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alexander23

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Feb 18, 2012
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Hello. My name is alexander23 and i had the pleasure of gaming master of the galaxy I, III and IV. I too created shattered earth ( a short lived yet fun game), and Guns and Sorcery: forward unto tomorrowland which ended...in nuclear apocalypse. If you have played in any of these games you will immediately recognize that all this games are nations sim, which by now are my speciality, or so i like to think. Now you question maybe what kind of fun and interesting nation sim will you presenting us now? And it would be the wrong question!

Me and the insane Sneakyflaps have developed a new game for everyone pleasure. Phoenix reign: The Crown of Temeria will be a different approach from what i normally have done, instead of a nation sim and you being the leader of it, PRCT will be a game in which all players are in the same kingdom, the Kingdom of Temeria. This can be called a spiritual successor to SneakyFlaps The Lion's Throne.

As at it stands, the game will be host to nine major noble families each with their own patch of land and forces, for whom players can sign up to be.However you don't have to be one of them , you can sign in as anything you want, a priest, a merchant, a poor thief, a independant monster hunter, part of the witch hunters the knights of the piercing light and whatever you fancy!!.

If all the major families are full and you still want to be a noble (or you just don't want to be major) you can sign as a minor noble under someone, a landed knight, a small baron etc.


Historical Background of the Kingdom of Temeria:


The Kingdom of Temeria, once upon a time was a small state fearful of the ire of its neighbors, that was until the great king Lemid “the conqueror” Krystiva ascended to the throne. A master tactician, Lemid lead the warrior people of Temeria in a series of rapid expansion and conquest of its smaller neighbors, dying in battle with a long lost kingdom he was succeeded by his equally able son. In this way a line of great kings lead the nation from it humbles beginning to become a major power of the region, it had troubles of course and defeats, yet in the end it always prevailed.

In just a few centuries the kingdom amassed people from a wide range of cultures and varied religions, no one thought those times would end, until the assassination of Henry IV, leaving no heir the throne. Two decades of civil strife and claimants followed weakening the once proud nation. It was near the end of the strife that the recently founded Saltherian Dynasty stroke close some eighty years ago and in a ten year long war managed to decisively defeat the royal forces killing king Richard III in the battlefield and forcing the entire east march from our hands, Tens if not hundred of thousands ran away and settled as they could somewhere else in the kingdom begins confrontation and two long decades of rebellions, infighting and civil war between the cultures and people.

Kasev “the uniter” managed to stop the wars and keep the peace for fifteen years until his assassination at the hands of a follower of the Church of the Everyday man, for his alleged sorceress concubine, his son Manrak “The Sword” was enraged and swore vengeance, by his royal decreed the Church of the Everyday man was no longer permitted and all must convert from it or be executed. At that time close to 10% of the population followed Church of the Everyday man inside the kingdom with many more outside, this started a era of religious strife inside the kingdom and the world at large as the Church of Itherya put its weight behind the new king.

Fighting erupted all over the Free cities, the Kingdom of Valenor and the Kingdom of Temeria with thousands dying over the next twenty years of war. In the end as many of the other small religions were dragged to conflict they were destroyed, ending in the consolidation of the Church of Itherya and the Church of the Everyday man as the two main religions of the civilized world outside the empire. Peace was achieved thanks to Rashmud “the lover”, for him managed to achieve a peace agreement between the religious leaders as well as teh rumors say had over one hundred lovers.

His reign however would be tainted by an affair with the wife of the duke of Kolche a proud and arrogant man, which by a series of events devolved into a rebellion and then the breaking away of the duchy by the defeat of the Kingdom of Temeria army by the combined forces of the duchy of kolchea and the Kingdom of Valenor, In which much of the high nobility was killed. The peace left the formation of the Principality of Kolche

At last however peace returned and for the next two decades Rasmud reigned yet he gave no heir to the throne. Now he lays death, with only a daughter, a bastard and no officially designed heir for the throne, as many whispered he had a dislike for his daughter. Now Everybody once more holds their breath as the time of strife, death, war, and blood are in the air.
 
NPCs Nation and important groups:

uR7fObB.jpg
Middle one is the kingdom we are in the light blue one
IRC channel is #PRCT



The Principality of Kolche​

Once upon a time the mightiest of the dukes in Kingdom of Temeria, now the principality is ruled by Prince Olaf Strevson the first of his name and have enjoyed twenty years of independence and an alliance with its neighbor the Kingdom of Valenor Solidified by a marriage between his heir and a princess of Valenor. Most of the people in the principality follow the Religion of the Everyday man. The principality maintain a cold relation with the kingdom of Temeria for they fear an invasion even if the kingdom renounced its right to the land in the defeat twenty years ago.


The Empire of Sathel​

The Empire is the ancient enemy of the Kingdom of Temeria, ruled from its foundation one hundred twenty years ago by the Saltherian dynasty. Its current emperor is Salien II.

The Empire of Sathel is an overpopulated nation in the borders of the kingdom, ruling a vast empire it is always in need of food especially with much of its land unusable for mass agriculture and instead used in grazing horses and sheeps. The Empire of Sathel practice slavery in mass scale, much more than in the kingdom of Temeria. The Empire stole the eastern march from Temeria some 70 years ago and keep looking for its chance to invade once more, for more grazing lands.


The Kingdom of Valenor​

The kingdom of Valenor is the main culprit behind the victory of the principality of Kolche Twenty five years ago. The current king´s sister is married to the Heir of the Prince of Kolche.

The Kingdom of trevenor is a very religious nation where the church of the Everyday Man is the only acceptable religion and all else are prosecuted. Worship of any other faith is punished by death. The kingdom of Valenor can be considered a rich kingdom, with precious metal deposits in his small mountain as well as positioned in a good trade route between the Empire, the Free cities , the Western nations and Temeria. They cannot raise armies as big as the one than the Kingdom of Temeria can, but they can absolutely arm their forces very well as well to posses a Large Naval forces.


The Free cities of Travenor​

The region of Travenor is dotted by the so called free cities, small states based around cities with government ranging from absolute monarchies to oligarchic republics. The free cities are well known for their riches and progress in the arts. Most are located close to the sea and posses great navies at their disposal.

Most of the warfare in land is done by mercenary armies in behest of their patrons, with the conflict ending in slight concession for a side or simply no gains for any of them as the mercenaries, wish to still keep their payment flowing later in another war.


Two of such states are worthy consideration however:

The Free city of Valedya

The free city of Valedya is ruled as a republic by the council of merchants, which in reality is simply the aristocracy of the free city. One of the richest free cities thanks to the trade routes and their robust financial system. the city relies mainly in mercenaries armies and it's great navy for defense, likely the biggest in the known world.

The Duchy of Styria​

A powerful city state on the rise, with a ingenious and powerful duke at their helm they have been subjugating cities state in their vicinity, whom have drawn the ire of Valedya, at the moment both cities are engaged in a cold war of alliances and pacts for war in the lands of Travenor. Holds a bigger army than Valedya can field yet their fleet is much smaller. Currently the HQs of the Church of the Everyday man and the Witch Hunters are located inside its territory giving ample political power across the cities thanks to it.


The savage and lost lands, AKA the ruined lands:​

On the border of the kingdom of Temeria are the so called Ruined lands, where forgotten kingdoms and people lay in savagery. In here, people have devolved to the savages ways of old, where tribes and clans rule the land and people across the forest and plains. With no civilization, monsters of all kind roam the land free and in great numbers, worse of all the the uncommon and powerful monsters inhabit these lands.

