In the Name of the King - A Dark Fantasy RPG (Sign ups open)

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IN THE NAME OF THE KING
~ * ~
A dark fantasy roleplaying game of diplomacy, war, and intrigue...
OP
Location
Canada

IN THE NAME OF THE KING
~ * ~

A dark fantasy roleplaying game of diplomacy, war, and intrigue.

Signups are OPEN

We could use agents of the steward ( ie. Guildmasters, Sheriffs, Sellswords),
Agents of the chancellor (ie. Royals, Emissaries, Knights),
Agents of the spymaster (ie. Crime Lords, Mages, Rogues),

Check out the Story-Only Archive Here
Join the OOC discussion on Discord Here



Starring
~ * ~
@Anann ..... Chancellor Alysanne Cameron
@Romulus ..... Steward Cicero Augustus
@PoptartProdigy ..... Marshal Torhen Varr
@Terran Imperium ..... Archpriestess Maria Longinus
@Barondoctor ..... Baron Raymond Reddington

Also Starring
~ * ~
@Oshha ..... Spymaster Lorius Skyblade
@Terrafirma ..... Commander Albus Samson
@Teloch ..... Sir Edwig Cniht
@Star ..... High Priest Micheal Ferron
@butchock ..... Captain Caspian Castellon
@Ostgoten ..... Sir Syagrius Aulus
@Tapscott .....Greddle and Thad Hatcher


Welcome to In The Name of the King, the game that puts you on the royal council of a fledgling kingdom in a high fantasy world of fantastical beasts, mad marauders, and powerful magic. Your job as a royal councilor is to represent the king, uphold the king's laws, and steer your respective charges to bring your vision of the kingdom to realization.

New players are always welcome, and are free to join as minor lords, knights, courtiers, and agents of the council. Though their impact isn't as great, regular contributors to the IC will always have my notice, and have opportunities to impact the game.

The Setting


The Kingdom of Anchor lies along the bustling Dagger Coast, a common port of trade for merchant ships traversing the volatile waters up to the frigid expanse of Magistar Imperium, and down to the tepid swamps of the Fae exile kingdoms. Anchor is hemmed toward the coast by the wild and mystical Griefwood and the jutting peaks of the Razorback Mountains beyond. The Dwarves of Razeholm act as a buffer against the orcish hordes of the Alor Wastes, while the heathen men of the Faerun Forest ever have their eyes set on the riches of the south.

The Kingdom of Anchor has carved out a beacon of civilization over these past centuries, settling amidst the ruins of the lost elven civilization that preceded it, and is often described among scholars as the jewel of man. However, there is a seedy underbelly that exists in the kingdom. Nobles vie for power, plotting in shadowy halls, while the greedy and desperate stalk the alleyways of towns and hamlets with knives poised to strike.

The Dagger Coast is a land of shifting alliances, political intrigue, and power hungry warlords. Beyond the castles and towns of the kingdom, a encroaching wilderness veils horrifying threats and ever present dangers to the people of Anchor.

A Brief History

Four thousand years ago, beyond the long life of even the eldest elf, a great war was waged between the gods and dragons. The Gods enlisted the aid of the fae, or elves, to vanquish the dragons, who jealously sought their power. The dragons called men to their banner, while the dwarves tunneled underground to escape the fires of war above. The Dwarves would unleash a terror from the depths of the world, the dark goddess Shar and her orc minions, that set upon the dwarves with a terrible frenzy and invading the surface world.

The all consuming war broke the world, ripping it asunder. Oceans boiled and fumed, and lands sunk below the sea. In the final battles, terrible magic was unleashed, and Shar, the Gods, and the dragons disappeared from the world. Many say they are locked in an eternal war in the heavens, but for the mortal survivors of the world a new nightmare unfolded.

Fleeing their sundered homelands, mortalkind ventured across the fuming sea to settle a new land, known as Pruhest. Elves established a great empire, only to be violently cast down due to decadence, marauders, and dangerous magic. New kingdoms rose up in the ashes of the old empire. The Elves were cast out of the fertile Dagger Coast, venturing south to settle the swamps of the Great Bile, while man and dwarf prospered in their respective kingdoms.

It is far from a time of peace, however. Mortals are splintered in their ideologies, viewing magic as either a doom not to be trifled with, or a power to be embraced. Regardless, there are few who can wield it, and the agents of the Imperium scour the land, kidnapping those they deem gifted with arcane power, to unknown ends.

King Harrad the Great of the Great House Eafold sat the Emerald Throne of Anchor for nigh on half a century. In that time he invaded Faerun Forest, driving back the wild men of that cursed frost tinged land; Brokered a lasting peace with Razeholm, mentoring Underking Wrothiron's son, Benthorn; Sealed a marriage alliance with the Prince of Frostgrave; and drove out the heretical cults of the Gods, securing the worship of the great dragon Bane as the chief deity of the kingdom.

Sadly, Harrad is but a mortal man, and he passed from his mortal toil, leaving the rule of the kingdom to his grandson, Marcor. Morcar, a young man of nineteen, is far more preoccupied with court fashion and midnight trysts then the administration of the kingdom. Yet this may not be such a bad thing, as it is fully expected King Morcar will take a laissez-faire approach to ruling the kingdom.


