NATION

PASSWORD

Intrigue - Medieval/Fantasy RP [OOC/Worldbuilding/Sign-ups]

For all of your non-NationStates related roleplaying needs!
User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Intrigue - Medieval/Fantasy RP [OOC/Worldbuilding/Sign-ups]

Postby Impireacht » Fri Aug 05, 2016 10:57 pm

Intrigue- A Medieval Fantasy RP
King Cadogan Curlinn is dead, purportedly of old age. With his death, his house is crumbling, as the man never sired a male heir. His wife now desperately clutches to what little influence House Curlinn has left, as the kingdom's noble houses form alliances and lay claim to the empty throne...

Greetings, and welcome to Intrigue! Intrigue is a Medieval-Fantasy RP in which players will take control of their own noble house, order of knights, guild, or any other organization that could play a role in this plot. As for the setting, I assume the Medieval part is clear enough - however, the fantasy part could be misleading. Intrigue takes place in a fantasy world, however it sticks true to the culture and technology of the middle-ages. There is no magic, mythological creatures, or technology that didn't exist before the mid-late 13th century. However, religion plays a more active role and could be almost "magical." For example, there is an array of blessings that can be used to gain a small advantage, and for the most pious, there may be some minor "divine intervention." Throughout the next few posts I will explain the game mechanics and sign-up process.

Note: I am looking for a co-op to assist with worldbuilding and to play some NPC groups, if interested contact me via telegram.

Map
Last edited by Impireacht on Sat Aug 06, 2016 9:08 am, edited 2 times in total.

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Fri Aug 05, 2016 10:58 pm

Resources:
Food - Obtained from farms, used for military recruitment and building homes (in place of a upkeep system)
Wood - Obtained from sawmills, used for building and weapon production
Stone - Obtained from quarries, used for building
Ore - Obtained from mines, used for weapon production
Workers - Obtained from houses, used to provide labour for buildings.
Crowns - Obtained from taxes, used for everything. (# of workers *50 per round)
Starting Materials:
Each house starts with 2,000 Crowns (Gold), 20 Wood and 20 Stone, and a fief with a sawmill, quarry, house, farm, and a Great Hall.

Fief -
A fief is the basic unit of land in Intrigue. Each player starts with a single fief, which can hold a single settlement. Different types of fiefdoms grant different production bonuses. Some houses may not make it past one fief - but remember, land is only one measurement of power. Each fief can have up to 20 buildings, but some fief types lower this.
Lowland - No bonuses, no drawbacks.
Hills - +6 Defensive Might, -1 food production.
Mountain - +12 Defensive Might, +5 stone production, +5 ore production, -4 food production, -4 Wood Production
Plains - +5 Food Production, -4 stone production, -2 ore production
Forest - +5 Wood Production, -3 stone production
Marsh - +6 Defensive Might, -1 worker/house, - 1 Land Clearing
River/Lake - +2 Food Production, -2 Land Clearings

Buildings - Buildings are what turn an empty fief into a sprawling city or impregnable keep. All buildings besides houses and towers can only be built once per fief.
Sawmill - +5 wood/round - 5 Wood, 5 Stone, 2 Ore, 4 workers (Free with first fief)
Quarry - +5 Stone/round - 10 Wood, 4 workers(Free with first fief)
Mine - +5 Ore/Round - 5 Wood, 5 Stone, 4 workers
Farm - +5 Food/round - 5 Wood, 4 workers (Free with first fief)
Bowyer - +5 Bows/round, -1 wood/round - 10 wood, 5 stone, 250 crowns, 1 worker
Poleturner - +5 pikes/round, -1 wood/round - 10 wood, 10 stone, 250 Crowns, 1 worker
Metalsmith - +5 Heavy Armor/round, -2 ore/round - 20 wood, 10 stone, 1k Crowns, 1 worker
Blacksmith - +5 Swords/round, -2 ore/round - 20 wood, 10 stone, 1k Crowns
Siege Engineer's Workshop - +1 Siege Equipment/round, -3 wood - 100 wood, 100 stone, 5 workers

House - +5 Workers - 5 wood
Townhouse - +10 Workers - 10 wood, 5 stone
Treasury - +100 Gold/round - 15 stone, 1 worker
Stables - allows creation of calvary - 20 wood, 2 workers
Inn/Brothel - +1 Worker/round, +50 Gold/round - 40 Wood, 10 stone, 20 food, 8 workers
Barracks - Houses 25 soldiers - 10 wood, 10 stone

Only one keep can be active at a time.
Great Hall (Keep)- Basic Keep, no bonus - free with fief
Wooden Keep (Keep) - +200 Crowns/round - 20 Wood
Manor House (Keep) +300 Crowns/round - 30 Stone
Stronghold - +500 Crowns/round - 60 Stone
More coming soon...