Meanwhile in the west they have been expelled or culled in numbers across the millennia in the ruined lands they prosper and breed. The Marscher lords of Temeria keep the border defended from the horrors and chaos of the other side of the once proud great wall. Even with the deterioration of the wall after the invasion of one of the migrant Raskeni Hive thirty years ago (repealed after brave effort from the marscher lords) the remains of it still stand proud.

That is not to say monsters don't cross the walls and lands of the marscher lords nor that they not inhabit the forest and deep cave, yet not in the numbers of the ruined lands.
 
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Magic in our world

Magic exist in the world and people from both sexes are born with such abilities, whoever the numbers of such people are very low across the board in the known world and the great issue of our time it's how to treat those who are able to wield the powers beyond mere humans. One thing to note magic abilities are much more likely to appear in a female than male, making most magic users female, however male magic users are usually on average much stronger than their female counterpart.


The Kingdom of Temeria:​

In the kingdom of Temeria with its three main religious following, magic is viewed differently from culture to culture however most follow their religious teaching on it. What is Universally enforced however by the Knight of the Piercing Light is the recruitment of any child whom it's noticed with magical abilities. Meanwhile it is impossible to gather them all and find them all, the order does it utmost to find as many as possible for their ranks. Any other person with magic who is not part of the order or have a pardon by the Church of Itherya it's usually declared a rogue mage, and becomes free game for anyone to kill.

Recruitment of your child by the K.P.L. is a very hard thing to avoid once it’s widely known he or she is in possession of magical abilities even at the high ranks of nobility. Meanwhile many families, rich and poor do feel pride for someone of their family serve in the order, others attempt to hide their loved ones from the hard and most of the time short life in the K.P.L. As anything it's easier to hide your magic wielder progeny if you have money than if you don't, however many from all classes attempted to do so. What does remain constant is that if you are found to have magical abilities, be it rich or poor you will be marked as rogue mage, which is a death sentence.

Most magic users that are not conscripted into the order usually end up as part of a witch coven or a sorcerer lodge, the difference being their background. Meanwhile rich magic users are able to study magic of books in safety as well exotic items (forming the sorcerers lodges) the poor and destitute in the rural lands simply join with the witches and learn dark magics and potions in the forest and dark caves.

Meanwhile the order will denounce rogues and sometime hunt them if deemed necessary or time worthy, the true enemy of them are the members of the Sword of Dawn commonly nicknamed The witch hunters from the Church of the Everyday Man. Whom hunt them without ever stopping to consider their circumstances, background and why they are a rogue mage, nor the good or evil they may have done.

One thing to notice the lands of temeria have the highest rate of magic wielders born from all the other lands and kingdoms known.


The Empire of Sathel:​

The empire have one of the lowest numbers of magic users, and usually the magic user are born exclusively in the nobility and aristocracy of the nation. it's believed this came to be as most magic users left from the time of conquest were the ones that sided with the Saltherian Dynasty in the time of conquest, whom were named nobility inside it, making the possibility of a magic user being born from them the highest.

When a peasant has a child with magical abilities they are immediately adopted by a noble family as if one of their and raised as such, never knowing the truth. The church of the everyday man is banned in the empire an persecuted for the reason they hate and wish to destroy the magic users.

The Empire possesses the most lenient policies of magic, with no real restrictions and magicians highly valued in the empire unlike much of the rest of the world.


The Free cities:​

In much of the free cities magic users are the most free of them all as they are left to do what they want as in the empire, yet dont have the shackles of nobility, or military service. Many are located in important positions of power and advise. However in the free cities are the birth place of the two major religions of the West, and such with the open policy of most cities, Witch hunters from the Church of Everyday Man as well as scorn from the followers of the Church of Itherya is visible easily. To make the matter more complex policies changes from city to city and ruler to ruler, depending their beliefs and desires. One of the most powerful sorcerers lodge is located in the city of Valedya, which is believed to be the most promagic place in the world, this lodge even has members from the secret lodges of Temeria.


The principality of Kolche and the kingdom of Valenor:​

In both lands the Church of Everyday man is the only allowed religion and witch hunters are in full swing killing all magic wielders they can find and destroying magical knowledge. As in Temeria witch coven, sorcerers lodges and single magic users hide from them or fight them in the shadows to avoid being killed.



Schools of magic

In the world of ?, there are several schools of magic, the vast majority of them are forbidden by the church. Should a person be found to have used magical spells, the penalty depending on the crime can be anything from a fine, to jail and execution. Even within the allowed schools of magic, you need a permit issued by the Church of Itherya to be allowed to use magic.


The School of Restoration​

The School of Restoration is the magical school of healing, the followers of this school work towards a mastery of the human body, and magical energies to allow their knowledge of the world beyond to heal their patients. While this is one of the permitted schools, it is also one of the hardest to master. While mages have been known to heal, it takes a vast amount of their life energy to do so. It can easily make a mage pass out for several days, or even kill them if they are to attempt larger healing, such as internal bleeding. As such it's rare to see a mage with the abilities to fully heal a body, these mages often become employed by kings, or powerful nobles with a lot of money to pay for their services. The vast majority of mages know the school to a minor degree, and are able to heal very minor cuts, and those who study it further to an extensive degree can even heal broken bones.


The School of Protection​

The School of Protection handles magical defense against all arts of hostile magic. As such it is both the easiest to learn, and something that every mage knows to a lesser or greater extend. It is one of the hardest to master, which is has been left due to the reason that the school covers all forms of protection, and as such an extensive knowledge and study must be undertaken to master all its tricks and defensive stances. While it is in theory impossible to master, as not all of the secrets of magic are known, then it is said that the founder of the Order of Piercing Light, could take on 50 mages and not be scratched, due to her extensive knowledge of the school. While it may just be a fairy tale, then it shows the protection the school can truly offer to those who are willing to invest their time into its pursuit.


School of the Elements​

The school of the elements is in truth four different schools put into one, it’s the element of earth, fire, frost and water. Schools of destruction are generally easier to learn than schools of protection or healing. However, mixing with the elements in extensive use can also affect the mage’s personality, nature is wild and volatile, and as such it leaves it mark on the caster. Beginners to the schools often require large amount of the specific element in question, near them to accomplish anything. However as their knowledge and skill extends, then it has been seen that a single spark of fire from a torch, has left a forest in a firestorm. Masters of the schools are even said to be able to summon the elements out of thin air.


School of Illusion​

The School of Illusion affects the target's mind, this is a school that allows the mage to install fear, love, lust, despair and anything in between in the mind of the target. This school has lead to the execution of many women throughout history, as history is also filled with kings accusing past mistresses of being witches, creating illusions on their mind for the king to love them. It is a school that can easily earn a mage an execution, as most people instantly fears a mage which can play tricks on the mind.


School of Nature​

The School of Nature is the school of magic that deals with the nature around you, as well as that of the animals in the world. This school allows you to manipulate trees, as well as reduce the effects of toxic plants. You normally find this school among the tree folk, who roam the large forests, and use it to help build their homes. This school for the more advanced users also allows the power to shapeshift, as such you can turn your body into that of an animal. Many alchemists also have knowledge of this school to a greater or lesser degree.


Blood magic, necromancy, curses and demonic summoning​

Commonly known as the Schools of Death, blood magic, necromancy, curses and demonic summoning are seen with fear and terror. Users of the magic are ruthlessly hunted down until the end of their days, and none have so far been forgiven for its use.


