146045 No.46447 [View All]
Welcome to Lords of the Realm, a Nation Builder of Dukes, Duels and Dominion! In this you take the role of a powerful noble or influential person of rank, levying for power and prestige within the mighty Veldic Empire. Rules for building your domain and making use of it can be found below, but here are the basics you'll need to know for in-game play.
>Dice are 3d100, you can take up to 3 actions a turn
>Combat will be handled outside of usual turn structure in 'rounds'
>Progress occurs primarily through taking territory, boosting your stats and building holdings, but there are less tangible forms of advancement to be pursued
>Above all else, don't be a cock and have fun
— The Rules —
Chargen Rules: https://pastebin.com/hMjQeCFU
Combat Rules: https://pastebin.com/dXq8LxVh
— Optional Reading —
A History of Veld and its Neighbors
https://pastebin.com/1jGWJN4K
Ranks of Lordship
https://pastebin.com/na8kAt1D
Ranks of the Faith
https://pastebin.com/WpQwj7q9
Orders Militant
https://pastebin.com/WtxYQmwC
26 postsand27 image repliesomitted. Click reply to view. ____________________________
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Post last edited at
7eeda5 No.46480
>>46475
stats are off thought they started at zero.
correct stats are as follows
— Domain Stats —
Power:5
Defense:3
Faith: 1
Territory:4
Population:1
Wealth:2
Law:5
Holdings:
Units:
Fortifications:
Unique Traits:
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eb7c56 No.46482
| Rolled 81, 64, 99 = 244 (3d100) |
Character Name: Oberst Wolfhart Ignatius Stürmlich
Character Fluff: https://pastebin.com/rvJymBeL
Heraldry: A orange griffin emblazoned on a gray shield, guarded by two swords in a white and black field.
Domain Name: The Order of the Golden Griffin - The Granite Claw
Domain Fluff: https://pastebin.com/7KPPyMWU
Color: Orange
Location: North
Lands: The Counties of Hesse,
BlutSchmutz, Wesfalen, and Ansbach (4 per [Oberst])
— Domain Stats —
Power: 6
Defense: 6
Faith: 2
Territory: 4
Population: 3
Law: 3
Holdings:
Units: 10 Militia?
Fortifications: (1/10)
+ 1 Castle [Toughness: 8] (+1 to Morale for garrisoned Units)
Unique Traits:
[Sworn Son] - There lies within you a great destiny, one to change the whole Empire. Or at least so you feel. This burning ambition brings more swords to your cause, adding +1 to the number of Militia you can muster automatically.
1. A first order of business is calling the men back to duty, if we are to restore order to our land, and further beyond in the empire, we must have a strong back upon which to bear this burden.
+ [Sworn Son]
2. After doing this, we must secure our own ranks, no doubt the hard times have inspired weakness in some of the men, and no doubt some of them have turned to ill-profits to cope with their own weakness. If we are to be a shining paragon of virtue and honor, we cannot allow such vagabonds to exist within our ranks.
3. Finally, send riders out to the various hamlets in our holdings, spread the word of the return of the Golden Griffins, and how any that seek to oppress our people and harm our empire shall answer either by the sword or the noose. Hopefully this message of hope shall spurn the return of peasants to our lands, and give us a decent population base from which to draw men, and resources, from.
>All Rolls -1 from Law 3
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aa7c17 No.46483
Character Name: Sir Reynault Montalban, Knight-Master of the Knights of the Holy Lance
Character Fluff: https://pastebin.com/edit/SChhfJaz
Heraldry: The heraldry is quite simple - a depiction of the Holy Lance with a bright and burning sun in the background to illuminate the search for the Lance and the other holy relics. The light blue is the sky which the Sun rules over. And, of course, there is the golden sigil of the Triarchy which adorns the Holy Spear, which symbolizes the Knights' faith and loyalty to the Triarchy.
Domain Name: The Knights of the Holy Lance
Counties: Altabria, Cantoria, Ozymanthia
Domain Fluff: https://pastebin.com/F4MbewE0
Color: Light blue, same as background to herald or cyan if you need it to stand out more
Location: At the mouth of one of the rivers along the southern ocean
— Domain Stats —
Power: 4 (+3)
Defense: 2
Faith: 3
Territory: 3
Population: 2
Wealth: 2
Law: 4
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aa7c17 No.46485
>>46483
Go ahead and put me here
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6a31bd No.46486
| Rolled 55, 98, 70 = 223 (3d100) |
>>46466
Character Name: Count-Margrave Kolya Lygovich
Character Fluff: The latest of the Lygovich line, Kolya has inherited a modest but well-kept estate from his father, who was renowned as a master politician and a devout supporter of the throne. Kolya's loyalties do not come so easily nor so plentifully; he makes no secret of his skepticism, especially in the wake of the wasting plague and the various scourges currently torturing the countryside, and although this has accorded him some measure of respect it also means that he is high on the Emperor's shitlist. This doesn't concern him too much; the Emperor has better things to do than investigate his rapid accumulation of power and prestige, and any action to the contrary only serves as further proof that Kolya is correct and that the Emperor needs new advisors… or a prompt abdication.
Domain Name: Kazika
Domain Fluff: While Kazika is, nowadays, only famous for the audacity of its lordship and the quality of its cheeses, the humble domain was once a brutal battleground between nascent Imperial forces and a clutch of bandit lords whose names have been lost to history. Old battlefields and graveyards dot the rolling countryside and most towns are built on the rubble and ruin of fortifications; the title of "Margrave" that rulers of Kazika customarily adopt is a holdover from these violent days, when the Lygovich family did constant battle with the bandits and raiders. The people of Kazika are no stranger to hardship and warfare, and both local stories and fairytales glorify war and other kinds of militant struggle. Young men, dissatisfied with the prospect of being dairy farmers, often leave and join militant orders or sign up to be shuttled away to distant warfronts.
Color: Purple
Location: Middle of the country, closer to the coast.
— Domain Stats —
Power: 4
Defense: 3
Faith: 2
Territory: 2
Population: 3
Law: 3
Holdings: 0/7
Units:
Fortifications: 2/4, 2 Holdfasts [Toughness: 6] (+1 Defense for the purpose of forestalling invasions)
Unique Traits: [Straddling the Border] - Kazika is a contentious, embattled land, and you are a contentious lord. The Throne would rather see you ousted if it weren't so much trouble, but this affords you a certain respect among less savory groups. You take -10 to rolls involving diplomacy with the Imperial household, but gain +15 to rolls for hiring mercenaries and informants.
1. As spring comes, and the winter melts, it's time to put the cows back out to pasture. More than that, though, it's time to refurbish our cheesemaking buildings.
Construct a Cheesemaker. [Law 3] [Faith 2]
2. Rally some of the young men to our side to shore up our forces ahead of summer and fall. Bandits are an ever-present problem, and we must be prepared.
Recruit spearmen. [Law 3] [Power 4] [Faith 2]
3. Expand our cow pastures! Cheese, milk, leather and dried beef are the cornerstones of our domain's humble economy and they shall not go neglected.
Build cow pastures. [Law 3] [Faith 2]
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f1854f No.46487
>>46447
>>46447
Character Name: Holy Master Edoardo de Figa
Character Fluff:
Growing up in the poor town of Figa, Edoardo dreamt of becoming a great and holy man. He grew up not idolizing solely the emperor, as many around him had, nor the worldly hedonism which proved a rather attractive escape for many, but instead fawning over the victories of both the saints and the orders dedicated to them. He wished to devote himself to the service of the Salubrine Church, and this dedication only deepened through the encouragement of his local vicar, Guillermo. Seeing that his faith was true-a rare occurrence in this day and age-he committed to allowing Edoardo to fulfill his dreams. By calling in a favor he had with the higher ups, Edoardo was sent to Saltpoint, to be tutored in the faith by the most accomplished bishops.
Years passed, and Edoardo proved to be highly skilled, becoming a gifted orator and an excellent theologan. His zeal was unmatched, and he became known as the pious for the holy fire which burned within. He soon became a bishop, and he was known to be kind, intelligent and a successful converter. Many pagans and Triarchists came to follow the true faith, some converting after hearing just one sermon.
While Edoardo loved serving the church, and took pleasure in spreading the words of the saints, he began to feel a need. A need to act. That fire inside him kept burning, and he knew that the enemies of the faith were always conspiring. He knew that if the faith was to be practiced in peace, there could be no Triarchists, mages or pagans to disrupt them. Thus, he began recruiting, and formed a new order, appropriately named the Sons of the Saints.