You may only have one wall active at a time.
Wooden Pallisade (Wall) - 10 wood - +10 Defensive Might
Short Stone Wall (Wall) - 10 wood, 20 stone - +20 Defensive Might
Stone Wall (Wall) - 60 Stone - +36 Defensive Might
Crenellated Wall (Wall) - 100 Stone - +50 Defensive Might
Wooden Lookout Tower (Tower) - 5 wood - +6 Defensive Might
Perimeter Turret (Tower) -10 Wood, 10 Stone - +12 Defensive Might
Great Tower (Tower) - 40 Stone - +20 Defensive Might
Bastion (Tower) - 60 Stone, 2 Building Lots - +28 Defensive Might, holds one defensive siege device
Wooden Hoarding - 40 Wood, requires a wall - Each archer counts an additional 1 might when defending
Oil Smelter - 30 Ore - +20 Defensive Might
Last edited by Impireacht on Sat Aug 06, 2016 8:00 pm, edited 5 times in total.

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Fri Aug 05, 2016 10:59 pm

Levy - Can fill a barracks for free, each barracks filled with levies gives -1 to all resource production - +0.5 Might
Archer.- 60 Crowns, 1 bow - +1 Might, +3 might when defending
Pikesman - 100 Crowns, 1 Spear - +2 might
Swordsman - 140 Crowns, 1 sword, 1 heavy armor - +6 might when attacking, +4 when defending
Sergeants-at-Arms (Calvary) - 100 Crowns, 1 spear, requires stable - +8 Might when attacking, +2 might when defending
Knight (Calvary) - 500 Crowns, 1 sword, 1 heavy armor, requires stable - +16 Might when attacking, +8 might when defending
House Member - 5,000 Crowns or Call for Aid action

Battering Ram - 1 Siege Equipment - Defender suffers -18 might if a wall is present.
Catapult/Trebuchet - 1 Siege Equipment - +18 Might when attacking if walls are present, +0 might when defending
Ballista - 1 Siege Equipment, can be used defensively - +10 Might
Mantlets - 1 Siege Equipment - Attacking archers are worth a total of 2 might

Combat:
Combat is very simple - add your total defensive and offensive might scores (some units have different scores for each), the higher might wins. (And of course include a RP write-up.) The loser discards all troops, the winner discards troops equal to half the loser's might. Attacks results are calculated at the end of the defender's turn, they may take their actions first - so they could recruit a levy or throw up some crude defenses if they knew about the attack ahead of time. This system can be bypassed if two players agree to RP a combat scenario out instead, but it is recommended that even then the players still pay heed to the combat numbers. This system will always be used for combat with NPCs.

Marches:
To send an attack, your troops need sufficient supplies for the march. This is constituted in the form of food, 1 food per 10 might sent.

House members -
House members are used in advanced attacks. At round 12, all houses may have one child "come of age" and become a house member for free. Your leader counts as a house member.
Types of attacks:
Vandalise - No effect besides troop loss.
Pillage - attacker takes %50 of each material resource excluding workers from target
Raze - Lay waste to the target fief, eliminating it completely- requires a house member is present.
Capture - your house claims the target fief, including all workers and buildings. Requires a house member is present.

My last fief has been razed/captured, what do I do?
For the next three rounds, you cannot participate. Then, you recieve the starter materials and fief again.
Last edited by Impireacht on Sun Aug 07, 2016 9:12 pm, edited 7 times in total.

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Fri Aug 05, 2016 10:59 pm

Religion

Fruma the World-Maker - It is said that while each god contributed to the creation of our world, Fruma made it possible, creating the earth and sky. Fruma can be considered a patron of anything.

Beorg the Mason - Beorg gave the world the mountains, and is the patron god of construction, masonry, and blacksmiths.

Æsc the Hunter - The hunter gave the world forests and animals to hunt, as those he hunted himself in Langarde, the resting place of heroes and home of the gods. Patron of Carpentry, Archery, and the Hunt.

Sangestre the Harper - Sangestre gave the world song and fire. She soon after gave the world the oceans to balance her flames. Patron goddess of song, the hearth, hospitality, and the sea.


