➤ Former Royal Archivist Karl Müller-Hohenstein, Archduke of the Stormlands and Duke of Steinland @Pagemaster - Lady Michaela Müller-Hohenstein, Duchess of Steinland @Saix - Lady Filiberta-Marie II of House Marietta, Duchess of Inge @John F Kennedy ➤ Lord Varan VII Vyapult, Archduke of the Frostmark and Duke of Drevilna @BCTheEntity - Lord Mertavoda Echo, Duke of the Frozen Tears @TheRedWatcher ➤ Lord Egil Engelhardt, Archduke of the Mistlands and Count of Nassau@ShadowSunRisen ➤ ____________, Archduke of the Wildwood [Reserved] ➤ Former Grand Marshal Torm Draufkrieg, Archduke of the Arbormark and Duke of Kademaer[POOHEAD189] ➤ Lord Erik Krast, Archduke of the Western Marches and Warden of the West @sly13 ➤ ????????????, Archduke of the Crownlands [Empty/Unapplicable]
List of Major NPCs:
- Sharles of Bremerant - Anyarama of the Crownlands
- Pontifex Rulon XI & Meretrix Marnya VII - Sir Jorin "Redside" Longwall, Knight-Captain of the Crownguard
House: Steinland (The Stormlands) Location: Bordered to the West by the Dragons Graveyard, the North by Westmarch and Abormark, the East by Wildwood, and the South by the Starry Sea.
A Description of Steinland:
Stormlands - Named for the seaborn storms that routinely wash over the land or even flood it, the Stormlands can flip between a beautifully sunny coast to a terrifying thunderous storm in minutes, it is also picture of ancient rounded mountains, lush river valleys, endless castles and stunning vistas. Bordered to the West by the Dragons Graveyard, the North by Westmarch and Abormark, the East by Wildwood, and the South by the Starry Sea.
Deep and wide rivers snake down from the Dragon Mountains where soaring peaks of the quickly give way to rolling hills, rounded ancient mountains, and a certain sense of walking into antiquity. The mountains here are old, far older than those of the north, and thousands of years of rain and wind have battered them into a pleasing undulating landscape.
Deep forests are common here, but unlike the marshy forest of Wildwood or Abormark, they are filled with mighty oaks, colourful maples, and delicate aspens. This is a land poets and bards sing of when they wish to conjure forth songs of beauty and prosperity.
To the south lies the Starry Sea where long coastlines of jagged rocks are broken by countless bays that boast beautiful white sand and excellent anchorages. Fishing is plentiful and the marine life a wonder to behold.
Castles dot the landscape from small strategic holdings to the massive citadel at Steinbach. The Nobles here fight each other as often as they have external enemies and no lord is to be caught without a formidable redoubt to call home.
The People of Steinland:
Steinlanders are a fair folk, tall, well fed, and great fans of ales, meads, and violent sport. Often considered dour and studious by their neighbours, that is a reputation gained from those who have come from behind the natural barriers that protect these fine people.
Those in Steinland love as much as they fight and the population has remained strong for many years. The abundance of water and resources has allowed for a comfortable lifestyle, even for the peasant classes. It is no surprise then that Steinland considers itself the true heart of the nation.
The Economy of Steinland:
Steinland draws much of its wealth and strength from the Dragon Mountains, and the ancient mineral deposits found throughout the land. High quality coal and plentiful iron have allowed Steinlanders to make their mark as the finest blacksmiths in the land, producing incredible armour and weapons. It is a true status symbol to be equipped with Steinland plate.
Two major ports, Steinbach and Ostfelsen, allow a steady flow of trade with the rest of the continent, as well as those across the sea. Not lacking for agricultural goods or the bounty of the sea, Steinland is loath to part with much of its homegrown wealth.
The names and locations of fortresses are to many to count, but the major citadels are listed below:
City of Steinbach: Steinbach is an beautiful and ancient city that has spread across the mouth of Splitstream River and up the sides of the hills that embrace it. Stunning architecture, powerful industry, and a studious, if at times ridiculous people, make this city a true powerhouse in the realm. The finest swordsmen and armour come from this region.
Unlike the frozen hellhole of Frostmark, Steinbach enjoys a mild year round climate with the temperature rarely dropping below freezing while the summers are pleasant and most desirable.
City of Ostfelsen: Ostfelsen lies to the West of Steinbach along the coastline and straddles a series of rivers and canals that make it a wonder to visit. Unlike Steinbach, with its heavy industry and love of weaponry, Ostfelsen is popular with craftsman and makers of liquor.
The architecture here is less brutal and formal, allowing it to attract folk from far across the seas as a place of learning and study.
City of Drawehn: Drawehn is the largest city in the Dragongrave Mountains. The fortress here is an imposing sight and commands the only pass between the mountains and lowlands beyond. Its population is made up of hard working, hard drinking, and hard fighting folk who pride themselves on their reputation as strong and hardy folk.
City of Rhön: Rhön is the Northern most city of the Stormlands and occupies the bluffs above the Splitstream River and main highway connecting the Stormlands to Arbormark. The largest collection of merchants in the realm can be found here as good flow in from all across the Kingdom before moving south toward the sea. Likewise, goods transferred from ocean going vessels to river barges make their way north to be traded here.
The Lindau Estate: The Lindau Estate is the traditional home of the Dukes of Steinbach. Nestled along the shore of a lake Northwest of Steinbach, amid a chain of extinct volcanoes, this retreat is accessible only by boat. Heavily guarded, only two people are welcome here without an invitation, the Archduke and his daughter. Guests are rare and certainly none have come at Karls invitation since the death of his wife and parents.
Reputation: Steinland is known for its martial and civilized folk.
Strength: Steinland fields armies of mounted knights supported by infantry and archers drawn from the peasant classes. Knightly Orders are common here and can range from being largely helpful, to a downright pain in the keister. They have a siege train second to none.
Please enjoy this marching song of Steinland.
Further Information: It is an open secret that Steinland considers itself the best part of Adanion. With the death of both the King and the Crown Prince, the Arch Duke is widely known to favour the Princess Anyamara but there are rumours he may simply declare independence and shun any holder of the Crown completely. Any faction that counts the Arch Duke among its allies would surely take the Crown.
Character: Karl Müller-Hohenstein Title: Archduke of the Stormlands, Duke of Steinland, Lord of Steinbach and Ostfelsen, and Patriarch of the Great House of Müller-Hohenstein.
Claimant: Princess Anyamara Reputation: Known for being brutally honest and to the point.
Age: 45 Height: 5’10
Family: Karl has one child, Duchess Michaela Müller-Hohenstein. His wife and parents both died of the plague when he was twenty five.
Description: Karl was once a tall and proud man but the injuries he suffered at the hands of pirates has left him bent and twisted. He is clean shaven at all times and wears his scars openly. His teeth are either gone or broken, painful to the touch. His right leg is bent and gnarled, forcing him to use a cane. Both his feet are badly mangled and angle inward causing him to walk duck footed. His fingers, all broken before healing into a gnarled mess, had to be re-broken when he was rescued, healing again into some approximation of claws.
It is his eyes that still give life to an otherwise piteous being. They are a pure and hate filled black. Like two pools of evil that try to draw you in and drown you.
Notable Traits: Spymaster: Spies, assassins, subterfuge, all of it falls into Karl's purview and he wields those resources with terrifying skill, both within Steinland and abroad. Cunning: Those who cannot wield swords, wield words, and Karl has proven himself time and time again to be a skilled negotiator. To those paying any attention, a sudden cessation of local feuds hints at a unification within Steinland. Strategic Thinker: While he cannot fight in a war anymore, Karl has lost none of his ability to command armies. Useless fighter: Karl couldn't fend off a child any more.
Personality: Karl is cunning and cruel on a level that very few people can imagine. The cruelty that he suffered at the hands of pirates following his capture at twenty left him scared and vengeful. The once handsome and confident young Prince has become a twisted and bitter person, driven by the desire for revenge and to make his enemies suffer as he suffered. Many of those in Steinland, where martial prowess is so highly valued, have come to respect him for his intelligence and common sense. He dotes on Michaela, his only child, and will do anything to see her inherit a strong and powerful realm.
Character: Michaela Müller-Hohenstein
Title: Duchess of Steinland Claimant: Michaela stands with her family’s backing of Anyamara.
Age: 25 Height: 5’10
Reputation: Michaela is known to carry herself with dignity, to treat people with respect, and expects the same to be given to her. She is beloved by the people of Steinland.
Description: Michaela stands taller than most women of Steinland with a height of 5'10, has youthful pale skin, and thick wavy hair as red as the fires of the setting sun with ends that sway across her lower back. She has a slender, but muscular build that shows that she maintains an active lifestyle. Her bust is of a medium size, full and seemingly nice to look at when others think that she will not notice. They are accompanied by a small waistline and hips slightly wider than her under-bust. Michaela is happy with how she developed as a woman in which, despite her slender frame, she looks good enough to not be a heavy topic of discussion with the other court women. Her breasts are agreeable in that they are not so large that they hinder her when she trains or provide her with back-ache and hips wide enough for child baring. She cannot stand their useless chitchat and if she is not the subject of their folly, all the better. She is fully aware of her duties as Dutchess and is not looking to be reminded by upper society gossips.
As cultural standard demands, Michaela is often playing the graceful and polite hostess. In more private settings or when provoked, she'll show more raw feelings. Outside of social events, she'll wear men's clothing over women's, taking comfort and ease of movement over beauty and societal standards. Because of this, she will also have her hair up in a high ponytail, so that is stays out of her face, rather than spend time on some elaborate up-do.
As the only child born to her father, she began to train for combat and will wear a longsword accompanied with a short stabbing dagger strapped to her hip for most occasions, showing her status to others as a Knight. The only time she is without her longsword is when she has to be in a formal setting dressed in a flowing dress of green or blue, but she will always have the dagger on her person for protection.
Notable Traits:
Artist - Michaela is a talented artist, capable of recreating any scene or object from memory with great detail.
Socialite - As a daughter of a Duke, she is trained in the proper etiquette and customs of her people.
Average Swordswoman - Michaela had to modify her sword style to accommodate for the fact that most of her opponents would be able to easily strike her down if she relied on strength alone. Thus, she focuses her training on speed and her ability to parry strikes.
Skilled Archer - Where she lacks in swordplay, she makes up for with deadly accuracy with a bow. She hits her targets more often than she misses them and will often help to bring in fresh meat from the forests.
Poor Strategist - While on the field - Michaela understands the basics of the battle in front of her, but doesn’t always see the bigger picture of what is worth fighting for and what is worth loosing when it comes to war.
Adept equestrian - Michaela has a love for horses and rides well. Her skill in fighting from the saddle is well known.
Personality:
Michaela is a confident young woman and takes after her father in some ways. She is cunning on both the battle field and when dealing with others, often catching her opponents off-guard due to their misogynist views of the capabilities of a woman in a position of power. She has the capacity to be ruthless and will when it comes to defending her lands and upholding her father's wishes.
