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Fantasy ◙-Fᴀᴛᴇ ᴏғ Sᴛᴇᴇʟ-◙ [Character Sheets]

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Lorsh

Varlot
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Roleplay Type(s)
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Notes:


Your landholdings may not include cities.

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CHARACTER

Name:

Title(s):

Age:

Sex:

Appearance:.

Personality:

History:


HOUSE / CLAN

Name:

Colours / Heraldry:

History:

Region:

Other Characters (player-controlled):

Other Characters (NPCs):
 
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CHARACTER

Name: Galark Styevrigante

Title(s): Lord of The Barony of Ishtear, Bulwark of the central territory

Age: 20

Sex: Male

Appearance:
127697d88fbfeada4cbc7a96f165e933.jpg

Personality: Galark is often seen as calm and collected, holding the kingdom's law in high regard and that of the crown. He sees those who hold their oaths as the true nobles of the kingdom. In his eyes, anyone who would sell out to the next highest bidder is lower than the lowest cast of people. He believes everyone has their purpose of playing in the world, whether a lowly servant completing their daily chores or a king leading a kingdom. While is has a relaxed demeanor, that doesn't mean he cannot start a heated debate or put someone in their place should they step out of line. He is often seen as a fair and just individual, even if that means making hard decisions from time to time, though he places his family's safety in high regard.

History: Galark is the oldest son of the former head of House Styervrigante, who recently passed the mantle onto his son as he is now bedridden. Galark was given the best education his family could afford; he often traveled to the capital, watched the tourney, and attended schooling in the capital for several years before returning home. He has one younger sister and a deceased younger brother who died from a drowning accident. His father taught him how to wield a blade from the age of 10 and started to teach him what it was to be a noble and be a knight of House Styervrigante. His father, in his prime, was once part of the King's personal guard which he was told many stories about in his bed as a young child. Starting from the age of 14 he spent a lot of time in the capital with his father as he continued his training with him.

This was also around when he had started to become more acquainted with the royal family and saw the beautiful princess from time to time as he moved through the palace. Though even he would have to admit that the youngest princess, Princess Isania which he thought was the most beautiful of the two, often tried to sneak peeks of her as she would move about the palace. Though he never stepped out of line with his position.

At the age of 15 he cut down his first man. He and his father were dealing with a group of bandits that had set up camp in Ishtear and they were there to root them out. During this fight, he killed his first man and was almost cut down himself had it not been for the Captain of the guard Sir Rythan who stabbed the man in the gut. Over the next year, his father would slowly get weaker and weaker by the age of 19 a few months short of his 20th birthday, he was named as the next head of the house, and the surprise announcement of his marriage to Princess Isania strengthened the bond of loyalty to the crown.

Now with the King dead, he stands watch for those who would try to destroy the crown and install a new puppet as he tries to untangle the grasp of the other nobles on the king.


HOUSE / CLAN

Name: House Styervrigante

Colours / Heraldry: Scarlet and gold colors
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History: House Styervrigante has faithfully served the Kingdom since the unification of the kingdom, often known for its tactics on the battlefield. While they might not boast the most significant force, they pride themselves on their training. Over the year, House Styervrigante started as a small clan in the region known for its ambushes on the other local clans. As the unification started, they aligned themselves with the now current ruling family's ancestors aiding them in the rise of the kingdom. Over the years of service, the house was granted a Barony which they still hold to this day where they have their estate and two large villages and several hamlets spread out through their territory. Their service to the crown earned them respect amongst the nobles that were loyal to the crown and would do what they could to ensure the survival of the crown, as well as the recent sealing of ties with the royal family with the wedding of Princess Isania and the new head of house Galark Styervrigante.

Region: Ishtear is a region known for its temperate forests and swathes of grassland, though in the winter months, it does tend to get rather cold toward the middle of winter, often experiencing heavy snowfall for a month. The region mainly exports large amounts of grain as much of the wood is protected.

Holdings:
Hippoward Castle/Village (A village has formed around the castle/estate of the house)
Lystria (Village)
Kingfoil (Village)
Hymyth (Farming Hamlet)
Valmong (Hamlet)
Balstain (Hamlet)


Other Characters (player-controlled):
Sir Rythan [34, Captain of the House's Guard]
Lyse Styervrigante [16, Sister]
various house servants [non-combatants]

Other Characters (NPCs):
Princess Isania Hiberion [17, newly wedded]
Sylas Styervrigante [51, Ill-father bedridden]
Lysithea Styervrigante [49, mother]
 
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CHARACTER
Name: Amias (ah, my ass!) Enguerrand

Title(s): Lord of Sherfield

Age: 59

Sex: Male

Appearence:
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Personality: Amias has spent all his life at court. He has not a martial bone in his body - his mother gave birth to seven sons, Amias was the second born; and he is the only survivor. All of his brothers were slain in one combat or another. Because of this, Amias abhors personal violence. He understands fully well the need to make war in order to defend his land and keep it from becoming like the more lawless lands to the north, where clans vie for control of the herds day in and day out, but will almost always choose the path of least resistance. From his perspective, he has nothing to prove and little to gain - his house has done its part and earned its respect long, long ago. But this attitude leads Amias and oftentimes his counsel into complacency, which, in this ever changing political landscape, could spell disaster for the old lord.

Amias is intelligent, subtle, and though manipulative and persuasive, kind-hearted and selfless more often than selfish. He has done far more for the people of Sherfield than his father or his father before him. Though, it could be argued that it was his father and grandfather's success in establishing such a solid house is what paved the way for Amias' charity.

He has a strong sense of justice and loyalty, and sympathizes greatly with Carmondy when it comes to the Fyrdian Question. He likes the status quo just fine. But before any king, though he'd never admit it, Amias is loyal firstly to Sherfield itself, it's inhabitants, and his family and all. If the time comes, when the time comes, there will be difficult decisions to make.

History: Amias was the second of seven sons born to Geoffrei Enguerrand II and Isabeu Enguerrand. He lived a pampered and calm life during his childhood - during this time, Carmondy was still licking her wounds from their failed invasion of Fyrdos, and so besides dealing with neighboring noble houses and local scum, there was not much conflict in young Amias' life.

Geoffroi pushed his son to learn the blade and become a tactician as he and his brothers grew older, but it was quickly apparent that Amias was outclassed even by his youngest siblings. Understanding that Amias would not be going that route, Geoffroi then pushed Amias toward the life of a monk. However, Amias balked at this, too -- for years Geoffroi had the local Abbott, Roul Abadie, tutor Amias for this purpose. In the end, this produced a distaste for religion in Amias. Geoffroi reacted harshly to this straying away from Paragon Emmortal, and warned Amias that should he continue to shun the deity in his mind, that he would one day become a pariah and likely burned for his disbelief. This effectively terrified Amias into faith in the Paragon Emmortal and close following of the values associated with the religion, but to this day Amias has a strange relationship with both his faith and the Abbacy.

When Amias was ten years old, he was made the heir apparent of the Lordship of Sherfield. This was due to his older brother, Estienne, being slew in battle with a neighboring clan, a dispute over cattle lands, as always. When this happened, Amias' life changed drastically. When he proved useless with both sword and scripture, Geoffrei lost most of his hope that Amias would become much of anything. But Estienne's death made it neccesary for him to become something. Geoffrei put his son through rigorous training in courtly matters, diplomacy, stewardship, management of demense, and so on. Despite his reluctance to it, he also learned a great deal of tactics at this time. By the time Amias came of age, he had shaped up to be an excellent heir to Geoffrei.

He was soon wed to Lady Royse Eacciw, daughter of Lord Daegal Eacciw of the neighboring House Eacciw, a minor Carmon noble house situated just across the Carmon border, nearby to House Enguerrand's holding of Porthaewidge. This formed an alliance between Houses Enguerrand and Eacciw which has stood the test of time -- Amias considers Lord Daegal Eacciw II, the late Daegal's son, to be one of his closest friends, and the two visit eachother's estates very often.

When Geoffrei passed of natural causes twenty years ago, Amias expectantly took over as Lord of Sherfield and patriarch of House Enguerrand. He has had a mostly peaceful and stable reign, but trouble is clearly approaching on the horizon. Further, under his Lordship, House Enguerrand has stagnated quite heavily due to Amias' love for the status quo, leading some to think he is an ineffectual ruler. In truth, he is just very conservative. No risk, no reward, and that's just fine with him.


HOUSE
Name: House Enguerrand

Colors/Heraldry: Purple & White w/ symbols
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History: Many many years ago, Amias' second great grandfather Bertram Enguerrand led a raid into Fyrdos. At this time, however, Fyrdos was not united -- instead a land fractured between countless warring and distrusting tribes. The clans which inhabited the Sherfield Plains were easy pickings for Bertram's force, too busy fighting one another to unite against Bertram. One thing led to another and Bertram's raid turned into an occupation -- one that lasted many years. When exactly House Enguerrand rose out of the ashes of this chaotic system is lost to history, but it is known that it were these occupiers that were the first retainers of the House, and Betram their first Lord. This transformed Sherfield Plains, from a barren wartorn land of savages to a proper united fief worthy of any noble. With a focus on mercantilism, Bertram brought significant wealth to the new Lordship. House Enguerrand watched as other noble houses emerged in South Fyrdos, either through the same means as Bertram's or some other machinations, but Enguerrand was one of the first among them. Like it's current Lord, the house is very old.

Region: House Enguerrand lords over an area along the Fyrdian-Carmon border called Sherfield Plains. Almost all of House Enguerrand's lands are hilly plains with small to medium size bodies of water but a distinct lack of forests compared to almost everywhere else in Fyrdos, meaning the House relies on trade with its' neighbors for many things. It is one of the larger region's biggest local exporters of fish, mostly small game, and agriculture, also boasting two main cattle herds. One at Errenguard's main holding of Sherfield and the other much smaller one across the border in Errenguard's lesser holding in Carmondy, Porthaewidge.

