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Fantasy ◙ Fate of Steel | Sheet/OOC ◙

OOC
Here

Lorsh

Varlot
Roleplay Availability
Roleplay Type(s)


fate-of-steel-logo-png.951522

NOTES ◙
-The more powerful you make your starting position, the more problems you'll start with.
-I am looking for unique characters & families. Make sure your character is distinct from the others.
-Mark on paint where you want to start. You can rename an existing abbey, town, or castle if you'd like.
-Will 'like' sheets that are on hold, and heart ones that I plan to make a thread for immediately.
-Don't peek on other people's threads and metagame. You can discuss with them OOC if you want to start off near each other or something though.



CHARACTER SHEET
NAME:
AGE:
SEX:
APPEARANCE
:
PERSONALITY:
HISTORY:
RELATIONS: [Put down your family and any other NPCs you want to have in your faction]
WEAPONS/ITEMS: [Optional]

FACTION SHEET
Faction Name:
Faction History:
Colours:
Heraldry:
Officer Titles: [for advisors and officers, default ones for lordships are basically 'High Cleric', 'High Captain', and 'High Steward'. Can also leave it 'custom' and I can make different ones up for you.]
Military Ordinances: [Focus on infantry, cavalry, archers, a mixture, etc. Quality, quantity? These specifics are optional.]
 
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◙ 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 Anne 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 youngest daughter. However, with the death of both 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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Accepted.

Want any towns renamed? You can also name your villages, or leave it to me.

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◙ CHARACTER SHEET ◙
NAME: Philippe Oriflamme Marquis de Muldhold
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 particularly imaginative a Strategist he is an experienced general with keen senses. The Marquis of Muldhold 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 Muldhold. He would much rather be known for his many tournament wins and be acclaimed for his constant defense of the realm.
RELATIONS:
Mother: Cécilia Sunwick (50) - an Aunt of the current Earl of Sunwick, the two families have always been friendly with one another and frequently intermarry.
Wife: Deirdre de Darndon (28) - A scion of the house of Darndon, their marriage was scandalous because Philippe whisked away Deirdre as she was on the road but due to the support of the Earldom 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.
Son: Olivier Oriflamme (14) - The eldest son, named after the founder of the household, inheriting both the beauty of his mother and the handsome features of his father, Aurélien is popular with women. Already he is father to at least one illegitimate child.
Son: Aurélien Oriflamme (12) - The second son, 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
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 Marquesses of Muldhold are the frontline against the lawless and savage badlands to the East. They are proud warrriors, 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, though only their primary domain in Muldhold remained in their hands.
Colours: Red and Gold
Heraldry:
1643486695899.png
Officer Titles: Custom, surprise me!
Military Ordinances: The Marque of Muldhold 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. It has even given birth to a saying "In the Mark, everyone is mounted" which while hyperbolic is not that far off.
Lorsh Lorsh I am done now
 
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NAME:

Friede Heade​


AGE: 25
SEX: Girl
APPEARANCE
:

XFEU6TB.png
PERSONALITY: Good Faithful Self-centered Courteous Rebellious Compassionate when needed Logical Complacent love to visit other lands, and Proud.
HISTORY: Friede grew up in a noble house. She was told that she was the best at everything. When she was young her parents found out that she was going out without telling them. She was raised in-home land and visited no other lands. She was raised in a happy family home with two loving parents. When she was 24, her parents died. She had no brothers and one sister who is 20. So her land let her rule by herself but she has men checking all of her moves.
RELATIONS: sister Rose Heade 25

WEAPONS/ITEMS: [Optional] A dagger

◙ FACTION SHEET ◙
Faction Name: House of Heade
Faction History: They are family people. They put family over everything. They never break the rules ever.
Colours: Red and Gold
Heraldry: Idk
Officer Titles: Normal
Military Ordinances: They have one of the best navies.
 
◙ CHARACTER SHEET ◙
NAME: Cahir ap Sigifriþus
AGE: 29
SEX: Male
APPEARANCE:
Cahir ap Sigifriþus.png
PERSONALITY:
As a child, Cahir had been brash, proud and quick-witted. His father was the Chieftain of the powerful Brethil tribe, and his grandfather before him had been the High Chieftain, ruling over all the Galds surrounding the river Eranna. With such stalwarts behind them, the sons of Sigifriþus ushered a reign of chaos over the tribe. Stealing produce from hawkers and vendors, setting the thralls of old Faramir free only to charge him a fee to gather them all back safely. Once the trio even raided the Longhouse's pantry during a great feast, going through most of their father's prized wines reserved for the guests. It was only by the grace of their doting mother, Gisela, that the boys survived their father's wrath and, to an extent, that of the gathered dignitaries. Cahir had always been the leader of their merry band, even though he was not the eldest. He understood soon enough that his elder brother Amalareiks was born to a stone-wife and thus was lower in the line of succession and personal authority. Yet, no love was lost between the two.

Only after his father's death during an ambitious and ill-executed raid did the spoilt pup come into his own. The immense responsibility thrust on Cahir had made him somewhat pliant at first, being easily swayed by his druid advisors into some questionable decisions. It was only with the diligence and support of Gisela, his mother, and some of his father's most trusted hirdmen that Cahir was able to temper their influence. In time he would temper his pride and impatience as well, with the pressures of a beneficial political marriage and a toddler on the way bringing things into perspective.
HISTORY:
Cahir had been an uncharacteristic ruler of the Brethils. Unlike many before him who would organise a raid or two immediately after securing the position of Chieftain, he prioritised the process of interconnecting the tribe through trade and alliances with not just the rest of the confederation but other Galdic forest dwellers as well. In this effort, he was married to the youngest daughter of the Chieftain Harmund ap Merfyn, of the tribe Ceodre and clan Urronætten. His eldest brother was similarly betrothed to a Gald woman from outside the confederation of sufficient breeding. The ageing High Chief would not remain long on the throne, and when he finally left his mortal coil, they would be ready. Leveraging the goodwill that they had gathered over long years of preparation.