However, underneath it all is a compassionate woman who cares for her people and will try to find a fair middle ground when possible, but only if it doesn't interfere with her father or brother’s orders. If one is fair with her, she will respond in kind. Offer anything less, and she will respond with malice. She is not generally swayed by emotions and handles most situations with a calm perspective. After a long demanding days, she enjoys taking a nice hot bath followed by some quiet time with a canvas and some brushes.
Michaela is very close with father will do anything for him to a fault. Her biggest fear is to lose him and not being able to do anything to stop it. Her next fear is sharing the same fate as her mother, married to a lord who will keep her locked away from the world and all it's wonders. After those two things, there isn't much else she has come to dread on this earth. While Michaela is mostly a calm woman, once she is set off she can have the most terrible temper and act without regard for her own safety or to her limits. She hopes to one day meet a man that will no only match her intellect, but also respect her as the person she is and not try to force her to be something she is not. She also hopes to have twin children to carry her family’s name.
Important Note: It is largely believed that any future heir to Steinland will come from Michaela. Rumours circulate suggesting that Karl cannot produce any more children following his torture.
Domain Name: The Grand Realm of Drevilna Under Ownership of the Great House of Vyapult, also known as Drevilna-under-Vyapult for most formal occasions, or Drevilna for more casual shorthand. The latter specifically is typically interchangeable with Frostmark, and is likely a direct translation; either way, most don't bother making the distinction.
Location: The Frostmark, most prominently its largest region to the West of the Great Bastion Mountains, bordered and protected by these mountains to the East, and to the Farwater River on the West.
Domain Summary: Drevilna-under-Vyapult is considered one of the larger territories in Adanion, with quite a wide horizontal range and perhaps the most vast vertical range of any realm, supported by a system of rivers flowing from the mountains and bordering the land on its East and West sides. At these bounds, the land is prime territory for farmland, well protected by both geography and military force; yet within are a variety of forest trees ranging from deciduous forests further down, indeed marking the realm's lower bound and supporting this idea with border fortresses stationed within the treelines, whilst further North the trees gradually transition to evergreens, then pines, before the cold grows too much even for these and the land turns to nigh-uninhabitable tundra - in theory under the control of House Vyapult, in practice under the control of none but nature itself, only ventured into for the sake of hunting certain animals.
Major Holdings: Farwater River, plus additional tributary streams and rivers - The river and associated tributaries bounding Drevilna to its West and South, its rapid growth from accumulation of meltwater is such that even shortly after the northernmost tributaries emerge from the lake, it becomes difficult to safely cross with more than perhaps a dozen individuals at a time. It also provides an easy source of fish to support the Frostmark's population, and less obviously helps transport minerals Southward from the lake, fertilising the land and, with substantial effort, rendering the regions along its coast somewhat better suited for farming extremely hardy crops and supporting a small number of livestock, though its primary provision remains fishing. Supporting this hold, three bridge-keeps persist on it, providing easy passage across as well as heftily-guarded points in key locations: Severoreka, providing passage to the Mistlands at the point where the river tributaries merge before splitting into Splitstream and Farwater; Yugoreka, offering entrance into the Crownmark just before the Farwater River merges with the Great Bastion's tributaries at the Frostmark's Southernmost point; and Lesreka, relatively close to Yugoreka, but positioned between where the Great Bastion's tributaries merge and where this river then merges into the Farwater proper to grant access to the Arbormark.
D'yavoles Forest - The general name given to the boreal forest encompassing the lower portions of Drevilna. It has been said by some that it is cursed in one way or another, perhaps inhabited by the damned souls who perish within it; whilst it is certainly thick enough to get oneself lost within, it also provides a rich source of wood from various types of evergreen tree, as well as prime hunting grounds for very many animals and foraging material for many sorts of berries and fruits. It is not, however, exclusively owned by House Vyapult, and many other Houses in the Frostmark do draw their wood from this region.
Vyapult Wood - A forest that is House Vyapult's exclusive property. Taking credit from the Frozen Tears, House Vyapult (more specifically Duke Dzhek, brother to Varangyrian II) began to "farm" trees from D'yavoles Forest by planting saplings and branch cuttings and carefully managing their growth, an endeavour seen as laughable back at its point of origin. Nowadays, the region around the realm's capital city is rich with woodland under the exclusive ownership of House Vyapult, an asset far greater than many give it credit for, and much more difficult to replicate than other Houses may recognise, much to House Vyapult's ongoing amusement.
Kivhar City - The capital city of Drevilna-under-Vyapult, in that it generally hosts the Archduke of the Realm. It is a fairly-sized place toward the Northern edge of Vyapult Wood, combining local lumber with imported stone to produce a uniquely-blended structure of houses and culture. This surrounds the castle Dom-Vyapult, where the Archduke of House Vyapult takes residence and diplomats to his domain alike. The main church of this city consequently stands out like a sore thumb - a blend of white marble and black basalt, The Church of Life and Death espouses amongst the Twin Faith's usual ideals the dual nature of the world as covering both the living and the dead, best represented by the way Vyapult Wood dies at the tundra's edge, perfectly presenting this balance. Not everyone in Kivhar is enthused by this choice of message, but it at least holds water for many.
Azkuzia - A city well to the South-West of the realm, effectively supporting and guarded by the Yugoreka bridge-fort leading toward the Crownmark, and the Lesreka bridge-fort into the Arbormark; if Kivhar City is the political capital, Azkuzia is certainly the mercantile capital, trading out to the rest of Adanion in both native resources and those gained from the Frozen Tears to the far North. To this end, it is a city that blends culture from many other realms, noticeable in how its general aesthetic merges traditional Drevilnan structures closer to the center with increasingly-esoteric designs further out. The local Guild Hall covers much trade for a system of guilds within this city, which ultimately controls every niche in the city.
Duchies: The Frozen Tears - The Silver City and mountains of the Frozen Tears are beholden to House Vyapult, albeit only within the last century, and through a bizarre method with no specific ties to lineage. To wit, having sworn allegiance to House Vyapult, the leader of the region is to be considered the Duke or Duchess of their realm and head of one House Echo by virtue of their unusual natural resources, despite the semi-elected nature of such a position within the tribe. This renders Drevilna-under-Vyapult in the interesting position of being a technical suzerain, as the Frozen Tears' primary access to the rest of Adanion comes through House Vyapult, as does their political strength for want of proximity, though they are nonetheless a Noble House as a result.
Reputation: The Frostmark's primary reputation is tied to its extremely cold weather. Beyond the northernmost forested reaches, the land is cold and inhospitable, making it difficult to survive within; because of this, it also has a reputation for poverty, the House's wealth historically considered lesser than most others whether or not this holds true.
Wealth: Drevilna-under-Vyapult has some forests available to it, but nowhere near enough to sale to other nations regularly between growth cycles and structure building. Consequently, their economy is reliant in many ways on fur and pelt trading in Winter, and ice harvesting in Summer. Year-round saleable goods include hides suited for leathermaking and the like, river and lake fish preserved with ice, and high-quality lumber acquired from either D'yavoles Forest or Vyapult Wood. Despite their reputation, sales of these things combined with thrifty personal spending have allowed House Vyapult to build up quite reasonable coffers in the last two generations, giving them more wealth than other Houses might give them credit for, albeit not the ability to recover that wealth quickly should they be forced to expend much of it at once.
Strength: One might make the case that Drevilna-under-Vyapult's primary defense is its cold environment, which certainly holds true in its more Northern regions, but as both of its largest cities are more Southern, this cold is thus somewhat less of a barricade for those who simply want to claim the area without outright conquering everything. Its true defensive worth lies in its geography - surrounded by wide rivers whose key points of invasion are controlled by fortresses bridging the gaps, Drevilna-under-Vyapult is extremely difficult to invade simply because actually getting into the Frostmark region is an extreme challenge to begin with. In terms of offensive force, whilst a significant proportion of the realm's defenses are focused at the bridge-forts, this is not to say they cannot make a push outward. A modestly-sized knightly order known as the Frostguard exists within Kivhar City, in theory acting as the last port of call to protect the Frostmark from its enemies, but in practice acting as elite soldiers within a potential army, should House Vyapult choose to expend its monetary resources in building up levies and mercenary forces alike as the bulk of troops.
Name: Velikynaz Varangyrian VII of House Vyapult, a.k.a. Archduke Varan VII Titles: Velikynaz - A title that in context translates roughly to "Grand Prince", representing Varangyrian's nature as master of the Frostmark. In practice, he is for all intents and purposes an Archduke, and most national formalities utilise the latter title. High Lord of Kivhar - The official title granted to him as Archduke of the Frostmark, specifically labelling Kivhar City the political capital of Drevilna.
Description: Well-groomed and handsome, the High Lord's 32 years have presented themselves quite well indeed. One understands from a gaze that he is focused, intelligent, and understanding of the way the world works, traits gained from a lifetime of education both under tutors and in the wider world.
Claimant: Sharles of Bremerant - Comparing Sharles' milder, all-but-tame insights to Anyamara's potential brutality, and her insistence of returning to a "status quo" which by his account has been recently gruesome and lately inept, Varan has thrown himself in with Sharles for the time being.
The Great House of Vyapult
"To forest and frost!"
Reputation: The Velikynaz of Drevilna-under-Vyapult is taken to be a fairly capable individual, no matter the generation. In an environment as varied in scope, and especially as broad-spanning as Drevilna and the Frostmark, one has to be capable to keep the area from falling to pieces. For Varangynian VII, this is no different at all: even in person, one can see his wit and experience at the fore, and it is quite clear to see that he has no trouble with running his realm whatsoever. Not to mention that he could be taken as objectively attractive, despite (or indeed supported by) the scar along one side of his face, though one wonders how he maintains a somewhat darker skin tone despite a relative lack of sunlight. Indeed, one needs to be a smart person to try and negotiate terms with the native tribe up north - savage as they are, it is thus all the more impressive that he has been able to wring out as many resources from them as possible, all but taming them of their worship of false gods and devils! However, simple as those people are, many have asked why the Great House is so keen to retain these people as vassals, even this subservient position providing implication that they are in any way equal to the truly noble people of Adanion. What, in the end, stops this great man from eradicating them and taking their resources?
"When I ferst laid eyes on Varan, I thought he would be as slow as the rest of the Grand Houses. Yet, he has a curiosity about him that is good. He accepts the knowledge of the People and thatsa good start on our relationships. I do see him having benefits in the future relations with the other Houses. Perhaps the Varan in time can become more than someone who grants us presence in the Marble People Politics, but someone who takes us off the reigns and allows us our own autonomy." - Merta the Echo The People of the Frozen Tears have a mixed opinion about the current High Lord. Their relationship with House Vyapult has been an odd one: while Vyapult has been kinder to them than, say, some of the other Great Houses, they are uncertain of this uneasy alliance. But Mertavodah believes that he can ease that uncertainty- he believes that speaking with Varangyrian may lead to better future opportunities. If Varan respects the history their people share; the resources the Frozen Tears have given; the help navigating the terrain; insulating the Drevilnan's homes more effectively; what plants to eat; the uses of minerals and ores... then Varan should respect the alliance that they have. To say they feel uneasy hope from Varangyrian VII is the best way to put it.
