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BlackBishop

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Jun 13, 2012
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Shadow of Gods and Empires
#Shadows
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"True power lies not with Emperors nor Gods, but with those who profess to speak for them."
~ The Night King





Welcome to Wuldbreach, the shining jewel of the Shattered Isles, the most populous city in all Tha'Wuld, and the envy of kings. It is here where Orlanth the Storm God banished the One-Eyed God, where Hydra laid with the Wuld Mother and She berthed the sea, and where Issiris gifted mortals speech. Wuldbreach is the holiest city in all the world, where the disciples of each God vie for dominance, and where elite princes of Wuldbreach rein.

Shadow of Empires is a sort of political simulator/role playing game, where the players fulfill the role of the Seven Princes of Wuldbreach, a council of rulers from among the nobility of the city. The princes shape the destiny of the city, protect it from both external and internal threats and strive to realize their own ambitions and that of their people's. Wuldbreach, or Breach as it is commonly referred to, is a melting pot of cultures and religions, and as such is subject to continuous strife as both church and empire attempt to exert influence over the city.

Anyone may sign up as a noble, however only seven will be chosen to sit on the council as a prince, the remainder remain nobles and may still send orders and are welcome to IC and petition and advise the council and may be awarded honorary titles or commands, such as military commanders or emissaries. In the event a prince is killed or voted off the council, a new one will be voted in from among the nobles.

Before we delve too deeply into the mechanics of the game, it is important to understand the lore and history of the world, as acting out of ignorance of your people's customs will lead to disaster.


The Age of Mythos

Countless years ago, the Gods lived upon Tha'Wuld among the mortal races. They guided the destinies of Men, Mer, Dwarves and beastfolk. Though a time of plenty, there was strife among the Gods as they clashed to exert their dominance. Chief among the Gods was Oranth, who wielded the power of storms, Issaris who sought diplomacy and trade, Wuld Mother who desired peace to nurture that which grows, Hydra, who desired balance above all things, and the One-Eyed God who stalked the shadows.

Though there are many lesser deities, the above five wielded the greatest power and influence. Though feuds and squabbles between the Gods persisted throughout the age, it culminated in the uprising of Demos, the lesser brother of Oranth. Committing kinstrife, a deplorable crime, Demos attacked his brother and led a war against him.

The armies of the two brothers fought all over the world, until Demos used powerful magic to entomb Oranth in a mystical vial; The Glass of Narsil. Issaris called the Gods together to mount an effort to free Oranth and tame the storms that now terrorized the world without Oranth's guidance.

During the battle of Storms, the treachery of the One Eyed God was revealed when he blinded Hydra and spirited the Glass of Narsil unto a higher plane. Demos, captured, confessed he had been tempted by the One-Eyed One and swore to atone for his crimes.

At the Godswell, the sight of Wuldbreach, The One-Eyed God was cornered by the other Gods. Demos managed to free Oranth from the Glass of Narsil, but at great cost, sacrificing himself in the process. As Oranth calmed the raging storms, the Godswell became corrupted and demons from another plane flooded into the world. In a last effort to defeat the other Gods, the One-Eyed One invited the agents of chaos through the Godswell, forever condemning the world to misery and strife.

Oranth was able to rally the other Gods, and drove a wedge deep into the forces of chaos. At the Godswell He banished the One-Eyed God from Tha'Wuld. Despite this victory, chaos still spread over the world, threatening the Gods. Facing extermination, the Gods escaped through the Godswell, seeking refuge in higher planes and leaving the mortal races to their fate.


Age of Chaos

For thousands of years chaos plunged the world in darkness, where the mortal races fought the demons and each other. Mortals forgot the teachings of the Gods, and in doing so emboldened chaos and the beastfolk that followed them. War and kinstrife were common place and life was full of misery.

Near the twilight of the age, the heroic king Asterban united a dozen clans into a single tribe and brought together great relics of the past, piecing together the lessons of the Gods and waging a successful war against chaos, breaking their power.

Asterban liberated the Godswell from the beastfolk, and in doing so was able to communicate with the Gods once again, where he was gifted great magic to tame the world. Though Asterban brought magic back to mortals, some were envious of his station, and he was betrayed by Woden, his disciple. A guest in Asterban's hall, Woden kissed his mentor before stabbing him in the back, taking his kingdom for his own. Woden's betrayel was a grim reminder that even with the magical power of the Gods, chaos was ever a constant threat. Consumed by guilt, Woden took his own life and Asterban's kingdom collapsed shortly after.


Age of Kings

Following the example of Asterban, other kingdoms rose up from the ashes of chaos. Political upheaval marked the age as kings rose and fell, boundaries shifted, and the foundation of empires were built. Like the ages before, war was a constant threat, contributing to the rise and fall of many kingdoms, though the defining conflict of the age was the War of Caleb's Cross. King Caleb, dawning a cross, a symbol of the four great Gods, Wuld Mother, Oranth, Issiris, and Hydra, waged a war against the beastfolk of Chaos that infested all the lands. Calling many allies and even enemies to his banner, Caleb waged a fifty year struggle against the Beastfolk Chieftains.

For all his military prowess, Caleb suffered from arrogance, and burned his ships upon landing at Crucible, the wasteland home of the Beastfolk. When grumblings among his honorguard voiced dissention and retreat, King Caleb set his ships aflame, resigning his army to face the Beastfolk stronghold with no hope of escape or retreat.

After a series of defeats, King Caleb was slain, his body quartered by the Beastfolk and cursed with terrible necromancy magic. His undead corpse guards the northern shore of Crucible even today, wailing a terrible warning at any ship that thinks to land upon the Beastfolk home. Despite his final failure, Caleb did succeed in driving the chaos forces from the continents save one; Crucible.


Age of Empire

Age of Empire is the current age we find ourselves in. Beginning upon the corresponding conquests of Xilah the Pharaoh and Thurod White-Eye. As well as the peace pacts that brought the Wuld Alliance together under the guidance of the Elfking Ulyss the Peacemaker. For the first time, governing bodies that encompassed multiple kingdoms now waged trade, diplomacy and war.

Centuries later the Empire of Gothra would be formed after a series of conquests and pacts. These four empires, each raising a patron God into chief worship, struggle to coexist, often feuding and warring. Though the scope of influence between these great powers is vast, there are some who manage to thrive independent from imperial machinations...


The Free Cities

Between the Continents of Alauria, Ethheim, and Crucible lies the Shattered Isles, a circular chain of islands in a turbulent sea. The often violent waters have offered great protection to the island inhabitants from the ambitions of the empires and allowed multiple independent city-states to thrive.

Deep within the holy mountain of Kinwrath, the Dwarven undercity of Heartstone plunders the Wuld's crust for great riches.

Within the forests of Greyspear a treetop city of Elven exiles prosper.

Brigands and beastfolk alike pay homage to the One-Eyed God in the dark city of Bloodshed.

Along the rocky shores of Windgultch, Oranthi worshippers erect strong towers of stone to stave off the forces of empire.

Great Canton houses Isirris worshippers within a great pyramid, yearning to trade and be free.

Urnox, a city of hunters and ancestor worshippers roam the sea for game when Wuld allows.

Then there is the jewel of the Shattered Isles... Wuldbreach.


A Brief History of Wuldbreach

Before the arrival of the Heroic King Asterban, Wuldbreach was inhabited by Beastfolk, though all have long since been driven off the island. The oldest families claim ancestry from Asterban himself and his followers, a mix of Hydra, Issaris and Oranth worshipping humans who now make up a minority.