Upon being elected High Chieftain, Cahir once again took the route of consolidation and diplomacy, organising no raids for two long years to the dismay of his hirdmen. The only significant military action he's taken thus far has been against the actions of the younger members of two clans engaged in an ancient blood feud. The violence had become too much to simply ignore any longer. Homesteads had been burnt, with women and children put to the torch. When his men finally attained the surrender of the criminal holdouts, having scurried into the mountains seeking safety, the men of both sides were blinded. A harsh punishment, for it made them unable to participate in hunts, thus making them useless to their tribes.
RELATIONS:
  • Gisela ap Lewellen - A trusted confidant and advisor, not to mention loving mother. Although she exercises her role as an advisor rarely, the times she does, her word is given much importance.
  • Morrighan ap Harmund - Hearth-wife, and the head of the household finances. The hearth-wife of the High Chieftain does also have some powers in relation to the use of the treasury and can prevent the Chieftain from organising raids or levying new taxes (with the aid of other voters in the council of chiefs). Mother to Cahir's only daughter Tyrdda ap Cahir, a whole four years of age.
  • Amalareiks ap Sigifriþus - brother and an important hirdman, with 10 longships to his name, used both for trading along the river Eranna, and for organising private raids into Boldic lands.
  • Tulga ap Sigifriþus - the other brother, and famous recluse. Lives with a wife and two sons, working as a shipwright, often on contract for the Chieftain's fleet.
  • Chieftain Harmund ap Merfyn - of the tribe Ceodre and clan Urronætten. Important courtier and one of the four Chieftains of the confederation.
  • Chieftain Thormor ap Taraghlan - of the tribe Ethandun and clan Movranætten. Important courtier and one of the four Chieftains of the confederation.
  • Chieftain Cadwyl ap Stithulf - of the tribe Hreopedun and clan Loronætten. Important courtier and one of the four Chieftains of the confederation.
WEAPONS/ITEMS:
  • Longsword (de Ghislain Heirloom): A family heirloom of the baronetcy of de Ghislain, lifted from a young scion of the family, killed in a raid by Cahir's grandfather Hilmar. It has been with the new owners ever since. A symbol of their clan's authority over the tribe.
  • Longbow and Quiver: Cahir had always been a good hunter, like most Galds he had been taught to find sustenance in the wild, both for himself and for the community. The only use he gets out of it nowadays is during the grand hunts organised each year during the solstice, a time to feast and honour the gods.
◙ FACTION SHEET ◙
Faction Name: The Galds inhabiting the unforgiving topography of Fyrdos have many names. Usually descriptive in nature, with the terrain surrounding their settlements becoming the namesake of a tribe. The tribes themselves however, follow a spurious system of lineage that traces an unbroken line to an illustrious hero or wise sage, which is then used as a marker to identify kinship; usually consisting of a subsection of the freemen in a tribe i.e. a clan. Welwala is a pejorative used to describe those Galds that have forsaken the old ways in favour of the Paragon, analogous to traitor. The Confederation of the Eranna is what the Bolds have come to call one of the more preeminent Gald entities in the region, centered around the river Eranna. Ruled by a High Chieftain, chosen by an assembly of twenty clan headmen, themselves subsumed under the leadership of four tribal Chiefs, from whose number the High Chieftain is usually chosen. The current High Chieftain hails from the tribe of Brethil and of the clan Harmundætten.
Faction History:
Little concrete is known and remembered by the Galds of their people's fall and subsequent dispersal. That is, outside of the numerous elegies in iambic verse, sung by the travelling skalds plying their trade at each new longhouse. The recording of history in oral form is left to druids, an influential class of religious leaders and lore keepers who form the highest rung in the social hierarchy. A Chieftain is obligated to listen to the advice of his court's druids, give them pride of place at his hall, donate generously to their order during any religious ceremony, etc. The shamans and warlocks of the Galds enjoy a similar status, although with an added sense of awe. The most powerful amongst them being given the title of Sorcerai, someone to be equally feared as respected.

While most of the legendary figures of the Galds date from before they arrived in Fyrdos, some clans have begun to trace their lineages to more recent characters in the history of the confederacy. Such as the clan Ygondætten, which claims descent from Ygon the Wise, a great druid of Pirn. The site of his meditations still houses the Ygonsul, a great pillar next to a willow tree, a place holy to the Galds.

The founder of the Confederation, a Harmund ap Duibhne, also known as Harmund the Despoiler, has similarly been made into the head of a lineage, the clan Harmundætten. He is fondly remembered for having unified the disparate tribes around the Eranna river and having launched numerous raids on the Bolds and their castles of stone. By the end of his reign, Harmund had left behind a bloated treasury and a stable realm.

