MCollarsen
2021-08-15, 10:43 AM
1) - Corian Lock - Lord of the South Central Province - Half Elf, has a wife and daughter - Known for his patronage to the magical arts, Lord Locke is known to have quite an arcanium and has an intense interest in the occult. Generous to his friends, fair with those who are neutral, but utterly ruthless when it comes to his enemies, he is currently ranked 6th in the progression of lords.
2) - Sulumor Grey - Lord of the Eastern Province - Dwarf - Has a well known affliction of lycanthropy which he has passed to his son. Is known to be the most accepting of racial differences, provided they are capable of basic intellect and courtesy. Sulumor is known for kindness & generosity, while his son has supposed rumors of cruelty & violence. Lords often look down on the Grey's due to their acceptance of "less civilized" beings, however the trade associated with this acceptance has led to them being extremely wealthy.
3) - Andrea Kemont - Lady of the Central Province - Half /Drow Elf - A bardess of renowned quality, rumors abound about her affair with a powerful entity, while yet to be truly confirmed, her son is a powerful warrior capable of defeating multiple foes at once and having never lost a one on one duel. Andrea is a diplomat & schemer, she will often invite members over and lavish them with gifts, then either trick, convince or blackmail them into whatever her current goal entails.
4) - Hayes Eckhart - Lord of the Inner South Province -Elf- A champion of the people, hero to commons and nobles alike, the Eckhart family is known to be openhanded, willing to take risks, & rarely pursues vengeance, and why shouldn't they? The Eckhart's have the most fertile lands, some of the best trade routes, including the only land access to the hooked coast, and the only mithral mine on the continent. The heirs to the Eckhart line are a set of twins who have garnered a reputation for incredible tag team work.
5) - Ovroc Onotta - Ducal Lord of the Northern Province Alliance - Human - Lord Onotta is the middle aged war weary soldier, having lived and fought in the lesser provinces for his younger years, he gathered multiple lesser lords and created an alliance, while he is the temporary lord of the Northern Province, an area that has historically been a mix of lawlessness and inconsistent lords. Ovroc deals rapidly and solidly, he doesn't waste anyone's time, but neither does he cater to insufferable nobles.
6) - Zarant - Lady of the Hooked Coast - Gnome - The Hooked Coast is filled with a myriad of vicious and monstrous creatures, its also filled with a majority of the rare mineral mines and various exotic & rare plants. The coast is one of the more primitive and underdeveloped provinces, but it is one of the most sought after regions for both pillage and conquest, Only Eckhart has land access, but 4 other nations have easy ocean access. Zarant is a tricky individual who has come to expect treachery from others, though she has never broken faith first, she has always been prepared to do so.
7) - Nikalos Furlan -Lord of the Northwestern Province - Elf - Widely regarded as the undefeated duelist and master of the rapier, Furlan is a pretentious Elf who regards his honor and reputation to be of the upmost importance, he was rumored to have killed someone every moon. He has of late he has turned his dueling responsibilities and managing his realm to his children. As the Northwest province breaks the grand ocean winds, and is the primary port for off continent trade routes it is both a highly wealthy and enduring province, its people are hardy, even if they have little in the way of desirable resources.
8) - ?????- Lord of the South-Western Province - ???? - Recent internal power struggles & a xenophobic tendency, the ruler of the Southeastern province rarely travels, or engages in high level diplomacy or interactions, known for a slow moving, but ruthlessly efficient army, the province operates by slowly moving forward an acquiring territory, while never putting themselves into a compromising position.
9) - King Nilo Iguidissen - King/Lord of the Royal Province - A battle worn province that has been recovering under the careful guidance of King Nilo for almost 2 decades, while the region has prospered by not being attacked in nearly 20 years, additionally the final battle separated half of the provinces from the others, leading to a buffer between the ever shifting powers. The cost to acquire that security was hard paid, and now other provinces are closing the gap, threatening the security of the "royal realm" and putting the continent closer to all out war.
Deity #1 - Nelryn - Portrayed as a 4 armed battle maiden of surpassing beauty, her symbols a set of scales, a bow overlain with a shield and sword. and a winged lion. While just as revered and worshipped as the other 4 gods, she makes her will known the most and often intervenes or manifests, particularly during trials for both the guilty and innocent. Her paladins, knights and other servants work to determine the truth themselves, but when administering justice, they use masks with no eyes, so that should Nelryn desire it she may guide their strike. Once a case has been brought to judgement almost no one argues with the outcome, and if they do, it is privately.