Now, Edoardo leads his men on a never ending crusade against the enemies of the faith. He converts who he can peacefully, but all that meet him with the sword receive the sword. His men are loyal to the end, dedicated to furthering the faith by any and all means. With these tools, Edoardo hopes to fulfill his dream, a world dedicated in worship to the saints.
Domain Name: Sons of the Saints
Domain Fluff: It originated with a land grant given to act as a power base to defeat the heathens. The people live as well as they could. It is very homogeneous religious-wise, with the only outside faiths being the temporary stays of some merchants to peddle their goods, their toleration being a necessity. However, pilgrims, immigrants and the native population all create a very culturally diverse society, united in a shared faith.
All work in the service of the saints. Those who don't fight work towards bettering the order. Curiously, the draft is not necessary, with ample volunteers being available. So great is the civilians' faith that this area has been subject to many miracles, and even a few saints have been made out of the populace. Thus, this area is deemed a minor holy site, with pilgrimages not being uncommon. Other domains under the Salubrine church view the Sons with high regard, as they are more than willing to aid against enemies of the faith. And of course, there will be no rest until there are no more enemies of the faith.
Color: White
Location: Close to Solevi because they're Triarchist scum.
— Domain Stats —
Power: 3
Defense: 1
Faith: 2
Territory: 4
Population: 2
Law: 1
Holdings:
Units:
Fortifications:
Unique Traits:
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f1854f No.46488
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aa7c17 No.46489
Moving to here because I didn't know that religions were concentrated in specific areas and I was knee deep in Salubrine territory
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6a31bd No.46490
>>46486
>>46466
FIXED CHARACTER SHEET
Character Name: Count-Margrave Kolya Lygovich
Character Fluff: The latest of the Lygovich line, Kolya has inherited a modest but well-kept estate from his father, who was renowned as a master politician and a devout supporter of the throne. Kolya's loyalties do not come so easily nor so plentifully; he makes no secret of his skepticism, especially in the wake of the wasting plague and the various scourges currently torturing the countryside, and although this has accorded him some measure of respect it also means that he is high on the Emperor's shitlist. This doesn't concern him too much; the Emperor has better things to do than investigate his rapid accumulation of power and prestige, and any action to the contrary only serves as further proof that Kolya is correct and that the Emperor needs new advisors… or a prompt abdication.
Domain Name: Kazika
Domain Fluff: While Kazika is, nowadays, only famous for the audacity of its lordship and the quality of its cheeses, the humble domain was once a brutal battleground between nascent Imperial forces and a clutch of bandit lords whose names have been lost to history. Old battlefields and graveyards dot the rolling countryside and most towns are built on the rubble and ruin of fortifications; the title of "Margrave" that rulers of Kazika customarily adopt is a holdover from these violent days, when the Lygovich family did constant battle with the bandits and raiders. The people of Kazika are no stranger to hardship and warfare, and both local stories and fairytales glorify war and other kinds of militant struggle. Young men, dissatisfied with the prospect of being dairy farmers, often leave and join militant orders or sign up to be shuttled away to distant warfronts.
Color: Purple
Location: Middle of the country, closer to the coast.
— Domain Stats —
Power: 6
Defense: 3
Faith: 2
Territory: 2
Population: 3
Wealth: 3
Law: 4
Holdings: 0/8
Units:
Fortifications: 2/4, 2 Holdfasts [Toughness: 6] (+1 Defense for the purpose of forestalling invasions)
Unique Traits: [Straddling the Border] - Kazika is a contentious, embattled land, and you are a contentious lord. The Throne would rather see you ousted if it weren't so much trouble, but this affords you a certain respect among less savory groups. You take -10 to rolls involving diplomacy with the Imperial household, but gain +15 to rolls for hiring mercenaries and informants.
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96b7c9 No.46491
Character Name: Solomon von Octavia
Character Fluff: Solomon has long been a devout follower of the Salubrine faith, as has the Octavian line for generations. After bearing witness to the miracles of a Saint, Solomon's ancestor took up the Salubrine faith, eventually establishing deep ties between the family line and the church. Solomon presently exists as the patriarch of the Octavians and as a bishop and keeper of the City of Saints and lands of Vaerun. As the head of the line, Solomon has put great effort into the restoration of his homeland and the proper honoring of the church. Soft-spoken, Solomon has at times been chastised by his peers for his unwavering kindness, refusing to show contempt for even the Triarchists, despite their past transgressions against the Salubrine and his homeland of Vaerun. Instead, Solomon views their masses as those who have yet to see the truths brought by the Saints. What little funds come to Solomon go to the city, which he hopes will someday return to its former glory.
Domain Name: Vaerun
Domain Fluff: In its distant past, the city of Vaerun and its surrounding areas were named after Saint Vaerus, the same saint who's miracles were witnessed by and converted Darius Octavius, the long ago ancestor to Solomon. The city was a testament to the wonders of the Salubrine faith, and brought followers from across the nation to witness its glory. This traffic brought great wealth to the territory as it continued to grow and produce great wonders for Salubrine followers. Sometimes called the 'City of Saints', Vaerun once housed many saints themselves for a time, and it is recorded to have been the birthplace of both Saints Narus and Keyton. Some records make mention of a third saint born to the region, however the truth behind these claims is disputed by bishops to this day.
The city met its downfall during the many battles between the Salubrine and the Triarchy. During wartime, the city offered safe-haven to refugees and others displaced by the fighting. This kindness ultimately lead to further bloodshed, however, as the haven was made target by the Triarchist hordes. Great damage was sustained to many grand and venerable cathedrals and other holy sites within the territory. Vaerun had been thrown into disarray as many fled northward to search for safety in House Amarsis's domain.
Now, long after the many battles that brought ruin to it, the city remains in sprawling disarray as only a fraction of the former population holds residency in Vaerun's hallowed ruins. The Octavia line remains the region's keeper, using the meager donations from visitors to slowly rebuild from the destruction and clean away the debris that has littered this land for so long. Many residents within the preset Vaerun hold some form of position in the Salubrine hierarchy, seeking to rebuild their holy landmark. Visitation to the city is low as beyond the city itself, the region is infested with brigands and bandits seeking to make their way off of those who make pilgrimage to the city, leading to fewer and fewer visitors and a significant drain on funds for the city. Still, Vaerun perseveres as the city works to reclaim the glory it once held.
Color: Pink
Power: 1
Defense: 1
Faith: 10
Territory: 4
Population: 3
Wealth: 1
Law: 2
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c629d2 No.46492
Character Name: Duke Jagoda Krzak
Character Fluff: https://pastebin.com/p1ezgd6v
Heraldry:
Domain Name: Merwa
Domain Fluff: The Duchy of Merwa had not been one for very long. Really, it was almost the definition of a "boom town", and occasionally, if people wanted to describe a case of fantastical success (perhaps perhaps not an unmitigated one), they would say "that's a Merwa!". A simple knight when he inherited the town, at the age of twenty, Kolek Krzak wheeled and dealed and begged, borrowed and stole to put his little town on the map, before maneuvering the local other lords into swearing fealty to him, rolling their lands into his own. However, he sacrificed almost everything to grow his city, and that included the means to defend it, and any semblance of law and order. Now a vast and wealthy metropolis, it sits as a ripe and almost undefended fruit, almost begging those around it to pluck it, before it bursts from the inside.
Color: light green
Location:
— Domain Stats —
Wealth: 10
Power: 1
Defense: 1
Faith: 4
Territory: 1
Population:
Law: 1
Holdings:
Units:
Fortifications: Merwa Castle
Unique Traits:
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c629d2 No.46493
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f1854f No.46509
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21c86e No.46513
| Rolled 36, 40, 77 = 153 (3d100) |
UPDATED FLUFF FOR ORODNON:
The Auxiliari, one of the many tribes of the great Horde, was like many in the Empire's history, the one who survived by joining the Empire's fold. Of the tribes, they did not swear an oath to the Horde having been recruited later on their journey as additional mercenaries rather than founding members. Since those times, the Auxiliari have lived under Imperial rule more than they have under the Horde, but they still revere their old methods and history. Now bound to the Empire by oath, they fight on the Empire's behalf. . .and their own.
As slavery is illegal in the Empire, the Auxiliari do not practice it, but have a penchant for ransoming at any opportunity.