Holdings:
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- Sherfield
- Sherfield Castle
- Holmfirth
- Porthaewidge
- Taernsby
- Caerfyrddin
- Argenlonge
- Couryonne


PCs:
- Lord Amias Enguerrand
- Amias Enguerrand III, third-born, fifteen years old (petulant, curious, spoiled, troublemaker, quick learner)

NPCs:
- Sir Charibert Bigge, one of the main knights of House Enguerrand
- Lady Royse Enguerrand, forty-seven years old (loving, caring, quiet, mean streak)
- Amias Enguerrand II, first-born and heir apparent, twenty eight years old (brave, intelligent, but likes to party too much for Amias' liking)
- His wife Genevieve Enguerrand, daughter of Lord Eacciw
- Daughter Ibba Enguerrand (compassionate, abnegate, spiritual, twenty five, having trouble marrying)
- Alaric Enguerrand, nephew of Amias' late older brother, thirty-four (reclusive, artistic, scholarly)
- A few other nephews and nieces (unimportant but have fun with this one)
- Lord Eacciw II, close friend of Amias, Lord of allied House in Carmondy.
 
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CHARACTER
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Art by Ahmed Akib


Name: Orvyn Cyneheard Whitakere;

Title(s): Lord of Rahabite;

Age: 22;

Sex: Male;

Personality: Orvyn, despite his facade of niceties and cordial attitude befitting the nobility of his time, is an exceptionally bitter man. Bitter than the lime colour of the cloth in his armour, bitter than an insect's venomous sting. He does not hold love for many, fewer that number when presented with people outside of his immediate familial land or Dyrnwald. This acerbic attitude festered in the young man's soul when he saw how foreign lords hounded his father sunrise and nightfall, robbing him of his time and health; though the latter may have been induced as an unfortunate reaction to the copious alcoholism. He found this an injustice so pursued the inspiriting path of personal combat, taking immense pride in his swordsmanship and spearmanship. Despite this viral hate, he tries to do right by the legacy of his father and the duty of his people, though sometimes he finds himself shortsighted - lacking the political finesse of the former patriarch. Still he holds up enough wit to at least escape the plans set against him by others.

History: Orvyn Cyneheard Whitakere had the unfortunate pleasure of being born the last heir to Willikin Whitakere's lineage, but the blue-eyed son's behoof is the lessened expectations of his family. This allowed him a life of relative ease, having no expectations less he placed them on himself. Unlike his older brothers and sister who toiled away under tutors of various educative fields. Spending the time of his life with his father who dotted on the last son, imparting many aspects that he accumulated from experience, wisdom, or scholarly advisement. Until his first brother, Albin, killed by a dispute which had been orchestrated by another family in Dyrnwald. Albin's death—or murder as the Whitakeres tell it—signaled the helical downfall of the family.

In a cascade of grisly grim events, House Whitakere witnessed what could best be described as the amputation of their hands. Their reach shrinking by fortnights. Many of the family falling by blade, bow, or sold off to hold stability. In the end, the last son to be born became the last one standing. He became the Lord of the house and Rahabite at the age of fourteen, younger than his father by five years but terribly unprepared. Luckily for Orvyn, he had the cunning guide of his father's advisor, Morlock - a short gremlin of a man with a fanged face, except unquestionably loyal to the Whitakeres.

Morlock handled elucidating the last heir to the world of politics (and also running it for him in a brief interim), while Orvyn fostered his skills with the blades of battle. To ensure the future of his kin, Whitakere undertook many difficult and pride destroying tasks. One of which involved succumbing and submitting full loyalty to the Dyrnwald King, an act that may come to bite him.

Years later, Orvyn now finds himself embittered with life and all its trifling prospects.


HOUSE / CLAN

Name: House Whitakere

Heraldry: Light Green Pale, Heraldic Leopard, and Black Field;
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History: The Whitakeres hailed long ago from an order of Paladins—The Cleansing Swords—in Dyrnwald who sold their skills as bodyguards, much like the other paladins. Until the stream of royal blood found itself in their veins and the order largely disbanded, but reformed into a singular family. Their size and skill quickly grew them power, wealth, and influence. The rapid expansion over night did not earn the Whitakeres any favour among the Dyrnwald nobles, regarding them as lower but never really possessing the ability to fully put them in their place. Even during the turbulent times only manage to cordon their ability, but not putting them to rest with the worms as they hoped. For now they endure under Orvyn's leadership.

Region: Rahabite is a lesser region in the Kingdom of Dyrnwald so named for being one of the few places where the land is barely above the dead breath of infertility. Raining heavily over much of the land; that is how it actually got its name, the little land that floods. The custodians of this land are the famous—infamous if you were their esteemed foes—members of House Whitakere, keeping harrowing vigil over their farmlands and mudlands equally. The serfs and peasantry don't have much to complain, save for their day to day lives but that is unexceptional. The best exports of Rahabite are the fells, animal skins in such pristine condition that they fetch high coin. The Rahabite Red, a form of red cheese, is also highly sought after.

Other Characters (player-controlled):
Morlock, Advisor - Age 67- Status: Alive;
Faustus Whitakere, Uncle - Age 53 - Status: Alive;
Elizabeth Whitakere, Half-Sister - Age 18 - Status: Alive;
Various servants;

Other Characters (NPCs):
Willikin Whitakere, Father - Age 50 - Status: Deceased at 50;
Mariana Whitakere, Mother - Age 55 - Status: Alive;

 
◙ CHARACTER SHEET ◙
NAME: Baron Robert II de Cherbourg
AGE: 29
SEX: Male

APPEARANCE: TBD/Still Looking

PERSONALITY: Robert is a cordial, yet cunning man. Behind his smile is often some sort of objective or goal that he's pursuing. Yet, despite his cunning, Robert is an honest and just man in the sense that he takes his promises seriously and thus the few times he does make a promise or gives his word he always strives to keep them. However, like all humans, he has his flaws and sins. For some it might be alcohol and drugs. For others, it might be greed and wealth. For Robert, it is women. During his youth, he had always been chasing skirts of beautiful women, and while he has gotten better with age and wisdom, when he meets a rare woman who completely enraptures him... the thought of her almost completely consumes him especially when he is physically close to the woman.

HISTORY:

Robert was a curious child who always enjoyed learning how things worked and reading. However, his father, Guy de Cherbourg always pushed him to learn the art of war as it was their tradition and heritage to lead and to fight. Robert begrudgingly followed these lessons on swordsmanship, horseback riding, and other martial affairs to please his father. Though behind closed doors Robert still clung to his books and education, and began to explore his other curiosities in life including practicing anatomy. However, as the years went by, Robert grew wiser and stuck to his lessons as his responsibilities grew and duties became more apparent with the aging of his father.

Robert II became the most recent Baron of Berngard after his father's, Baron Guy de Cherbourg, slow death from a severe wound that he sustained in combat while attempting to retrieve the body of the King. While his father had helped organize the retreat back to Carmondy, it was not long after returning home that Guy de Cherbourg passed from his injuries. Fortunately, Robert II had been taught well, and intentionally had been left to reign in his father's behalf before the invasion of Valcay, much to Robert II's protests as he had sought to obtain glory in battle; regardless Guy left Robert with the tools and support needed to maintain the demesne. Though an able administrator and eager warrior, Robert II has much to prove, especially in these uncertain times.

RELATIONS:

Immediate Family:

Mother: Adelaide of Wesgrath (44) - A relative to the current lord of Wesgrath. Guy's marriage to Adelaide was purely political as Guy sought to use the political clout and influence from the marriage to have Berngard used as a staging ground for the invasion of Valcay to attract a surge of trade, people, and goods to his demesne and profit from the river and road tolls.

Sister: Judith de Cherbourg (22) - The fiery oldest sister among the Cherbourg family, Judith is the embodiment of the old Galdic ideals of a shield maiden. Favoring the matters of the sword rather than the courtly affairs of women, Judith is often found riding off on journeys and adventures around the Barony rather than reading poems and wishing to be swept away by a handsome prince... much to the chagrin of the family who are increasingly desperate to have her settle down and betrothed.

Sister: Abigail de Cherbourg (17) - Sent off to the convent during childhood due to her... unusual behavior.

Brother: Louis de Cherbourg (13) - Robert's younger brother, though circumstances of his birth raises questions of his legitimacy and some suspect that he may be a bastard.

Ex-Betrothed: Princess Erwelia of Carmondy - During the years leading up to the war against the Kingdom of Valcay, Guy had gotten close with the King as a trusted advisor and friend. So much so that during the invasion, they had agreed to tie their families with the marriage of Robert to the King's eldest daughter. However, with the death of the King, the validity of the betrothal was put into question and effectively nullified with the coronation of the new King.

Extended Family:

Uncle: Sir Philip de Cherbourg (53) - Robert's Uncle who accompanied Guy in the invasion of Valcay. Though Guy was the commander who led the retinue to recover the King's body, Philip was the one who managed to secure the body of the King and bring it back to friendly territory with his martial prowess.

Aunt: Elizabeth Fugger (49) - Philip's wife and daughter of a very wealthy, urban merchant. It was thanks to the dowry received from this marriage that Sir Philip was able to afford and pursue a military life.

Cousin: Henri de Cherbourg (30) - Philip's eldest son

Cousin: John de Cherbourg (26) - Philip's 2nd son and an aspiring merchant

Cousin: Lillian de Cherbourg (24) - Philip's daughter

◙ FACTION SHEET ◙

Faction Type: Barony of Berngard

Faction History: Among the oldest noble families in the Kingdom, the first Baron of Berngard was Robert I. Robert I was a mercenary captain whose host was employed in the conquest of the Galdic tribes. Robert's mercenaries were among the first to land in these lands and secure a beachhead for the main invasion. For his loyalty and faithful service, Robert would eventually be granted a newly formed Barony. The Barony of Berngard was thus established and granted to Robert along with the lands that formed the Cherbourg peninsula. With a strategic marriage to the sister of the then Duke of Sunwick, Robert I began a series of political marriages designed to strengthen the legitimacy and strength of the Cherbourg dynasty by selectively marrying into more established dynasties who would prove to be powerful allies.

These political marriages would eventually find the Cherbourg family as de jure lords of fiefs in the Kingdom of Valcay, which effectively cemented their support for the invasion of Valcay in order to claim their rightful lands.

Colours: White and Blue

Heraldry: Fleur-de-lis

Officer Titles: Default

Military Ordinances: N/A
 
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Name: Edsel Roth.

Title(s): Lord of the Earldom of Sykes.

Age: 20.

Sex: Male.

Appearance:

f51db30e8589443d043bde1b33efd642.jpg

Personality: Ambitious and hard-working, Edsel aims to better himself and those around him to secure Paragon's favor, and though forgiving, is never one to let things be.