She lets mortals develop their own laws and policies, but if & when she intervenes, few challenge her opinion or mandate, and laws will change to reflect her view.
Despite being the embodiment of justice & law, she takes present actions into account. If a criminal states their repentance, and desire to atone, she encourages mercy and the opportunity to do so, occasionally interfering with the will and dictates of magistrates (judges). Accordingly, she is extremely hostile to those who were afforded said opportunity and reneged or tried to escape it.
Deity #2 - Cervious - God of Life, Birth, Nature, Growth & Peace
Cervious - The god of life is also known as the Gardener & Shepherd, his appearance when he manifests in physical form is that of an aged, but still physically capable man, usually with a full but trimmed beard (salt and peppered color). He doesn't abhor death nor killing, but he does despise killing solely for trophies & not capturing enemies when you have the opportunity.
Natural phenomena like wildfires, storms & earthquakes are associated with his displeasure, while summer storms (heavy rain and rumbling thunder but not devastating weather effects) & bright breezy days are his gifts.
Symbol: Spade or Shepherds Crook - Favored Weapon - Quarter Staff, Sycthe & Handaxe.
Deity #3 - Karmina - God of Fate, Chaos, Luck & Change :
Whether her form is that of the alluring succubus, the shrill harpy or a sinuous Yuan-ti Karmina is always portrayed as exotic, seductive, & beguiling. Each form has significant variation from the typical attributes of its kind, however there are also traits that stories reveal are ever-present, Golden eyes with vertical black pupils, a voice that resonates both verbally and mentally, and a feeling of good fortune and opportunity. Called the Maiden of misfortune by those she "spurns" and Lady Luck for those who curry her favor, she intervenes nearly as often as Nelryn, though rarely as overtly or extravagantly.
She takes pleasure in aiding those down on there luck, providing they make a proper offering or tribute, for those who spur her name or unfairly blame her for their own poor luck/decisions, she relishes in making them suffer. Often appearing in dreams or to those who undergoing a crucible she will offer guidance, aid or support, her agents are rarely considered paladins, by the more "virtuous" but they serve her all the same, they despise cheaters and those who wish to alter the constraints of a competition unduly or without shared knowledge & agreement.
Karmina's most powerful and most, personally, reviled gift is the ability to see the futures or paths of certain individuals. She hates interfering with these people as she relishes the concept of being surprised and experiencing luck, however thru either the requests/prayers of worshippers or the urging & prodding of her fellow gods, she often intercedes. Dagger, crossbow, Long-spear are her weapons
Deity #4 - Hircus - God of Night, Death, Peace & the Unknown - Hircus is both the oldest deity and the youngest, having existed since the concept of death was grasped by mortals, however each century he chooses an avatar to embody his powers & prior knowledge. This odd habit is due to his desire to avoid becoming addicted to the deaths of mortals and coveting it, as the more mortals engage & experience the domains of the gods the more the gods grow in presence and power. His form is that of a skeletal satyr with cloak reminiscent of the starry skies, he often travels the lands collecting the souls of those who aren't properly buried or laid to rest.
He can often be called with a ritual involving a sacrificed creature, and a tidbit of knowledge or rare fact, while he often does favors for mortals he similarly requires compensation from them. He is known never to appear in sunlight or in areas of active conflict, but will often visit battlefields late in the night. Weapons - War axe, Longbow, Glaive/halberd.
Deity # 5 - Altwahris- God of adversity power, conflict & ambition - A brusque god who favors those who earn it, work for it and face challenges repeatedly. Usually appearing as a thickly bearded human, dwarf or orc, Altwahris is a warrior, a gladiator, explorer and champion. Those seeking his favor must first perform an act of athletic, or combative excellence, though he has a preference for martial and physical deeds, he openly acknowledges those of keen intellect or magical prowess, many a general has earned his favor through tactical brilliance in addition to their martial abilities.
Altwahris is the only god, who can routinely be found at certain places at certain times, as a result he has a significant number of worshippers since many can and do interact with him compared to some of the other gods.
