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Sounds good, I think I have an idea of where to put it as well.

I even have the king: Sabin the first, Duke of Biblo, from house Estellaba (star)
 
I'd like to call dibs on the Fenlands, I'll start thinking about the family tree.
What holdings need naming?
 
I'd like to call dibs on the Fenlands, I'll start thinking about the family tree.
What holdings need naming?

No holdings really need naming, in Neumark at least.

And, although yall already know, dibs on Sudwald.



EDIT: I am pretty sure I'm playing Midlands now. Free for other players
 
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I'd like to call dibs on the Fenlands, I'll start thinking about the family tree.
What holdings need naming?

Actually, there's Dawnlands to be given the sited and names, and the 2 nordic vassals of Norwald. In short:

Dawnlands: capital + 2/3 sites

Oops. Forgot to give Norwald a vassal. Hehe.

I actually propose two small wilderling lords as vassals to Norwald. The little islands off the coast as House Mustapata, from the Sigil and Words thread
http://forum.paradoxplaza.com/forum...-and-words&p=13724152&viewfull=1#post13724152

And the area around the small lakes north of Norwald as House Kveanat of Fjellfort
http://forum.paradoxplaza.com/forum...-and-words&p=13726168&viewfull=1#post13726168

Vassal A (needs a name), it's capitol is Fjellfort.

Vassal B (needs a name), a capital and a site both in the small eastern islands.
 
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I'd like to call dibs on the Fenlands, I'll start thinking about the family tree.
What holdings need naming?

I believe someone else expressed an interest in Fenlands, but whomever fleshes out House Carr first/best will get it.

Edit:eek:h Looked it up it was you :D
 
Ok, just had a brainstorm:

Great lords have 4 starting holdings each. You get ten "points" to assign between them at the start. This is how we establish the level of each holding.

Each holding has unit slots, which represents one military unit that holding can muster (light infantry are two to a slot, knights take 2). Each holding also generates income.

So a castle is 3 slots and 2 gold per level, church is 2 slots and 4 gold per level, and town is 1 slot and 6 gold.

For maintenance costs, I'm thinking light infantry .5 gold/turn, archers 1 gold/turn, heavy infantry, drilled infantry and light cavalry 2 gold/turn, and knights 3 gold/turn. Towns can't support knights but are the only ones that can support drilled infantry.

In game, you can increase a holdings level as a result of your actions, but this will set the starting, default forces and economy.
 
I'll take on the Ironlands..I can make a crude family tree with paint if that's fine?

Paint is fine, but I'd rather fill the Great Lordships first, and I believe Ironlands is a vassal of Vestaskland. Would you mind being House Drachenstein, Lords of Ash and Smoke, instead of their mere vassals?
 
Ok, for the record, these are the Great Lordships
Fenland: House Carr, Lords of Still Waters. Called by Nodscouterr. Still needs family tree
Uppland: House Skutling, Lords of Mount and Vale. Still open. Needs most of a family tree, but needs to mesh with the established royal family :
http://forum.paradoxplaza.com/forum...ngdom-game&p=13842739&viewfull=1#post13842739
Norwald: House Alton, Lords of Winter Still Open. Wrote some stuff for it way back, http://forum.paradoxplaza.com/forum...ngdom-game&p=13758088&viewfull=1#post13758088
Midlands: House Harrald, Lords of Hearth and Harvest. Still open. Mr Santiago had a good family tree for it http://forum.paradoxplaza.com/forum...ngdom-game&p=13765220&viewfull=1#post13765220
Vestaskland: House Drachenstein, Lords of Ash and Smoke. called by EmperorGrimm. Needs familly tree, and also names for holdings
Summervale: Lords of Summer. Still open. Still needs a house name and almost all of a family tree (we know that one Summervale girl married one royal prince)
Dawnlands: Lords of Morning. Still open. Still needs everything.
 
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sounds good to me, what lands do they rule and have they been developed in previous pages?

The red islands on this map are theirs:
http://forum.paradoxplaza.com/forum...ngdom-game&p=13870207&viewfull=1#post13870207
As far as what's been established, they are descendants of marauding Viking types who are now at least notionally civilized. Their lands are volcanic islands, and the Ironlands are their vassals. Their sigil is something involving a dragon, I don't recall if we established a motto for them (I suggested "Don't wake the dragon" or "Through the Fire and the Flames")

You'd have free reign regarding the family itself and its holdings. You'll find them marked on the map with small letters. You should have 4 all together (remember you can combine two in the same place, like castle + town or church). Name wise, just think nordic and you probably can't go wrong.
 
I'll take Dawnlands. I'll write names, family tree, motto and try to get a good crest.

I could perhaps write a background too, however Im rather busy at the minute and you might think its biased if I write it.

Can I also get a rough idea as to what the Dawnlands are like? I was thinking perhaps merchants and traders since they are the closest to the other large nations across the sea. They would have a large trading fleet with a good navy to protect the trading fleet. It's only an idea.
 
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First NPC realm. The purple one on the Isthmus.

Götterstadt, a state centred around and named for the greatest city that ever was, is and will be. Götterstadt is a huge city, with towering walls, bustling markets and mighty buildings. The Imperial Palace complex and the surrounding Gardens are as large as Dyflin, and the city as a whole dwarfs even Aubeville in size. Götterstadt has never fallen to neither siege nor assault, its many gargantuan walls proving an impossible task for any attacker.