Ambitions: Under normal circumstances, he might be content with simply ruling the Frostmark as his family has for over a century. With what he's learned of himself in mind, and especially the current royal situation, this is no longer so: Varangyrian VII is keen to avoid a potential repeat of his grandparents' execution under King Colyt II, the stress of which likely killed his mother in short order, and he will do about anything to ensure this does not come to pass for him too, although he is keen not to hurt those he considers important in the process.
Aptitudes: General Logical Intellect - House Vyapult is keen to present its best self to the world, and prides intelligence greatly in this respect. Thus, it has widely been taken that of each generation of siblings and cousins, it is the most capable who will claim the seat of Velikynaz, somebody who can present themselves to Adanion and succeed through knowledge, strategy and wit, rather than brute force alone. Varangyrian VII proved the smartest of his siblings in that respect time and time again, and therefore took the title of High Lord upon the previous holder's passage. Communication - It is not always easy to talk with the leaders of other Houses, especially when at least one bears a culture utterly unique to them, and nor is communicating one's will down to the common folk easily done. Varangyrian's efforts in life have been focused greatly on this in particular, for well-executed diplomacy can turn foe to friend just as surely as poor diplomacy can kill you in the house of an ally, and likewise ensuring one's communication reaches those who it needs to is a continual task; no truer is this than with House Echo, whose distance from the rest of Adanion demands firm lines of communication to maintain contact, and whose unusual customs continue to present Varan with something between thankful amusement and confused frustration when, for instance, a formal gathering is in place. Forestry - One of House Vyapult's greatest skills, ever since the first tree of Vyapult Wood was planted, has been an affinity for the management of forests and trees. Woodcutting, tree farming, and dendrology are all long-instilled skills of the House's scions, a necessity to maintain not just Vyapult Wood, but many other forests in the Frostmarch. More than once has D'yavoles Forest or Vyapult Wood been saved from mass deforestation by the discovery of a tree-eating fungus, and the subsequent destruction of every tree and stump within fifty or one hundred paces to prevent its spread; and over-harvesting of the forests is a matter carefully prevented by highly particular policies on when given trees can or cannot be chopped down.
Vulnerabilities: Ties of Emotion - Varan, for all of his political abilities and high position, feels intensely what others do, moreso than mere empathy should explain. Thus, the happiness of those he holds to be important, be they his family or the people he rules, is his own; and in turn, their loss, their frustration, and especially their pain, eats at him like cancer, potentially affecting his ability to lead when experiencing this high emotion, or even swaying him toward actions he'd otherwise not normally take. Mixed Blood - It was Varangyrian IV, great-great-grandfather to the current High Lord, whose failed attempt to raid the Silver City led to the Frozen Tears' current status as Duchy. Yet within a few decades, his grandson Varangyrian VI had found love within that city, and from there bore children with a member of the Frozen Tears; in the end, the Mad King killed them and at least two of their children both most brutally for perceived blood treachery, being swayed not to strip House Vyapult of its status or slay the line outright by Prince Daymian alone. For Varangyrian VII's part, this proves a conundrum on two parts: first, encouraging his investigations into their culture as an aspect of his bloodline; and second, given the Frozen Tears' reputation as savages, serving as a potentially-scandalous revelation among just about any other Great House were this to be discovered, whose aftereffects could range from eternal blackmail to being stripped of the status of High Lord or even nobility outright... or hardly a jot, depending on the outcome of events. Ambivalence - Truthfully, Varangyrian is not convinced that either claimant is especially qualified for the throne. Anyamara is clearly the less pleasant option, for more reasons than one, but Sharles in his turn looks to be a rather weak king, with an inability to properly effect the radical changes he proposes without proper direction - and crucially, neither has a true claim to royalty.
Additional Info: Vyapult Line (starting from Varan I's designation as Archduke of the Frostmark) 1. Varangyrian Vyapult I x Duchess Mariya of D'yavoles 2. Varangyrian Vyapult II x Duchess Eleonora | Duke Dzhek, the Treefarmer x Lady Alison of Arbormark 3. Alekzandr Vyapult I x Duchess Ruthenia | Duchess Anastasia of Azkuzia 4. Varangyrian Vyapult III, the Cruel x Duchess Miriam of Stormlands 5. Erik the Hunter (formerly the Outcast) | Alekzandr Vyapult II x Duchess Arianne of Wildwood 6. Duke Garl't x Countess Alina | Varangyrian Vyapult IV, the Suzerain x Duchess Vyatik, the Wanderer | Duchess Aleksandryr, the Lawbinder 7. Count Varangyrian of Mirkuzi x Lady Dzhezika of Severoreka | Duke Varangyrian x Duchess Lilianna of the Crownmark | Varangyrian Vyapult V x Warden Markus of Westmarch 8. Varangyrian Vyapult VI (recently the Barbarian) x Dikynima | Duchess Novgoriz x Duke Izboryk 9. Duke Dyr of Bastion | Duke Dvini x Duchess Miriyam of D'yavoles | Duke Varangyrian of Eastfrost x Duchess Ayla of D'yavoles | Theophania Vyapult I x Warden Jacques 10. Varangyrian Vyapult VII | Duke Karl, the Guildmaster x Duchess Natalie of Mistlands
Description: Have you heard the rumors of the silver plated city?
That sounds like nonsense, something made up while freezing to death way out there on the Frozen Steps. No one could live out there is no food, no water, its cold, and the winter is often in hospitable. Why would anyone plate their city in silver that seems impossible.
As impossible as it seems, in the deep of the tundra, is a temple carved from the face of a mountain, surrounded by cube shaped stone buildings that have expanded from a preexisting cave. It's relative known that the mountain has a large deposit of ore inside of it, though no one has ever been able to reach it and the only people who live here is an ancient clan that pre-exists the current monarchy.
There isn't much to see out here. Past the evergreens and the valley of ice, it seems impossible that anyone could make a living out here. Though the people make by with hunting in the tundra, fishing in parts of the frozen sea, and trading for outside resources.
If you ever crossed the tundra and found the Silver City, you would be gifted with a sight behold. What appears to be a gate or a Temple, made from the mouth of a cave. On the sides of it, seemed to be silver plating, with pictures carved into the silver siding. The stone that makes up the city is smoothed to the point that it shines like the silver that decorates the outside of the city.
Location: Bastion Mountains of The Realm of Drevilna Under Ownership of the Great House of Vyapult - Frostmark
The Silver City - or so it has been named by the monarchy - was once the destination of a long since past King. He heard of the silver in the mountains, and declared the silver for himself. Quickly sending out navigators, survivalist, and trackers in order to map out how best travel the tundra. A navigator wrote in their letters to the King:
The land treacherous, the cold unbearable. The land is held by people. When we reached the mountains where the silver is known to be, we found a group of people. Who say they have claim to this land already.
The king pondered to himself, who could have already claimed this land, began to scour through known records at the time of which House lay claim to the mountains with Silver. When he saw there were none, he wrote a letter back declaring:
As King of the Frozen Steps, tell the settlers there that they are trespassing on my land, and that they will hand over the mountain to me and their mine.
The navigator responded back, a month later, with the simple note - From the People of this Land:
Take it if it wants to be taken.
The King was furious with such a disrespectful response, and sent out a small band of soldiers to cross the tundra and take the Silver City back for himself. The King greatly underestimated the weather, not realizing the people who lived in the Silver City had extensive knowledge of their own land, the environment, weather, and seasons. They long before predicted a great blizzard before the King did. His soldiers caught in the first winter storm, unprepared with flimsy tents that didn't insult them well, lack of resources like food and drink once they got lost in the storm, many of them perished before they could step foot on the mountains the Silver City stood. And the ones who made it were too cold, too weary, and too hungry to battle the people of the Silver City.
Who did nothing, but wait. They fed the hungry soldiers, and gave them somewhere warm to rest and sleep. Strange to the soldiers, how they had heated pools of water, and how they kept the inside of once was a cave - now a city - so warm and heated. When their strength returned the People of the Frozen Tears guided the soldiers back to their Kingdom.
The King upon his soldiers return, realized the only way he was going to obtain the silver in the mountains was through the people already harvesting it. He offered the People of the Frozen Tears a place among the Great Houses, in exchange for their hospitality for bring back his soldiers and returning them after the seasons first bout of bad weather passed. The People of the Frozen Tears would return this information to their Echo.
Eventually after a few lengthy talks with the Echo and the King, in exchange for fur, silver, and knowledge, the Echo and his bloodline became part of the Great House with one further condition, the King couldn't send any of his people to the mountain to mine the silver themselves. The Echo worried about disturbing their Deities. It seemed for the People of the Frozen Tears, the mountain was alive, and a Deity. The city they built, was inside the carcass of this Deities fallen brother. The King reluctantly accepted.
Major Holdings: Silver City, The Frozen Step [the mountains], a Silver "Mine" [if you can call it that]
Reputation: The Frozen Step is mostly known for it's inhospitable living conditions. In the winter time, the land is said to take hold of any living life freezing it to death. Some rumors state the Frozen Steps have killed a man by suffocating him with cold, but that could be superstition. Of the few good things it is known for, is the fur that comes from the People of the Frozen Tears who trade with the other Kingdoms for other resources such as shells or security, or items of interest, and the silver that comes from the mountains. Though even that never seems to be enough. Some people think the Echo and the People of the Frozen Tears are hoarding and keeping all the silver to themselves. And vaguely hiding behind their "pagan dogma" to keep the silver: "The Silver belongs to the Mountain Father. The Silver must stay in the mountains, and we only accept what the Mountain Father offers"
Despite growing tensions about the silver in the mountains, the People of the Frozen Tears have offered few bits of their knowledge to building in the cold. Though they still refuse to completely give away how to navigate the tundra with ease. Some argue that the Echo shouldn't be apart of the Great House. However, nothing has changed despite uproar about their lack of sharing.
From the Varan's perspective initially, he was about as fond of the Frozen Tears as his parents were - which is to say, no more than was necessary to ensure smooth bartering with their Baron. At the point of him entering his majority and taking the seat of Grand Duke, though, he had started to realise that their connections may be closer than he realised. With that in mind, and after significant research, he has come to find that the clan is not at all as savage as he believed, and that in fact many of Drevilna-under-Vyapult's technological advances are sourced from the Frozen Tears. Merta in particular is quite an interesting fellow to have as a vassal, not to mention amusing when it comes to conversation. and it strikes him, too, that an ally like Merta could very well be a great asset in handling what is to come.
Wealth: Mining and Fur Trading mostly, *Minor Pickled Vegetables and other Dehydrated Goods - The People of the Frozen tears are still known for a mixed economy based on a Gift economy and a barter economy. They trade fur and silver, for spices and herbs that couldn't grow in the tundra, even vegetables that they store or pickle for later use. *They are known sometimes to also trade their pickled vegetables, and dehydrated meat and animal fat for goods as well.
Strength: Natural Defenses - Weather mostly and inhospitable climate. Though when they do have to defend themselves, they do have a small clan of Hunters who use the environment to their advantage when needed.