Color: Bright Red
Location: On the border toward Perrin in the northwest
— Domain Stats —
Power: 6
Defense: 1
Faith: 1
Territory: 3
Population: 7
Law: 3
Points [45 Oberst] [10 Law] [10 Power] [30 Population]
>Units:
2 [Horse Raiders]
Power 2 | Toughness 2 | Speed 4 | Morale 2 | Range 0
>Unique Traits
[Barbarous] - You hear it everywhere you go. Foreigners. Savages. Blood-drinkers. Cannibals. The Throne may grant you legitimacy, but in the eyes of the people you are feared and hated, giving you -5 to rolls to increase Law. This grisly reputation at least benefits you on the battlefield, and defending units suffer -1 to Morale.
1. The goat and sheep are the second most important animal. Providers of meat, milk, and wool, but most importantly mobile, for the Aux are a mobile people. Ready a sheep herd.
2. We do not "Ranch" horses in stables and fences, that they might not know how to forage the grass and ride the plains. We grow them in herds, large herds, that when a man rides a horse and is tired a fresh horse is nearby that he may keep riding. Ready a horse herd.
3. The Auxiliari need battle. Like grass needs rain, and horses need grass. Let us find out about the enemies of the Empire.
The traitorous Solevi seem a ripe target, but we will have to pass by Ostern and Polonia, faithful to the Empire. Send riders in disguise, and ambassadors in the open, and get a lay of the lands. See which realm is the more hostile to Solevi, that we might find if they would support a raid on Solevi and grant us shelter afterward.
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21c86e No.46514
>>46513
*pass by Abrin or Polonia
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146045 No.46515
| Rolled 30, 100, 17, 96, 100, 56, 42, 28, 39, 13, 16, 8, 17, 8 = 570 (14d100) |
Whacky Random Event Rolls
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146045 No.46516
It has been a generously mild spring, with plentiful rains watering the fields of the Empire. The heathen seers predict a great harvest to come.The farmers are glad to see verdant growth once again after last year's fickle weather. All throughout the Veld, the world comes alive and shakes off the bitter winter of 912, blossoming into Summer.
In the capitol of Saltpoint, the Cathedral of the Martyrs is renovated and repainted, Hartre du Vreis publishes his latest thesis, "Reflections on the Impermanence of Faith", and fine shawls from Dormenna province are the rage in all the city centers. The Palatine Guard in Habitance are outfitted with new flintlock muskets, and in Brouges work has begun on a fortress that promises to 'break cannonades'. The Emperor travels abroad to Fosia and returns with a marvel - a beast that trods like a horse, with a great hump upon its back and a neck like a swan. In tenements and schoolyards, young men sing "The Flowering of My Love" and cast crimson fireflowers to their beloved. Splendor is in the air.
>>46467
Late in the season, the Oberst of your Order asks you to handle a band of brigands styling themselves "Corsairs of the Faith", raiding settlements along the neighboring coasts and demanding their inhabitants convert to the Triarchist faith or be robbed wholesale. It hasn't reached Wavebreak yet, but your Duke has paid for the Azure Wave to handle it before it becomes a larger problem.
To that end, your workmen have begun renovating old liners and refitting them for military use, the threat of piracy spurring them to work harder.
>Recruit: Frigates [5/10]
Far faster results are found in constructing new mercantile and commercial holdings. Evidently the people of Wavebreak have been waiting for such an outlet to reverse their meager fortunes.
>Build: Market [8/10]
>Build: Fishery [8/10]
>>46468
Early one morning, two of your men-at-arms drag before you a scraggly, middle-aged man that they report was hunting illegally within your woods. A young buck was taken by him, for which the standard penalty is a hand lost. Upon examining the man, however, you find something in his pockets - truffles! The item commands a healthy price in the kitchens of dukes and lords. In exchange for pardon, the man offers, he will tell you where he's found truffles growing within the Eaglewood.
Getting the constabulary to heed you proves a harder task than anticipated. You are young, untested, your talons not yet fully grown. Many grumble about unnecessary changes, clearly happy with the easy pace they had set for themselves. But slowly, things are starting to improve.
>Improve: Law [2/10]
While building a castle is an extensive feat, at least constructing an administrative center is less trouble. Many workmen within der Adlerwald gladly sign on to help, and progress is steady.
>Build: Town Hall [5/10]
Constructing a guard, on the other hand, is not so easy. Quality fighting men could be found, but trustworthy ones are a rare breed. Not to mention, knighthood is not a title lightly granted. You have a few in your retinue that make up its beginnings, but the vetting process is going to take some time.
>Recruit: House Guard [2/10]
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146045 No.46517
>>46516
>>46469
Spring has yielded unpleasant tidings in the county of Tauris. Fire broke out among several of the larger grain stores, and a good deal of surplus has been lost. Some blamed the uneven winter weather. More still blame Solevi saboteurs, though there is no proof of arson. Tauris still has enough grain to survive, but if the next winter is as harsh as the last, it will be a struggle.
"Outdated" is putting it nicely. Many of the outlying regions of your domain are riddled with bandits and denouncers. Leveraging the weight of your shared Faith does help to stir your chatelaines to action, but there's much to be done yet.
>Improve: Law [3/10]
Fighting men there are within your lands. The trouble is making them fight *for* you instead of *against* you.
>Recruit: Light Cavalry [4/10]
Conversely, people seem more than willing to contribute when it comes to building fortifications.There is a great stir of activity to improve and rebuild existing bulwarks and make the county more defensible.
>Build: Holdfast [7/10]
>>46473
The Bishop Arlec of Omst, on his yearly tour through his diocese, stops within Brambleshire a few days. While speaking with a vicar in the city square, he is nearly run down by a cart whose horse loosed its harness. The quick action of the vicar to push the Bishop free of harm saves his life, but the vicar suffers a broken leg where the cart ran him over. The bishop commends his selfless reflex, and awards a fine sum to the vicarage for the purposes of building a new cathedral within the city. This praise is met by much excited talk throughout the diocese of your town.
Though slaughtering has typically been done within the countryside, the shepherds are hopeful that a proper slaughterhouse will increase their efficiency and allow them to work faster. Likewise, a proper dock would bring their goods to market faster in the needy marketplace of Saltpoint. Work is begun on both holddings.
>Build: Slaughterhouse [6/10]
>Build: Trade docks [5/10]
The "little town" of Brambleshire has not attracted much movement in the past, but as the population of the Empire's center resurges after the wasting plague, many look outside the walls of Saltpoint for new inhabitance. Certainly, effective sewage and sturdy housing are sure to draw them in.
>Increase: Population [2/10]
>>46474
Word reaches you in mid-April that a White Hart has been seen roaming the lowland woods of Hausen. Such a beast is a very rare sighting, and already you can be sure rumor of it has made for Saltpoint. The king's brother is an avid hunter, and is planning to go forth with a small retinue to your county to track the beast, as is the royal tradition. A royal entourage promises to bring prestige to your territory - as well as the ear of the Throne's right hand, an opportunity few are afforded.
To spy on the tribes of Isen is no easy task. They are close-knit and distrustful of any outsiders. Still, you can have them espy the natives from a distance - provided you can find men hardy enough to do it.
>Intrigue: Foreign Spies [3/10]
In the interests of increasing their wealth, many lieutenants and prospectors set to work combing the countryside for useful deposits or potential quarry sites. The latter, at least, they make good progress on.
>Build: Stone Quarry [4/10]
>Increase: Wealth [2/10]
>>46475
>Fortifications:
1 Castle [Toughness: 8] (+1 to Morale for garrisoned Units)
>Unique Traits:
[Bastard-Born] - Your rise to power is a shadow cast over the lands of House Ravensend. Everyone knows the rumors of how you murdered the rightful heir and tormented his father to steal his throne, and even your close advisers give you occasional sidelong glances. Your duplicitous history grants you +10 to initiating Intrigues, but likewise a -10 to improving Law.
>>46476
The Gerefa welcomes your interest in the faith, and takes to instructing you on the proper worship for the Gothic life. Black attire, of course, and a despondent aura. He even offers you a few holy recitations you could deliver to the druids, each tragic in nature. All of Goth's songs are tragedies, for some reason.
>Intrigue: Form Order [3/10]
Improving the state of law in your barony is another manner entirely. The commercial and paralegal entities within Thunderbreak rankle at this new initiative. Your name is openly mocked on the streets where you try to command respect, and it will take more than words to command the loyalty of these people.