Harmund took many Boldish women as stone-wives. Although influential due to their ability to trace their lineage to a legendary hero, Harmund's progeny are despised for this Boldish taint. As opposed to hearth-wives, Stone-wives can be as numerous as one wishes, usually captured in raids or traded during negotiations for peace. Children born to stone-wives are born free and can even inherit their father's property; indeed, they undergo a marriage ceremony much the same as that of a hearth-wife, except such marriages are usually commitments for life. The hearth-wife is the principal woman of the household, a Gald of similar social rank, responsible for stewarding her husband's property and often having the right to own property in the form of land or thralls independent of her household. Marriage amongst the Galds of the Eranna is a mutual commitment agreed upon by both parties for a set period. Once the term of the marriage is complete, the couple may decide to renew their vows, or go their separate ways, while still being jointly responsible for the upbringing of any children resulting from the union.
Colours: Green and Blue
Heraldry: Distinct heraldry for noble houses or individuals is unknown to the Galds. However, various symbols of the gods and colourful depictions of the mythos can be seen painted on anything from shields to armour. Some clans have adopted crude standards, with some popular symbols depicted being the boar, raven or triskelion. Troops belonging to different clans or tribes can usually be made out by their warpaints.
Officer Titles: Custom
Military Ordinances: The Erannan Galds lack any significant cavalry, and are known primarily for their excellent archers, armed with longbows made from Yellowwood barks found aplenty in Fyrdos. The Galds also boast a particularly ferocious infantry component, despite being generally less equipped when compared to the heavily armoured Bolds. The river Eranna and her tributaries have become an important lifeblood for the Galds, with the river and her waterways serving not only as avenues for trade, but also as a good staging ground for raids along Boldish coastal towns and villages. Their longships have become a frightful sight for many in recent years.
 
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◙ CHARACTER SHEET ◙
NAME: Magus Tyrvane Oznah
AGE: 30
SEX: Male
APPEARANCE:
Tyrvane Oznah.jpg

PERSONALITY: Tyrvane Oznah is a quiet, calculating man who resents the rise of Paragon and the collapse of the Sorcerai. He views the failed Orders of the Consortium as fools who wrought their own ruin. He and his fellow members of the Order of Faceless Might represent a new era of magic that was mocked before. Only now will the failed Orders see the true power not only of their binding of magic into vessels for sustained power, but witness the ascension of their patron deity, Legion. Tyrvane is no fanatic but he considers hismelf a visionary on a mission to undo the damage wrought by Paragon's worshipers and the failed Consortium with his own ambitions of a new Sorcerai Empire.

HISTORY: Tyrvane Oznah was one of three siblings born to Belix Oznah, matriarch of the fallen Sorcerai House that dwells within a ruined port town. Tyrvane was educated in the ways of the Sorcerai with his brother and sister until Belix died during a raid to seize more Thralls from the south lands. This was an issue as no heir had been named, throwing the Order of Faceless Might into a three way struggle for power between Tyvane and his two siblings. It was a vicious period of intrigue that only got worse when his sister, Fezix, tried to involve the followers of Paragon. So horrified were Tyrvane and his brother Esune that they joined forces and slaughtered Fezix with their followers, going so far as to bind her soul to a mask which is now held in the family crypt beneath their ruined township.

Esune made the next move, attempting to rally the Order to his cause and stating his plans to bring forth the worship of Legion upon this world again, the many faced god that the Order of Faceless Might holds true to. This drew support until Tyrvane poisoned his brother, blaming it upon the Paragon worshipers that Fezix had attempted to align herself with. Since that time, Tyrvane has been working to claim more resources to make more masks and bide his time. The Order has suffered issues with the internal fighting until now and he is seeking to more firmly cement his position. The Order so far has not seen any challengers step up to depose House Oznah and its singular member, though Tyrvane feels he will need to sire children to ensure heirs will further show the ongoing power of Order with a sense of stability with a continuation of power and authority.

RELATIONS:
-Belix Oznah, Mother (Dead, former leader of Order of Faceless Might and Cult of Legion
-Esune Oznah, Brother (Dead, soul bound to a mask in the family crypt)
-Fezix Oznah, Sister (Dead, soul bound to a mask in the family crypt)
-Vargo, Imperator (Sorcerai Military commander of the Order forces)
-Malokane, Pontifex (Sorcerai High Priest of Legion)
-The Carver, Signifx (Chief Mask Maker of the Order)

WEAPONS/ITEMS:
-Robes of the Magus (Powerful casting robes to focus the will of the wearer to better allow magical workings)
-Dagger of Legion (Ritual Dagger utilized in Rituals of Legion used to create the ensorcelled masks of the Order)

◙ FACTION SHEET ◙
Faction Name: Order of Faceless Might/Cult of Legion
Faction History: The Order of Faceless Might held a lesser role in the Consortium when so many were more obsessed and focused on making Faends. House Oznah was used to being regarded as lesser for their obsession with bonding magical power into objects. Only in the bitter end as the Consortium was starting to fray with the rise of Paragon and his adherents did their odd ways show perhaps mad genius. Their magic worked. It took time and effort, but once encapsulated was no longer an issue. When the collapse came, the Order of Faceless Might was already vanishing into the wilderness with what Thralls they had and sending agents out to monitor the world. They had not supported the death of Miria in the first place, considering their own power base had not felt threatened.

The Order of Faceless Might is dominated by House Oznah, the Sorcerai that formed the cult and continued to be its main guiding hand even in the collapse. Tyrvane Oznah has ascended to the title of Magus after wiping out two of their siblings who had almost dragged the cult down with infighting. House Oznah is a ghost of itself with Tyrvane as the sole member, leading it to rely entirely upon the Order at this time until new members can be adopted into the House from the cult membership. Their goal though is for the cult to grow in power and reform the Consortium. They would seek out other remnants and bind them together but so far continue to simply scrape by while trying to swell their ranks.

