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I'll take the upgrade to a major house. I'll have to go back to the drawing board, since Seomerwyne doesn't really work in that locale, not remote enough.
 
no need deagh, corman took it so you can be the creepy withc girl!
 

Name: Nolfo Ferber
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House: Ferber
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Age: 36
Position: Count of Aettein
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House Ferber served under the then dukes of Kolche before the war as "loyal" vassals. Over time the house gained a considerable amount of influence among the nobles of Kolche. Because of this when the Duke rebelled against Teremia, Alpus Ferber (Nolfo's uncle and family head at the time) elected to side with the king in hopes a Temerian victory would lead to his family gaining the duchy as a reward. Alpus believed that Kolche would stand alone in the rebellion and as such it would be put down quickly and that most of the other Kolche nobility would know the same. He planned on using this knowledge in addition to the Ferbers' influence to convince most the other Kolche nobles to defect as well and side with king, ensuring the continued survival of their houses (and the elevation of his own). However Alpus failed to take into account two things, the intervention of the Valenor and influence of the Church of the Everyday Man.

When he announced his intention to remain loyal to the king, very few other nobles choose to do the same. This is because by that time most of the population of Kolche, peasant and noble, were followers of the Church of the Everyday Man. They believed that the duke's action were pious and refused to side with the Ferber, who still followed the Itheryan faith. As such they only gained support from the minority in the same predicament. This, combined with the fact that Valenor now supported the duchy's independence, caused Alpus' plan to quickly unravel and he pay the ultimate price for his failure. Alpus would die in combat without an heir. As such the title of family head would pass to his brother Meffri, Nolfo's father. Meffri, being more level-headed and less ambitious than his brother, acted with caution for the remainder of the war. Once the conflict finally reached its conclusion it was decided that the Ferbers would receive the County of Aettein. Ironically the Ferber's loyalty to the king would be rewarded, though it would much smaller than Alpus hoped and he would not be alive to reap it.

As Count of Aettein, Meffri ruled justly, managing to keep the county together in the face of various challenges. Due to its close proximity to Kolche, Aettein was filled with both followers of the Church of the Everyday Man as well as mages fleeing Kolche and Valenor (and the witch hunters pursuing them). Meffri would use all of skill at diplomacy governance to keep the province from erupting into chaos. However in the end all this was not enough to save himself from harm, as he would be assassinated at the age of 56, passing down the County to his son Nolfo.
Ties to the Church of Ithennia
While not actually a member, Nolfo sees the advantage of being in good relations with the group, particularly the large number of mages in their ranks. Of course this kept secret to all but a select few trusted confidants
Administrator
Nolfo was groomed for adminstration by his father who realized it would take extraordinary skill to keep peace in the Aettein
 
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Fair enough. I was going to try and stretch myself creatively, and basically play a version of Renly Baratheon.

Would have been awesome. But yah sorry corman contacted me inmediatly. Anyway looking forward to creepy girl in the creepy forest
 
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Name: Speaker Abraham “Chains”
Age: 54
Position: (Bishop-Equivalent in the Church of the Everyday Man) of 18-Bosmoor, Former Witchhunter

Bio:
Unlike many priests of the Church of the Everday Man, Abraham was born into a life of luxury. The son of minor Saltherian magical nobility, young Abe grew used to being waited upon hand and foot by servatns and slaves. All that changed, however, when a new emperor ascended to the throne , and the Fehrwights were declared traitors to the throne. His parents and siblings were killed, but since Lukas had no magical powers, his death was considered unnecessary. Instead, his house name was stripped from him, he was sold to slavers and given the surname “Chains”.

Over the next few years of his life, Chains saw the brutality of the Saltherian system, long hidden from his former noble station. During this time, Chains developed a strong hatred towards the Saltherian Empire, the institution of slavery, and most of all the power of magic, which he believed were the root of all evil in the world. As adolescent, he was finally purchased by a group of witchhunters, who offered him freedom in exchange for joining their ranks. Eager to strike back at the magic-users he blamed for the death of his family and his enslavement, he agreed.

He served loyally for over thirty years, distuigishing himself and raising to the rank of Sergeant. Though he enjoyed saving the lives of others, and protecting them against magical creatures, Chains found that too his surprise he took no pleasure in killing mages. At first, when his family’s deaths and his suffering had been fresh in his mind, he desired nothing more than to punish them. But so long after that horrible experience, chains felt no more anger towards his former subjugators. Without the fire of rage to fuel him, Chains no longer felt a need to be a witchhunter. So, he left the organization and journeyed into the great Saltherian Desert to find his true path.In the desert, he experienced a series of visions, and learned his true, god-given purpose. With this knowledge, chains left the desert and came to Bosmoor-18, where he began to spread his teachings.

Now, chains is one of the spiritual leaders of Bosmoor, and seeks to tie the faith closer together with the nobility of Temeria. While he is still a follower of the Church of the Everyday man, Chains gives their teachings decidedly humanist and nonviolent slant. While not considered a heretic, many more orthodox priests dislike him.