>Increase: Law [2/10]
Sadly, a marketplace is not a proper means of garrisoning troops, and a few of your builders give you looks when you refer to it as a "fortification", Nonetheless work begins on it in earnest.
>Build: Marketplace [2/10]
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146045 No.46518
>>46517
>>46482
While on patrol with his retinue, Knight-Captain Averius Trunn suddenly falls from his saddle. Upon escort to the Granite Claw, the doctors give him examination. They fear he's suffering from some form of consumptive disease which has weakened the old captain. Some worry that the infection could spread to the keep if he is not securely dealt with, but Averius has been serving the Griffin since before your father's time, and to send him away would be an ignoble act in the eyes of your comrades.
Gathering infantry about you is no difficult matter. The armories of Hesse lie open to the many young men who receive your leadership eagerly.
>Recruit: Pikemen [7/10]
Truth be told, the men of the Golden Griffin have been lax in their loyalties. Some have even been taking assignments without the approval of their Oberst. But those more loyal within your company are all too happy to replace the 'vagabonds' they cast out. This message of law and order inspires the people greatly, and word soon spreads through the northern duchies that the Granite Claw offers a haven safe from banditry. By the summertime, many have begun filing into Wesfalen and Ansbach.
>Increase: Law [2/10]
>Increase: Population [4/10]
>>46483
>Fortifications
2 Holdfasts [Toughness: 6] (+1 Defense for the purpose of forestalling invasions)
>Unique Traits:
[Reliquist] - Nothing is more important to your order than the artefacts of the Faith, and even the presence of such icons inspires them to greater heights. Each relic you acquire adds a permanent +1 to the Morale of your Units. But should a relic be lost, your Units lose all Morale bonuses for 3 turns.
>>46486
The master of tithes within your domain reports troubling news. The documented earnings from your farms, dairies and tanneries don't match up with the actual sums taken for the last year. The suggestion is damning - someone, somewhere, is draining wealth that should be going into the Count's coffers.
In light of this news, it seems reasonable that you should embiggen your profits. Wider pastures for the livestock and curdling-houses for sale are fine places to start.
>Build: Cheesemaker [4/10]
>Build: Pastures: [5/10]
Likewise, protecting these burgeoning lands is a duty that few would refuse. The people may not feel too loyal towards the Empire, but for their Count they would gladly serve.
>Recruit: Pikemen [8/10]
>>46487
>Fortifications:
1 Monastery Fortress [Toughness: 7] (+2 Morale for garrisoned Units)
>Unique Traits:
[Sword and Censer] - Better than most Masters, you understand the intersection of faith and duty. For your order, that duty is advancing the interests of the Church to the exclusion of all others. This has made you unpopular for many non-Salubrine lords, but your priestly presence also buoys your men, granting infantry units +1 Toughness.
>>46491
>Holdings:
[Reliquary of Saint Vaerus] - +5 to Random Event rolls
>Unique Traits:
[Keeper of the Faith] - You have inherited a station of high importance within the Church, master of the city of Vaerun. Though it is not the only holy site among the Salubrine, it is one of its most important. The great piety of your people is hard to undermine despite their squalor. Intrigues to lower your Faith or Law take -15.
>>46492
>Fortifications:
1 Castle [Toughness: 8] (+1 Morale to garrisoned Units)
>Unique Traits:
[Un"test"ed] - All the luxury of your city is easy to take for granted, and many ridicule you for your demeanor, lamenting that House Krzak left no male heir behind. You've learned to take advantage of the low expectations others set for you, and besides, some people are into that sort of thing. You gain +5 to all Diplomacy rolls.
>>46513
Tragedy! Illness and poor diet have reduced dozens of the Auxiliari's horses to flesh and bone, and the swift-moving plague has severely reduced the number of healthy steeds under your ownership. Your [Horse Raiders] are temporarily incapacitated until the affliction can be dealt with, and without care it could spread to the livestock as well.
Sheep are not common in these high northern lands, but with some effort you manage to secure a flock of goats - at a hefty price.
>Increase: Wealth [2/10]
Owing to the recent sickness, the need for a stable horse population seems dire. But husbandry is slow, lengthy work. It may take some adjustment.
>Build: Horse Pastures [3/10]
Polinia and Abrin allow some of your riders to enter their lands, albeit with marked suspicion. The ambassadors they welcome, with Polinia affirming its loyalty to the Empire and Abrin restating its present neutrality. Getting either of them to support raiders, however, will take cajoling.
>Intrigue: Concealed Raids [4/10]
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316295 No.46519
| Rolled 18, 48, 75 = 141 (3d100) |
Character Name:
Knight-Captain Oreander Vasilius
Character Fluff:
Knight Captain Oreander Vasilius. Diligent Knight Captain of Vasilius' Shield is a man who spent most of his life studying and practicing military tactics, while waiting for a new war to break out that would allow his Order to return to prominence once more.
Though ambitious Oreander is not ruthless in his pursuits and likes to look back to the very founding principles of Vasilius' Shield. The noble purpose behind the now wayward order.
Heraldry: Pic related, its a Knight Shielding a Child from Dragon Fire, in case you hadn't noticed
Domain Name: Vasilius' Shield
Domain Fluff:
Vasilius Shield was a Knightly Order founded long before Order Militants were prominent in the Empire. Founded by Vasilius their purpose was to protect the commoners from the various witches and sorcerers who knew no right from wrong, believing that they could do as they please because they were powerful. Vasilius and his knights sought to correct that error.
With the disappearance of magic, witches and sorcerers so too the original purpose of Vasilius Shield was lost and over the years the band of Knights led by Vasilius' ancestors became less and less of a knightly order and more a band of mercenaries in service to whomever could afford to pay them.
Having refined their tactics and equipment over centuries it was Oreander Vasilius' great grandfather who returned Vasilius Shield to legitimacy once more when the First Orders became officially recognized by the throne. Seizing the opportunity Vasilius' Shield returned from the shadows once more, trading in their existence from a shady mercenary group to a much less shady and recognized mercenary group in service of the Emperor himself.
The long peace however has not suited the Shield well. The new generations have grown soft, for Vasilius' Men anyway. What they needed was a war. A real one.
Attitudes to other Domains are pending. Until there actually are some.
Color: Grey
Location: Some mountains in the Veldic Empire
Power: 6
Defense: 6
Faith: 3 (Triarchist)
Law: 5
Pop: 5
Wealth: 1
>Fortifications:
1 Veldic Bedrock (Castle) [Toughness: 8] (+1 to Morale for Garrisoned Units)
>Unique Traits:
[Shield of the True]: Yours is an Order that represents the best of what knights should be. The peasantry respect your crest and bear a deep trust for you. Acquiring new territory doesn't impose a -1 to Law so long as you can uphold this reputation.
1-2. Vasilius' Shield was a militant order. The idea that it did not have a standing army was laughable at best. New members of the Order would be inducted immediately to bolster its numbers and ensure that no bandits dare challenged their hold on these lands.
3. The Veldic Bedrock was an ancient and proud castle but it had seen better days. Under Oreander's watch it would be restored to former glory once more. Its old walls would be strenghtened, its halls refurnished and bright banners would mark its venerable halls.
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0e675f No.46520
| Rolled 11, 3, 18 = 32 (3d100) |
>>46516
literally just doing the exact same thing as last time since I didn't complete a single project
see last sheet for stats
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b73194 No.46521
| Rolled 72, 55, 66 = 193 (3d100) |
>>46516
Character Name: Adler Sorenson, Count of Wavebreak and Environs, Colonel of the Order of the Azure Wave
Character Fluff: https://pastebin.com/638ve0eE
Heraldry: Six Blue waves running horizontally over a silver/metal feild
Domain Name: County of Wavebreak
Domain Fluff: https://pastebin.com/aBZLk6yR
Color: Blue
Location: On the coast near, but not immediately adjacent too, Polinia
— Domain Stats —
Power: 5
Defense: 5
Faith: 1
Wealth 2
Territory: 2
Population: 3
Law: 4
Holdings: 1 [Closed Port] - +2 Defense for the purpose of forestalling naval attacks.
>Build: Market [8/10]
>Build: Fishery [8/10]
Units:
>Recruit: Frigates [5/10]
Fortifications:
Unique Traits: [Brine-Blooded] - Though their towns might be on land, the sea is the native home of your people. They worship the gods of the deep and often learn to swim as soon as they learn to walk. You get +5 to rolls to recruit Naval units.
Missions: take out the "corsairs of the faith" Triarchist zealots.