The greatest obstacle is resources, needing materials and sacrifices to produce masks and helms for their servants. More so they need metals for the armors of their Chosen but that is something they have accepted as a reality. Scarcity demands they swell their Thrall ranks so that they might more easily seize materials to achieve their greater workings. Their masks are their means of power, knowing that manpower is greater than any spell working in the era of Paragon. Their mission is to bind other cults of the Sorcerai back together to form a power that can expand its reach. Their gods will be heard again.

Colours: Purple, Blue and Gold
Heraldry:
Solari.png

Officer Titles:
Magus - Ruler of the Order
Imperator - Military Commander
Pontifex - Head Priest
Signifier - Head Mask Maker

Military Ordinances:
The Order of Faceless Might focuses mainly on infantry, favoring superior enhanced fighters of various degree bound by masks or helms of magical power, swelling their frames into ensorcelled warriors and even monsters bound to the power of the Order. Some do this voluntarily to revel in the power, knowing if they survive, they will be gifted with greater masks or helms. Some may even show promise in magic from exposure to join the Order's various groups of magic, faith ore martial might. Their reliance is very much on their magical might.

Men and women in bonded masks that render them with superior physical prowess. These are the rank and file most often seen as the Order raids for new Thralls, supplies or sacrifices to fuel their ambitions. They provide much needed manpower and labor for the Order, allowing their Sorcerai masters to tend to more important affairs.
image.png.9e09f4f96c62ca9f6bad088f1290ff52.png

The most loyal and dedicated Thralls are chosen to be sealed in oversized suits of enchanted armor fueled by their cursed helms. Chosen are the heavy infantry of the Order, used mainly as guardians but also as shock troops for important attacks and raids that cannot be trusted to Thralls alone. When the Chosen march, they assumed leadership over Thralls.
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Magisters are those Thralls that show an aptitude from magic as they interact with their masks. This is the main means by which the Order recruits new Sorcerai into their ranks, vetting those granted Magister masks and eventually offering greater power with membership in the Order directly rather than being one of their mask bound minions. Magisters provide the firepower on the field, supporting Thralls and Chosen with their awakened magics usually manifesting in illusions and transmutations.
Cult Magister.jpg

Those Thralls whose capacity for violence has proven of value to the Order along with an intense enough loyalty for them to be willing to grant them such insane physical prowess. Monstrum masks are rare but useful, providing their ranks with something truly terrifying to use when called for. These beings also embody true mastery of the Order's mask making as the mask fully melds with the subject to create an apparent Faend, save it can be removed by a Order member to revert said wearer to their natural state again. This is done usually only if the Monstrum is slain so as to preserve the mask for a future wearer.
IMG_6248.JPG
 
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Crocodile Crocodile

Will start getting your thread set up once the Galds are ready. In the meantime, I made some cultist infantrymen to go along with the ensorcelled warriors

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◙ CHARACTER SHEET ◙
NAME: Anastasia Marcellus
AGE: 25
SEX: Female
APPEARANCE: 1649850351454.png


PERSONALITY: Due to her harsh training at a young age, she builds up walls around herself emotionally and to those outside her immediate family, she appears cold and calculating. She wishes for her family to be free of the chains that society has placed upon them and in her own way, expresses joy in her inner sanctum as to the fall of the The Old Kingdom that encircled their views of Life and Death. To all in outward appearances, she'd seem as any Lady of a House, Kind enough to those who serve her, but very unforgiving of those who proceed to Failure in a given task.


HISTORY: At a young age of 10, Anastasia's magic showed itself. The last time that had happened was from the founding lady of the House, Mineta Marcellus. As such, she began her grueling training and induction into the ways of the family well below the normal age of The Awakening. Her two older siblings were clearly jealous of such attention that Anastasia was receiving from the family and made her life a living hell. From active bullying, to misplacing her belongings to having her favorite servants executed for crimes they had not committed, the duo were absolutely sure to do everything in their power to show their displeasure.

Anastasia endured, however and built up an emotional wall that kept almost everyone at arms length. As her powers grew from her training, so did the distance she took from others. It wasn't until she had neared the end of her training that she came across someone that could truly pierce the walls that she had set up. A Knight that had been training in the woods. They talked, sparred and even shared a picnic meal. For her, it was something out of a dream. However, as she was being set up by her mother to be the next head of the household, sending her older brother and sister into Holy and Magical stations instead, she was not allowed to marry this man as she must be free to marry for any potential alliances to take root. She took him as a consort instead as he made her happy as no one else could.


RELATIONS: Lord Consort Reginald Pemsbrooke (32)- A powerful Knight, Reginald had proven himself on the battlefield time and time again, against Bandits, Rival Houses, and even Rogue Undead Forces. While he follows the rules of combat on the field, he can be ruthless to his enemies, but a leader to his men. Even though they cannot marry, his heart still belongs to Anastasia.

High Priest Garven Marcellus (Brother) (35) -A scheming and conniving man. He will never forgive his mother for choosing his youngest sibling to ascend to the leadership of their House. In the meantime, he performs his tasks well as his position within the Cult of The Dark Knights demands, looking for an opening to supplant his youngest sister for the seat of the throne.

High Coven Mistress Lilith Marcellus (Sister) (32)- A powerful mage as most women within the House of Marcellus, she was given the position of High Coven Mistress, in charge of the research and casting of magic within their ranks as a way to push her aside to make room for her younger sister, a fact that Garven and Lilith will never forgive their mother for. In recent years, she has schemed almost as much against her brother as she has her sister as he seeks to supplant their more matriarchal roots as both a family and a cult. Something that she cannot agree with. If she is to take the throne, she knows that her Brother must be removed as well.