Blood Magic​

Despite the fact that the magic is used to kill, then it is often described by masters of its use as no worse than that of the elements if used correctly. Like that of the elements, it can be used to kill, often in very painful ways, by twisting the blood inside the victims in ways otherwise unnatural. It also allows the placement of such things as a hemorrhage, clotting of the blood, and so forth. As such it can also be used for good, to prevent bleeding from wounds if controlled properly. It has been used by torturers in the past, to make confessions come easy and without much work. While it is not public knowledge, many of the higher ranking members in the order of Piercing Light, have read and even studied this school to a degree. It often comes to use when out in the frontier, and surrounded by monsters, that their blood can be dropped and removed from their body, as the monsters are often immune to fire, and other elemental spells.


Necromancy​

The power of the necromancer is one to be feared, as he raises the dead for his own wicked purpose and goals. He disturbs their rest and for longer the undead are raised, the more violent they become. Great beasts of old have been raised for the ground, and in the ruined lands, many of the local warlords look to necromancers to bolster their armies. This has had mixed results as the necromancers often themselves take power from the warlord with their armies and instead rule the land with an iron fist. This is an extremely difficult school to learn, as raising the dead, and bringing to life what was dead is no easy task, while the masterful can raise an army, many have to train years to even make a finger move. This is however also one of the most mysterious schools left for mages to explore, due to the vast amount of mages who quickly are hunted down when involved in necromancy, not a lot of the secrets of its school is known.


Curses​

Curses and blessings are not that far from one another, if you master one, you can master the other, sadly blessings are largely the works of fairy tales, with few of them being known to mankind. Curses can affect the life of the victim until his death, and can vary in power and importance. It can be anything from being clumsy to the death of the victims loved ones. Curses can be lifted by witches of old, but normally at a steep price, or a later favor which will not be known until they ask for it, and as such is like trading with a demon. Placing a strong and long lasting curse will be a great difficulty and cannot be done by anyone but a master of the arts. But once placed, they are of extreme power, and often can lead to disaster, on large scales, it have proven to once caused a famine, killing millions, after a king raped the daughter of a witch.


Demonic summoning
The most dangerous of the arts, the mage summons a demon into the living world, binding it to him for eternity, sadly eternity for most mages end a lot faster than for the demons. Demons are cruel, vile and sadistic creatures, often penetrating the mind of the mage and influencing him in his sleep. In turn turning him into the demons puppet, rather than the other way around. Once the demon has entered the mind of the user, it doesn’t take long before the demon holds the soul of not only the mage, but all those around him. When the mage dies, the demon has been released from its chain and as such can now roam free in the living world, causing chaos whenever it goes. The legend goes that the ruined lands was once a vast civilization, but was overthrown when an extremely powerful mage, summoned dozens of demons that later killed him, scorching the earth and making it infertile and largely unlivable for the people there.
 
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Races of The World And Their Religions


Mankind: Playable​

The dominant race in the world, they rule the lands on which they settle, and they settle on whatever land they find which can provide farmland. Despite their vast numbers, and the control of the land, many humans live in fear, whether it be from fear of disease, to mages, or those who holds the swords at night. Fear and ambition have driven mankind forward. Such as the case of the Sword of Morning Dawn, and their relentless hunting of mages, the granting of conscription rights to the Knights of Piercing Light to protect them from the darkness beyond the walls to the north, or the development of new weapon for warfare.

Racial traits:
The human race varies greatly from person to person, their skin tones goes from white to black, their eyes from brown to blue. Their hair color and the amount of hair on the human body also vary greatly from person to person. The average height of a human male stands at 1,70 meters (5 ft, 6 inches), and for a human female at 1,65 meters (5ft, 4 inches) .


Elves: Playable​

Forest folk, Elves, fairies, leprechaun and so forth, many names but pretty much the same race, just different parts of the world. The forest folk as many the vast majority of people call them, are a race of largely peaceful people living in the forests. They are not accustomed to the way of war, and as such they have suffered greatly at human expansion. Many of them now roam the lands, living in the worst slums and risk their lives going outside, many have also been forced into slavery, a few are lucky and gain kind masters, but more are unfortunate enough to be seen as expendable. Those who are still lucky enough to live in the forests maintain their way of life by the races natural affiliation with the school of nature, and to minor degree illusions, hiding themselves from the outside world. Due to their use of magic, the Witch Hunters have begun hunting them in greater number than previously. A few Forest folk have also made excellent spies due to the School of Nature, and their shape-shifting abilities.

Racial traits:
The Forest Folk have a greenish skin tone, allowing them to easily blend in with the forest. Their eye color is normally green or brown. As they grow in age, they begin to form a heavy beard, one which they rarely shave as they see it as a sign of wisdom. The average male stand as 1,10 meters (3ft, 6 inches) and 1,05 meters (3ft, 4 inches).



Slum Children: Playable​

The Slum Children, named after the city slums in which they live, were not considered a race until a few centuries ago, before that they were simply seen as the unfortunate offspring of lust. Since slavery became a bigger norm, this began to change as more and more Forest Folk began to serve humans. Many sought a way out of slavery and the Forest Folk had a natural affinity to illusion. As such many of the young males and females put charms on their masters, eventually ending in the birth of many bastards, seeing the slum children rise in population. The problem eventually became so bad that the king put new laws, that any Forest Folk, having found to place a charm on their master, would not only be executed, but also all their family members. While this reduced the birth of the children, then the law has also often been abused by nobility, claiming to be charmed when the partner was with child, and thus getting rid of the child, mother and family, while keeping themselves from scandal. The damage had however been done, and over the last few centuries, the race has grown, being a mix between humans and Forest Folk.

Racial Traits:
The Slum Children are a mix of the Forest Folk and their Human masters, and as such they share mixed traits of both. The average height of a Slum Child is that of 1.55 meters (5ft, 1 inch) for males and 1.45 meters (4ft, 7 inches) for females. They share more of the human strength, and the Elven agility, though less of both compared to the Forest Folk or Human race. Their eyes are green, and have better sight than the average human, making them excellent archers in times of need.


Orcs​

The Orcs, a feared and dangerous race which roams the Ruined Lands. It was once their homeland, a vast sprawling kingdom, until it fell over a millennium ago. The Orcs had a kingdom several centuries old, a war chief and his family ruling over its vast empire. Eventually the line came to an end and a civil war erupted. It is said that it was an ambitious war chief that is responsible for the state of the Ruined Lands today. The world blames the Orcs for the evil magic of the world, as it is said that the war chief turned his shamans and warlocks, making a pact with demons for power. Eventually the demons broke free, ruining the lands until an unknown force eventually forced them back. Today the Orc population has vastly decreased, they roam the Ruined lands, they walk in tribes across the lands, some hostile to humans, others having allied with the Knights of Piercing Light.

Racial traits:
Orcs have a varying eye colour just like humans, they are however much bigger with the male standing straight at an average of 2.10 meters (6ft, 9 inches) and females at 1.90 meters (6ft, 2 inches). However, they all share the same trait of a crooked back, thus making the males stand at roughly 1.90 meters (6ft, 2 inches) and the females at 1.75 meters (5ft, 7 inches). They have a very muscular build, and they all share the same black hair colour. Their skin colour varies from orc to orc, depending on the region. Those south closer to the fertile human lands have greener skin, whereas those to the north have brown to black skin.