History: Edsel was the quietest of three brothers, but in the teaching of his letters he became so fascinated with nature that it had driven him to mastery of the bow and horse by the age of thirteen. Losing his eldest sibling Wynchell to a plague that tore through court when they were children, and his youngest sibling Tolan right alongside his father to King Agbert II's last folly, he shares a close relationship with his mother, Maryell.

HOUSE

Name: Roth.

Colors / Heraldry:

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History: House Roth was founded long ago by a lowborn knight of the Kingdom of Valcay, awarded for her service in conquering and subjugating the lands her descendents now rule for the legendary battle prowess she displayed. Interred in Belstrad Abbey, she was posthumously honored by the church as Saint Arianrod for writing translations of the words of Paragon Emmortal in the Galdic tongue, and her patronage of tutors spreading Valcayan learning later in life.

Though a long-held dream of House Roth is to launch an expedition to the Old Kingdom to seek artifacts of Miria the Martyr, the nobility of it's prestigious halls contented themselves with developing Sykes and fulfilling their expected duties to the realm. King Agbert II before the war that claimed his life received many invitations to the earldom to hunt with the late Lord Roth as a ploy to informally petition him for support in improving Sykes' road network and Bernadock's port, but their infrequent trips together came to an end when the conflict broke out. Lord Roth became one of the early casualties due to an ill-advised blunder where his cavalry force was caught away from his liege's army after a triumphant skirmish turned deadly ambush.

Wounded during the battle, Edsel returned to Sykes to lay his father Abrecan to rest in Belstrad Abbey, hearing news of King Agbert II's death shortly after he recovered from his injuries.

Region: Sykes has plentiful farmland and sizable forests, in addition to wetlands just north of Anhur, and a stretch of coastline bejeweled by Bernadock's port. A temperate and fertile home, weather is often harshest beside the ocean, where those not sheltered in bays make their living. Those further inland, lacking any significant river (though boasting several minor lakes and ponds), rely on the sea's rainfall to irrigate their crops and pastures. Known for it's agricultural exports, and the industry and trade of Bernadock's guilds and craftsmen, the holding is considered to be most deficient in quarries and mines.

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Other Characters (player-controlled): Lady Maryell, mother of Edsel and his two deceased brothers. Withdrawn as of late, but a source of counsel in diplomacy.

Other Characters (NPCs): Kenric, an abbot and devoted friend of House Roth and a major tempering influence in Edsel's upbringing.

Gawain, ward of Abrecan that grew up with Edsel, recently appointed as marshal of the earldom. An unremarkable instructor, yet talented at raising, supplying, and organizing, knights, men-at-arms, and levies.

Bertram, latest in a line that has overseen the administration of Sykes for generations. Timid, but well-versed in mathematics and etiquette.
 
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Lady Cecilia of House Whitakere

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  • Name: Cecilia Whitakere

    Title(s): Lady of the House of Whitakere

    Age: 20

    Sex: Female

    Height: 5 ft. 5 in. (165 cm)

    Spouse: Lord Orvyn Whitakere of Rahabite (played by Worthlessplebian Worthlessplebian )

    Issues: N/A

    "... a perfect creature whose immaculate white coiffure illuminate the shines of her perse amethysts, [Lady Cecilia]'s contract with the Lord of House Whitakere is one undefiled by the darkness of the world."
    - The Last Marwitz, Marcellus de Benet


 
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◙ CHARACTER SHEET ◙
NAME: Philippe Oriflamme Baron of Flamebay
AGE: 32
SEX: Male
APPEARANCE:
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PERSONALITY: A jovial and lighthearted man, quick to laugh and quick to make others laugh. He is widely known for his patronage of arts and entertainment. Despite his taste for leisure Philippe is industrious in the extreme, an athletic and martial individual Philippe is a capable combatant, an excellent rider, and if not a particularly imaginative Strategist he is an experienced general with keen senses. The Baron of Flamebay works hard, plays hard, and hits hard.
HISTORY: Philippe is a handsome and athletic nobleman who has won great fame and great infamy for his bold endeavors. His most publicized adventure was seizing his highborn wife at the age of 18 and narrowly avoiding censure because of it, the incident has quite obviously bred bad blood between Darndon and Oriflamme. He would much rather be known for his many tournament wins and be acclaimed for his constant defense of the realm.
RELATIONS:
Mother: Cécilia Melayne (50) - an Aunt of the current Duke of Sunwick, the two families have always been friendly with one another and frequently intermarry.
Wife: Deirdre Cerham (29) - A scion from the Cerham House who are the Lords of Darndon, their marriage was scandalous because Philippe whisked away Deirdre as she was on the road but due to the support of the Dukedom of Sunwick and the legitimacy conferred upon the wedding by having it performed by the Bishop of Trambley there was nothing either Darndon or the King could do about it. Deirdre has never made her position public (perhaps because no one cares to ask) though Philippe has always claimed that it was not abduction but elopement.
Brother: Arthur Oriflamme (29) Raised in their Ancestral Valcay lands where it was planned to make him head of a Cadet branch in a bid to keep them somewhat in the family. This obviously didn't work out since they were seized during the last war.
Brother: Pierre Oriflamme (25) As the youngest son, he had no chance of inheritance. And his temperament being unsuitable for a churchman, having inherited the fire of his ancestor Aurélien it was decided that if he couldn't serve Oriflamme by becoming a Priest of Paragon he would serve Paragon by being an Oriflamme. As a Crusader Pierre excels at warring against the faend.
Sister: Isabel Oriflamme (16) a Spunky/Vivacious young woman who Philippe is planning to marry off for political considerations.
Children
Son: Olivier Oriflamme (14) - The eldest son, inheriting both the beauty of his mother and the handsome features of his father, Olivier is popular with women. Already he is father to at least one illegitimate child.
Son: Aurélien Oriflamme (12) - The second son, named after the founder of the house and quite cunning, he is a polite and dutiful child
Daughter: Édith Oriflamme (9) - A cute little girl
Son: Fabien Oriflamme (6) - A cute little boy
Daughter: Agnes Oriflamme (4) - The terrible tot
WEAPONS/ITEMS: Oriflamme, the banner used by St. Olivier himself as he crossed the sea and helped establish the Kingdom of Carmondy

◙ FACTION SHEET ◙
Faction Name: House of Oriflamme
Faction History: The Barons of Flamebay are the frontline against the lawless and savage borderlands to the North and West. They are proud warriors, tracing their lineage to old Valcay and the mighty hero, St. Olivier Oriflamme. St. Olivier was the first to be canonized after the conquest of Cargaldica. This noble crusader was slain in dreadful cowardly ambush by the heathen Galdic tribes. His descendants would be granted fiefdoms all across the border regions of the newly founded Kingdom in addition to their ancestral lands within Valcay. Though only their primary domain around Rooster Keep remained in their hands after this most recent and quite disastrous war with Valcay.
Colors: Red and Gold
Heraldry:
Oriflamme.png
Officer Titles: Custom, surprise me!
Military Ordinances: The Flamebay Barony is known for raising fine cavalry, and they have quite a lot more of it than other fiefs. Every Man at Arms is required to have a mount and even the levy are employed most frequently as light cavalry, they are especially known for using javelins and short but powerful bows. This style of levy, dubbed Border Reivers has even given birth to a saying "In the Mark, everyone is mounted" which while slightly hyperbolic, is not that far off when referring to the lands of the Oriflamme family.
 
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CHARACTER

Name:
Albert MacEanruig
Title(s): High Lord of Kragwyn
Age: 27
Sex: Male
Appearance:

Albert.jpg
Personality: Some would say that the Lord Albert MacEanruig is a stone in the shape of a man. Monolithic, unmoving, unwavering, a man who stays the course that he has set no matter the personal cost. Even those close to him feel as if he is more of a force then a man. He keeps himself fit, for what lord is unable to defend his lands and people? He is educated in both arts, numbers and war for much the same reason.

History: Albert was born the eldest of his fathers five children, a whole minuet before his twin brother came screaming into the world. Such was the whims of fate that a single minute was all that separated the destiny of the two brothers. His was to become the head of one of the oldest Houses in Fyrdos. A destiny his father prepared him well for. From the time he could walk and talk he was learning the ways of ruler ship and the importance of duty. He learned these lessons well and took them deep to heart. For a time there was a period of tranquility in his life, until the heathens of Clan Asgywern mounted a great raid in the lands of House MacEanruig when Albert was 14. Lord Alan MacEanruig road out with his younger son Robert to meet the heathens.

High Lord Alan would not return from the campaign against the heathen army. The rampaging heathens would be crushed, but in the process Alan would take an enemy arrow in the throat, dying two days later. In the shadow of his fathers death, Albert would raise to the position of High Lord. Since then he has striven to maintain the glory of his House and the security and prosperity of the people living within its lands.

Now is a time of uncertainty. The King of Carmondy is dead and the new king seems to be far weaker, only time will tell if he is able to keep his own realm together. In Frydos talks of rebellion and sedition are rife, from the low lands to the high lands. Everywhere the houses are fighting amongst themselves. And then there is House MacEanruig. Old, proud, and sitting on a cross road. Some believe the people would rally of Albert attempted to stake his claim to the crown. Albert himself is unsure, and now the arrival of both his brother from the battlefields of the south and King Theron on his circuit have added another worry, and a new burden to the High Lord.

CHARACTER

Name:
Robert MacEanruig

Title(s):

Age:
27

Sex: Male

Appearance: Born the younger twin to Lord Albert, the two are nearly indistinguishable. That is if it were not for the large and gnarled scare that runs across Robs left jaw, the result of a southern Valcay.

Personality: Jovial, easy going and friendly Robert is the opposite of his brother in most things. Were Albert was studios and focused, Robert was distracted. However, Robert, unlike his brother, has lead men in battle and has taken lives. Something that may be more important in the coming days then accounts and ledgers.

History: Born a minute after his brother Robert was destined for the martial life. Like Albert, from a young age he was taught the ways of war and rule. But unlike his brother he struggled with the more academic lessons, letters seemed to jump and move across the page and numbers weren't much better. But with determination he would get a basic grasp of letters and number. In matters of the sword and lance Robert was always above Albert. Despite all this the two brothers were never rivals, instead they became perfect complements to each other.

