed holy and to copy them so others can read them.

Monks make up the next level above Initiates. Though lower then Knights for their lack of fighting prowess, they hold greater power when speaking of what the Goddess wants and what needs to be purged to cleanse the land. They manage the great library in the Eastern wing of the Chapter, making sure the records are accurate and in good condition. They wage a war all their own in an attempt to keep the records whole, a war fought against nature with quill and ink. They also are in charge of keeping the Chapter as clean as possible, though they leave the Barracks and Southern wing to the Knights to handle.

Knights are the bulk of the Order's numbers. With lance in hand they purge the land of blights in the name of the Goddess. They protect the Chapter, with their lives if necessary. Because of their physical prowess, they are placed above simple Monks. Knights have a ranking system all their own based off of traditional military ranking. Lowest ranked Knights are denoted by two green plumes atop their helmet and flat green armor. Sergeants have two plumes as well, but these are green and yellow respectively, their armor is also more ornately decorated with yellow scroll work along the edges. Captains wear three plumes, one green and two red, and instead of yellow scroll work like Sergeants it is red. They often have a crest on their helmet, as this is when they are allowed to have a crest.

Warrior Priests. Often those that are to old to fight, Warrior Priests are tasked with the honor of guarding the Tree itself. Rumored to have been granted a vision by the Goddess of their own death, they have taken oaths of silence and celibacy so as to focus more on their duty. To communicate among themselves, Warrior Priests have come up with a complex system of hand gestures. They are often more lightly armored then Knights, their heads often uncovered. The reason for this is not completely known and is a closely guarded secret by the Warrior Priests, meaning that not even other Order members know why they do it. Their weapons vary greatly from Warrior Priest to Warrior Priest.

The one who holds the title Chapter Master holds the highest rank in the Order. When seen in battle, the Chapter Master wears red armor with green scroll work, five plumes on his helm (three red two green), and has a crest of a maple tree on his helmet. And each Chapter Master wields the lance and two handed sword passed on from Chapter Master to Chapter Master since near the beginning of the Order itself. The sword is named Blight's Bane and has been baptized in water blessed by the Goddess and now burns with a holy fire when it tastes blood. The lance has been named Wyrm, after having supposedly slain a creature by the same name that plagued the land causing crops to fail and all manner of creatures to fall ill and die, tainting their meat so as to make it unsuitable for consumption. The blood of Wyrm stained the lance, strengthening it and making it poisonous to the touch.

There is one rank held above even Chapter Master, the rank of Primarch. The rank of Primarch is extremely hard to obtain, there being only one Primarch in the history of the Order. In order to become a Primarch, the current Chapter Master must call upon the Warrior Priests, those closes to the Goddess, for a vote. If the Warrior Priests choose to answer this call, which it isn't garunteed they will, they must unanimously agree upon a chosen member of the Order outside of the rank Warrior Priest. If there is even one vote for someone else among the Warrior Priests, no Primarch will be chosen. It is unclear how the secretive Warrior Priests go about voting, but if they do decide on someone they will approach their chosen candidate and challenge him, one by one, to a duel. After that the candidate, if they won the numerous duels, must recite the Blessings of the Goddess as Monks listen in to make sure he does not miss one word. And after all that is done, the final hurdle to jump is to lay for one night in the garden the Tree stands in. If the Goddess approaches you, then you are to become Primarch. If she does not, then you are simply to be honored for making it that far. The few times someone has made it that far, they became the next Chapter Master.