Weapons - Great Axe, Maul, Trident.
Laws of the Land - Royal Decree
The following are crimes against both the land & the people, it is the at the lords discretion as to the crime's punishment
Slavery - The owning or act of controlling a creature of noteworthy intelligence against its will, without proper compensation, maintenance, & agreement.
Murder - Unauthorized killing of a citizen of the realm
Assault - Unauthorized attack or action leading to injury to a citizen of the realm
Rape - Actions taken against a citizen of the realm, usually in a sexual nature
Theft - Loss of property or belongings, usually to an agent of ill repute/intent.
Dueling is Legal & encouraged, lords may restrict or control aspects of dueling within their cities.
Spying, mercenaries, & myriads of all these occupations are/were ready to use them.
A Brief History -
Their are 8 shards of power that when combined with an ancient crown give the wearer/owner the ability to literally enforce their will across the land.
A century ago, the current monarch was killed during an invasion of monsters, upon his deathbed he declared he made a 5 declarations that swept across the continent, he expalined that his heirs were not sufficient for ruling, he took his crown and broken a point off giving 1 piece each to his advisors, while the crown was to be returned to his heirs.
The five declarations the "Last King" as he came to be called, were:
- The lands of the royal house shall not be assaulted by any citizens or powers of the realm.
- Each holder of a shard of the crown shall be considered a Lord of his domain, so long as his domain is held under his own power, or by the fealty of others.
- Each domain lord shall decree the laws of the land to his own purview, these laws shall be in accordance with the rules set forth by the crown.
- Every 5 years the bearers of the shards & crown shall meet at Coriadel Castle, the lord whose domain is the largest shall become the new Royal familly, at this time he may attempt to collect vows of fealty from the other lords.
- This process will endure until the a king has all vows of fealty from the 8 lords of the land.
The crown has switched controls 4 times over the past century, however, the original "royal" family currently retains it, until the last 20 years, the sizes and shapes of the lords domains have altered vastly, with alliances and treaty's formed & broken between at unprecedented rates. However, the last reclamation of the crown, also divided 4 regions to the east and 4 to the west, effectively reducing the amount of conflicts that could occur.
Currently - It is 2 years 4 months & 1 week from the next convergence, the group is in the territory of Corian Locke, who has just defeated a sea-based invasion by Zarant.
2) - Sulumor Grey - Lord of the Eastern Province - Dwarf - Has a well known affliction of lycanthropy which he has passed to his son. Is known to be the most accepting of racial differences, provided they are capable of basic intellect and courtesy. Sulumor is known for kindness & generosity, while his son has supposed rumors of cruelty & violence. Lords often look down on the Grey's due to their acceptance of "less civilized" beings, however the trade associated with this acceptance has led to them being extremely wealthy.
3) - Andrea Kemont - Lady of the Central Province - Half /Drow Elf - A bardess of renowned quality, rumors abound about her affair with a powerful entity, while yet to be truly confirmed, her son is a powerful warrior capable of defeating multiple foes at once and having never lost a one on one duel. Andrea is a diplomat & schemer, she will often invite members over and lavish them with gifts, then either trick, convince or blackmail them into whatever her current goal entails.
4) - Hayes Eckhart - Lord of the Inner South Province -Elf- A champion of the people, hero to commons and nobles alike, the Eckhart family is known to be openhanded, willing to take risks, & rarely pursues vengeance, and why shouldn't they? The Eckhart's have the most fertile lands, some of the best trade routes, including the only land access to the hooked coast, and the only mithral mine on the continent. The heirs to the Eckhart line are a set of twins who have garnered a reputation for incredible tag team work.
5) - Ovroc Onotta - Ducal Lord of the Northern Province Alliance - Human - Lord Onotta is the middle aged war weary soldier, having lived and fought in the lesser provinces for his younger years, he gathered multiple lesser lords and created an alliance, while he is the temporary lord of the Northern Province, an area that has historically been a mix of lawlessness and inconsistent lords. Ovroc deals rapidly and solidly, he doesn't waste anyone's time, but neither does he cater to insufferable nobles.