Asterban's clansmen were later conquered by Oranth worshippers who built a fortress to protect the Godswell and assert Oranth dominance throughout the world. Yet as the age of kings wore on, followers of every sect would take the holy sight, adding on to the fortress until a great city was formed.

As the disciples fought for the well, Bisrod the Chaste sacrificed to Issiris and learned the path to peace. He formed the Council of Princes and representatives of each of the chief Gods ruled the city.

As the Age of Empire dawned, the council grew corrupt. It grew to include seven princes instead of four, and equal representation of the Gods was no longer sought. Several princes rose to power over the decades, declaring themselves kings. Some were benevolent, others corrupt.

One such king rose to power five hundred years ago. Known only as the Night King, he launched a citywide assassination of his enemies all within an hour. Raising himself from prince to king, The Night King rounded up priests of the Gods and sacrificed them upon the alter of the Godswell, shedding blood in the name of the One-Eyed God. Beastfolk sailed to the city, granted entrance by the Night King and swelling his army and killing and raping the inhabitants unfortunate enough to cross them.

In the name of the Wuld Mother, The Wuld Alliance invaded breach and cast down the Night King after a long and bloody battle. The Beastfolk were driven into the sea and the Night King was hung from the city ramparts. Alliance soldiers were hailed as heroes until their intention of seizing the Godswell was realized. A rebellion followed and the elves retreated, allowing a council of princes to once again restore order.

More recently was the Arrogant King Harodi, who waged a war on the Gothra Empire, keen to forge an empire of his own. The early years of the war went well, and much of empire fell to the forces of Harodi. However, as the Goth Emperor brought more of his forces together from across his vast empire, his army soon dwarfed the lesser forces of King Haroldi.

Haroldi was slain and the Imperial army invaded Wuldbreach. The keepers of the Godswell hold great power and succeeded in driving out Gothra's forces time and time again, though much devastation occurred. Both sides crippled and exhausted, they brokered a fair peace. That was thirty years ago.

History is rife with examples of fueding and outright war between the princes and nobles alike. Noble houses, often in competition for trade and resources, continually feud and openly fight for perceived slights. Unlike the nobility of Gothra or Issira, nobility is not viewed as a blood right, but rather attributed to wealth. Though it is typical for noble families to carry wealth through their family line, once that wealth is diminished, their social standing lowers as well. This system fosters a fierce competition among the power-brokers of the city.

A year ago, a series of unfavourable trades and laws against the embattled Prince Mankar led him to declare the Council of Princes defunct, and called war upon his rival, Prince Esteban. Although most sided with Esteban, Mankar was able to rally the commoners to his banner, and lured Esteban into a trap at Hightop Square. The trap sprung and Esteban and his entire honorguard were slain.

Several other princes were killed in the fighting that followed, while others fled. The unrest leaked into the priesthood as Godsmoot drew near, and there was no clear council to declare a ritual. Godsmoot was the grand ritual where sacrifices were given unto the Gods atop the Godswell, the most sacrifices to the Chief God would incur His blessings over the world and embolden Their magic. As the disciples of the Gods fought before the Godswell, Godsmoot passed by, and no ritual was performed. Thus, magic emboldened Chaos, evident of the strife that has appeared all over the world.

Now, realizing the necessity for a Council of Princes before the next Godsmoot in a year's time, the Grand Seneschal has decreed the city's God-talkers to perform a ritual and determine the next Council of Princes to lead the city into the future.



The Gods of Tha'Wuld

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Oranth
The God of Storms, Strength and Valor. Oranth is the patron god of warriors, and is the Chief God of the High Kingdom of Thurod. Oranth was betrayed by his brother Demos and entombed in the Glass of Narsil. Demos, jealous of his brother's power, lacked the ability to tame the wild storms and was soon cornered by the other gods, revealing he was tempted by the One Eyed God.

Demos sacrificed himself to free his brother. Oranth then battled the One Eyed God and banished him from the world. Worshipers of Oranth tend to be courageous in battle. They sacrifice Oxen to appease Oranth and burn their dead afloat burning pyres at sea.


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Issiris
The God of Diplomacy, Trade and Commerce. Issiris is the patron god of merchants and diplomats alike and the Chief God of the Issra Empire. Issiris is the God credited with first forming the coalition to free Oranth from the Glass of Narsil, and whose golden tongue convinced squabbling Gods to put aside their differences for the greater good.

As Gods struggled to fight back the forces of chaos after the One Eyed God was banished, Issiris won a great victory against the dragon-demon Rastark, where he burned the scale skin of the monster into gold.

Issiris gifted mortals with the ability to speak, and teaches shrewd persuasion for common good and personal advancement. He is also popular among the Dwarves.

Goats are sacrificed to Issiris for those looking for a profitable year, and strong diplomatic ties. Worshipers of Issiris entomb their dead in gold coffins within crypts.


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Wuld Mother
Tha'Wuld, the Mother of all things, the patron of peace, prosperity and growth. The chief God of the Wuld Alliance and often appearing before God-Talkers as a green skinned Elf, deer or other creatures. Farmers often pay homage to the Mother as She rules over all that which grows, and is the only God that still inhabits this plane, though she is in a deep sleep and requires powerful rituals to be briefly awoken.

She is the world itself and is capable of terrible and awesome power, though such powers are ever a last resort as Her chief pursuit is peace above all else. Though the Mother joined Issiris coalition against Demos, She hesitated to act against the enemy Gods, instead observing.

When the Grave Wyrm swallowed the mortal hero Bastilus, the Mother opened up great rents in Her body and swallowed wyrm, burning it's body in lava, and lifting Bastilus up from harm in a prism of ice.

Those seeking a return to peace and bountiful harvest sacrifice game upon Her alter. Her worshipers bury their dead in the ground.


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Hydra
The God of Wisdom and Balance may appear fearsome, but the seven headed dragon is known for calm forbearance. Revered among the Goths, Hydra is respected among most disciples of the Gods, as He embodies tenants of each.

Hydra was blinded by the One Eyed God, and yet endured the trials beset upon Him by the agents of chaos, able to trust perception of His other senses then sight alone, using patience and opportunity to devour the villainous mage Cretos, and his abomination, the giant Malon, the latter of which Hydra spread his entrails across the world.

Those seeking balance sacrifice drakes upon Hydra's alter to obtain His blessing. Worshipers of Hydra wrap their dead in linens and herbs and raise them upon a tree and scaffold.


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The One Eyed God

The God of power and dark ambition, the One Eyed One is worshiped only in secret aside from the Beastfolk of Crucible and the queer folk of Bloodshed. His disciples are routinely hunted and executed across Tha'Wuld, as He is the bringer of chaos.

The One Eyed God convinced Demos to turn on Oranth in an effort to place Himself above all the others. As the Gods fought Demos, One Eye tore through the Plane of Chaos and invited demons and beastfolk into the world, in a mad bid to create a new order out of the chaos. Though One Eye was eventually banished, so too were the other Gods, and Chaos has taken a firm root on the world to this day. Some whisper that this may have been One Eye's plan all along.

Those seeking to realize their ambitions sacrifice Man, Mer or Dwarf upon the alter of the One Eyed God. Worshipers mortal flesh walk Tha'Wuld upon their death, infecting others with undeath.


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Ancestors

Ancestor worship is common among the peoples of Tha'Wuld, paying respect and worship to long dead kinfolk of great deeds. Nearly all are able to trace their lineage to a hero of the past. Traces of the dead of old remain in the world as spirits, offering guidance and wisdom, though not infallible.

Worshippers of ancestors sacrifice cows upon the mounds of their dead and may be granted luck throughout the year. Ancestor worshippers bury their dead in ancestral burial mounds.




