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Remnant as it once was is dead. Centuries ago, a great cataclysm tore apart the ancient Four...
Introduction and Quest Rules

RedrumSprinkles

The Fun Inquisitor
Remnant as it once was is dead. Centuries ago, a great cataclysm tore apart the ancient Four Kingdoms, the once-mighty bastions of civilizations were laid to waste, their people dispersed and scattered. The great Academies were toppled, the CCTS towers splintered and abandoned. Though many cities and relics survive as vestiges of generations past, much more has been lost to ignorance and neglect, worn thin by the sands of time. Now, Remnant belongs to the Grimm, those antediluvian nightmares born of soulless hate and boundless, hungering avarice.

Hunters and Huntresses still labor at their ancient task, one no closer to completion than when their very first member took her first steps on the path to greatness. However, with the Academies now haunted, ruinous wrecks, their way of life has changed irrevocably. They are bound to their masters, the dynastic lords that rule the shattered world from their walled cities, their castles and hillforts.

Yes, much has changed. Where Four Kingdoms once stood, a hundred squabbling realms have consumed their territory, ravenous crows that circle the corpse of the world. Petty Kings, Tribal Chiefs, and Despots by the score squabble endlessly. They are the Carrion Lords, and they vie for riches, power and glory, all of which can be seized if one endeavors to win them.

Religion, once a dormant and soft-spoken whisper in the hearts of Remnants citizens, now roars in the souls of men and faunus alike. Most popular are the Children of Remnant, who pray to the world they trod upon, believing that one day, its dreaming inhabitant will send a Promised Huntsman, one that will purge the grimm forever, allowing them to live in peace and harmony. The Progentorists pray to a pantheon of Gods and Goddesses, ignorant of their deities' very real origins, which now lie shrouded in ancient myths and fairytales. Others beseech the Maidens of the Seasons, those rare women that wield immeasurable power. Also, there are whisperings of a much darker cult that grows in strength and influence - a coven of twisted beings that worship the Creatures of Grimm.

It is a time of death, war, betrayal and disease. It is a time where each victory against the dark is rare and hard-fought. It is a time of dynasties, of gods, of soldiers and Huntsmen. It is a time unlike any other.

But this nightmare is your home, your duty. You are a Carrion Lord, wielding a significant degree of power and prestige. A week after your eighteenth birthday, your realm is thrust upon you. What will you make of the Age of Grimm?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Welcome to the Age of Grimm. The world of Remnant is now your home, a sandbox to inhabit and shape according to your whims. Though you will start small, let me be the first to say that the options are limitless! There's countless goals you can set yourself to achieving, some far more challenging than others. What will you choose? Amass untold wealth? Forge a Kingdom? Conquer the world? Purge the Grimm? Construct a invincible dynasty? Become a peerless eugenicist?


Also, there are secret Quests to complete - event chains that can span generations - and might net huge rewards or devastating losses! They may even shape the future of Remnant for centuries to come, or simply provide an extreme source of personal pride and wealth.

First off, the rules…
  1. I am the Quest Master. I am not kind, and neither is the Age of Grimm. This is a CKII quest very much in the spirit of the original game, now with hordes of eldritch abominations waiting to gnaw your face off. Well, aside from the Karlings.

  2. It will not be easy. Unlike several other CKII Quests, you don't get "chances of success" for actions. You don't get saving throws or re-rolls. In the Age of Grimm, you're prey, and the game systems reflect that.

  3. It's a succession game, which means that once your character dies, you will play as their inheritor. Each turn is six months, but time-skips can be granted upon voluminous request.

  4. Also Like CKII, the Quest is over once you no longer hold any titles or your dynasty is extinguished. You must do whatever you can to avoid this fate.

  5. This quest uses the D100 system for rolling. I will be performing all the rolls at my own discretion, and will not display them. I'll also be doing secret rolls for things that aren't within your character's ken to know.

  6. This Quest's systems take after @Arkhan's Robber Barons Quest, as well as @ancusohm's Norsca United! quest. However, it's much more of a sandbox (given the more open setting), and players can set any course for themselves that they wish.

