Alright gang, rough draft is here. I'll keep working on it. If I can, I'd take the bottom left section near the big island.
Cheers,
House Brunswick
Nation Name: Grand Duchy of Calenberg
Ethnic Peoples: Calenburg
Ethnic Description: The people of Calenburg are of the classic human stock, a tough, ingenious, industrious, and highly motivated species. Blonde and red hair is very common in this region, darker hair being much less so. Like most humans they breed quickly and there is never a shortage of new children to be raised in the true image of the Calenburg Knightly Spirit.
The average male in the Grand Duchy is around six feet tall, usually has blue or green eyes and some variation in hair colour ranging from white to red. Albino's are not so uncommon that it would cause you to stop and stare. Men are typically clean shaven and wear their hair short. Knights on the other hand tend to wear their hair to collar length and the only ones you find with a beard are Master Craftsmen as a symbol of their own skill set.
Women in Grand Duchy tend to be tall like the men, with fair hair, the longer the better, and strong lean figures. A woman who can fight is just as valuable as a man. Women have their own codes of conduct in some ways, and in fact tend to treat each other more civilly than the men do. The current fashion involves a long flowing braid down the back with a smaller braid that wraps about the right side of the head. Most have blonde or red hair, though the odd few are darker, hinting at their savage heritage. Some of the cruelest figures of the Grand Duchy happen to be female, the most famous being Mariel Skall, known for skinning her enemies alive and allowing her dogs to feast on the bloodied flesh. Not a pretty image, but one indicative of violence the fairer sex are capable of.
Geography: It is easy to see why Calenburg was chosen to be the landing place of Ardall the Conquerer. The land is fertile, lush and welcoming to a well mounted invader. The Emperors use of horses, now copied by the Grand Duchy, made it possible for him to subjugate the region with ease. The coastlines are long white sand beaches broken here and there by ragged outcroppings of rock and fine natural harbours. Impressive still are the huge rivers that pour into the ocean, creating vast deltas and sandbanks. Following these rivers inland reveals a landscape of rolling plains, semi-rocky hills, excellent fertile soil and huge lakes. In the midst of it all is a huge rift, known quite accurately as the Great Rift, all that remains of a great movement in the earth long before men came to Ardacia.
The Great Rift is rumoured to have no bottom, at least none that can be seen by men, and into this mysterious gap pour a pair of rivers, one on either end. No bridge exists across its width though a man might shoot a straight bow across it with a favourable wind. The land on either side of it is particularly wealthy in small hard gems of various colours, the Imperials harvested them for their toughness and beauty and the Grand Duchy has continued the tradition.
Spreading out from the rift lie great prairies, golden grasses and grains waving in the wind everywhere a man might turn. Hilltops are not so rare they are remarkable but any hilltop worth noting has a fort or tower upon it to keep watch for an enemy. Many of these, Imperial by construction, have fallen into disuse as their need diminished and the Grand Duchy only maintains the most necessary ones.
Roads are straight as an arrow here, running from one city, town or fort to the next. Built by the Imperial Army to allow for quick travel they are of excellent fitted flagstones and marked every mile by well chiseled marker stones. Where they cross a river, a fine bridge has been built, where they meet each other a town has sprung up. Very few settlements lie far from the main roads.
To the north the great forests encroach upon the plain. Smaller forests are common throughout the Grand Duchy but nothing like the immense woods that lie brooding on the furthest border. Being people of the horse, the Calenburg tend to stay well clear of the woods save for logging purposes and even then it is a rare venture. Their own buildings are of stone taken from massive pit quarries.
The rivers are vast and deep, so wide in some places a man might not be able to tell where the far side ends and the plains begin. Ferry crossings are available in a few places but where roads end, river travel begins. Much of the trade and commerce in the Grand Duchy goes by the rivers, low barges with oars and square sails carrying the trade of the world up and down. In a few places there are waterfalls, cunningly avoided with a series of horse power locks that can be flooded and drained to allow vessels to pass.
Lakes are equally deep and impressive, huge smooth surfaces that are always ruffled by the wind that never seems to entirely cease in Calenburg. Fishing boats ply the surfaces and occasionally one is lost to something far larger than fish. The attacks only occur at night and for that reason the lakes, and even the rivers, can be quite empty at night save for the call of wild beasts and the roar of some huge creature.
And always there are the plains, huge wandering expanses that provide as much protection through their size as they do food. To move across the face of Calenburg is to be watched for two days and a night before one comes to their destination. The amount of water that exists makes it easy for an army to move across its face but the creatures that lurk in the plains can be deadly to man and beast alike. Predators of grace, power and great cunning, they hunt man and horse alike if given the chance. The only sure way to ensure they cannot prey upon the populace is to burn their habitat.
One of the great fears in the Grand Duchy is fire. Every year infernos sweep the plains, burning and rejuvenating the landscape. This unfortunately often means man and horse as well for no horse can outrun the cleansing fire. The towns and cities have their walls as much for military defence as for keeping the flames from entering their streets. This is not always an advantage, one only needs to be told the story of Luneberg. This once growing town found the flames licking at its walls and the populace inside discovered that the town had been built in the wrong area when the wind was unable to lift the smoke and so several thousand died within the walls of smoke inhalation. The town still sits empty today, the smoke blackened gates closed for all time like a giant tomb.
Culture: Generally speaking the people of Calenburg consider themselves superior to all of the other peoples they encounter. This is most likely a result of being the first conquered by Ardall, and so benefitting the most from his patronage. They are an arrogant, and sometimes rightly so, group of people. They are the jacks of all trades and work hard to achieve mastery in all that they do.
The very nature of being human however ensures that there is a wealth of corruption and sinister goings on, and those who seek to work evil are just as skilled as those working for a better world. An undercurrent of kidnappings and sale of citizens is not uncommon, even if illegal. The existence of a Pro-Imperial undercurrent still exists and religious turmoil is almost constant.
Some Imperial customs can still be found in the styles of Dance enjoyed in Calenburg, for no one can resist a classic Crazatian Whirl. It is a dance where a man and a woman alternate in taking quick steps over a pair of crossed swords to an ever increasing drumbeat, accompanied by Imperial Pipes of course.
Education is encouraged in Calenburg and multiple universities and colleges exist, including a Mages College on the Island of Terazlein, in the centre of Selena Lake. The name of the lake, incidentally, is taken from a young woman who is said to have cried the lake into existence when the Imperial Army first destroyed the native temples that once graced the island. A story, but a good one perhaps. The various educational institutions tend to specialize in one thing or another. The most well known across the entire continent is the Navigators College. Here, amongst the great libraries of the Imperial founders, a young men or woman of any nation is welcome to study the world. Once they have found an interest they are encouraged to travel and seek out that interest, study it, and return with knowledge to share. The College even helps fund expeditions. The Navigators are generally considered friendly to all and not required to hold allegiance to anyone but themselves.
There is of course the most important topic in Calenburg, one that could be devoted to a thousand books but the shorter version is more interesting and leaves out the bit about breeding. That topic is of course horses. The Calenburg consider themselves the People of the Horse. When the Imperial Army first landed the locals viewed the horse with awe and terror. As they were absorbed into Imperial society they came to master the great creatures and that custom has never changed. Every family owns at least one horse, for it would be unthinkable for them not to. The horses are more precious than slaves, or even some Calenburg lives if pushed.
The Knights of Calenburg are the elite of the Army. Each Town or City is expected to provide at least ten percent of its populace for the full-time service of the Grand Duchy. Of these, at least five percent must be mounted as Knights. These Knights ride the biggest horses, are often the strongest men and women, and dress to impress. Bright colours, fancy horse hair plumes, dyed sword tassels, flashy banners, they are all marks of the Knights of Calenburg. Many an enemy, the Imperial Army included, saw these Knight, first known as the Brunswickers, and laughed. That laughter turned to silent admiration and even fear, for though they may look fancy, the Knights of Calenburg can fight, and fight well. Be it in massed units or individually, there is no army that can match them in hoof to hoof combat. Needless to say, one would not want to ride into a swamp or the forest as a Knight of Calenburg.
For that task the Grand Duchy has a large levy of local troops. Every male and female of Calenburg is expected to serve two years, from their 18th to 20th birthdays, in the military, and then one month a year thereafter. They fill the ranks of pikemen, footsoldiers, flatbowmen, and artillerymen. They fight in massed blocks and are as dangerous as the Knights if not as skilled. Elite units exists amongst the footmen of course, the Greatswordsmen are renowned foot combat troops and respected by their mounted peers. Engineers are highly educated breed and work with their weapons full time.
The people of Calenburg have a number of customs that are worth noting for any visitors to the region. - Horses are virtually sacred in Calenburg as its people cannot function without them, and they make up the bulk of the nations armed forces. To strike a horse in anger is to earn a flogging yourself. - When at a Calenburg Noble table for a meal and a toast is called, glasses are not clinked. The tradition of cheers dates back to when highwaymen tried to drug their victims at way stations. It is assumed that all Nobles are trustworthy and therefore NOT clinking ones glass is considered a sign of respect, trust and good manners. - Women are considered equal to men in all things. There are no limitations placed upon a woman's place in Calenburg society other than those given to her by the Gods. Female Knights are rare but they do exist. - The Art of Brewing is considered to have no equal amongst tradesmen. The very best ales sell for fortunes and much is made of the issue that fraudsters often repurpose old barrels with lower quality product inside. - Slavery has its place in Calenburg. Wanton cruelty to slaves is frowned upon, it is against the law to enslave citizens of Calenburg but it happens. Every citizen of the Grand Duchy owns at least one slave as it is unthinkable that one would not.
Calenburg has need of any number of items but the most important are coal and wood. The region they call home is largely devoid of large forests or coal bearing mountains and since both are important to survival and the creation of goods, they fetch high prices in Calenburg markets. Luxury items are also welcome, wines particularly are considered a rarity and only the very wealthy can afford them.