1. Continue working on getting us an actual damned navy up and running. Those pirates are not going to stand still and wait for us! 5/10
+law 4
+Brineblooded
+pop 3
+power 5
+Territory 2
2. That merchant's district is almost done. Good. With those pirates about we'll be seeing a lot more traffic given our port is defensible. 8/10
+law 4
+Wealth 2
+pop 3
3. That fishery is almost done too, good, we need more and better food and this is a great way to get it. 8/10
+law 4
+Wealth 2
+pop 3
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fc7131 No.46522
>>46517
Character Name: Anthony MacShefar, Baron of Brambleshire
Character Fluff:
The third son of the late Baron of Brambleshire inherited after a tragic fire destroyed his family manor killing his father, mother and two older brothers. He spent most of his formative years studying in the Capital learning all the things the great city had to offer. Always on top of the latest fashion trends or piece of juicy gossip which change like the winds in the court of the Emperor. A keen merchant with an eye for the overlooked item he is only happy when making money or attending a lavish party. While his best years are behind him he contents himself with trying to find suitable matches for all eight of his children.
Faith: Salubrine
Heraldry: A golden goat rampant on a white field
Domain Name: Brambleshire
Domain Fluff:
The small city of Brambleshire is nestled between two rivers serving a hub for traders from the Eaglewood, farmers of the fertile river valley and the shepherds of the hills as all the goods flow down towards the Imperial capital. The people of Brambleshire are stout and hearty folk plying the trades of the river, herding sheep or goats in the hills or working on the bountiful farms that hug of the banks of the river. A clannish folk known for their rather odd accents and customs even with their close proximity to the Capital. While not uncommon in the theatre of war as they serve the Empire well, the realm has seen very little combat over the years with it being a core fiefdom of the Empire. Brambleshire itself is has simple walls with a old keep in the middle of the city which acts as the courtroom and guard barracks. The MacShefar family which rules the lands holds an estate a days ride from the city and a manor in city proper.
The MacShefar family came into being during the creation of the Veldic Empire, it is said that the first Emperor was out hunting when he was ambushed by a cyclops of massive size which killed several of his bodyguards and broken his leg. A simple shepherd who was tending his folk nearby saw the commission and rushed to the Emperor’s aid hitting the cyclops dead in the eye with his sling blinding the creature long enough for the Emperor to strike it down. It was on this day that the first Baron of Brambleshire was raised and the rampant goat of MacShefar would first stand. While the MacShefars have a long history of serving with the Empire in almost every war that can be named they have never truly distinguished themselves simply doing as they were told never producing any great heroes or participating in any honourable last stands. Many more distinguished of the peerage descended from great heroes or ruling over massive duchies speak ill of a family that was raised from serfs and has been simple barons for all of their history but in the words of the family “We live to serve”.
Color: Dark Green
Location: The left fork of the imperial river at the second fork
— Domain Stats —
Power: 3
Defense: 2
Faith: 2
Territory: 1
Population: 5
Wealth: 6
Law: 6
Holdings:
1 [Grazing Pastures] (+5 to rolls to increase Population)
Unique Traits:
[True Loyalty] - Though many doubt the truth of your great house's origins, none can deny that House MacShefar has been ever staunch in its defense of the Throne. You gain +10 to rolls involving diplomacy with the Imperial household and its attendants.
On Hold:
Population: 2/10
—–
1. Nothing gets the men working like the smell of money in the air! Soon we will be all richer and happier!
Continue work on the Slaughterhouse 6/10
Population: 5
Law: 6
2. Don’t forget the docks too!
Continue work on the Tradedocks 5/10
Population: 5
Law: 6
3. What a selfless act! The Vicar is a true man of the faith and Bishop is even more generous! Put the other plans on hold we must get to work on building the Cathedral!
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fc7131 No.46523
| Rolled 37, 22, 26 = 85 (3d100) |
>>46522
dice
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0e675f No.46524
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aa7c17 No.46525
| Rolled 73, 38, 38 = 149 (3d100) |
Character Name: Sir Reynault Montalban, Knight-Master of the Knights of the Holy Lance
Character Fluff: https://pastebin.com/edit/SChhfJaz
Heraldry: The heraldry is quite simple - a depiction of the Holy Lance with a bright and burning sun in the background to illuminate the search for the Lance and the other holy relics. The light blue is the sky which the Sun rules over. And, of course, there is the golden sigil of the Triarchy which adorns the Holy Spear, which symbolizes the Knights' faith and loyalty to the Triarchy.
Domain Name: The Knights of the Holy Lance
Counties: Altabria, Cantoria, Ozymanthia
Domain Fluff: https://pastebin.com/F4MbewE0
Color: Light blue
— Domain Stats —
Power: 7
Defense: 2
Faith: 3
Territory: 2
Population: 2
Law: 4
Holdings:
Units: None
Fortifications: 2 Holdfasts [Toughness: 6] (+1 Defense for the purpose of forestalling invasions)
Unique Traits:
[Reliquist] - Nothing is more important to your order than the artefacts of the Faith, and even the presence of such icons inspires them to greater heights. Each relic you acquire adds a permanent +1 to the Morale of your Units. But should a relic be lost, your Units lose all Morale bonuses for 3 turns.
1. Before the Knights can work to secure the treasures of the land, we must raise brave knights to reclaim it! Send out the call for recruitment, send criers to the nearby towns to spread word of our noble cause and to get souls brave enough to search the ends of the earth for the sacred treasures! (Recruit more knights!)
2. Once we find some relics, we will also need a place to store them, and I'd rather get this done before we find them rather than after. To this end we should work to make the lands much more defensible and search for well-defended areas to build a great and mighty fortress to store the relics in until they can be rightfully returned to the Triarchy. (Raise defense)
3. Lastly, in accordance with the Holy Dictatum, we should strike the earth and set up mines in the ore-rich hills. The iron deep in the hills and mountains will be excellent in making sure we have plenty of arms and armor, and it can be traded to bring more income to the Knighthood as well.
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f1854f No.46529
| Rolled 28, 62, 75 = 165 (3d100) |
>>46518
Character Name: Holy Master Edoardo de Figa
Character Fluff:
Growing up in the poor town of Figa, Edoardo dreamt of becoming a great and holy man. He grew up not idolizing solely the emperor, as many around him had, nor the worldly hedonism which proved a rather attractive escape for many, but instead fawning over the victories of both the saints and the orders dedicated to them. He wished to devote himself to the service of the Salubrine Church, and this dedication only deepened through the encouragement of his local vicar, Guillermo. Seeing that his faith was true-a rare occurrence in this day and age-he committed to allowing Edoardo to fulfill his dreams. By calling in a favor he had with the higher ups, Edoardo was sent to Saltpoint, to be tutored in the faith by the most accomplished bishops.
Years passed, and Edoardo proved to be highly skilled, becoming a gifted orator and an excellent theologan. His zeal was unmatched, and he became known as the pious for the holy fire which burned within. He soon became a bishop, and he was known to be kind, intelligent and a successful converter. Many pagans and Triarchists came to follow the true faith, some converting after hearing just one sermon.
While Edoardo loved serving the church, and took pleasure in spreading the words of the saints, he began to feel a need. A need to act. That fire inside him kept burning, and he knew that the enemies of the faith were always conspiring. He knew that if the faith was to be practiced in peace, there could be no Triarchists, mages or pagans to disrupt them. Thus, he began recruiting, and formed a new order, appropriately named the Sons of the Saints.
Now, Edoardo leads his men on a never ending crusade against the enemies of the faith. He converts who he can peacefully, but all that meet him with the sword receive the sword. His men are loyal to the end, dedicated to furthering the faith by any and all means. With these tools, Edoardo hopes to fulfill his dream, a world dedicated in worship to the saints.
Domain Name: Sons of the Saints
Domain Fluff: It originated with a land grant given to act as a power base to defeat the heathens. The people live as well as they could. It is very homogeneous religious-wise, with the only outside faiths being the temporary stays of some merchants to peddle their goods, their toleration being a necessity. However, pilgrims, immigrants and the native population all create a very culturally diverse society, united in a shared faith.
All work in the service of the saints. Those who don't fight work towards bettering the order. Curiously, the draft is not necessary, with ample volunteers being available. So great is the civilians' faith that this area has been subject to many miracles, and even a few saints have been made out of the populace. Thus, this area is deemed a minor holy site, with pilgrimages not being uncommon. Other domains under the Salubrine church view the Sons with high regard, as they are more than willing to aid against enemies of the faith. And of course, there will be no rest until there are no more enemies of the faith.