The only Primarch to have existed was Buras the Undefeated, a man told to be as tall as the heavens and as strong as the mountains. Upon dying in battle, after having been unhorsed and with an assortment of weapons embedded in him and his armor, a crypt was carefully built under the Tree, so as not to harm it. He was buried with all of his now legendary equipment. His armor that blazed the color of the leaves in Autumn with golden scroll work, masterfully crafted by beings said to have crafted weapons for gods. It is told that after the battle the armor sealed itself, repairing any rents in it caused by man or beast. His winged helm allowing him to speak with creatures of the air thwarted many an ambush. His flamberg, made and embued with fey magics and never needing to be sharpened or mended, crackled with each swing and sung of his foes death as it drank their blood. His lance roared like a lion as it approached its prey, and drank greedily of their life, giving it to its wielder. Even his mighty steed, Balius, had its remains preserved and draped in it's armor, the same color and made by the same craftsman as its rider

Saints are people, not always of the Order, that have managed to gain the Goddess' blessing. The records are filled with the deeds of these saints, and alcoves all over the Chapter house are filled with statues in their likeness. If a member is blessed with Sainthood, he is no longer a part of the Order, technically. These saints then go out on self imposed exile to spread the word of the Goddess with a small library, which the Monks have hastily copied from the library, on the back of their chosen mount, some choosing to ride out on oxen and mules instead of horses to carry more books. These saints can not be bought, are tireless when on the hunt. Their faith guides them, and the Goddess protects. But they are still mortals and can be killed.

The most well known of the saints is Saint Anna. She set out on her journey on a gazelle, who was granted to her by the Goddess, with but only the core books of her faith and a sword to protect her. She has been attributed with several holy actions such as curing a whole village from the plague with a mere touch, sending away the pests that ate away the crops with only a whisper, and the slaughtering of man and beast that threatened many villages. Her kindness is legendary, and her faith was unshakeable. Her death came about when she was captured in a desert far away and was executed for heresy, the Goddess being rejected in those lands. Once beheaded, blood did not flow but instead the purest water came forth. And where the water land, new and extraordinary plants leapt forth and grew in seconds.


The Order of the Maple, also being a religious one, believes that something happens to them after death. There are mentions of a grand forest in their holy texts where one can hunt beasts of legends, drink from springs of nectar, and plants laden with food that never seems to end. A grand tournament goes on forever, where the Goddess herself congratulates the victor and consoles the loser. Here the Goddesses purity and essence isn't muffled by the filth of mortality, and those that are allowed into the Grand Forest (her followers and particularly the Saints) can bask in her presence.
 
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House Chalhain
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We Do Not Rest

Nicknames/ Titles: Clan Chalhain, Keepers of the Elder Grove

House History:​
Shaded by yon boughs of of Elder Tree,
Plotted Chalhain Brothers Three.
With home behind and the world ahead,
Their thirsting blades e'er stained red.
Broken were the crowns of Faerie Kings
Like rotten fruit, on branches swing.


In the moody hills an misted glens of the Alrhion Isles, scholars have found the origins of House Chalhain shrouded in myth, their rise told through the oral traditions of their bards. While the existence of "Faerie Kings and Courts" are questionable, the Chalhain are clever in their encouragement of such tall tales among the peasantry. It has elevated their status to one of folkloric proportion, revered as the descendants of giant-slayers and fae-queens.
As best as the Order of the Tome can surmise, they were, at one point, ruled by some long-forgotten outside power. In that period, Alrhionnach were little more than farmers without a written language. Their population was easily subjugated, and had been for generations. Sometime in this murky history, after a several scattered, failed uprisings, the three sons of a blacksmith arose to such heights as to unite the scattered clans of the Alrhionnach. According to legend, they gathered in the black forests and mustered for war. The numbers of the forces commanded by the Chalhain's varies from no more than a hundred to a staggering force of 50,000, the Chalhain brothers themselves riding wolves the size of bears bearing weapons forged from the shards of stars. The latter is, in the words of High Scribe Albrecht, "Fantastical pissant drivel".
However, this "Elder Tree" mentioned in the Brothers Three Ballad does exist, as it is considered a holy site to the Alrhionnach. All accounts suggest that the Chalhain forces did, in fact, round up all nobility of their oppressors - men, women, children - and hung them from the boughs. A grisly, barbaric display, and a practice of execution reserved for the highest crimes.