Mildred Marcellus (Mother) (59)- A powerful spellcaster in her own right, she saw the potential in her youngest daughter when her magic appeared at the age of 10. She was overcome by a need to train her in the ways of magic, and even worked her harder than she should as she was trying to live vicariously through her youngest child. She has become paranoid in recent years due to suspecting that her two older children are seeking to end her life before she would decided to undergo the ritual of the Dark Life. But continues to support her youngest who she has recently given the position of Lady of the House to.

Harold Sycrus (Cousin) (21) - A friendly face and jovial man. He is a powerful ally to Anastasia and often throws lavish feasts. His people approve, but his immediate family does not appreciate his careless spending. Many of the powerful archers of the family come from his lands.

Jikobi Marcellus (Father) (Deceased)- Anastasia's father, currently serving in the Iron Legion after undergoing the rite of The Dark Life


WEAPONS/ITEMS: Dagger of The Ages- A ceremonial Dagger which aids in greater powers bestowed upon those who undergo the Ritual of The Dark Life while using it.
Staff of Mineta- A powerful staff used by the Founder of their Clan and Cult. It is said to increase the casting prowess of the wielder.

◙ FACTION SHEET ◙
Faction Name: Cult of the Dark Knights/ Order of The Dark Life
Faction History: Long before the fall of the Old Kingdom, those of House Marcellus and others had followed the path of The Dark Life. This was a holy path that many outside of the cult frowned upon. It believed in service after Death. Every member of the family would, in death, continue to serve the family. Those that reached a certain age, the youngest being allowed at 40, could choose to undergo the rite of The Dark Life. Performing this task would allow one greater strength in The Dark Life, allowing themselves more of a leadership position within The Iron Legion. Their strength on the battlefield is doubled, as is their survivability. It is a great honor to perform this task.

If one does not perform The Ritual of The Dark Life, they will still serve in the Iron Legion, however, their powers will not be as great for the family. Fallen enemies will be ressurected within the dark life as mere cannon fodder to take blows meant for The Iron Legion.

The Cult was founded by Mineta Marcellus after she discovered her great necromantic powers at a young age and saw those around her grow frail and die without purpose. She decided that she would give them purpose in a new Dark Life, a reflection of the Light Life that all outside the Order live.

As such, the Cult follows mostly a matriarchal power structure, though men can achieve high positions, it usually is harder for them to do so outside of the military.
Colors: Red and Green
Heraldry: 1649854218761.png
Officer Titles: Custom
Military Ordinances: Heavy Infantry made up of both living and Skeletal Troops supported by Archers
The Heavy Infantry consists of Veteran Footmen and Heavy Knights.
The Skeletal Troops wear the same armor as Heavy Knights that have been coated in Magical Protections which has darkened the hue of the Armor.
The Ranged Forces consist of Archers that are in more of a support role
 
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◙ CHARACTER SHEET ◙
NAME: Anastasia Marcellus
AGE: 25
SEX: Female
APPEARANCE: View attachment 975782


PERSONALITY: Due to her harsh training at a young age, she builds up walls around herself emotionally and to those outside her immediate family, she appears cold and calculating. She wishes for her family to be free of the chains that society has placed upon them and in her own way, expresses joy in her inner sanctum as to the fall of the The Old Kingdom that encircled their views of Life and Death. To all in outward appearances, she'd seem as any Lady of a House, Kind enough to those who serve her, but very unforgiving of those who proceed to Failure in a given task.


HISTORY: At a young age of 10, Anastasia's magic showed itself. The last time that had happened was from the founding lady of the House, Mineta Marcellus. As such, she began her grueling training and induction into the ways of the family well below the normal age of The Awakening. Her two older siblings were clearly jealous of such attention that Anastasia was receiving from the family and made her life a living hell. From active bullying, to misplacing her belongings to having her favorite servants executed for crimes they had not committed, the duo were absolutely sure to do everything in their power to show their displeasure.

Anastasia endured, however and built up an emotional wall that kept almost everyone at arms length. As her powers grew from her training, so did the distance she took from others. It wasn't until she had neared the end of her training that she came across someone that could truly pierce the walls that she had set up. A Knight that had been training in the woods. They talked, sparred and even shared a picnic meal. For her, it was something out of a dream. However, as she was being set up by her mother to be the next head of the household, sending her older brother and sister into Holy and Magical stations instead, she was not allowed to marry this man as she must be free to marry for any potential alliances to take root. She took him as a consort instead as he made her happy as no one else could.


RELATIONS: Lord Consort Reginald Pemsbrooke (32)- A powerful Knight, Reginald had proven himself on the battlefield time and time again, against Bandits, Rival Houses, and even Rogue Undead Forces. While he follows the rules of combat on the field, he can be ruthless to his enemies, but a leader to his men. Even though they cannot marry, his heart still belongs to Anastasia.

High Priest Garven Marcellus (Brother) (35) -A scheming and conniving man. He will never forgive his mother for choosing his youngest sibling to ascend to the leadership of their House. In the meantime, he performs his tasks well as his position within the Cult of The Dark Knights demands, looking for an opening to supplant his youngest sister for the seat of the throne.

High Coven Mistress Lilith Marcellus (Sister) (32)- A powerful mage as most women within the House of Marcellus, she was given the position of High Coven Mistress, in charge of the research and casting of magic within their ranks as a way to push her aside to make room for her younger sister, a fact that Garven and Lilith will never forgive their mother for. In recent years, she has schemed almost as much against her brother as she has her sister as he seeks to supplant their more matriarchal roots as both a family and a cult. Something that she cannot agree with. If she is to take the throne, she knows that her Brother must be removed as well.