  7. 99% of voting will be planned. Please use standard planned voting format.

  8. I will close the voting when I feel like there isn't a need to continue it. I'll ask for a tally.

  9. Updates will be completed on availability. You can expect weekly (or near-weekly) updates, but more interest and avid discussion will certainly help speed things along.

  10. Be creative! Write-ins are very much allowed and accepted. Don't limit yourself to the presented options! Innovative and imaginative ideas will serve you very well.

  11. You get one fate point. One. You can use it to auto-crit success on a decision or counselor action, survive death, escape imprisonment, or recover from a lethal disease. Completing secret Quests might net you more, but it is rare for any character to hold more than two.

  12. Omakes are welcome and appreciated! They might even net you related bonuses.

  13. Please be kind to your fellow quest-goers. Everyone's here to have fun, and lively debates are encouraged, but this isn't a place to pick fights. Don't be a dick.

  14. I would love to hear from you guys, so if you would like to PM me with questions, suggestions, or concerns, we'll do our best to answer you in a timely manner.
  15. Enjoy! Try not to die!
Though you don't need more than the above primer to get started, I've done a bit more worldbuilding if you'd like more information before jumping into the Quest. Read to your heart's content!

Age of Grimm Governments

Feudal

Summary: The most widely-practiced form of government in the Age of Grimm. Reliant on a system of feudal obligations to a higher-ranking lord, they are ruled by royal dynasties, who wield a great degree of power over their vassals.

Inheritance: The eldest child inherits all titles of their choosing, and then the second picks what they want of what remains, and so on down the line.

Gender Restriction: None. Male and Female children inherit equally.

Species Restriction: None. Humans and Faunus inherit equally.

Organization:

King or Queen - Wields power over the entire realm, and all their vassals.

Lord/Lady - Wields power over a Keep, a collection of Estates

Knight - Wields power over an Estate, a collection of Holdings.

Page/Mayor/Religious Figure - Wields power over a minor Holding.

Claims: Claims can be pressed if your parents, spouse, or child was poised to inherit a title. Among these, Marriage is the weakest claim to press.

Caravan Kings: A variation on the typical Feudal System, due to the harsh desert nature they traverse. They are a harsh, nomadic breed, with no clearly-defined territories or holdings. Variations are as follows:

Inheritance: The most able child inherits. In order to avoid realm-divide and bloodshed, the inheritors and their assorted retinues often engage in tournament-style melees in order to determine the order of inheritance. It is also a common practice for younger children to bow out of the proceedings.

Organization:

King or Queen - Wields power over the entire Caravan.

Bannerlord - Wields power over a Warhost, several Warbands.

Outrider - Commands, supplies, and organizes a Warband.

Mistralan City-State: The continent of Mistral is divided into dozens of City-States, each of which maintains as much territory as it dares, and often lives in tense rivalries with its neighbors. However, the City-States have formed Leagues, ineffective (and rarely obeyed) oversight committees composed of representatives from each City. Though on a local scale, they are wholly feudal. Variations are as follows:

Inheritance: Members of the Dynasty choose which child inherits.

Organization:

King or Queen - Wields power over the entire City, and all aspects of its life.

Chairman - Maintains the day-to-day ruling of a City District.

Shieldbearer/Shieldmaiden - Commands the City's military and town watch.

Representative - Represents the City in its League, often from a powerful family or financial investor in the City.

Guardian - Minor lord who preside over the City's Watchtowers.

Tribal

Summary: A common form of government in the former regions of Vale and Vacuo, power resides in the Chieftain/Chieftess, who is said to be the most able member of the Tribe's ruling dynasty. The Tribes are often prideful, defensive, and decentralized.

Inheritance: All land-holding members of the Tribe elect a member of the ruling dynasty to lead them. In times where the heirs are weak or few in number, another branch may try to install itself as the ruling dynasty.

Gender Restriction: None. Male and Female children inherit equally.

Species Restriction: None. Humans and Faunus inherit equally.