Each chapel costs 20 stone.
World-Maker: +2 Food/round
Mason: +2 Stone/round
Hunter: +2 Wood/round
Harper: +100 gold/round

To build a cathedral, you must have that god's chapel already. Each cathedral costs 120 stone, 5,000 gold, and 3 building lots. You can only have one cathedral per fief.

World-Maker: +5 Food/round, +500 gold/round, +1 to all resource production excluding gold and workers.
Mason: +5 Stone/round, +5 Ore/Round, all shelters give 1 additional worker
Hunter: +5 Wood/round, +2 Food/round, archers are worth an additional .5 might each.
Harper: +500 gold/round, +5 Food/round, +3 workers/round regardless of available shelter.
Last edited by Impireacht on Sat Aug 06, 2016 4:39 pm, edited 1 time in total.

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Fri Aug 05, 2016 11:00 pm

Government
A house can claim a province from House Curlinn if they claim at least 3 fiefs in that province. When this is done, the House must appoint one fief/city to be the capital, and can impose a tax on other fiefs in the province.
Kingship - In order for a house leader to become King, his house must own Scothstead, at least one other province, have at least 3 house members, and own the Kingstead fief.

NPCs: NPCs do not use resources but have a small amount of gold and troops they obtain per round. Their fiefs are static, and do not have construction, but start with a pre-made city on them. Below is a list of NPC factions:

House Curlinn - The King's House, now in shambles. Begins the game as the most powerful faction but is easily surpassed. Gains 500 Crowns and 20 might in troops each turn.
Bandits - Bandits have no fiefdoms or gold. They have no political influence. Sends attacks of 10 might out against each fief lacking a wall starting from round 3.

List of Plotline Fiefs:
Control: House Curlinn
Type: Lowland
Location: Scothstead
Buildings: Stronghold, Sawmill, Quarry, Mine, Farm, Stone Wall, 4 Perimeter Turrets, Bowyer, Poleturner
Defensive Might: 300 (50 archers, 75 Pikesmen)


Control: House Curlinn
Type: Lowland
Location: Corstead
Buildings: Wooden Keep, Wooden Pallisade
Defensive Might: 120 (30 Archers, 20 Pikesmen)


Round: Each round is 1 day in real life and ~1 month in-game. During a round each house has several actions to make. There are two types of actions: Major and Minor. A major action is something like recruitment or construction, a minor action is anything that is not part of a major action, such as sending a letter or holding a council meeting. All actions should be accompanied by RP text. Below is an example of a very basic round involving 2 houses. All houses have 2 Major actions and an infinite amount of minor actions per round. At round 24, a 3rd action becomes available.

House Example: Lord Example looked at the messenger grimly, "Are you sure this is true?" The courier responded quickly, "Yes m'lord." Example shook his head in defeat, "Then I guess this means war." Meanwhile, outside, progress on a new house was coming along great.
Action 1: Sent attack to Demonstrationland controlled by house Demonstration. 4 Might, troops as follows: 8 Levy
Action 2: Built a house for a cost of 5 wood.
Remaining resources: 10 wood, 20 stone, 5 Ore, 1 Worker, 1,000 gold
Examplestead Fief: (List of buildings) Defensive Might: 0, Offensive Might: 4

House Demonstration: <RP Text>
Action 1: Recruitment (8 Levy)
Action 2: Built a Chapel of the Hunter for 20 stone
Attack results: Demonstrationland has a total of 8 levy. Due to a tie, the defender wins. House Example loses all troops, Demonstration loses 2 might worth (4 levy)
Remaining resources: (resource list)
Demonstrationland Fief: (See Example's post)


Call for Aid: Once every 12 rounds, a house can sacrifice 2 major actions to gain a new house member.

Sign-up:
Code: Select all
[floatleft][img]coat of arms url[/img][/floatleft] [b]House Name:[/b]
[b]House Motto:[/b]
------------------------
[b]House Leader:[/b]
[b]Sex:[/b]
[b]Appearance:[/b] Image or text
[b]Spouse:[/b] Optional
[b]Children:[/b] Optional, but at least one is recommended to claim free house member at round 12
[b]Biography:[/b]
------------------------
Starting Fief
[b]Fief Name:[/b]
[b]Fief Type:[/b]
[b]Fief Location:[/b] (province, map on first post)
[b]History/other:[/b]