How to Play

Players take on the role of Royal Councillors in the Kingdom of Anchor. Anchor is a human kingdom, strife with the prejudice, fears, and dogma of medieval man. The councilors are likely no different. Players are presented with a dilemma facing the kingdom. They deliberate possible courses of action, hopefully coming to consensus and steer their respective domains for the good of the kingdom, submitting orders in pm where an update follows.

The councilors are;

Royal Chancellor - charged with overall diplomacy for the kingdom, treating with foreign dignitaries and Anchori nobles and lords.

Royal Marshall - The chief military adviser to the king, and often appointed as commander of the king's levies.

Royal Spymaster - The leader of the king's agents and intelligence networks.

Archpriest - The chief spiritual adviser and head of Dragon Sect, a powerful priesthood of dragon priests.

Royal Steward - The chief financial adviser of the kingdom, charged with overseeing the kingdom's treasury.

Your character is a nobleman of Anchor, at least a knight, but could also hold a rank as high as count, lording over their own fief within Anchor. The title hierarchy of the kingdom is;

Knight - often ruling over a hamlet and holdfast

Baron - Ruling over a village and castle

Count - Rules a fief of multiple villages and a castletown.

Duke - Rules over a large swath of land with villages, towns, and castles, with power rivaling that of a king. There is but one duke in Anchor who is NPC.

For now potential player's can place a bid for a desires position on the council. Write up a character sheet with the following template and I will pick those I believe will be the best fit to advise the king and play a major role in the game. For those not selected, you may still take part in the IC, petitioning the council, attending the king's court, and offering advice on potential course of action.

Only the councilors, however, will get to submit orders.


Orders

Orders are the means in which councilors enact change in the realm. Each councilor gets two orders per turn, a Primary Focus and a Secondary Focus. Each turn spans a season of in-game time, with minor updates in between.

The primary focus is your character's higher priority mission, and that which they intend to spend more time and resources getting accomplished, and typically the one that carries the most weight in the realm.

The secondary focus is of lower priority, and something your character might be able to delegate to agents or spend less time and resources getting it accomplished. Your character may wish to forgo a secondary focus, instead spending all their time and resources on their primary mission in hopes of gaining greater success.

Non Council players only get a primary focus, limited to one order per turn, and my find themselves beholden to the directive of the council.

Template

[Coat of Arms]

[Character Portrait]

Name:
Age:
Desired Position: Martial, Chancellor, Spymaster, Steward, Archpriest (feel free to pick a 1st and 2nd pick)

Bio: A brief summary of your character's life.

If you're interested, please feel free to type out a character sheet template. Provided we gain enough interest, I shall post the final council in a day or two.
 
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I can't see the entire template for some reason. It cuts off after desired Position for me.

Weird - here's the full template...

[Coat of Arms]

[Character Portrait]

Name:
Age:
Desired Position: Martial, Chancellor, Spymaster, Steward, Archpriest (feel free to pick a 1st and 2nd pick)

Bio: A brief summary of your character's life.
 
CS - Anann's Countess Alysanne Camren


Name: Countess Alyssane Camren
Age: 57
Holdings: Westport, a moderately-sized coastal town located in a natural harbor west of Barrowtown, as well as a few smaller fishing villages and farmsteads that surround it. Reasonably wealthy, and still comfortably distant from the southern border. Currently being managed by lord-consort Rickard Camren, Alyssane's husband, while she serves at court.
Desired Position: Chancellor (1st) or Steward (2nd)

Bio: Alyssane grew up the eldest of four children to an ancient and respected noble lineage, but lost her sister and both brothers - including the heir apparent - to an illness at a young age. When her father passed some years later, forcing her to shoulder the full burden of house Camren's fortunes, Alyssane grew into a severe and demanding woman. Her first husband was the obsequious and skittish son of a lesser noble who spent most of his unhappily short life utterly browbeaten and subsumed by Alyssane's harsh nature, and the two failed to produce an heir.

Happily, Alyssane's second marriage (to a knight and minor landholder from far afield) proved more to her liking, and her relationship with lord-consort Rickard mellowed the Countess somewhat, and taught her the value of subtlety, tact, and restraint when paired with her usual stern demeanor and strong will. So successful were the pair, in fact, that house Camren rose to new heights and secured Alyssane a position on King Harrad's council, where she served ably and effectively for just short of a decade before his Majesty's recent demise.

Despite her private misgivings about the flighty character of the new king, Countess Alyssane remains ready to lend her ancient noble pedigree, her extensive experience, and her iron will to the service of the Emerald Throne...and to the security, prosperity and future of house Camren.
 
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On Dragons, the Sect, and Religion...

Chreata, the Fire Mother, depicted before consuming the army of Queen Vaera ~ Chronicles of the Great War

On Dragons, The Sect, and Religion...

TL;DR - The Dragon Sect, the religious order of Anchor, is divided between those that embrace magic, and those that shun it. There is growing animosity between the priest hood and nobility as the priesthood gained land and power under King Harred the Great.

Gods and Dragons
While not all humans worship dragons, with the mighty Bane as their chief god, the vast majority do. Dragons are the direct descendants of the Gods, their children above all others, and yet the Gods greedily coveted their power from their favoured children and barred them from the gates of heaven. It was Bane that rallied the other dragons to him, to decry the Gods for this injustice. His impassioned pleas were met with silence and disdain, leaving war the only recourse the dragons had.

And so it was that Bane ambushed Bahamout, the God of Order, and devoured Him, bringing chaos to the world, and sparking the great war that would cast the world in darkness.