Name: Mertavoda - Merta
Title: The People of the Frozen Tears call him - Echo Vassal to House Vyapult Lord of the Silver City -according to the Marble People Duke of the Frozen Tear
Age: 28
Description: White paint obscures fawn colored skin that acts like sunscreen, with black painted lips, and black surrounding his or her eyes. At first it is hard to tell if this individual from the mountains is man or woman. They are considerably pretty, with a long oval face, and long eyelashes. His eye color a deep shade of blue, and his hair, long and black. Shining like a black birds feathers in the sunlight. Standing at 5'6", it was not his height that was intimidating, but his gaze is. It is said that you can feel Merta's gaze through you, as he stares at you with his rich blue eyes. He is often seen dressed down in comparison to the monarchy, and probably dressed a bit more garish, in a cloak made of black goat fur, something he claims to the Great Houses he earned according to his people's traditions. His tunic is also relatively understated, despite also being a color of ebony, it is accentuated with golden embroidery in odd patterns and symbols only really understood by his people. While he also wears jewelry of silver, and shells that have been leafed with gold. Woven into his hair are bits of colored rope, mostly of gold, and silver.
Claimant: Sharles - "I fear what may come if the other takes the throne, while my people try to remain neutral in the Great House affairs despite our role in it. I believe the Deities would like me to act, in order to secure the future of my Kin."
House Info:
Hall Echo a.k.a House Echo
Motto: To be cloaked, but not declawed
Reputation: "We can't have an up starter Pagan Heathen as one of the Great Houses, simply because some past King's failed to take their resources. We shouldn't have to deal with his mistakes. Especially considering they do not even follow the Church. They have their own "gods". I do not understand why some folk fear them. I hear they don't even have an official army. It's not that hard, just storm the mountain, take it by force and take their silver." -A Minor Noble
To some they see Merta, as an unworkable, dogmatic pagan zealot. Who hoards his wealth in the mountains, refusing to meet the demands for silver, for unknowable reasons. Or maybe really some do not want to know the reasons why the People of the Frozen Tears and their leaders of the past have not met the demands for the silver. Most see their culture and their religion, as an upset to the status quo and world order, they also see their claim as a great house through a vassal of the House Vyapult as illegitimate considering that their leaders of the past, the people, and Merta himself do not have any claim to noble blood.
It's difficult to get some to side with Merta and his people when they believe their mountains are alive. And that the Seasons are Deities themselves. They do not believe there is a singular God, but instead multiple beings whom they worship. It is said their language was given to them by the Mother of the Sea for example. And the Mountain Father lead them to the caves, which they believe to be carcasses of Deities from the past, in which the Silver City was carved. They say that Winter has fury, blizzards, and chilly breathe, the wind. Which further alienates them from the other noble house, due to their rejection of the Churches religion. There is also fear that Merta may be working with the Twilight Choir, seeing as his people are unwilling to assimilate to their culture or religion.
While some simply see Merta as a mentally handicapped, idiot, appointed a positional role he is not qualified for. For some Merta is known as completely deaf, only speaking in written letters, sign language, and universal hand gestures. Sometimes because he cannot hear himself when speaking too low, especially in louder spaces, he has been known to talk loudly and with odd pronunciation.
"The Echo is both the representation of the People and the Deities he or she serves. The Echo can hear and displays the knowledge and ability to speak for the Deities. Thus the title of Echo when one is earned their role. The Echo speaks for their Deities and speaks for their People, they are extension of their voice." -An Explanation of the role of the Echo
"Merta is young, but he does us people well. He is the closest Echo to the Deities, than those of the past. We have faith that he knows how to navigate the Marble People's politics." -Voices of the People
To his people Mertavoda is young, but devoted to his People and his Deities. He honors the traditions of his people of the past, but also intends to innovate in areas that are needed. Ordinarily in the past, despite their claim to the Great Houses by being a vassal to an actual Great House, they have remained mostly neutral to the trouble. Though Merta feels a storm is brewing, a more violent, and dangerous cause is slowly beginning to well up and that his people cannot remain neutral forever. He is trying to carefully place a role of his People in the Marble People's politics, but he wants to remain as distant as he can to avoid war. The People of the Frozen Tears have no concept of war, they never had Warriors, merely Hunters, and Surveyors. He seeks the aid of the King of the House of Vyapult in his efforts to do so.
To his people his Deafness gives him clarity. They say that because he cannot hear the voices of the outside world, it means his ears are more attuned to the spiritual one. Giving Merta the ability to hear their Deities more clearly. It has earned him favor among his people, whose own written language is symbolic, part gesture, part pictograph, part alphabet, and part universal.
Ambitions: "Remaining neutral to the events that happen around us, is like stagnant water. Eventually over time water that is stagnant begins to no longer grow. It becomes toxic, undrinkable, and unable to flow." -Mertavodah the Echo of the People of Frozen Tears
Politically speaking Merta is not an ambitious leader, he doesn't necessarily seek more power, he simply seeks security that he and his people can continue the practices they have done so for millennia. He rather not have any part in the Marble People's politics. He wants no claim to their Marble power, though some might think he does.
In the end of the day all he wants is peace. He doesn't mind trading with the other parts of the realm, rather he wants to do so on their continual terms. To them the Mountains are alive, the Silver they obtain is the silver exposed. To cut deep into the Mountain is to wound the Mountain. They do not force the mountain to give what it hides, only they take what the mountain exposes. This belief extends throughout their practices. They do not hunt beyond their means, and what fur they trade is leftover. In some aspects this is why the other realms are so upset with the People of the Frozen Tears because they are not turning over large quantities of goods.
Aptitudes: -What people probably do not understand or realize, is how imperative and probably important is to keep Merta at their side. Considering that the People of the Frozen Tears have had to learn how to adapt to the harsh weather of the Mountains and the Tundra below them, Merta is naturally skilled in all areas his people are taught at a young age. They are adaptable survivalist, who survey their land and are able to figure ways of staying alive during harsh weather. They can identify all the foliage native to their landscape, can navigate the tundra with ease and seemingly unaffected by the weather. Track animal prints, and read weather patterns. Not only that, but the people are deeply understanding of rocks, rock formation, minerals, uses of ore, and map the movement of the steps of the walking mountains. The people call them The Steps of the Mountain Father.
-Adaptable, all though it is given that Merta is adaptable as his people are trained to be. Merta is also adaptable in the way he approaches the Marble People and their politics. Merta is innovative, adaptable, and is willing to study the Marble Politics, as long as it guarantees the safety and security of his people. Merta is also personally adaptable simply due to the fact that he had to adapt his environment to his Deafness. His adaptability goes well beyond his knowledge given as a Child of the Frozen Tears.
-Perceptive, while it is a given that his people are perceptive, able to read weather patterns, track animals through their scat and footprints. Merta has had the most experience out of all the past Echoes before him with the Marble People and their Politics. While he may not fully understand all of it, it is not easy to fool Merta. He may feel something is slightly off about a given situation, though he may not always call it out.
-Playing dumb, Merta is aware of the way some outside of his people perceive his deafness and his odd pronunciation of words. They see him as stupid. Mentally deficient. And Merta uses this to his advantage. He rather have the Marble People underestimate him, so he can understand their given political landscape. He is still learning how to navigate their political field after all, and any slight advantage that allows him to observe and learn is useful. When involved with those who do not know him well, he plays up his Deafness, his gullibility and naivety. Allowing him to assess the situation better.
-Hunting Expertise, strange to some that Merta is trained in the use of hunting weapons. Some may see his disability as inhabiting from doing any normal task. However, to this claim Merta has explained to those people that he has eyes, and a nose, and that his taste, sight, and smell haven't faded just because his ears work slightly funny. A skilled archer. Merta also has some knowledge and use of daggers and knives, mostly used for skinning animals, but he does keep it on him as a form of defense as well.
Vulnerabilities: -Deafness, it is no secret to some that Merta is Deaf. All though how Deaf he is a mystery to some. Some say he is completely deaf, only communicating in written form, universal gestures, and a strange form of signed language that he uses among his people. Though the reality is that Merta is only partially Deaf, due to a head injury as a child that damaged his already poor hearing. Merta is Deaf to certain pitches and range of tones, which makes understanding some people at certain tones considerably hard for him, he may not always be able to hear low tones, and low pitches. He can hear the world at murky at best, unless people are talking directly to him or are at a distance or range that allows him to hear them clearly.
-Stubborn and Petty, there is sort of a joke that some day Merta is going to cause a war he doesn't want simply because he can be stubborn in his ways and slightly petty. Merta is not as Deaf as some people think he is and Merta has intentionally forced people to go through an entire written exchanges with them because he claimed he couldn't hear them, simply because Merta didn't like their attitude towards him. He also refuses to revoke any of his spiritual beliefs in front of any of the noble houses who may be more friendly and supportive of their Church.
-Uneducated in the Monarchy's Politics, it's not really unknown that Merta and his people being so remote and further from the rest of the grand houses means they do not have much interaction with the monarchy. Despite Merta being the Echo with most knowledge about the Grand Houses and how to deal with them, doesn't mean he knows entirely how everything works. Its why he is so intentionally obtuse and vague, in order to slow down the conversation and be able to assess the situation where he needs to be.
Additional Info: The People of the Frozen Tears -
They are small nation that survived take over, simple due to how remote and inhospitable their land actually was. For a long time people thought nobody lived out there in the mountains or near the tundra. Because of this the People of the Frozen Tears have a completely different written and spoken language. It is part symbolic, part pictograph and part alphabet, thought things do not directly translate outright to their actual meaning. The word the People of the Frozen Tears uses for the mountain range directly translates to Ice Cry, though it is understood as the Frozen Tears by the people. Because of this the people often have a form of complex signed language. This helps them stay and communicate while hunting in the tundra, where speaking may not often be an option for them.
Their Spiritual Beliefs -
The People of the Frozen Tears have their own spiritual belief outside of the Twin Faith. They believe that the land they live on is sacred and living. That the Earth beneath their feet is as living as those who live on it. Due to this they believe in taking care of the land and often practice in traditions that honor Earth, Nature, the Seasons, and their Resources. For example, they do not hunt outside of their means to feed their population, all though they do not go out and hunt often either, often preparing meats they have stored or dehydrated, with pickled vegetables. Which they pair with bread like crackers and fruits and berries. Which they often also store and dehydrate in similar ways to the way they dehydrate their meats. Soups are made out of warming these dried ingredients to flavor the broth, with animal fat. Nothing is wasted, all parts of the animal have some sort of use.
The People of the Frozen Tears leave offerings to their Deities after large hunts, especially for banquets for the few celebrations they have. Often, there is a meal of celebration when an important child is born into the clan. Or to honor and unite a couple. They even believe in leaving offerings in exchange for the silver that exposes itself from the natural movement of the mountains, believing leaving stones will be returned to the Mountain Father who will return the stone back as silver. They celebrate the Solstices when Summer and Winter turnover. And have had hosted dinners for a few guest who have visited.
They also believe in offering gifts of sincerity when they visit others.
Gift Economy - The People of the Frozen Tears do not really exchange goods through a barter system, though they understand the concept. But considering how relatively close and tight knit the clan is, often times they exchange gifts as favors which is understood to be paid later. They have only really dabbled in the Barter system due to the influence of the other great houses and their trade. Though the People of the Frozen Tears hold onto their gifting system. Probably the reason why the People of the Frozen Tears are so unsure why their neighbors are upset they are not providing resources when they are receiving gifts in exchange for their gifts.