Dwarves​

The Dwarves were once mighty and proud, and today the Blackstone Clan is all that stands left. They are dug deep down in the volcano named Mount Wulwrath by the humans, it being named after a legendary Dwarven king from the tales of old. No one knows how it happened, only that it did, the Dwarven race fell, and its decline took only hours. Today the Dwarves are few, and they are extremely hostile, killing most living beings on sight. They don’t venture outside of Mount Wulwrath very often, and several expedition by the local lords and even the king, have attempted to drive them out and make the mountain safe, so far all have failed.

Racial traits:
The Dwarves stand at an average of 1.40 meters (4ft, 6 inches) for males and 1.25 meters (4ft, 1 inch) for females. They eye colour vary, and so does their hair, however the most dominant hair colour amongst the dwarves are that of red. They are the most pale of all races, they skin near snow due to the unending ages they have spent inside Mount Wulwrath, away from the sun. If you however were to look at them, you would not believe it, they are covered in dirt and smoke from the fumes of Mount Wulwrath, their eyes likewise read from the fumes, thus looking like creatures of terror if faced in darkness.


Serpent-men​

The serpent men are a rare species and most is unknown about them, they live in the ocean and on islands that are desolated by the other races. Merchants are said to avoid desolated islands out of fear of encountering them at night.

Racial traits:
There are no known records, only hear say, they are said to be as tall as Orcs with scales, and as strong.


Organized Religion

The Church of the Everyday Man:​

The second biggest church in in the kingdom of Temeria, it currently holds somewhere of 20% of the population under its wing, meanwhile the church hasn't fully spread around temeria, the kingdom of Valenor, and the Principality of Kolche are fully under its control with sizable amount of free cities following the religion too. Their main headquarters are in the Duchy of Styria, same as the main Witchhunter HQ, with branches around the other kingdom and lands.

The church of Everyday man sees magic as evil and corrupting of the human spirit as such believes all magic wielders must be destroyed and eliminated. Their law fully enforced in the Kingdom of Valenor and the principality of Kolche and more tenuous in the free cities, meanwhile they reached a compromise in the kingdom of Temeria during the great religious wars decades ago.

Decades ago the great church of Itherya broke into several factions during the great religious wars against the Church of the Everyday man, the breaking of it was the disagreement of the usage of magic sanctioned by the church as right and correct. Why this came to be? The death of the great priestess of Itherya at the hands of a Witch Hunter group, split the opinion of many in the following and the clergy, it was clear the Church of the Everyday man was wrong and insane, which mean the way magic wielders were treated was wrong too! or so they claimed. With the Ascension of a New great priestess whom followed the old ways, the reformers broke off with the main church and were declared heretics worse than the Church of the Everyday man, starting a three way war in the holy war. Though much of the reformers were destroyed, especially in Temeria and Valenor, some still survived and the disorganized collective came to be known as The Holy Church of Ithennia.


The Divine Church of Itherya:​

Currently the biggest of the churches in the kingdom of Temeria with 75% percent of the population following it. The church of Itherya believes the only acceptable magic to be practiced is the magic of the school of restoration, for healing the wounded. Meanwhile the knights forcefully conscript as many mages as they can, the church is able to grant pardons for the rogue mages, but it only does so if they fall under the healing arts. Its very difficult to obtain the rogue pardon yet if done so it can avoid being hunted by the witch hunters and the rogue mage categorization, by giving service to the church as medic around the country in the name of the great goddess.

It is widely known they really only grant pardons to sorceress from the high classes, rarely forgiving witches and the like, and a heavy donation must accompany the pardon to be acceptable..for the sins of unlicensed magic of course.

The church of Itherya, can be named as filthy rich, with great churches dotting the land and rich coffers, they include a land grant given by some king decades ago, giving them their own personal fief inside the kingdom.

The Church of Itherya Holy city is located in the Free cities territory, where many follow the way of Itherya too, in confrontation with the Church of the Everyday man and the many cities where magic is let free to do what they please.


The Holy church of Ithennia​

The second biggest religion in Temeria with 5% of the population following it. The Holy Church of Ithennya in difference from the Divine church the belief magicians must not be persecuted like the everydayman church believes, nor says that only certain magics are allowed and only under the church. In defiance to the Knights order ways too, they spouse all current rogues and hidden magicians must be forgiven and the forceful conscription of children into the knights reformed.

The Holy church believes, the true way to end the ways of witches and hidden compacts is to create a license system for all magicians outside the order of Knights, the magicians then would be gathered in their respectives areas in lodges supervised by the kingdom and church of Ithennia where they can freely make magic, yet limits are observed for the safety of all. in this way the wonders of magic can be share with the rest of the kingdom and the killing can end. Their motto is magic and their practitioners are not your enemies, they are our friends.

They currently are at odds with the knights as they claim, the rightful way would be for people to be given the choice of joining the knight or sending their children to it, nor forceful conscription into the order. Which is why the Knights have proscribed any member of the church as rogue mage.

Currently the church was prescribed after the great religious war killed much of its associates and followers, meeting in dark caves, basements, cellars and so on. Anyone caught by the the church of Itherya or the Church of everydayman as guilty of being a follower is executed for heresy, meanwhile knights itself don't usually take to execute followers they are given to the Church of Itherya.


Medicine

Medicine is that of herbs, bandages and relaxation. While there is restoration magic, then it is limited to a few, such as the wealthy if a mage is willing to help them, or the knights among their own order, as the act of magic is dangerous in itself. The rest of the time, it is the local witches and alchemists who can provide herbs and bandages for the unfortunate to help heal the wounds. The knights also have stronger potions, which they take on mission in case of wounds or broken bones, to last them through until they reach a safe zone for proper medication.
 
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The Knights of Piercing Light

The knights of the piercing light are an independant knightly military order, under the nominal power of the king and churches. However in reality they only respond to the their own hierarchy, with the Knight Mother at the top in the central order fortress of Arin.

The Knights were founded hundreds of years ago, before even the formation of the known kingdoms and lands, it was in an attempt by the people to fight the monsters and survive their destruction. Using Alchemy and magic, the first knight of all the original Grand Mother and her Knight Mothers fought the great beast that preyed upon men and woman in the central lands of the now named kingdom of Temeria and formed the K.P.L. Little by little the order expanded and their numbers grew, hunting down great beasts of the land and expanding, while defending civilization.

Even though not necessary to join the order, the possession of magical abilities are a great bonus and necessity to be a knight. However other members of the order without magical abilities, would be the members such as blacksmiths, stonemasons, cooks and so forth; as such they have not undergone the ritual. To maintain the order, the K.P.L. have been granted the right of conscription within Temeria, and as such the order can “recruit” all children that are noticed to have such capabilities, and will raise them to serve the goal of the order. Children introduced to the order will quickly be given potions to accustom their body to its effects, and to resist venom, fire and other things that may harm them during their training.

The Knights of the Piercing light possess armor and weapons design only known to them and with properties shrouded in secrecy, especially the metal forging of their anti monster weaponry. Currently in the four branches and the central order, a total of eight hundred knights exist with near two thousand trainees.