While the Old Gods of the Elves symbolized facets of order and chaos and other divine duality, the dragons represent the eternal elements of air, water, earth, and fire and gifted the arcane ability to harness these elements among their chief followers. Dwarves on the other hand hold their God Kord up on high, as the God of Knowledge and Skill, along with ancestor worship.

Not all adhere to their race's deities of choice, however. There are an abundance of humans that worship the Old Gods, and elves and dwarves that worship dragons.

The Dragon Sect
King Harrad took a firm stance against heretics in Anchor, exiling those he discovered among the civilized parts of the kingdom. This purge allowed the Dragon Sect, Anchor's monastic order of dragon priests, to gain the reins of religious superiority in Anchor without question.

The Dragon Sect is, however, largely divided, with a schism forming around the argument whether magic is a power to be shunned or embraced. Some believe that the power of Gods and Dragons should not be trifled with, that mortals are doomed should they dabble in the arcane arts in which they cannot comprehend. It was magic, after all, that excised the Gods and Dragons from the world, and rendered half the world a ruined and charred landscape.

Others within the sect proselytize that magic is the means to set mortalkind free, to ascend to the heavens as the dragons did. Its use, while strictly governed and used with utmost caution, should be embraced and celebrated.

King Harred, however, deemed magic too dangerous to be used within Archon, and strictly outlawed it. It is whispered, however, that the upper echelons of the priesthood were granted permission to investigate the arcane and conduct experiments under secrecy and scrutiny, although it became widely whispered among the nobility

The Dragon Sect is a powerful force within Anchor, and hold vast tracts of land, priests having power relative to noble knights and barons, and the Archpriest at their head, able to raise a large number of troops to his banner. The nobility often complained that Harrad the Great granted the priesthood far too much power. The late king was a cunning mediator between the priesthood and the nobility, however, and had kept the peace until his death.

Religion
The majority of Anchor worship Dragons, and perform rituals using the divine elements and artifacts to invoke blessings. These are done in shrines across the land. The high priesthood rule over a dioceses akin to baronies, presiding over large temples, while the Archpriest(ess) maintains the Grand Maw, a cathedral erected from the skull of the Dragon Olark.

The priesthood is made up of both lowborn and disinherited nobles. Joining the clergy is an attractive option for devout lowborn as it is one of the few paths a peasant can take to ascend to the highest order of the land. The nobility entering the clergy must forsake their prospective titles and often drop their house name, taking a name to identify them as a member of the clergy, typically named from a variant of draconic.

The Archpriest, styled as your Eminence, is chosen by majority vote from among the High Priests, in a ritual known as Dracmoot, a holy ceremony that mirrors the great gathering of Dragons of lore that ascended Bane as King of the Dragons. The Archpriest is seen as the embodiment of the Dragons' will on Pruhest, and is the spiritual head of the Dragon Sect.
 
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CS - Romulus' Count Cicero Augustus


Name: Count Cicero Julius Augustus
Age: 36
Fief: Sitting between Greencrest and Hilltop lies the city of Augusta, the center point for the fief of House Augustus and a trading stop for traders moving between the North and South. The castle, Domus Augusti, lies on a hilltop that overlooks Augusta below. Nearby are the hills that separate the coastal plains and the Griefwood, which beyond lies the wild forest itself. A score of neighboring villages belonging to the House's fief surround the city, with a couple in the hills serving as mining towns and a few as logging towns cutting down trees from the Griefwood. The rest of the villages in the fief are ostensibly farming towns, feeding the city of Augusta and its castle with foodstuffs.
Desired Position: (1st) Steward, (2nd) Spymaster

Bio: The noble House of Augustus could trace their ancestry to merchants that plied the trade routes of the world before the Great War. During the War they were staunch philanthropists who used much of their own profits to provide food to villages and towns cut off from food and other supplies and preventing many from starving to death. It was for this great act of generosity that they were raised to the ranks of nobility.

As nobility, while having their share of notable soldiers, officers, and generals, they were most lauded for their financial acumen. Like their ancestors before them they were esteemed merchants and traders, their lands hubs of trade, and as a result quite wealthy. Of course they weren't the most wealthy, but they were without a doubt the ones with the most stable and assured income.

It was to this House that Cicero, of the main family line of Julius, of the noble House of Augustus, was born. The 2nd son of the main family line of the House of Augustus, he was initially raised to take over the merchant empire owned by the House. But with the eldest son falling ill and soon dying, Cicero thus became the eldest son and became the scion of the House.

Under his rule, the profits for his House soared. He invested in new industries, new techniques, and encouraged entrepreneurship in the common masses, providing the foundation for an even more prosperous age for his people and lands.

Retainers:
Role: Legatus
Loyalty/Employer: House Augustus
Bio: His father served House Augustus as a loyal retainer, so did his father's father, and so did his father's father's father, so continuing his family's long legacy he served House Augustus as a loyal retainer once more. He was trained by his father as he grew up to become a soldier, and at the age of 16 joined the House Augustus's soldierly ranks as an enlisted footman; his father forcing him to earn his way through the ranks rather than being given an officer's billet as had been suggested by the then head of the House for his family's loyal service through the years.