Coat of Arms: If you do not know how to create heraldry through other means, this is an easy coat-of-arms creator.
On female leaders: Though the middle-ages were a patriarchal time, it's entirely possible for a female to find herself leading a house, especially during times of high unrest such as now. If you want to have a female leader, simply make sure you explain her rise to power in the biography.
Last edited by Impireacht on Sat Aug 06, 2016 7:11 pm, edited 5 times in total.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62450
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Aug 06, 2016 5:39 am

Do tell if you need more reserved posts- I just wanted to express interest here.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
New Roman Empire
Postmaster-General
 
Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Sat Aug 06, 2016 6:15 am

this looks interesting.
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

User avatar
Oberstyre
Envoy
 
Posts: 270
Founded: Jul 22, 2016
Ex-Nation

Postby Oberstyre » Sat Aug 06, 2016 2:16 pm

Interest.
genial i kamp forutsi din taktikk

syv ringer i hånden


User avatar
Wamzu
Secretary
 
Posts: 30
Founded: Jul 31, 2016
Ex-Nation

Postby Wamzu » Sat Aug 06, 2016 5:18 pm

Tag with Great Interest

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Sat Aug 06, 2016 7:15 pm

Intrigue sign-ups are now open!

If anyone spots errors in the rules or has a question about them, feel free to point it out/ask, I'm sure the rules aren't perfect yet!

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Sat Aug 06, 2016 7:32 pm

NPC Faction - House Curlinn
[img]coat%20of%20arms%20url[/img]
House Name: House Curlinn
House Motto: Above all, honour
------------------------
House Leader: Ellen Curlinn
Sex: Female
Appearance: Tall and slender with blonde hair and grey-green eyes
Spouse: King Cadogan Curlinn (Deceased)
Children: Caitrin Curlinn, 7
Biography: The widow of the late king, Ellen has been left to hold together what remains of the kingdom. She is advised by Cadogan's top general, General Aldryt Afenmund.
------------------------
Starting Fief
Fief Name: Kingstead
Fief Type: Lowland
Fief Location: Scothshire
History/other: Kingstead has been the seat of the King since the land was reunited during the dark age 300-400 years ago. It is a vast city, but lately much of it has fallen into disrepair.
OP Note: Kingstead has 40 building lots as opposed to the normal 20 and can have 2 of each production building. However, while it is held by House Curlinn it will only be about as powerful as a normal small stone castle, to represent the disorder and lack of management.
Last edited by Impireacht on Sat Aug 06, 2016 7:36 pm, edited 2 times in total.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62450
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Aug 06, 2016 9:52 pm

[img]http://us.123rf.com/450wm/alancotton/alancotton1411/alancotton141100146/33650908-smith-herb-z-młota-i-kowadła-na-białym-tle.jpg?ver=6[/img]
House Name: House Beorn
House Motto: Strength of Steel, Heart of Fire
------------------------
House Leader: Lord Gunderian Beorn
Sex: Male
Appearance: A tall dour man who seldom smiles, Lord Beorn's face is craggy with age and sun from the high mountains, his hair as black as the bones of the mountains the men of Iron mine. Generally clad in a dark fur coat against the cold of the heights, over a deep gray greatcoat.
Spouse: Lady Marian Beorn
Children: Jarn Beorn, Elizabeth Beorn, Edmund Beorn, Tulkas Beorn, Madelaine Beorn
Biography: The lord of the Iron-men and Wyrd since the death of his father, Lord Haran the Fell-Handed was raised as a prince of the Mountains Grim, trained in both sword and the shrewd interplay of finance and craft that is the lot of those born under the sign of the Hammer and Flame. A noted smith in his own right, as the blood of the Fated flows strong in his veins, by the time he was accounted a man in the high cities and tunnels of the Teeth he had slain many raiders and led warbands a dozen times. Now sitting as lord of all the sundered holds with his father's passing to the Pattern, Lord Gunderian watches keenly the affairs of the lowlanders, always mindful of the good of his folk.
------------------------
Starting Fief
Fief Name: The Mountains Grim
Fief Type: Mountains
Fief Location: Aspenwood
History/other: Ancestral home of the Beornings and their kindred, the Iron-men and Wyrdlings, the Mountains Grim are accounted inhospitable and forbidding to almost all who do not live on their slopes, and her folk at times decried as heretics. But the bountiful ore veins and wrought Wyrdsteel highly prized by all have seen the inhabitants of the Mountains through many hard times, and recently a hand in north-south trade has much enriched their coffers.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Wamzu
Secretary
 