The Free City of Wuldbreach

The city of Wuldbreach is the largest city in the world and has a far reaching history. Built around the Godswell, the city houses some five hundred thousand residents. Another five hundred thousand live outside the walls in he numerous townships and fields that feed the city. The majority of the population are farmers who make up the bulk of the army. These farmers vary in slaves and serfs that toil in the field, owners of small fields and pastures, to wealthy nobles that own large tracts of land.

The Copper District houses the many tradesmen and guilds that produce the city's goods for consumption and export. Slaves, merchants and journeymen toil and live in this district and make up for a large portion of the city's residents. Many Noble families whom made a fortune within the guildhalls hail from the Copper District.

The Godswell dominates the central Ivory District of Breach. A great alter where annual sacrifice determines which God's magic shall rule over the next year. It is the Godswell that have tempted invasion from outside forces and gives power to the Princes of the city, for they determine which God is be praised upon the Godswell. The Ivory District houses the many priests and acolytes whom serve within the various temples within the district. Nobles from the priesthood blessed by the Gods and affluent in Their magics often hail from this district.

The sprawling harbour of the city, the Silver District houses the shipwrights, sailors and merchants that call the city home. Warehouses, markets and the estates of wealthy merchants can be found here.

The Iron District is the home of the soldier class, the mercenaries and swornswords that fight and die for the nobility. Lowly sellswords and warriors of great renown alike call this district home. Stone towers, barracks and the castles of noble families line the streets of Iron.

The Gold District, high atop a great hill overlooking the city, is the sight of the Council Hall and palaces of the princes. Here the princes convene and enact laws and pass judgement. Nobles are welcome here to lend their voices and advise the Council of Princes.

Unlike much of Tha'Wuld, nobility is not viewed as a birthright. Wealth and deeds judge a man's stature. The people of Wulbreach live in a fuedal society with wealthy families making up the nobility and owning most of the land. Multiple guilds control the city's production and trade, and overseeing law and justice is the Council of Princes. Though a largely patriarchal society, women are held with respect, seen as the cool and thoughtful counterparts to emotional and reactive men. Women rule some families, guilds and have sat among the council and fight in defense of the city, though their service is not mandatory like men.

Some noble families employ the use and trade of slaves, though this practice is not widespread. Cotter's or smallfolk make up the underclass of the city, followed by Carls who own small parcels of land, then the nobility.



Applications

Shadows is a small scale game with a roster of 5-7 players fulfilling the roles of the princes, submitting orders and voting on laws and events. The rest of the players are regulated to the nobility pool, who may RP if they wish as a noble, free to petition and advise the Council of Princes. Nobles may also be included in events, serve the council with special assignments such as military commanders in times of war, diplomatic envoys or explorers or whatever the Council wishes.

The Council of Princes may be dynamic, as character players are likely to die often or voted from the council paving the way for a new noble. An active noble has better chances of securing a seat then one who doesn't follow the game.

Prospective players may fill out an application. I will choose the first council, from then on it's up to the Princes who rules among them. The city is in their hands and they are free to shape it as they like, and eliminate all who stand in their way.


Name:

Background: Guildmaster, Soldier, Trader, Farmer, etc

Race: Humans, egyptian-esque Issarians, Nord-esque Thurodans, and Germanic Goths all dwell in Breach, as well as Elves and Dwarves.

Professed Diety: Oranth (Combat), Issiris (Diplomacy/Trade), Wuld Mother (Stat Bonus), Hydra (Minor Bonus to Combat, Diplomacy, Stats.), Ancestors (Luck), One Eyed God (This God is worshipped in secret, PM me if you wish to honour him for plot power and publicly worship another.)

Bio:


How to Play

The game will take place across the four seasons, where the council will vote upon collective orders for the good of the city, followed by a personal order pm'd to me. Each player will have stats representing their personal wealth plus the city will have a collective wealth and population to give an indication of the council's success. Nobles may submit orders as well and receive a bonus roll should they be given a special office by the Council.

Every year, or four turns, the council must decide which deity they will sacrifice to upon the Godswell. Whomever they choose will have far reaching implications throughout the world, so choose wisely. NPCs will be abundant to offer counsel as the game goes on, as well as events to spark debate.

The Princes rule the city-state. Shift the geo-political landscape too much, however, and expect reprisal.


Wuldbreach is the holiest of cities, and the power of the Godswell is preciously sought by many forces of this plane and beyond. Beware.
 
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The Shattered Islands

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Lords of Breach

Pluto is
Gregor Bloodcloak Trask

Title: Sellsword Captain
Deity: Wuld Mother
Wealth: 40 + 7 = 47 gp
Troops: 200 - 5 = 195 Sellswords
Ships: 1 Ship
Estate: Mansion
Barracks ( 300 Troop Capacity)


Dr. Livingstone is
Baras-aghur Naran

Title: Noble
Deity: Issiris
Wealth: 10 gp
Troops: 50 Troops
Ships: 1 Ship
Estate: Mansion
Harbour Pier (Free Ship)


Jeeshadow is
Kafka Eleisburg
Deity: Ancestors
Title: Prince

Wealth: 25 gp
Troops: 200 Swornswords
Ships: 1
Estate: Mansion
Palace (300 troop capacity)
Barracks (300 troop capacity)


Jako is
Hera Loiranta
Deity: Oranth
Title: Princess

Wealth: 30 gp
Troops: 200 Troops
Ships: 0
Estate: Mansion
Palace (300 Troops Capacity)
Barracks (300 Troops Capacity)


Sneaky is
David Morin
Deity: Issiris
Title: Prince

Wealth: 15 + 10 + 5 = 30 gp
Troops: 50 Troops
Ships: 2
Estate: Mansion
Palace (300 Troop Capacity)
Warehouse (Bonus loot roll)
Pier (Free Ship)


Alex is
Azizi Zelsavar

Title: Noble
Deity: Issiris
Wealth: 25 - 5 + 10 = 30 gp
Troops: 50 - 20 = 30 Troops
Ships: 1
Estate: Mansion
Harbour Pier (Free ship)
Canton Warehouse (10 gp/season)


Tapp is
Alivia Bedanburg

Title: Princess
Deity: Ancestors
Wealth: 5 + 20 = 25 gp
Troops: 200 Swornswords
Ship: 1
Estate: Mansion
Palace (300 Troops Capacity)
Slumlord (1000 Levy)


Aedan is
Baldur Vitupars

Title: Prince
Deity: Issiris
Wealth: 10 + 10 + 20 = 40 gp
Income: 10gp
Troops: 200 Swornswords
Ship: 1
Estate: Mansion
Palace (300 Troop Capacity)
Warehouse ( Bonus loot roll)
Brewery (10 gp/season)


Noco is
Urlogg the Usurped

Title: Exiled Beastlord
Deity: One Eyed God
Wealth: 25 gp
Troops: 200 Berserkers
Ship: 1
Estate: None


Dadarian is
Krabb

Title: Gang Lord
Deity: Ancestors
Wealth: 5 + 25 = 30 gp
Troops: 50 + 50 = 100 Swornswords
Ships: 0
Estate: Slum lord (1000 levy)


Korona is
Geilli the Kind

Title: Prince-High Priest
Deity: Hydra
Wealth: 10 gp
Troops: 100 Acolytes
Ships: 1
Estate: Mansion
Alter of Hydra (Luck)
Palace (300 Troop Capacity)


Naxhi is
Gorogneth

Title: Assassin

Wealth: 25 gp
Troops: 50 Swornswords
Ships: 1
Estate: Mansion
Armoury (Combat roll)


DeMarchese is
Chaelas Nyvmrail the Fair

Title: Prince
Deity: Wuld Mother
Wealth: 20 - 10 = 10 gp
Troops: 150 Troops
Ships: 1
Estate: Mansion
Slum Lord (1000 levy)
Palace (300 Troop Capacity)


Iisbroke is
Inim-shara

Title: Sellsword Captain
Deity: Oranth
Wealth: 20 + 25 = 45 gp
Troops: 100 Troops
Ships: 1
Estate: Mansion
Barracks (300 troops Capacity)


Oxfordroyale is
Mira Valturis

Title: Sellsword Captain
Deity: Agnostic (Combat)
Wealth: 15 gp
Troops: 150 Sellswords
Ships: 1
Estate: Mansion
Barracks (300 Troop Capacity)



Wuldbreach

Population : 980 - 10 = 970 k

Treasury: 0 + 100 = 100 gp

Income: 0 gp

Expenses: 300 gp (800 gp needed to repair damage of riots of 894, Sea Season)

Goods : Nil (The amount of goods produced in excess for trade, such as wine, ale, clothing, etc.)