When King Harrad called his banners and on his retainers to fight the Northern Savages, Fabyan and his father joined the House Augustus's host as they came under the King's Banner. He fought in the battles, he saw men die in the cold and miserable reaches of the North, he was wounded in the line of duty (which was where he earned that scar on his face, not that he'll tell you that story without a couple drinks under his belt), and he definitely earned his promotions and accolades. When he and his father returned to Augusta, it was met with loud fanfare and rejoicing watching the host of House Augusta return victorious, heart breaking cries of those who lost loved ones, and the silent pride of the old veterans watching the new generation taking up the flag. This was especially shown when Fabyan's father, the then Legatus of the House's soldiers, stepped down and retired and in a proud flourish handed his position to his astonished son.

With the torch now firmly handed down to the new generation of soldiers who have proudly shown their worth to those of the Old Guard, Cicero's father formalized his position in a ceremony held in front of the whole city as part of the celebration for the soldiers' return from the North. Now with his Cicero's father having stepped down from his position and handing it off to Cicero, The Old Guard are without a doubt enjoying the retirement with proud gazes as they watched their sons and perhaps even their daughters taking up the torch into the new tomorrow. Fabyan is certainly not going to disappoint his father, nor the people whom he swore to protect, or the new Scion of House Augustus, his childhood friend.
Role: Legatus Erndt's Adjutant/XO
Loyalty/Employer: House Augustus
Bio: Born to a lower noble family in Anchor's courts, she was always a tomboy who would rather play fight with the other boys than learn to sew or how to properly do her wifely duties in the future. Her eyes sparkled when she is told a story of the many wars in Anchor's history, of the gallant knights on their horses beating back the uncivilized savages of the North, or of the many but nameless soldiers who fought and died in the name of the Kingdom and its people against the face of eldritch abominations coming out of the Griefwood. Seeing his daughter's interest in the more martial pursuits, he set her up with some training, believing it would break her of her fantasies; it didn't. It was to no one's surprise that when told she was to be wed to another noble family's first son she immediately refused, proclaiming that she would have nothing to do with the matter.

Her father had always spoiled his precious daughter, himself being one of the few nobles in the courts who weren't particularly engrossed in their own noble status and understanding that in the noble courts, daughters did not really have much choice to do things other than what was expected of them, but the marriage had to go through. He pulled her aside and talked to her in private, explaining the whole matter: how it was vital to the family that she be married to this other noble family's first son, how it would fulfill an old debt and allow them to finally rise above the teeming mass of courtiers in Anchor's court. Yet she still refused, tearfully acknowledging his points but stating she could not accept something her heart and mind would not agree on. With a heavy heart he gave her an ultimatum, agree to the marriage or be disowned. With tears in her eyes and her arms shaking she stood up straight and looked her father in the eyes and told him to disown her as she would not marry.

With tearful goodbyes by her family and with only a bag filled with some spare clothes, supplies for a few days, and some coin, she was sent off by her family into the streets of Anchor. Wandering the streets, she was accosted by a man in a cloak and pulled into an alley. Fearing for her life she fought back but was calmed down when the man showed himself to be one of her father's men. With a few words he told her how her father couldn't be known to have helped her after disowning her, but as she was his daughter could not stomach the thought of having her going into the wider world completely unawares. She was set up with some basic equipment: hardened leather armour and a durable broadsword and shield. Telling the man to give her father her gratitude, and with an actual chance now to do what she wished, she joined up with a group of adventurers.

Years passed and she had affirmed her position as a female adventurer, the pursuit of adventuring already being a rarity, a female adventurer was essentially one in a thousand among one in thousands. But she began to tire of the adventurer lifestyle, of having no home to speak of, with no concrete purpose in life. She knew she could become a retainer for some lord or rich merchant, but being a woman made it quite hard; apparently seeing a woman under arms is uncomfortable for many regardless of how good she was with a blade. There were few people who had the coin to permanently have an adventurer as a retainer, few yet who would do so with a woman adventurer. With her list of prospective employers dwindling, her choice fell to one name: House Augusta. The House had already been known to not subscribe the traditionalist attitudes of many nobles and well-to-do people, rather preferring a person's practicality and ability over the genitals they were born with, and so she joined up with the House's ranks of enlisted soldiers.

Having served under the King's Banner during the Northern Campaign as a hired mercenary and survived, and being a woman at that, she quickly rose through the ranks proving herself in the many battles against bandits and against the things that came out of the Griefwood. Eventually she made her way to being the second in command of the House's Banner, right under Legatus Fabyan Erndt. The two enjoyed the relationship of two veteran soldiers talking about the experiences they went through. They each highly respected the other's abilities and they were incredibly friendly with each other. Now Anne, having a purpose in life, a home to speak of, and being the one others told stories about, looked forward to the new tomorrow a retainer in the employ of House Augustus.

The Host of House Augustus:
Like all of the soldierly hosts in the Kingdom, House Augustus retains its own group of permanent soldiers. Like others, it is small in number as befitting the current times of peace, being comparable to the Crown's Banner. To make up for this, the House turned to quality: all soldiers under arms are given a standardized set of equipment as befitting their duties and rank, all soldiers are in constant training and drilling to further ensure that when battle comes they know exactly what to do, officers and sergeants are given their positions due to their experience and ability, not their status nor how much money they can pay.