Organization:

Chieftain/Chieftess - Hold power over all the Tribe's territory, and all of the families within.

Bondman - A leader of a cadet branch of the Tribe that carries out law and order over a collection of Blots called a Company.

Champion - A member of a cadet branch that enforces its will upon the neighboring branches, ruling what's called a Blot.

Patriarch/Matriarch - Rules over a Holding.

Republic

Summary: Among the countless states and tribal holdings, only a handful of Cities may truly be regarded as Republics, though it is more akin to a Oligarchy. Mostly found on the continent of Mistral, the numerous landholding elite (Senate) elect public officials to represent their interests in several offices. Elections are chaotic and messy things, often laced with intrigue and backstabbing, but remain mostly bloodless. Mostly.

Inheritance: Offices are secured from a Senate, and candidate Senators must announce their intent to run for a certain office. If an Officer perishes, they are replaced by their spouse. If the spouse is dead, missing, divorced, or declines the position, the duty is passed onto their eldest child.

Gender Restriction: None. Male and Female children inherit equally.

Species Restriction: None. Humans and Faunus inherit equally.

Organization:

Senior Doyen - The most powerful elected official, they preside over the Senate, represent their City, and hold a considerable degree of influence.

Junior Doyen (X2) - The Senior's right-hand officials, they are the Senate's secretaries and peacekeepers.

Master of Trade - Oftentimes a very influential individual, they officiate the city's trading, guilds, and merchants.

Master of War - Commands the City garrison.

Master of Law - Dispenses ultimate justice in the City, but needs the approval of the Doyen to condemn/indict a member of the Senate.
Age of Grim Cultures


Atlesian - A proud and learned yet militaristic culture hailing from the northernmost continent of Mantle, these people are split into a tapestry of petty, squabbling Kingdoms. They draw their strength from their stores of Dust, arsenals of airships, robots and other technological remnants, as well as the unrelenting nature of their people - for in their frigid homeland of Mantle, strength is valued above all else.

Allows:

Raiding - The lands of what was once Mantle are frigid and brutal. Sometimes, pillage is the only way to sustain hearth and home… or win glory and riches. Both validations for the practice are celebrated.

Tinkerers - A remnant of the scientific method remains in the hearts of Atlesian people. Technology and weapons are more expensive to maintain, but are faster to produce, repair, and are undeniably superior.

Make the Most - Atlesian people do not have much land for living or food collection, and have adjusted to the harsh limits of their clime. They understand hardship, and are much less likely to disturb the peace during food shortages, squalorous conditions, or debt.

Dust Mines - Though Dust can be found all over Remnant, Mantle has an abundancy of mines. This has resulted in most Atlesians knowing more about Dust than the common man, and producing more of it.

Mistralan - An honorable and adventurous breed, the inhabitants of the easternmost continent focus on the rights of the Individual. They often hold acts of personal valor in high regard, and aren't keen to cooperate. Its citizens are divided into City-States, which rule over their lands with iron fists. Despite this, a wealthy Republic has grown on its and western coasts.

Allows:

Individualism - Winning glory and accolades makes personal advancement easier, and keeps seditious factions quieter. This means their Huntsman are often very skilled, and their soldiers tend to be of a higher class than other cultures'.

Honorable - Mistralans are often diplomatically circuitous and hesitant to hammer out any formal commitments, as forging one is a very serious matter, to be upheld at any personal cost. Reneged deals and abandoned agreements are often long-remembered stains upon a dynasty.

Leagues - Though it requires diplomatic miracles, Leagues may be exploited for personal profit. Breaking out of this accepted standard is difficult, however, as cooperation is difficult and uncommon.

Republic - Abhorrent to most Carrion Lords, but far more palatable to the Mistralans, a Mistralan ruler may convert their city into a Republic. Also, tolerance of the practice nets more productive business ventures with established Republics.