Color: Royal Purple
Location: Close to Solevi because they're Triarchist scum.
— Domain Stats —
Power: 3
Defense: 1
Faith: 2
Wealth: 1
Territory: 4
Population: 2
Law: 1
Holdings:
Units:
Fortifications:
1 Monastery Fortress [Toughness: 7] (+2 Morale for garrisoned Units)
Unique Traits:
[Sword and Censer] - Better than most Masters, you understand the intersection of faith and duty. For your order, that duty is advancing the interests of the Church to the exclusion of all others. This has made you unpopular for many non-Salubrine lords, but your priestly presence also buoys your men, granting infantry units +1 Toughness.
1. What? This can't be right. Our people are much more faithful than what this sheet says. Must be an error.
Improve faith of domain.
2. WE MUST RAISE SOLDIERS OF THE FAITH TO FIGHT THE INFIDEL
Raise regular infantry.
3. Sad as it may be, the holy church requires such unsavory, worldly things like currency. However, without it, the heathen will reign supreme.
Undertake operations to boost production and trade to increase the wealth of the order.
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e70899 No.46530
| Rolled 51, 92, 98 = 241 (3d100) |
>>46517
Character Name: Baron-Master Gilton ‘Gil’ Alvred du Trent
Character Fluff: https://pastebin.com/a785BJuf
Heraldry: Three Black Bull Heads on a field of White Silver
Domain Name:Order of the Three Headed Bull. The Bull's Heads(Counties; Capital Denathor, Northwest Grattius, Northeast Tauris)
Domain Fluff: https://pastebin.com/CLL2WEQH
Color: White
Location: Border of Ostern
— Domain Stats —
Power: 5 (10 Militia)
Defense: 2 (2 fortifications)
Faith: 5
Territory: 3
Population: 2
Wealth: 2 (7 Holdings)
Law: 2 (-3 to rolls)
Holdings: 1 [Armory] (+5 to rolls to upgrade a Unit's Power or Toughness)
Units:
Fortifications:
Unique Traits: [Sign of the Three] - Your family is deeply devout, as are the men of your order. The holy Dictatum has been memorized by most of your lieutenants. This absolute faith grants all your units +1 Morale when fighting against Pagans or Salubrines.
Triarchist
Improve: Law 3/10
Recruit Light Cav 4/10
Holdfast 7/10
1 Holdfast 7/10. The contributions and donations to repairing our holdfasts are a pleasant surprise. Let us finish building and move our attention to addressing our grain situation.
Power 5, Faith 5
2 Recruit Light Cavalry 4/10. Light cavalry will have the best edge in speed to respond to any problems or chasing down agents of destruction.
Power 5, Faith 5
3 Improve Law 3/10. Inspect Tauris for signs of saboteurs, arsonists, or proof of unsound construction practices in the remaining grain stores. If some bandits or agents are involved then catching them would go a long way to improving our reputation, and if the grain silos are built near terrain prone to wildfires then someone will need to be punished. While we wait the levies who know something of carpentry can assist in building new grain silos.
Power 5, Faith 5
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eb7c56 No.46531
| Rolled 51, 19, 95 = 165 (3d100) |
Character Name: Oberst Wolfhart Ignatius Stürmlich
Character Fluff: https://pastebin.com/rvJymBeL
Heraldry: A orange griffin emblazoned on a gray shield, guarded by two swords in a white and black field.
Domain Name: The Order of the Golden Griffin - The Granite Claw
Domain Fluff: https://pastebin.com/7KPPyMWU
Color: Orange
Location: North
Lands: The Counties of Hesse,
BlutSchmutz, Wesfalen, and Ansbach (4 per [Oberst])
— Domain Stats —
Power: 6
Defense: 6
Faith: 2
Territory: 4
Population: 3
Law: 3
Holdings:
Units:
Fortifications: (1/10)
+ 1 Castle [Toughness: 8] (+1 to Morale for garrisoned Units)
Unique Traits:
[Sworn Son] - There lies within you a great destiny, one to change the whole Empire. Or at least so you feel. This burning ambition brings more swords to your cause, adding +1 to the number of Militia you can muster automatically.
Projects
>Recruit: Pikemen [7/10]
>Increase: Law [2/10]
>Increase: Population [4/10]
Issues
>An ill Knight-Captain
1. We have men flowing in, but what we need to do is start to train them, to trim the fat and turn the boys that would crumble in battle back to the farms where they can live a life they truly love, and furthermore it will refine our own troops. All the same we shall accept all men that come, and train all that can last.
+ [Sworn Son]
2. With the unclean elements cast out from the Claw, it is time to clean up the resulting towns and hamlets as well. We cannot have the people here and criminals abiding in the open. They shall be gathered up, and those who have committed minor crimes will have the option of working off their debt to their fellow man, and learning a lesson in how to truly be great men, but those who have committed the more heinous crimes shall be put to the sword, as an example to their peers in hiding and a deterrent to those who seek to cause further harm.
3. The Golden Griffins value two things above all else, camaraderie and honor, and Wolfhart would not let his name, and his order, be besmirched by allowing our Knight-Captain to die without fighting just as hard as we would if the armies of Hölle herself were storming the claw!
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aec655 No.46532
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e70899 No.46533
>>46530
Location: Border of Solevi*
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7eeda5 No.46543
| Rolled 93, 2, 26 = 121 (3d100) |
Character Name: Lord Calum Lucis Ravensend, Duke of Ravensend
Character Fluff:https://pastebin.com/JP2wKp9t
Heraldry: (It's pictured)
>Domain Name: The Duchy of Ravensend
>Domain Fluff: https://pastebin.com/x8PD1U5E
>Color: Forest Green
>Location: Bottom left along the coast
— Domain Stats —
Power:5
Defense:3
Faith: 1
Territory:4
Population:1
Wealth:2
Law:5
Holdings:
Units:
Fortifications: 1 Castle [Toughness: 8] (+1 to Morale for garrisoned Units)
Unique Traits:[Bastard-Born] - Your rise to power is a shadow cast over the lands of House Ravensend. Everyone knows the rumors of how you murdered the rightful heir and tormented his father to steal his throne, and even your close advisers give you occasional sidelong glances. Your duplicitous history grants you +10 to initiating Intrigues, but likewise a -10 to improving Law.
1. The castle is lovely, but I think it could look nicer…let us improve upon its design, make it much more formidable…I think we can at least raise the castles fortifications by twice what they are now
2. Our general defense is a tad…lacking…it is nice but I wish it to be better let us see about what we can do to improve the defense of the duchy.
3.We shall establish a new [Holding] A Grand trading port that will let us trade with the kingdom at large…all manner of grand ships shall be located there, but the grandest shall be ours! Let us commence the building at once.
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6a31bd No.46544
| Rolled 40, 81, 80 = 201 (3d100) |
>>46518
Character Name: Count-Margrave Kolya Lygovich
Character Fluff: The latest of the Lygovich line, Kolya has inherited a modest but well-kept estate from his father, who was renowned as a master politician and a devout supporter of the throne. Kolya's loyalties do not come so easily nor so plentifully; he makes no secret of his skepticism, especially in the wake of the wasting plague and the various scourges currently torturing the countryside, and although this has accorded him some measure of respect it also means that he is high on the Emperor's shitlist. This doesn't concern him too much; the Emperor has better things to do than investigate his rapid accumulation of power and prestige, and any action to the contrary only serves as further proof that Kolya is correct and that the Emperor needs new advisors… or a prompt abdication.
Domain Name: Kazika
Domain Fluff: While Kazika is, nowadays, only famous for the audacity of its lordship and the quality of its cheeses, the humble domain was once a brutal battleground between nascent Imperial forces and a clutch of bandit lords whose names have been lost to history. Old battlefields and graveyards dot the rolling countryside and most towns are built on the rubble and ruin of fortifications; the title of "Margrave" that rulers of Kazika customarily adopt is a holdover from these violent days, when the Lygovich family did constant battle with the bandits and raiders. The people of Kazika are no stranger to hardship and warfare, and both local stories and fairytales glorify war and other kinds of militant struggle. Young men, dissatisfied with the prospect of being dairy farmers, often leave and join militant orders or sign up to be shuttled away to distant warfronts.
Color: Purple
Location: Middle of the country, closer to the coast.