The Sworn Knights in the ranks of the House Augustus's soldiers. Encased in plate armour and wielding a combo of sword and shield, they are dangerous opponents both on foot and horsed. When part of a host combining infantry and cavalry they are often placed in position of authority: taking command of groups of footmen or cavalry. When grouped together as a single unit they are a mighty hammer, smashing through the enemy lines to make way for their allies.
The most mobile force in the Augustan ranks, the cavalry serve as the only truly mobile unit and is used as a reserve force, scouts, covering the army's flanks, and as the unit in charge of flanking the enemy and attacking them from behind or the sides. They are equipped with lances and sword and shield.
The wall of the Augustan host, they hold the line when others cannot. They fight as one whole as much as possible, if they are fighting in single combat then something has gone wrong. The most favored tactic is to launch javelins at the enemy force before marching forwards, slowly grinding down the numbers of the enemy from behind their shields, jabbing through gaps at anything they can hit with their swords.
 
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CS - PoptartProdigy's Baron Torhen Varr


Name: Baron Torrhen Varr

Age: 55

Title: Royal Marshall

Bio: Lord of Marrensmarch, a sizable village on the edges of the Faerun Forest, the most recent Baron Varr first came to royal attention during the punitive campaign against the barbarians there. As a young man, Torrhen Varr proved himself exceptionally skilled in the art of war, frequently leading raids into the Forest that many thought to be suicide missions. He possessed an understanding of how to operate in the harsh terrain of the Forest that rivaled the wildmen's own, allowing him to penetrate deeper into the enemy's terrain than anybody else could hope to match. When King Harrad came to bring the Kingdom's strength down on the wildmen, Baron Varr answered the call, and made a name for himself in the campaign as a fearsomely effective commander. It was in this manner that he first gained the King's attention, and came to serve on his Council. During his tenure, he focused on the security of the realm. Given the relative lack of external threats, he placed particular emphasis on the protection of trade and travel, making the Steward's job significantly easier.

Baron Varr is an experienced commander with a keen focus on logistics, and he has prospered with the conclusion of the campaign and the King's subsequent overtures to Frostgrave. His fief sits right along the road from Northwatch to Frostgrave, and he has devoted himself to ensuring that it is a secure and attractive stopover point for merchants making the run. After all, the Forest may now be safe enough to make the journey without fear of perpetual raiding, but nothing is ever guaranteed, and wildmen are not the only ones who might turn bandit. A place where danger never dares to tread is an attractive prospect to many. In this way, wealth flows through Marrensmarch, and Varr ensures that there's plentiful cause for a tidy sum to stick.

Torrhen Varr has never approved of Prince -- now King -- Morcar, seeing him as a fool with no drive or ambition. He has avoided offending the young man out of knowledge of his future eminence, but privately, the most positive thing Varr can say about Morcar is that the boy's failings at least extend all the way to disinterest. Varr intends to capitalize on this. The years have been good to him, and his fief. With what looks to be the chance to have the run of the Kingdom's martial affairs, the next few years may be better still. Varr is an old man; when it comes time for his son to inherit, he intends for there to be more than a single village to hand down. He is loyal to the kingdom, and he would slay the one who claimed otherwise, but there is plentiful land to be gained on the borders. An ambitious man can find opportunity, in a time and place like this.

And the sixth Baron Varr has never lacked ambition.



This quest looks fascinating! Looking forward to more, BlackBishop! Hope you like the sheet.
 
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So just to be clear, this is all a single unified polity? Presumably the wastes are uninhabited, but other than that everywhere from Barrowtown to Frostgrave do fealty to King Morcar? Also, if the single NPC Duke is the second most powerful non-church landholder after the royal family, which lands are his/her demesne?
 
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So just to be clear, this is all a single unified polity? Presumably the wastes are uninhabited, but other than that everywhere from Barrowtown to Frostgrave do fealty to King Morcar? Also, if the single NPC Duke is the second most powerful non-church landholder after the royal family, which lands are his/her demesne?


Anchor hugs the coastline, with the forest being a wilderness, with frostgrave being an independent principality.


Are we able to just choose locations already on the map or should we literally make up our own settlements?

Make up your own settlements, keeping in mind your characters rank. You may have a hall if you're a knight, or a small castle if you're a baron, or a large castle if you're a count.
 
Important Figures in Anchor and Beyond (WIP)
Important Figures


Morcar of Eafold
King of Anchor

The grandson of the late King Harrad the Great. After the death of his father, killed during an expedition to the Alor Wastes, Morcar's brother Edwin became the presumptive heir. Edwin exhibited an easy confidence, and was well respected both on the field and overseeing court as Royal Regent to the King. After much promise, tragedy would strike on a hunt in the Griefwood. A pack of trolls attacked the hunting party, killing Edwin. Now, not a fortnight later, Harrad has succumbed to sickness, thrusting an unprepared Morcar into the Emerald Throne.



Prince Allric of Eafold,
Duke of Grael

Harrad's younger brother and rival, Allric has been missing nearly six years and presumed dead. Grael is now under a regency until Allric's son, Egwald comes of age. Allric is said to be lost at sea, though some whisper he had taken to the arcane, and ventured south to find an draconic artifact. More nefarious voices might say that King Harrad ordered his rival killed.



Sir Godfried of Sair
Royal Seneschal
A well respected scholar and the leading authority on matters of lore in Anchor. Godfried was a natural choice for the position of Royal Seneschal. As seneschal, Godfried enjoys a honourable seat among the Royal Council, serving as an adviser to the king and councilors on various matters such as history, lineage, and affairs of neighbouring kingdoms.