Organization:​

The Knights of Piercing Light is a magical military order, and as such it is no surprise that the vast majority of the Knights are female, at a ratio of 12 to 1 men. The total force of the knights standing at roughly 800 knights, and 2000 trainees. They are split into different Branches:


The Branches​

The Central order:

The central order was the first of all the orders of knights, and the one in control of the whole organization under the Knight Mother. The central order has near 38% of all the knights and half the trainees. By being the most powerful of the orders as well as the central command station, the most powerful knights are part of or receive direct orders from it. The central order at the same time has the most land under their jurisdiction of all the branches.


The northern branch:

The northern branch is the knightly order located on the border regions of the Ruined lands. It is known as the most battle hardened and combat oriented branch of the order. Accustomed to fighting with more monsters than any of the other branches. It posses the higher combat experience, even if not all of the knights are as powerful as the ones from the central order; as well it has the second most knights with near 20% of all knights though only 10% of all trainees. The northern order posses observation camps and towers on the inner and outer side of the wall, to keep a warning system for the marscher lords.


The Southern order:

The Southern order keeps control of the border with the Principality and the Kingdom of Trevenor; it is in constant conflict with the witch hunters of the Church of the Everyday man, despite the uneasy alliance. The southern order is the smallest of the branches, yet more experienced in fighting against people and hunter groups, within the anti magic Principality and Valenor. The number of monsters in the southern lands is less, especially for great ones, as such there isn't much activity in the South. They have some 10% of the knights with 10% of all trainees assigned.


The Eastern order:

The eastern order operates in the lost eastern marchers, as well the areas near the border with the empire. The knightly order is not prosecuted in the empire, yet they aren't supported or liked by the authorities, as such they keep to hunting monsters in their territory. Rarely do they go out of it and into other parts of the empire. They possess some 15% of the knights and 15% of the trainees.


The Western order:

The western order operates in the free cities, as well as part of the western territory of the Kingdom of Temeria. With their disorganized government and fractured lands, the western lands can be considered the second most dangerous post; where most monsters inhabit it, even some great ones are observed from time to time. They possess 17% of the knights as well as 15% of the trainees.




Hierarchy​

The leader of the Knights of Piercing Light is the Grandmother, the highest member in the order, and always a woman. Despite the heavy number of females, and that the leader of the Order is a woman, the vast majority of the Grand Masters and the Grand Council are men, with 16 of the 24 members of the council, excluding the Grand Mother, being men. As men have a stronger ability with magic, and a better physique and body for the ways of war and fighting, it is not strange that they take many command positions.


The hierarchy goes as follows


Grandmother: the leader of the Order and the final decision maker, she is the head of the order, and the one who resides at Arin. She oversees the education of the new knights, and ensures that the order is well funded, the final decisions are left to her, and as such she often stays close, and in council with the reigning monarch.

The Grand Council: The Grand Council consists of 24 members. Known as the Grand Masters, they are the most senior members of the order, and partake in the Grand Mother’s decisions. The senior four members oversee the orders activity in the outlying branches.

Senior Knights: The senior knights are any member who have proven themselves in battle, and on operations multiple times. They are responsible for leading new operations into hostile territory, and to take on squires for training.

Knights: The knights are the members who have already passed their trials, and gone through the rituals and lived. The knight goes on operations, helps clear out local beasts, and protects the people he is assigned to, so whatever that is commanded by his superiors.

Squire: A squire is a member of the order that has reached puberty, but is not yet old enough to pass his trials. He follows his master around and learns from them through first-hand experience. They are expected to provide for their master, such as setting up tent and cooking, but at the same time be protected, for the master to take time to teach them the essential knowledge. These squires are what makes up many of the trainees at the northern border.

Trainees: The trainees are the youngest members of the order; they are still learning and are not yet prepared to go out on missions. The vast majority of these are found at Arin, safe from the dangers of monsters and the world. When they are ready to become squires, they will be introduced to a senior knight who will take them under their wing, and advance their training.



Becoming a knight​

The Training and trials to become a knight are very strenuous and it's not rare a candidate dies during it, even though it's hoped to be avoided. The deadliest of them all is the rite of ascension when a squire’s master deems the squire fit for the rite, the squire is sent to the ruined lands to hunt and survive for a month, bringing back the trophies of his rite. The casualty rate of the trial is very high.

Following the trial, and given that it is a success, a ritual will be undertaken by the Grandmother and the Grand Council. This ritual is deadly, and can often prove fatal, the process a knight’s body undergoes following it is one of extreme pain, often leaving the knight in a coma for the coming week before waking up again. But, when the knight then wakes up, his or her body has vastly changed.

When the knight wakes up, he or she will notice the major changes to their body and their senses. They will suddenly become more aware of what is happening around them, their vision will improve as well as their hearing. Their height will have increased dramatically as their bones and muscles grew during the ritual, and their weight having dramatically increased as well. Due to these vast changes to them, the next 6-12 months following the ritual, the knights will stay at the fortress of Arin, and when the Grand Mother finds them to be adjusted, they will be tested and if approved, go on acting duty for the order.


Equipment​

A knight’s equipment is made of what is commonly known as Arin Steel amongst the order, as it is custom made by the blacksmiths at Arin for each knight. It is a process of months, and is ordered as soon as a knight wakes up from their coma. The knight him/herself can chose how heavy the armor they wear is to be, however it is rare to see a knight wearing full plate armor. It makes one too slow and immobile during fighting, and certainly against monsters, while it may work for normal knights on horses, most fighting done in the order is on foot. The choice of weapons is also left up to the knight, anything from a one handed sword with a shield, to two handed swords. Axes, spears, halberds are also used, as well as clubs however only in minor degrees.


Physical appearance​

Males:

Described by a royal historian as the Apex Predator, the male knight is a man who has spent his whole life training in both magic and fighting styles. Imbued with the ritual, his fighting powers have been further enhanced as his strength, reflexes, stamina, speed, agility and senses have been improved to superhuman levels. He stands at an average staggering 1.95 meters, (6ft, 4 inches) and weigh 215 lbs. of muscle. They have survived jumps from heights that would have instantly killed regular men, as well as survived punches, and being trapped under pillars which would have either ripped or squashed a normal human being. Several instances have also seen them punch through a chest plate, doing damage similar to that of a full charged hammer to the unfortunate person in their way. However, with all their strength, power and ability, it is important to remember that twelve mangy dogs can kill a lion.


Female:

A female knight, and the knight that one is most common to meet, is larger than the normal male on average, but smaller than her knightly male counterpart, standing at 1.73 meters (5ft, 7 inches) and weighing 135 lbs. While they are not as impressive or feared as their male counterparts, they are a force to be reckoned with. Like their male counterpart, they have received training their entire life, and many end up being as deadly as the beasts they fight. Any person who meets a female knight face to face should consider retreating for the knight will have the upper hand. Their reflexes are better, their strength improved, and while they are not able to cave in a chest plate, they are still able to break the bones in the enemy’s body with ease. Like their male counterparts, they have also been known to survive otherwise extreme or fatal injuries and survived.

However, no matter what for both sexes, you should never underestimate a knight, if they be injured, broken, malnourished, then they are no laughing stock. They will always surprise you, and they are much stronger than they look, even when weakened.


The twelve knightly vows​

These are the vows that every trainee take at the start of their training, and every squire before the rite of ascension and once again before the ritual.

