House Name:(self-explanatory, just keep in mind these are generally last names)
Head of House:(This is the Arch Elector of the imperial province your House rules over, they manage the state as well as oversee family affairs often acting as that houses leader.)
House Specialty: (Each House has favors a certain skill, or possess some unique ability. For example, one House might breed superb horses, while another are expert traders/bankers or sailors, master armorsmiths/weaponsmiths or gifted in magic etc.)
House Ancestral Artifact: (These artifacts are ancient family heirlooms that grant a unique power onto its wielder. No one quite remembers their origin but it is rumoured that Kammeth himself forged them and gifted them to the generals who fought with Lalaifia. These can be magical weapons from a flaming sword to a bow that conjures arrows to even a stave of some power. Be mindful not to make these items broken or OP. I will be looking over these carefully but if in doubt hit me with a PM on any unorthodox ideas you might have. )
Important Members:
(You don't have to list every member of your house, those with great influence or positions of power should be here however or anyone else you deem important for your own plots.)
Nation/Realms Name: (This is the name of the province you control, and note this is separate from your Noble Houses name. )
Sigil: (Your house's sigil or crest oft used to identify them on the battlefield or while traveling.)
Flag: (This is different from your House's Sigil as it is the coat of arms for your province/county.)
House Motto:(Your house's famous saying, this is in fact optional, in case 'Winter Be Coming" is all you can think of.)
Region/color on map: (for map placement)
Race name: (self explanatory; think of them as what a cultural group would use to identify themselves.)
Racial appearance: (Should include height, weight, skin and hair color. The races of men are more like minor ethnic groups but can still vary vastly. Something like the races of Men in Elder Scrolls. There is no 'Human' race as it were.)
Racial traits: (Most known abilities associated with these people, these are often rather minor, such as one people being known for seamanship, another for their preference toward martial discipline, over brute force and maybe another for their love of crafting.)
Capital:(Your house's Seat of Power, this is the land your House has a De jure claim to)
Capital Population: (Keep it reasonable)
Other Major Settlements: (These will often be the capital of those Barons, or Dukes who answer to you. Or other major settlements of note or strategic value.)
Population: (Again keep it reasonable; if in doubt use medieval demographics to get an idea, the map has a mile ratio for this reason. )
Culture:(The Customs, Arts, Fashion, and beliefs unique to these people.)
Type of Government: (Succession Laws and form of Governing/Titles used)
Influence and relations: (Any alliances or military pacts with another family? Perhaps born of marriage ties? Any sworn enemies? Work with other players if you seek one ahead of the RP if you so desire.)
Military -
(Details on the amount and types of men available. Any war vessels from navies, go here as well, it would be important to note as this is a Middle age Setting that relies largely on levies, few have the funds for a standing army, aside from the Phoenix Throne.)
Unit demographics: (heavy infantry, marksman, etc and their equipment/training, remember no army in real life was ever able to field a fully rounded all capable army. Sometimes a lack of something makes it more interesting.)
Landscape:(What do your lands look like?)
Wildlife:(Optional)
Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)
Religion: (As stated before Kammeth is the primary god of the Empire and will by default be what the majority of the people worship or follow *excluding special circumstances*. Worship of deities outside of the Sky pantheon is greatly discouraged IC. You can however, create a deity of your own making from within that Patheon, or if you feel ballsy, add in any minor cults that exist. Perhaps even your family secretly worships other gods not sectioned by the Empire? Be mindful that heresy is frowned upon by the Church and you might have the Inquisition breathing down your neck if they catch a whiff of heresy on you, but if you want to make a storyline in that direction go right ahead!) (Tip, don’t piss of whoever is the Arch Dawnbringer!!!)
History: (At least the past couple generations, include conflicts, major upheavals, wars, etc. You can overlook this part and fill it in as the Roleplay progresses in order to work with other players for maximum cohesion.)
Strengths: (Similar to House specialty, but often larger in scope, this could include an abundance of a resource, or the inability to field an army of much size. )
Weaknesses: (At least two, and they have to be real disadvantages, you can't really say you have a terrible navy if you're landlocked.)