Levy Capacity: 2% of pop without effecting harvest

State: Anarchy: slaves and cotters are in revolt. Carls and the nobility are fearful for their safety, Soldiers are profiting from the current state.

Edicts: Trade Pact with Great Canton, prioritizing the import of food; cost of 300 gp/season




The Free Cities
Heartstone

Located within the holy mountain of Kinwrath, the site where Demos imprisoned Oranth within the Glass of Narsil, is the Dwarven city of Heartstone. Heartstone is the last free bastion of the Dwarves. Heartstone is a administrative monarchy ruled by an Underking and a council of Guildmasters. Heartstone maintains indifferent relations with it's neighbours. The Dwarves tend to trade freely, though are ruthless when at the advantage. Issiris is the chief god of the city-state.

Population: 480 k

Treasury: Unknown

Income: Unknown

Expenses: Unknown

Disposition: Cool



Grayspear

Built atop the hardy forests of Eui Isle, Grayspear is home to a society of exile elves, shunning the Wuld Alliance that formed at the start of the age. A series of wars that engulfed the Free Cities early in the age stem from the assumption that Grayspear were pacifists, and easily raided. Many warriors have died underestimating the elves of Grayspear. The city-state is ruled by a group of 300 Magisters. The Wuld Mother is the primary deity of worship.

Population: 600 k

Treasury: Unknown

Income: Unknown

Expenses: Unknown

Disposition: Cool



Grand Canton

An immense pyramid built upon the soft sands of Canton Isle, houses hundreds of thousands people of mostly Issira descent. Ruled by a theocracy with an Archon at it's head, Grand Canton worships Issiris and followes His tenants. They are prosperous from trade and have dealings with all Free Cities, even Bloodshed to a lesser degree.

Population: 500 k

Treasury: Unknown

Income: Unknown

Expenses: Unknown

Disposition: Warm



Bloodshed

Isolationists and unabashed worshipers of the One Eyed God, Surrounded by the Sea of the Undead, where Bloodshed sink their dead only to have them rise up, bloated and decayed to float atop the putrid waters, Bloodshed is defended by impeccable fortifications and few dare to go to their cursed island. Many of their raiders roam the sea and hunt for sacrifices to give to their tainted god.

Population: Unknown

Treasury: Unknown

Income: Unknown

Expenses: Unknown

Disposition: Hostile



Urnox

Home to hunters and traders of mixed descent, Urnox primarily worship the Wuld Mother and ancestors and hold the hunt as sacred. They are well known as stout soldiers and have warred with Wuldbreach in the past due to rivalries between noble families that exist to this day.

Population: 700 k

Treasury: Unknown

Income: Unknown

Expenses: Unknown

Disposition: Cold



Windgultch

Home to worshipers of Orantch, long banished from the kingdoms that would later form Thuroda. They have a close alliance with Urnox, and often raid and pillage the Free Cities and beyond as a test to their warriors.

Population: 500 k

Treasury: Unknown

Income: Unknown

Expenses: Unknown

Disposition: Cool


Upgrades

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Swornswords

(25 gp/50 Swornswords)

Swornswords are the backbone of Wuldbreach's fighting forces. Sometimes referred to as knights or thanes, swornswords are well trained and skilled fighters of the soldier class of the city. Swornswords hold solemn vows to their lord and risk life and limb for the will of their masters. In return, swornswords are given an honoured place among a noble's household, traditionally dwelling within the manse of their lord. They are also very well paid, a stipend of 500 silver crowns is typical upon oath, plus free room and board and regular tithes for service. The Iron District is full of aspiring soldiers that dream of one day serving a noble as a swornsword.

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Warship
((25 gp))

The free cities of the Shattered Isles owe their very survival on the bountiful sea. From food to trade, the Godseye Sea represents a wealth of resources from which the cities use to sustain themselves. As such, waters of the cities are fiercely protected. Warships, typically galleons, dromonds and longboats are employed by the various nobles of Wuldbreach to protect their interests within the Godseye.
Something of a status symbol, only the wealthiest of nobles can claim ownership of these fortresses of the sea.

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Estate
A character's estate represents all the land and building under his/her ownership. While everyone begins the game with an ample estate, a mansion and a bonus structure based on background, any expansion is often a gamble.
Unlike troops and ships, estate costs are impossible to gauge. Buying a plot of land and building may be impacted by weather, corrupt guildsmen, a rival saboteur, etc. Orders to expand an estate are met with a roll to determine cost. Taking advantage of the political climate and other factors when expanding your estate is a good method to counter this.
A current list includes; Barracks (300 troops cap), Pier (Free Ship), Warehouse (10gp/turn), Farm (1000 levy), etc. The list is meant to be free form, with the player and myself determining the bonus and nature of the structure, so feel free to approach me on any ideas you have regarding your estate.
 
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The Annals of Power

The following are a collection of notable persons in Wuldbreach and beyond; from brigands and nobles, to priests, kings and emperors.


Wuldbreach

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Mankar Stilvist
Noble of Wuldbreach
Former Prince, Farmer, Ward of Wuld


A worshipper of the Wuld Mother and adept at protective magic, Mankar rose to prominence within the townships outside the city walls, overseeing sprawling farmlands that attributed to a large portion of food that flowed into the city. His influence over the farmers of the city made him a natural choice to sit on the Council of Princes. However, Mankar soon clashed with other princes of the council, voting and proposing edicts that saw wealth flow outside the city walls.

Popular among the lower classes and firm alliances with other nobles, Mankar was not someone who could be lightly thrown aside. Instead, the other princes went about dismantling his wealth with harmful laws and edicts until Mankar launched his rebellion.

The notion that Mankar was a selfless champion among the underclass, though a popular belief, is not exactly accurate. Mankar did push for edicts that brought himself wealth at the misfortune of others, he also used his position to steal lands from rival farmers. Members of his inner circle have also professed his designs for kingship of the city.

Mankar is believed to be in hiding outside the city walls, and with his rivals dead for in exile, it may only be a matter of time before Mankar presses for a crown.


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Olaf Giantsbane
Lord Forsworn of the Oranth Priesthood of Wuldbreach
God-Talker, Battlemage, Oranth Diviner

Olaf can trace his lineage all the way back to the heroic King Asterban. Born and raised in Wuldbreach, Olaf has spent much of his life abroad, raiding and pillaging across the Shattered Isles and beyond.

His hunger to see the world, and test the mettle of foreigners sated, Olaf returned to Wuldbreach where he soon found an honoured place within the Oranth Priesthood. Widely respected among the soldier class of the city, Olaf often holds them in the forethought of his counsel.