By the time he was 14, Robert would be riding with his father on campaigns, serving as a squire under Sir Fredrick Bold, a sword knight to the House of MacEanruig. He was there when his father was struck by a heathen arrow. He would force his way through the clansmen, killing many, to get to his father's body lay. For this he would recover his knighthood. A hollow thing it seemed to him.
For a while he would stay by his brother side in the aftermath of Alan's death. But soon he was would wander away, seeking his own fame and fortune in the lands of the south. There he would be grievously wounded, a sword to his face from a Valcay knight. He would spend the better part of his 22nd year recovering before going out again on campaigns. He would join with the host of King Agbert II during one of his many Volcayan campaigns. Here he would witness the kings death in the battle of Merlions. Forced to retreat back home the knight now returns to the lands of his birth.


HOUSE / CLAN

Name:
House MacEanruig
Colours / Heraldry:
HouseKargwyn.png
History: The House are MacEanruig is an old house, tracing its origins to the legendary Ronald the Hammer who took the lands of Kragwyn and built the first parts of the ancient castle that now serves as the seat of the noble house he would sire. Some 450 years after and the House of MacEanruig still controls the marshy wood land around Kragwyn, defending it from all those who would seek to plunder and defile it. Over the course of the houses history they would intermarry with many houses, in particular they would marry into the old Royal House before the men of Carmondy invaded and began there slow encroachment into Fyrdosian lands. Some more radical men would say that the true kings of Frydos would be the sons of Ronald the Hammer, and MacEanruig and not Grenn should be the royal house of the land. These mumbling's have earned the Lords of Kragwyn little love from the Carmondian puppets, nor from the Kings of Carmodny themselves.

Region: The lands of Kragwyn are a mix of rolling hills, wooded swamps and open pasture lands. In the center of it all lays the city of Kragwyn and its adjacent castle upon the river that forms the main artery of the lands trade to the south. The peasantry of these lands engage in the same activities there ancestors did, cattle rearing, farming and collecting peat from the many bogs of the region. Of particular note is the unique cattle that the men of Kragwyn raise, larger then most and covered in long shaggy hairs the Kragwynian Cow is perfectly bred to survive the harsh winters the beset these lands. Much like the people who raise them.
KargwynLand.png
Other Characters (player-controlled)
Sir Fredrick Bold (58): One of the most experienced knight under the service of House MacEanruig, Bold taught both of the brothers in martial matters and took Robert as his squire. He holds a small fife in the central parts of the Kragwyn that has a very productive source of bog iron.
Allister MacEanruig (23): The third of the five MacEanruig children, he has spent the years since his 16th birthday at Cergoth Abbey. A timid and bookish young man he has buried himself in his religious studies.

Other Characters (NPCs):
Isabel MacEanruig (Sheach)(59): The wife of Alan MacEanruig and the daughter of Lord Stephan Sheach of Chylflinin.
Tristan Sheach (62): Isabels brother and uncle of Albert and Robert​
Maria Craig (22): The eldest daughter of Alan and his wife Isabel, married to Lord Dustin Craig (23) of Birchenwood. A quiet and reserved women who is often said to be very beautiful.
Alan Craig (1): Her son. A healthy and happy boy who is still learning to walk. Often accompanied by one a scruffy dog that Lady Maria took a fancy too.​
Malina MacEanruig (19): The youngest of the MacEanruig children.
Elisabeth MacEanruig (Greer) (26): The wife of Albert. Her father is a wealthy merchant from Carmondy.
Ronald MacEanruig (5): Son of Elisabeth and Albert​
Ailsa MacEanruig (3): Daughter of Elisabeth and Albert​
Sworn Knight and Lords.
  1. Sir Fredrick Bold (58): The marshal of Kragwyn, holds a small manor near Belmore, originally from Carmondy.
  2. Lord Amos Murray (32): Lord Killdarren, he has recently come into his lordship after the death of his father last winter.
  3. Lord Kieth MacFarlane (28): Lord of Mullfinnan, currently the most experienced ruler in Kragwyn after Albert.
  4. Lord Gavin "The Young" Lindsay (19): Lord of Daribrook, has been 'lord' of Daribrook since his father died of bloody flux when the boy was just 5. Until last summer he was under the control of a regency headed by his uncle, Sir Simon MacFarlane, however Albert ended the regency on the behalf of Gavin after Lady MacFarlane petitioned the High Lord to intervene. Simon hasn't been seen since he left last fall.
  5. Sir Allister Douglass (22): A hedge knight that recently swore himself to the MacEanruig's
  6. Sir Donald Maxwell (32): Holds some fiefs near Daribrook, fought in the south for a time.
  7. Sir Bruce Lowry (22): One of the youngest knights in sworn the MacEanruig, his family has served the clan for many generations.
  8. Sir Gordon McNaughton (45): One of the most senior knights, behind Sir Bold. Has served Clan MacEanruig since he was 19.
 
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CHARACTER

Name: Lord Artair fen Bridei Geadisch, ( Artair son of Bridei, Geadisch clan )

Title(s): Lord of Fynbroke

Age: 28

Sex: Male

Appearance:
1684978891769.png

Blonde of hair. Looks far older than he is due to wrinkles prematurely forming due to stress and irritability. Slim yet lean musculature.

Personality: Artair is a peculiar personality. Dealing with the malcontent of southern nobles and isolation from the nearby lords Artair has grown to be an excessively irritable character. Artair is prone to outbursts of anger and scathing. Conventional mannerisms and concepts of nobility are completely absent from Artair as he was raised in a tribal environment where formalities are all but ignored. Artair does not maintain his presence and as a result has a very wild and animalistic appearance. The lord speaks plainly to everyone and treats everyone with the same level of courtesy. The nature of his personality makes him willing to take action himself. He relishes in hunting, sport, and sparring. Bridei has an inclination towards engineering on a smaller scale and is very martially minded as his ancestral line consists mainly of raiders and warriors.

History: Artair was born the fifth child of Bridei and Athol. The father Bridei was the lord of Fynbroke, a man of high martial. Growing up young Artair had great difficulty getting along with other children due to his possessiveness of his toys and commandeering nature. Artair was bossy, arrogant, and unruly; such traits were only exacerbated as his father Bridei encouraged the rambunctious behavior by getting Bridei involved with sport, horse riding, and hunting throughout his adolescence. Artair's more negative aspects developed as Bridei was dismissive of Artair's characteristics as being little more than symptoms of growing. As Artair grew older he became more aware of the succession of Clan Geadisch, all inheritance was bestowed upon the eldest son and Artair was increasingly reminded about it from his older brother who had survived their two older brothers who had died of sickness. Bridei's health worsened and his death was nearing meaning Artair's brother was due to become Lord soon.

Artair was sickened with jealousy and hatched a plan to murder his brother. His plan would see fruition as he led his brother on a hunting expedition to the river bordering the Uplands in Fyrdos where he drowned his brother in the river. Artair shattered his brother's bow and returned to Fynbroke claiming that his brother had been brutally killed by a wild boar they had been chasing. Artair provided the bow as "proof" of the beast's ferocity and received a lashing from his father who had faulted Artair for failing to protect his heir. Grief stricken Bridei's health deteriorated until he inevitably passed from a concoction of illness and stress. Since Artair's oldest sister was not a male she could not inherit, leaving Artair to claim the Lordship of Fynbroke.

Ascending to Lordship at the ripe age of 17 the stressors of Lordship molded Artair into the man he is today. Artair contended with the fact that Fynbroke was isolated. Diplomacy with the southern lords along the river proved fruitless as he was mocked for his clan heritage. These issues were exacerbated as Artair was unable to sell lumber with southern traders as they insisted in trying to exploit Fynbroke with poor trade deals. Artair grew a negative opinion of vassals and lords of Carmondy as a direct result, seeing them as pompous and invasive to Fyrdos. In turn, Artair and Fynbroke Castle were socially castrated from larger society and treated as a separate species altogether.

This served to isolate Fynbroke and force the community to sustain themselves through foraging, hunting, small scale farming and other labor. Seeking to gain more Artair began sending out young healthy men to skulk the roads leading to Hedgeton and Chastan and lay ambushes for merchants. These bandit raids proved to be successful and brought surpluses that were not readily available back to Fynbroke. Initially, these assaults were brutal and left little to no survivors but this changed when bandits began kidnapping the young of the merchants and bringing them back to Fynbroke with the intention of selling them back to the lords of their homes. This did not prove successful, so Artair passed into being an ancient clan law claiming that kidnapped young could be raised up as thralls; slaves that were bound to their owners to carry out menial tasks and manual labor. This in turn ramped up productivity around Fynbroke and Artair sanctioned further bandit raids.

Soon this policy extended to adult merchants as well. If there were any survivors during bandit raids they would be shackled and returned to Fynbroke to be put to work by their captors. Artair continued ruling as a bandit lord and steadily grows his manpower and resources through these raids; taking advantage of the lawlessness and chaos in Fyrdos to further his power. Artair as he has gotten older has internalized ancient values of the Gaedisch clan. Artair believes that it is the sole responsibility of the northern clans to displace the Southern lords and reclaim their ancestral lands. Artair's current goals include seizing neighboring territories to expand his sphere of influence so that he can levy a stronger army against potential future enemies and so far has succeeded in overtaking small towns and villages.


HOUSE / CLAN

Name: Geadisch

Colours / Heraldry:

Company of the Crow.png

History: The Geadisch clan is a storied lineage with heroic warriors and great chieftans. The Geadisch of Fynbroke originate from a collection of hunter gatherers which settled the area for the bountiful wildlife and harvestable fruits and vegetables. Small scale farming was possible in Fynbroke and a community formed as a result. The ancient Geadisch were fiercely territorial and frequently defended their territories from outsiders and soon grew their borders to the surrounding forested region around Fynbroke. The first clan chieftans in recorded history would emerge during these times, giving rise to tales of fierce battles fought along the forest line.

The Geadisch existed like this for years until the expansive Fyrdos kings came into contact with the Geadisch. The Fyrdos learned of the hostile Geadisch and quickly sought to bring the Geadisch to heel. With their larger numbers and better arms they were able to subjugate the Geadisch and feudalized them as vassals, giving the land the Geadisch occupied the name of Fynbroke. For centuries following the Geadisch paid tribute to the Fyrdos Kingdom. The Geadisch historically are known for their frequent raiding of foreign lands and nearby towns, these practices largely ended with the Fyrdos conquest.