Posts: 30
Founded: Jul 31, 2016
Ex-Nation

Postby Wamzu » Sat Aug 06, 2016 10:52 pm

Don diggidy Done

Image

House Name: House Dagonet
House Motto: Passion in Defeat, Joy in Victory
------------------------
House Leader: Kristan Dagonet
Sex: Male
Appearance: Above verage height with broad shoulders and a muscular upperbody. His eyes have two different colors on each eyeball, the left being Green and Red while the other being Blue and Red. He is clean shaven with a shaved head, although when grown it is actually brown-ish in color. He wears simple cloth clothing, only appearing "Royal" when on events and feasts.
Spouse: None
Children: None
Biography: The youngest and only surviving child of Dagon and Adrea Dagonet, Kristan was rather spoiled by his parents, who fed him the best of meals, gave the best of toys and had the best education they had to offer. Even though he was spoiled by his loving parents, he grew up to be quite humble and compassionate, even at a young age he read books and saw that as long as the people loved and understood him, he would be firm in power. While reading at his mother's behest, he also took up the axe which made his father proud and soon they bonded over through sparring contests.

Eventually, Dagon and Adrea respectively passed away peacefully, leaving the young, kind and brave Kristan to rule on his own. It was such a coincidence too, because he soon became enamored the thought of building and defending a great city and castle of his own. He immediately became an effective and benevolent ruler.
------------------------
Starting Fief
Fief Name: Dagger's Tear
Fief Type: River
Fief Location: Gorllewin
History/other: Started by the Great-Grandfather of Kristan, Dagger's Tear became a strategic value in the land of Gorllewin since it was one of the few only ways to pass along the main road. With merchants and passerby almost always using the main road, House Dagonet had become quite wealthy due to the tax, trading and toll implemented by the House. Although not too high, a single merchant would be wise to have a heavy purse when passing in Gorllewin or risk walking on his feet and carrying a now empty wagon.

Factor in the fertile land and major river, it also boasts a strong and healthy population, with its foodstuffs being their major goods for export.
Last edited by Wamzu on Sun Aug 07, 2016 3:35 am, edited 2 times in total.

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Sat Aug 06, 2016 11:34 pm

Here's the house I will actually play the game with - Curlinn is just to move the plot along or provide alternative actions. Also, stay tuned for incoming improvements to defensive structure and terrain based defensive might.

Image

House Name: House Marchan
House Motto: From chaos, order.
------------------------
House Leader: Cael Marchan
Sex: Male
Appearance: Cael has nut-brown hair, with pale skin, grey eyes, and freckles, as most of his house do. He is tall, but of otherwise average build. In battle he wears a chain hauberk with several pieces of plate armor around the arms and shoulders. On top of this hauberk is a black surcoat bearing the argent stag of his house. He often also wears a heavy black-wolfskin fur cloak lined in white. He carries a finely-made steel zweihander on his back, the grip tightly wrapped in black leather. Outside of the battlefield, he usually dresses in high-class, yet simple grey and black tunics.
Spouse: Muirin Marchan
Children: Aedh, 15 - Andraste, 9
Biography: Cael Marchan, Lord of Mount Hope was born some thirty-five years ago to Byrnstan and Aileash Marchan. Notably less hostile than his father, he realizes that diplomacy and trade could be key to stopping any one of the "more corrupt" houses on their path to the throne. Still, he shares the same stubbornness as his kinfolk and often turns simple diplomacy into a grand ordeal. He is a decent swordsman, especially with two-handed blades, however his true strength lies in strategy and patience.
------------------------
Starting Fief
Fief Name: Mount Hope
Fief Type: Hills
Fief Location: Caldstan
History/other: Mount Hope is situated at the base of a large mountain range in southern Caldstan. The city sprawls around the keep at the top of the hill, Dun Marchan. The entire fife is often covered in light to medium snow, up through late spring, and even the summers are cruelly cold. The fief isn't known for a booming economy, nor is the house known for their friendly disposition - the northerners have isolated themselves and are quite self-dependant.
Last edited by Impireacht on Sun Aug 07, 2016 8:46 pm, edited 2 times in total.