Mildred Marcellus (Mother) (59)- A powerful spellcaster in her own right, she saw the potential in her youngest daughter when her magic appeared at the age of 10. She was overcome by a need to train her in the ways of magic, and even worked her harder than she should as she was trying to live vicariously through her youngest child. She has become paranoid in recent years due to suspecting that her two older children are seeking to end her life before she would decided to undergo the ritual of the Dark Life. But continues to support her youngest who she has recently given the position of Lady of the House to.

Harold Sycrus (Cousin) (21) - A friendly face and jovial man. He is a powerful ally to Anastasia and often throws lavish feasts. His people approve, but his immediate family does not appreciate his careless spending. Many of the powerful archers of the family come from his lands.

Jikobi Marcellus (Father) (Deceased)- Anastasia's father, currently serving in the Iron Legion after undergoing the rite of The Dark Life


WEAPONS/ITEMS: Dagger of The Ages- A ceremonial Dagger which aids in greater powers bestowed upon those who undergo the Ritual of The Dark Life while using it.
Staff of Mineta- A powerful staff used by the Founder of their Clan and Cult. It is said to increase the casting prowess of the wielder.

◙ FACTION SHEET ◙
Faction Name: Cult of the Dark Knights/ Order of The Dark Life
Faction History: Long before the fall of the Old Kingdom, those of House Marcellus and others had followed the path of The Dark Life. This was a holy path that many outside of the cult frowned upon. It believed in service after Death. Every member of the family would, in death, continue to serve the family. Those that reached a certain age, the youngest being allowed at 40, could choose to undergo the rite of The Dark Life. Performing this task would allow one greater strength in The Dark Life, allowing themselves more of a leadership position within The Iron Legion. Their strength on the battlefield is doubled, as is their survivability. It is a great honor to perform this task.

If one does not perform The Ritual of The Dark Life, they will still serve in the Iron Legion, however, their powers will not be as great for the family. Fallen enemies will be ressurected within the dark life as mere cannon fodder to take blows meant for The Iron Legion.

The Cult was founded by Mineta Marcellus after she discovered her great necromantic powers at a young age and saw those around her grow frail and die without purpose. She decided that she would give them purpose in a new Dark Life, a reflection of the Light Life that all outside the Order live.

As such, the Cult follows mostly a matriarchal power structure, though men can achieve high positions, it usually is harder for them to do so outside of the military.
Colors: Red and Green
Heraldry: View attachment 975783
Officer Titles: Custom
Military Ordinances: Heavy Infantry made up of both living and Skeletal Troops supported by Archers
The Heavy Infantry consists of Footmen and Knights. The Knights were Iron armor, while the Footmen wear Chainmail.
The Skeletal Troops wear Iron Armor that has been coated in Magical Protections which has darkened the hue of the Armor.
The Archers consist of Longbowmen that are in more of a support role
Looks good! Any preferred starting location?

Also, just an fyi (applies to Crocodile Crocodile too) proper plate armor would be extremely rare, expensive and difficult to produce, as technology mostly corresponds with the 13th century at the moment. Chainmail would be the usual heavy armor, with padding (gambeson) as the most common armor worn by regular soldiers. Poor soldiers and militia might only have thin padding or no armor at all.

Stuff like splinted armor, brigandines, coats-of-plates, and certain early types of plate for the limbs do exist though (shin guards, elbow cops, knee cops).

Chosen would probably have to wear old Aedor plate, which would be hard to replicate.

Info on (Boldic-style) soldiery can be found here, in case you wanna make any changes. From what you've said so far, sounds an ordinance of veteran footmen, heavy knights and archers.

 
Looks good! Any preferred starting location?

Also, just an fyi (applies to Crocodile Crocodile too) proper plate armor would be extremely rare, expensive and difficult to produce, as technology mostly corresponds with the 13th century at the moment. Chainmail would be the usual heavy armor, with padding (gambeson) as the most common armor worn by regular soldiers. Poor soldiers and militia might only have thin padding or no armor at all.

Stuff like splinted armor, brigandines, coats-of-plates, and certain early types of plate for the limbs do exist though (shin guards, elbow cops, knee cops).

Chosen would probably have to wear old Aedor plate, which would be hard to replicate.

Info on (Boldic-style) soldiery can be found here, in case you wanna make any changes. From what you've said so far, sounds an ordinance of veteran footmen, heavy knights and archers.

Thank you very much. I clearly need to brush up on my medieval warfare information for this RP. So I have changed the set up accordingly.

As for location, would this area work?

1649863902903.png
 
Looks good! Any preferred starting location?

Also, just an fyi (applies to Crocodile Crocodile too) proper plate armor would be extremely rare, expensive and difficult to produce, as technology mostly corresponds with the 13th century at the moment. Chainmail would be the usual heavy armor, with padding (gambeson) as the most common armor worn by regular soldiers. Poor soldiers and militia might only have thin padding or no armor at all.

Stuff like splinted armor, brigandines, coats-of-plates, and certain early types of plate for the limbs do exist though (shin guards, elbow cops, knee cops).

Chosen would probably have to wear old Aedor plate, which would be hard to replicate.

Info on (Boldic-style) soldiery can be found here, in case you wanna make any changes. From what you've said so far, sounds an ordinance of veteran footmen, heavy knights and archers.

No worries, I don't mind relying on Aedor plate. Means I just have a task or tracking down armor and refurbishing it if I can't make new sets. Chosen aren't supposed to be numerous anyway. Just terrifying when they stride into a fight as the Order's most elite infantry. Only thing scarier and more rare would be a Monstrum.