Some time before Mankar's rebellion, Olaf was granted a vision from Oranth, telling of a great threat brooding upon Mount Kinwrath. The Council of Princes were deaf to his warnings, consumed by their own squabbling. Olaf journeyed to Mount Kinwrath without the princes' blessing, with a small group of swornswords.

Most of his party perished on the treacherous climb of the mountain. Near the peak, the survivors faced the terrible giant Yuga. The mighty fists of the giant crushed the remaining swornswords into gore, but Olaf was able to dash up the arms of the beast and strike him with such force that the giant tumbled from the great peak. Olaf rode the body of the monster all the way down the mountain.

Olaf Giantsbane is uncouth and brutally honest at times, and often spoiling for a fight but is loyal to the city and Oranth above all else.




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Baro Hophs
Archmage of the Hydra Priesthood of Wuldbreach
God-Talker, Farseer, Hydra Diviner

Baro Hophs was born and raised in Gothra, the firstborn son of a Gothic Count. Baro forsook his birthright to join the Hydra Priesthood upon reaching adulthood. His talents for deciphering Hydra's visions propelled him forward in the priesthood's ranks.

As a High Priest Baro orchestrated his first Godmoot ritual and entered the plane of Hydra, or so he thought. Too late, Baro realized he had been ensnared by a Chaos demon in the higher plane. Baro spent nearly ten years as a prisoner of Chantra, a vile succubus that became beguiled by the man and allowed him to live as her prisoner.

After years of imprisonment, forced to write prose for the monster, Baro managed to enlist the help of lesser demons, and inscribed a spell within a parchment that paralyzed the demon once she read it aloud.

Baro returned from the plane with Chantra's head and hailed a hero. Baro returned to the mortal plane with the gift of farsight; a magical ability to read the future, though his interpretation is often flawed and obscure. He came to Wulfbreach shortly after to sit as the city's Archmage. He has held the office for over a decade.

Baro Hophs is favourable toward the Goth Empire and tends to counsel caution above all else.


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Mazella
Supreme Priestess of Wuld Mother of Wuldbreach
Stranded Spirit

Inhabiting the body of a girl, the spirit Mazella speaks for Wuld Mother in the city of Wuldbreach. In the dregs of the city, Jaret Yone, a corrupt noble in service to Prince Esteban, sacrificed a young girl to the One-Eyed God, however the ancestral spirit of the girl was able to manifest into the mortal plane and strike at the noble. Unfortunately the ritual was already in motion and the girl's spirit ascended to the higher plane while Mazella became trapped in the mortal body and Jaret Yone ended up undead.

Mazella decapitated the undead noble and burned his corpse. Trapped in the mortal plane, Mazella sought out the Priesthood of the Wuld Mother, where she served. Her unique talents and wisdom quickly ascended her through the temple, and spark plenty of controversy from outsiders.

Mazella preaches peace and forgiveness, firmly believing the tenants of the Wuld Mother, though those tenants are often passionately forgotten when faced with the agents of Chaos.


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Crypto Valeesan
Archon of the Issiris Priesthood of Wuldbreach,
God-Talker, Mage, Issari Diviner

A Popular figure among the higher echelons of Wuldbreach's elite, Crypto was born and raised in Wuldbreach to a prosperous merchant family and a vocal critic of King Harodi. During Harodi's rise to power, the Arrogant King attempted an assassination on Crypto, then a high priest. Crypto used powerful magic to turn his attackers into statues of gold, statues that still stand today on the streets of Enlightened Row, within the Ivory District.

After the attempt on his life Crypto went into hiding, leading an underground movement against the Arrogant King, with little success. After the fall of Harodi, the Archon turned his efforts against the Wuld Alliance soldiers that attempted to occupy the city. Crypto slew the renown alliance fighter Gulda Sage. For his deeds he was named Archon shortly after.

Considered a hero among the people, Crypto has held the office of Archon for thirty years. He is shrewd and calculating and a vocal supporter of the Issari Empire. His counsel tends to prioritize wealth and trade over other factors.


Free Cities

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Al Su'ad,
Lord-Archon of Great Canton
God Talker, Issiri Diviner

The theocratic ruler of the free city of Great Canton. Su'ad leads the predominately Issira people of Canton with a firm hand, with the tenants of Issiris established as strict law. The people of Canton, for the most part, embrace the word of Issirs and are mainly concerned with remaining free from the Issiri Empire.

Su'ad has battled the chariots of Issiri several times in his long years, even invading the lands of the empire though unable to hold any lands. Though he has proven himself as a competent military commander, Su'ad's chief concern is trade. His tenure as Archon has seen Great Canton become an economic leader of the Isles.

Shrewd and opportunistic, Su'ad has a deeply rooted love for his city, his people, and of course, gold.


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Sesa Se'da,
Princess of Great Canton,
Ambassador, Healer

Sesa Se'da is the second of five daughters to Archon Al Su'ad. A beautiful and finely chased princess of Great Canton, Sesa's love life has been one of great turmoil. At twenty-nine years old, Sesa has been married twice. Her first husband died of a sudden fever. The second, suffering often from bouts of melancholia, took his own life. Sesa has a son, fathered by her second husband, and seems to enjoy a life abroad.

Sesa followed her father to his campaign against the Issiri Empire, treating wounded soldiers and advising her father, proving to have a sound martial mind. After the war, she served as her father's envoy to the Issiri Pharaoh. The position proved dangerous as tensions between the city-state and empire worsened. Sesa eventually fled, and lived within Canton for a time.

Now she has been given the prestigious position of the ambassador to Wuldbreach, the holy site of the Godswell, and it is to be hoped, will have some sway in the sacred Godsmoot ritual during the Dark Season.


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Seso Ariza
Caliph of Ugra, Grand Vizier of the Issira Empire
Seso Ariza is a powerful figure within the court of the Pharaoh of the Issira Empire. Though several others hold the title of sultans, and wield greater armies and lands, Ariza makes up for this for his influence on the Pharaoh's council. The office of Grand Vizier is the empire's chief diplomat and administrator, making him the Pharaoh's right hand.

The Ariza dynasty rules over the Caliphate of Ugra, a small and particularly noteworthy territory in the heart of the Issiri Empire. Mostly comprised of badlands, with a small tract of fertile river valley, Ugra has long relied on the Pharaohs for protection. A direct vassal of the Pharaoh has given Seso, the patriarch of the dynasty, ample opportunity to exert his influence over her, and propel him to one of the most powerful offices in the land.

Ariza had numerous dealings with the former council before Mankar's rebellion and through Archon Crypto Valeesan, has forged close ties between the empire and numerous noble families. Ariza has thus far overlooked Wuldbreach's close relationship with Great Canton, a rival state of the Issira sultanates.

The Caliph is confident of his empire's power and does not hesitate to use his homeland's strength for bargaining his position, though he is amiable enough when he gets his way, though when crossed, he makes for a merciless and relentless enemy.
 
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Name: Gregor ‘Bloodcloak’ Trask

Background: Sellsword Captain

Race: Human (Goth)

Age: 24

Professed Diety: Wuld Mother

Bio:
Gregor Trask, known by most as ‘Bloodcloak’ or ‘Lord Bloodcloak’, was born in Wuldbreach as the bastard son of a wealthy merchant and his mistress. As an un-legitimized bastard his youth was difficult and his mother struggled to provide even the most basic of necessities. Always sickly as a babe, Gregor was afflicted with the red plague at the young age of three. The doctor that his mother convinced to see him said that he would be dead by sunrise the following morning. Gregor did not die though, choosing instead to fight, and eventually he recovered from the plague, though his arms, chest, and back would forever be marred by the red splotches that it caused.

