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This is a lore sheet, just to give more info on what the last king was like.
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Registration of Current Nobles


The Name of the Noble:
Merin, Former king of Handon.

The House of which said noble belongs: Land Stuck Fish.

Banner: A single, distressed looking blue fish on a plain white background.

Formerly the House of Crowns-the official house all kings automatically join-

Current Age of said Noble: 99

House History:

Originally from an obscure lesser house, but at the beginning of his campaign his home was devoured within a week by another lesser house. Merin renounced his family name, and all the benefits, land, allowance or deeds it may supply. On his escape he had two loyal followers, an old servant and a single knight whom swore to serve his family to his dying day and saw Merin as one of the only true members of it left in spirit.

With their help he managed to create a new Hovel house on which he campaigned with: The Land Stuck Fish. It claim to power being an out of date fishing harbor and a small manor whom he rented out its rooms to. He owned a tiny fraction of the land and the right to fish.

It was a joke really, no one took the house seriously but Merin was the kind of man who wore jokes well. The land Stuck fish has a strong history of charity with its stock and personally has funded many sailors. He loaned money for these exploits and his kind, forgiving debts compared to many other lenders lead to him being very popular. He sometimes gambled and lost sometimes, but his judge of character mostly won out and he wasn't without customers. In this way he managed to use these funds to slowly buy enough land to move himself up from Hovel to Lesser House.

What he lacks in land he had enough in raw finance to assure him that house prestige. He never had children.

Lands and Ownership: The Land Stuck Fish own a fishing harbor, a tiny manor and a farm. Despite this tiny amount he actually has 20 knights devoted to his name and 10 servants along with 5 acres of land in a radius around it.

Autobiographical Knowledge:

King Merin was a strange man who was never afraid to play by a different rule book. His biggest strength was his sincerity and his commitment to the truth. He turned down and offended many houses who tried to bargain with him marriage of their daughters all throughout his political career by telling the truth. The truth that he did not love them. This lack of manipulation, harsh ambition, or ruthlessness at the expense of others is a pattern that followed King Merin to the throne. He was popular with the non-noble community wherever he went.

Mingling in the inns, buying drinks, joking, donating, appearing at less important families events, and training fishers for free on how to better get their catches. He was emotional and energetic, a man on which the fairy tale idea of love and sincerity of the marital legal system was built long before he was born.

and his rule would be just as much as a fairy tale.

King Marin time as king is one of the true rules of peace to fall on Handon without controversy or debate. He was the kind of king who, despite the age of 80 would take the children at the local orphanage out trick and treating, put massive funding into communal grains and shacks for the homeless. Many may feel that King Marin lacked the foresight to ensure a bigger economical pay off for Handon, this is true. He was soft on the rod and the sword and always struggled to properly support either. The economy would still prosper but dipped in some areas which took years to recover,or be replaced, during the crisis he tackled.

In short. King Marin will be remembered as a wise king in times of need, built a civil infrastructure that supports the needy, but was a bit too soft for the more militaristic or authoritarian houses and let slip some important investments for long economic power for more civil minded and..sometimes..eccentric things like new holidays.

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Registration of Current Nobles


The Name of the Noble:
Cheick Bosanda

The House of which said noble belongs: House Bosanda

Current Age of said Noble: 26

House History: Tradition holds that House Bosanda is the oldest of the 10 Houses, and this may well be true. Long, long ago, the diverse and squabbling clans of Handon's eastern savannah were united under the rule of a line of priest-kings, terrible in war yet generous in friendship, and wise in the ways of that land's Four Gods - the Lion, the Spider, the Eel, and the Stork. These priest kings were the early Bosanda, and their people were and are fanatically loyal to them; only a Bosanda will ever truly rule their lands.

When the ten houses united, House Bosanda threw their support behind the new kingdom unconditionally; they pride themselves on being a generous ally and a staunch protector to the king and the other houses. Though peace and prosperity reign in Handon, the armies of House Bosanda have not forgotten their history as warriors and conquerors, and remain ever vigilant for a threat to the peace of the realm.

For time immemorial, leadership in House Bosanda has passed from father to eldest son in an unbroken line of lords. Traditionally, the Lord of House Bosanda serves three roles - the first is as a military leader, for every son of Bosanda is trained in the arts of war from the moment they are able to grip a weapon, and the old Bosanda were said to always lead from the front (though in recent days, this role has fallen to less prominence). Second is as religious leader, for the lord of House Bosanda is said to have the greatest connection to the Four Gods, and the old faith remains strong among the people of the east. He is expected to provide the blessings of the gods to any of his vassals who seek him out, and is an important figure in many holidays and religious occurrences. Finally, he serves as representative of his people and peer of the other lords of the realm, for Bosanda's connection to the other houses is strong, as it always was.





The banner of House Bosanda is simple - red and yellow, the colors of the Savannah sunset, with a stiff stripe to indicate their military prowess. The image of the Lion represents the god that the house associates itself with most closely, for their ferocity and courage. Rather rarely, it is considered a minor religious infraction to paint this symbol on anything but a shield, making it a 'banner' in name only; for House Bosanda believes themselves to be the aegis of the realm, and has no patience for silken things.