I vow to never act out of anger, to never act upon revenge or hatred, and that my motives be not those of destruction.
I vow to always serve the Order and be faithful to my brothers and sisters, I will not keep secrets from them and I will not betray their trust.
I vow to always protect the innocent no matter who they may be, if they be Human, Elven, Orcs, Dwarves or so forth, then I will make no distinction.
I vow to never be motivated by greed or any other worldly desire, I will always act and carry out my duty, no matter where that will lead me.
I vow to never make a distinction upon who I protect, from the highest lord to the lowest peasant, I will serve them all.
I vow that should the day come, then I will gladly and without hesitation lay down my life to save that of others in need.
I vow that I will start no family and that I will live a life of celibacy.
I vow that my life previous to that of joining the order is now nothing but a past memory, my previous family is now no longer anything to me, than any other man in the world, and I will not give them precedence in my duties.
I vow to never take advantage of the generosity of a stranger.
I vow that I will not flee in face of danger, or stand down my arms, in such instances as it would lead to the death or harm, of my friends, innocents and allied.
I vow to never take a needless life.
I vow to never judge people upon their faith.
I vow to finally stand guard at night, to protect all men, women and children, so they might sleep safe at night without fear, and go on about their daily business, knowing that I stand ready to protect them from what lies beyond.

The civil wars have taken their toll on the order, they used to be funded by the crown to stand guard and serve as protectors. But when the crown became disputed and changed hands, the new kings were more eager to affirm their own authority and security, building new castles to protect their own bases of power. Enriching themselves with the kingdom's treasury, granting gifts, titles, lands and revenue to their friends and allies, and as such the resources devoted to the order slowly declined. This has led to several issues, both for the order and for the native population of the kingdom. The order can no longer maintain as many outposts and fortresses as they could a century and a half ago, their numbers have also dwindled, and as such the recruitment, or conscription, of new members has declined. This has led the an increase of free roaming mages, which in turn has also led to an increase of witch hunters. Further upon this the number of monsters have seen a steady increase, and more monsters have crossed the wall to the North, terrorizing the local population, forcing the order to strike deals and alliances with the tribes in the Ruined Lands, both humans, Orcs and whatever else. As such the Grandmother has been forced to partake in a bigger and bigger role within the realms politics, though many see her as a woman who has little to do in the affairs of men. While the order might permit her to rule it, many outside it, including the nobles, Witch Hunters, clergy and so forth, deem it unfit that a woman is to intervene in the affairs of kings and men, and that she has no business telling them what to do.
 
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The Sword of Dawn

The Sword of Dawn is a military order following the Church of Everyday Man, their headquarters are in the Duchy of Styria and their goals are simply, to eliminate all mages, magic and monsters. In light of that goal, they have been terrifyingly efficient within the duchy, driving out all mages and killing those who stayed behind. They began to intrude into the kingdom of Temeria long before the First Religious War, and they proved to quickly gain local power bases with the decline of the knights. They ruthlessly hunted down mages within the kingdom, and it became one of the leading causes for the Religious War, as they cared not for licenses, pardons or forgiveness that the Church of Itherya gave. They quickly gained support among the peasants who saw them as saviors, these were normal people who fought the darkness, and attempted to rid the world of fear. While that is how the common man saw them, the mages saw them quite differently, the hunters managed to spread fear, leading to more mage sightings as the fear spread and magic was used for self-defense against even minor threats.

While a member of the Sword of the Dawn is no match for a Knight of the Piercing Light, and would fall to them in a matter of seconds. Then what the Sword of Dawn lacks in raw physical and magical power, they more than make up for in numbers. No one but the headquarters truly know their numbers, but it is estimated in the several tens of thousands, even going as high as one hundred thousand hunters across the world, but that number is highly unlikely. Also unlike the knights, the Witch Hunters are mere humans, and as such a woman within the order is a rarity, as they are seen as unfit for combat and must go through extreme trials to be accepted as a member of the order.


Hierarchy​

There is a strict hierarchy within the order which all must follow, and if disobeyed could result in the execution.

The Grandmaster: At the top of the order was the Grandmaster, his will was the law and he alone decided the new directions of the order. He sat in Styria, in close consultation with the Duke and would rarely leave the duchy. Only a few times could his departure be considered and one of them was coming soon, with the new conflict brewing up in Temeria, this could be a chance to strengthen the orders power, one which he might just try to seize himself.

Commander: The Commanders are the highest ranking members of the order, just below that of the Grandmaster. Each commander is in charge of a nation, or district as they are called within the order and as such are the local masters for the Hunters within. They report back to the Grandmaster but otherwise act mostly on their own, following the direction sent by the Grandmaster, as well as making their own. They are in charge of all hunters in their district.

Seneschal: The seneschal is the right hand man of the Grandmaster, he is the man in charge of securing funds, equipment and resources for the order. He is also responsible for ensuring that enough recruitment and resources are allocated to each commander so that they may carry out their duties.

Marshall: The marshal is the second in commands to the commanders, they respond only to them and each have a smaller region in which they themselves command over. They are in charge of the local day to day missions of the order, and to ensure that the missions are carried out.

Sergeants: The sergeant are the experience hunters, they are the leader of smaller groups of hunters who usually number between five and ten hunters and trainees, depending on the region, this number could also be higher.

Hunters: the vast majority of the order, the hunter is a man who has hunted for some time and passed his test, he does not fear the monsters in the dark and he follows his orders.

Trainees: Hunters in training who have passed the recruitment stage.

Recruits: Fresh recruits not yet trained to fight what hides in the dark.


Equipment​

The equipment of the order is similar to that of the men at arms and crossbow men. They wear chainmail and pieces of plate together with a helmet for their infantry. Their archers have large shields to protect them from debris that mages throw at them. The infantry carry smaller shields, but still relatively large to protect them from different elements. Their shields are blessed by the priests of the church to grant it greater protection, and they wear amulets to protect them from magic. These items do provide protection to some degree, and shield the hunters from minor and everyday magic they might encounter. However new hunters have often learned it in the harshest of ways that the protection is not unending, and when they faced more experienced mages, the burns and scars they left on the hunters bodies never healed. The amulets and shields can only repel so much magic before it becomes too strong and breaks through the shield. Over the time, the mages have also become smarter, instead of focusing their energy on the hunters themselves, they focus it on their surroundings, such as trapping the hunters in a burning house, or a deadly snowstorm to die.


Relations with the world​

Originally, the Duke of Styria as well as the church, had hoped to be able to fully control the order, and at the start they were successful. Over the decades their control have however lessened, and for the duke to such a point that he only has nominal control by funding. The rapid expansion of the order has led them to be a major political force, one that both kings and priests respect, and potentially fear. As such it has given the order proper political power, and while the kings, dukes and counts do not control the order, then the Church of the Everyday Man has vast influence on it by their decrees, as its members are devout followers.

In the free cities, the order have used their military and economic power to great benefit, earning themselves land, positions and titles within the cities and increase their political influence. It is rumored that they have already partaken in the last civil war for the crown, as the following king allowed their expansion within the capital, giving them a large district from where they operate. As such their power within Temeria has grown over the last two decades, growing from a thousand members to a total of five thousand.

The Church of Itherya has also allowed their growth, following what was known as the first settlement after the First Religious War, the church agreed to allow them to continue their hunt for mages, as long as the pardons and licenses were honor. While the Grandmaster of the order has despised the settlement, and order that any mage no matter the circumstance be killed, then the local commander in Temeria has had more sense through the ages, and as such have honoured the settlement, keeping a very fragile peace between the two religions.