By the time he was thirteen Gregor had not only taught himself to read and write, with the help of a few stolen books, but had also begun to learn the ways of battle. Ever since he had recovered from the red plague he had been healthy and fit, and physical tasks came easily to him. By his thirteenth birthday he stood at nearly six feet tall and hadn’t lost a fight in over a year. Thanks to his apprenticeship in a Copper District blacksmithy he not only grew strong, but learned of all types of weapons and armor.

Perhaps it was his natural affinity for fighting that led to his decision to join the Golden Serpent sellsword company at the age of fifteen, or perhaps it was simply a need for money that his apprenticeship did not provide. Whatever the reason, he fought with the company over the next three years, distinguishing himself not only as a skilled swordsman, but as an expert archer. During a campaign in the Gothra Empire, Gregor is said to have placed an arrow through the eye of an enemy lord from three hundred yards, causing the opposing forces to break and turning the battle into a rout.

The true test of his skill though came later in the campaign when he and fifty other men of the company were tasked with holding a pass that would allow the enemy to flank their main force. He and his fellow sellswords fought for hours as wave after wave of enemy cavalry tried to enter the pass. They nearly broke ranks several times, only holding on due to Gregor’s unwillingness to flee coupled with his savage counterattacks, often rushing out of the pass to confuse the enemy and cause them to hesitate. They held, and by the end of the battle Gergor’s golden cloak was dyed red with blood, leading the surviving members of the Golden Serpents and the other soldiers present for the battle to refer to him as ‘Bloodcloak’.

His valor in battle did more than just earn him a nickname, it also found him a position in the personal guard of the man who had hired the Golden Serpents, Duke Francis of Coburg. The next two years saw precious little combat for Gregor to take part in, but his time in court did teach him the importance of using diplomacy and subtlety in some situations and taking a hardline stance in others. Not only that, but it provided him with more money than he had ever had in his life. Rather than squander his wealth on woman and wine, he saved it, never buying more than the basic necessities.

When he returned to Wuldbreach on his twenty-first birthday he set up residence in the Iron District and founded his own sellsword company, The Red Bastards. Whether he selected the name based on the disfigurement he carried as a result of the red plague, the red cloak he was known to wear since being named Bloodcloak, or simply because he liked the sound, is up for debate. What is not up for debate was that over the next year and a half, The Red Bastards grew to become one of the largest companies in the city and Gregor Trask became very wealthy very quickly. It is thanks to this great wealth that many in the city came to know him as Lord Bloodcloak, a bastard turned noble by the twenty second year of his life.

It should be no surprise, given the size of his company and his own personal abilities, that Lord Bloodcloak was approached by both Prince Mankar and Prince Esteban when they were seeking allies in their war. Gregor opted to take neither side, seeing the opportunity that would spring from the chaos the two warring princes were bound to cause. And so, when the princes died or fled the city, The Red Bastards came forward, bringing order and safety to those who sought it. As the city burned in anarchy it is said that Lord Bloodcloak walked amongst the flames, protecting the innocent whenever he could and slaying those he deemed guilty of crimes.

Gregor is a follower of the Wuld Mother, unlike most warriors. It is said that this is due to the fact that his mother always attributed his survival as a child to the intervention of the goddess, and impressed upon the young Gregor that he must live his life for her. Others suggest that while in his youth he fought for glory and wealth, Gregor has always truly fought for peace above all else, recognizing that without men willing to fight in defense of the innocent there can never truly be any peace. In the end, none, save the man himself, are sure why Gregor has chosen her, only that he has.
 
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Name: Baras-aghur Naran
Race: Issarians
Deity: Hydra
Bio: Born the third son of an established noble family, Baras was sent from an early age to the temple of Hydra, where he learned the ways of the Gods and the world as a whole. Now twenty years of age, he is ready to grab his destiny by both hands. Whether this destiny is that of discovery, influence, or conquest, Baras has yet to find out.
 
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Name: Kafka Eleisburg


Background: Noble Soldier


Race: Goth


Professed Deity: Ancestors


Bio: A dashing young man of 22 winters with a crown of short blond hair and striking green eyes, Kafka is the leading member of the Eleisburg family. His family has served the city for generations as some of its best officers, fighting in many a conflict. They have almost always maintained nobility throughout this time, although none as of yet have served on the Council. Kafka himself briefly served in the recently war started by Mankar as part of a small faction of unaligned nobles that set up in the Iron District in an attempt to create a small neutral ground. Their lines came under siege again and again by different groups. Yet, they managed to hold. Now, Kafka looks to try to help his city even more, possibly in the halls of power. He is generally a kind man, but when people cross him, he will do anything to accomplish his goals. He also enjoys the company of women.
 
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Name: Captain 'Hera' Loiranta

Background: Knight

Race: Gothic Human

Professed Diety:
Oranth

Biography: Hera's past is an mystery. What isn't known is that she was born on the streets of the Iron District. She, being an babe, had no capability to survive. However with her blonde hair, and bright blue eyes, she was allowed to be of the lucky few.

An grieving noblewoman spied the child as she nursed her own. In the carriage that was making its way across the Iron Way, an idea sprang inside of her head. Her husband was frightening close to returning from his petty war, and she had conceived a child with her oafish lover. Hera had the same features as the woman, so the other could be conceivably cast aside to one of the minor houses sworn to them, as this castaway could be raised as her own.

The plan was set into motion, and the girl was named 'hera'. The father saw her as an welcome heir, if not an girl, she would have been a joy. Raising was an troubling sort. On one hand, her mother wished her to learn to pleasantries of an female, on the other, she was demanded of to have the same status as other heirs of noble houses. Juggling embroidery and knight-catching was quickly growing out of hand, so an agreement had to be reached. Her mother, as ever, was overbearing and demanded she be raised to find an charming suitor. Such was not the way of the Loiranta, her mother was overruled, and Hera was immediately forced to adopt an much martial nature.

Hera doesn't recall these memories fondly, she was only ten, but after that she had noticed an sharp turn of hectic and busy nights to one of sweet bliss. Sure, she many more bruises then before, and perhaps a cut or two. But when she reflected it, she was glad her father laid down his law. She was taugh the sword, knight, lance, even how to correctly use a shield. Tactics were never her fondest lesson, but she quickly sported the right to challenge even her old master at a game of strategy.

She had many trials when she reached adulthood. The most pressing, and pestering one, being courtship. When she was young, every week she would hear of three different boys wishing her name. Each in turn would come to her, and each would get rejected. Boys of small to large stature, to petty wealth, to the richest of the city, it became a game. Most girls accepted the first charming boy who came calling, Hera set those same boys spinning in their helms after a game of tilts.

Quickly earning the name of 'Leadlass' for she was entirely brittle. Eventually, this quick game was put to a stop, an very own Prince of the city, unmarried, proclaimed to all that he would claim her. Her father, who had been all but oblivious to the past affronts to his daughter.. Told her very clearly that she would become the wife of this rich and powerful baron. Up to this point, Hera hadn't a clew why they kept calling. She thought she had made it entirely clear.

The day came when the Prince marched the the Iron District, followed by an train of followers eager to see, to watch, such a spectacle was said not to have occurred in some years, so it was a sight to see, an tale to be told! Hera had met the Prince beseeching her name on her own balcony. "What do you want." She had asked bluntly, her face an wall. "Why, your hand, of course!" He was tall, handsome, and had a coin in every pocket. What girl would want more? Hera did not seem impressed, and challenged him, if he could best her at whatever he chose, she would be his.