Exports from the region focus on foodstuffs, grains, excellent arms and armour as well as a brisk trade in unmatched cavalry mounts. The primary diet in the region is fish and grain based, there are little to no cattle due to the space being used for raising horses.
The citizens of Calenburg favour brightly coloured clothing in all forms. The most exciting time of year is known as the Grand Carnival. It is the one time of year a person can wear a mask without drawing attention.
Styles vary between cities but the majority of mens dress involves a fine tunic, knee high riding boots, leather reinforced pants and a sword. Women dresses are slowly becoming more daring recently as they et shorter and involve less material.
The Calenburg love their music and artists. Paintings, sculptures, choirs, orchestras, the Calenburg consider themselves people of the world and embrace all forms of art and music, especially foreign ones. A musician or artist of any race can find work and even a patron here and see their works sell for, sometimes, ridiculous amounts of money.
With a high percentage of the population serving, or having served, in the armed forces, it is no surprise that Calenburg holds contests all over the Grand Duchy for various martial skills. This includes jousting, archery, sword play, boxing, ground fighting, and so on. The joke often runs that Calenburg is an Army with a Nation.
Calenburg as a martial culture places heavy emphasis on military skill. As a result many of the Noble class once served as Knights. That is not to say that a common soldier cannot rise far, one of the wealthiest men in the nation is a former Sergeant who earned his fame and fortune on the battlefield.
It is of course an advantage to have money in the family but anyone who Masters their chosen profession enough to make a living off of it is welcome by society as an equal. The Noble classes do consider themselves better than others of course but a deft merchant can easily buy a foolish noble, so the balance remains.
The Calenburg Legal Codex is famous for a few reasons. Firstly it is so one sided in the favour of nobility it is ludicrous. The second is that it actually has no clear laws pertaining to how the nobility should act. A yeoman or blacksmith accused, and convicted, of theft can expect to have a hand chopped off. But should a nobleman son commit some crime, it seems as if the Codex suggests his father can pick a punishment to suit the crime.
It should also be noted that despite the attempts to link the Brunswicks to Ardall the Conqueror, his colors, orange and teal, still remain the color scheme of ancient buildings in the south and it is considered an act of blasphemy to construct a tapestry or painting of their sigil, punishable by a year of forced labor.
History: The Grand Duchy of Calenburg was initially a region awarded to Ardall the Conquerors most daring and reckless General, Dunstan Thorne. The City of Calenburg, now a shattered ruin of what it once was, sits at the mouth of the river which flows down from the former Imperial City of Cyneberg. Among Thornes more notable officers was an excellent cavalry officer who bore the name of the modern house he sired, Brunswick. The Brunswickers, as his unit would be called, waged war on behalf of Ardall and aided in subjugating much Ardacia.
But we are getting ahead of ourselves. The peoples who inhabited the area that would one day play host to the initial invasion were a tribal people. They hunted in the summer and moved inland in the winter on small river boats, rarely going beyond sight of their own red sails if they could avoid it. They fought small skirmishes with each other, stole each others women, and in general bothered no one else.
It is no surprise of course that when Ardall arrived he over awed the simple river folk. Those who would not join him died, and those who did soon lost any semblance of who they had once been. None now can even say for certain who their chief was, they had no written language.
Instead Ardall settled his own people in the region, parcelling it up amongst Army officers as was custom. This ensured a loyal following at his back as he conquered the remainder of Ardacia. Dunstan Thorne served nobly, earning much wealth and gratitude from his employer, eventually turning his little Manor at Calenburg into a thriving seaside port and main stop for ships coming to and from Cyneberg.
The fortunes of Calenburg were tied to those of the Ardall Royal Line. Things began to get even worse as the crow King took the throne. The Duke of Calenburg, the great great grandson of Dunstan Thorne, began to chaff under the heavy taxes and the waste created by the building of the Ashen Arena. Working in secret he quietly approached other Houses to look for assurances that should he raise his own banner against the Emperor, others would follow.
The Crow King had his spies and soon got word of the traitorous actions of his once loyal Duke. The Imperial Armies marched on the same day that Brandon tossed Gertrude into the Ashen Arena. Calenburg burned the next day. The entire Thorne clan was destroyed and the Duchy and title transferred to the same Brunswick family for reasons not entirely clear at the time. It seems, since then, that the official dispatch naming a different leader was waylaid and a forgery appeared. It will come as no surprise that the guards for the messenger had been Knights of Brunswick.
The Duke of Brunswick quickly moved to join the other Noble houses in their march on the Imperial City. The few battles that were fought were hardly something to sing songs about. The Imperial Army wanting nothing more than to return to its own lands and when they at last departed the Noble houses were left with a huge power vacuum. Brunswick would dearly have liked the title of Emperor but the decision was made that no one should have it. Instead the other Noble families left the Imperial region in Brunswicks hands and marched home. The wasted Regional capital was moved to Cyneberg, Brunswick declared himself Grand Duke, stating that he was related to the former Emperor by distant relation. It was a weak and pathetic attempt but it was enough to allow the remaining loyalists to grudgingly accept him, as well as keep the former leadership at enough of an arms length to appease the newly freed local populace.
Since that time the Brunswick family has worked diligently to tighten their own grasp over the region, stamp out any dissent, and most of all, protect their own position. Now, with the destruction of a heavenly orb, religious troubles are threatening to tear the Grand Duchy apart.
House Name: House Brunswick
House Members:
Grand Duke Karl Brunswick
“A strong state is a united one."
Name: Grand Duke Karl Brunswick, Lord of Calenburg, Lord of Brunswick.
Age: 35
Loyalty: Grand Duchy of Calenburg
Appearance: Karl Brunswick is a man of tremendous passion and drive, traits that express themselves all to well in his mannerisms and body language. He rarely sits still and is always fiddling with something near at hand. He is of average size for residents of Calenburg, just over six feet tall and broad in the shoulders. A thick head of shoulder collar length blonde hair worn loose with a cleanly shaved face in the style of the Calenburg Court are copied by many of his followers. A very minor limp can be detected in his left leg from where a horse fell on him.
The Grand Duke often wears military uniform. A dark green jacket, black ridings pants and boots, the uniform of his personal Regiment, the Brunswickers. Unlike many military commanders he chooses to wear few items identifying his rank. A red cross sash pinned at his shoulder with a broach showing the Calenburg Coat of Arms is the only thing that marks him differently than military officers.
Personality: The Grand Duke is a fine tactician, a passable soldier, skilled organizer, and a good father. He cares for his soldiers almost as well as he does for his children, greatly concerned for their well being and health. As a soldier he is no more skilled than his own troops, his swordsmanship rivalling that of any Knight brought up from birth with a blade in his hand, but he is a far cry from an elite soldier. He makes up for this lack in his tactical and administrative knowledge. Some jokingly call him the Shopkeeper, he is always organized, knows where everything is, and never runs short on anything. It is not uncommon to see him wandering the tent lines with a horse blanket about his shoulders, sharing in the troops rations and sitting around their fires.
He is as passionate in his private life as he is in public, just not about the same things. While he loves his children his marriage, like so many others done in the name of Politics, is anything but perfect. He tries deeply to love and cherish his wife and no one, not even his foes, would dare accuse him of being unfaithful to her, even if she does not extend him the courtesy.
Being well known for generosity is not something one usually expects from a Grand Duke but he is just that. While the region is wealthy, it is not swimming in gold, and what he does have he tends to share. Brunswick see's not point in having heaps of gold stashed away in a vault, it is doing no one any good there. As a result he maintains a large reserve fund for the operation of the Duchy but his own personal fortune is in line with how much he spends.
It should be noted that his own personal habits are somewhat spartan. He does not have a large number of palaces and he derides wastefulness and excess. His rooms, indeed most government buildings, are tastefully decorated and never to the point where a person might feel they had wandered into one of the old Imperial Palaces. Functionality seems to be his driving motive.
As an administrator he has no equal. The taxes that were crippling the Imperial administration still needed to be paid even after they were gone and Brunswick moved to reorganize the tax system. For the first time in years, not only were taxes actually being collected, but they were being paid on time. Several practices, that had included the nobility being able to refuse their share of taxes, were eliminated and overall tax levels dropped from twenty five pounds a year to seven. Taxation is levelled fairly regardless of race, creed, religion, sexual orientation, etc.
History: As brief or as long as you'd like, describe your character's life. If you're using this sheet you're already accepted, so don't worry about giving me an epic ballad of life events for your ten-and-two princeling. If they've all had uneventful lives (boo) just give a bulleted list of tidbits of their history that reinforce their personality.
Elder Son Edward Brunswick Elder Daughter Anna Brunswick Younger Son Frederick Brunswick
House Motto: Through Difficulty
House Sigil: A Knight slaying a dragon, said to be the great Ardall the Conqueror, to whom the Brunswick's of course claim a discreet but well defined lineage. The modern tale is that the Dragon symbolizes the Ardall line being brought low by Brunswick.
House Seat: Castle Brunswick. This huge fortress stands watch over the former Imperial City, within easy eye shot of the Ashen Arena. Here three major rivers converge before rushing towards the sea as one huge body of water. The entire city is walled, and an additional three layers of defences exist to keep out the curious. The stone was brought upriver from a quarry elsewhere in the world and the stones are of a reddish hue. The Citadel proper sits atop one of the rare large hilltops in the region on one side, with the river on all three other sides. It is accessed only by boat or by the three bridges that cross the aforementioned rivers.
House Heirloom: Serpents Breath, a complicated enough name for a weapon that looks like any common blade. No great jewels adorn this weapon but, when covered in blood or breathed upon, it reveals the intricate patterns of a dragon along the blade. It is said to be the same sword that Ardall used to kill the last dragon.
House Themes: WIP
Capital City: Cyenberg (The former Imperial Capital)
I got a nerdgasm just by reading the first few paragraphs. ASOIAF-style intrigue, world-building and "advaaanced" focus? Yes please! There is still a spot left, right?
I got a nerdgasm just by reading the first few paragraphs. ASOIAF-style intrigue, world-building and "advaaanced" focus? Yes please! There is still a spot left, right?