Export: (Major goods that this region/nation provides, no more than five resource types to keep people from providing everything on their own)
Import: (No realm is totally self-sufficient, you surely need something ^^)
Head of House:(This is the Arch Elector of the imperial province your House rules over, they manage the state as well as oversee family affairs often acting as that houses leader.)
House Specialty: (Each House has favors a certain skill, or possess some unique ability. For example, one House might breed superb horses, while another are expert traders/bankers or sailors, master armorsmiths/weaponsmiths or gifted in magic etc.)
House Ancestral Artifact: (These artifacts are ancient family heirlooms that grant a unique power onto its wielder. No one quite remembers their origin but it is rumoured that Kammeth himself forged them and gifted them to the generals who fought with Lalaifia. These can be magical weapons from a flaming sword to a bow that conjures arrows to even a stave of some power. Be mindful not to make these items broken or OP. I will be looking over these carefully but if in doubt hit me with a PM on any unorthodox ideas you might have. )
Important Members:
(You don't have to list every member of your house, those with great influence or positions of power should be here however or anyone else you deem important for your own plots.)
Nation/Realms Name: (This is the name of the province you control, and note this is separate from your Noble Houses name. )
Sigil: (Your house's sigil or crest oft used to identify them on the battlefield or while traveling.)
Flag: (This is different from your House's Sigil as it is the coat of arms for your province/county.)
House Motto:(Your house's famous saying, this is in fact optional, in case 'Winter Be Coming" is all you can think of.)
Region/color on map: (for map placement)
Race name: (self explanatory; think of them as what a cultural group would use to identify themselves.)
Racial appearance: (Should include height, weight, skin and hair color. The races of men are more like minor ethnic groups but can still vary vastly. Something like the races of Men in Elder Scrolls. There is no 'Human' race as it were.)
Racial traits: (Most known abilities associated with these people, these are often rather minor, such as one people being known for seamanship, another for their preference toward martial discipline, over brute force and maybe another for their love of crafting.)
Capital:(Your house's Seat of Power, this is the land your House has a De jure claim to)
Capital Population: (Keep it reasonable)
Other Major Settlements: (These will often be the capital of those Barons, or Dukes who answer to you. Or other major settlements of note or strategic value.)
Population: (Again keep it reasonable; if in doubt use medieval demographics to get an idea, the map has a mile ratio for this reason. )
Culture:(The Customs, Arts, Fashion, and beliefs unique to these people.)
Type of Government: (Succession Laws and form of Governing/Titles used)
Influence and relations: (Any alliances or military pacts with another family? Perhaps born of marriage ties? Any sworn enemies? Work with other players if you seek one ahead of the RP if you so desire.)
Military -
(Details on the amount and types of men available. Any war vessels from navies, go here as well, it would be important to note as this is a Middle age Setting that relies largely on levies, few have the funds for a standing army, aside from the Phoenix Throne.)
Unit demographics: (heavy infantry, marksman, etc and their equipment/training, remember no army in real life was ever able to field a fully rounded all capable army. Sometimes a lack of something makes it more interesting.)
Landscape:(What do your lands look like?)
Wildlife:(Optional)
Economy: (How well off is your county? Poor? Rich and prosperous? Somewhere in the middle?)
Religion: (As stated before Kammeth is the primary god of the Empire and will by default be what the majority of the people worship or follow *excluding special circumstances*. Worship of deities outside of the Sky pantheon is greatly discouraged IC. You can however, create a deity of your own making from within that Patheon, or if you feel ballsy, add in any minor cults that exist. Perhaps even your family secretly worships other gods not sectioned by the Empire? Be mindful that heresy is frowned upon by the Church and you might have the Inquisition breathing down your neck if they catch a whiff of heresy on you, but if you want to make a storyline in that direction go right ahead!) (Tip, don’t piss of whoever is the Arch Dawnbringer!!!)
History: (At least the past couple generations, include conflicts, major upheavals, wars, etc. You can overlook this part and fill it in as the Roleplay progresses in order to work with other players for maximum cohesion.)