Now, the Prince could have chosen he knew she couldn't beat, instead he sized her up and chose what he thought they had equal standing on: Chariot Racing. Ever the gallant, ever the pompous, the prince chose the public racing hippodrome for their stage. She agreed, but did not want any spectators... Despite his assurances, thousands were in attendance, and none all too pleased too see such an celebrated figure to be seen with a girl of an marginally notable house..

Leadlass was ready, with her chariot of brown oak and black iron, pulled by two large warhorses with black manes and tan hides. The prince had an white wood for his chariot, styled with gold, twice as large with three ponies with magnificent manes that shined in the sunlight. Hera beat him soundly.

When the race was done , and the crowd prepped for the 'real' racing done by the teams later that day, she had walked up to the Prince timidly and apologized. "For what? You were amazing." The prince was all smiles, congratulating her, even making the girl blush, before offering her the unique position an woman had never been granted. "I think you would be an fine candidate for Captain of the Phoenix Gate. I had to choose someone in a few moon's turn, and, well.. I think you're more then enough to be qualified."

Such a position was one of renown, and for her to reach it so young? She hurriedly thanked the prince and told her lord father the next day. They had both cheered, and she was thrown an feast in her honor. Hera now guards the path, her old friends gone, but none of her spirit. She now enjoys a mostly quiet life filled with poacher-hunting, thief-breaking, and patrols. It is one she enjoys.

Sometime during her tenure as 'The Siren of Tolls' (as the merchants dubbed her, for her unwillingness to bargain, and kept them to the state-ordinate tariffs.) the war of princes broke out, Mankar, the People's Champion as some dubbed him, had deep ties with her family. The Loiranta's had strong holdings in the farmsteads outside of the city, so when the bulk of Mankar's army came from outside the city, the girl had a choice on her hands. Defend against any besiegers.. Or let the old man's forces in. She opted to leave the gate open, turning her back from any other conflict, no one has since come to claim her position from her stone walls.. She thinks she made the right choice.
 
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Name: David Morin

Background: Trader

Race: Human

Professed: Issiris (Diplomacy, Trade and Commerce)

Bio:

David grew up in the slums of the city, his parents had died when he was young, and the remainder of his family had disowned him. As he grew up he eventually befriended a whore in the streets of poorer part of the city, their friendship went on and he was eventually taken in by the madame of the establishment. She quickly discovered his great ability with numbers, and put him to good use.

He was eventually discovered by one of Prince Esteban’s men who hired him. He set to work and began rising through the ranks of his employer. By the time that the conflict between the Princes broke out, David supported his employer, at least publicly. Behind the scenes he was ordered to acquire funds, which he did, but a much larger amount than ordered by the Prince.

He handed part of the money over to Esteban, and at the same time he handed another part of the money to Prince Mankar, where David used a middleman not to be discovered himself, and the final part he kept to himself. The money was well spent by both princes for the coming conflict, but the best part was used by David. He began to buy the loyalty of several of Esteban’s men within the Harbour district, increasing his influence and power, he also hired several guards to protect him and his endevour.

David managed to buy several spies within the employ of both princes, and when the day for the ambush came about, David made his own move in the harbour. He seized the ships, warehouses and other property at the same time that the ambush was happening, and he made it his own, having bought the property with the prince’s own money. Thus starting his own private merchant company.

David has lighter skin, but not pale, hair dark as the night and bright blue eyes like ice, he is tall and slender.
 
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Name: Azizi Zelsavar

Age: 38

Background: Noble Merchant

Race: Issarian.

Professed Diety: Issiris
Book: The one thousand and one adventures of Azizi
Bio:

Azizi was Born some Thrity Five years ago in the wealthy Zelsavar family. Raised along his brothers and sisters (which were many) on how to follow the family business and the intincacies of the art called "trading". At the age of 18 he was sailing his own merchant ship to the coast of the Issirian Empire and making a small fortune of his own. At the age of twenty eight he released a book on his travels around the world in Merchant ships making fortunes, meeting exotic beauties, battling evil monsters of the seas and so on. It was a hit with the Bored nobility of the city, many whom have never left the city much less the islands at all.

By the age of thirty Azizi, and excellent trader and merchant had build his own fortune rivaling that of his combined family and possessing an immense trade fleet spread around the world and bringing product, wealth and vast riches back to WuldBreach. By this time he decided he may be better stay in the city to personally manage his business and help his brothers and sister achieve more success, after all the family nobility depended on that. In five years he reunited them and increased their fortunes exponentially. After all it would shame them if they were to lose their noble position, especially in the eyes of their ancestors.

Azizi married a young and beautiful woman from another rich and noble family when he was the age of thirty, she was the sister of then Prince Esteban. However on the fights and turmoil of Prince Mankar rebellion, she became one of the victims and gave much grief to Azizi. However he had three children to make into successful businessman and ladies and he would get over his grief as he could. Now he looked at the Prince station...a grand adventure he had never done before, nor anyone in his family...maybe it was time. After all much money could be made in the halls of political power and the Favor of the gods. Maybe Issiris would deliver new blessings to a pious follower.

Azizi continues to be a jolly man, that like to meet his sailors, befriend whores, and establish deals over meals. A very well liked over the silver sector of the city and the harbors and a generous man to the gods and people in need. A believer of "give a man a gold coin and he will be drunk that nigh, make him work and he can be drunk many more nights". Its a high employer of poor people in his ships and business, hiring widows, orphans and bastards around the city.
 
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Name: Avila Bedanburg

Background: Beggar

Race: Human (Goth)

Professed Diety: Ancestors

Bio:Orphaned at birth, Avila was taken in and raised by the less fortunate of Wuldbreach and brought up as one of their own. Avila displayed a remarkable skill at plying her ‘trade’ of begging, somehow able to convince the meanest of misers to toss her a few coppers when she went up to them, begging bowl in hand.

Gifted with a rare beauty and a razor-sharp intellect, Avila quickly prospered despite her station in life. Through the black markets she gained an exorbitant amount of wealth as she peddled various narcotics and stolen goods. This wealth was reinvested in legitimate businesses and soon the ‘Beggar Queen’ was regarded as part of high society, albeit a curious one. She had not forgotten her roots however, and much of the profits generated by her businesses went straight back to the poor districts of the city.

Once upon a time Princes of the city fought for her favour, and princes from distant Kingdoms would travel to Wuldbreach to court her hand, however she found all the men competing for her attention lacking something in one form or another. Now she her looks have fled her, but her intellect remains. The Beggar Queen is beloved by the commons, and now, in her dotage she seems intent on becoming a Princess of the City.
 
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Name: Baldur Vitupars

Background: Noble Merchant

Race: Human- Thurodan

Professed Diety: Issiris

Bio: Scion of the renowned Vitupars family, which owns substantial land outside Wuldbreach and controls much of the trade the city sees. He was born 33 years ago, the eldest of his father Ivar's children. Ivar had been a competent businessman, but he had alienated his siblings, and often got into disputes with them over the family trade and lands. The disputes continued to Ivar's death when Baldur was 18, though by that point only Ivar's younger brother Olaf and youngest sister Hilda remained. Baldur wanted to bring an end to the family infighting that was eating away at the resources they possessed, so he offered a meeting with his uncle and aunt to resolve the issue peacefully. However he soon found that they were too influenced by his father's greed to accept a reasonable split of the family's wealth, and thought that he was a manipulatable child. Unwilling to deal with them after determining their single mindedness, he ordered guards to storm the room where he was meeting them, who slew his uncle when he tried to kill Baldur in retaliation. His aunt Hilda was put on a ship and forced into exile, though the ship she was put on never reached its destination, though that was surely a coincidence.