Awesome! I'll get working on a sheet ASAP. It's been a while since I've done a nation RP (couple of years in fact), so I'll need some time to get in gear. Will have something up by tomorrow.
With five of seven accepted nations and two more applications, will we be seeing a polished map in the near future? Ideally one without borders at 90° angles—this is a quasi-medieval period, we probably shouldn't have national boundaries delineated by longitude and latitude.
Ugh sorry guys, was an extremely busy day at work, had to stay overtime. Didn't have as much time as I would have liked to work on the sheet, so here is a very, very rough draft. Obviously I'm claiming the north-western region.
Nation Name Kedoren Athiar was the old name of the region, meaning “west” or “westerly” in the local tongue.
Ethnic Peoples Kedorian
Holdsmen
Freeholders
Geography Much like its people, Kedoren is a land of contrasts. The country is roughly divided into two parts by the Windwall Mountains (locals refer to them as “The Windwall” or more infrequently as “The Wall”), a great range stretching from the Bay of Lights in the west to the Vaincur hills in the east. The mountains act as barrier for the harsh winter winds, sparing the south from the worst of the cold climate. As a result southern Kedoren is more hospitable than most other regions in the north, able to sustain a wider variety of crops and livestock. The land consists of low hills and plains, dotted by the occasional forest. Small rivers and streams crisscross the landscape, flowing from the Windwall Mountains into the Jade Gulf. There is only one river large enough to accommodate ship travel - the Greylin and it is of strategic importance. (more on that below)
North of the Windwall Mountains, it’s a different story. Tundra stretches as far as the eye can see and the sparse forests are confined to the northern foot of the mountains. Even in summer, the air is chilly and the wind bites, little refugee can be found, save for the odd hill or rock formation. If one were to travel further north, they would eventually reach the Singing Mountains, which go all the way to the sea. The name is two-fold: it is both derived from the Singing Sea and, as locals tell it, from the way the wind “sings” as it passes through the mountain’s gullies and canyons. Needless to say, it is an ominous song. The mountain has a dark history, as no living man has managed to climb it and reach the continent’s northernmost shore. For this reason Kedorians regard the Singing Mountains as the end of the world.
More importantly perhaps, the Windwall Mountains are famed for their mineral deposits. High quality iron, gold, silver and even precious stones are mined there. On the whole, Kedoren is rich in ores, even smaller mountain formations and hills have bountiful veins of useful metals.
Another point of interest is the Round Lake, situated in the south-east of the kingdom. The Greylin empties into it, finishing its long journey from the Windwall Mountians in the north. What’s more, the Round Lake drains into a series of caverns that eventually open up into the Mottem Expanse, allowing ships to reach distant Caerulmoste. Understandably, this makes it one of the most important geographic locations in Kedoren, apart from the Windwall.
Ethnic Description Kedorians are a fair-skinned people, inhabiting the north-western parts of the continent. They tend to be on the stocky side, with height averaging between 5’3’’ and 5’8’’. Hair ranges from blonde to brown; black is rarer, but not uncommon in the south. Green eyes remain the most widespread, although hazel and brown have become more common in the past centuries, a result of Ardall’s people mingling with the locals.
Few would describe Kedorians as beautiful, but their rugged features and muscularity are memorable to say the least. Their men are broad-shouldered and thick-necked; women tend to be curvy, with wide hips. As travelers, Kedorians have been exposed to a range of climates, so they are resistant to plagues and sickness. The ones living north of the Windwall are naturally resistant to the cold as well.
On the other hand, their close relations and smaller genetic pool mean that some disorders are passed from generation to generation. Kedorians are more likely to develop allergies and more than 5% of the population suffers from a sickness which prevents blood clotting. Some children are also afflicted by a form of paralysis known as the Creeping Death, which typically manifests at an early age, but can develop during adolescence as well. (if found early, the afflicted children are killed out of mercy)
Culture Kedorians are adventurous, driven, free-spirited, prideful and above all pragmatic. Their culture is one of contrasts, a strange mishmash of local beliefs and traditions melded with the teachings brought by Ardall and his people.
To understand Kedorians, one has to understand family. Nearly everyone in Kedoren is related to each other in some way, a result of the extended families which made up most of the ingenious population before Ardall’s conquest. It’s often said that in Kedoren, you could be your own uncle (though never in front of Kedorians, unless you’re begging for a fight). This is perhaps unfair to Kedorians, who view incest with utter contempt and was one of the main reasons Ardall’s foreign gods could never fully be accepted. What passes for incest is an important matter and the woman of the household is responsible for making sure that the blood lines are not completely intermingled.
Most Kedorians can easily name their third, fourth and even fifth cousins, while staunch traditionalists keep track of even their most far-removed relatives. Even if you’ve never met a relative it is expected to know their name, their parents and who exactly your common ancestor is. Refusing to help family is looked down upon universally; it is not uncommon for a rich merchant to shelter a vagabond only because their great-great-grandmothers happened to be sisters.
Their tumultuous history and unique geographic features have forced them to learn to adapt in order to survive. While many other peoples on the continent concern themselves with abstract notions such as honour, Kedorians prefer to focus on the materialistic. Social standing and wealth are extremely important, a Kedorian’s greatest fear is to die poorer than their father. As a result, foreigners tend to view Kedorians as dishonest and greedy.
Kedorian culture is competitive to a fault, dominating most aspects of life. Brothers compete to see who will bring the most wealth to their house, sisters compete to have the most handsome suitor and cities compete to be the most prosperous out of their neighbours. Competitiveness is reflected in their games as well – all children play ball games, frequently rough and bloody, well into their teens.
As already mentioned social standing and pride are important to Kedorians. They are deeply concerned with how society perceives them. This gives a purpose to most everything they do. Yes, a rich merchant might shelter a far-removed relative down on their luck, but not out of good will; they will do it because it will raise their standing with the rest of the family. Even seemingly random acts of passion usually have a purpose behind them. Foreigners are wise to remember this when dealing with Kedorians.
Another interesting aspect of Kedorian culture is the status of soldiers. While Kedorians are first and foremost renowned as crafters, it was their soldiers who kept the region independent for centuries. Nowadays, Kedoren boasts a professional army. Lords do not levy soldiers, instead they maintain a constant force of battle-ready men, who are paid in gold or salt. Those who do not serve a lord ply their services as sellswords, willing to fight for any man with enough coin to afford them. Kedorian mercenaries are acknowledged as dependable and disciplined troops that can be counted on as long as they are paid. Mercenary work is so common that even landed knights and minor nobles can often be found hundreds of leagues from home, fighting for a foreign cause.
Ambition and daring are important for a Kedorian. Their merchants travel far and wide in search of profit, while their craftsmen are often employed by rich patrons from different kingdoms. In recent times overpopulation has become a problem in the south, causing many young men and women to emigrate to neighbouring kingdoms. They are generally met with a healthy dose of distrust, but most can agree that the skills they bring to a community outweigh the negatives.
Kedorians are famously pragmatic. If something doesn't have an everyday use or doesn't bring wealth to its owner, it is viewed as worthless. This means that art, music and other "frivolous" activities are seldom practiced by Kedorians. They are hungry for knowledge and read books, but only ones that are practical and can be applied to their crafts. Plants are grown not for their beauty, but their uses. Kedorian cities and castles are utilitarian, decorations are sparse and largely reserved for the very wealthy. Monuments and statues are extremely rare, but if you see one, you can be absolutely certain that whoever it depicts deserved it.
Men and women have distinct roles in Kedorian culture. The only acceptable professions for a male are as a craftsman, merchant or soldier. The firstborn son inherits their father’s wealth and craft, the second son is apprenticed to a guild (usually a different craft), while the third is encouraged to become a soldier. This principle holds true on both ends of the social spectrum. Women on the other hand care for the spiritual health of the community, just as Elonar orbits and supports Eritu. Priests are exclusively female, as they are believed to be closer to the realm of the gods. It is a vital role for society, as Black Sisters are skilled healers and surgeons. Kedorian scholars are also completely female, with only a tiny fraction of men taking up the vocation. In poorer, rural areas, most people are naturally farmers, but this division of society exists there as well: men are expected to provide for their family and have a final say in matters, but women are generally the masters of the household.
Though unified as kingdom, Kedoren has never been a united land. People largely identify with their family and city first, rather than the kingdom itself. On top of this, there is a long-standing division existing between north and south. In general, the south is composed of the Freeholds dominating the planes. Once little more than hill-forts, they eventually developed into prosperous cities and centres of trade. They were the first to rise up against the Crow King. The north is made up of the Holds guarding the mines and quarries in the Windwall Mountains, as well as the settlements north of them. They tended to be loyalists and resisted the south for many years, even after the fall of the Empire. Overall it can be said that the south is generally more progressive and populous, while the north is composed of powerful noble families, with traditional views, which make them more martially inclined than the south.
Language Common tongue is spoken throughout Kedoren, having been quickly adopted to replace the myriad of dialects used in the region. The Kedorian version of Common tends to be clipped; words are spoken fast and are often shortened. Northerners slur their words, combining sounds into an almost incomprehensible garble, unless one is used to the accent. The Freeholds, due to their frequent contacts with outsiders, have adopted sayings and a manner of speaking common in other kingdoms. In both cases Kedorians are stringy with their words and sentences are short and to the point.
Guild cant – most guilds have their own phrases and code words, which only those of the craft are familiar with. It is often used in private communication and carefully guarded. Guild members will refuse to speak of it even with close relatives, unless they happen to be members of the same guild.
Tradespeak – a very simplified language, if it can even be called such, which Kedorians use when trading with people not speaking the Common tongue. Tradespeak has a small vocabulary and it is very easy to pick up, as a result most communities trading with Kedorians can speak it.
Society
There is a very important distinction in the way servitude works for nobles and lowborn. People of common stock are not assets that come with a fief, they are free and can move around at will. There is an unwritten agreement between lord and commoner - lords provide protection and represent the interest of their people, while the smallfolk provide a tribute in either gold or produce for the service. That is the principle at least; in practice, agreements are often skewed in favour of the nobles, though how much depends on the region.