Lands and Ownership: The Eastern Savannah - a large expanse of plains on the southeastern coast of Handon. There are a variety of small villages and towns that swear fealty to Bosanda, though the jewel of the Savannah is the walled city of Konsak, also known as 'The Glass City'. This is the largest settlement in the Savannah, and the traditional seat of House Bosana. Most of their people are farmers or fishermen, though they boast a larger-than-average army of elite warriors, and the skill and art of Konsak's smiths and glass-blowers are well-known throughout the kingdom.

Autobiographical Knowledge: Cheick is the eldest son of the current Lord Bosanda, and he has been groomed for leadership his entire life. Ever the dutiful son, he studied the teachings of the Four Gods, practiced his skill at arms and sat through lesson after lesson about history and courtly tradition from a young age, as all eldest sons have before him. He is well beloved by his people, though his stoicism and silence are a stark contrast to his father's boisterous good humor.

Cheick has two siblings, a sister and a brother. His elder sister Aya is a powerful sorceress, believed by her parents to have been blessed by the wisdom of the Spider from a young age - the two are very close, and she is his most trusted confidant. He is more distant with his younger brother Ajak, a frail and sickly young man who was never quite up to the rigorous expectations of his household, and reacted to this difficulty via resentment of his prodigal brother. His father is an old man; though in his childhood Cheick knew him hardly at all, so busy was he with the Lord's duties, the two have become increasingly close as Cheick prepares to accept his father's responsibilities, though his father has not given up encouraging him to smile more and sing louder. "You have the strength of the Lion, and the Spider's wisdom, my son," he is so fond of saying, "But the Eel and the Stork are mysteries to you."

As to whether he has any ambitions in his life aside from serving in the office he is destined to, the answer is simple; he has never been allowed to, and he knows this. His role has always been clear; the solemn son, the warrior prince, raised in a land of beating sun in a City of Glass, friend to the people of the kingdom and peer to the great houses. Outwardly, this is his only identity, yet in private moments he admits to himself an abiding loneliness; for though the Lord of Bosanda must always be available to his people, he has never truly known a companion, someone he may be at peace with.

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Registration of Current Nobles


The Name of the Noble:
Llewelyn Ap'Arthmael

The House of which said noble belongs: House Ap'Arthmael

Current Age of said Noble: 23

House History:Ap'Arthmael can be considered the "New Kid on the Block" amongst the 10 Houses. They began as a minor noble household at the fringes of Handon, ruled over by the much more powerful House Artagonet. House Artagonet ruled over an area of land known as the "Shattered Mountains". The Shattered Mountains were not called as such because of any natural disaster, but because eight smaller "Kingdoms" ruled their own lands independently, only barely united under House Artagonet, and demanding much autonomy in exchange for their service. This made Artagonet a powerful, but internally unstable House.

Four generations ago the Great-Great-Grandsire of House Ap'Arthmael's current ruler took advantage of this internal instability (After continual failure by House Artagonet to rule its lands effectively) to gain power for itself. They had long stood as advisors and generals to House Artagonet, and were in a unique position to exploit the house's weaknesses. For three generations they waged a political war against their liege, forging powerful marriage alliances with the other lords in the Shatter Mountains- aided by string of almost infertile heirs in House Artagonet who could not produce the children to make their own alliances.

Finally, Arthmael Ap'Cledwyn, the father of House Ap'Arthmael's current ruler married Elizabeth Artagonet, the head of House Artagonet. Their contract stipulated that House Artagonet would from then on be subordinate to House Ap'Arthmael, and cemented the latter's rulership over the Shattered Mountains, effectively elevating them into the position of the 10 Great Houses, and making them eligible for election to King of Handon

Notable features of House Ap'Arthmael:

The House's name changes with each generation. The next ruler takes the name of the previous, and adds "Ap" if it is a son, or "Verch" (pronounced Ferch) if it is a daughter. The next generation would effectively be House Ap'Llewelyn or Verch'Llewelyn. Negotiable during marriage contracts.

The rulers tend to gray early and die young due to the stress placed on them by themselves and their subjects' expectations of House Ap'Arthmael. Finding a spouse is perhaps even more important for rulers of the house because of this- a way to ease the burdens of their duties and relax.

Banner: A white and black Chimera on a field of blue. The Chimera representing their house motto, white and black to represent the harsh contrast between duty and desire- while blue represents The Twin Streams, control of which helped them obtain the influence locally to take control of the Shattered Mountains.



Lands and Ownership: The Shattered Mountains (Nominally). Direct control over Ironoak Reach (Town), Cledwyn's Gate (Fort), and Twinstreams (Port village), which together account for 80% of the population and over 95% of the revenue in House Ap'Arthmael's holdings, not counting taxes and troops supplied by lesser vassal houses and lords.



Autobiographical Knowledge: Llewelyn was raised to uphold the house motto of "The Goat with its herd. The Snake in the grass. The Lion on the plains". The Goat symbolizing good rulership over their people. The Snake representing gaining political power through intrigue and diplomacy. The Lion representing prowess on the battlefield. In other words, perfection was expected of every head of House Ap'Arthmael- especially since their rapid rise within the Shattered Mountains.