Vacuan - Tempestuous lands breed hardy folk, and the Vacuan are no exception. Divided into tribes and kingdoms both nomadic and settled, they are unorthodox and family-oriented. In the deserts of their birth, so-called 'Caravan Kingdoms' wander the dunes. The Vacuan often place high importance on sharing and communal strength, and their rulers hold onto power more tenuously than most - oftentimes, if a Carrion Lord does not do enough for their people, they will be deposed in short order.

Allows:

Attrition Experts - Sometimes, the weight of a harsh land and their own equipment is enough to make an army flounder and fail. Most Vacuan nobles know when it is best to fight, and when it is best to vanish behind the territory they know better than anyone else.

Incompetent! - When a liege lord is weak, ineffectual, or greedy, his vassals and their serfs gain the option to depose him. When you are the ultimate lord, however, make sure not to repeat his mistakes.

Practical: Vacuo isn't a shirt-and-tie kinda place. They don't put as much stock into the concept of "royal blood", and presentation as the rest of Remnant does (though they do have similar inheritance laws regarding dynasties). Effectiveness is the most important thing. There is no prestige loss for marrying 'under your station', and without the pressure to marry according to their leader's wishes, families tend to be tightly-knit and loyal. Also, pressing claims via marriage is harder to do, but if the war is won, resistance to your rule is significantly lessened… you've won their respect!

Percussive Maintenance - Vacuan lands aren't hospitable, as even the more fertile regions are beset by some calamity or another. With a lack of resources to forge new technology, they have grown adept at scavenging, repairing and re-using what they have. Technology is less resource-intensive to build and maintain, but its quality is often inferior.


Valesian - Hailing from the central continent, they are a stalwart and noble people, divided into countless tribes that span the length of the continent and its many islands. Some Kingdoms have arisen, and they have very solid grips on their power, as Valesians place emphasis on Diplomacy and Legitimacy than other peoples. They are also some of the more faithful folk of Remnant, and oftentimes devote themselves to their chosen religion with fervor. Not to be discounted is their pride in historic traditions, which is possibly responsible for the only surviving remnant of the Four Kingdoms - the Kingdom of Vale.

Allows:

Traditionalists - The old ways are the best ways. Transitioning between different cultures and religions is more difficult. They are also more willing to impose their culture and religion on other peoples.

Legitimacy - Valesians take the concept of Legitimacy very seriously, and fabricating claims isn't just a slight - it's a legitimate casus belli! If effectively done however, claims are an extremely powerful asset.

Grey-Blooded - They are just as capable at war as any other peoples in the Age of Grimm, but they prefer polite negotiations and diplomacy. Personal insults, slights, attacks, and overreactions are serious business… as well as useful tools. If a noble can provoke the opposite negotiating party into a violent altercation, he's gained a valid casus belli!

Spiritual - The Valesian people take religion and souls seriously, which means their auras are often larger and more precisely wielded. Piety is gained faster, and Spiritual Vassals often find few conflicts with their liege.

Menagerai - Inhabiting the island continent of Menagerie, they maintain a predominantly faunus population, though no one can say why this is so. Many speculate the island to be the species' origins. Though faunus aren't seen in the same light they were many centuries ago, many of the ancient values they held are still tightly woven into the cultural fabric of Menagerie. Justice, Law, Tolerance, and Self-Sustainability are prized among the continent's people, and its rulers are Lords that have learned to employ a strong cult of dynastic personality.

Allows:

Foraging - Menagerie isn't the most fertile of lands, but it can provide for those who are clever and resourceful. Lessens the attrition accrued by your armies in foreign lands. Food stores deplete more slowly.

United Heritage - As a continent of faunus, they have interconnected and well-documented lineages. This makes opening diplomacy easier with nearer factions, as you are likely to be related to some small degree.

Abdication - When a ruler grows too old or weak to care for themselves, they may Abdicate, assigning titles to their children before relieving themselves of power. This is most often seen as a joyous occasion, though envy and violence have sometimes poisoned the proceedings in the past.

Family Lore - Great deeds done by members of the dynasty are remembered by serfs and Carrion Lords alike. Vassals respect older, established families, and it is not uncommon for a less capable ruler to live until Abdication simply because of a mighty grandparent.