Sir Samuel of Ramos
Lord-Commander of the King's Guard
The long standing commander of Harrad's King's Guard. Sameul is a veteran of many campaigns, tourneys, and duels and even in his old age he is not one to back down from a fight, able to best even the stoutest of young knights in battle. Sameul was a close friend of the king, and his confidant, and makes no secret of his doubts of Morcar's leadership. Nevertheless, Sameul is an honourable man, and his bound to defend the new king.


Baron Fayden of Telmooth
Spymaster of Anchor
Fayden is a cunning and ruthless man, and a long time councilor of King Harrad. In his years of forcing loyalty to King Harrad, unwavering and uncaring of those he stepped over in his ambition to plant himself at the king's side, has made Fayden no shortage of enemies. With Harrad passed, and never one to have missed an opportunity to chastise Morcar turned king, Fayden's position on the council is very much in question.



Altair Blackscale
High Priest of the Dragon Sect
Altair is a leading voice among the Dragon Sect, and an outspoken proponent of the mage emancipation. Altair was highly favoured among the pro-mage priests of the Sect to ascend to the station of Archpriest. However, his reputation for ruthlessness and unabashed use of arcane power, made many in the Sect oppose his bid for the highest priestly office.


Decklyn Windreave

High Priest of the Dragon Sect
A popular and respected leader of the Dragon Sect, who has recently adopted a hardline following a rogue mage's attack upon caravans outside of Barrowtown. Decklyn, a scholar with many works on lore and Dragons to his credit, is the foremost expert in matters of Dragons and history, rivaling the knowledge of Godfried of Sair. Decklyn was a favourite to become Archpriest, but his recent shift to leader of the anti-mage Fidelis faction of the Sect, saw his support base wither in favour of Maria Longinus.


Edward of Frithegod
Count of Northwatch
Edward is a man best known for his stalwart defense of the northern border of Anchor for decades. While a brilliant strategic mind, Edward's priority is his demesne, even refusing the prestigious position of Royal Marshal from King Harrad. Instead, Edward transferred the vassalage of Baron Varr to King Harrad, allowing him to use Varr's considerable talents on his Royal Council. Edward is a kindly man, beloved by his people, but gives not quarter to the savages of Faerun.




Prince Hama of Frea
Sovereign of Frostgrave
The ruler of the Principality of Frostgrave, Hama is known for being a dour man, his time largely preoccupied in old books of lore and the arcane rather then the day to day administration of his realm. He is a longstanding ally of Harrad the Great, and their houses were joined with the marriage pact between his youngest daughter, and Harrad's grandson, Edwin.



Princess Freta of Eafold-Frea
Widow of Edwin Eafold

A woman of frosty disposition, much like her father. Up until a short time ago, Freta seemed destined to become the Queen Consort of Anchor due to her marriage with Crown Prince Edwin. Edwin's untimely death, however, changed Freta's destiny and now there seems to be little keeping her in Anchor, for she had yet to bear children to the crown prince. Cold and beautiful, the widow remains in Anchor mourning the loss of her late husband.




Deagrin Wrothiron
Underking of Razor

Wrothiron has ruled as 'King Under the Mountain' for nearly two hundred years. In that time he steered his kingdom from open hostilities with Anchor to that of warm friendship. No surprise considering the difficulties the kingdom had with waging a defense from both the Alor Wastes and the Dagger Coast. Wrothiron is a pragmatist, able to set aside personal wants and feelings for what's best for his kingdom.


Deagrin Benthorn
Crown Prince of Razor

Benthorn is the fifth son of twelve siblings. Among all of Wrothiron's children, however, he has deemed to be the one most capable of leading the kingdom after Wrothiron, and as such has been named the king's principal heir. Benthorn spent a decade among the Anchorians, fostered by King Harrad, who in turn sent his grandson Edwin to be raised among the dwarves.
 
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CS - TerranImperium's Archpriestess Maria Longinus
I thought we'll only be limited to male characters. It would have made sense for a medieval setting but QM seems to be okay with females ones.
I would have preferred the former but well, it's a fantasy setting, I guess. It doesn't really matter. This seems really interesting, regardless.

I took a familiar character, I played in a modded CK2 game. Let's see where it goes.

==============SHEET==============​


Name: Countess Maria Scapula Longinus

Age: 24

Position: Archpriestess

Fiefs: Perrigwyn Fort and other such small towns and villages nearby.

Bio:
Maria is a 24-year-old noblewoman. She's generous, capable, reliable, loveable and perhaps a little too impatient. This isn't surprising considering for someone with her position and age. She can also be very standoffish and a bit sadistic when such a side of her is brought to light. She was born in an ancient noble family in a developed Castletown. She lived happily with quite an easy life compared to the common man and woman, she was taught from a young age on how to act, talk and appeal to the people, she was thoroughly prepared to be an Archpriestess. As you would expect, she is a fervent believer of the Dragon Cult. She practiced what magic, she could have had. She is a pure Anchorian. After finishing her homeschooled education, she finally got the opportunity to gain a position in the council as an Archpriestess! Physically, Maria is in pretty good shape. She stand at an average height, she has fair olive skin, red hair, and blue eyes and an enchanting figure. After her father died when she was young, she was raised by her mother until she could take over. There was a bit of initial fear, as the one who holds the position of an Archpriest(ess) are not allowed to have any relationship. It might as well have been the end of the house Longinus if not for her mother having a second child before her father died which allowed her to continue her homeschooled education toward becoming an Archpriestess.
 
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Just to be clear, 1 or 2 female characters is all I'll consider for the royal council. Female rulers would be uncommon in this setting, and rare for a position on the royal council.