It has- to say the least- been a stressful upbringing.

While each ruler effective picked one of the three- Goat, Snake, or Lion- to focus on, they were always expected to at least outwardly encompass all three to both their allies and rivals. While it could not be said that Llewelyn was raised without the comforts that came from being a member of one of the ten great houses- It could be argued he had a rather harsh upbringing. Lessons encompassed his every hour from a young age, and hardly ceased as he grew older. The internal politics of the Shattered Mountains demanded a strong leader- lest the internal factions ruin themselves in their constant attempts to gain advantages over their neighbors. Now, due to his father's success, Llewelyn had to focus on the politics between the great houses as well, an entirely different kettle of fish requiring an entirely different set of knowledge and skills.

With these stresses in mind, it was easy to see why heads of the household tended to die young.

On top of this, his mother inherited the low fertility that had plagued the last several generations of House Artagonet, and Llewelyn was a rare only child amongst the noble houses of Handon. Thus, if he died before siring an heir, his branch of the house- and likely all the power it had gained over the last few generations- would die with him. Placing even greater expectations on his success.

Now, with the death of his father and candidacy for kingship occurring in tandem, it is time to put the strain of his upbringing to the test. Unfortunately, his childhood has not made him the most deft socializer, even if his political knowledge could rival that of most diplomats. He has inherited, more or less, all of the traits of his house, for better or worse. It was enough to gain rulership of the Shattered Mountains, but would it be enough to rule Handon?

Time would tell.

Portrait:

Already the telltale signs of his house are beginning to show on Llewelyn. He looks to be a man five or ten years older, with flecks of gray already beginning to show throughout his hair. A serious expression usually rests on his face, and when not in conversation his eyes are looking at a place far off. His sense of humour, when he shows it, tends to be on the grim side, and unless he's truly relaxed and his mind is taken off of his duties any smile he gives does not reach his eyes. Other than this: His is not of extraordinary size or strength- though skill might be another matter entirely. The Lion demands that the head of House Ap'Arthmael be able to defend himself.

*****

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Registration of Current Nobles


The Name of the Noble:
Ti'Dama Songes

The House of which said noble belongs: Noire

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Current Age of said Noble: 23

House History: The House of Noire is one of the elder Houses achieving their status seven generations ago. Not that there was much hope for it in the first place as the lands granted to Ti'dama's ancestor were worthless. An apparent reward for the minor vassal for provide an adequate cure for the ailing wife of another ranked member of the court who happened to have the king's ear. If only that marriage was happy one..but that is a tale for another time. So her ancestor took her people to the mysterious Riene Swamp, a place few dared wander beyond for it was notorious for sudden fog stealing away the path to home and its wildlife was not exactly friendly. Yet her House found wealth in the lands; not material, but in knowledge. New herbs for salves and 'potions' were discovered as were the uses of natural secretions of webbed frogs..well after some tampering. It became common knowledge a dying traveler would seek out the inhabitants of this land in hopes of catching a glimpse of a vine covered hovel for their final cure or..grave.

Noire would rise in fame for their medicinal talents from common salves to ward off pesky bugs to oral pastes to fight off setting infections within the body. Their infamy in some circles began after several caravans vanished in their waters in which the ruling woman at time raised her brows with a stout response that those that do not know their waterways need a guide or be swallowed by the land itself. In common terms pay their people for safe passage or find yourself as nutrients for their ancient mangroves. Friendly and warm weren't exactly trademarks of her House after that event, preferring to keep the company of nature or their own folk. Like the nightly fog that settled over the swamp water, rumors swirled about her House's frigid nature as medical experimentation began as her House strove to fight against that eternal enemy..Death. All it took was the plain dance of a rat's corpse to send a shutter down a visitor's spine before the skinned corpse walked itself into a boiling pot to made into stew. Missing ligaments once the obvious result of a snapping turtle became questioned as healers crossed lines between the world of the living and the dead..for a price. It was her own Grandmother that drove off daring raiders utilizing her own men hidden among the trees with poison spears and an extraordinary large water serpent defending it's home from beyond grave. It's skin lies as an honor behind the family's seat of power.

Gods have little place in their House as her family has found answers only in Nature and Death. Offerings of water lilies and woven reeds were occasionally made to the Swamp as thanks..or sweet powders that made the birds sing in ecstasy. While Death has mere candles lit of expensive wax or sap for the less able. Eventually a practice developed as children came of age; the act of mixing one's own blood, venom from water serpent fangs and placed on the recently slaughtered carcass of a toad. The venom has a strange effect on the two blood types congealing it into an almost tar-like substance..a simple needle used for the rest of the process. A toxic substance that excites the blood vessels causing them to appear more prominent appearing in brilliant colors of greens, purples and for her House..golds. The chosen marks are used as displays of personality, status and most importantly marriage status. Black ink means single and unattached, while upon marriage it is covered the colors of the two partners in a bonding ceremony. The only problem miscalculating the amount of venom used in the combined inks can result in a bonding ceremony turning into a funeral quickly. Superstitions that a partner must be honest, loving and above all loyal to their partner in all aspects of life or else Death will steal their love away from them. A failed bonding ceremony can result in immense distrust in the surviving partner, possibly ending their bloodline.