Also means I'll attack or infiltrate locations I know hold the plate.
 
Thank you very much. I clearly need to brush up on my medieval warfare information for this RP. So I have changed the set up accordingly.

As for location, would this area work?

View attachment 975796
That's in Carmondy, one of the Boldic/Paragonite kingdoms.

In the Aedor ruins would be more appropriate, unless the House was secretive about its necromantic ways (which would make things extra complicated - regular noble houses tend to be patriarchal).

I've got more Aedor ruins making an appearance in my next submap, if you wanna see that too
 
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Ngl, that spot would probably lead to some quick PvP action if all these RPs are connected.
That is part of the reason I would pick it. ;)

That's in Carmondy, one of the Boldic/Paragonite kingdoms.

In the Aedor ruins would be more appropriate, unless the House was secretive about its necromantic ways (which would make things extra complicated - regular noble houses tend to be patriarchal).

I've got more Aedor ruins making an appearance in my next submap, if you wanna see that too
I would certainly love to see it. I'd very much value your input on where my House should be located. :)
 
[Sorry for the delay! Been swamped, but free now!]

◙ CHARACTER SHEET ◙
NAME
Aisha Nahirm

AGE
???
[Not sure on the timeline, so if ya know the time period of these events so I could base an age off, that would be great! Or can leave it blank, I doubt she'd want to mention how old she is.

SEX
Female

APPEARANCE
artworks-j-Nu0-WFQN6v-Z8-EVF3-8-MHmmw-t500x500.jpg


PERSONALITY
Vain || Proud || Cunning || Dedicated

Aisha is an incredibly vain woman. She likes pretty things, she likes to be pretty, to feel pretty, she likes to be surrounded by things of beauty. Hideous things rarely have a use in her eyes and things that are hideous should be removed or hidden, including herself. With this vanity comes an extreme desire, almost obsession, to 'own' it. Be it a shiny bauble or a person, if it is beautiful, she must have it. She does not, in truth, care about the thing in question outside of its beauty and the fact it belongs to her. Once it is 'hers', she will often lose interest and start to pursue something else, however, like a jealous dragon, if someone were to try and poach what was hers, even if she no longer cared, she would react with violence and fury. An extremely proud woman, Aisha was a born noble who acquired great magical power, who turned herself into a Vampire, who has a talent for violence that is both revolting as it is inspiring. She knows she is great, it is only a matter of time before the world knows it as well.

A well educated woman, Aisha is incredibly intelligent, but more then that, she has a certain base cunning, an almost predatory instinct that allows her to search out deceit, to find traps and ambushes, and to lure her prey into them. Grand games and schemes are a source of great enjoyment for her just as wading through a lake of blood is. Dedicated, to the point of obsession, once Aisha has set out to do something, she will do it or she will die. She will not, cannot, stop in her pursuit of what she desires. It is both her greatest strength and weakness.

HISTORY
A proud noble before her exile, she was a gifted sorceress and while she was never a member of the necromantic cult, she did take a perverse interest in their work, especially, at the idea of extending her life beyond its natural limits, to preserve her youth and beauty for as long as possible. To this effort, she spent large quantities of her fortune gathering dark tomes and secrets from the dungeons and far reaches of the world, and taxed her people to the limits to afford it. Lost in her obsession, 'mortal affairs', as the suffering of the people she was supposed to govern fell from her mind. It didn't take long for her to see these 'people' as livestock with the sole purpose of serving her and providing what she needed to further her goals. They were pitiful creatures, after all, suited only to live, toil and die for their betters.

After years of failures, Aisha finally found a dark tome bound in human skin that had a promising lead towards immortality, true immortality, not the false life of liches or other artificial means of extending ones life, but it was incomplete. After a year of study, of being driven to the point of insanity and many, many, failed experiments, Aisha discovered the secret. Blood. Blood was life, blood was power. On a chilly autumn evening, Aisha abducted forty children from the village and used their blood in a grand ritual, she bathed in it, she channeled the dark necromantic energy and in the blood of the young, she was reborn as a Vampire.

She had gotten the eternal youth she had always hungered for, along with a few other gifts. She was faster, stronger, wounds that would kill lesser creatures barely slowed her, but it also came with a burning hunger. Before people were barely more then livestock, but now.. Now they were truly livestock, they were prey. She wasn't one of them, she was a beast in human flesh, and she drunk deep... and too greedily. During this bloody rampage, she discovered she could 'create' more of her kind, although they were lesser then her in power as if the power of the Vampirism that coursed through her veins weakened from generation to generation. Her.. activities did not go unnoticed and she was struck down by the forces of the east. As she fled, a powerful sorcerer nearly incinerated her with a powerful flame. The strange white flame seared her flesh and unlike previous wounds, would not heal. Her face was horribly maimed and burned, her body is covered in burnt flesh that she cannot stand to look at. She was forced to flee to the west with many other members of the 'Dark Order' where she has survived like an animal, feeding off stragglers and rats in her abandoned castle, slowly building back up her powers...

However, the fire took away something precious to her besides her looks. It took away her ability to have 'children'. To create more vampiric spawn. In order to rebuild her Midnight Aristocracy, to see her children, her daughters, rule over the cattle of humanity, she will need to find a way to cure herself first.

RELATIONS
Asteron [??] - A Wight 'King'. An ancient warrior of the past who was buried in a burial mound but was awoken by Aisha and enslaved to her will. As the first of her new 'Wights', Asteron is remarkably powerful and durable, a dangerous warrior to face for anyone. His blade is filled with necromantic energy and seems to weaken and disease any living flesh it hits. Asteron serves as Aisha's personal champion, her Paladin.