User avatar
The Valyria Empire
Negotiator
 
Posts: 5071
Founded: May 26, 2016
Ex-Nation

Postby The Valyria Empire » Sat Aug 06, 2016 11:49 pm


House Name: Greystark
House Motto: Our Tears Are Ice
------------------------
House Leader: Robert Greystark
Sex: Male
Appearance: Robert's appearance favours his father's side, with a stocky build, blue eyes and thick red-brown hair. He is strong and fast. He usually wears furs and jerkins due to the harsh cold weather.
Picture
Age:23
Spouse: None
Children: None
Mother: Cynthia Greystark (39)
Siblings: Jonathan Greystark (23, Twin to Robert), Garred Greystark (14), Cornelia Greystark (19), Jasmine Greystark(16)
Biography:Born to Charles Greystark III and Cynthia Greystark, Robert was raised to be a lord from the moment he could talk and read. Eventually once he was eight he picked up a sword and never looked back. He became his father's master-at-arms and marshal at the age eighteen and has gone to train many of the soldiers serving The Wolf's Den. With the recent death of the King and the death of Robert's father he has come to be the Lord of The Wolf's Den at a dark time in history. A genius commander and fairly trained with a blade it's up to Robert where the Wolves will go.
------------------------
Starting Fief
Fief Name: The Wolf's Den
Fief Type: Lowland
Fief Location: Far Reach
History/other: The Wolf's Den was once the seat for the Kings of Winter in the Far Reach. The Greystarks from their seat were able to rule much of the northern territories however, House Curlinn was able to match the Wolf's might and conquer them, making them nothing but the Lord's of Far Reach. That was 321 years ago, however there are still some in the land that believe the Kings of Winter should rise again and destroy the Curlinn Kings while others believe they should remain loyal to House Curlinn especially in their time of unrest. House Greystark has been rivals with House Marchan fighting over the Northern Territory. The fief is on the coast of north east of the Far Reach, there it has become a bustling port where many traders come for furs and fish. However The Far Reach barely has any summers and when they do they're forced to farm quickly for the snow comes again.


Fixed the app since OP claimed the land merely minutes after I posted mine.
Last edited by The Valyria Empire on Sun Aug 07, 2016 8:08 am, edited 2 times in total.

User avatar
The Valyria Empire
Negotiator
 
Posts: 5071
Founded: May 26, 2016
Ex-Nation

Postby The Valyria Empire » Sat Aug 06, 2016 11:51 pm

Oh you have to be kidding me. That post wasn't there when I was working on that. Ugh, should of reserved. God I'm an idiot for forgetting that.

OP, it's up to you, can I keep the spot or should I change?

User avatar
Trotza
Minister
 
Posts: 2182
Founded: Feb 03, 2016
Ex-Nation

Postby Trotza » Sun Aug 07, 2016 12:13 am

taggy
__________
"If you like, someone has to be the bloodhound. I won't shy away from the responsibility."
- Gustav Noske, in the face of the Communist Revolution of 1919 in Berlin

User avatar
Argentumurbem
Ambassador
 
Posts: 1124
Founded: Jan 25, 2015
Ex-Nation

Postby Argentumurbem » Sun Aug 07, 2016 3:02 am

Image
House Name: Bethune
House Motto: Sing Their Woes
------------------------
House Leader: Constantine
Sex: Male
Appearance: Here
Spouse: Monegund
Children: Duncan, Selene, Malcolm
Biography: The second-son of Malcolm Bethune, Constantine was raised a nobleman among the martial lands of Theas. Childhood was difficult for Constantine, as it was for all children of their old homeland. Of all of his brothers and sisters, it was only Constantine to survive his parents. An elder brother died of winter chill, two elder sisters married and dead before their own own children could say their names. Younger brothers fell victim to the cruel fate of life while sisters fell victim to the plague of lustful men. Hardened by every loss, by every perceive slight, Constantine has ascended to the lordship of his family's modest holdings with nary a glance at his father's corpse. Life was for the living. And by the gods he would live.
------------------------
Starting Fief
Fief Name: Cairn Drenn
Fief Type: Mountain
Fief Location: Theas
History/other: The Bethune have ruled as masters of the great black peak of Cairn Drenn ever since Alexander Bethune, the Horseless Knight, did pay homage to the king of the east. Dominating the surrounding hills Drenn is an impressive display of natural wonder and human determination. Crofters eke out a living among the narrow defiles, growing winter crops and keeping sheep and goats up and down the side of the mountain. And deep in the heart of Cairn Drenn, the mining works draw out vast caravans of carts, each one filled with ores of various stones and metals.
Last edited by Argentumurbem on Sun Aug 07, 2016 3:13 am, edited 1 time in total.
To Stop The Scythe - A Sci-Fi RP set in the world of Mass Effect. Join the Shadow Broker's team and hunt down the mysteries surrounding the Protheans, uncovering secrets that were best left unknown and fight your way to the knowledge that can bring about the destruction of the Reapers.