Nature, Death and the Swamp are the rulers of this land..and House Noire accepts that..Outsiders beware the Fog.

House Banner



Lands and Ownership: Her House rules the swampland of the Rienes Swamp, as vast as any woodland one can imagine. In simplest terms one can imagine the lands as three separate rings or layers. Their main food sources come from the swamp in the form of meat -Don't ask what it is-, roots and the few crops able to grow on lifted platforms. The outermost ring of Keile (Port) composed on the fringes of the swamp as murky waters become clearer merging into the Sines river. A major trade hub for the inhabitants as exotic salves, foodstuffs and stories come from this port, while nothing impressive compared to coastal ports it suits them just fine. Here to where you can find a willing guide or two to lead wayward travelers into the deeper Leik Rim. Leik (Barracks) is the second ring as well as the most feral portion of the swamp; the best protection are the wagon-sized canoes utilized by the folk of the land. It's slow going as the poles crawl forward, but it's better than taking chances of soggy land spits passing by. Looking up you can occasionally see a sign of civilization; guard outposts as men and women spend their time watching the waters below or seeking a target. Spear and bow are their weapons of choice as why not utilize the poisonous wildlife?

The last ring is Tikm (City) as civilized as these lands are as make-shift bridges connect on the murky water all leading to the center of the Rienes Swamp. Common citizens live in housing among the mangroves, each residence having a small bridge of stone or wood connecting to the center. Floating platforms are here and there growing rice and other suitable crops. In its middle is the Slene Mangrove the oldest living thing in the entire Reines Swamp. It's boroughs are as wide as a hovel allowing carts to easily cross them and support their weight. Make-shift stairs wind about the vast trunk as shops and living quarters alike are built out from the tree on platforms. While the ruling House of Noire calls home in a vast two-story home with the vines of the tree falling about it like a rampaging waterfall. Moss covers the old wooden panels as elders exhale strange colored smoke observing the going on of life beneath their feet. The actual hall of the House isn't anything too impressive compared to more..civilized ruling Houses, but it has an air of respect about it. Cobblestone flooring and wood intermingle as a light haze of smoke seems is a fixture as men and women of medical persuasion discuss, barter and grumble over the day's business. Advisers to the ruling head of the House..or mere pests depending on the day. It's here missing ligaments are seen, a pinky, a toe or extreme scarring..all proudly visible. The flesh is not ashamed of as garments made of reeds and such; the wealthy can afford to barter for finer furs of land bound beasts having lost value due to damage..but still worthwhile to these independent people.

Strangers regarded with suspicious eyes and hushed voices by the elders, while barefooted children scamper about them either contemplating if the stranger could swim in their murky swamp or would be willing to share a tale from their own lands. While the Hunters and Trappers of Leik a bit too boisterous and aggressive to impress elders or peers, challenging visitors to dangerous games of knifes or tasting poison. Of late, the Hall has become a bit noisier as Ti'Dama has insisted on trying to set-up an aviary of sorts for Swamp Cranes in a futile effort of some sort on the adjacent section.

-A minor village-



Autobiographical Knowledge: Born as the only child to Lord Wen and Lady Ikle; it was an understatement to say Ti'Dama's early life shadowed with security. Smaller families and miscarriages are common in the Reines Swamp as disease carrying insects do not discriminate from pregnant or a sickly babe. So Ti'Dama found herself confined to the vast branches of the Slene Mangrove never touching the water that seemed to calling to her. The traditional arts of salves were beyond dull to her much to the despair of her tutors having to constantly call her attention from a flock of passing by cranes. Nature was calling to the young heir..and her parents couldn't keep her confined as she grew. Bare feet brushed against the moss-covered roots of the mangroves as Ti'Dama tracked the furred and scaled alike armed with a single quill and drawing implements. Sketches of beasts soon covered her quarters as she began seeking the mysteries of magic..despite its' risks. It was her sickly mother that encouraged this inquisitive venture as her own body marred and blessed by magic. Her mother had been the first in a longtime to be blessed with Beast's Soul..taking the skin of her Mark of a Dragonfly. Despite her fragile body, the Lady of Noire had given birth to what would be a talented Witch.

Years flew by without a second thought as Ti'Dama trained under reclusive Witches making their homes in the Leik Ring away from prying eyes. Tongues of man intermingled the harsher call of beasts as she could only listen unable to reply. Mammals seemed more keen to speak compared to the colder voices of reptiles, shy creatures it seemed. Now if the beasts understood her own response varied after swallowing various concoctions of bitter herbs and beast blood. Unfortunately these demonstrations could lead to headaches without aid of consuming such concoctions. While she was less successful when it came to the temperamental magic of Elementalism managing only minor control over a vine or creating a small ring of fog for a limited time. Her hands became scarred from the backlash leaving leaf-like patterns up to her wrists. The offering of blood seems to appease the fickle magic making her reluctant to use it beyond an emergency.