Misc Information:
Diet of the People of the Frozen Tears-
Because they live so near the tundra and choose to traverse through the tundra to hunt, the People of the Frozen tears rely on the meat of mountain goats and fur to keep themselves warm. While the People of the Frozen tears often rely on hunting for meat, deer from the forest, goat from the tundra and the mountains, and fish from the nearby rivers and lakes. They also incorporate what they find in the forest in their diet as well using pine needles to make herbal drinks, and incorporate in their foods, as well as used for medicine. While also eating tree bark. The People of the Frozen tears also preserve a lot of their meats and vegetables [something incorporated in their diet via the trade they do with the other nations]. Often burying their Summer Meat and Fat into the ground, which ferments over Fall, and Freezes in winter for consumption next year. They also rely on drying out their meats, fish, berries, and vegetables, and reconstituting them with boiling water into soups. With flat like cracker like bread to eat alongside their meals.
An Echo is Chosen by the Deities-
Partially Chosen. Partially Born into the role. The Echo is always often chosen from among who can see into other worlds or so the People of the Frozen Tears believe. Those born without a sense in the Mortal Plane, are born with sense in the one we share with the Deities. The First Echo couldn't see in the Mortal Plane, but saw into other Worlds to Deliver the words of the Deities. The Second Echo lost an arm, but could touch the Words of the Deities with his new arm. The People of the Frozen Tears do not see the people who have lost one sense as lesser, instead they see them gaining a new sense and a new knowledge. And those who are not chosen to be Echoes, are still taken care of with respect and dignity.
The Rites of an Echo-
Before one is chosen or bestowed as an Echo, one must complete a rite to show their knowledge. They must show they understand the words of their Deities. While not every Echo in the past has had a sense of another world, they have shown an extensive intuition. They must display the Knowledge of the Mind, the Knowledge of the Land Mother, and the Knowledge of the People's Mind. It is entirely possible for an Echo to be born from an Echo parent, it is not a guarantee that they will show the Three Knowledges. Or pass the Rites. Which is a Great Hunt, lead by each candidate. A Hunt shows the Three Knowledges, you must understand the land, must know what weather is to come, must navigate the land without getting lost, read not only the stars, but the way the moss grows on the tress. You must know the strength and weaknesses of your people. The success is not in the Hunt, whether you accomplish the Hunt or not doesn't prove whether you are meant to be an Echo. But how you use the Three Knowledges.
Titles: Archduke of Mistland, Knyaz of the Illemani Character Description: Long black hair that runs down his neck, wild and unkempt resembling the wildmen he lords over. Cold blue eyes like frozen water. A younger man only in his mid twenties. His usual outfit is a furred wool cape that covers much of his back. Prim and professional black coat that is held by a belt at his waist. He likes the colors of black and red, with a rich rose like red making up the interior of his cape. He likes a dignified but wild look, like a wolf dressed for court. Proud of his youthful handsome looks though rugged by some contemporary standards.
Claimant Support: Has professed support for Sharles but has his own personal beliefs he keeps to himself.
Personal Ambitions: Securing his bloodline and position through expansionism and alliance through marriage. A firm belief that power is all, and more must be acquired to protect what he loves. He is very aware how easily one’s position can be destroyed and how weak his own is. Conquer or die.
Aptitudes: Can be charming and extremely personable. Extensive contacts in both the noble and criminal worlds to get favors and more underhanded endeavors done. A very skilled administrator who revamped his county after the tyranny ended and known widely for his intellect. Can play many social roles from a peasant populist to a noble lord at a fine dinner. High emotional intelligence and very book smart. Adores military history and has good tactical aptitude if however inexperienced. He is very capable of dark deeds if it must come to that, though was not born cruel hearted.
Vulnerabilities: Suffers from seizures which can cripple him for some time. Nearly died several times from illness during childhood, leaving him frail. Although martially trained, will never be a full and capable warrior due to his ailments. Could sometimes be called out on this and seen as a weakling rather than a leader. Suffered tremendously with the death of both of his parents and had to learn to rule at a young age. Egil has many personal scars that could be pried at for further weakness and cause him great stress. Deep personal insecurities can lead to wrathful or anxious behavior and struggles occasionally with alcoholism. Young and although shrewd, inexperienced compared to older house members.
Additional Info: Deeply attached to his deceased mother and carries her amulet (cross or whatever equivalent Twin Faiths religious symbol) on his neck whenever possible. Deeply loyal to his surviving sisters which are a source of both strength and weakness.
House Crest:
The motto means All in One, One in All
Reputation: Many would speak about how much of the family was decimated by the mad king’s terror. Egil is the last living male heir to his father’s prestigious line. House Engelhardtare also much less interested in usual noble customs and are derided as ‘peasant upstarts’ or ‘barbarians’ by older and more prestigious families. Many tales of their uncouth social behaviors are recounted often, though today they are firmly in the past as the House has advanced significantly. One of the oldest lines in Mistland, originating when it was forcibly incorporated into the wider Kingdom. Their lineage from the old warrior pagan hero Mokosh who famously resisted subjugation for some time before an inevitable defeat. Although noble in blood from their own heroes and marriages with other great houses in the past, they have always struggled to be accepted across the wider realm due to cultural differences. Although the nobility have spoken the Adadonian tongue for ages now, it is not yet the majority language in the Mistlands. There has been a push in recent decades to spread the language down to the peasantry which has caused some internal strife.
Domain Info: Has his court capital in Okenovo, in the County of Nassau. The mistlands region is home to arid tundra land that is notoriously difficult to farm on. Small scale farming, timber, iron, stone and furs are its biggest exports and influence much of the jobs and communities around. It is one of the smaller and poorest regions in the Kingdom with a very low standard of living. Commonly called a tough land for tough people. Was one of the last countries to be feudalized and still has some old pagan folk traditions in isolated pockets that are frowned upon by the Twin Faiths. Older titles such as Knyaz are widely used instead of lord, to the ire of some. Largest settlement is Okunevo, featuring an old warrior hall and turnip farms. Very unique cultural background that is a mix of the nomadic northern warlords, native Slavic inspired culture and intermingling with the wider Adonian cultural mix. Majority are a people called Illeman or Illemani plural who were conquered and brought into the faith of the twins long ago. Have their own language that is only heard often in the Mistlands only. (For rough real world comparison. Russia. Think steppe nomads, and viking influenced slavic cultures. Frontier tundra land with a single large river. Lots of bears.)
Summary: Weak wolf king of a poor and desolate land in a bad position. A land with its own culture and language that is not widely accepted Must accumulate power for itself through diplomacy and potentially warfare to make the best of their desolate position.
Name: Filiberta-Marie II of House Marietta Titles: Duchess of Inge (pronounce ing-ay); Countess of Lake Bruna, Gotlinde upon Ingfried, and Diemut; Lady of Lake Bruna Description: Filiberta-Marie is 38 years old, although she looks rather young for her age like many women of House Marietta. Her face is pale and her nose is thin, her lips are somewhat pronounced while her eyes remain deep set. She carries in aura of authority without any crown or headwear, letting her curling black and grey hair tumble down. She wears a long woolen cloak with white fur as a collar, usually with some sort of cotton dress of a deep and dark color beneath.
Claimant: Anyamara
House Info: the House of Marietta Coat of Arms: the symbol of the house, a female bear with a fish in her mouth, stands upon a blue and black checkered backgound. Motto: "There is no beauty without fear."
Reputation: She is the Witch Queen of Lake Bruna, the dread lady of the Duchy of Inge. In the wake of Filiberta-Marie lay cruelty and opulence, her posterity being the one thing she holds high and dear. Rumors abound around the royal masques, the court of Filiberta-Marie, and the ancient hedonism she is supposedly leading. Ambitions: Ultimately Filiberta-Marie wants two things: power and knowledge. She wants to expand the influence of her realm, but this is primarily to fund the study of her people and the history of her house. She is obsessed with the truths of the past, especially prior to the conquest by Adandum. But her vision for the vastness of this project, bringing back a past she does not quite yet understand, requires much research and wealth. Aptitudes: Filiberta-Marie is first and foremost a master of branding, and she understands how to wear many different masks. She knows how to strike fear into the heart of any peasent or ambitious merchant, yet she knows how to grease the palms of the rich in just the right ways. Also, she is a student of social history. Vulnerabilities: Although she uses this to her advantage at times, the legacy of her house is ultimately a blemish upon her name. Her house supposedly comes from a coven of hags, ancient and long forgotten, yet amongst the royalty her house remains ostracized for it. Also, Marietta herself, although young in her face, suffers from a frail and atrophied body that she hides beneath her furs and wools. Additional Info: Men of House Marietta are known to often be born sickly and more commonly than not possess frail bodies and weakened immune systems. The women of House Marietta however seem to be mostly immune with the large majority of them being born healthy. The women also often appear younger than one would expect of their age. Popular superstition of House Marietta among the smallfolk says that this is a sign of their foul lineage and that their blood is cursed with the women taking the vitality of the men while still in the womb some how.
Domain Info: The Duchy of Inge. House Marietta has ruled the duchy for time immemorial, nestled within the lakes and rivers flowing form the many mountains of the Stormlands. She personally holds 5 baronies, while the rest of her duchy is divided amongst cadet branches of her house and burghers who earn their right to land via scholarship. Domain Summary: In the West of the domain lie the farthest mountains and the most remote villages, forgotten upon the international border and surviving off of hunting and gathering. The East of the domain are the flooded valleys of Bolstadt, the breadbasket of the duchy. To the south lie the rich iron veins of the Lindstendt mountains, and to the north are once barren lands now the home of blacksmiths, guildhalls, and universities, kept alive by the rest of the duchy. In the center lie the wooded hills of the capital region, an ancient place in which the mist clings close to the ground all too often, and from this land the rivers flow and the House of Marietta reigns.
Major Holdings: The Mariettan Palace, Hundsbeck upon Bolstadt (major farming county), Julechton (largest city), Lake Bruna (upon which lies the Mariettan Palace and many folk tales), the Sanctum of Anacht (religious heart of the duchy)
Reputation: The Duchy is known for the military scholars and historians arising from the new universities, and the odd folk practices arising from the ancient and untamed hills. Wealth: Economically the realm survives off of the trade of military supplies and the provision of militant generals to the greater kingdom. Strength: The domain is somewhat thinly defended, as most military supplies are exported, but when the time comes mercenary armies are paid to fight for the realm.
Name: Torm Draufkrieg Titles: Archduke of Arbormark, Duke of Kademaer, Wolfwarden, former Grandmarshal to the Mad King. Description: Torm cuts a fine martial figure, with a robust width of shoulder, strong arms and a commanding, chiseled face. His hair and the look in his eyes give him a wolfish appearance, but there's a nobleness to his blue orbs that belies a sense of duty. When he speaks, people feel compelled to listen, whether they be friend or foe. Archduke Draufkrieg is moderately tall (6'1), large enough to be fearsome on the battlefield and carry his arms and armor on foot and horseback effectively. His hands are noticeably powerful and marred, and his hair is a rich brown, like autumn leaves in the sunlight and akin to shadowed tree bark when indoors. Torm's complexion is ruddy but fair, with a permanent 5 o'clock shadow shading his chin and upper lip.