The Unholy Alliance as it is called by both the knights, and the witch hunters in Temeria, or the disgrace of Temeria as named by the witch hunters grandmaster. Is the cooperation within Temeria between the two different orders. With the hunters seeing a greater need for bigger numbers, seeing the increase in outright mage groups following the civil unrest from the civil wars, and the dangers some of them possess. The knights with their dwindling funds also being more willing to strike an alliance to secure to population and be able to carry on their jobs, as well as secure a peace between the two orders following the unrest in the religious war, where the witch hunters tried to hunt down the knights. As such the alliance was formed, and the witch hunters call upon the knights when they find monsters too big for themselves to handle, or larger groups of mages using dark magic which needs to be put down.


The witch hunter oath​

I hereby pledge my life to the eradication of magic, I will serve the church and the Grandmaster. My sword will strike fear into the heart of mages and repel them from our lands, my shield will stand guard for the innocent against the mages terrorize. Magic is god’s plague upon the lands, and it is our duty to remove it, I will not compromise in my endeavor, I will not forgive mages, I will hunt them all, no matter their standing, their relations or their achievements. If they be my family or the mother of my enemy, then my aim will strike true, and the mages will fall before my feet.
 
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Sign ups
Landed character:
Name:
House:
Age:
Position:
Land Claim: Either make this clear by written, but preferably a map such as Aedan has done.
Bio:

Note that you can also sign up as a member of the clergy such as:
Name:
Age:
Position: (That of a Bishop or archbishop, or potentially cardinal when Alex and me decide on the ranks, one clergy member of the church of Itherya will be holding a province if they sign up.)
Bio:

You can also sign up as a normal roaming character:
Name:
Age:
Bio:

Any of these below this that you wish to sign up as have to be approved by me or Alex, this includes the Witch Hunters, the Knights of Piercing Light, or if you wish to be a roaming character with magic:
Name:
Age:
Bio:
Faction: Either one of the orders or roaming.

NOTE: NO CHARACTER HAS MAGIC WITHOUT THE APPROVAL OF ME AND ALEX.

Note: If you wish to join the KPL or the Witch Hunters, then note that you are only a character, one knight among many, you will not control them as a faction.



Traits:

Now because me and Alex are lovely people then we have decided to add traits to the game, which will further help you to customize your characters, and overcome whatever you need to. People who have played in BlackBishops previous game will know his system which we have decided to broaden out a bit. As such you can now pick two traits, a trait is really anything you can imagine however the same rules apply for magic as before, that they need to be approved by me and Alex before a character gains magical abilities. The traits that you can pick are not only character improvements, but can also be a weapon or a piece of armor, or for the mages different schools of magic. Taking Pluto’s bio as an example, his two traits would be: Magical knowledge of the school of illusion and nature.

Now taking Broke as another example: His two traits could be necromancy, as well as a spell book.

However, traits can also be other things so I put together a small list for inspiration:
Infantry commander
Cavalry commander
Better army organization
Connections to the nobility
Connections with the church of
Grand duelist
Archer
Tax collector
Great diplomat
The armor of …. (Magic defense)
A magical weapon
Master thief
Cook (not sure what for, but why not)
Womanizer (K, im just making it up to make myself laugh at this point.)
Royal bum wiper (I guess its enough here, heh bum wiper)

Anyways, more can be made up out of your imagination, but be aware that me and Alex might nerf it or potentially buff it depending on what you wrote for the sake of balance.

 
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latest

Name: Charles de Çasson

Age: 27

Faction: Unaffiliated monster hunter, loyal to the coin

Traits: Well Adapted- Having spent roughly each half of his life with highborn individuals and the other with the peasantry, Charles is adept at speaking with the highest nobles and lowest farmers, giving a bit of a diplomacy bonus when talking to either social strata.

"Manticore"- Some would find humor in a monster hunter naming his sword after one of the very beasts he kills to get his coin. Charles, out of blind luck during his flight at 15, stole the sleeping guard's prized longsword, made by an expert smith out of high quality steel. While certainly not up to par with the craftsmanship and quality of Arin-made blades, Manticore is strong balanced weapon, giving Charles just slightest edge ((heh heh)) in combat.

Bio: Charles was born into difficult circumstances. The unwanted second son of the Baron of Çasson, his nobility could not protect him from the fits of drunken rage his father would enter. To make matters worse, Charles was nearly ignored by his whole family, while attention was showered on his older brother. At age 15, Charles knew he had to get out of Çasson fast after his father who was particularly drunk and angry that day cut his face with a knife at a feast, leaving a massive scar that remains to this day. That night he snuck out of his chambers and escaped the castle riding a horse from the stables and armed with a sleeping guard’s longsword.

For twelve years he roamed Temeria, taking odd jobs here and there. That is until the day when an elderly Knight of the Piercing Light who had deserted decades ago told him of the idea of killing the monsters and foul things populating the countryside for coin. This appealed to Charles, he had received courtly education and swordsmanship lessons from his days as a noble, and the idea of wealth and epic journeys across the kingdom was too alluring to turn down. Scrounging up his accumulated wealth, Charles bought a set of leather armor and a copy of Codex Sceleratis, the book on monsters, and calls himself a monster hunter. Whether this is the best decision he ever made or the one that will kill him has yet to be decided.
 
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Natia Khomeriki
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Age: 15
Bio: Natia is from a family of magic users who had been driven out of the Duchy of Styria a long time ago when the Sword of the Dawn took action. Growing up she spent time amongst a small traveling band of her people, the Iki. There are other's of this ethnicity around, and other minorities in the lands of Temeria that live in a similar fashion. Natia discovered she had some talent for magic early on, but was discouraged from using it due to her parents' fear of her being 'abducted' by the Knights or worse executed by the witch hunters. After all they were a small minority in a foreign land who had a terrible history with mage hunters, their paranoia only made sense.

Nadia used her skills along with others of her camp for parlor tricks. Most of the time she didn't even use magic, just slights of hand to wow a crowd of peasants. Palm reading, fortune telling, and the like. While this went on pick pockets from her caravan would go about, every little bit helped while on the road. One day though they ran into a group of witch hunters. The Iki pointed out and showed in intricacy that they had no real magic and it was all tricks, but the witch-hunters didn't care.

After being thoroughly chased out of town the Iki were angry, and went on a stealing spree that night. During it Natia found a tome that just seemed to call to her. Opening it up she saw odd runes, and strange pictures. She could only read some of it, yet the mystery of it intrigued her. Being a curious girl Natia kept the book and has been studying it for the past few years. After awhile though her magical antics began to draw attention, to protect her people from more of the authority's ire, Natia left the Iki to travel on her own and perfect her new craft.


Faction: Roaming Necromancer, so rogue mage
Trait(s): Necromancer, Spell Book
 
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House of Bandouin
Motto: While other perish, Our Family Lives On
Region: Dukedom of Bandouin- northwest coast.
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Names: Duke Tamas Bandouin
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House: Bandouin
Traits: Defender, Ties to Nobility

Ages: 45

Position: Head of House Bandouin, Duke, and Count of Kilo Bandouin
Bio: The House of Bandouin is the oldest, house descended from Lemid the Conquerer's brother Bandouin, who was given this duchy by Lemid himself, and thus the closest pure blood relatives to the original Kings, also having intermarried with the Royal Bloodline. They have been an integral part of the Kingdom since its beginning. There are two different branches of Bandouins, the Bandouins and the Kilo Bandouins, because the first Bandouin had two sons. The main Bandouins were masters of stonecraft, and defense, and build mighty fortifications. The Kilo-Bandouins are the seafarers of the realm. The Kilos are a much smaller house, and do not have their own Ducal land, but they are a sub house of the Bandouins and do mostly control the Northern Isle. But they not only have great skill, but both Houses have kept a father to son dynasty; for the Bandouins specialize in big families, and it is not uncommon to meet a Bandouin around the Duchy or the Kingdom. Besides the Kilo-Bandouins, there are several other minor counts of the Bandouin family. The Bandouin Familiy is humongous, that in the City of Bandouin, they have their own library for the genealogy of the Bandouins. The Bandouin heritage, as well as having many branches, it has maintained a pure bloodline through the generations. And how have they lasted for generations? They have mostly been neutral, ensuring survival and title are kept. They have been there since the time of Lemid, and thus they seek to remain.