The Geadisch have a martial oriented culture. Young Geadisch men are brought up in the art of trapping, foraging, hunting, and horse riding as well as sport. Raiding and banditry are fairly common trademarks of Clan Geadisch. Furthermore, the kidnapping of wandering merchants is a common ancestral practice. The kidnapped are referred to as thralls and serve as slaves to their captors working manual labor jobs in exchange for shelter and food. If thralls act out of turn, attempt escape, or attempt to form rebellion they are oftentimes captured and placed into dungeons. These imprisoned thralls are then used as training material for aspiring Geadisch raiders, killing a thrall or group of thralls in preparation for a raid is seen as a rite of passage for many aspiring Geadisch raiders.

The Geadisch are known to be godless. No earnest attempts to convert the Geadisch to Paragon Emmortal or any other religions have been made. This is due to a combination of both isolation and Geadisch hostility to foreigners making it an exceptionally difficult place to reach for religious missions. The Geadisch do not have their own idols or gods to worship and instead find meaning in their cultural origins and lifestyle.

Geadisch burial rites call for the bodies of the deceased to be suspended into the air so that their corpses are plucked apart by the crows. The Geadisch believe that the body of a deceased warrior is of no use to the clan and should serve as food for the prey that the Geadisch hunt. The morbid sight of crows have been known to follow the Geadisch around Fynbroke and toward their raiding locations to feast. As a result the crow has been heralded as the symbolic animal of the Geadisch and is the animal depicted on the Geadisch crest. The Geadisch clan motto is:

"Under the wings of obsidian we bring light."

Region:
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Other Characters (player-controlled):
Taog "Bold as Boars" (33) - Marshal, coordinates and executes most military operations as well as oversees the defenses of Fynbroke Castle
Caheal fen Maguire Geadisch (45) - Advisor, Counsels the Lord and cousin to Artair as well as a diplomat

Other Characters (NPCs):
Cilliag fen Bridei Geadisch ( 29 ) - Older sister to Artair, likely will be used to marry off to another clan for potential alliance
Dolaidh fen Ulhruch ( 39 ) - Overseer, watches over the thralls and keeps them in line
Eogan the Seer ( 57 ) - A decrepit old thrall; is blind but offers wise words and superstitions for fellow thralls and Fynbroke's residents.
Cealean the Blacksmith ( 26 ) - A young and sprightly man who provides the steel for Fynbroke castle
Brianan fen Iosaph ( 31 ) - Prominent small scale farmer at Fynbroke, not the only farmer but the most recognizable.
Murchag fen Naoghas ( 23 ) - Master of the Hunt. Is responsible for the band of hunters who bring small and big game to the castle for food.
Gumarich fen Artair Geadisch ( 10 ) Son and heir to Artair
Hemma fen Amalric Geadisch ( 26 ) - Wife to Artair.
 
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CHARACTER

Name: Lord Ricardi Gula

Title(s): Lord of House Gula

Age: 40

Sex: Male

Appearance:
Count Ricardi Gula.jpg
A bloated figure filling his robes, fingers almost always sporting various rings on his fat fingers. His hair red with streaks of grey.

Personality: Ricardi projects an image of indolent, overindulgent glutton to conceal a sharp and cunning mind that has been the only thing allowing the Gulas to claw their way back into a position to seek power and fortune again. He enjoys intrigue, having a talent for it born as much to protect what comforts he has left as to feed his ambition. He has a strong disdain for Carmody considering what they've stripped of his house and their interests in Gywburg.

History: Ricardi took control of House Gula after arranging the death of his brother Sigri for having been a Carmody sympathizer. The brothers had been close in their youth, but Sigri's constant bending of the the knee to the High Magistrate and other Carmody nobles cost the Gulas much. Ricardi grew resentful, focusing on developing his skills in intrigue and politics as oppose to Sigri who had been trained as warrior. The two had a falling out, Ricardi withdrawing to the ancestral home of the Gulas in the hinterlands beyond Gwyburg known as Vizgard. Ricardi eventually grew so angry with his brother dismantling their fortunes and holdings for Carmody scum that he had him quietly killed by house agents who had also grown fed up with Sigir's weakness.

Since that time, Ricardi has been quietly working to repair the damages even as he sets his eyes upon Gwyburg. He has decided that city will be his prize, no matter what mayhem and chaos he must sow in the name of Fyrdos finally being its own kingdom again.


HOUSE / CLAN

Name: Gula

Colours / Heraldry:
Allesvater Eye.jpg
The Gula crest is an eye with upon a sunburst with a single tear. The family favors black and white for their banners, though their soldiers adorn themselves in dark purples as well. It is believed to be a sign of the Gula tradition for intrigue and information combined with the cost of knowledge.

History: House Gula has always been known as seekers of lore, knowledge and secrets. They often used this knowledge to benefit their business interests or expand their influence. Gula scouts are particularly valuable to those who could hire them, trained not only in observation but infiltration of enemy lines. They house had a fearsome reputation in Fyrdos, but this was diminished with Carmody asserting power over the kingdom. House Gula has seemingly withdrawn and focused its talents on trying to keep what power it has together. Few these days few the color of dark purple on the field or wrapped around the hilt of a dagger planted firmly in their desk.

Region:???

Other Characters (player-controlled):

Other Characters (NPCs):
 
“If I were to put the wealths of all of Royton’s citizens in one pile. My first thought wouldn’t be ‘My god we are wealthy’ my first thought would be ‘Now how can I triple it?’” - Edmund musing to his brother at a family dinner (Year unknown - Source: Private writings of Darwin Atwater)

Edmund Atwater

Title(s): Lord Mayor of Royton, Gildman (Member) of the Royton Witenagemot, Head of the Atwater Bank

Age: 27

Sex: Male

Appearance:
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Personality:
The Lord Mayor of Royton is regarded by many denizens within his hold to be a man of an animated, enthusiastic, and joyful nature which has helped make him quite popular with the peasantry of Royton. While one might always have ambition, Edmund is not one of conquest, not through the might of the sword at the least. But instead of the most powerful weapon, gold.

Lord Atwater is also quite politically astute, needing to manoeuvre and negotiate with the various powerful and hungry Gildmen, making sure to keep control over his title and influence. What lack of passion for the blade Edmund has is matched by an equal love for all aspects of commerce and trade, and he bears one of the finer minds in the field. A mix of charisma and carefully worded phrases and not too often the exchange of the shining rock keeps him upon his seat.

However, our honourable Lord Mayor might not be so honourable, he is all too willing at times to throw away any conceptions of “justice or honour” for the right bargain. In his own words “Honor can persuade a man to action, Gold makes sure he disappears.” and “I have yet to see an army clothed, fed, and armed by justice alone.”. However, while he might throw away his morals in favour of a deal, he is of repute for keeping to the terms of a contract. In the pit of vipers that is Royton, Atwater is willing to drink the vilest poisons upon a man’s soul to ensure his, and his family’s prosperity.

History:

Born to Edwin Atwater, a prominent Gildman of both the small and great witans, and wealthy Guildmaster of the Atwater family bank, Edmund would be given an education that few in Royton could provide. While his father wanted his heir to be affluent with the sword, as many young men spent their youths serving military careers for the city before moving on to their political careers.

However, the young mind of Edmund held fondness for only the most powerful of weapons, gold. For Edmund he saw the power it held within his city, there was not once a moment in the city where one could not get something of ill repute with enough coinage. That man could change so quickly from saint to sinner for a handful of yellow stones, that the most beautiful of maidens could turn into the most sultry of courtesans for those wealthy enough.

But what fascinated him more was the transactions, the exchange between hands of goods, where these goods come and go, how one could acquire such wealth with owning vast lands handed down in time memoriam. How even the common man, without a drop of nobility could very well make ends meet from a good sales pitch and a friendly smile. Edmund would frequently venture into the harbour market to barter, trade, and otherwise argue the price of some fresh fish.

Yet, the gods play cruel tricks on even the savviest traders, and not even gold could buy out pestilence. It took not only his parents but all his family from him but his brother and youngest sister Sibyl. At the young age of 20 Edmund took quick to his new role as the Guildmaster of the Atwater bank, and as a Gildman in both witans. His joyful and energetic personality quickly won him allies within the great witan, as well as with the populace, but this very same youth and success has led to him developing quite a few enemies within the small witan. They feared the youngling would use his popularity to elect himself Lord Mayor once the last one died. Their fears where not in vain as a mixture of his charisma, gold exchanging hands, and not a few amount of cloaked daggers, lead to the larger witan electing Edmund Atwater as Lord Mayor of Royton in a vote of 9 to 7, the youngest recorded Lord Mayor at the age of 25 in the city’s history, and the first Atwater Lord to boot.

Now having spent the past 2 years in a constant factional conflict with a few powerful guilds and families, Edmund has now the confidence to pursue his visions for Royton. For wouldn’t it be nice to have a swimming pool of pure gold?


HOUSE / CLAN

Name: Atwater Family

Colours / Heraldry:
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House Motto: “He who risks”

History:
“The Atwater Family, in the grand scheme of history is but an insignificant, but rather fascinating footnote. There is no documented history of any Atwater ancestor prior to a hundred and fifty years ago, when Walter Atwater, who supposedly was a mere Royton commoner went on a successful trade voyage south and had amassed quite a personal wealth. He would later open the Atwater Mint, Deposit, and Change (Though it was later changed to the Atwater Bank due to his wife’s berating him.)

Not much would be said about the next two generation, both having slowly contributed to the expansion and goodening of the Atwater family name within the city, in fact by the end of the third generation of Atwater men, they had become one of the more influential and affluent “Copper” families within Royton. The Copper families was a faction of new, upcoming, mercantile families who where in violent opposition to the “Tans” the old, rural nobility who held the majority of power and where focused more on matters of the sword and the tans of their leather gambeson than that of copper counting.

The Tans would delegate many of the administrative responsibilities of Royton upon these “Copper” families, who would in turn slowly amass more wealth and influence than before, which would then prompt the Tans to, with the help of outside powers, cause a coup to reinstate their influence. This cycle in Royton, referred to posthumously by the populous as “Tanning the Copper Cow” would continue on until not but forty years ago. After a series of coups and counter-coups by both Tan and Copper parties which culminated in the unfortunately named “Battle of Imbeciles Hill” due to the sheer amount of men thrown into the meat grind that was a 15 foot tall hill over 3 kilometres away from the main battle, the Tans where finally exiled from the land surrounding Royton, their properties helpfully “donated” to the major Copper families, including that of the Atwaters, who interesting enough where not present within this battle. Which might explain why they were able to set themselves up so quickly as one of the more powerful Gildman of both the small and great witans.