Tolerance - Religious and ethnic diversity is more common among the Menagerai than other peoples.

Epithets - With their emphasis on bloodlines and predecessors, the menagerai often give out epithets to its rulers. Menagerai Carrion Lords are more likely to accrue one during their lifetime.
Age of Grimm Religions


Children of Remnant

The most popular and proselytized religion in Remnant, it teaches that the world has endured a cycle of eons since its creation by the Nameless One, a being that created the universe and bestowed souls upon the people of Remnant before sealing himself within the planet and falling into a fitful sleep. Now, they believe world is in its final eon - the cycle is ending. When that day comes, the Promised Hunter will arrive to purge the lands of Grimm and evil forever. Then, the Nameless One will emerge, and Remnant will become a joyous paradise of eternal life and boundless harvests.

Community is important to its followers, and their temples are often found within rock formations or dug deep into the earth, to be closer to the heart of Remnant. Its priests are referred to as Deacons, and preach the Nameless One's Songs to all that will listen. The head priest or priestess is stripped of their name and identity, and is charged to wander the world as the Blessed Huntsman.

Since Dust is mined from Remnant (and appears to be limitless), they regard the substance with a degree of respect, and often incorporate it into their rituals, clothing, and constructions.

It is most popular in the former realms of Vale and Vacuo, and maintains a strong presence in what was once Mistral.

Features:

Concubinage - All souls are one, so why not unite as many as possible under your household? Allows you to take Concubines. Children of Concubines are legitimate heirs, but aren't considered for inheritance until the primary inheritors have their say.

Temple Vassals - Deacons that rule over Temple Lands pay tribute to you, and are connected to the larger network of the Children.

Holy War - The Children are in danger! The Blessed Huntsman has rallied the faithful!

Blessed Huntsman - The Blessed Huntsman is welcome in your realm, and fostering a good relationship with one is beneficial to your rule.

Rites of the Progenitors

The second most common religion found in the Age of Grimm is the Rites of the Progenitors, or more commonly, the Progentiorists. They hold aloft a sacred pantheon of immortal deities, who reign over the forces of Nature and the capricious whims of the Heart. Many stories, myths, and fairytales shroud these luminous beings, legends from a time long forgotten, when Gods and Goddesses walked upon the face of Remnant. They also maintain a strong tradition of ancestor worship, believing those that came before are to be treated with dread respect.

They maintain no formal priesthood, though many communities gather around those commonly known as 'Tellers', humans and faunus well-versed in the stories of their chosen deity (or all of them).

The religion is most popular in the frigid Atlesian Kingdoms, as well as the Eastern City-States that occupy the former Kingdom of Mistral. It is also growing, though its archaic traditions and decentralized nature have slowed its progress.

Counted among their Pantheon are the following:

The Thorned One - The Goddess of Justice, Hope and Hunters, she is most popular among the youthful and bold, who yearn for adventure and to render judgment upon Grimm and the wicked.

The Knight of Frost - The Goddess of Dust, War, and Technology. Immensely popular in the former realm of Atlas, this frigid yet caring Goddess holds domain over the Silverlands, the resting place for those who have died after living righteous lives. She is most popular among soldiers and tinkerers, and many of her adherents possess a strong sense of civic duty.

The Shadowed Sword - Goddess of Death, Faunus, the Moon, and Night. She is commonly depicted as a puma faunus, and her domains are often associated with darkness, but not with evil. In fact, she is one of the more benevolent Goddesses. She is popular in Menagerie, due to being a faunus herself.

The Sun Dragon - The Sun Dragon takes the form of a Human Woman, radiant and alight in holy flame. She is the Goddess of Hosts, Valor and Strength. She is most popular among royalty, raiders, mercenaries, and bandits. Though her followers may sometimes be brutish, they maintain a romanticized code of honor, which is followed according to practicality.