Different Branches of the Bandouins:

Bandouins: the main line, the biggest. Dukes of the province, and the Captial City of Bandouin, on the west side, the closest city to the capital. Specialty: Masonry and Defense. Current Leader: Tamas Bandouin, age 45.

Kilo-Bandouins: The Seafarers. Based in the North Isle and city of Falas . Current Leader: Countess Mare Kilo-Bandouin, age 21
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Falas Bandouins: Control the City of Falas, on the very tip of the Northwest. Current Leader: Count Garris Falas Bandouin, age 52
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Talla Bandouins: From the Talla Forests, skilled in hunting and fighting. Best fighters of the Dukedom. Current Leader: Count Moris Talla Bandouin, age 32
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Name: Duke Dariusz Gracjan Paszek
House: House Paszek
Age: 45
Position: Duke of Rolerizehn
Land Claim:
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Bio: TBD
Traits: Respected Administrator, Master of terrain in war
 
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Name: Wilhelm Guilford Arles
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House: Arles

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(The Arles Coat of Arms, and the Vierzehn Coat of Arms)


Age: 23

Position: Duke of Vierzehn and Lord of House Arles

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(Vierzehn Horizontal Banner)

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(Vierzehn Vertical Banner)


Land Claim: Duchy of Vierzehn
(Vierzehn Ducal holdings shaded in darker.)
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(Vierzehn Soldiers)
 
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Dynasty: House Dememore
Name: Larenici
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Age: 27
Title: Duke of Falyse
Region:
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Bio: House Dememore claims to have been founded by an illegitimate son of King Lemid “the Conqueror” Krystiva, and have held the Duchy of Falyse for their entire existence. They have been strong supporters of the Kings throughout their history, equaled only by their piety to the Divine Church of Itherya. The ties with the Royal family were such that Duke Larenici's father, Duke Geraldo, was the son of Princess Myrillda, aunt of King Rashmud. Duke Geraldo died 21 years ago during the war with the Principality of Kolche, and the Duchy was ruled by a succession of regents who wished to carve out their own wealth and status at the expense of Duke Larenici. For nearly a decade, he watched his inheritance be squandered, and he swore he would seek retribution. On his 16th birthday, he orchestrated a coup with support from several knights and clergymen who held great respect for the Dememores and the late Duke Geraldo in particular. After a year of hunting down and bringing justice upon the false regents, Larenici began to rebuild and centralize his realm, which had greatly fallen into decay for the decade it was mismanaged.

Duke Larenici soon would prove to be no mere boy being used by the knights and clergy as his enemies had suspected. He reigned in the cities and towns that had been given great privileges by his regents, and stamped out the growing heresy of the Everyday man that had begun to rise as well. Even the knights who supported him realised that Larenici sought to be a strong ruler, one who brought all his subjects into line, and while many grumbled about his controls, many more believed that a strong ruler was what Falyse needed, and as Rashmud grew old, whispers grew that Temeria as a whole needed such a King. Between his ancient and precarious claim, and his recent and verifiable claim, Larenici was considered one of the strongest claimants to the throne. Rumours say he plans to offer a marriage to King Rashmud's daughter to fully secure the throne.

Larenici is currently unmarried, and has 2 siblings, a younger sister named Evelene (24) and a younger brother named Nedive (22), both also unmarried.

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Recent Dememore Family Tree, also showing connection to Royal Family

Traits: Shred (better at administration), Charismatic (better at diplomacy, Cavalry Commander (obvious), and Brash (tendency to overestimate his position and make reckless decisions)

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House Dememore Crest

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Coat of Arms of the Duchy of Falyse
 
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Name: Kýrie Theodoro Popolo, Varonétos Gyalisteroú Toméa [Ang: Sir Thomas Person, Baronet of Glossyfield]
Race: Man
Path: Monster Hunter/Noble
Age: 37
Bio: A nobleman from the highland Antolófou people, his father was noted for bringing his tribe (the Gyalisteroú Toméa) under the suzerainty of the King of Temeria. For this deed, Theodoro's father was awarded the heredity title of Baronet of Glossyfield. Though not a member of the Temerian peerage due to his low rankage, the family of Popolo saw their wealth and influence over the Antolófou become cemented as they moved from the current family of strongmen to entrenched nobility.

Theodoro Popolo himself, (or Thomas Person as he's known if he ever bothered to go to the Court) is an avid botanist, hunter, and gamesman. Though he often spends as much time outside his villages as in them, he feels no worries. The heads of the monsters he brings and the new samples of strange plants are more than enough to make him content with his rather poor place in life.

That one town that's surrounded by mountains
 
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Count Theodlac Sarazin, 10th Count of Aunis
One of the oldest men in the realm, and certainly one of the wisest. Count Theodlac Sarazin is a old man who is ready to die. The House of Sarazin made most of it's money off of the numerous ports dotting the coast of Sarazin land, as well as from the trade routes that go through Sarazin ports. The House of Sarazin first came into power when the then-young Kingdom of Temeria was first expanding. Back then, the Sarazins were Princes, ruling over the Principality of Aunis. The last Sarazin Prince was Clothair Sarazin, who famously surrendered to the Temerians after they killed his family. Now, the Sarazins are nothing more than Counts, servants to the King of Temeria.

Theodlac Arnulf Sarazin is the third son of the late Bernard Sarazin, 8th Count of Aunis. In his early years, Theodlac showed an excellent grasp of finance and literature, unlike his elder warlike brother, or his older sister, who was more interested in gossip than reading. Often neglected by his father, Theodlac found solace in the Divine Church of Itherya. Obsessed with the ancient texts of the Church, and the mystic nature surrounding them, young Theodlac lost hours pouring over scrolls and texts. When Theodlac's father died, his elder brother Taurin succeeded him. Taurin effectively ruined Aunis and destroyed the Sarazin name. He declared war on his neighbors, and ruled with a tyrannical fist. Outside factions conspired, and eventually Taurin was overthrown and his head was mounted on a pike. As the next oldest male, Theodlac became the 10th Count of Aunis at the age of 45. He restored the economy of Aunis, and gave the Sarazin name a less tyrannical and warlike name, although Sarazins are still regarded with a sense of distrust. Now at the young age of 73, Theodlac has accepted the fact that he is well past his prime, and prepared to depart the world. His eldest son and heir, Arnoul is a talented diplomat and spy, although he is not the money maker his father is. Aunis is in a good place, and Theodlac Sarazin intends to leave it that way. One way or another.

Theodlac Sarazin's Traits:
Master of Finance
Devout follower of the Divine Church


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The House of Sarazin
Head: Count Theodlac Sarazin

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Heir Apparent: Arnoul Sarazin
Land Claim
 
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