Royton would find itself in a peculiar circumstance after the conflict between Tan and Copper. In an attempt to finally establish order within the bloody city. Carmondy gave it special charter to operate as a free city under the jurisdiction and influence of his majesty, king of Carmondy.

The city would establish a witan, a governing council of 16 people, representing the 10 guilds and 6 families of Royton who ruled the city. However, there was also established the small witan, a governing council of only the 6 families who where given authority over appointments of officials, diplomats and other city workers. This system paired with the appointment of a Lord Mayor, one who has authority of the monetary, and diplomatic dealings for the city has potentially led to what Roymen describe as “A pit of vipers, claiming to be a flowerbed””

- Chapter 12 in Priest Abnar’s “Histories of Many”

Region:
1693358860866.png
(City of Royton and the immediate surrounding farmlands)

Titles (Lords/Lieutenants):
Gildman - Lord (Member of the Witan)
Aelder - Lesser Lord (Observer of the Witan)

Major Captain - Lieutenant (Commander of the "Citizen's" Militia)
Grandsire - Grand Commander of all Knights
Firsire - Lieutenant (Commander of the Hinterland Knight - Old Tans)
Gildsire - Lieutenant (Commander of the Townling Knight)
Flotlord - Admiral (Commander of the Royton fleet)

Other Characters (player-controlled):
Darwin Atwater (25) - Brother, Observer at the Witan, Manager of the Atwater Bank, in bureaucratic hell

Other Characters (NPCs):
Sibyl Atwater (20) - Sister, Currently just residing at the Atwater manor
TBC?
 
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CHARACTER

  • Name: Lord Evander Blackstone

  • Title(s): Lord of Blackstone Isle, Warden of the Royal Dye

  • Age: 25

  • Sex: Male

  • Appearance: Evander boasts flowing brown hair and piercing green eyes. His attire is adorned in bright azure and black colors.
Evander Blackstone.jpeg

  • Personality: Known for his reserved demeanor and keen intellect, Evander is a shrewd merchant lord who constantly strives to elevate his house's standing. An avid consumer of the local delicacy, his green eyes almost perpetually reflect the hue of the dye.

  • History: Raised in the traditions of House Blackstone, Evander assumed the title of Lord after his father's peaceful passing. As the sole male heir, he underwent grooming to inherit the lordship. Well-versed in mercantilism, he embarked on numerous trading voyages to the mainland, honing his skills in trade and boatmanship. Though his swordsmanship is proficient, it only extends to defeating a common footman. His mastery with a bow surpasses that of the sword but remains incomplete.
HOUSE / CLAN

  • Name: House Blackstone

  • Colours / Heraldry: Bright azure and black are the house colors. The heraldry features two majestic snails, surrounded by bright azure waves crashing on black stone, symbolizing the unique origins of the coveted dye.

Snail shield.png
  • Holdings
    • Lordship of Blackstone Isles
    • Castle Blackstone, serving as the capital due to its housing the isles' sole major port
    • Stonfort Village
    • Ravenholm Hamlet

Lordship of Blackstone Isles.png
  • History: House Blackstone, a minor house, has ruled the Blackstone Isles for centuries, and their influence is so ingrained that it's unclear if the house or the isles came first. The house gained prominence when Lord Tristan Blackstone, Evander's father, sent the first shipment of Blackstone Azure dye to King Agbert Hiberion of Carmondry. The king, impressed, declared House Blackstone Wardens of the Royal Dye, exclusively using their product since.

  • Region: Blackstone Isles is a rugged land with limited resources, shaped by volcanic activity and sorcery. The treacherous waters surrounding the isles result from their mysterious past. Contested by Carmondy and Dyrnwald, the Blackstone Isles pledge loyalty to Carmondy. The people lead challenging lives, relying on the sole resource worth exporting: Blackstone Azure dye. Derived from Azure Snails in the rocky shoals, the dye possesses subtle magic—never fading and glowing with a faint blue aura. It's a coveted export, and the locals, after consuming the snails as a delicacy, have eyes that faintly glow blue.

  • Other Characters (player-controlled):
    • Lady Seraphina Blackstone, younger sister. (19)
    • Captain Thorne Ravenwing, Head captain of the house guard. (30)
    • Admiral Victor Stormcloak, Commander of House Blackstone's naval fleet. (36)
  • Other Characters (NPCs):
    • Lady Selene Blackstone, Mother (56)
    • Lord Tristan Blackstone (deceased)
 
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Name: Sir Gauvin Enguerrand

Title: Master of Skargness

Age: 37 years old

Sex: Male

Appearance: He is nearly middle-aged, he has brown hair, green eyes, and has a scar on his cheek from one of his first encounters with a Galdian raider. He is seen wearing his armor on most occasions.

Personality: The joy and carefreeness of youth has been completely drained from Sir Gauvin by years of combating Galdian and Erannanian raids in the north. Sir Gauvain has become a hard man, defined by his willingness to defend Fyrdos, no matter the cost. That is not to say that Sir Gauvin is a complete automaton, he still has emotions, he cares about his family (in his own way), and he even retains some sense of humor (albeit a very dry one). He is known to be pious, and has significant hatred for non-paragon worshippers, particularly Galdians.

History: Sir Gauvin was born in Sherfield as part of a minor knightly branch of the Enguerrand dynasty of distant, but well attested relation to the main branch (they are, nonetheless, referred to as cousins). By the time of Sir Gauvin’s birth, his family had entered a chronic state of decline with most of the male line dead (In both battle, and various accidents) and what remained of family indebted by the need to provide dowries. This led to Sir Gauvin’s father, Sir Gaheris, making the decision to sell off the family’s manor and estate when Sir Gauvin was around the age of five. The sale allowed Sir Gaheris to pay his debts, and sufficiently dower his two daughters, but it deprived Sir Gauvin of his inheritance. Sir Gaheris did at least ensure that that Sir Gauvin gained knighthood, but Sir Gauvin feared that he would be the last of his family to do so. As such, at the age of eighteen Sir Gauvin elected to join the garrison at Heshram, to restore glory to his family by way of service to Fyrdos. Over the next fifteen years, Sir Gauvin’s position at the garrison steadily rose with his responsibilities growing from leading small patrols into the northern wilderness, to eventually leading significant portions of the garrison on several successful punitive expeditions. As word of Sir Gauvin’s exploits worked their way into the south of Fyrdos, they eventually reached the ears of Lord Amias Enguerrand. Lord Amias decided that Sir Gauvin would be a worthy instrument to establish a foothold of Enguerrand influence in the north. To this end Lord Amias arranged for Lord Trutyll to offer Sir Gauvin one of his (Lord Trutyll’s) nieces in marriage and a hamlet in dowry. Sir Gauvin accepted this offer and shortly before his 34th birthday he married Muireal Trutyll and became the master of the hamlet of Skargness. After this he mostly stepped back from his role in the garrison to focus on managing Skargness and his new family, which grew quickly with Muireal giving birth to a son just a year after the marriage and a daughter the year after that. Being loyal to Fyrdos and his benefactor Lord Amias, Sir Gauvin welcomed the war of independence, but he was unable to participate in its first stages due to being on a pilgrimage to the Angels Archpriory. Now that his pilgrimage is over, Sir Gauvin has ridden south to assist Lord Amias with the war effort.

House/Clan

Name: Enguerrand

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History: According to family tradition, Gauvin’s branch of the Enguerrand family is descended from a cousin of Betram Enguerrand who played a very minor role in Betram’s conquest of Sherfield and was rewarded with knighthood and a manor.

Holdings: The Hamlet of Skargness

Region: The north of Fyrdos, near Heshram.

PC: Sir Gauvin Enguerrand

NPCs:
Muireal Enguerrand: 27 years old, initially unhappy at being married to a knight, but she has learned to be at least content with Sir Gauvin and loves her children. Sir Gauvin relies on her to run Skargness in his absence.
Gaultier Enguerrand: 2 years old, Sir Gauvin and Muireal’s son.
Maiwen Enguerrand: 1 year old, Sir Gauvin and Muireal’s daughter.
Sir Mailcun Trutyll: Muireal’s father, Lord Trutyll’s younger brother, high-ranking officer in the Heshram garrison, and Sir Gauvin’s father-in-law. Was one of Sir Gauvin’s superiors, helped talk Muireal into accepting the match.
 
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Dierdre de Oriflamme
The Baroness of Flamebay

CHARACTER
Full Name Dierdre Cerham de Oriflamme, née Dierdre Cerham of Durndon.
Age: Twenty-Nine Years
Sex: Female [F]
Height: ~5'2” (158cm)
Weight: ~140lbs (64kg)
Place of Origin: Within the confines of the Lordship of Durndon.

Appearance: Dierdre is known to toe the lines of modesty regarding makeup and vanity, but she derides the idea of complete opulence in apparel, barring adornment as a sign of her status and position. Consequently, she prefers dresses in off-cream silk or sheepskin, or otherwise in blue or green, though that has not stopped her from adorning her plainer garments with pieces of the red brocade that replaced the front panel of her wedding dress. Her oft-used travelling cloak—off-white now, and further every year, but still identifiable from great distance—has been lined with the opulent fabric. That’s not to say that her clothes are unadorned: Deirdre favours embroidery, same-colour stitching, and other complex pressings and fur-linings and edgings whose labour hours indicate her wealth and affordance of time and materials. Even her most simple daily woolen dress—a deep green piece worn girdled— has seen this kind of modification, shaped above the waist by a silken white-and-brown chestpiece from a dress worn through her youth. Often, these changes are impromptu reinforcement for clothing starting to wear or stain. Dierdre’s sense of craftsmanship has coloured the temperament of her court’s diplomatic gifts: perhaps it is some sinful sense of pride that drives her busy hands.

Personality: As a child, Dierdre was often described as ‘hard of heart’. Her voice was pointed, and her inquisition tactless, unempathetic. This was not necessarily due to a lack of care—indeed, she cared for her brother gently, and worked without complaint—but instead a lack of interpersonal understanding. Through substantiative schooling, her tone softened. Often, what before had spurned the fire of rage left it smoldering instead on her tongue, looking for action instead of anger. She became quiet, empathetic: a person that others are wont to share their secrets. Though she is still headstrong, Dierdre knows how to bide her time, and holds a quiet sort of strength close to her chest.