Claimant: He calls for Sharles to be crowned, but he'll openly state he understands the opposing point of view.
House Info:
Draufkrieg
Reputation: Honorable, stubborn as a rock, and dangerous in combat. They think him unable to play the political game himself, but he's a powerful tool to use or abuse. Ambitions: Torm's ambition is to become the Grand Marshall of the crown, to serve a strong king that dispenses with the squabbling of the petty nobles. If that is not accomplished, he wishes to renounce his leadership and take up errantry as various knights do, though his duty to his people keeps him stuck to his chair. Aptitudes: Skilled Combatant/Warleader: Torm has been raised under a military tradition, training with his father's knights and then their master-at-arms. He learned administrative duties, courtly ettiquate, but always at a backseat to his martial and strategic skills. Handsome: He's not the best nor worst at a game of charm, but his muscled shape and wintry eyes certainly don't hurt in negotiations. Commanding Presence: He's not a diplomat nor an orator, and he will not be winning any competitions of debate in a house of philosophy. But he is a commander of men and a capable Archduke to his people. Torm can raise morale and lead soldiers with the best of them. Vulnerabilities: His father died of disease, with the express wish to make their house the next in line for the throne, something Torm does not wish for but grapples with his duty to his father and the throne. His old back injury is a vulnerability if left unchecked. If he doesn't stretch in the morning, he slows and potentially can hurt himself. Finally, his moral code can also be a vulnerability, though he would consider it a strength. Additional Info:
Arbormark
Domain Summary: Second in size only to Westmarch, Arbormark is a land fueled by disparity and contrast. The majority of its land and people are used for farming and animal husbandry, fueled by its various creeks, irrigation systems, and regular rainfall. Were one to visit the western and southern portions, they would think it a land of trade, where the merchant rules and drives the lifeblood at the very heart of the duchy. These are known as the Weisenlands, running from the Drakkenrhyd between Arbormark and the Stormlands to the west, all the way to the Archgates.
However, this is merely half of the picture. North of the Archgates and just south of Frostmark is Kademaer where the Archduke and his line resides. Nestled among the foothills of the Great Bastion Mountains, it is surrounded by the Heulenwald, a forest fraught with peril and reputedly populated by larger beasts and ancient ghosts. Soldiers are trained and outfitted here with iron from the bosom of the mountains. Above the mountainous forestlands are the Fords of Swords, where countless battles have been fought over land across the generations. It is said you can reach into the swift streams and still pluck up swords from old battles.
Major Holdings: Castle Torvus: A desecrated ruin, Castle Torvus sits along the midwestern river. Once a bastion for the Holtenberg family, fifty years previously they rose in rebellion and were beseiged. The castle was rent asunder, but its foundations remain. Now it is a skulking ruin where few dare travel, kept unmade as a warning for rebels. Saxumkeep: The hammer to Eisentown's anvil, Saxumkeep is where the Archguards that man the famous Archgates make their home. Mordarx: The seat of Draufkrieg power, Mordarx is a fortress of black stone Harvesthome: A veritable city, Harvesthome still tries to remain close to its hamlet roots. The very center of produce, it's a spread out settlement filled with offices, granaries and trading hubs. Weisental: The keep at Harvesthole, housing a contingent of 1,200 Knights and twice as many Men-At-Arms. Blackmire: A marsh south of the Heulenwald, filled with the Arbormarkian Armoredserpent. Reichstadt: The largest city in Arbormark. Some call it the jewel of the south. The ruling family has been petitioned for years to make it their capital, and they did move there once four generations ago, before border disputes had them relocate back to Mordarx. A member of the family generally resides here in a ceremonial Castle of Arnkastell. Reichstadt is the center of all trade. Arnkastell: The castle of Draufkrieg in Reichstadt. Lotherfel: The northernmost settlement, amid the bosom of the Bastion Mountains, guarded by easily defended moors. Wohlborough: Southern town important for its wool. Gildenwen: Southern town important for its wheat and barley. Caraswyldhen: Closest town to the Heulenwald. Storytellers, adventurers, and hard limbed lumberjacks dwell here. The Church of the Sepulchre: The Sepulchre of Saint Gideon, located between the Archgates and Harvesthome. A holy site for all Knights. The Dualcathedral: The largest church in Arbormark, located in Reichstadt.
Reputation: Verdant farmlands, excellent knights, and tough, independent mountain fighters. Some say the salt in the mines have made the people dour. Wealth: Very wealthy due to its farmlands and animal husbandry. Has some salt mines and a few veins of ore deposits. Strength: Archguard: Made up of volunteers and men from Eisentown, the Archguards are an order sworn to protecting the Archates at any cost. Wardens of the Wolf: Special brethren of Knights, and at times the personal bodyguard of the Archduke. Arbormark Armsmen: Professional army of Arbormark, consisting of Men-At-Arms and Knights. Yeomen: Longbowmen formed from levies of the farmlands.
Erik is the very definition of a man from Westmarch being tall, athletic, and handsome. Erik is a young man with short military-cut hair and a face absent of any scars or blemishes betraying his years of service and combat. Unlike many lords and nobles of Adanion, Erik is of mixed blood. As with most citizens of Westmarch, Erik is able to trace his family line back to the first tribes, the newcomers of Loyst, and even the nomadic tribes of the steppe. Not one to wear formal attire often, Erik prefers to wear his armor, or some variation thereof.
Claimant
Anyamara- Erik has publicly stated his support of the princess and her right to the throne over her competitor. Though she may show signs of brutality, Erik believes that it is strength and power that are required to lead the people and to protect them.
House Name: House Taranis House Motto:"Strength forged in fire" House Sigil:
Reputation
Erik is a proud and headstrong warrior at heart who holds his honor and duty in high regard. Being raised in a marital territory has tempered Erik to the art of war and honed him into a deadly warrior and a brilliant tactician. For all his ability and skill as a warrior and a general, Erik lacks a greater understanding of political intrigue and politicking. Though Erik understands the basic concepts of spying and the game of courts, he views many of these actions to be both cowardly and dishonorable. Erik prefers to place trust in one's own strength and that of steel to defend not only himself but the citizens he has sworn to protect. With this Erik takes his oath to be the warden of the west very seriously and believes it is the duty of those born into power to lead, rule, and defend those below.
Ambitions
Erik is not an ambitious man by normal standards. He does not seek power or wealth beyond that of which he has earned or is required for the defense of the country. This also applies to his support of the princess in her claim to the throne over her competitor. Erik does not much care for the politics of the eastern counties and would much rather keep to himself and focus on defending his people and prevent the nomads from entering from the steppe. This should not be confused with inaction however, Erik believes that should power be placed to the wrong person, the crown will not last another generation.
Aptitudes
Martial Prowess - Being born to a noble of Westmarch means that martial skill is not a privilege but a duty. Erik took that teaching to heart and has since birth trained his body and honed his skills into the perfect soldier.
Brilliant Tactician - Though Erik is not the wisest of lords when it comes to the sciences, arts, or math, what his brain is made for his warfare. Not simply the strategies of a one on one fight, but the knowledge of army formations, tactics, strengths, and weaknesses of armies, and the supply lines used to fuel them. Though he doesn't read much, Erik has spent hours and hours reading over the journals and tomes left by his forefathers on the art of war practiced bypassed wardens.
Horsemanship -Like many of the highborn of Westmarch, Erik was drilled in the art of horseback riding. Though not as graceful as the nomads, Erik has learned the best methods for his heavy armor and how to best use the strengths of his horse's heavier armor. Outside of combat, Erik will usually ride his horse for travel as both a status of his position and due to his disdain for carriages.
Vulnerabilities
Politically Naive -Erik for the most part is unable to fully understand the concept of backroom backstabbing and underhanded deals. He understands that they play a role in the courts of the capital and most holds, but he himself holds no skill for the “art”. Erik believes such tactics to be dishonorable, cowardly, and an insult to one's pride. This is exemplified in his belief that those most suited for a position should be placed in the role, not those who married into it.
Holier than thou -The lords of Westmarch are often seen as kind and selfless for their devout practice of protecting the common peasant. This selflessness is not simply done purely out of generosity, however. The lords and Knights of Westmarch see themselves as above the common folk, believing it is the duty of the lower classes to serve the higher classes or those able to work themselves into the upper echelon. To balance this, however, the lords of Westmarch see it as their duty as higher borns to protect the lesser classes who serve them.
Brutal -Through his reign, as Warden has been short Erik has already earned himself a reputation as a brutal military leader. Erik believes firmly in crushing one's opponents into complete submission even if that goal requires less than savory tactics. As Erik sees it the laws of Westmarch are simple, Traders and merchants are welcome to pass but any army or hostile will be met with the full force of Westmarch. And though torture is not explicitly legal within Westmarch, executions of prisoners are a common occurrence.
Misc Info
"Grand city of Edoras. The seat of House Taranis and Bulwark of the west. "
Archduchy of Westmarch
Duty and Honor
Description
Westmarch is the largest of the 7 regions taking the form of a vast sprawling steppe that sits on the doorstep of the western nomad lands. The cities of Westmarch are home to great stonewalls and keeps that aid in the defense of the cities scattered through the land. In addition to these massive fortresses, cities are the use of signaling towers made of cheap wood, designed to be easily ignited should a scout spot raiders entering the land.
People of Westmarch
The people of Westmarch are hardy ones who take great pride in their task as defenders and warriors. They are typically tall and lean with athletic builds allowing for strength in their strikes but mobility on horseback. This has come as the result of not only the people's mixed blood but also their constant conflict and martial training. Upon turning 14 all sons of Westmarch are required to undergo military training for 2 years to ensure the defense of the realm. After completing these training years the recruits are then given the option of remaining as part of the standing force or pursuing a trade beneficial to Westmarch. Those few that show exceptional potential are brought up to train as knights and awarded such titles upon completion of their new training. Those who do not continue in service of the military continue on with their lives as any other region's common folk. The main distinction however falls on the lack of farmland leading many to find professions as either smiths or masons.
Strength and military
Westmarch’s biggest claim to fame is the strength of its military. The core of their military revolves around the combination of both heavy cav, plated in armor, and more nimble cav arches. By mixing the two cultures and doctrines of war Westmarch is a fast and efficient fighting force able to cover large swaths of land quickly. Outside of open field battles, Westmarch relies on their heavily armed knights to act as the bulwark for the archers who no longer have the mobility of horses. Though the standard Knight is a common sight in Westmarch, those members of the royal knights stand apart from their fellow knights by occasionally sporting metal wings on the backs of their armor. these "wings" are both a symbol of their position and skill, while also serving as an added fear factor due to the noise they produce while the knights charge forward towards the enemy. (Think of the Winged Hussars from Poland)
Major Holdings
Edoras -The capital city of Westmarch. A large circular city surrounded both by a massive stone wall and endless pastures. Like many of Westmarches cities, Edoras is one large fortress. This is further exemplified by the massive structure known as castle Drachenfel that rises out of the city's center. The city also serves as the main gathering point of most smiths in the region who work constantly on repairing armor and weapons or forging new sets from scrapped old ones for new recruits.