Traits:
  • Leader of Exiles (The sizeable number of escaped slaves and Saltherian exiles in the city of Bosmoor-18 look to Chains as a spiritual and political leader),
  • Friend of the Witchhuters (Chains is a former companion and good friend of the Marshal of South Temeria, thought the two often disagree on policy and doctrine),
  • Demagogue (Chains is brilliant, fiery speaker and rhetorician),
  • Absolute Pacifist (Chains abhors violence in all its forms, and would not raise a hand in anger, even in his own defense)
 
GM NOTE:

People you have until tomorrow to add your traits, stats are on the works to start up everything Sunday!!

Demarchese, you need to be abit more specific about your traits plus you are allowed one more.
Deaghaid, please finish your sign up and select your traits in teh end
 
GM NOTE:

People you have until tomorrow to add your traits, stats are on the works to start up everything Sunday!!

Demarchese, you need to be abit more specific about your traits plus you are allowed one more.
Deaghaid, please finish your sign up and select your traits in teh end

? I thought mine was finished.

Name: Seomerwyne Clough
House: Clough (Motto: Keep Clear the Way)
Age: 23
Position: Baroness
Land Claim:
Bio: 'The Widow in the Woods' is all that's left of the ancient and venerable House of Clough. Illness, accident and violence have claimed the lives of her parents, husband, and siblings. She's a graceful, lovely Lady, but indisputably odd. She rarely leaves her own lands.

An avid reader, she is reputed to study magic, and is known to wander the dangerous wilds alone.

Traits:
Illusion magic (assuming I get the roll. If I fail the roll, she has a great knowledge of magic history and theory, but no innate ability)
Woodlore: Seomerwyne is very at home in the wild, knowing how to track and navigate, find food and shelter, and recognize medicinal plants.
Odd: Seomerwyne tends to do and say things that are unusual. She laughs at inappropriate times, stares at blank walls, and has sudden inexplicable mood swings.
Faerie Friend: Seomerwyne is personally on very good terms with the reclusive faeries who live in the depths of the woods.
 
Deagh, you kinda were, I just told Alex I wanted confirmation if you wanted to go ahead with the bonus traits.
 
GM NOTE:

People you have until tomorrow to add your traits, stats are on the works to start up everything Sunday!!

Demarchese, you need to be abit more specific about your traits plus you are allowed one more
Gorgan we need yours
Luft we need yours
jeeshadow you too!
 
Locations in Aettein

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1. Castow- Capital of the Aettein and seat of power the Ferbers. Castow is large city often called the "smugglers capital" for its a hub for the exchange of goods between Temeria, Kolche, and the Empire, most of which is done illegally.
2. Hiley- The largest port in Aettein and seat of the Ferber navy. Hiley is receives almost all of the County's sea trade making it invaluable to Aettein's economy.
3. Bestow- The village of Bestow is village that primarily serves as a rest stop between Castow and the border, and profits from trade between the two.
4. Hadun- A small village near the border with Empire, Hadun's main source of income is its fledgling mining industry. It is also believed to be a haven for escaped slaves from the Empire.
5. Gudlotoft- A village near the border, Gudlotoft is the de-facto base for witch hunters in the region. With many of the villiage's populace serving the Church of the Everyday Man and it's close proximity to the border, it has been a thorn in the Ferbers' side on more than one occasion.
6. Frewich- A relatively normal town, besides high numbers of logging Frewich has little remarkable qualities about it, though some suspect it is a base for the Church of Ithennia and their headquarters in the region.
7. Heaford- Another border town Heaford is believed to be the primary over land route for mages and other refrugees escaping from Kolche, as such both the witch hunters and the Church of Ithennia have a presence in the area.
8. Lebrook- Another small town, Lebrook mostly deals with trade items coming in and out of Hiley and is a stop for those who intend to had out to Hiley to find naval passage.
9. Leham- A small fishing village, Leham has in recent years had to deal with an influx refugees sneaking across the lake from Kolche
10. Fort Piwold- A fort constructed after the war with Kolche, Piwold is used primarily to catch Kolche spies and witch hunters attempting to sneak across the border.
11. Peymoor Castle- An old fortess and most heavily location in Aettein, Peymoor was constructed to defend the western frontier from Satherian aggression, after the secession of Kolche it saw much use in the conflict and is now the symbol of the Ferber's military strength.
 
Traits added
 
Dossier : Religion

Church of Itherya


The Church of Itherya main holy site is located in the Fortified Great Cathedral of Itherya controlled by the church in the Region of Travenor. The Holy Catedral is protected by the famed Itherya Knights, elite soldiers from around the cities whom serve with devotion the church and defend it form its enemies. The city of Razt is defended by an a watch force made up volunteers from the city and its land as well a few mercenary companies. Even though Itherya is called the Great cathedral is really a full fledge small city that have emerged around it

The church controls the city of Rezt a burgoining city where much of the clergy etc live as well as most of the forces for the church come from. Rezt is highly religious as one must expect from its direct ownership by the church as well the place with most magical medical professionals in the western world.