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Sun Aug 07, 2016 9:17 am

The Valyria Empire wrote:Oh you have to be kidding me. That post wasn't there when I was working on that. Ugh, should of reserved. God I'm an idiot for forgetting that.

OP, it's up to you, can I keep the spot or should I change?

No, it's fine - keep the slot, I don't care what order my signups are in :p

User avatar
The Valyria Empire
Negotiator
 
Posts: 5071
Founded: May 26, 2016
Ex-Nation

Postby The Valyria Empire » Sun Aug 07, 2016 9:24 am

Impireacht wrote:
The Valyria Empire wrote:Oh you have to be kidding me. That post wasn't there when I was working on that. Ugh, should of reserved. God I'm an idiot for forgetting that.

OP, it's up to you, can I keep the spot or should I change?

No, it's fine - keep the slot, I don't care what order my signups are in :p

Eh, no worries. I already changed it. Thought since we're both north houses we could either be buddy buddies or rivals

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Sun Aug 07, 2016 9:21 pm

Update 1:
- Changed several might values
- Workers are no longer required to create troops for the sake of game mechanics
- All troops now require barracks.
- Levies are free now, however you can only recruit 25 at a time to fill an empty barracks, and each barracks filled with levies lowers production rates (this is to show the impact of peasants from your fief being torn away from their jobs)

Coming soon:
- New units, possibly including Crossbowmen
- Justice Buildings, Tournaments, and Festivals

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Management Tools

Postby Impireacht » Sun Aug 07, 2016 10:25 pm

Hello everyone! You can now find some simple tools for managing your fief here, which should make things easier.

User avatar
Altegonnia
Diplomat
 
Posts: 663
Founded: Mar 07, 2015
Ex-Nation

Postby Altegonnia » Tue Aug 09, 2016 6:32 pm

House Name: Saliman
House Motto: Go to the gold
------------------------
House Leader: Abdul Saliman II
Sex: Male
Appearance: Saliman is a very fat man, always dressed in fine clothing and covered in jewelry. He rarely walks but instead takes a carriage everywhere with his trusty bodyguards.
Picture: image
Age:49
Spouse: Malia Saliman
Children: Yendry(6), Yesam(20)
Siblings: Barrack Saliman (33), Gerro Saliman (24), Hellal Saliman(39)
Biography:Born to the rich merchant Abdul Saliman I who essentially had his hand in every trade that came and went to the city docks. Abdul Saliman as the oldest child was raised to one day become the new head of the Saliman shipping empire. He was taught all the essentials in economics and buisness relations alongside the darker sides of the buisness such as bribery and sabotaging rivals. He learned that technically it was not possible to own the docks as it was owned by the city, however through bribing officals and the city guard, you can get the authorities to turn a blind eye as your personal thugs chase off and destroy any competition that arrives there at the port.

When Saliman took over however he had greater ambitions than controlling the port. He wanted to control the entire city. He began by buying out and encroaching on the other businesses in the city. Using the cash flow from the shipping empire to strangle competition. He did not kill all the compeition however, but instead join a trade alliance with three other rich merchants who combined their small trade blocs in the city with Salimans quickly growing one. They became known as the council of four as people in the streets joked that every coin and trade good that passed through the city had to be approved by Saliman's trade alliance. This began to disturb the lord of the city who feared that this group headed by saliman was becoming too influential, rich and powerful in his domain. He was quite correct because before he could do anything to stifle them, they used their wealth and hold on logistics in the city to hire and smuggle in a sizeable group of mercs who they had overrun and seize the lord's palace. The council of four now controls the city in all aspects, with the city guard and their personal mercenary guards enforcing their will. Abdul Saliman II however is still the most influential and even the other members of the Council do not oppose him.
------------------------
Starting Fief
Fief Name: South Point
Fief Type: River
Fief Location: cyningstan
History/other: South Point sits next to a river estuary opening up to the Ocean. Because of this their port is the location of much trade. It was historically ruled by the Heffe Family for the past 200 years. However in modern times the house has been weak and has had to rely on the rich merchants of the city's influence and support to keep its power stable. When Abdul Saliman began to consolidate the Merchant faction under him, the weak ruler at the time (Uman Heffe) was too slow to move against his actions. The businesses of several major supporters of the Lord were bought out or strangled and other large trade groups in the city joined Abdul Saliman under him. Allowing him to makes a move and put him and his underling business partners in control.