Presently
Today, House Chalhain still holds great influence, though they have not sustained uncontested control of the Alrhion region for so long. They have fallen and risen time and again, and each time they resurge, they do so with a brand of ferocity unique solely to them. They sit at the head of the Council of Chiefs, in which every old Clan, Family, and House as a representative. For the last hundred years or so, this has prevented wholesale rebellion and civil strife in the region. They have weathered incursion by sea for some time, typically pirates and Hardblood sea-raiders, and every time the sea bubbled with the drowned dead of would-be invaders. For the most part, House Chalhain and the Alrhionnach keep to themselves, trading intermittently and begrudgingly partaking in the courtly dances of politics.


Lands:
The triplicate isles of Alrhion are the ancestral lands of Clan Chalhain. There are three famous strongholds, each laid by one of the Brother's Three. These form the keystones of the region.
Caernlavroch, the First. The Guardian of Alrhion's Heart. The Seat of the House
Said to be built with the assistance of Fae and the Druids, and while this is written off as more peasant folklore, Caernlavroch has never fallen to enemy forces in its thousands of years standing. Caernlavroch Keep was the first to rise, built atop a great, rocky hill, and the city steadily built up around it in following generations. The Ban-Drui Woods run adjacent to Caernlavroch, in the heart of which the ancient Druids attend the sacred Elder Tree. Here, the sons and daughters of the Great Clans and Houses petition for the chance to join the Fenhrionach, the fabled order of warrior-poets that drove the vile powers into the sea.
Scirbroch, the Second. The StormBreaker.
Built against the Bay of Beowa, Scirbroc is a bustling sea-port placed along one of the few hospitable coastlines in the Isles. Here, the Alrhionnach build their ships, engage in trade, and command the surly grey seas surrounding their homeland. In days of yore, the breaking of winter meant the hauling of red sails, for when the Alrhionnach would be as a scourge in the seas along the mainland coast. As with everything else in Alrhion, it is mired in myth. When the Second of the Brothers Three build the sea-fort Scirbroch and the Leodh Beacon, it was supposedly to act as the first defense against the return of the Faeondri.
It is said that the Brothers Three sought the Sage-Smith of the Fae, Leodh, in the heart of the Blue Mountain. Each was given three trials, at the completion of which the Sage-Smith forged a sword, a spear, and an axe from shards of a star that had fallen from the heavens. Myth aside, Cromroch is a city of artistry and industry. Furnaces bellow, hammers ring, and songs soar. Those with the gift of craft will find themselves at Cromroch, apprenticing under one of the masters or joining a guild for their craft.

Organizations:
Chivalric Societies, warrior lodges, or similar devices that own some degree of allegiance the the House

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Glaine ár gcroí, Neart ár ngéag
(Purity of our hearts), (Strength of our limbs)

A fellowship of warrior-bards of young men and women, nobles and commoners, who commit faith and fealty to the High King and the Goddess. Fostering their Aspirants (commonly called Cubs) for ten years and a day, many join the Fenhrionach young, and spend the whole of their Fostering with the Fenhrionach, building those bonds of brotherhood as they master the art of battle and the spoken history of their people.
Fenhrionach troops dress themselves in long hauberks of riveted mail with steel lamellar cuirasses, their helms often decorated with wolf, lion, or bear pelts. They wear no clan-colors, for they serve only Caernlavroch and the High King. This band of warrior-poets are a standing military force whom the High King quarters freely throughout the winter.
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Life Awakens in the Great Unknown

The Ban-Drui are a matriarchal sisterhood of witch-priestesses who serve as the mouthpiece of the Goddess in Alrhion and tend the grove of the Elder Tree. Ban-Drui, on the surface, do not involve themselves in politics, but every High King and Clan Chief in the history of the Alrhionnach have only achieved such status through the blessings of the Ban-Drui.
 