Nobles are landowners, bound by blood ties and oaths of fealty. The lowest among them are yeomen, owing small pieces of land, which the peasants work. They serve other lords, who are higher up in the family hierarchy of Kedoren. The highest in the hierarchy is the King, to whom the most powerful families swear fealty. There is no agreement or contract here. Blood is blood and one’s relation to the royal family determines their position in the hierarchy; all are sworn to serve the ones who are directly above them.
Freeholds dominate the south and are an important part of Kedoren’s social structure. A Freehold can be anything from a large city to a bunch of farms cantered around a fort. A complex network of alliances and family ties govern relationships between the holds, often stretching back centuries. The details and nuances are so numerous that even people from the same region have trouble remembering everything. This can prove quite a headache for a King, but luckily there are four principal Freeholds, ruled by the largest families, who represent the entire south.
At the bottom of society are lowborn peasants, who work for yeomen - minor landowners. In turn, yeomen serve the lord of the Freehold in which they reside. The Freeholds themselves are bound by intricate family ties. This goes all the way up to the four biggest Freeholds, who can claim blood relations to nearly every other Freehold in the south. These Freeholds swear fealty directly to the King, who they consider to be their liege-lord and kin.
People from the Freeholds tend to be more hospitable and joyful than their northern cousins. The Freeholds mainly focus on glassmaking and trade, making them prosperous and progressive. Crossbows are another widely-made product; though average weaponsmiths, Kedorian crossbows are second to none. New ideas frequently arise from the Freeholds, often clashing with established norms.
Though they are frequently referred to as “the north”, most of the Holds are made up by the castles and mining towns in the Windwall Mountains, as there are not a lot of settlements north of them. Northerners prefer to use the term Holds when referring to their lands, a throwback to the days of ancient Athiar. They function in much the same way Freeholds do, though there are a number of important differences.
Firstly, the standing of a House is not determined by their familial bonds, but by the purity of the line. Houses who claim the closest relation to the old families of King Liran’s time are held in high esteem; marrying into them is considered a privilege and many lesser families compete for the honour. Another difference is the purpose of Holds - the majority are castles and forts built around smaller mining towns. Though the more important ones have grown over the years, even the largest can’t compare with the bustling cities of the south.
Northerners are seen as stubborn and backward by people in the Freeholds. The first part of the statement might be true, but Holdsmen are no less ingenious than those in the south. Metalworking and mining are the most practiced crafts, followed by stonecraft. Nearly all the forges in Kedoren are located in the Holds; they focus on producing tools and supplies instead of weapons, though they make enough to keep the kingdom battle-ready. Their monopoly on iron and stone, coupled with the numerous gold and silver mines, make Holdmsen families very wealthy.
To a Holdsman tradition and religion are important. They often look down on Freeholders due to their easy acceptance of foreign ideas, believing that this erodes Kedorian society. Lords are stricter, laws are harsher and the people are generally coarser. Some of the older Holds keep to traditions and customs set down centuries ago, some predating even the arrival of Ardall's men; at this point they are so intermingled with modern Yevism, parts of Ardall's alien religion and local tribal traditions that it's hard to say where one begins and another ends.
Laws & Customs Kedoren is a diverse land and nearly every city and region has their own rules and traditions. There is no common law and what passes in one city may very well earn you a flogging in the next one over. Typically the laws are very specific and are used to regulate relations with other cities in a given region. Foreigners are not expected to know all of them, though it is wise to keep the differences in mind when travelling through Kedoren.
The Kedorian legal framework mainly distinguishes between two types of crime: those of local importance (avoiding trade tariffs, stealing, breaking a contract, etc.) and those concerning the kingdom as a whole (inciting revolts, betrayal, acts against the royal family, etc.). The former are resolved by the local nobility, while the latter are brought before the king. The king is also expected to mediate between noble families and render judgment in trade disputes if the need calls for it.
Despite the variety, there are some customs which are common in all of Kedoren:
Slavery is abhorred in all parts of the kingdom and by all walks of life. Many Kedorians were enslaved during the Crow King’s reign, so they have a natural aversion for it. Slaves found within the kingdom are immediately freed, while the slave-owner is sentenced to ten lashings per slave and all their possessions are confiscated.
Black Sisters are treated with the utmost respect, regardless of how pious the local populace actually is. Laying a hand on one of the Sisters is punishable by death.
Disrupting trade, that is to say banditry or piracy, is a grave offense, also punishable by death.
Insulting the Gods is punished by flogging and a night spent tied to a post, so that the offender may beg forgiveness.
Most other crimes are punished with exile to the far reaches of the Northern Holds. This sort of sentence is usually for life.
Oaths (including marriage vows) are only taken under the light of the moons, so that Eirtu and Elonar may bear witness. In the Holds all important business is discussed at night, under an open sky for the same reasons.
It is considered incredibly rude to ask a Kedorian about their wealth. It is a deeply private matter, only discussed among friends and close relatives.
Travel usually starts at night, before the sun has risen. Beginning a journey during the day is a bad omen.
Trade Trade is the lifeblood of Kedoren and most Kedorians are either traders or craftsmen. Their main source of income is the King’s Way (known as the Emperor’s Road during the time of House Arda), an old paved road running from the quarries and mines in the Windwall mountains to the southern kingdoms. The Grelyin River is also important, as it connects the capital to the Round Lake and through it, to the Mottem Expanse. Numerous vessels sail up and down the river, which are dutifully taxed by House Tyndall’s inspectors. The Jade Gulf and Bay of Lights are important trade hubs, their coastal cities a port of call for many ships from all over the continent.
Imports:
Wood (though Kedoren has forests in the south, wood is in large demand mainly for the construction of ships.)
Food (southern Kedoren supports a good amount of crops, but the climate is still harsher than the southern kingdoms. Northern cities largely rely on imported food to sustain their population. Kedorians are fond of exotic fruit and food and even lowborn will pay godly amounts for them!)
Wines and liquor (Kedorians brew ales from a local strain of barley and make something from potatoes, but even they agree that only a desperate man would drink it.)
Salt (Salted meat and fish are a staple of the Kedorian diet. Kedoren has no salt deposits and salt fetches a higher price than gold. Particularly wealthy Houses pay their soldiers in salt instead of coin.)
Sand (Foreigners may rise their eyebrows at first, but it soon becomes apparent that Kedoren has no large quantities of sand. The river shores and coastline are rocky, making sand a rare sight. This is perhaps the largest commodity that Kedoren imports, as sand is used in all sorts of construction, as well as for the glassmaking for which Kedoren is famed.)
Exports:
Gold, silver and precious stones (Though Kedorians do not make jewellery, they export large quantities of raw material to other kingdoms.)
Iron (Apart from precious metals, the Windwall has a large quantity of high-quality iron ore. It is generally exported raw, as Kedorians are not the greatest smiths when it comes to arms and armour.)
Stone (The Windwall Mountains are dotted by quarries and Kedorians are renowned stonemasons. Stone from these mountains tends to have a pearly white colour, making it highly sought after. The majority of Kedorian cities are constructed with this material, giving them a distinct appearance.)
Glassware (Kedorians are skilled at shaping glass, a craft which has been popular ever since Ardall’s conquest. Like most Kedorian wares, they tend to be well-made and practical, but in no way decorative. Some towns specialise in producing decorative glass windows for temples and palaces, but they are strictly for export.)
Various tools and commodities (Kedorian craftsmanship is renowned throughout the kingdoms. Their products are of high quality, but plain-looking, as Kedorians consider decoration wasteful.)
Mercenaries (Kedorians are willing to fight for any cause or employer, provided that the pay is good. It is a respect profession, with the ultimate goal being to return home with wealth amassed on campaigns. For this reason, only fools will expect Kedorians to fight to the last, as they can hardly win gold by being dead.)
Clothing & Fashion Kedorian fashion is plain and unassuming. Clothes are valued for their uses, not their looks. In the Freeholds lighter colours are popular, such as white and vibrant greens; people in the Northern Holds prefer subdued colours, brown and black being the most popular. Tunics are worn by peasants of both genders almost universally; only the wealthier ones are able to afford shirts or dresses like those worn in the cities.
Townsmen in the Freeholds wear trousers, shirts and knee-high boots, along with coats of varying length. Men’s faces are either clean-shaven or sport a moustache, with hair generally kept short or at shoulder-length at most. Women wear form-fitting dresses, with low necklines – a practice which has drawn more than one comment from the austere Holdsmen. A maid is allowed to have her hair long and loose until she marries, after which she must keep it short or tied in a bun.
Men living in the Northern Holds prefer to wear doublets and cloaks to ward off the cold. Full faced beards are considered a sign of masculinity and every man worth his salt is expected to have one. Women’s clothing is similar to that in the Freeholds, with the main difference being the height of collars, which reach all the way up to a woman’s neck. Regardless of a woman’s marital status, they tie their hair in braids.
Military Kedorian troops are professionals. Soldiering is viewed as a vocation like any other, there is no spiritual or religious significance attached to it. Lords are expected to pay monthly wages to their troops, as well as to provide them with the necessary equipment. In practice, this means that the wealthiest Houses field the most men. The term of service is usually fifteen years, sealed by a written contract. After this time, the soldier is allowed to retire and receives a yearly pension from their employer. The ability to support one’s veterans is critical for any Kedorian lord, those who neglect or refuse to pay will quickly find themselves starved of recruits. An alternative to retirement is entering in the personal service of lord, either as an officer or an instructor in their armies. These positions are few and hotly contested.
Taking that into account, Houses have to set aside significant funds for the upkeep of their armies. As a result Kedorian armies are well-trained and equipped, but relatively small. If the entire kingdom were to muster they could field a sizeable force, able to hold its own against most invaders. This has been known to happen only three or four times over the span of a couple of centuries however.