A reminder as well, should you not be picked for the council, you're more than welcome to ic, attending the kings court and putting forward advice. No guarantee the councillors and king will listen, however.
 
Just to be clear, 1 or 2 female characters is all I'll consider for the royal council. Female rulers would be uncommon in this setting, and rare for a position on the royal council.

A reminder as well, should you not be picked for the council, you're more than welcome to ic, attending the kings court and putting forward advice. No guarantee the councillors and king will listen, however.
When can we expect the results? Those who were picked, I mean.
 
Bestiary
Bestiary of Pruhest
~ * ~

The mortal races of dwarves, elves, and man are not apex predators on Pruhest, far from it. While we are relativity safe within the walls of our towns and cities, within the wilderness we are hunted and preyed upon by terrible beasts. Below is but a sampling of such terrors that stalk the land, holding ill fated designs on the mortal races.


Sir Cabe of Anchor dueling the wyrmling, Zommeg


The Dragonkin
After the Great War, the disappearance of the dragons impacted their lesser cousins and spawnlings. No longer bent to their will, the dragonkind grew mad, rampaging throughout the scorched land in a frenzy for any flesh they could find. It is a great error to think any of these beasts are divine, for the truth is they are terrible monsters and will not hesitate to devour the most devout of dragon priests.

Wyrmlings
The lesser cousins of dragons, and usually solitary beasts, though some have been known to hunt and travel in pacts. Wyrmlings range in size from a large horse to a small house. These beasts are highly intelligent, some even speaking the draconic tongue and wielding elemental magic of their forebearers. Some powerful mages throughout history have used great magic to bend wyrmlings to their will, however nearly every recorded instance of this has been met with disaster, most notably the tale of Prince Vaemyr who was devoured by his wyrmling mount at the Battle of Alor Pass.

Dovahkin
Humanoid cousins of dragons and humans, the product of twisted magic that melded form of man and dragon together. While most dovahkin were destroyed during the war, some survived and are usually found to be bound to dragon artifacts, fiercely protecting them from any who seek to rob them from their ruined home.

Drakes
Scaled beasts similar to wyrmlings though without the ability to fly. Though some possess small, deformed wings, most are born without the appendage and live their long lives beneath the surface. Drakes tend to dwell underground, only driven to the surface to hunt when desperate for food. Unlike wyrmlings, drakes tend to be more savage then their winged cousins, unable to speak in draconic, but often possessing elemental magic.



A depiction of Old Bagatha, a hag said to stalk the Griefwood

"Bagatha, Bagatha, she's coming for you.
Bagatha, Bagatha, nought a thing you can do.
Eat your eyes, eat your tongue,
From the highest tree, you'll be hung!" ~ Children's verse.


The Faekin
Abominable monsters, born out of dark arcana in times long forgotten. Elves tell tales that the Faekin were once their own brethren, punished by the Gods for their fallen ways only to escape their bonds and return to the material world as ravenous horrors.

Hags
Monstrous beings that use magic to hide their true form, often appearing as ugly crones. Hags are immortal beings, terrors that have stalked the land since before the Great War. Hags are devious and delight in the suffering of mortals. They hold a strong aversion to what mortals would call beauty, and tend to target attractive mortals, launching wretched schemes to turn the beautiful ugly. Of their more nefarious machinations, hags are known to prey on small hamlets and villages, stealing babies for their arcane arts, bartering with the desperate, making devious pacts to the foolish and unwary.

Willow Wisps
Elemental beings of light that roam the Great Bile swamps south of Anchor. Wisps lure unwary travelers from the roads into their haunted groves where they feed off their energy, leaving dead and drained husks of the unfortunate who cross them. Beings of light, it is extraordinarily hard to kill a wisp, the only method seeming to work being magic. A common in countering wisps while traveling the Bile is to keep your eyes on the road and never straying too far from it.

Vampires
Immortal beings that feed off the blood of the living, and are able to spread their curse to any who may survive a bite from one of these devious monsters. Vampires are near identical to mortals, but are nocturnal, contact with sunlight causing them to erupt in blinding flames. Vampires run the gambit of being near feral marauders to conniving noble. It is an unsettling thought to think that anyone that walks under the moon may be a vampire. When their bloodlust takes over, however, the protruding fangs and glaring white eyes are a dead give away. The older and more powerful vampires often have arcane powers, making them even more fearsome.

Giants
Great lumbering beasts that roam the wilderness, usually alone, and not ones to pass up an easy meal of wayward mortals. Giants were spawned during the Great War to battle dragons and their armies of man. With the Gods gone, giants mostly avoid civilization, keeping to themselves yet can exhibit devastating wrath when provoked. Some giants have been known to even form their own kingdoms, of sorts, calling others to them, this however is rare with only one record in history of this happening. The stunted giants that wonder the hills and forests of the lowlands tend to be imbecilic, and craven, while those that dwell in the peaks of the Razorback are cunning and able to wield strong magic.



Depiction of Gru'zum, the Warlord of Skul

The Sharkin
The terrible minions of dark god Shar, the abhorrent remnant of the invaders during the Great War, still roam the land. They are utterly terrifying and bent on making those whom they ensnare suffer. While Anchor is mostly safe from their ilk, they do infest the fringes of Razorholm and the Alor Wastes.