Castle Drachenfel - The center of Edoras. The massive keep was designed to serve as the last and impenetrable fortress of both the city and Westmarch should the city walls be breached. Besides its defensive nature, the keep also serves as the bureaucratic center of the region housing both the Council of Westmarch and the Warden himself. Within the throne room, itself rests the massive skull of a Dragon so claimed to have been slain by the great ancestors of house Taranis.
Dragons Graveyard- Southern edge of the region. Dragons Graveyard is one of the few places almost strictly forbidden to the people of Westmarch. Though deep within the tall jagged mountains lyes vast sums of wealth and minerals, the path to such resources is perilous at best. Though there have been several attempts by past wardens to set up work in the mountains all have failed miserably and were abandoned before any progress could be made. This combined with the mythicized tales of dragons and their connection to house Taranis lore, Dragons Graveyard remains untouched by the people of Westmarch.
Name: Hertogin Elise van Rossum Titles: (This is where your character's official titles go as well as any positions on the council or commanders. Please leave this blank, you will be granted your title as part of having your sheet being accepted.) Description:
A popular local myth claims that the van Rossums are descendants of giants. While the validity of this statement is questionable, one look at a van Rossum might almost make one believe these stories are true. Towering almost a full head over the average Adanian, one would never mistake Elise’s van Rossum lineage. The years putting down peasant rebellions and noble discontent have also left their mark on the 29 year old Hertogin, with several scars covering her powerfully built frame. She keeps her auburn hair at shoulder length, so as to not have too much trouble with wearing a helmet. Her eyes are an icy shade of blue, yet they always seem to have a sparkle in them.
While Elise is very much at home in plate armor, she usually wears clothing usually associated with men, such as trousers and vests. This often results in mockery behind her back, but it never seems to bother Elise.
Claimant: Elise supports Anyamara, for she seems like the claimant who will be most likely to condone the van Rossum way of governing their realm.
House Info: House van Rossum “A velvet gauntlet assures both friend and foe get their dues”
Reputation: Elise’s reputation largely depends on whom you ask. Known as the “Butcher of Rotterhaag”, the smallfolk never forgave Elise’s order to sack the prosperous town for its revolt against the Mad King’s latest tax increase. Allowing her troops to ransack and pillage for two whole days to set an example for other would-be rebels, the smallfolk view Elise largely with fear and contempt.
Not so amongst her soldiers though, who see in her leader who lives, toils and fights amongst them during campaigns and looks out for them. The troops consider Elise a harsh but fair taskmaster, ready to enforce discipline whenever necessary, but always making sure that the needs of the troops are met. This has earned Elise the moniker of “the Steel Maiden” amongst her troops and loyal followers. It should also be noted that Elise is considered to be quite a rowdy drinker, as has often been witnessed by her troops when celebrating.
Amongst merchants and traders Elise’s reputation is a rather positive one. While the brutal suppression campaigns took their toll on Gelderecht, one can’t argue about its results. The roads and waterways are amongst the safest in all of Adanion. Elise seems also very interested in increasing infrastructure and productivity in the region, even going so far as using her troops to dig canals and pave roads.
Finally there is Elise’s reputation amongst the nobility. Having faithfully served Mad King Cloyt II, Elise is considered a staunch supporter of the king. The zealousness with which Elise seemed to serve King Cloyt II is largely because he was technically family. Elise’s aunt was married to the King in his younger years, as a wedding gift King Cloyt II merged the Counties of Gelde and Recht into the Duchy of Gelderecht and offered it to House van Rossum. The House has been serving the King faithfully ever after, even when the familial connection was severed with the death of his first wife. Elise did not break this bond of loyalty even as madness overtook King Cloyt II.
The Great Houses do however view House van Rossum (and thus by extension Elise) as upstarts, having gotten their position through, in their eyes, obvious favoritism.
Ambitions: Elise’s primary ambition is for House van Rossum to be recognized as a true equal amongst the Great Houses. Either by display of wealth and splendor or through force of arms, she will do whatever she can to increase the prestige of her House and assure that it will be more than a mere footnote in history.
Aptitudes: Great physical size and strength: With only a handful of Adanians being able to match her in raw strength, it is no understatement to say that this is amongst Elise’s most obvious aptitudes.
Efficient organizer: Be it marshaling a marching column or managing the Duchy’s treasury, Elise seems to have a particular knack for organizational tasks.
Vulnerabilities: Alcoholic: Elise is very fond of a good wine or a nice ale. Too fond. Being inebriated might lead her to undertake rash actions. Reputation: While not all bad, Elise and her House’s reputation are not the most pristine and might lead to plots being more easily formed against her.
Additional Info: While having originally been the Counts of Gelde, House van Rossum has been granted dominion over the newly created Duchy of Gelderecht by the grace of King Cloyt II. He granted this as a wedding gift to his 1st wife, who is Elise’s great aunt. House van Rossum has faithfully served the king’s will ever since. Many revolts in Crownmark ended up being crushed by the Velvet Gauntlet of House van Rossum. This almost zealous loyalty has been noted by the other noble houses as well, with some even referring to House van Rossum as the Hounds of Madness, in reference to King Cloyt II’s nickname.
Domain Name: Gelderecht Domain Summary: Gelderecht was formed a mere generation ago with the merger of Gelde and Recht. Both regions are located in the south of Crownmark, wedged in between the Westmarch and Arbormark. This region is ideally located as a tradehub, which is exactly what can be found here. Notable is the high level of urbanization in the region, with many major towns and several cities, most importantly of which is the major trade city of Anthagen, a city located where the Splitstream and Farwater rivers converge in the far south. Spread across the countryside are castles of different shapes and sizes. Most are nothing more than a glorified farmhouse, with the exception of the Gravenburg, a large fortress which used to be the seat of power for the counts of Gelde.
The land itself is extremely flat, with only a sparse amount of hills in the north of the duchy. Dikes and levees are built to prevent the flooding of the lowlands in the south. The region itself has a temperate climate, with mild summers and winters.
Gelderecht has been in constant turmoil ever since the merger of the two counties. The first uprising happened with the death of Duke Joris, brother-in-law to King Cloyt II. House Kampen, the former counts of Recht, tried to reclaim their independence, but their efforts proved to be in vain. Many of the duchy’s nobility were slain in this uprising however, which resulted in a breakdown of order. With some Kampen agitators stoking up the population of the former county, this would spell a great amount of trouble for House van Rossum, as they would have to deal with many revolts and uprisings. Duke Floris, son of Joris and father of Elise, would succeed in rooting out the final remnants of House Kampen, but the destruction of most of the Gelderecht nobility was a fact.
The cities of the Gelderecht would fill this power vacuum, purchasing the lands of the destitute nobility. The cities tried exactly once to assert their dominance over the Duke and launched a major uprising. This was however violently crushed by Duke Floris, using a mercenary force he called the “Iron Regiments”. After the Uprising of the Cities failed, the mayors would swear the fealty of their city to the Duke and his House. The death of Duke Floris would coincide with a tax increase ordered by King Cloyt II, which the fresh Duchess Elise would be forced to institute. This would see a new wave of revolts in the duchy, which she crushed without mercy, culminating in the sack of Rotterhaag.
Now 10 years into her reign, the duchy finally has a fragile peace between the remaining feudal nobility and the rising merchant elites in the cities.
Major Holdings: -Gravenburg: The primary seat of power for House van Rossum. This fortress is built upon the largest hill in the entire duchy of Gelderecht. With the added benefit of the low ground level that surrounds it, this height advantage gives the fortress a wide view for miles surrounding it. If the need were to arise, levees could be ordered to be broken, flooding the surrounding land and making a siege of the fortress incredibly difficult.
-Anthagen: The largest and most prosperous city of Gelderecht, Anthagen is the primary trade hub of the duchy and the main source of income for House van Rossum. The city bridges both the Splitstream and Farwater rivers, with a port located at the direct convergence point, allowing for the rarest of goods from both up-and downstream to find their way into the city. One of the most populous cities of the Crownmark, its wealth is famed across the land. Its cloth market is especially renowned. Almost all of the duchy’s guild houses are located in Anthagen, with the exception of the metal workers guild. Being located on the banks of
-Middelwaarden: Located in the middle of the duchy, Middelwaarden is the second most populated city in Gelderecht. It is the oldest city of Gelderecht, having its origins in the time of the First Tribes. The city’s skyline is dominated by the Golden Mother and Golden Father, a large cathedral complex dedicated to the Twin Faith.
-Leeuwingen: The city closest to Gravenburg. Here is where House van Rossum finds its most loyal populace. Leeuwingen’s primary resource for the duchy is its manpower. Having almost unquestionable loyalty to House van Rossum, the Leeuwingers form the backbone for the Iron Regiments, the elite force of House van Rossum. This is also why the main encampment of the Iron Regiments is located on the outskirts of the city.
-Rotterhaag: A major town in the north of the duchy, famed for its metalworks. The town used to be the seat of the counts of Recht, and has yet to get used to the merger of the counties. This is the reason why in the last 10 years, Rotterhaag has revolted 6 times. The last attempt did not end well for the town however, as Elise van Rossum ordered a two day sacking of the city. The town has yet to recover from the aftermath, with much of its wealth lost and its artisans slain by the sword. Not even the famed metalworking district was spared, with the metal workers’ guild house completely put to the torch.
Reputation: Gelderecht is mostly known for its industrious people and sprawling markets. It’s reputation as a stable hub of trade and industry has however taken a dent in recent years due to numerous revolts and uprisings. This has given outsiders the impression that the people from Gelderecht are unruly and rebellious.
Wealth: A common saying amongst the people of Gelderecht is that every coin in the realm has at least passed through the duchy twice. This is in reference to the main source of wealth for Gelderecht, namely its many cities with their many markets and of course the port of Anthagen. The biggest boon of the duchy is its thriving cloth industry, being responsible for a significant amount of the realm’s cloth production. However, the duchy is also rich in artisans and artists, such as painters and sculptures. Being in the Crownmark, Gelderecht also has much fertile farmland which it uses to feed its cities and as a good to trade for wool from the North-West to fuel its budding clothiers.
There is however still some devastation left from the many revolts, with many towns having been raided or sacked, most notable of all being the major town of Rotterhaag. Many of the cities have taken in refugees, which has caused a fair amount of civil strife and driven the destitute into a life of crime. While the wealth of Gelderecht might be plenty, it is clear that it is not equally shared.
Strength: In the aftermath of the Kampen Rebellions, numerous peasants revolts and the Uprising of the Cities, the urbanized Duchy can no longer rely on a large nobility caste and their levies to form the backbone of their military forces, like so many others can. This results in the duchy having only a relatively tiny retinue of mounted knights and having no real levies to speak of during times of war. To compensate for this deficiency, House van Rossum has opted for the creation of the Iron Regiments; a well-paid, full-time standing army of mercenaries who are purely devoted to the art of war.