The mainstay of any Kedorian army is the crossbow. It was historically used to great effect versus the numerous Imperial knights they had to fight. Crossbowmen are lightly armored, outfitted with a steel, open-faced helmet and breastplate at most. They carry short swords for melee and can hold their own in skirmishes, but are generally not expected to engage at close range. Working in conjunction and supporting the crossbowmen are ranks of well-drilled pikemen. Pike units tend to make up the bulk of Kedorian armies. The ones in the north tend to be more heavily armoured than their southern counterparts, due to the larger abundance of iron.
Knights are present in Kedorian armies. In the south they serve as small units light cavalry, protecting the formation’s flanks, which are naturally exposed in the wide fields of southern Kedoren. In the north, they fit the traditional image of an armour-clad warrior. Horses are rare and unsuited for the terrain, so northern knights prefer to fight on foot.
In times of crisis militia units may be formed in cities and Freeholds. In most settlements there is a law requiring citizens to train with crossbow and pike for at least fourteen days per year. Due to the relative peace in the kingdoms, this practice is not as heavily enforced as it once was. That said, most cities are home to retired soldiers of some kind, so they can usually mount a defensive. They cannot be expected to hold their own against a regular army, but may serve as a stopgap until proper forces arrive.
The Kedorian battle doctrine is a defensive one. Most of their wars have been fought at home, so their tactics tend to be focused on static formations guarding key positions on the battlefield. Kedorians pride themselves on fighting smart. Retreat is a valid tactic and there is no dishonour associated with it. Living to fight another day is a blessing, not a curse, as a Kedorian would say. Some of their most famous victories have been won after forcing an enemy to overcommit by giving chase.
Religion Interestingly, Kedorians tend to be devout followers of Yevism. Despite their focus on the material, they regard the existence of the gods as a matter of fact, so they always strive to be on their good side. A Kedorian may not be interested in the afterlife, but if they can earn some goodwill that will pay off at some point, why not?
Kedorians practice a branch of Yevism that pays greater homage to Elonar rather than Eirtu. Their clergy is made up exclusively of women, known as Black Sisters. They are well-respected in all of Kedoren, especially in the north. Black Sisters are present in every village and town – assisting with childbirth, curing ailments and presiding over weddings are just some of the things they do. In rural areas their role is very important as they lead the yearly prayers for fertility and protect livestock and crops from diseases. Oaths are always taken in the presence of a Black Sister, who acts as a witness on Elonar’s behalf.
In times of war they march with the men and serve as surgeons, saving many lives. Their influence is even greater in the Northern Holds, where they are frequently employed as advisers by lords. If a conflict arises between two Holds, Black Sisters are often sent to resolve the dispute. Though they do not dabble in politics as much as the Black Brothers of the south, Elonar’s church has a significant influence on the smallfolk and they can steer the nation in any direction if they so wish.
A small, secretive order of religious assassins within Elonar’s church. According to Yevism, there is inherit darkness in all things, just as there is light; Eritu and Elonar both shine in the darkness, but shadows are also born of their light. Elonar is kind and merciful, but she can also be vengeful and cold. When a great affront has been committed a Sister of Mercy is sent to carry out Elonar’s retribution. They are bringers of death and through it peace, a kind of final mercy, hence their name.
Called Grey Sisters by the smallfolk on account of the silvery grey masks they wear. The masks depict Elonar, a face that shows both kindness and malice depending on the angle it is viewed at. Apart from that feature they dress identically to ordinary Black Sisters, which makes them hard to recognise at a glance. Nobody is certain what their numbers are or who commands them, it is doubtful if they even have a leadership at all. Black Sisters do not discuss them, only saying that they serve Elonar herself.
It’s claimed that they were active as far back as the time of the Great Uprising, when they delivered Elonar’s mercy to the Crow King’s slavers in Kedoren, though such tales are hearsay at best. The Grey Sisters have revealed themselves throughout the centuries on a number of occasions, though their involvement has always been shrouded in mystery. They have been completely absent in recent times, to the point where most people now regard them as little more than legends.
It is not exactly clear what their stance on Elonar’s destruction is, though it is bound to have serious ramifications for the order.
History Kedoren traces its history back to ancient times, when the region was still known as Athiar. Most of the locals inhabited isolated farming communities, which were essentially large extended families. The population was small, so it was customary for sons to move out of their father’s farmstead when they came of age. They would then establish new farms (still relatively close to their birthplace) and claim more land for their family. In times of trouble, the families would band together in fortified hill-forts, referred to as Holds, where they stockpiled food and supplies. Farms could be destroyed and crops burned, but as long as the family survived, they could rebuild. Each Hold was a community unto itself and they largely remained isolated from one another.
The northern tribes on the other hand moved across the tundra, following the herds they hunted. (and occasionally crossing the mountains to raid their sedentary cousins) The ones that dwelt around the Windwall Mountains had a rudimentary knowledge of metalworking, fashioning crude trinkets from gold and silver.
Little else is known of them, as they were quickly absorbed by Ardall’s conquest. True to their pragmatic nature, the majority bent the knee instead of resisting; they were content to carry on their farming, while enjoying the protection offered by the Emperor’s troops. Those that proved more difficulty to reason with, especially north of the Windwall, were swiftly brought to heel and subjugated.
Ardall was quick to see the importance of the region and so he sent one of his most trusted generals, Corrin Adal, to oversee it. It was given the name Kedoren, the exact meaning lost to time, but many claim it was in honour of Adal’s own birthplace. The region was rapidly developed, mainly exploited for its huge quantities of iron and gold, which were sent to the capital. Stone quarries were opened as well, the material used to build the castles and forts Adal commissioned.
The local Athiar Holds proved perfectly situated to keep the local populace in check, as a small garrison could easily keep track of the scattered farmsteads around the Hold. In time, these hill forts become proper fortifications, while the garrison commanders become minor lords. It was agreed that the lord and his men would protect the farmers, while they would deposit a part of their produce as tribute. This practice gave rise to the Freeholds that now dominate the entire south of Kedoren.
The distinction between local and Imperial was quickly blurred. In a few generations the people of Athiar were completely integrated in Imperial society, to the point where only their genetic features could set them apart. The “them” and “us” attitude still existed, but it was between the various Freeholds and cities, not between invaders and subjugated.
Meanwhile Adal had been busy building up the seat of his future House. He had settled on a strategic spot of land, a high cliff situated on the banks of the Greylin River. Adal had initially given it another name, but by the time of his son, it was referred to as Highcliff, the capital of Kedoren and House Adal’s seat of power. A road was built, which led down from the quarries and mines of the Windwall all the way to the Imperial capital in the distant south. Naturally, it passed right through Highcliff’s gates, meaning that the ruler of the city controlled the road which was the lifeblood of the nation.
Kedoren prospered in the following decades: many cities and trading hubs were formed; the influx of craftsmen, merchants and settlers, coupled with the rapid advances in agriculture led to a population boom. The northern parts were somewhat tamed as well, with pioneers mainly settling around the bountiful Bay of Lights. The local tribes were absorbed or driven further north, where their few descendants eke out a living to this day.
This all changed during the time of the Crow King. Being one of the richest regions in the Empire, Kedoren was bled dry. The infamous Ashen Arena was built from the stone painstakingly hewed by thousands of slaves in the Singing Mountains to the far north. Kedorians bore the brunt of it, as even minor offenses were punished with a lifetime in the quarries. Huge taxes were levied on the cities and Freeholds to fuel Brandon Arda’s games; thousands of livestock were confiscated by the Imperial troops and sent to the capital for wasteful, decadent feasts. In short, the region was choking.
It comes as no surprise then that Kedorians were the first to openly revolt against the Empire. Rebellion first started in the Freeholds to the south, where peasants rose up against their Imperial overseers. Unfortunately for them, the Crow King’s men in Kedoren were numerous, sent there to guard the precious mines and quarries. The head of house Adal at the time, Alric Adal, was a devoted loyalist. The first uprisings were mercilessly crushed.
This backfired and instead of being cowed, more and more Kedorians began rebelling. Alric’s own son, Liran Adal, opposed his father and led the rebels. In a stroke of luck, the pressure from the other Houses on the capital itself forced some of Arda’s troops to pull back. This gave the rebels a fighting chance. Perhaps the most decisive role was played by the craft guilds and the local branches of the Mages Guild, who used their skills to supply the rebellion with a large quantity of crossbows. A lowborn peasant could, with a few months of training, bring down a fully armored knight without even getting close.
Riding the political winds of the time, Liran took a token force to the capital (which is the source of some ridicule in other kingdoms) and came back as King. This was not the end of the war for Kedoren however, as they had to deal with the sizable garrisons still loyal to house Arda. It is a point of pride for Kedorians that they eventually managed to win, with no outside help. It took the better part of a decade and thousands of lives, but in the end Liran came out on top.
A time of peace should have followed, but with the full strength of Kedoren now behind him, Liran had grown bold. He made war on his neighbours, taking some territories, but in the end he lost more than he won. After his infamous last battle, in which he lost more than half his army, King Liran Adal was executed by his own generals. With no heirs, House Adal was extinguished. This was the last time in history that a united Kedorian army marched outside the borders of the country.
No king claimed Kedoren for a long time. The Freeholds and cities instead remained largely independent from one another, instead they engaged in active trade and the occasional skirmish. Their wealth often made them the target of raids from neighbours and more than one warlord attempted to make himself King of Kedoren. This was the only time Kedoren presented a more or less united front, but once an invasion was beaten back they quickly reverted to their old quarrels.
This changed about two hundred years ago, when the two most influential families in the land joined in union. On one side was the northern Arren family, a line claiming descent from one of House Adal’s junior branches; most of the northern families supported them due to their lineage. The south was represented by House Lanster, one of the most numerous old families from the Freeholds. Torin Arren married Ilina Lanster and, in a stroke of political genius, decided to forfeit his name and create House Tyndall, the Royal House. This served to placate both north and south and their union was widely celebrated. They have been the rulers of Kedoren ever since.