The Church of Itherya currently posses three Knight orders in their homelands, the Itherya Knights, The Remian Knights Order and The feared Razgus Knight Order. Meanwhile Itherya Knights mainly defend the Great Cathedral, The Remian and Razgus Knight order are offensive knights to be used in conflict and war against the enemies of the church around the world, The Razgus Order is especially feared as they cleanse the areas where they are send most of the time, They are Headquartered in the lands of Nevarria, a stronghold of the faith in the far away cities.

It's believed Each Knight order may be numbering close to two thousand men each, making a total of six thousand men at the disposal of the church to send for the Goddess to war if necessary.
The church or Itherya like most of the free cities relays mainly in mercenary armies when it need to fight in some conflict for the knights are valuable for minor war and skirmishes in the islands. against the non believers who dot it.

Hierarchy

The Great Priestess

-The Holy Church of Itherya was founded by the female disciple of the Goddess known as Itherya the Salvator, from where the Church took the name. The Great Priestess resides in the great Cathedral of Itherya in the free cities lands, where she looks upon her countless sheep to guide in the ways and path of the correct word of the great goddess Rohiris as told by Itherya blessed be her name.

The Great Priestess position is for life once selected by the Conclave of the Itherya where all the Bishops level priest are called to vote on the next Leader of the church from the pre-selected Three by the Nexus Council.

The Nexus Council

-The Nexurites as the priest whom are part of the council are called are tasked with electing three candidates to replace the great priestess once such need arise as well lead the Knight orders, and the church business around the world, by relaying orders and plans to the Archbishops of the Church.


ArchBishops
-The Archbishops are usually in charge of an great administrative region of the church and all its sheep on it. For example the ArchBishop of Temeria and so on. The Archbishop carry on the orders and plans for the Nexus Council as well as manage their budget from the church and recollect the money to be send to the Great Cathedral.

The Bishops

-Leaders of several parishes and in the administrative lands of the Archbishop, they carry order from the Archbishop as well as the conversion and guidance of the parishes under their watch. They too dedicate to establish the connections with the local nobility of their assigned area and keeping friendly relations as well as donations flowing.

Sheppards
-The shepherds are the small time clergy, leading a church of varying sizes in towns and small villages around the kingdoms and cities, it's the real clergy whom most of the people would see and interact with, they collect the tithe from the people in the duty to support the church.
 
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Name: Lucian Terebonnial
Age: 18

Bio: Born as the son of the Magistrate of Coldonia in the Free Cities of Travenor, Lucian's father was a particularly incompetent man. Holding his position solely due to the exploits of his father, the infamous corsair Drachias 'Milk-Eye' Terebonnial, who had slain the old Magistrate of Coldonia and taken his daughter to bride, the father of Lucian was manipulated from the day he came to the throne.

Lucian was raised in the navy-focused Magistrate of Coldonia during hte decidedly inept reign of his father, the Magistrate Kestarias. Ignoring the politicking that was occurring in the Magisterial palace, Lucian instead focused his attention on the few things that entertained him, fighting and coin. By his fifteenth birthday the nobles of Coldonia had begun to worry about their future as the arrogant and reckless young heir-apparent of Coldonia reached maturity. Rather than waiting for the boy to reach his majority, and replace them all with his favourites, they opted to act first. In the dead of the night, the day before Lucian's 16th birthday, the nobles struck. Proclaiming that the line of Drachias 'Milk-Eye' was nothing more than that of the descendants of an up-jumped pirate (which was the truth admittedly) Lucian's father Kestarias was murdered in his palace and Lucian himself was forced to flee from Coldonia in fear of his life.

Spending the next few years roaming the seas and the land in search of coin, Lucian came to fall in love with the life of adventurer which consisted of (at least in his case) whoring, fighting and cheating. Deciding to worry about pushing his claim on the Magistrate of Coldonia when it only appealed to him, Lucian eventually found himself drawn to the divided land of the Kingdom of Temeria. Lured in by the opportunity of easy coin and ample opportunities to do as he pleased, the reckless youth soon found himself happily engaged in the affairs of the Kingdom.

Faction: Roaming

Traits: Pirate Blood - Bonus to diplomacy or combat, since he is a roguish sort of character. Or even naval combat if that is a thing!

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Symbol of the House of Terebonnial, taken straight from the sigil used by Drachias 'Milk-Eye'​
 
Tap, for your second trait, you could add a possession you own, such as a pirate ship if you want, which would give bonus to naval combat.
 
((I like how tapscott picked Captain Hook from the show Once Upon a Time for his picture))
 
Hehe, reminds me that a critic gave pan 0 stars