It was upon her coming of age ceremony that her Beast Skin called to her. As the ink burned into her skin forming her Mark on her back of her House's sigil. A Crane about to take flight from the murky swamp it called home. It was a strange request for someone to make feathered patterns in the corners of her eyes, but who was the inker to question her. It was utter agony for Ti'Dama the following days as the venom burned in her blood..changing obsidian irises into golden orbs. It was after this experience, she insisted upon the beginning construction of her Crane aviary as the varied colored birds settled in their platform pond free to come and go as they pleased. Fishes stocked for their feed as the birds became a common sight in the mangrove..as was the naked form of Ti'Dama much to the displeasure of the Elders clucking their tongues at her display.

Chicks curious about their constant companion would leave little trinkets of their own from shiny rocks, flowers and silver minnows. Ti' Dama graciously accepted the gifts storing them in her own quarters, an odd behavior as her companions noticed the young woman becoming more withdrawn and quiet. It was only the display of her legs that caused alarm as black banded scars curled around her legs as her frantic handwaving did nothing to deter the healers from prodding at them. Magic was the cause of the scarring as the rough new voice of Ti'Dama explained her attempt to take the skin of Crane..she had only managed her legs so far turning them into the scaled pole-like legs of the avian creatures. Only for a small amount of time until the magic backfired leaving her with the scars. Her mother clucked her for a short time before providing her with an enchanted necklace that passed down throughout their House to lessen the backlash of her Chosen Magic.

Five years have passed since that day while the severe scarring on her hands and legs remain. Other effects have begun as her nails became as black as coal and pointed like a Crane's talon. Her bones have become more fragile as she has found out after accidentally falling from a tree resulting in a fractured foot despite it not being too far a drop. This sudden fragility has led to her aggressive rejection of suitors knowing that the child-bed could lead to her death or crippling. Still the rewards have been beyond as she finds herself speaking the tongue of birds and assuming her Crane skin with ease. Now she looks for a more stable Skin to counteract her fragility..if Magic works in her favor. Marriage is far from her mind, but she knows that it is expected as her duty..unless all her suitors are driven off by her nature. Or so she hopes..

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Registration of Current Nobles


The Name of the Noble:
Ariella Laventis

The House of which said noble belongs: The Phoenix

Current Age of said Noble: 22

House History: Five generations ago House Laventis rose quickly to infamy as word got around about their very "odd" ritualistic nature. They have always believed in "The Gods", most of which they do not say the name of without good reason. As a family of practicing mages, they periodically perform magic rituals for their Gods, which always involves bloodshed. Often times those performing in the rituals will decorate themselves in blood, smearing it in intricate designs around their body. At times the rituals can lead people to the edge of death, or they end up actually killing someone. Whether it is on purpose or not, it does not matter for they do not fear death, as their house symbol is the phoenix and they believe that if killed, they will rise from the ashes again. If not in this life, they will rise in another. Fear is what originally lead the Laventis family to power, though these days the people they rule over are fiercely loyal and continue the practice all over the city. The Laventis family is strongly magic focused and most have been gifted with an affinity for one type of magic or another, while the rest they will work on for the rest of their life to perfect. All Laventis kin are believed to have the fire of the phoenix burning within them, which is why they stay in the cold mountainous region of Cresent Bay. The frost cannot touch them - or so they say.

Lands and Ownership: Crescent Bay - the most northern coast of Handon. It is a cold, unforgiving land surrounded by a barrier of mountains. House Laventis rules over a majority of the northern coastal areas, though because of the harsh nature, most people only live within the city itself instead of the outskirts. Cresent Bay is a popular spot for hardy fisherman who often come to go crabbing for the large, high demand type of crab which you can get a hefty price for transporting to other parts of Handon.



Autobiographical Knowledge: Ariella was born the second child in a large family of eight children (and counting, if the Gods allow it). Her eldest brother, Damien, had been the "golden child". Not only was he the family favorite, he had also won the hearts of all the village people in their lands. Damien always knew what to do, what to say, and excelled in nearly every aspect of his life. He was Ariella's role model and wherever he was found, she would be trailing right behind. She was interested in everything that he was learning to do, though she wasn't as quick of a learner as he was. Ariella had always been a rambunctious child. Full of energy, curious, and had a hard time focusing on one thing at a time. In short, it took her much more effort to master her skills. Nonetheless, Damien was always there to help her in whatever she needed.

When Damien turned 16, their family was gearing up to marry him to a noble born girl about the same age as him. Damien, though hesitant, was ever dutiful and went along with everything their father instructed. A month before the wedding was to happen, Damien was found dead. His body had washed up on shore, beaten and bloated. The Laventis family was devastated. Not long after a suspicious suicide note had been found after searching his room. It stated that he was to throw himself off of the highest bridge into the ocean. Ariella swore that it was not her brothers handwriting on the note, despite the coroner ruling that it was in fact a suicide. Her family believed foul play was involved, though most of the village suspected it was all the pressure on him that caused it.

Though her family felt at a loss of what to do, their father was their rock and snapped them back into the powerful family they were. Ariella soon became the new prodigy, being focused on day and night to perfect her skills. In honor of her brother, Ariella worked as hard as possible to try to become the best of the best. She no longer took part in her usual antics and started to develop a colder personality. Damien's death had completely reshaped her. One thing that hadn't changed, however, was Ariella's interest in the female gender. She had always been attracted to women and was open about it. Her family didn't mind, though her father would always ask when her "phase" would be over and she would be ready to settle down for a marriage with a noble man. The idea made Ariella's stomach tie in knots, but she knew this day would eventually have to come. She had to honor her family. If not for them, for her brother. She could be a dutiful, loyal wife to a man.... right?