House Name House Tyndall
House Members
King Mir of House Tyndall
Name King Mir Tyndall
Age 56
Loyalty House Tyndall (formerly) Unknown
Appearance In his youth Mir was a handsome man by local standards. His blonde hair and green eyes were the very image of a true-born Kedorian. A follower of southern fashion, he kept his hair short and beard clean-shaven. The King wore well-made, plain clothes as is tradition, sporting the green and black of his House. His current appearance is completely unknown, as nobody has seen him since his disappearance. It can be assumed that he must have changed significantly, as someone would have recognised him by now.
Personality Like most royalty, Mir Tyndall was courteous, well-spoken and commanded a degree of respect. He didn’t have a mind for scheming or complicated politicking, but the judgments he rendered were fair and he had a way of handling the frequent squabbles brought before him. He was known to be a devout Yevist and patron of the church, though that is a stance most Kedorian kings have assumed in the past for purely practical reasons.
Naturally, the King had his vices. In the decade following the death of his wife, he had taken to drink and grown colder and more distant. He neglected his children and had a strained relationship with them, rumoured to involve violence. Mir was quite prideful and those who had the misfortune of insulting him in some way would quickly find themselves exiled, especially in the later years of his reign.
History Mir Tyndall was a well-liked, but weak king. His reign lasted 27 years and will largely be remembered for the growing autonomy of both Freeholds and Holds. While previous Kedorian kings had worked to bring the nation together, Mir tended to grant concessions to both southern and northern lords. This made him popular and avoided conflict in the short term, but ultimately undermined his own authority. A dream of his was further settling the north, believing that this would firmly plant him in the pages of Kedorian history, though Mir lacked the ambition and drive to actually see it through.
He changed for the worst after the passing of his wife, the Queen Lina Tyndall, growing more reclusive and distanced from the everyday happenings of the realm. As a result the local lords had even more breathing space and they slowly began reverting to their centuries-old feuds. This led to a number of revolts, which were put down by Mir’s firstborn son – Rurik Tyndall. It was largely thanks to him that the kingdom was kept stable during his father’s last years as king.
Things took an unexpected and strange turn a month ago, when the celestial bodies collided and Elonar disappeared. Mir appeared before his court dishevelled and wide-eyed, proclaiming that the old order had been brought down and that change was upon them. His courtiers looked on in shock as the king threw off his crown, renounced his title and holdings and beseeched everyone in Kedoren to follow suit. The stunned guards escorted him to his chambers, while the court half-heartedly assured themselves that the king was merely upset from the calamity.
The next morning, Mir was nowhere to be found. The king had vanished and nobody has seen him since. Coupled with the destruction of Elonar this caused chaos in Kedoren. Many of the smallfolk believed that the king had been right and a reckoning was upon them. Rumours began spreading of the Wandering King, who would lead his people to salvation; a number of craftsmen, peasants and even minor lords, following the example set by Mir renounced their former lives and set off on a pilgrimage in search of the King.
Name Queen Lina Tyndall
Summary The Queen was known as a humble, caring woman – a good mother and wife. Originally of House Arren, she married Mir when he was still a young prince. It was an arranged marriage, but their love blossomed over the years and lasted until her death. Lina bore him three children – the first was lost during childbirth, but Rurik and Owyn grew up strong and healthy. She died about ten years ago of some malady while on a voyage. Mir never recovered from her loss and didn’t marry again.
Prince Rurik of House Tyndall
Name Prince Rurik Tyndall
Age 30
Loyalty House Tyndall
Appearance A permanent frown is etched on Rurik’s face, so he always seems displeased about something. He has dark green eyes and dirty blond hair, which he keeps at shoulder-length. White hairs can be seen in his short beard, but Rurik is very much a man in the prime of his life. He is muscled and broad-shouldered, possessing a warrior’s physique. Rurik’s hands are thick and calloused suggesting a lifetime of handling weapons, while his body has its fair share of scars to prove it.
He wears plain clothes in the northern style, dyed in the colours of his House. An equally plain dark cape hangs from his shoulders, held by the only ornament in his attire – a silver clasp in the shape of the moons. Rurik is never seen without a weapon – a sword at his hip and a dagger on his belt. In combat he wears unadorned plate mail, covered by a surcoat carrying the Tyndall’s double-headed golden eagle, on the customary green and black.
Personality Rurik is a stern man, of little humour. He has a commanding personality and is usually stoically calm. A perfectionist, Rurik believes that if something is to be done, it should be done right or not at all. He doesn’t accept failure, neither from himself or his subordinates. Unlike his father, Rurik favors a harder approach when dealing with others: he is willful, unbending and seeks to get things done his way. It’s nigh on impossible to make him go back on his word and arguing with him is almost always fruitless.
Shaped by a lifetime of strife, Rurik believes that only a strong hand can guide the kingdom. He views Kedoren as weak and vulnerable, especially in these chaotic times. Though he is not a warmonger at heart, he has convinced himself that use of force is necessary in order to save his people. The last years have left him jaded and callous, he will not hesitate to sacrifice people in order to achieve his goals.
He has never been a deeply spiritual man, but recent events have left him wondering. Perhaps there was some truth to Mir’s crazed words, the world is indeed changing and Rurik wonders where his place in this new world will be. Whatever the case, Rurik has set his sights on Kedoren’s throne and nothing will sway him from his chosen path.
History Rurik was actually King Mir’s second son, but seeing as his infant brother died in childbirth, he is considered the firstborn. As such, it was expected that he would one day inherit his father and was raised to be a future king. At the age of twelve Rurik was sent to his grandfather’s lands in the Arrin Hold, to be raised among the northerners. During that time he was brought up in the northern way – with a focus on martial skills and practical knowledge that would one day help him govern his kingdom.
He remained in the north until his twentieth year, when his mother passed away. With his father neglecting his duties as king, Rurik returned to Highcliff to keep the kingdom in order. He would frequently clash with King Mir on matters of state. The old king preferred to let his bannermen sort out their own troubles, especially in the Freeholds. Rurik, on the other hand, believed that they should all respect the powers of the Crown.
The next decade was a busy one for Rurik. Revolts against Mir’s rule were becoming commonplace, so the future king travelled both north and south to keep the locals in check. He gained a reputation as an efficient and ruthless commander, owing to his success on the field. Rurik’s straightforward and no-nonsense approach won him many admirers in the Northern Holds. In the Freeholds he was viewed as a tyrant and many lords began fearing the day when Rurik would ascend the throne.
When King Mir disappeared, Rurik took it upon himself to keep the kingdom from falling apart. The prince found himself before a legal conundrum – the king was not dead, nor had he declared an heir before disappearing. This meant that Rurik could not simply seize power, unless he was willing to risk the entire south of Kedoren rising in arms to oppose him. Instead he sent out his most trusted men to search for his father, while rallying those families loyal to him for the inevitable confrontation with the Freeholds and the religious fanatics plaguing the far reaches of the kingdom.
Pince Owyn of House Tyndall
Name Prince Owyn Tyndall
Age 24
Loyalty House Tyndall
Appearance WIP
Personality Owyn is possessed of a sharp wit and quick tongue, which he frequently uses to toss around sardonic remarks. Though remaining serious most of the time, he has a sense of humour and will not hesitate to use it, especially to cover up his own insecurities. Growing up in the shadow of an older brother left its mark and there has always been a desire to compete and best his older sibling. The fact that he has never actually done so is a sore point for Owyn, one he prefers not to dwell on.
He has a natural thirst for knowledge, especially history and languages. Owyn believes that a firm grasp of the past is the necessary for any future endeavours. Owyn has a tendency to focus on several things at once, only to quickly lose interest and shift on to something new. Like his brother, Owyn is stubborn and wishes to have things his way. Where they differ is that Owyn will rarely seek the straightforward approach.
While not a stranger to warfare and violence, Owyn considers himself an intellectual and behaves as such. He has a good eye for reading people and social interactions, though this leaves him somewhat aloof.
History
WIP – need to collaborate on this with someone
House Words “Strength through Unity” – Their Words echo the circumstances in which the House was formed. After the marriage between Torin Arren and Ilina Lanster, Torin famously issued this statement to his liege-men, claiming that only by uniting could they hope to stand side by side with the other Great Houses. It has proven to be a popular motto in Kedoren since then. Despite their strong independent streak, history has shown Kedorians that there is truth to those words.
House Sigil A two-headed eagle on a field of green and black, with a black tower below it. The field is parted horizontally, the north side is black, representing the areas north of the Windwall, associated with hardships but staunch resistance; the other side is green, like the land south of the Windwall, representing hope and joy. The double-headed eagle stands as a protector over the two halves, representing the unity between north and south, as well as the marriage between House Arren and House Lanster. The black tower represents Blackfort, the seat of the House.
House Seat Blackfort. The name given to the fortress overlooking the city of Highcliff. It was commissioned by Corrin Adal when he founded the city and was fully finished by the time of his grandson. It derives its name from the black stones from which it was made. The same stones which the Crow King later used to build his own Ashen Arena. An unfortunate circumstance, it was often remarked that keeping it was in poor taste, but nobody has bothered to rebuild it, as the costs would be staggering.
It was designed by some of the Empire’s best architects at the time, built to withstand long sieges. As the land around Highcliff is mostly flat, it was to be expected that the city could easily be surrounded. As a result vast storerooms were constructed within the cliff, while an underground stream can provide water in times of crisis. Rumours speak of a hidden passage leading into the depths of the cliff and exiting somewhere outside the city.
The fortress itself is squat and not very large. A wall with four towers surrounds the keep, the only entrance is single gate located on the southern side. The only road to Blackfort passes through the city districts below, so an invader would have to fight their way through the twisting streets before they could assault the fortress proper. As royal residences go, it is not particularly impressive, but most generals would be loath to assault it.
House Heirloom WIP
House Themes WIP
Capital City Highcliff. A large trading hub located on the banks of the Greylin River. This was the original seat of power for House Adal, who built their fortress on a hill overlooking the river. In the following centuries the city has vastly expanded, now straddling both banks of the river. Docks and warehouses line the river’s shore, servicing the ships that come to unload vast quantities of goods. An important road, the King’s Way, passes through the city. It connects the Windwall Mountains to the south and sees heavy merchant traffic throughout the year.