6) - Zarant - Lady of the Hooked Coast - Gnome - The Hooked Coast is filled with a myriad of vicious and monstrous creatures, its also filled with a majority of the rare mineral mines and various exotic & rare plants. The coast is one of the more primitive and underdeveloped provinces, but it is one of the most sought after regions for both pillage and conquest, Only Eckhart has land access, but 4 other nations have easy ocean access. Zarant is a tricky individual who has come to expect treachery from others, though she has never broken faith first, she has always been prepared to do so.
7) - Nikalos Furlan -Lord of the Northwestern Province - Elf - Widely regarded as the undefeated duelist and master of the rapier, Furlan is a pretentious Elf who regards his honor and reputation to be of the upmost importance, he was rumored to have killed someone every moon. He has of late he has turned his dueling responsibilities and managing his realm to his children. As the Northwest province breaks the grand ocean winds, and is the primary port for off continent trade routes it is both a highly wealthy and enduring province, its people are hardy, even if they have little in the way of desirable resources.
8) - ?????- Lord of the South-Western Province - ???? - Recent internal power struggles & a xenophobic tendency, the ruler of the Southeastern province rarely travels, or engages in high level diplomacy or interactions, known for a slow moving, but ruthlessly efficient army, the province operates by slowly moving forward an acquiring territory, while never putting themselves into a compromising position.
9) - King Nilo Iguidissen - King/Lord of the Royal Province - A battle worn province that has been recovering under the careful guidance of King Nilo for almost 2 decades, while the region has prospered by not being attacked in nearly 20 years, additionally the final battle separated half of the provinces from the others, leading to a buffer between the ever shifting powers. The cost to acquire that security was hard paid, and now other provinces are closing the gap, threatening the security of the "royal realm" and putting the continent closer to all out war.
Deity #1 - Nelryn - Portrayed as a 4 armed battle maiden of surpassing beauty, her symbols a set of scales, a bow overlain with a shield and sword. and a winged lion. While just as revered and worshipped as the other 4 gods, she makes her will known the most and often intervenes or manifests, particularly during trials for both the guilty and innocent. Her paladins, knights and other servants work to determine the truth themselves, but when administering justice, they use masks with no eyes, so that should Nelryn desire it she may guide their strike. Once a case has been brought to judgement almost no one argues with the outcome, and if they do, it is privately.
She lets mortals develop their own laws and policies, but if & when she intervenes, few challenge her opinion or mandate, and laws will change to reflect her view.
Despite being the embodiment of justice & law, she takes present actions into account. If a criminal states their repentance, and desire to atone, she encourages mercy and the opportunity to do so, occasionally interfering with the will and dictates of magistrates (judges). Accordingly, she is extremely hostile to those who were afforded said opportunity and reneged or tried to escape it.
Deity #2 - Cervious - God of Life, Birth, Nature, Growth & Peace
Cervious - The god of life is also known as the Gardener & Shepherd, his appearance when he manifests in physical form is that of an aged, but still physically capable man, usually with a full but trimmed beard (salt and peppered color). He doesn't abhor death nor killing, but he does despise killing solely for trophies & not capturing enemies when you have the opportunity.
Natural phenomena like wildfires, storms & earthquakes are associated with his displeasure, while summer storms (heavy rain and rumbling thunder but not devastating weather effects) & bright breezy days are his gifts.
Symbol: Spade or Shepherds Crook - Favored Weapon - Quarter Staff, Sycthe & Handaxe.
Deity #3 - Karmina - God of Fate, Chaos, Luck & Change :
Whether her form is that of the alluring succubus, the shrill harpy or a sinuous Yuan-ti Karmina is always portrayed as exotic, seductive, & beguiling. Each form has significant variation from the typical attributes of its kind, however there are also traits that stories reveal are ever-present, Golden eyes with vertical black pupils, a voice that resonates both verbally and mentally, and a feeling of good fortune and opportunity. Called the Maiden of misfortune by those she "spurns" and Lady Luck for those who curry her favor, she intervenes nearly as often as Nelryn, though rarely as overtly or extravagantly.
She takes pleasure in aiding those down on there luck, providing they make a proper offering or tribute, for those who spur her name or unfairly blame her for their own poor luck/decisions, she relishes in making them suffer. Often appearing in dreams or to those who undergoing a crucible she will offer guidance, aid or support, her agents are rarely considered paladins, by the more "virtuous" but they serve her all the same, they despise cheaters and those who wish to alter the constraints of a competition unduly or without shared knowledge & agreement.