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Registration of Current Nobles


The Name of the Noble:
Arceus Kallidus Kyros, Arch-Magus of Cathal and Lord of the city of Gor Ithios

The House of which said noble belongs: House Kyros

Current Age of said Noble: 24

House History: House Kyros rose up four centuries ago to power with the province of Cathal, managing to break the constant dead-lock with power struggles between the Mage families and becoming nobles in their own right. They achieved this through a combination of pure sorcerous skill, careful bargains between those families that would submit, and even more careful marriage alliances. Ending a reign of Paper Kings and feuding Sorcerous Families.

Ever since, House Kyros has dominated Cathal with an iron grip befitting a House whose position is surrounded by roughly equivalently powerful opponents. But they pay the King's Tithes, respect his authority, and lend their domain's forces to his in exchange that they be left alone to govern the province as they see fit and deal with their own affairs. Which is mostly benevolent, if a bit tyrannical in regards to maintaining their control amongst the local nobility. The other families are kept on a short leash when it comes to trying to extend their own power to match that of House Kyros', but are allowed to govern their fiefs and properties as they wish just like their overlords.

The internal family succession can be particularly rough. For like any great House, Kyros has many children, and being of proud Mage-blood stock throughout their lineage, every last one of them has substantial magic potential. The family patriarch's position is decided by the merit of the sons, usually the eldest mature sons, by way of Sorcerer's Duels. Only the most powerful mage among them may ascend to the title of Arch-Magus of Cathal, and thus distribute the other Kyros-owned titles, properties, and lands among his siblings; as well as oversee disputes between and among the other Mage Families of the province who then swear fealty to their new Arch-Magus. The remaining sons are usually assigned to strategically marry the best Sorceresses to perpetuate better and better Mages within the Kyros Family, or to solidify alliances between them and houses outside the province.

This practice of succession, while seen as barbaric among some nobility of other provinces, is seen as necessary by House Kyros, and is a normal rite among the other Mage-nobility of Cathal. A Sorcerer's life is competition and power, and it is one which only the strong survive. It is only right that in a political setting where they dominate, that the Houses would only want the very best at their heads, and that the most powerful of all of them would be their Lord. Plus, with sorcery being such a dangerous occupation even at the best of times for those skilled in combat magic, it naturally leans towards weeding out the weak and incapable from the mighty and skilled, and all of the Houses of Cathal can attest to that whether they're Kyros or not.

The daughters on the other hand are prime prizes that any Mage Family that isn't of Kyros desires to have wed to one of their sons, and House Kyros knows this. To this end, the family has traditionally indulged their daughters to be as picky and particular as they desire with their potential husbands. Being highly capable Sorceresses themselves, they often don't care for potential husbands who cannot even best them in challenges or meet their demands. Duels are seen as socially unacceptable in Cathal for Ladies to participate in against suitors, but it is highly fashionable for them to set such tasks to suitors against other Sorcerers to prove to them how far they're willing to go for their love, and for the Lady to judge her suitors' performance. Cathal is joked of as being full of Sorceresses who cannot live up to a Daughter of Kyros' expectations. Such a system is ripe for underwritten manipulation as the women essentially use their positions to make families enter feuds over marriage proposals, all the while the potential orchestrator patriarchs all act innocuous of their relatives' actions.

In terms of recent history, House Kyros has begrudgingly offered more social mobility and freedom among the nobles within the province on the orders of King Merin whom showed his disproval with the House's stiff control over the province. The family viewed Merin as a kind-hearted and benevolent, but naive King who never fully understood how and why Sorcerers conducted politics and business in Cathal, but like all others they bent the knee to him and his wishes while he sat the throne of Handon. With his abdication, the latest newly ascended young Arch-Magus hopes to set things right again and further secure the interests of him and his House.

Banner:
A Pentacle on a Black Field of Brass-coloured stars, the circle being one of Gold while the star itself is Crimson Red.

Lands and Ownership:

-The Province of Cathal (Arch-Magus is the title associated with its ownership. A province of middling agricultural quality, a few mines and forests utilized for lumber but nothing to boast of compared to other provinces of Handon. Its main revenues come from taxation, the Sorcerer Academies tuition fees, the refinement and sale of goods for magical and alchemical means, and the sale of Sorcerers' services abroad.)

-City of Gor Ithios, capital of Cathal (Lordship, with all obtainable revenues, tariffs and taxes associated therein)

-Provosts of all Sorcerer Academies within Cathal's bounds (House Kyros divides the Provost seats amongst its sons, with the Arch-Magus usually being the Provost of the most prestigious Academy of the time. They are mostly advisory positions which conveniently offer access to the Faculty records which the House keeps up to date on after each year.)