History: Diedre had a somewhat shrouded childhood. Unlike her brothers, she was not seen at court until her adolescent years, and only then in the interest of the pursuit of marriage. She was educated—perhaps more than most—but spent much of her time with busy hands and an idle mouth. Perhaps in part this could be attributed to her sharp tongue. As a child, Dierdre was somewhat embarrassing to introduce, asking inappropriate questions without considering decorum. These tendencies were harshly penalized by her tutors. In time, her tone became softer—more inquisitive, kinder, less accusatory. This is when she began to arrive at court, and when she began to engage in local geopolitics and business.
By the time she was engaged—to her intended husband, that is—Dierdre was well-known for both her voice and her craftsmanship. Her marriage to Philippe destroyed some of her monetary connections, but she has been glad for the opportunity of others, more independent from her place of birth.

Family:
Family of Origin
High Lord Mallick Cerham [Father]: As a child, Dierdre was atypically close with her father, following him about the keep and bothering him for riding lessons at every opportunity. Although she keeps some limited contact with her father through proxies, she has not seen him since her marriage.

Lady Eleanor Cerham (Deceased) [Mother]: Dierdre does not remember her mother, but carries some of her personal affects, such as a lock on a solid chain that she wears about her ankle.

Lady Cedra Cerham (?) [Step-Mother]: Although their relationship was strictly utilitarian, Cedra taught Diedre much of what she knows, and the baroness respects her as a craftwoman without true equal. She makes queer roundels of bead and bone as diplomatic gifts.

Sir Asmond Cerham (34) [Brother]: Unfortunately, Diedre and Asmond never got the chance to know each other. By the time she had begun to walk, he was all but ready to be trained vocationally.

Sir Traycon 'Tray' Cerham (23) [Brother]: By far Dierdre’s closest ongoing relation, the two exchange letters frequently, both openly and in secret. Dierdre spent a fair amount of her childhood taking care of her younger brother in her stepmother’s stead.

Gertrude Cerham (17) [Half-Sister]: Dierdre remembers Gertrude as a happy, red-faced child, though they have not seen each other in many years. She is now married, though Dierdre might not mention who to..

Celine Cerham (14) [Half-Sister]: Regrettably, Celine and Dierdre have never met. She is unmarried, still residing in Dierdre’s childhood room.


Marital Family
Philippe Oriflamme (32) [Husband]: Ah, what is there to say? Her greatest excitement. He who receives the greatest blinding light of her love and rage alike. Once, she would have fought against reckless risk to his life, but in time the woman has developed a respect for his pursuit of valour.

Cécilia Melayne of Sunwick (50) [Mother-in-Law]: While Dierdre is not close with her mother-in-law, they retain a fond kind of mutual respect. Cécilia aided in the birth of Dierdre’s first three children in lieu of her own kin.

Arthur Oriflamme (29) [Brother-in-Law]: Unlike the rest of the men in her marital family, Dierdre became close with Arthur over a winter in the keep, where heavy weather stranded both Arthur and her husband for almost a solid month. Since then, they have kept semi-frequent communications. He is the godfather of Fabien, her youngest son.

Brother-in-law: Pierre Oriflamme (25): Although she has met Pierre, Dierdre does not know him well, nor keep tabs on his position except in the interests of her husband.

Isabel Oriflamme (16) [Sister-in-Law]: Dierdre has become quite fond of Isabel through her time acting as a sort of mentor. She is reasonably invested in the girl’s marriage prospects through the lens of ensuring a viable future for Isabel and her children.


Children
Olivier Oriflamme (14) [Son]: Dierdre’s relationship with Olivier is somewhat tumultuous- really, they are too much alike, both so headstrong they enraged each other when he was young. They have a better relationship now, with his position as a knave(?) in Sunwick.

Aurélien Oriflamme (12) [Son]: The gentler of her older boys, Aurélien has always had a sort of silent understanding with his mother, through which they avoided most conflict. She was crushed when he departed to Wesgrath.

Édith Oriflamme (9) [Daughter]: Her only daughter. Dierdre takes an active role in her education: weaving, sewing, music. The girl is always busy, but always smiling.

Fabien Oriflamme (6) [Son]: The youngest, still crowding about her skirts if not in the hands of his governess. Now, Dierdre has begun to find children so young exhausting—but that does not stop her from finding time to play with him when she is able.

HOUSE/CLAN
Name: House of Oriflamme (née the House of Cerham)
Colours / Heraldry: Red and Gold (Though she favours the grassy green of her birth house’s crest to seal mail).
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History: The House Oriflamme is known historically for the canonization and later slaughter of its founder, St. Olivier Oriflamme. While Olivier would not substantively benefit from his role at the conquest of Cargaldica, his house’s range expanded significantly in wake of his death, particularly around the borders of the newly formed kingdom as a sort of vanguard. The house has lost many of its ancestral lands in Valcay following a war with the kingdom. Now, its domain is limited to the Rooster Keep. Regardless, the house has a historical reputation of being built on blood, and maintains such through the development of extensive cavalry. In fact, Deirdre’s first memorable interaction with Phillipe was a direct consequence of this reputation, with the bestowment of several older (but well-trained and sound) riding horses to her house in some attempt to gain favour…

Region: The Marchlands, specifically Flamebay.
Other Characters (player-controlled):
Other Characters (NPCs):
 
CHARACTER

Name: Fynche

Title(s): N/A

Age: 25

Sex: M

Appearance:
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Underneath the hat is wirey brown hair.

Personality:
Fynche wears a facade of a boisterous and friendly individual. Being a peddler of bird related products requires one to put on a couple of different faces. However, underneath that thin mercantile mask, he's a awkward yet pragmatic individual who prefers to be by his lonesome. Of course, he's not a total hermit. He loves to hear the stories of Lords, knights, and merchants abroad, but being in public makes him nervous, especially with the risk of being conscripted for war.

History:
A peasant's history is not important in the grand scheme of royal machinations and campaigns. A lord only needs to know the recent past of a peasant's life, and Fynche's, while odd, is largely uninteresting. He currently lives in the forest by his lonesome, catching an unholy amount of birds with his traps and foraging odd herbs. He typically trades with the (relatively) local castle for much of his business. He does help with the plowing/sowing/harvesting of wheat but is partially exempt from these tasks for his uncanny knack for catching birds and finding herbs.
 
Name: Hoel d'Argenlonge ; "le Gald", "le Sauvage".

Title(s): Sir (disputed)

Age: 19

Sex: Male

Appearance: A towering figure, an inch or two shorter than seven feet. He has thick, shaggy hair that's almost matte black. A large, grisly scar that still looks a bit infected frames his lower abdomen, like an island in a sea of body hair. He has deep hazel eyes that can distract a little from his monstrous frame. Hoel is not unattractive, but his bronze, 'mud-bathed' skin and common tongue don't betray him as a thinking man. His squire, the flea-covered orphan Pod, does most of the pair's thinking.

Personality: Hoel is a humble, paragon-fearing commoner. Having served as a retainer in the chevauchées of great lords, his faith in a just order heralded by a true and rightly anointed king has perhaps wained; keeping such naive hope alive remains a struggle.

History:
Hoel was brought into the world as a son of a prostitute. The small hovel that passed for a wayward brothel in Argenlonge became his whole world. He liked to imagine the lives of the merchants, labourers and farmhands that passed through the premises--spying on the madame and her girls as they gossiped. His mother only encouraged this by spinning wild tales of an absent father, a sunkissed prince from distant lands. She was not always there in the head and had a penchant for the drink. The elixer fueled her ambitions, and at the ripe age of ten, Hoel became the squire of a regular: Sir Hugh Peartree. She gave him a parting gift of bread and salt, which Sir Hugh gorged down with ale just as they crossed the horizon.

They plied their trade at the keeps and castles of lords big and small, captured poachers, squeezed peasants and often, in the winters, committed brigandage. Nearing his 16th name day, Sir Hugh would lose his life, his neck crushed after being unhorsed in a tourney at Delster. Hoel inherited his horse and armour, and the kindly knight to whom Sir Hugh had lost gave him a couple of coppers for a visit to a nearby armoury to fix Sir Hugh's splintered kite shield.

Hoel claims to have been knighted by Sir Hugh and again after winning a melee at Sunwick, but his current reputation as "the Gald", a barbarian from the uplands, serves to counteract his claims. Pod suggests he should learn to live with it, seeing as it leads to more work coming their way.


Heraldry:

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CHARACTER

Name: Avery Lainbright

Title(s): Squire of Philippe de Oriflamme OR Squire Lainbright.

Age: 18

Sex: Male

Appearance:

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(i know this isn't that preferred, but its an idea of what his fit looks like)

Personality: Avery has an aggressive nature, being bold with his actions, and takes too much risk in his game. While some mentors would say that these qualities make him ill-suited for knighthood, it is clear that Avery possesses the drive and determination necessary to be a crusader. Despite his shortcomings, there isn't denial that he has the potential to achieve great things with his potential.

History: The Lainbrights are smaller landowners near the Flamebay region, employing a miniscule amount of numbers consisting of peasants and serfs to work their fields. Their land is earned through hard work and decades of military service. All of the Lainbrights have served for the faction. Avery has first made his debut in the Battle of Godsbridge, where they saw the conquering of the Skerry mainland.


HOUSE / CLAN

Name: House of Oriflamme

Colours / Heraldry: Red, Gold, and bit of green
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History: Standing guard against the wild and lawless borderlands to the north and west are the Barons of Flamebay. They trace their ancestry back to the powerful hero St. Olivier Oriflamme and old Valcay, making them proud warriors. Following Cargaldica's conquest, St. Olivier was the first to be canonized. However his canonization would be short. As the heathen Galdic tribes had brutally killed this brave crusader in a horrible, cowardly ambush. His descendants would receive their ancestral lands within Valcay as well as fiefdoms throughout the border regions of the newly established Kingdom. After the most recent and disastrous war with Valcay, they only retained control of their primary domain around Rooster Keep.

Region: The Marchlands

Other Characters (player-controlled): n/a

Other Characters (NPCs): n/a
 
Notes:


Your landholdings may not include cities.