Highcliff has numerous shops, markets and guilds. They can be found on both sides of the river, though they are primarily located on the western side, called Old Highcliff by locals. This is also where the old, wealthy families make their home. It is composed of winding streets and blocky houses, made of the typical Kedorian white stone. The road snakes all the way to the Blackfort, which is the highest point of the city. Just under it are the noble manors – as a rule of thumb, the higher you live in Highcliif, the higher you social standing.
The eastern side, New Highcliff, is where the poorer residents live. The houses are densely spaced, with narrow streets passing between them. This is where the poorer residents live. New Highcliff also boasts a large number of affordable inns and taverns, for travellers who can’t afford the luxuries of Old Highcliff. This is also where most of the city's warehouses are located, which means a sizeable contingent of guards watches over it.
Highcliff is surrounded by a thick wall on both sides of the river. It’s not clear who exactly commissioned it, as there was no King at the time, but all agree that it’s a testament to the wealth and prosperity of their city. The river is secured by a chain and flanked by towers, so as to prevent naval assaults. It is perhaps the second best defended city in all Kedoren and certainly the most populous.
Banner Houses House Arren – old noble House from the north. House Lanster – large southern House.
WIP
Thankfully I'm free tomorrow, so once I get some sleep (almost 2 am my time), I'll expand on this and get a proper coat of arms up.
Once again, sorry for the tardiness!
EDIT: Updated parts of the sheet, now with more history, notes on culture, as well as imports/exports. Might change the coat of arms, because the black is too similar to the forum background.
Did a chunk more work on my guys and would love to hear any feedback you guys might have! Thanks!
A couple spelling and grammar mistakes scattered about that are a little distracting. There's also a few contentions between the lore you have written for your house and your nation and the lore we've written in the group pad. Can't really spite you for that, though, since you can't see the pad.
A couple spelling and grammar mistakes scattered about that are a little distracting. There's also a few contentions between the lore you have written for your house and your nation and the lore we've written in the group pad. Can't really spite you for that, though, since you can't see the pad.
Just read the whole thing out loud to the missus, which helped me spot the errors I think you noticed. She of course called me a giant nerd so your notes are much appreciated.
And you're right about that pad! I'll correct the lore when I get access to it.
Greatly expanded on the sheet, it looks about right now. Still got a lot of stuff left to add though, will continue working on it. Pardon any spelling mistakes or wonky grammar, will sort them out.
Also, a quick question - what's the scale of the map? I'm trying to get a sense of how big the continent is.
If theres still open seats here is my sheet any suggestions would be gladly accepted
Culture
Nation Name Aratona (eh-ruh-toe-nuh)
Ethnic Peoples
Aratonians Grenoles (native name for people living by the river Grend)
Ethnic Description Aratonians have long lived in places of heat and sunlight especially near their beloved river Grend. Although they may have once been fair skinned, the entire population now has darker skin and tends not to burn in the sun. Some do and get dark red burns anywhere they are exposed. Hair color is almost uniform in Aratonians being a dark brown that most kept very short to avoid the heat. Eye color, however, is not a shared trait in Aratona as varies from brown to blue to shades of green. Brown is the most common color of eyes but blue eyes are found on almost every aristocrat. Many people in Aratona are also color-blind, males and females alike.
Aratonians are by no means a small people, as height generally falls into the 5'6" to 5'11" category, but they are not known for having large amounts of muscle. Their builds reflect this being thinner and more lithe, not stocky or strapping. They are quick-fingered and fast but do not have the brute strength of some peoples. They tend to run and swim well over long distance although do not compete in sprints. This could be helped by the fact that Aratonians never ride horses or engage in combat with vehicles (ships aside of course). Some Aratonians who ancestors have fed from the sea for hundreds of years and have little exposure to red meat have trouble digesting beef, venison, pork, and other large mammals products preferring simple fish and carbohydrates grow in Aratona. These natives also have much trouble being in drier climates suffering severe headaches and dryness of throat.
Culture The history of Aratona centers around the river Grend and its link to the sea. The largest cities all lie on the river. Every year in honor of Elonar, citizens from all over Aratona travel to take part in the biggest observance-the festival of boats. Aratonians love the water, and the festival goes on for days with swimming and sailing. Contests for speed and beauty of ships are held with the people being the judge. The awards for these contests are taken seriously and given out at the Hall of Kings, the only temple in Aratona. Receiving an award of the festival of boats brings great joy to a family.
Their ships are built to be fast and are not large. Trading vessels are designed to combat the seasonal winds so are lateen rigged. These seasonal winds can be so severe they would deter normal sailors coming up the river. Grenoles even ordinary people have adapted to them. Citizens in cities near the river Grend generally own boats similar to canoes which can accommodate up to 5 people. Aratonians swim and ride these boats almost from birth. Bigger vessels owned by the Great house bring mail up and down the river. These are usually treated with great applause as when a ship bearing the Royal sigil comes to town mail from relatives is delivered. Middle class and wealthy merchants also have the option of sending their mail a quicker way-by bird. Green pigeons are most commonly used and fly messages across the country; between these two systems, news spreads very quickly in Aratona and hence the expression "gossip in Aratona" refers to something everyone knows.
The food of Aratona almost entitled comes from the river and ocean. A commoners diet consists of freshwater fish, shellfish, sea plants, wine and if trading and growing has gone well recently: bread, cheese, and vegetables. Red meat is not eaten at all by the common people. Growing crops is not very common in the parts of Aratona near the sea but further inland vegetables, fruits, and sugar cane can be grown plentifully. These are mainly shipped away to the royalty or traded to other nations, unless a surplus is made. Foods such as red meat and dairy products come to Aratona exclusively by trade as no large animals are found naturally near the river Grend. Some small rodents and birds can be killed as well and sold for a great profit-meat is considered a delicacy. When traveling to foreign countries, anyone who has an abundance of meat is usually regarded as a glutton or untrustworthy.
The land within 5-12 miles of the river is generally populated or used as farm land but farther away from the river on the southern side a desert stretches on to where the commoners know not. Aratona is known for being flat, hot, and humid. The northern parts of the river and far inland in the south have forests of deciduous trees providing wood to sell and build ships. Fruit trees are not uncommon. Wood and fish are the main exports of Aratona accompanied by small amounts of sugar, peppers, tomatoes, eggplant and a small fruit known as Aratona fruit that only grows in Aratona and is used for making wine.
Common dress consists of a simple robe or cloak of a drab color and a wide brimmed hat or hood covering the face. A persons place in society can be guessed by the brightness of their garment: brown and tan for workers; yellow or blue for merchants, soldiers, priests, and lower level officials; red for aristocrats; and purple for royalty. The working class people are fishers, farmers, lumberjacks, sailors, or in times of need men-at-arms.
Trading is a big part of Aratona's income and the wealthy are usually merchants. Because of this and common interaction with other nations and other nations selling materials along the Grend, people tend to be open to foreigners and foreign men of higher class are welcomed as guests at the palace and taken on a welcoming cruise down the Grend. After this, they are asked about their reasons for coming to Aratona. As long as intentions seem honest and the houses of Aratona the homeland of the guest are at peace, the guest is free to travel the country.
Worship of Elonar and Eitru are generally looked on as private things in Aratona so priests are rare. The only large celebration honoring the gods is the festival of boats. After Eirtu was destroyed, more minor sects formed around Aratona but the festival of boats did not stop. Some worship the river god "Grend" of the river Grend and those join in the festivities of festival of boats as well agreeing with the bigger church that the river gives life to the population. Another minor sect with some power believes Elonar will be destroyed soon as well and the worship of man should be to the sun.
Social gatherings of the Aratonians are usually centered around the thing all people around Ardacia share: music. Aratonians tend to focus on only two kinds of art: ship building and decorating, but also playing instruments usually drums and strings without frets. Playing music is not seen as a career, it is common for everyone to play or sing. Any other religious ceremonies that take place focus on music as well.
Fighting on both land and sea, Aratonians tend to use projectile weapons typically the bow or crossbow. Some soldiers also train with swords and scimitars, the value and protection of armor is dependent on economic class, so most soldiers only wear chain mail. Aratonians' ships are not designed for war, but with speed outflanking or outrunning the enemy can almost always be achieved. The Royal houses during war will inplement the use of crescent arrowheads, which can cut sails and rigging of enemy ships. Another tactic is using ballista mounted on ships with flaming tips dipped in tar imported from northern Ardacia.
History The History of Aratona revolves around its main resource-the river Grend itself. The first outpost, now replaced by the Grendgate, was built by none other than Shamar Hadad, Ardall the Great's best naval commander. Not needing to fight the Earthmen on the water, Shamar took a lesser cavalry command under his brother Axxel Hadad one of Ardall's Generals. Together they routed the native Earthmen from the river claimed it for their own and placed the outpost on the Grend knowing how valuable it could be-it teemed with life, was deep enough for ships to enter, and was surrounded by fertile land.
With the protection of the royal name as a safeguard people came to settle the river: Earthmen who learned common tougue as well as Men and Women from Ardall's homelands. Under the rule of the empire, Aratona had nothing but prosperity in trade and built itself to be a notable name in shipbuilding all around Aratona. The people picked the natural berries and experimented planting crops found on different parts of Aratona they had traded with.
The grandson of Shamar (Samuel I) owned quite a large amount of land and named himself of the land. He built the keep of Grendgate and established House Canmore. Two minor houses (House Forener and another that disappeared) agreed to follow Canmore and they conquered the other houses making Aratona.
The Great Uprising stirred up the empire and House Canmore, as they came to call themselves, was called to help overthrow the emperor. The current seat (King Oliver II) thought long about it and realized he could make a bigger profit without the empires' taxes, so he sent ships to blockade two of the empires main ports and after the war took possession of many of the empires trading vessels. People who opposed the movements against the empire realized they were wrong after how easily the great houses of Aratona took down the empire and how much independence gave them freedom. Oliver II set few rules other than minor tariffs and oaths of loyalty from the lesser houses of Aratona.