-The Tower of Obsidian/ The Obsidian Tower (Personal residence of House Kyros, and seat of their power located in Gor Ithios, built entirely out of imported Obsidian)

-Herne Alchemical Refinery (Family-owned Business in Gor Ithios specializing in Alchemy and Potions, founded over 200 years ago by Herne Valdius Kyros)

-10,000 Acres of farmland estates (Roughly 20% of Cathal's capacity)

-The Scholam Arcanum (Public Library specifically catering to the Art of Arts, boasts of being one of the largest repositories of Magical Knowledge and Sorcerous Writings in the world with extensive material archives as well. Supported by the generous patronage of House Kyros, located in Gor Ithios)

-The Brass Citadel (Prison-Fortress located in Cathal, built to contain convicted Warlocks[Rogue Sorcerers] and other Magical beings or criminals, but also functions as the general prison of the Province. Owned and operated by House Kyros)

-Fort Ardyn (Main Military post for Cathal under the ownership of House Kyros, located within sight of Gor Ithios. It serves as a Training post as well as a Command Post for the Cathal Forces, hosting a private Military-based Sorcery Academy.)

Autobiographical Knowledge: Arceus Kallidus Kyros was born the third son of Alain Damion Kyros and Lyra Severian Kyros. With seven brothers and eight sisters that survive to this day and a handful of other brothers which died, he was certainly not a lonely child within the Obsidian Tower growing up. All being powerful children of Sorcerers, their lust for competition and dominance began even at a young age, with the elder brothers and sisters usually bossing around their siblings behind the backs of their parents and relatives. House Kyros knew of such behaviour, naturally, but saw it as good practice for the reality of real life in Cathal when they grew up, and so long as they didn't seriously injure each other, the family saw no reason to stop such behaviour.

But Arceus didn't survive through his childhood and later tutorage under the older Sorcerers of his family through just pure might, as his elder brothers had done, but through cunning and guile befitting one who was not gifted with the natural luck of being born premiere among his siblings. From an early age, he routinely traded favours for favours with his various siblings and cousins his age, balancing out the arrogant ambitions of his older siblings with the more timid desires to be seen and active by the youngers. It was all over petty matters and grudges involving toys, snacks, personal items and clothes, embarrassing others in front of higher family members, nothing serious, but they taught Arceus valuable lessons in understanding Sorcerers.

And as his powers grew with age, his understanding only grew ever more as the scars from the pitiless Sorcerous training of his House began to pile on. He discovered how to play to one's personality, how to hide his full potential and appear helpless. For surviving as a sorcerer often fell not to who was the strongest, but who could outwit their opponent. And to hold one of the most powerful positions in the world, power and wits play equal parts regardless of whether or not one knew magic.

He also understood why his family had so many kids, as many of them died or were crippled in the process of training in the Art of Arts. For while Cathal had spent centuries to devote itself to making the study of more combative magic a safer subject of study and training, there is only so much one can do to make it safer or easier. As he grew up, Arceus lost 5 brothers through various accidents and hazards of study, and many of his older relatives had lost limbs or suffered fatal injuries as time went on.

At the age of 22, four years after his ascension to the official rank of Sorcerer within his House, the family Patriarch, Alain, died of old age, being 83 years old, a venerable and mighty man. As had been the practice for over 400 years, the sons of the previous Arch-Magus gathered at the Obsidian Tower promptly to decide the next Arch-Magus. Five sons of Alain claimed rights to the Lordship of Gor Ithios and the title of Arch-Magus of Cathal, Arceus being among them with his eldest brother Eamon being nearly 34 and the youngest of the brothers, Gerion being merely 14. The duels were drawn by lot and observed by all members of House Kyros who could attend along with privileged members of the Cathal nobility, privileged Sorcerous peers from beyond the province, and representatives of the King, the widow Lyra herself was among them. The duels lasted all day, for tradition demanded that a successor be chosen by the dawn of the new day, and one by one, the brothers were disarmed and bested, the final showdown coming between Eamon and Arceus.

The old rivalry between the two siblings burned as hot as the magical energy they summoned in their duel. Flames danced throughout the black hall of the throne room, lightning arced in wild displays, bone-chilling winds frosted the floors, and summoned up weapons and beasts of pure energy assaulted each other as brother fought brother. Reality itself might have been ready to rend with how much power was being flung about but the combined might of the family and the ancient foundations of the tower had grown used to such feats. Hours passed, Arceus appearing to be on the ropes multiple times, but in reality he was holding back, drawing his brother's anger and energy out as his taunts only served to enrage the elder brother. Finally, sensing Eamon waning, Arceus delivered a flourish of power that stunned the room, ending a feat of endurance, power, and skill that surely had the ancestors of House Kyros looking on in pleasure.

Thus, Arceus won his place as Arch-Magus of Cathal, heir ascendant of House Kyros, and Lord of Gor Ithios, one of the youngest to ever hold the title and still a bachelor to boot. His inauguration and birthday of 23 was followed months after by the old King Merin's abdication of the throne of Handon. Opening the way for fresh ambitions to extend his own newly expanded power and the prestige and state of his mighty House of Sorcerers. For with Sorcerers as much as Politicians, the competition for greater power is timeless, and Arceus bears the weight of his house's illustrious lineage as he makes his own moves.