Nadya Mindar [22] - Nadya was the beautiful daughter of a local noble, her father used her beauty as a means to increase his standing by offering her hand to the highest bidder, but kept her home, and used the promise of her to drive the price higher and higher, well past the point where someone like her should be married. Aisha found the young noble while she was out 'hunting'. Even half mad from the burns and decades of pain, Aisha knew beauty when she saw it and began to covet the beauty. She stole Nadya away at night, keeping her like a 'pet'. Feeding her rats and other small animals that she captured. Over the months, Aisha's mind began to 'heal' and her powers began to return as she spoke to the young woman... Now Nadya is the first of Aisha's Daughters. When Aisha is whole once more, Nadya will be the first to receive the blood kiss, the first of her Handmaidens.

Mahir Mindar [27] - A young human warrior, and older brother of Nadya, that came to the castle to save his sister from Aisha. He was defeated by Asteron and locked away where his will was slowly eroded by Aisha. He is often fed on by Aisha and considered him to be a 'treat' due to his handsome features. He now serves as Paladin to Nadya, his sister, his oath to protect her has long since been twisted into servitude.

Zachariah [63] - An old necromancer thrall who has come to Aisha after 'feeling' her power through the weave. He offers his magical expertise and wisdom for safe harbor, tutelage under Aisha and the, false, hope that someday Aisha will grant him the Blood Kiss.

WEAPONS/ITEMS
She favors an estoc blade that seems to 'drink' the blood of those it kills. As the blade 'feeds' on the blood of its victims, it will grow a darker and darker red and Aisha will occasionally stop to feed from it.

◙ FACTION SHEET ◙
Faction Name
Midnight Aristocracy

Faction History
There isn't a whole lot of history for the Midnight Aristocracy because they have yet to truly rise. It was only fairly recently that Aisha started to regain her power and control, and only recently that she has started to marshal her undead host, to call forth champions from the living to serve at her side with the promise of the Blood Kiss. She has only recently started to spread her influence into the nearby lands from her home, a ruined fortress that was known as a place of misery and death to the locals, because those that entered tended to be torn apart by a half-mad vampire.

The Midnight Aristocracy is the dream and goal of Aisha, it does not have a pedigree. Yet.

Colours
Black and Yellow

Heraldry
mon_256.png


Officer Titles
Handmaiden
The 'daughters' of Aisha. These are women who have been turned into Vampires, or will be, they serve as Aisha's eyes and ears, her executioners and enforcers of her will. They carry authority on her behalf and while some may act as Seneschals or Paladins, all are Handmaidens first and foremost.

Seneschal
Seneschals can be mortals [at least until Aisha regains her ability to make more vampires] or vampires, however, they act akin to 'nobility'. They rule over a fief, or portion of land, in Aisha's name. They govern it, tax the people, raise levies, patrol the roads, no different then anyone else. However, the largest difference is a Seneschal is responsible for the 'Blood Tithe'. The tithe of fresh, willing or unwilling, people to be sent to Aisha to serve as a meal, sport or experimentation, whatever the case may be. Seneschals are given authority to create, and maintain, their own covens, their own 'families'.

Paladins
Paladins are chosen warriors and elite knights of the Mother or of the Seneschals. They can be mortal warriors or vampires, but they often serve as captains or military leaders, and tend to ride into battle at the head of the Wights. It is not uncommon to have Paladins fight one another as a form of sport, and so having the strongest, and best looking, Paladins is considered prestigious.

Thrall
Thralls can be given many titles and names to make them feel better, but to the vampire elite that will one day rule the world, a thrall is just a thrall. They are useful humans who are not Seneschals or Paladins. These can be military officers, political leaders or necromancers. They are humans given more responsibility or power by the ruling elite and are treated like sheep dogs. They keep the rabble in line, are useful and so they tend to not eat them. In fact, it isn't uncommon for some vampires to become attached to a thrall, like a pet.

Military Ordinances
Large number of poor quality undead infantry along with an elite corps of powerful undead knights [Wights] acting as the fell hammer to the unending anvil. Has a few living units but they are rare and tend to act as officers or 'champions'. No real ranged troops to speak of however they will use siege engines if the situation demands it. Makes use of monstrous 'abominations', large creatures made from the bodies and bones of many people and animals, twisted and fused together with necromancy to use as line breakers.
 
Sorry for being godsdamned slow to release new threads, still working on a finished map! New edition will actually have hills.

Cosmo Cosmo Looks good! For an emblem, would something less Warhammery be okay?
 
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Sorry for being godsdamned slow to release new threads, still working on a finished map! New edition will actually have hills.

Cosmo Cosmo Looks good! For an emblem, would something less Warhammery okay?
Its all good buddy. We are a patient bunch. :)

Also as per my earlier message, I would love any input on where my House should be located. :D
 
Sorry for being godsdamned slow to release new threads, still working on a finished map! New edition will actually have hills.

Cosmo Cosmo Looks good! For an emblem, would something less Warhammery be okay?

If you have one that fits the theme well, sure. Where something comes from doesn't bother me as much as if it fits the theme.
 
Cosmo Cosmo
Trektek Trektek

New map mostly done, just need to finish some tribe faction placements and settlement colorings/namings.

The Empire ruins to the west would be the most likely to contain faends, cults, etc., similar to the eastern counterparts.

Trek has a choice of being in the east with the Magus or in the west with the vampire lady and the savages.
1652995563345.png
 

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