The people of Aratona rely on the sea and by controlling the sea's entrance (the mouth of the Grend), House Canmore controls its people. This control has gone on for generations with the people content and power passing from father to son or until the current monarch Oliver XI ruled. Many citizens suspect he does not actually relate to the original founders the brothers Shamar and Axxel under Ardall but he controls Grendgate and rules with unchallenged control.
House
House Name House Canmore
House Members
King Oliver XI Queen Helen Prince Oliver XII Prince Howard Lady Cordelia Sir Alfred
House Words "Swiftness of the wind" Due to Aratona's heavy seasonal winds, navigating the Grend and surrounding ocean can be very tough. For experienced sailors, however, the winds can be used as an advantage instead of a hindrance. House Canmore has led naval engagements and navigated the winds for generations leading to their boasts and claiming to master the wind, being as swift as it.
House Sigil (Blue and white background, black border, green pigeon, house motto)
House Seat The house Canmore rules from Grendgate at the mouth of the Grend. It is a traditional enough looking 5-tower castle with wooden doors opening at a cart road, leading to the heart of the castle. From the real entrance however, is something much more impressive. The ships' gate or Grendgate has a wide canal running into a large archway with a portcullis suspended high enough ships could enter. The high towers on either side of the ships' gate light beacons for those entering the Grend, seen from miles around. These are kept lit year in and year out. Upon entering the gate the inner keep is visible with the standard of house Canmore flying high on each of its 4 towers. About 1/3 of the area within the outer walls is covered with water-a huge man made lake (construction started under OliverIII) capable of holding a portion of the lords fleet. There always seems to be activity going on in the castle, ships coming and leaving the Grendgate and soldiers training. The castle opens up to the sky and sea, allowing one to feel free but protected still. The walls of the inner keep are impressive, made with marble from a far away part of Arcadia and are hundreds of years old. The castle is kept rather clean as waste is dumped into the ocean. No one could miss that this is the political center of Aratona or feel as if it was abandoned .
House Heirloom A small black covered disk that when opens reveal its true nature-a compass. How exactly it finds direction is unknown, but it unfailingly points south as all Aratonian maps have south facing up. Not only does it function but it is a thing of beauty. West, north, and east are inlaid with gems and south has a large emerald which glitters in the sunlight. The arrow itself is played in gold and spins smoothly to point south.
House Themes
Capital City Lumi is the name of the city surrounding Grendgate. It is large stretching for miles down the Grend. The center of town is the docks where the trading ships bring their goods after paying tariffs to the royalty. The dwellings in Lumi are generally are built with only one floor but a cellar as well, a cool place to sleep at night and to store food. Markets are common around the city, small booths set up to sell today's import from Ardacia or from farms inland. The most notable building is the only temple in Aratona-the Hall of Kings they call it because all kings since Oliver III were buried within. The hall was built in honor of Oliver III by his son Oliver IV. The largest tapestries owned by House Canmore are in this hall and are of the oceans. On one side the night with the two moons of Ardacia, and the opposite end of the hall the ocean at morning with the sun just rising. Two roads run out of Lumi. One leads to the docks and up to the north winding to the center of House Mak. The other leads to Grendgate and runs parallel for miles down the Grend.
Banner Houses House Mak The most independent lesser house of Aratona and the only one to not be situated on the river Grend. It is farther north and is led by Lord Nicolo who is a Suberb shot with the short bow.
House Forener The most powerful of the lesser houses-Forener Castle sits in the mouth of the Grends biggest tributary. It is called the River Rachele or sometimes the Little Grend. About 2/3 the lumber industry is within their domain. House Thoman Boasts having the queen from their house. House Loushi House Forehall
Royalty King Oliver XI [-]
King Oliver XI King Oliver has reigned for over 25 years claiming an age of 46 years old. He reigned after his father died leaving him in charge of the kingdom. Finances were Oliver's biggest concern and through many good judgments and the evasion of war, Oliver doubled the wealth of the Royal house. Aratonians love their kind King who asks nothing but a few pennies from them. Aratona has not seen a major war since Oliver VIII ruled years ago. Oliver enjoys nothing more than to sit by the waterside of the Grend with his wife Helen and enjoy his Aratona berry wine and with cheese from northern parts of Ardacia. He is a large man roughly 5'9" and very overweight. His blue-grey eyes let anyone see that he is content with his life, happy with his kingdom, and proud of his sons. He is bald, his hair not having grown on the top of his head since he turned 36. He does not have a beard keeping it well trimmed to avoid the heat. He will die on the day Eirtu is destroyed.
Queen Helen [-]
Queen Helen The wife of King Oliver and mother of Oliver XII and Howard. She is soon to be a widow. Helen was born into the house Thoman and there her loyalty lies after it being to her husband and then to House Canmore. She is 3 years younger than Oliver at 43, too old to bear more children she still faithfully sits with him through diplomatic meetings and sails on cruises with him when he desires her. Helen was loved by Oliver her whole life, he never cheated on her or had concubines to serve him preferring her company. When he dies she will be devastated and unable to help her sons rule the kingdom. Helen is tall for a female of Aratona standing 5'7". She has the blue eyes that passed to her sons. A green-blue like the ocean. She is calm and brings a peace to the royal court.
Prince Oliver XII [-]
Prince Oliver XII
Age 22 years almost to become 23 in a few months.
Loyalty House Canmore (No other loyalties currently)
Appearance Oliver stands a 5'8" a little bit shorter than his father and bit shorter than his brother. Oliver has eyes similar to his brother and mother although a little less green and a darker blue. His beard is short and head hair shorter. Brown hair being common in his family, he is no exception. His fingers are long and kept noticeably clean. Oliver wears the purple robes of royalty, proud of his heritage and position. When outside he wears a wide tan hat blocking the sun from his face and covering it in shadow. He carries his long sword everywhere with him. It is nothing extraordinary to look at with a black leather handle and simple hand guard. Hider [-]
Personality Oliver has almost no friends taking special care before trusting people or developing relationships. It is no surprise he has not found a wife while his younger brother Howard has become betrothed. Oliver is formal but a good speaker with command over common tougue only a man who reads constantly could attain. His swordplay is also magnificent and he spends an hour a day fencing his courtiers in turn. He bathes more frequently than anyone else in the royalty having read it can improve health. Oliver is arrogant, proud of his own skills and his house unwilling to believe they could beaten, unwilling to believe much that comes from others than his trusted bird-message carrying system from all houses in Aratona. Oliver strays from social gatherings and music preferring his books, or the sea. Oliver has a formal relationship at best with his brother Howard. Oliver knows Howard challenges his right to the throne, after his marriage especially.
History Prince Oliver learned to read at a young age and enjoyed reading tales of the empire before his father. The ships of Aratona coming to the blockade the emperor and pictures of Oliver II grew imprinted in his mind from a young age and he knew he could be a great naval commander as well. Growing up he also gained the desire to be a masterful swordsman convincing his father to hire a tutor to teach him. The tutor taught him for years until one day taking him away from the castle and trying to kill Oliver. Oliver was only 13 at the time, and still managed to draw his own weapon and strike down the tutor. Oliver studied in his own after that and waited until the throne would be his and he could Aratona and reintroduce its military tradition.
Prince Howard [-]
Prince Howard Of the two sons, Howard is the most like his father choosing a life where monetary gain and indulgences are a priority and ruling the kingdom comes after food, drink, women, and fine clothing. Howard is a decent shot with the bow, but spends most of his time playing music on his fiddle or singing to his betrothed (lady Cordelia of house Forener). Howard enjoys the river as do all Aratonians, occasionally taking a ship down to House Mak or House Loushi to collect taxes. Howard has his mother's eyes and unusual height. He is taller than his brother by 2 inches, adding clarity to the claims that he should be king.
Lady Cordelia [-]
Lady Cordelia Cordelia comes from house Forener being engaged to Howard to assure ties between the Greater and lesser house. Although their marriage is arranged, Cordelia finds joy in it as Howard is kind to her and she could be queen over Aratona some day, something she always dreamed of doing. Cordelia does not entertain the thought of being subservient to Howard, and thinks the power belongs in her hands as well as anyone else's. Cordelia would spend her time on the water all day if she could rowing or swimming near the banks of the Grend. Cordelia is a little fairer skinned than most Aratonians and does not have the characteristic blue eyes of royalty. Instead, her eyes are brown like her hair. She cuts it short although not as short as the men of the Royal house do. Cordelia is short herself but no man would look down to her-she is royalty after all.
Sir Alfred
Sir Alfred Sir Alfred was from a house so minor, it's name does not matter as no one would recognize it. He was the capital of a ship trading for House Canmore that was seized by pirates, but he fought back killing the pirate leader and freeing his crewmates to actually take over the Pirates ship and sail home with both laden with cargo. King Oliver XI was so impressed he set as second in command of the naval fleet. As King Oliver never fought wars or even had the slightest idea commanding ships in battle, Alfred essentially commanded all of the navy. Although trying to bring the navy up to par with other fighting ships of the world he was almost as oblivious to naval combat as his Leige. His loyalty lays to his shipmates with whom he almost died and had worked with for a decade, then to the house Canmore. Sir Alfred is a short man with no features of royalty. He has more strength than is typical for an Aratonian man of 39. Alfred shaves his head, although keeping a thick brown beard from ear to ear. His eyes are a brown and his nose is crooked with scars running across his face from the legendary fight with pirates.
@JuliusCaesar Sorry to say, but it seems that Vor and Risen beat you by a few hours for claims to the north and south. If a space opens up in the future, you'll be the first on the preference list.
The rest of you, I'll be away for most of the day, expect further worldbuilding stuff when I get back.
Finally posted my sheet in the proper section, sorry for taking forever. It's still subject to minor changes and additions (I keep thinking of things to add...can't help it :D), but the important stuff is all there.