House Corvus

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Nicknames/ Titles: The Gold Blooded,The Flesh Peddlers, The Crows, The Foxes

House History:


With the promising era of peace on the horizon, House Corvus which had been a house teetering between minor and major, decided to bolster their influence. They became a merchant House, creating several dozen businesses across their own land with the help of their bannermen. With their territory of Zanzir being slightly to the right of the empire’s center, they sit at the crossroads for all travel within the land. The verdant green hills and quiet forests are picturesque scenes, and the reason why House Corvus’ inns are more expensive than the average inn. With time they branched out and diversified their services until they were the owners of dozens of businesses across the realm, including brothels. Meridian became known to the common folk as the “Pleasure Lands” for their numerous recreational businesses.

Corvus Castle, at the heart of Meridium, is a large castle complex that spans several miles. Two towering walls of white stone surround the complex, hiding it within two giant walls. With House Corvus’ military being less impressive than its neighbors, they built a defense meant to outlast any invaders. Within the first ring are trenches with a narrow bridge between the gates and small, arched bridges atop the walls connecting the two rings. The second ring is where the castle itself is located with four towers adding symmetry to the castle and overlooking the entire complex.

200 years later the house is ruled by Tenebrous Corvus who spent much of his youth perfecting the craft of espionage. Cunning, resourceful, and gifted with a silvertongue, he has managed to pacify many of his House’s would-be-rivals and enemies.

This wasn’t a feat he accomplished on his own however. House Corvus lacks a noteworthy military force and money will only buy you so much. To that end Tenebrous founded the Vulpes’ Blades. Commonly known as “Tenebrous’ Foxes” among the nobility, the large spy network focuses on gather, manipulating, and concealing information on every level of the social hierarchy and in every corner of the globe. That same information is used to blackmail other leaders, manipulate relations between people, and is even sold off to others for a pretty penny. The organization’s chain of command leaves Tenebrous with the final say in many situations, including assassinations. Recruitment is strict with members cutting ties with comrades and loved ones, deserters being hunted down, and torture being used as a method of breaking down and re-educating untrustworthy members. The Vulpes’ Blades do take on contracts from nobles and even from the peasantry, with Tenebrous choosing which contracts get filled and which get ignored.

Lands:
Zanzir AKA The “Pleasure Lands”

Diaval
- The capital and largest settlement of Zanzir. It is settled on the Sansa River, the large water source now a canal cutting through the city. On the western side of the river lies Corvus Keep, surroundings by businesses and lavish homes.

Elesham Mountain Range - The mountain range along the southern side of Zanzir is an important boundary between the land and the rest of the realm. In the past the mountain was just that, now however, it was lined with defensive weapons such as ballista, bell towers, and archer towers.
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Talon Mountain Range - Located between Zanzir and the great ocean, Talon Mountain Range is yet another defensive line, built by House Corvus’ current leader. Ballista, a signal fire, and several cannon stations dot the small paths of the mountain.

Sansa River & Harbor - Running through the lands of Zanzir is the Sansa River which feeds all the lush plant life that grows in the valley. At the northern end of the river sits a harbor of the same name. The beaches nearby are lined with forts, housing cannons and ballista that are always ready to fire upon enemy ships.
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Organizations:
The Vulpes’ Blades

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Founded and headed by Tenebrous Corvus, The Vulpes’ Blades is a massive spy network spanning the entire empire and beyond to mysterious lands. The Blades work as gatherers, guardians, and manipulators of information, as well as assassins. Members are put through rigorous trials to prove their loyalty or force their obedience. Through Tenebrous, collected information can be sold to outsiders and assassins can be hired for a variety of jobs.

Exemplar of the Blades - Considered Tenebrous’ right hand and a spy second only to the founder. This figure oversees small missions taken on by the Vulpes’ Blades and in the off chance that Tenebrous is unable to make a choice on an urgent situation, this person has the authority to do so. (Role is open.)
 

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