The Kingmaker - God of Wisdom, Learning, and Foresight. King of the Gods, he is said to have whispered the world into existence in the form of stories, now known as fairy tales. He is mysterious and unformed, though often depicted as an aging man. Very few communities worship him exclusively, due to the absence of legends regarding him.

The Stormcaller - The most capricious of the Progenitors, he is commonly referred to as a Trickster God. Portrayed as a raven faunus with storm-grey wings, He holds dominion over fertility, drunkenness, decay, and love. He remains a popular figure with urbanized populations, and many adolescents.

The Nightwing - The Goddess of time, decay, Grimm, hatred and souls. She is seen as the Progenitor's psychopomp, leading the souls of the deceased to their final resting place. Depicted as a magpie faunus with a bloodied beak and decrepit wings, she also holds dominion over the Pit, where souls of the wicked suffer before returning to the world for another chance at reaching the Silverlands.

The Bronzeblade - Once a mortal woman, she was chosen by the gods for her prodigious skill and purity of soul to become a goddess. She holds the title 'Defender of the Hearth', and guards the Home and Heart against those that would do them ill.

The Shieldbearer - God of Audacity, Chivalry, and Agriculture, he is the the gentlest God, said to love his followers unconditionally. His most ardent followers are known as Paladins, Hunters and Huntresses that do not bind themselves to Carrion Lords - only the people.

Features:

Favored Progenitor - You are allowed to choose one of the Progenitors to focus your prayers around, netting you related bonuses.

Holy War - The Progenitors are wrathful! Their tellers have been martyred, their groves and holy places despoiled. Become their sword!

Sacred Places - The myths regarding the Progenitors are many, but rooted in the geography of Remnant. Standing Stones, Ruins, Groves, Caves, Coves, Forests, and many other sites of legend that feature in a Teller's stories exist in the world of Remnant. Though they do not count as Holdings, possessing more within your realm brings many benefits.

Pilgrimage - The Progenitors are said to have been birthed from chthonic means in the Land of Vale. Go on a dangerous pilgrimage to the most Sacred Places to connect with your spiritual roots.

Scions of the Maidens

No one doubts the reality of the Seasonal Maidens and their extraordinary power like they did in centuries past, but a smaller, devout group of Remnant citizens have chosen to worship them, believing the spirits that inhabit prodigious young women to be deific. What's more, is that they believe the legend that inspired them is sacred truth, and the Old Man - God - is the ruler of all beings, omnipresent and omnipotent.

They worship the Maidens as avatars of God, and when a Maiden joins the faith or a follower receives a Spirit, they sing praises and hold festivals for months. However, this is a very uncommon occurrence, and no more than one Maiden has been formally associated with the faith for any stretch of time. They believe that, should the Maidens be united in faith within the Scions, God himself may appear.

It is the religion of mendicants, travelers and merchants, and many who wander find the Maiden's power wherever they tread. Shrines dot the roads of Remnant, and are welcome in many inns as well.

Since they share some legends and similar beliefs to the other religions, they are accepted in all lands, and many are searching for the Maidens, attempting to help whomever they can along the way.

Features:

Grand Search - An influential Priest has called for a Grand Search! The faithful drop their everyday lives to aid in locating one of the Maidens. Greatly increases the chance of finding a Maiden. Note: They are not warriors - they remain peaceful travelers.

Seasonal Festivals - At the beginning of each season, festivals are held to celebrate the oncoming transition. They draw many of your realm to one location. The joyous spirit almost always helps repel grimm, but if a Festival goes awry, the opposite occurs.

Vassal Priesthood - Priests that rule over Scion lands pay tribute to you, and are connected to the larger network of Priests.

Charity - You can more easily practice charity in your lands, which will keep your serfs happier and less stressful.

Maidenage - If you are a Maiden, or one is a vassal to you, your power and influence expands meteorically.

Masked Ones

No other title would suit this reclusive and impossibly secretive coven. These individuals worship the Grimm, in all their horrid soullessness. Extremely little is known about them, and few even know of their existence. What is known is that they often practice human sacrifice, and seek knowledge and mastery over the Grimm. For what purpose is unknown.