— Domain Stats —
Power: 6
Defense: 3
Faith: 2
Territory: 2
Population: 3
Wealth: 3
Law: 4
Holdings: 0/8
Units:
Fortifications: 2/4, 2 Holdfasts [Toughness: 6] (+1 Defense for the purpose of forestalling invasions)
Unique Traits: [Straddling the Border] - Kazika is a contentious, embattled land, and you are a contentious lord. The Throne would rather see you ousted if it weren't so much trouble, but this affords you a certain respect among less savory groups. You take -10 to rolls involving diplomacy with the Imperial household, but gain +15 to rolls for hiring mercenaries and informants.
1. Continue constructing the Cheesemaker. If we're to keep our coffers filled we need some way of building revenue! Cheesemaker 4/10
2. The earth is soft and ready, and it'll make for good pasture. Keep at it. Pastures 5/10
3. Our men are hardy and strong, and they will not fail us when the time comes for war. Finish our mustering! Pikemen 8/10
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5590af No.46554
| Rolled 91, 14, 16 = 121 (3d100) |
>>46518
Character Name: Baron Raimund "The Cock Walk" Vidar
Character Fluff: Raimund is someone possessed of unnatural vigor. He is exceedingly ambitious and is always constantly working on some project. Despite his house regaining their ancestral lands he is deeply resentful of all the progress that has been lost in the great rebellion. as the direct heir of the county of Goth's Pike his father had appointed him as the baron of Thunderheart in hopes that it may keep his son distracted so that he may have some peace from his constant "advice". Seeing the city as the best place to make his reforms he has happily accepted his station yet he believes it is not enough. "Where is the that divine spark that moves man to seize his destiny? I must become a druid so that I can share my flame and kindle the spirit of my people. Why must we be divided and fight amongst ourselves needlessly when there are godless heathens around us? An order must be established to take these misguided men and bring glory to our people. Why has my great uncle just let the land slide into mediocrity while our neighbors grow fat? I should become Duke and bring reform to all of our people". Not many could answer such difficult questions, but to Raimund the answers were simple and direct. Such confidence permeates his demeanor and he is known for his distinctive strut as if he were a rooster tending to his flock of chickens… Well that and because he acts like a giant cock.
Heraldry: The rooster represents the loud voice of Goth and his inspiring presence. it's crow every morning is seen as a affirmation of Goth's protection. The yellow is his lightning, red is the blood of his enemies, green is his vitality, and the murray was once purple to denote the Vidar's imperial appointment to rule, but it was stained when their titles were revoked. Now it is commonly considered to represent the throne's blunder and the Vidar's validation. Although none would ever openly say this.
Domain Name: The Barony of Thunderheart, under the county of Goth's Pike, under the dukedom of Marrsland
Domain Fluff: https://pastebin.com/tXd49HNx
Color: Brown
— Domain Stats —
Power: 7
Defense: 10
Faith: 4
Territory: 1
Population: 1
Law: 1
Holdings: 4
1 [Stone Mine] (+5 to rolls for constructing Fortifications)
Units:
Fortifications:
Projects: Intrigue: Form Druidic Order [3/10], Increase: Law [2/10], Build: Marketplace [2/10]
Unique Traits: [Cocksure] - Confidence is one thing, but vanity is another. The neighboring territories say that the vindication Thunderheart displays borders on treasonous at times. But why should you care what lesser men think? Intrigues against your person take a -10 penalty due to your brazen self-assuredness
1. This answers all my questions in regards to why our people are feeling so defeated that they prey upon themselves! Gone are the stories of Goth when he rode out on his giant goat Viktor to do battle against the heathens, Gone are the stories are how his great warcry and boisterous laughs would make the sky thunder and the mountains shudder, gone are the stories of him bathing his crown in the blood of false gods to renew his right to rule. This as an absolute catastrophe! They even idolize acting as if they were defeated! This is not the religion of my forefathers, but rather something imposed after the great rebellion. I will need to redouble my efforts to join the order so that I may reform it from within.
Intrigue: Form Druidic Order [3/10]
Faith: 4
Law: 1
[Cocksure]
2. Ah I see. I see it clearly now. They wish to be beaten bloody so that I may dip my crown in their blood. They are so EAGER to legitimize my rule that they want it to happen immediately. Well I can hardly blame them, but first I must prepare. This city has fallen into disrepair and only I can fix it. To ensure that I do not overtax my limited income I will need to refurbish this ancient bastion. After that I can then safely recruit people who remember the last time the crown was anointed.
Faith: 4
Law: 1
[Cocksure]
[Stone Mine]
3. Now while I am well aware of the incompetence of people other than me I admit that I was not expecting architects to question why to use stone in the city that has been built on stone for over a millennia or why it needs to complement the current fortifications of the city so as to not compromise our defenses, but then here we are. At least despite their simple nature they continue their work.
Build: Marketplace [2/10]
Faith: 4
Law: 1
[Cocksure]
[Stone Mine]
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aec655 No.46555
>>46447
>>46448
Character Name: Earl Alfine Aelfredsen I von Die ruhigen Hügel
Character Fluff: Alfine was born in the Winter of 894-95 AU at Ruigethron and was considered a miracle by her parents. Her Father, Aelfred XVIII, had contacted and survived the Wasting Plague, but was left severely weak and it was thought he would not survive long after, yet alone have a child. Though his only child, Alfine was not the heir, as Aelfred's Brother, who did die during the plague, had a living Son who was healthy. Alfine was given a regular noblewomen's upbringing until 905 AU, when her Cousin died leading men against pirates in the south. Alfine's Cousin had left to join a mercenary group soon after his own Son's birth, to claim wealth and fame in preparation of his ascent to Earldom. With her Cousin's death, Alfine's Father shifted her education to that of an heir's, teaching her warfare and martial arts such as Dueling and Archery, going riding and Falconing, and most importantly, involving her in the management of the realm. A few years later, a minor outbreak of disease washed over the region and her Mother contacted it and perished. Her Father couldn't handle the stress and died a couple months later, but not before naming her his rightful heir to all his possessions and titles. With this final legitimizing of her rule, the council agreed to support her on the condition that she marry her Cousin's Son when he came of age and allowed him a castle within the realm. Alfine agreed hastily and at 18, after ruling for years, she has complete control of the Earldom and has seen it prosper under her reign.
Heraldry: First Post
Domain Name: Earldom of Die ruhigen Hügel
Domain Fluff: Die ruhigen Hügel was founded by the pastoralists who came from the north centuries ago, then known by a different name long forgotten. The area is rich in Iron and Tin, causing many wars over the region early in its history. Eventually, a warlord named Aelfred subdued the other tribes and established his supremacy over the region. Aelfred's tribe was one of the few who consorted with the local fey and spirits, using blood connections and diplomacy to broker an alliance with the small but powerful clans. Aelfred's descendants eventually converted to the Salubrine Faith, but did little to purge the magical folk of the region. Today, a small community of magi still remain in the region, living in villages amongst the forested hills of the region. The fey and beasts were purged from the region like the rest of the realms of man, but reports of demons still come up every now and then. The Aelfredsen family have kept a firm control of the region, entrenching themselves within the hills and using the rich Iron and Tin deposits to keep themselves powerful enough to resist most threats. Their important mines have given them special status within the Empire, ruled directly by the imperial family, which gives them some protection from overzealous priests who would try and rout out the magi, eventually toppling the Aelfredsen's themselves. Though majority Salubrinian, the tolerance of the Magi has caused a syncretism of the faiths, most of the Magi acting more like Mystics and Alchemists than sorcerers. The Aelfredsen's use these Magi to great effect, most recently inventing a process to get more metal at a higher purity than before. They've even married from the Magi before, causing scandal when it happens and generally fostering a mistrust amongst the zealous.
Color: Purple
Location: The two t's at the beginning of the river in the center of the empire that empties into the Solevi lake
Power: 4
Defense: 6
Faith: 1
Wealth: 6
Territory: 2
Population: 1
Law: 4
Holdings: (These are built up in-game and provide certain benefits.)
Units: (Your military components, rallied to protect your lands or invade others.)
Fortifications: (These are defensive structures that can garrison units.)
Unique Traits: (These are special qualities that are acquired by your character or your domain through play.)