Strengths: (Similar to House specialty, but often larger in scope, this could include an abundance of a resource, or the inability to field an army of much size. )
Weaknesses: (At least two, and they have to be real disadvantages, you can't really say you have a terrible navy if you're landlocked.)
Export: (Major goods that this region/nation provides, no more than five resource types to keep people from providing everything on their own)
Import: (No realm is totally self-sufficient, you surely need something ^^)
(Only two Nordheim slots left)
The Tribes of the North are a very different playstyle to the Houses and their sheet reflects this. They can gear toward war more easily but, can just as quickly falter and fall apart from fragmentation. Feed the warbands with plunder or watch them eat each other alive.
The main difference between the Houses of the Empire and the tribes of the north is their manner of rule. The Nordheim only recognize the strong and will never follow a man or women merely because of birthright. They do not recognize noble blood nor do they follow a tradition of voting for their ruler. Typically those who wish to rule most prove themselves in some manner of contest either a duel, wrestling and defeating all challengers, or other contest of skill that depends on the tribe. Even the most organized of the tribes of the north are limited to elective gavelkind succession in where their lands and holdings are split among their sons.
The tribes are also much more mobile than those of the south. Capable of migrating when the need arises. It is also not unheard of for sons to challenge their fathers for position if they believe they can win.
Jarl(ess): (The name of your ruler, and main character)
God: (The Nordheim follow a pantheon of gods much unlike their southern brethren, these gods play an active role in their lives, see the appeasement section under the god to know what acts will grant you unique blessings. The form these take depend on the god, but may include calm seas, or a sudden storm to cover a tribes retreat.)
Clan and Kin: The minor characters of your clan, such as your spouse, children, and vassals or housecarls. A Jarl typically has up to two Arls serving under him, as well as a number of Thanes, the Nordic version of Knights, and Thralls or slaves.)
Dynasty Bio: (A brief description of your tribes rule and history. Unlike other kingdoms, the strong rule in Nordheim rather than bloodlines, so it may be typical to see power being shared by many different families over the course of the generations.)
Tribe Bio: (A description of your tribe, their successes, defeats, or grudges.)
Military: (A generous word for the warbands that fight under a chosen Jarl, Tribes of the North are unique in that the more success they are met with the more Northmen will flock to their banner over time. Even once enemy tribes will join you if they believe loot is to be had. Win enough and perhaps you will become the next High King! Fail and...well come what may.)
PM me any questions you have or post it in chat.
The main difference between the Houses of the Empire and the tribes of the north is their manner of rule. The Nordheim only recognize the strong and will never follow a man or women merely because of birthright. They do not recognize noble blood nor do they follow a tradition of voting for their ruler. Typically those who wish to rule most prove themselves in some manner of contest either a duel, wrestling and defeating all challengers, or other contest of skill that depends on the tribe. Even the most organized of the tribes of the north are limited to elective gavelkind succession in where their lands and holdings are split among their sons.
The tribes are also much more mobile than those of the south. Capable of migrating when the need arises. It is also not unheard of for sons to challenge their fathers for position if they believe they can win.
Jarl(ess): (The name of your ruler, and main character)
God: (The Nordheim follow a pantheon of gods much unlike their southern brethren, these gods play an active role in their lives, see the appeasement section under the god to know what acts will grant you unique blessings. The form these take depend on the god, but may include calm seas, or a sudden storm to cover a tribes retreat.)
Clan and Kin: The minor characters of your clan, such as your spouse, children, and vassals or housecarls. A Jarl typically has up to two Arls serving under him, as well as a number of Thanes, the Nordic version of Knights, and Thralls or slaves.)
Dynasty Bio: (A brief description of your tribes rule and history. Unlike other kingdoms, the strong rule in Nordheim rather than bloodlines, so it may be typical to see power being shared by many different families over the course of the generations.)
Tribe Bio: (A description of your tribe, their successes, defeats, or grudges.)
Military: (A generous word for the warbands that fight under a chosen Jarl, Tribes of the North are unique in that the more success they are met with the more Northmen will flock to their banner over time. Even once enemy tribes will join you if they believe loot is to be had. Win enough and perhaps you will become the next High King! Fail and...well come what may.)
PM me any questions you have or post it in chat.