City2.png

The realm of Götterstadt begins at the Vesterkastell and ends at the Osterkastell. These mighty fortifications mark the borders of Götterstadt, and form its first line of defence in event of attack. They are built to the same pattern, and comprise 4 sets of walls, each higher than the last, that run across the Isthmus. Every 50m on the 2 middle walls, there is a tower in which 3 ballista are stationed, on the rear wall, these towers are replaced by open topped fire bays upon which are mounted trebuchets. Every 500m, there is a series of gates through each wall, which are heavily guarded. Every 1000m, there is a fortress which houses the garrison for that section of wall, as well as providing a place from which to mount a last stand. These fortress' are themselves monstrous fortifications, larger than many Neumarkian castles. In front of each fortification runs a channel, which meets the sea at each end.

SuperStock_1788-2917.jpg

The area behind these fortresses is given over to farmland and open country. Here, the city grows a large food supply in the fertile soil, although not enough to supply the whole city. These wide flat farmlands run on until they reach the outer walls of the city itself. These are similar to the outer fortifications, and have a 500m cleared zone in front of them.

An attacker, once breaking through here, would then have to contend with the walls around the inner city. These are separated from the rest of the city by another moat, and unlike the other fortifications, run in a ring, rather than ending at the sea. There are several bridges with gatehouses across, and the wall is pierced in several places by the great canals which run through the city, from sea to sea. The walls themselves are mighty creations, the first being raised 20ft above the moat, the second being 40ft, the third being 80ft and the fourth and final wall being 120ft above the moat.

After getting through these walls, the siege would likely be as good as won, but the attacker would still have to take the 20ft walls which surround the Imperial Palace, and which are guarded by the elite Kaskiryne Guard, hardened Wilderlings who serve the Emperor as his personal guards, and are ready to die for their Emperor.

Götterstadt is the economic hub of the known world, taking trade from all directions of the compass. It is the only land route between 2 continents, and its mighty canals provide the easiest access between the Summer Sea and the Frost Sea. Because of this, Götterstadt is the richest city in the world, to such an extent that it is often joked that the Gods themselves are indebted to the Emperor. Götterstadt is home to many wonders, such as the Imperial Palace and Gardens, the Temple of Sol and the Grand Market, in which one may find anything imaginable for sale, from wheat to dragon eggs that looks suspiciously like painted rock.

Götterstadt is ruled by Emperor Miserion XVII of the Saxohnzollern dynasty, who have ruled Götterstadt since its founding thousands of years ago. Götterstadt is governed by the Emperor, who acts as an Autocrat, and while the powerful families of the realm can influence matters, they have no powers themselves. Society is dominated by these rich, slave owning nobles, most of whom owe their wealth to trade, and many of whom serve in the military.

The military is a professional force, extremely well equipped and drilled, and well suited for its defensive task. Whilst the cavalry is lacking, the infantry and missile troops are the equal of any in the world.

Thoughts on this horribly OP bastard child of Venice/Rome/Constantinople?
 
I'll take Dawnlands. I'll write names, family tree, motto and try to get a good crest.

I could perhaps write a background too, however Im rather busy at the minute and you might think its biased if I write it.

Can I also get a rough idea as to what the Dawnlands are like? I was thinking perhaps merchants and traders since they are the closest to the other large nations across the sea. They would have a large trading fleet with a good navy to protect the trading fleet. It's only an idea.


The Dawnlands were never really all that well visualized to be honest. Having it be a naval power makes sense geographically, and it would be nice to have two navy-based player houses to balance each other out. Culturally, I'd invisioned the south of Neumark to have the most "norman" influence.

Doom: My only possible quibble is that the name is a bit too Germanic. Could we call it something more Greek-ish, and make it a relic of the old Valtheon Empire? I mean if we're going to have a Byzantium, lets go whole hog on it :D Otherwise awesome.

On Wyneland and Sudwald: I'd really rather fill in the great houses first. Wyneland would be a vassal of Dawnlands, and Sudwald would be under the church. If we fill up those open slots I have no issue with having players in both.

By my count we still need players for Uppland and Midlands.
 
Updated roster:
Fenland: House Carr, Lords of Still Waters. Called by Nodscouterr. Still needs family tree
Uppland: House Skutling, Lords of Mount and Vale. Still open. Needs most of a family tree, but needs to mesh with the established royal family :
http://forum.paradoxplaza.com/forum/...1#post13842739
Norwald: House Alton, Lords of Winter Called by Hyder. Wrote some stuff for it way back, http://forum.paradoxplaza.com/forum/...1#post13758088 Still needs names for vassals (helpful post http://forum.paradoxplaza.com/forum...ngdom-game&p=13774120&viewfull=1#post13774120)
Midlands: House Harrald, Lords of Hearth and Harvest. Still open. Mr Santiago had a good family tree for it http://forum.paradoxplaza.com/forum/...1#post13765220
Vestaskland: House Drachenstein, Lords of Ash and Smoke. called by EmperorGrimm. Needs familly tree, and also names for holdings, likely a new name.
Summervale: Lords of Summer. Called by Hygge. Still needs a house name and almost all of a family tree (we know that one Summervale girl married one royal prince)
Dawnlands: Lords of Morning. Called by Spitfire. Still needs everything.