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adf952 No.46559
| Rolled 68, 23, 66 = 157 (3d100) |
>>46517
Character Name: Count Evor von Hausen, Colonel of the Order of the Black Fort
Character Fluff: Evor grew up under the tutelage of his father, Count Isvor von Hausen. He was taught what all von Hausen learn, at least according to his father. The history of the land and empire, strategy, tactics, combat, intrigue, courtly manners, torture, psychology, poisons, and religion. Evor learned from a young age to make sure to offer honey for those who acted willingly and let them know that the stick exists for those who resist. At the age of eight he witnessed the execution of his older brother for his incompetence in defending from border skirmishes multiple times, and his younger for failing to assassinate Evor at age 14.
He joined the Order of the Black Fort, an Order Militant of pagans whose cultures focus on looting and raiding, to gain an easy alliance with other lords and to allow his troops an outlet to gain loot and experience. At the age of 17 he gained the title of Count from his father after his untimely death after a wound became septic. Evor quickly had his brother 'fall ill' and moved to fully establish himself as Count von Hausen
Heraldry: See pic
Domain Name: The Duchy of Hausen
Domain Fluff: The von Hausen line has always been known for it's cruelty, and the land has always belonged to the von Hausen. The house date's back to before the empire in the time of the conquests of the Triarchy and Salubrine. A lord of a mountain kingdom the early von Hausens were known to bury invaders in rock slides and cut out the tongue and blind Speakers who came to their lands. Retaliation often came in the form of poisoned wells of cities and fields raided, burned, and salted. The people were used to cruel punishments for crimes and rewards for those who worked hard as everyone had their place. Loot from raids was often shared with all from the hometown of the warriors, although the warriors got half the goods and the others got half. Slaves were also commonly taken in these raids and forced to work mines or become concubines.
With the conquest of Veloden the lord of Housen could see the writing on the wall that many ignored. When the army came to his lands he bent the knee and offered his troops to aid in the war. From there the land changed little through the years. A border land always tested by the neighbor kingdoms and continues to be pagan. When the peasant mobs of the Magoclasm attacked trying to burn the temples of the gods their 'army' was driven back and the prisoners put on stakes along the road.
The mountains the people call home have always been a harsh land. It offers little beyond iron and stone. Many worship the god of the mountains and blood.
Color: Crimson
Location: North Eastern border where the mountains are.
— Domain Stats —
Power: 5
Defense: 4
Faith: 3
Territory: 2
Population: 1
Law: 5
Wealth: 2 [3 at 2/10]
Holdings:
Units:
Fortifications: 2 Mountain Forts [Toughness: 6] (-1 to the Speed of assaulting armies).
Unique Traits: [Sanguine Lord] - Yours is a rightly feared personage among your Duchy, as with all the von Hausens before you. When you need to make your authority clear, you aren't afraid to resort to grave means. You may gain a temporary +3 to Law for 3 turns, but lose 1 point of Faith each time you do so, as the citizenry becomes more despondent and less willful beneath your tyranny.
1. Continue working the spies into the tribes' area. 3/10
2. Continue work on the stone quarry. 4/10
3. Set up a proper reception for the Emperor's brother. Invite Baron von Stromf seeing as he is under me. It won't do to be an improper host.
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9dd57a No.46570
| Rolled 73, 62, 63 = 198 (3d100) |
>>46513
Color: Bright Red
Location: On the border toward Perrin in the northwest
— Domain Stats —
Power: 6
Defense: 1
Faith: 1
Territory: 3
Population: 7
Law: 3
Points [45 Oberst] [10 Law] [10 Power] [30 Population]
>Units:
2 [Horse Raiders]
Power 2 | Toughness 2 | Speed 4 | Morale 2 | Range 0
>Unique Traits
[Barbarous] - You hear it everywhere you go. Foreigners. Savages. Blood-drinkers. Cannibals. The Throne may grant you legitimacy, but in the eyes of the people you are feared and hated, giving you -5 to rolls to increase Law. This grisly reputation at least benefits you on the battlefield, and defending units suffer -1 to Morale.
1. The Horde has encountered many civilizations on its great march, and the Aux has kept some of them. Or at least their descendants. Slaves no more, but Aux they are, having lived among us for a century or more.
They are men who wear cloth on their heads, whose forefathers come from the vast desert. Or even older families, whose ancestors came from beyond the Walled Mountain in the Central Kingdom. They have traditional medicines that have always guarded the Horde. Summon them.
2. During times of disease, the Aux have a tradition.
The dead are to be buried in a separate field in full battle armor.
This helps with disease, but also during a war we load them up into trebuchets and fling them at enemies, so that even in death they can still fight!
3. The key is to start talking to some Polinian border princes and burghers, see which of them are not very happy with traitors living across the border. Or perhaps which of them would like the idea of more land and territory under their control. Keep drawing up support, the Aux need battle and the Empire needs foes destroyed!
>Intrigue: Concealed Raids [4/10]
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d2b6c2 No.46593
>>46555
>Character Name: Queen Mary Sue of Selfinsertia
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d63f28 No.46595
>>46593
Did you honestly ever expect ash to not make some retarded Mary sue?
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fde597 No.46600
>>46593
I'm not a gril irl though?
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af0b50 No.46604
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af0b50 No.46605
| Rolled 20, 51 = 71 (2d100) |
>>46518
Character Name: Duke Jagoda Krzak
Character Fluff: https://pastebin.com/p1ezgd6v
Domain Name: Merwa
Domain Fluff: The Duchy of Merwa had not been one for very long. Really, it was almost the definition of a "boom town", and occasionally, if people wanted to describe a case of fantastical success (perhaps perhaps not an unmitigated one), they would say "that's a Merwa!". A simple knight when he inherited the town, at the age of twenty, Kolek Krzak wheeled and dealed and begged, borrowed and stole to put his little town on the map, before maneuvering the local other lords into swearing fealty to him, rolling their lands into his own. However, he sacrificed almost everything to grow his city, and that included the means to defend it, and any semblance of law and order. Now a vast and wealthy metropolis, it sits as a ripe and almost undefended fruit, almost begging those around it to pluck it, before it bursts from the inside.
Color: light green
— Domain Stats —
Wealth: 10
Power: 1
Defense: 1
Faith: 4 (Triarchist)
Territory: 1
Population:
Law: 1
Holdings:
Units:
Fortifications:
Merwa Castle [Toughness: 8] (+1 Morale to garrisoned Units)
Unique Traits:
[Un"test"ed] - All the luxury of your city is easy to take for granted, and many ridicule you for your demeanor, lamenting that House Krzak left no male heir behind. You've learned to take advantage of the low expectations others set for you, and besides, some people are into that sort of thing. You gain +5 to all Diplomacy rolls.
1. send letters to the other Triarchists–Baron-Master du Trent, Knight-Captain Vasilius, and Knight-Master Montalban to let them know that they have a brother in the faith.
2. meet with the Triarchist priests to lay a plan to bend Merwa to the Dictatum. Find which eminent citizens are triarchists, and begin recruiting the able-bodied faithful into a fighting force.
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60f8ac No.46610
Character Name Count Drepfett Galtung
Character Fluff: The bastard son of the former ruler of the domain he rose to power when the former lord's and their family suffered from a curse (Although later it came to be known that it was a disease) And with the death of the count and his relatives, the peasants rose up in rebellion, Drepfett during this period announced himself as the son of the late count and was thusly able to gather the people that neither joined the peasants nor the nobles. Mercenaries and Outlaws of all kind gathered, With both sides weakened he was able to dispatch them and claim his rightful place.
Heraldry: Pic related
Domain Name: Själlöss
Domain Fluff: The history of the people in själlöss is one of rebellions of spite, they hate all outsiders and their lands are in constant conflict with each other. They were only barely united through the decade longs efforts of the Galtung family but with the majority of the family gone the people have gone back to their barbaric ways. Corruption, Banditry, mercenaries are a common sight. Only held together by the pretense of 'order'.
Color: The darkest blue possible
Location:
Power: 4
Defense: 6
Faith: 1
Wealth: 9
Territory: 2
Population: 1
Law: 1
Holdings: (These are built up in-game and provide certain benefits.)
Units: (Your military components, rallied to protect your lands or invade others.)
Fortifications: (These are defensive structures that can garrison units.)
Unique Traits: (These are special qualities that are acquired by your character or your domain through play.)
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60f8ac No.46611
>>46610
Oh and location, put me near the river split.
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dd61e7 No.46671
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60f8ac No.46673
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e10f63 No.46674
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4a60a1 No.46675
This is why I wanted a faster pace
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9dd57a No.46692
This was looking to be a good game
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693675 No.46744
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