Orcs
Perhaps the most intelligent, and even having a semblance of civilization in their social structure, Orcs are a terrible foe, and made up the backbone of Shar's minions. Orcish hordes are known to congregate in small nomadic tribes where the strong rule. The most powerful among them can call many tribes to his banner and form terrible hordes that can threaten all of Pruhest. It has been long since such an orc emerged with the will to lead its fallen people, but whispers of one such gathering strength to him persist from the mouths of dwarven emissaries.

Undead
Shar's most devious magic was the power to raise the dead as His mindless servants. With Shar's connection to the material world severed, the undead no longer bend to the dark god's will, but rather to the insatiable hunger they hold for the living. In the dark days of the Great War, powerful undead sorcerers wielded influence among them, as well as dark arcana. Known as liches, these fearsome abominations have not been seen since the war, though pockets of the undead do still roam, often lingering in long forgotten ruins, or emerging in terrifying outbreaks that threaten entire towns and kingdoms.

Arachnae
Giant spiders that spin their ensnaring webs in deep forests and dank caves, coveting the soft flesh of mortals. Arachnae are typically solitary, but tend to draw other wretched creatures to their lair, sparing them of their toxic bites to act as wardens of their webbed homes. Carrion are a common sight outside their festering dwellings, feeding off the scraps of the arachnae and sending their shrill calls to their arachnae masters when threats approach.
 
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Hm. Looking at the map, it occurs to me that Grael Keep -- presumably the Duke of Grael's seat -- is nearly right on top of Anchor itself. In fact, it sits atop the intersection controlling the roads leading to both the dwarven capital and any southern nations, along with all the trade therein.

From sheer proximity and the immense economic power and leverage the position grants, that seems like a really tense place to put one's rival. In the event of rebellion, the southern part of the kingdom is cut off from any reinforcement, save by the bridge across Grael River, one end of which Grael Keep controls. Unless one cares to undertake a campaign supported by sea...with medieval ship technology and a society that bans any magic that could close the gap...

It makes me wonder what Harrad was thinking. Allric was Harrad's rival; surely Harrad knew the risk putting Allric in such a strong position carried. He must have thought it carried a benefit to outweigh the risks. Perhaps he hoped to reconcile with Allric by granting him so prestigious and wealthy a holding.

Then again, it occurs that while Grael Keep controls the road to Razeholm, it's threatened by Razeholm. We have no formal alliance with the dwarves, but Allric brokered peace with them, and mentored the Underking's heir. In the event of Allric acting on the strength of his position, the Underking might well be tempted to act in support of the proven friendly power on his western flank rather than risk Allric's obvious ambition and the need to devote focus to his western border, away from the orcs. We obviously don't see much of it, but the implication is that the friendly western powers are constantly concerned with the threat from the Alor Wastes. One assumes they would be willing to act to ensure the stability of their western border, and the maintenance of friendly leadership.

If that was Harrad's aim, the strategic calculus shifts. Dwarven armies -- any that could be spared from affairs in the East, that is -- threatening Grael Keep from the East would be a massive threat to any revolt by Allric. He would need to devote forces to defending that front, which would already weaken the strength of his position. The nearest even somewhat defensive position Allric could assume -- the chokepoint between the southern marshes and the southern Griefwood, along which the road to Razeholm runs -- is at least twenty miles distant from his keep by the most generous possible reading of the map. A less generous reading suggests forty. Even with a wildly optimistic estimate of the road conditions and the quality of Allric's forces, that's one to two full days' march away from the Keep, let alone the crucial bridge that grants Allric a secure northern border. Even if his forces can redeploy that quickly, they wouldn't begin to move until word reached them of the need to do so, bringing likely response time to two to three days.

That cuts Allric's forces in half if he deploys strong forces to each front. More likely, he deploys only tripwire forces and keeps the rest of his army in reserve to respond in force to the first threats to show themselves. We'd have trouble coordinating with Razeholm with the roads cut, but we might be able to take advantage of the necessary weakness of Allric's forces, and force a crossing. From there, he would be forced to a decisive battle; otherwise he would need to permanently deploy his reserve to containing us, leaving him helpless to an attack from Razeholm. If Razeholm struck first, that would leave us facing a stripped garrison with no reinforcements, allowing us to trivially overwhelm them and place the Keep under siege. It's really a no-win situation for Allric.

If that is what Harrad intended, it's actually quite ingenious. Allric is kept permanently under threat, and he hopefully keeps his head down, refrains from making trouble, and turns his ambition to developing the obvious asset of Grael Keep into a greater part of the kingdom. If Allric does the dumb and raises his banner in revolt, Harrad has just cause to squish his rival and hand the seat to somebody more loyal. It's a win-win for Harrad...

...but Harrad is dead. He's dead, his son is dead, the grandson he made the primary asset in his foreign policy is dead, any mentor-student relationship he forged with the Underking's heir is dead, and the realm is now left to a boy whose greatest virtue in rulership is negligence. The state of affairs that rendered a revolt from Grael Keep untenable has nearly shattered. The Underking has virtually no reason to prefer Morcar to anything the new Duke of Grael or his regent might care to pull, and even less to commit his forces in the West. The Duke and his regent are grave potential threats. And if it turns out that Allric is not dead, he returns to find his rival's inept grandson sitting the throne which could have belonged to Allric, and he finds the situation infinitely more favorable than it was previously...we can likely expect a revolt within the year.

Whoever gets the Chancellor position: we need to secure friendly relations with Razeholm. We desperately need it.
 
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