Though relatively few in number compared to mass ranks of levies, the Iron Regiments pride themselves on their professionalism. With their few numbers making them hard to replace, much of the duchy’s wealth goes into equipping this force with the tools for them to accomplish their job. Equipped with long pikes, zweihanders, arbalists and (partial) plate armor, the soldiers of the Iron Regiments are amongst the most well equipped forces of the realm. They also tend to dress lavishly so as to show their status of being a member of the Iron Regiments.
However, if the need arises and the Iron Regiments are not able to accomplish their task on their own, the cities are expected to raise their own forces, the city militias. These are mostly consisting of whatever men the city watch can spare and who, in case of a prolongued conflict, then get a crash course training in warfare by an Iron Regiment’s sergeant. The militias are often equipped with cheaper equipment and armor, like spears, shields, gambeson and sometimes even just clubs.
Name: Marcher Lord Artyr III Mythricane, "the Barbar" Titles: Description: Standing just ten centimeters short of two full meters, Artyr's presence is hard to come unnoticed. Equally difficult to miss is his far-stretching keloid scar that runs from his nose up to his left ear, a reminder of the damages a nomad can do to an Adanian man, as well as his leathery eyepatch that hides his blinded eye. A lean, built and tall man, Artyr could be charming if not for his receding hairline - at the young age of 37! - and unremarkable facial structure. The Sun gifts men with strength and the Moon, women with grace, but never the opposite, as they say, and for the Mythrian siblings that seems to be the case. Well, at least he can crack a fine smile.
Claimant: Anyamara. She's strong and action-oriented.
House Mythricane The Borders, our Duty"
Reputation: A reckless, fierce, and highly respected warrior. But as a Marcher Lord, Mythrian nobles think lowly of him - faceless whispers roam Mythre a man as ugly and savage as him has to be a barbarian by blood, illegitimate and unfit to be a ruler; he's a puppet of the cunning Lily; he belongs in the steppes killing barbarians and not ruling the civilized people, et cetera. Artyr views those rumours with sarcastic contempt, as he often sees things in life, but he makes his point very clear that the mere thought of insubordination will be met with a scimitar slash to the throat. His words, not mine... a bit too straightforward, wouldn't you say? Mythrians are known to be frank, but even them are shocked with Artyr's candidness from time to time.
Ambitions: Artyr has always expressed his admiration for King Adendum, and he desires to emulate, if not downright surpass, his legendary campaign by conquering by fire the endless barbaric West, although it wouldn't be unfair to interpret his megalomaniac intentions as an excuse for a never-ending life within the anxiety, excitement and chaos of the battlefield.
Aptitudes:
The Western school of war - Used to the sea of grass of the Timeless Steppes and the vicious horsemen that therein inhabits, time taught Artyr the ways of the nomads. He's well versed in common nomadic raiding techniques and maneuvers, cues and tweaks on how to kill atop a horse, how to aim mid-gallop, swinging curved blades, the general geographic characteristics and influences of the plain grasslands biome that may affect a battle, and many other minute details that makes him a barbarian in all but blood (... and sedentary lifestyle. And manners).
Equinacious - His experience in horseback riding makes him a highly skilled and deadly horseman, capable of confronting nomads as an equal. Certainly the best cavalryman in Mythre, considering he's the only one that was attacked by a barbarian and managed to return home and live to tell the story.
One with the arrow - From a young age his aptitude with the bow was something marveled upon, and years upon years of training and thousand upon thousands of arrows fired made his gift even more significant. There's something about Artyr that makes him intrinsically good in archery. Maybe it's his rudimentary and intuitive notion of weight balance and distribution, aerodynamics, force liberation, pattern recognition to predict his target's movement, the intense emphasis of archery on Mythrian culture or maybe - most likely - all those combined.
Gymnast - Strength is certainly important, but not the only factor in combat. Being able to move your body swift and efficiently are equally relevant aspects which are often overlooked in professionalized armies, but on tribal, ritualistic groups as the nomads often are they're considered key elements as much as being buff. With a lot of training, pain and injuries along the way, Artyr overcame his typically Eastern stiffness and acquired an enviable overall mobility. Along the natural imposed demands of being a horseman, his general physical aptitude wouldn't stray far from a modern day's gymnast.
Spatially located - Men who trek through the endless grasslands west of Adanion either end up lost, missing, hunted, killed and flayed, or back, safe and sound. There is hardly any exception. And the only way to be the latter is to be very, very good in identifying where things are at, distance, and a general acute sense of geolocation and observation. Whether this is a skill or a talent is anyone's guess, but Artyr certainly has it.
Resilient - Artyr is a tough-as-nails sunovagun who can take a lot of mental and physical stress before breaking.
Vulnerabilities:
Adrenaline Junkie - Artyr's biggest shortcoming is, by far, his hedonist, thrill-seeking nature. He often volunteers to partake dangerous and unsavory situations just for the kick of it, 'cause nothing in life feels as good as that adrenaline rush when your life is on the line.
Warmonger - Whenever there's room for violence, war, or conquest, he will opt for those choices. And when there are none, he'll create them.
Impulsive - In a one-to-one combat there is no room for hesitance or meticulous planning, you either do something or you is left to respond to your adversary's doing. Artyr prefers to be the first, both in the battlefield and in his personal life, and as such he doesn't tend to think of his actions nor his words thoroughly.
Half-faced - The slash that scarred his face left him one ear deaf and partially blind. It's not that his eyesight doesn't work - he still retains some depth perception when using both eyes - but it's a blurry, unreliable one, to the point he prefers to simply block it with an eyepatch.
Unsightly - A man with a horrific scar such as his is no nice sight to see, especially if a man looked like Artyr before being scarred...
The Eastern school of war - Hilly terrains, dense forestry, straight bladed swords, swordfight in confined spaces, sword-and-shield approach to combat, and all your typical Adenian military tactics are things diametrically opposite to everything Artyr trained for, and as such, he's no better than an average Eastern infantryman.
Easily swayed - Wondrous imageries can really marvel Artyr. With extraordinary claims and a bit of charm, it wouldn't be difficult to convince, or at least sway, the Barbar into a specific line of thought.
A pawn rather than a leader - Some men are born to command; some, to be commanded. Artyr is definitely the last. He's not fit to be nor interesting in being a commandant, a diplomat, and much less an administrator. Too much responsibility, bureaucracy, and too little fun.
Additional Info: Inherited the march two years ago.
Domain Info: Mythre (informal) / March of Mythricane.
Considered the "last bastion of civilization before the ocean of barbarians", Mythre stands as the westernmost region of Westmarch. Towns are rather equidistantly scattered apart, usually garrisoned by pikemen and a few archers, and are intertwined to the capital, Partitava, through well-guarded supply lines (usually patrolled by cavalry), a large fortress where the bulk of Mythrian ranged and mounted forces sit. Lacking adequate communication from the rest of Westmarch's resource-rich regions, and lacking the purchasing power to even acquire such resources to begin with, Mythre scrapped armory and the famed winged Westmarch adornments for a much more mobile horseback archery specialization, to the point they can face toe-to-toe the nomads. (A dozen or so of cavalrymen opts to go heavy, and they're usually members of the most endowed families after Mythricane). And since hunting is still a primordial form of subsistence, archery is a tradition, and it's hard to find a marcher peasant who can't kill someone or something with a bow. Another notable characteristic is the employment of pikemen in choke points such as gorges and city entrances, human chevaux de frise that are an impregnable obstacle when used correctly. One of the few hamlets in Mythre, Argimpasa, is in essence a conglomerate of various stud farms, home of the reputably enduring and agile Argimpasan breed that makes up a large chunk of Mythrian armies.
Name: Lady Elay Mithricane, "the Lily of Mythricane" Titles: Description: As tall as the average Mythrian man and as lean as her brother, pale skin, black, voluminous hair in a spectrum french bob bitter tongues would call tomboyish, delicate lips, cheekbones starting to get prominent, round face and a penetrating green gaze, Elay could pass as being a decade younger and garner strangers' sympathy with her unassuming and innocent semblance. Let it be stated that she's a few years younger than his brother, believe it or not. However, a perceptive eye - a very attentive one indeed - could probably notice the emptiness in her stare. A rather shocking revelation, most likely, how could someone so adorable play such a manipulative façade?
Claimant: Anyamara. Her iron fist is admirable.
House Mythricane The Borders, our Duty"
Reputation: The fairest lady of Mythre. Well such claims are hardly objectively accurate, so take it as you will. She's also known to be charming, kind, well spoken - a Charismatic Negotiator - and to know how to push's one buttons.
But...
Elay knows it. She hard heard them before. Figures in the dark. Shadowy voices say she's a farce. They claim to see beyond her amicable mask and stare at an evil spirit that is anything but lovely. A perfidious and perverse demon willing to do anything and ruthlessly shatter anyone in her path to whatever are her objectives. They say her brother either knows it and shares her malevolence, or is a clueless, naive bastard - not to different from Elay's husband, who is most definitely a cuck at this point - and another mere pawn at her sickening game.
Ambitions: Peace. To rest her arms on the topstone of the impervious Partitavan walls and watch the tall grasslands extent as far as her eyes can see, without having to check her shoulder for a spy of some sort sneakily approaching her for a swift backstab. And the only way to do that, naturally, is to control others. No freedom to plot. And who controls more than the Loyce? Whose throne is as powerful as theirs? She needs that.
Aptitudes:
Gift of Gab - It is difficult not to be enthralled by Elay's eloquence and charm. She has a way for words and dealing with people that never ceases to spellbind the candid people of Mythre.
Diligent - An obsessive, goal-oriented mind never ceases until the job is done. Many things may not make sense for her, and she will work her ass off until they do.
Cue observant - Restless legs often indicate stress. Avoiding eye contact, discomfort. Repeating oneself in a more stark throne, impatience. Gleaming eyes, hope. A barbaric horde charging at a pace far slower than usual, a diversion attempt to buy time. Elay is overly perspective and frequently notice untold details in everyday interactions.
Good tactician... - It is on moments of stark pressure that Elay exhibits her ingenuity and reflexes. Cornering her is challenge as she always seem to have a perfectly plausible reaction to perfectly implausible situations.
Vulnerabilities:
... and terrible strategist - Elay just can't see past the carrot in the stick. She hardly ever comprehends the bigger picture and her long-term plans are poorly stitched and schemed.
Hardly the sharpest tool in the shed - While she can observe details and gather more non-verbal information than most, Elay doesn't process them nearly as well. It takes time for her to comprehend elaborate schemes, and the world in general seems a hazy, illogical place, which also helps to exacerbate her paranoia, and make her predictions not exactly reliable.
Paranoia, paranoia, everybody's coming to get me... - Distrustful of people's intentions, seeing ulterior motives in every action, the overwhelming sensation of being persecuted and spied upon... Elay just can't get a break.
Tangible apathy - How good of an actor can an actor be? She may swindle most with her charisma, but very observant eyes are capable of noticing a rather empty dissimulation in... pretty much everything about her.
Additional Info: The only person she doesn't mistrust is her brother, Artyr. She knows the man is as transparent as glass.