The city itself is a bustling trade node, mostly made out of sand stone and with many gardens and many a art piece on display funded by the rich patrons of the city. most of the peasantry in the city either works at the large port or works for the merchant families to some capacity. There is some farming as the river makes for easy water, but it in no way dominates the economy of South Point which is mostly importing exotic goods and then exporting them to places where they are in high demand. Although the city guard is controlled by the Council they are hardly the force that keeps order. The merchants families commonly hire personal mercenaries and thugs who they use to police their own business and properties. The city guard is mostly only seen at public areas, the port, and around the Palace. Besides that any soldier-like men are likely a personal retinue of one of the rich Saliman-aligned merchant damilies.

User avatar
Impireacht
Ambassador
 
Posts: 1044
Founded: May 19, 2016
Ex-Nation

Postby Impireacht » Wed Aug 10, 2016 10:16 pm

Altegonnia wrote:House Name: Saliman
House Motto: Go to the gold
------------------------
House Leader: Abdul Saliman II
Sex: Male
Appearance: Saliman is a very fat man, always dressed in fine clothing and covered in jewelry. He rarely walks but instead takes a carriage everywhere with his trusty bodyguards.
Picture: image
Age:49
Spouse: Malia Saliman
Children: Yendry(6), Yesam(20)
Siblings: Barrack Saliman (33), Gerro Saliman (24), Hellal Saliman(39)
Biography:Born to the rich merchant Abdul Saliman I who essentially had his hand in every trade that came and went to the city docks. Abdul Saliman as the oldest child was raised to one day become the new head of the Saliman shipping empire. He was taught all the essentials in economics and buisness relations alongside the darker sides of the buisness such as bribery and sabotaging rivals. He learned that technically it was not possible to own the docks as it was owned by the city, however through bribing officals and the city guard, you can get the authorities to turn a blind eye as your personal thugs chase off and destroy any competition that arrives there at the port.

When Saliman took over however he had greater ambitions than controlling the port. He wanted to control the entire city. He began by buying out and encroaching on the other businesses in the city. Using the cash flow from the shipping empire to strangle competition. He did not kill all the compeition however, but instead join a trade alliance with three other rich merchants who combined their small trade blocs in the city with Salimans quickly growing one. They became known as the council of four as people in the streets joked that every coin and trade good that passed through the city had to be approved by Saliman's trade alliance. This began to disturb the lord of the city who feared that this group headed by saliman was becoming too influential, rich and powerful in his domain. He was quite correct because before he could do anything to stifle them, they used their wealth and hold on logistics in the city to hire and smuggle in a sizeable group of mercs who they had overrun and seize the lord's palace. The council of four now controls the city in all aspects, with the city guard and their personal mercenary guards enforcing their will. Abdul Saliman II however is still the most influential and even the other members of the Council do not oppose him.
------------------------
Starting Fief
Fief Name: South Point
Fief Type: River
Fief Location: cyningstan
History/other: South Point sits next to a river estuary opening up to the Ocean. Because of this their port is the location of much trade. It was historically ruled by the Heffe Family for the past 200 years. However in modern times the house has been weak and has had to rely on the rich merchants of the city's influence and support to keep its power stable. When Abdul Saliman began to consolidate the Merchant faction under him, the weak ruler at the time (Uman Heffe) was too slow to move against his actions. The businesses of several major supporters of the Lord were bought out or strangled and other large trade groups in the city joined Abdul Saliman under him. Allowing him to makes a move and put him and his underling business partners in control.

The city itself is a bustling trade node, mostly made out of sand stone and with many gardens and many a art piece on display funded by the rich patrons of the city. most of the peasantry in the city either works at the large port or works for the merchant families to some capacity. There is some farming as the river makes for easy water, but it in no way dominates the economy of South Point which is mostly importing exotic goods and then exporting them to places where they are in high demand. Although the city guard is controlled by the Council they are hardly the force that keeps order. The merchants families commonly hire personal mercenaries and thugs who they use to police their own business and properties. The city guard is mostly only seen at public areas, the port, and around the Palace. Besides that any soldier-like men are likely a personal retinue of one of the rich Saliman-aligned merchant damilies.

Approved, welcome
(Btw if I didn't mention it officially yet, everyone above was also approved ofc)

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Google [Bot], Soloman, Tracian Empire, Triassica

Advertisement

Remove ads