----
CHARACTER
Name
: Ser Lokkar, Lukan Lyteshyld
Title(s): "Ritter"
Age: 36
Sex: M

Appearance:
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Personality:
Ser Lokkar is a complex and multifaceted character with a personality shaped by a tumultuous past and a harsh present. Often presents with a stoic somewhat intimidating demeanour, thus emphasizing his role as a fearsome warrior. A traumatic childhood incident contributes to his imposing presence - really, it's a means of defense for a wounded inner child. Known for his straightforward and brutally honest conduct. He doesn't sugarcoat his opinions or spare others from harsh truths which reflects his disdain for the illusions and hypocrisy of the world around him. Ser Lokkar [otherwise known as 'Lukan Lyteshyld'] is deeply cynical, this trait was shaped by a past life filled with violence and betrayal. He often expresses a lack of faith in knights, honor, and the nobility, viewing them as hypocritical and corrupt. He shrugs off his anointed status as nothing more than a nuisance. He doesn't believe in knights or contemporary honour although he does adhere to his own strict moral code. His experiences have made him pragmatic and realistic. He understands the harsh realities of the world and doesn't subscribe to romanticized notions of chivalry or heroism. Regardless, despite his gruff exterior, Ser Lokkar displays a protective instinct, particularly towards those whom are unable to protect themselves. He's also infatuated with women yet not in a scandalous way, rather, he mentions how they are "portals to a realm of existence and learning" - he values knowledge and wisdom. He believes that he was born into this realm to learn and to try and know about things as best as he can. He intervenes to shield those unfortuante towards injustice though marred by a complex social bond with those he protects. He grapples with an internal struggle between both his brutal and violent tendencies as well as a desire for something more meaningful. His experiences and relationships lead him to question his place in the world and seek a path beyond violence - hinting at a quest for redemption. While he rejects traditional notions of honour, Ser Lokkar has his own code; a twisted sense of justice that guides his actions. He detests cruelty and injustice, despite his proclivity to participate in violent acts.

Overrall, he is defined by complexity and contradictions. His blend of brutality, honesty, protectiveness, and a yearning for something more than what he believes of himself makes him a rather nuanced and intriguing figure to those who come to try and understand him. His personality is a rich tapestry of experiences, pain, and internal conflict - contributing to his status as a memorable and deeply human character in a realm besmirched by the ghoulish warfare and civil strife.

History:
A knight exiled from foreign lands. Offers his services as a bodyguard and/or Mounted Sergeant as befits his skills. Lukan grew to be a formidable warrior, honing his skills on the training grounds and fields of conquest. Despite his scars, he found solace in the mastery of the sword which earned him a knightly title. His loyalty to House Lytefyld was unwavering, even as he struggled with the internal shadows of his personal demons.

HOUSE / CLAN
Name
: House Lytefyld
Colours / Heraldry: Gold/Black
History: His family [estranged] owned a sizeable estate on the southern shores of a foreign land. A manor in the countryside that administrates a small farming community whom answer to their liege lord and contribute to the king's banner in times of conflict.
Region: Foreign
Other Characters (player-controlled): N/A
Other Characters (NPCs): N/A
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Name: Gunhild of Merick (friends, family called her Gunny)

Title(s): Peasant farmer turned Skerry Merc Bowman

Age: 20

Sex: F

Personality: With her father and elder siblings off to war, Gunhild grew up to raise the family and farm along with her mother. Hardworking and reliable, she learned skills like plowing, archery (for hunting), and medical care to fill whatever roles her younger siblings needed. In conversation, Gunhild is observant of the small things others say or do, useful detecting sincerity, distress, etc. She likes to lean positive on life, even in battle. At the same time, this also means repressing her actual feelings to maintain calm within ranks. Duty to her family has led Gunhild to make poor life choices, like fighting in a war for money.


History: Gunhild’s family had been in Merick for at least a couple generations. She and her dozen siblings would work the farm to make a living. Early on in life, her father was conscripted into the army. He never returned, leaving Gunhild and her two elder brothers to support their mother. They took the lead in farming and hunting.

In her teens, her brothers and most other men their age were conscripted in that terrible battle in Godsbridge. This left her to teach her younger siblings to work the farm. Traditionally, Gunhild would have been married off to a neighboring family, who would join forces to raise crops and livestock. That wasn’t to be: the entire mainland nearly lost a generation of men, including her brothers.

The soldiers of Flamebay claimed the Skerry mainland, seizing Gunhild’s farm. In desperation to keep her children from being homeless, her mother married the soldier who took claim of their farmland. Fortunately, he was a noble man who treated the kids like his own. It probably would have been a long happy marriage had he not been sent off to Darrowfall. Skerry luck strikes again.

Even before Darrowfall, the family had need for money. Gunhild got word from some old friends that there was good pay for Skerry mercenaries via House Gula. In an ill-advised move, she took a boat south to Skerry island to train with the mercs as a bowman. She had no idea that she had put her fate into the hands of lords and aristocrats who move their people like chess pieces on a board.

Inventory:
Gunhild was able to procure an old leather helmet on Skerry island. Though the last owner died in it, he didn't die of head trauma, so still of good quality. She's typically wearing an old shirt from home (still smells of the farm fields, to remind her of home). In fact, most of her wardrobe was sacrificed to stitch together into a padded tunic. Needless to say, she grew up poor.
She's armed with her hunting bow and knife (mostly used for whittling arrow shaft from twigs), so not exactly a professional soldier.

Appearance:

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Credit: Yang zheyy- Artstation
 
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CAPTAIN HALDAS WINGHELM

Captain Haldas Winghelm.png

Age: 35
Sex: Male
Appearance: Weathered and scarred, Haldas bear many signs of past battles and skirmishes. Aside from one distinctive scar above his right eye he has various healed stab- and slash-wounds across his torso and thighs. Like the men under him he has a gryphon tattooed on his upper right arm.

Personality: Professional yet warm, Haldas carries himself like an officer and- in a way- like a father, often breaking his serious expression to check the wellbeing of his troops. To some he appears cold and distant and to some he merely comes across as someone burdened with the responsibility of command.

History: Hailing from a relatively long line of men-at-arms serving the Kingdom of Tyberia, Haldas broke family tradition by excelling somewhat at combat engineering and the art of cracking open fortress walls. An useful skill to be sure- had Tyberia been in need of it. After serving loyally Haldas did what many other Tyberians do and went looking for work as a mercenary. Using his own limited funds he registered his mercenary company- Gryphon Company- and began to use his skills in service of whomever could pay for it.

Whenever he is not overseeing battlefield preparations or looking at maps and schematics Haldas is busy with patrolling the local taverns to make sure that his men aren't getting themselves into too much trouble.

*

GRYPHON COMPANY

Gryphon Company - Coat of Arms A.png


History: Founded by Haldas Winghelm (whom is also the current captain of the company), Gryphon Company is a mercenary company specialized in siege tactics. Using their own knowledge and a wide array of siege weapons and equipment they are known to climb, scale, dig through, tunnel under or even blow up castle walls- among other things.

While few in number Gryphon Company makes up for their small headcount by being experts at what they do, often studying new tactics or finding new equipment to get the job done and to remain at the top of their line of work.

Most members of Gryphon Company are former Tyberian military with a select few having been recruited from other kingdoms and lands beyond.

Region: Tyberia, but have seen action in Valcay, Carmondy, Fyrdos, See of Light and Melthar.

Other Characters (player-controlled): (N/A)

Other Characters (NPCs):
- Lieutenant Garrith Boldsword, Frontline Commander
- Sergeant Maldyn Ironhammer, Chief Engineer
- Sergeant Armyn Tomekeeper, Quartermaster
 
CHARACTER (Battle of Darrowfall)
Name: Nuswar ben-Hussam ~ ኙስዋር በን፡ሑስሳም
Age: 28 Years Old
Sex: Male
Appearance:
Masculine and rather broad facial features. Skin of deep mahogany marred by ritual scarification.
Onyx hair as thick wool yet soft to touch. Brown eyes, though lame, exude a foreign mystique through careful use of kohl.
Longer, almost gangly limbs belie a weightier-athletic physique beneath attire.
Personality:
A long fused individual. Virtues deeply rooted in the Hamari offshoot of Wazirati Akhism, sooner to welcome a stranger to a plate at the table than with the sword, to play music and sing than to hurl insults. Truly joyful and yet very much traditionally reserved in mannerism. Once hostilities are made apparent however, a reluctantly willing disposition is adopted, for friends should not spill blood but instead break bread.
History:
Raised on the rocky cataracts and high dunes along the narrow riverfront of central Hamari that the many tribes reside along in sparse though culturally rich fishing villages. Plucked from his austere life at sword point and thrust abruptly into the highly regimented, unrelenting world of the Wazirati warrior-class, complete with it's unexpected luxuries.

Brother Nuswar served the Wazirate's interests for the better part of two decades, pursuing bandits in the Sandwastes, lightening raids in the night against coastal cities of their Warmland cousins and expeditions into the Dunes of Dread.

In the minds of many pursers, a closed deal is more important than a life, and so, a dozen Ghulam were the price paid—in lieu of coin—to the Blackstones. Now a dozen wool-haired Ghulam, donning exotic colours and scented oils, ride under the Blackstone banner.
HOUSE / CLAN
Name: House Blackstone
Colours / Heraldry: Azure and black tassels of House Blackstone on horse bridles, Azure tassels on swords.
Other Characters (NPCs): 11x Hamari Ghulam (Cataphract Archers)
akhi Yasalf ben-Hassar, Hamari Ghilman (Cataphract Archer), 33 Western Hamari Tribesman.
akhi Nizar ben-Niran, Hamari Ghilman (Cataphract Archer), 23 - Central Hamari Tribesman.
akhi Horkan ben-Yasser, Hamari Ghilman (Cataphract Archer), 40 - Eastern Hamari Tribesman
akhi Minan ahk-Liwat, Hamari Ghilman (Cataphract Archer), 30 - Eastern Hamari River Nomad.
akhi Salwan ash-Saud, Hamari Ghilman (Cataphract Archer), 30 - Northern Hamari Tribesman.
akhi Yifrat Youssum, Hamari Ghilman (Cataphract Archer), 35 - Eastern Midori Islander.
akhi Maswan ash-Sulim, Hamari Ghilman (Cataphract Archer), 26 - Northern Hamari Tribesman.
akhi Yaithe ben-Umar, Hamari Ghilman (Cataphract Archer), 38 - Central Hamari Tribesman.
akhi Mekanan ahk-Memno, Hamari Ghilman (Cataphract Archer), 29 - Eastern Hamari River Nomad.
akhi Malgo ben-Waza, Hamari Ghilman (Cataphract Archer), 30 - Southern Hamari Tribesman.


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