Karmina's most powerful and most, personally, reviled gift is the ability to see the futures or paths of certain individuals. She hates interfering with these people as she relishes the concept of being surprised and experiencing luck, however thru either the requests/prayers of worshippers or the urging & prodding of her fellow gods, she often intercedes. Dagger, crossbow, Long-spear are her weapons
Deity #4 - Hircus - God of Night, Death, Peace & the Unknown - Hircus is both the oldest deity and the youngest, having existed since the concept of death was grasped by mortals, however each century he chooses an avatar to embody his powers & prior knowledge. This odd habit is due to his desire to avoid becoming addicted to the deaths of mortals and coveting it, as the more mortals engage & experience the domains of the gods the more the gods grow in presence and power. His form is that of a skeletal satyr with cloak reminiscent of the starry skies, he often travels the lands collecting the souls of those who aren't properly buried or laid to rest.
He can often be called with a ritual involving a sacrificed creature, and a tidbit of knowledge or rare fact, while he often does favors for mortals he similarly requires compensation from them. He is known never to appear in sunlight or in areas of active conflict, but will often visit battlefields late in the night. Weapons - War axe, Longbow, Glaive/halberd.
Deity # 5 - Altwahris- God of adversity power, conflict & ambition - A brusque god who favors those who earn it, work for it and face challenges repeatedly. Usually appearing as a thickly bearded human, dwarf or orc, Altwahris is a warrior, a gladiator, explorer and champion. Those seeking his favor must first perform an act of athletic, or combative excellence, though he has a preference for martial and physical deeds, he openly acknowledges those of keen intellect or magical prowess, many a general has earned his favor through tactical brilliance in addition to their martial abilities.
Altwahris is the only god, who can routinely be found at certain places at certain times, as a result he has a significant number of worshippers since many can and do interact with him compared to some of the other gods.
Weapons - Great Axe, Maul, Trident.
Laws of the Land - Royal Decree
The following are crimes against both the land & the people, it is the at the lords discretion as to the crime's punishment
Slavery - The owning or act of controlling a creature of noteworthy intelligence against its will, without proper compensation, maintenance, & agreement.
Murder - Unauthorized killing of a citizen of the realm
Assault - Unauthorized attack or action leading to injury to a citizen of the realm
Rape - Actions taken against a citizen of the realm, usually in a sexual nature
Theft - Loss of property or belongings, usually to an agent of ill repute/intent.
Dueling is Legal & encouraged, lords may restrict or control aspects of dueling within their cities.
Spying, mercenaries, & myriads of all these occupations are/were ready to use them.
A Brief History -
Their are 8 shards of power that when combined with an ancient crown give the wearer/owner the ability to literally enforce their will across the land.
A century ago, the current monarch was killed during an invasion of monsters, upon his deathbed he declared he made a 5 declarations that swept across the continent, he expalined that his heirs were not sufficient for ruling, he took his crown and broken a point off giving 1 piece each to his advisors, while the crown was to be returned to his heirs.
The five declarations the "Last King" as he came to be called, were:
- The lands of the royal house shall not be assaulted by any citizens or powers of the realm.
- Each holder of a shard of the crown shall be considered a Lord of his domain, so long as his domain is held under his own power, or by the fealty of others.
- Each domain lord shall decree the laws of the land to his own purview, these laws shall be in accordance with the rules set forth by the crown.
- Every 5 years the bearers of the shards & crown shall meet at Coriadel Castle, the lord whose domain is the largest shall become the new Royal familly, at this time he may attempt to collect vows of fealty from the other lords.
- This process will endure until the a king has all vows of fealty from the 8 lords of the land.
The crown has switched controls 4 times over the past century, however, the original "royal" family currently retains it, until the last 20 years, the sizes and shapes of the lords domains have altered vastly, with alliances and treaty's formed & broken between at unprecedented rates. However, the last reclamation of the crown, also divided 4 regions to the east and 4 to the west, effectively reducing the amount of conflicts that could occur.
Currently - It is 2 years 4 months & 1 week from the next convergence, the group is in the territory of Corian Locke, who has just defeated a sea-based invasion by Zarant.