Baldur took no relishment from his treatment of his father's siblings, and resolved to avoid similar problems with his 2 brothers and 4 sisters. His two brothers, Erik and Sigurd, each command a substantial part of the family trade fleet, which conveniently takes them far from the city and less likely to build a powerbase to oppose Baldur. While either could take their ships and make their own venture, they'd lack the logistics and bases owned by Baldur, as well as making him an enemy, which has been proven to be a very unhealthy profession. His eldest sister, though 2 years younger than him, Olga acts as governess of the Vitupars estates outside the city, and has seen to great growth in productivity of the lands. His second sister, Sigrun, represents the family's interests in the city's wool weavers guild, as the Vitupars family not only trades the product out of the city, but also has many sheeps that contribute the materials. His third sister, Brynhilder, rejected her brother's attempts to be his pawn for power, and instead is a respected artisan who is responsible for several remarkable statues in the city. His youngest sister, Verdandi, was always liked the least by her brother, and was thus married off to a prominent mining family, to secure connections there and provide new assest for trading. The man she was to marry had a bad reputation, having been accused of visiting a great many brothels and being known as a drunkard, but the marriage was for the family, and Verdandi went along willingly.

Baldur has a wife named Maria, aged 29, from a prominent family in the blacksmiths guild. They have 4 children so far, 2 boys and 2 girls. The eldest is a son named Harold, aged 10. The younger son is named Olaf, aged 6, after his grandfather. The eldest daughter is named Hilder, aged 8. The youngest daughter is named Skuld, aged 3. The family gets along well, and Baldur is grooming his eldest son to one day replace him.

Baldur's handling of the family business took it to new heights, making it one of the most prosperous families in the city, which put him in a difficult situation when conflict arose between Princes Mankar and Esteban. Deals with both sides had brought him wealth, but as the conflict became increasingly bloody, his position was worsened, and in the aftermath of the collapse of order the fortunes of the Vitupars family have fallen. His sister Verdandi and her husband were killed by a roving mob 3 weeks ago, and no word has reached Baldur of his sister Brynhilder for over a month. The chaos of the city has done much to weaken his family's business, and he has become determined to fix the situation and restore his family's power. Though he had previously shown a disdain for ruling the city, and declined offers previously to try and become a Prince of the city, he now steps forth to bring his family back to its power, and restoring the city to stability in the process.
 
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Ulrogg the Usurped

Age: 39
Background: Exiled Beastlord
Race: Beastfolk
Professed Diety: One-Eyed God

Biography:

From the savage lands of Crucible, Ulrogg is a controversial figure within Wuldbreach, having mysteriously arrived heading a number of Beastfolk exiles to take refuge in the Free City's docks - a most peculiar situation, likely only happening as a result of no leadership with the lack of the seven princes. Whatever the cause of Ulrogg's decision to enter Wuldbreach, it most be one of great seriousness to bring a Beastfolk to the site of one of the greatest tragedies in Beastfolk history, where the One-Eyed God was betrayed by Demos and unjustly wronged by the false gods.
Such a beastly presence is likely to be addressed once political matters in Wuldbreach were settled, and until then, Ulrogg has been content to protect his herd in their camp, not seeking outward aggression nor diplomatic notices to any authority figure.
 
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Krabb

Age: *Shrug*
Background: Leader of the "Harbour Schwipps"
Race: Human
Sub-Race: "Wells, ya see dat muh ma was an Issy 'n muh pa a Goth"
Professed Diety: "Big Jim tolds me honourin' muh ancestors was good luck, sos I do dat"

Biography:

Son of a whore and a sailor, Krabb's as tough as he is illiterate.

He's illiterate ... seriously, I could write anything here and he'd just rob me.

Anyways, he got in with a tough crowd at a young age and ended up bludgeoning the former leader's head in with his former first mate's (they think they're pirates, it'd be cute if they weren't so ugly) right arm. This led him to control the largest gang in the city, and he does what any thug does. Illegal things.

I think I see him publicly urinating now actually
 
I am really curious about the concept of this game and it´s setting. Is there an officcial deadline to present a character and apply for Prince?
 
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Name: Geilli the Kind

Background: Priest of Hydra

Race: Human - Thurodan

Deity: Hydra

Geilli was the third son of a minor noble of Wuldbreach, Geilli realized that he didn't have a chance to make something of himself if he stayed as the third son of a minor noble, so he joined the priests of Hydra, at the age of 14. Geilli spent the next 20 years of his life giving alms to the smallfolk of Wuldbreach, where was hailed as Geilli the Kind. Geilli is one of the most scholarly citizens of Wuldbreach, and he is loved by the smallfolk and the nobility alike. After living through many wars and the religious turmoil that has plagued Wuldbreach, Geilli now actively seeks to restore balance to Wuldbreach.



 
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Eli Fara
Grand Seneschal
of Wuldbreach


By the grace of Gods and Ancestors, God-Talkers and Spirit-Callers are hereby summoned to the Godswell to convene and perform divine ritual, so that the path from chaos may be laid clear, and a new Council of Princes may be chosen among the nobility.

Our great city suffers immensely, and it is only a matter of time before our enemies press their advantage. Chaos reigns this year because of our failure at the last Godsmoot - We must atone together and summon forth magic that will enlighten us, and show us the way into the future. Let the Gods choose who to lead us, and give us the wisdom to understand.

So say I, the Grand Seneschal of Wuldbreach, City of the Gods.
 
((This looks like it will be a great game, count me in. I'll make a character by the end of the weekend.))
 
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Name: Gorogneth

Race: Elven

Deity: Hyrda

Background: Assassin

Bio: Not much is known about Gorogneth. All that is known is that she is of the elven race, and that she has a dark and twisted past. A past so dark that it made her go to the dark side of civil life for devious purposes. She is an assassin, and one of the most dangerous assassins in all of the realm. It is said that if you enter a specific house, leave a bag of gold, and a name, that person will be killed by Gorogneth by nights end. All that is known, beware the glimmer in the night, for it will be the last thing you ever see before being struck down.
 
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"Music brings beauty to all things, no matter how foul or simple they seem to be"

Name: Chaelas Nyvmrail 'the Fair'

Background: Guildmaster.

Race: Elven.

Professed Diety: Wuld Mother (Stat Bonus).

Bio:
No one knows for sure how old is Nyvmrail, some scholars suggest that he may have been born in the early stages of the Age of Chaos. Whatever the truth is, he has never been willing to reveal it. Nicknamed by the common folk of the city as "The Fair", Nyvmrail made is fortune within the walls of the Silver District. A passionate musician, legend says that he arrived to the city alone with only a silver flute on his hands. In time he became a legend in taverns and theatres, truly a sight to behold on the scenery. His mastery of the musical art allowed him to rose to prominence among many artists, sailors paid good coin to hear some of his songs before departing with their earths at ease and nobles fought among themselves to gain only the privilege of a single night enveloped within the dreams casted by his music.

Always surrounded by a strange aura of fatalism, the new head of the Guild of Artists is always calm, composed and polite towards everyone.

During last year´s war between Prince Mankar and Prince Esteban he remained neutral and even went as far as trying to counsel Mankar a more political approach to the matter, calling for moderation rather than all-out war. Instead of that, Esteban finally rallied the common folk and fought against Mankar on the streets of the city. During this bloody struggle, many took refuge inside Nyvmrail´s state when he opened it´s doors in order to help them. It is said among the streets that the songs he sang at the funerals after the conflict ended made the God´s mourn and cry for the dead.

A patron of the arts and generous towards those in need of any kind of help, Nyvmrail is a beloved figure by many among the city and possess a reputation as a staunch defender of civility and compromise. He seeks only to see the last night, when darkness will be finally cast out from the world and the unending music will start at the sunrise of the brightest day.
 
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