Portrait:

A particularly imposing portrait of the Arch-Magus Arceus Kallidus Kyros, in his full regalia, and wielding his staff of office.


An artist's sketch of the Arch-Magus' face. His noble face disfigured by the scars of Sorcerous Duels, he wears the scars as a badge of pride, as most Sorcerers do with the scars upon their bodies. Though it obviously doesn't necessarily help with their appeal to ladies.
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Registration of Current Nobles


The Name of the Noble:
Princess Mjarre of Geriang

The House of which said noble belongs: Dionaea

Current Age of said Noble: 22

House History: House Dionaea began as a small one, roughly a century after the forming of Geriang as a separate kingdom. Owning some farmland along the river, their income came mostly from trading with other houses. The family themselves, as well as most of the population of their lands consisted largely of sylvari – a race of sentient plants, who had evolved some animalistic traits at some point in the far past, perhaps during a period of harsh climate. More specifically, they were largely carnivorous, although they were still able to sustain themselves on sunlight and sufficiently nutritious soil, if need be. This allowed the small community to trade most, if not all plant-based produce they managed to harvest, which began to gain them influence and power over those who needed it for sustenance. House Dionaea had soon become one of the most influential forces within the newly formed country, gradually acquiring more land and by extension – more power.

House Dionaea’s lands were scattered haphazardly across the country, as they focused on acquiring farming soil more than anything. This built up a strong sense of family duty and trust among its members, as these lands needed to be governed separately, but function as one, in order to maintain their foothold in the hierarchy of the kingdom.

Disaster struck with the eruptions that destroyed a lot of what Geriang had built. Much of Dionaea’s farmland was lost to the fiery rage of the earth. Their heart however remained intact, as the river did not allow the lava to reach Dionaea Isle and Hekkarim. This made them practically the only source of food in the kingdom for a while, besides the aid so generously provided by Handon. The old king Dast, albeit a decent ruler, simply did not have the capacity to hold his kingdom together in a crisis, and squabbles began springing up between houses, threatening to grow into something much more dangerous. Lord Dashar, then head of house Dionaea, took it upon himself to disrupt such squabbles in a diplomatic manner, realizing how bad a civil war would be for the Geriang nation after such a disaster. He ended up uniting the majority of the more powerful houses under his protection, which, he soon realized, had given him an army. Being an opportunist, as those of his house tended to be, he asked a formal audience with the King. On said meeting Dast was asked to willingly resign and name Dashar as heir to the throne, lest Geriang collapse on itself. The old king had no choice but to agree and soon the crown was in the hands of house Dionaea, who have since managed to somewhat restore balance to the land. Dashar’s successor, Queen Shakti, has so far proven to be a no less capable ruler than her father and much is expected of Princess Eressi – her firstborn daughter.



Lands and Ownership: Dionaea are formally the ruling house of Geriang, although most real power is held by the royals themselves - Queen Shakti, King Njorro and their children officially own the entire territory of the kingdom, though they reside primarily within and around the capital city. The house’s three largest splinters, however, each own a patch of land as follows:

Lennja Manor – includes the manor itself, newly rebuilt, in the outskirts of the volcano, along with the surrounding land, consisting mostly of thick, moisture loving foliage and swampland - presently belongs to Shakti’s younger brother and his family;

Dionaea Isle - a small fortress with a town around it, built atop an island within the Escarine, a large river running along the western border - domain of Shakti’s parents, to be inherited by the Queen herself, following her retirement;

Hekkarim – a small town off the coast of the Escarine, not too far from Dionaea Isle. The town itself is not too impressive but around it lays some of the most fertile land in Geriang – a rare treasure within the confines of the kingdom. It is ruled over by the Queen’s uncle and his family.

Autobiographical Knowledge: Princess Mjarre is second in line for the throne of Geriang, after her sister Eressi. Despite being the second child, she was not spared any of the meticulous training involved in being a potential ruler, just like all four of her younger siblings. As a result Mjarre possesses command over several languages, court etiquette, diplomacy and even a dash of military strategy, although one wouldn’t assume it of her at first glance. In addition, and pointedly more to her liking, the princess was educated in the arts – painting, music, poetry, dancing…She specifically appears to have an affinity and considerable talent in embroidery. Her martial prowess on the other hand does not extend much beyond horse riding and a bit of archery.

As the news of King Marin’s retirement reached them, Queen Shakti and her spouse, King Njorro, jumped at the opportunity to strengthen their bonds with Handon. As their eldest child is preoccupied with being groomed to inherit the throne of their own kingdom, the rulers of Geriang chose to send Mjarre to contend for if not a leading, then at the very least a powerful position within their neighbour’s hierarchy, to ensure the further wellbeing of their country. Despite a rather jarring first glance to the eyes of a Handonian, her sweet disposition and the odd ability to make people relax in her presence made her the best choice for such a task.

Portrait:Princess Mjarre may look quite shocking at first, but one is quickly put at ease as they interact with her. A constant sweet scent envelops her, which seems to draw you in closer and make you feel pleasantly drowsy, as if her mere presence is sucking the stress out of you. Still, it is a bit unnerving to watch somebody with bright red teeth nonchalantly eat a dragonfly with what you assume is meant to be her hair.



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