You may not select this religion starting out. Given a certain event change or the right courtier, you may convert.

Features:

Covert Practitioners - If they should learn of it, the people's reaction to this faith would be very hostile. In order to disguise the allegiance of your soul, you can enjoy the benefits of following one of the other religions of remnant, but cannot accrue piety for performing the associated actions. This is lost if your faith is discovered.

Sentient Sacrifice - You may feed your prisoners to your captive Grimm, netting you a large piety boost.

Grimm Awakening - Your Hierophant has the inclination and ability to foster negative emotions in rival lands. Set him loose, and watch your rivals buckle under the weight of Grimm.

Grimm Lore - No one knows as much about the Creatures of Grimm as those who worship them.
Age of Grimm Player Resources
In the Age of Grimm, wise management of your resources is critical to success. If they dip too low, your rule might grow tenuous or unstable, and your Decisions might become heavily limited. They are as follows:

Lien: The ubiquitous currency that transcends all borders of Remnant. Though few notes are now produced in the Age of Grimm, their use was so common throughout the ages that there is rarely a material shortage of these colored plastic cards. It is used in most transactions, from salaries, taxations, day-to-day purchases, bribes, wages, purchasing raw materials, etc. Measured in Lien.

Dust: Long ago, Humanity discovered Dust, the mysterious resource that allowed them to escape extinction and found civilization. Curiously, it appears to be limitless - overflowing veins appear where they were once spent, and caves once thought empty are one day brimming with crystal growths the next. This does not mean Carrion Lords are possessed with a treasure of the stuff - locating, mining, and refining the substance is very costly, its transportation is dangerous, and very few realms have access to every step of proper production. It can be used in the production of power, weapons, ammunition, airships, construction, wardrobe crafting, androids, bionics, and various other higher-tech projects. Measured in Units.

Food: Since Grimm now hold the majority of land, securing food for the world's population is an important and often challenging prospect. It is a critical undertaking, because if a Carrion Lord cannot keep their people fed, their rule is called into question. However, since the majority of Remnant's population practices a form of subsistence farming (or hunting), they can remain empty indefinitely, as long as the citizens live hand-to-mouth… but one famine, bad season, or Grimm attack can spell utter disaster. Heavily populated areas such as Cities and Castle Towns, however, need much more. Measured in Units.

Morale: Though society has stabilized enough after the ancient cataclysm, it has dispersed among the lands of the Four Kingdoms, making it much more susceptible to the creatures of Grimm. Since negative emotions entice their attentions, keeping a population's morale up is an important undertaking. Should a populace (or vassal) grow malcontent or overly violent, Grimm will descend upon them. Measured qualitatively, in the general 'mood' of the realm.

Prestige: This is a measurement of Carrion Lord's influence and majesty. Prestige represents the ideals of ruling according to the inhabited culture. Marriages, Decisions, noble acts, hunting grimm, and winning wars or glory can all enhance a Lord's prestige. It is also a good indication of Legitimacy - high prestige characters are slightly more secure in their rule, and have a wider diplomatic range. Can be discarded to perform treacherous or dishonorable acts, marry under your station, or can be converted into Lien, Dust, or Piety. Measured in Prestige.

Piety: This is a measurement of a Carrion Lord's piety in their chosen religion. It is not a 'hard-coded' resource - faking the appearance of extreme piety still nets you the bonuses, but is harder to accrue. It can be spent to enact Religious decisions, interact with religious infrastructure, acquire priests, etc. Measured in Piety.
Miscellaneous Notes

Religion
: Religious tensions are very low at the moment. Right now, most people of Remnant have adopted "a man's god is his own business" attitude (with the exception of the Masked Ones). Though certain realms have majority religions, you still may select whichever one you wish to follow with no penalty.

Marriage: Though lightyears more open and accepting than Medieval Europe, many of its squickier elements are commonplace on Remnant (aside from Vacuo). Arranged marriages compose the vast majority of unions, children have no say in their future partner, and the age of maturity is seventeen. Since all children inherit regardless of gender, it's important when forging a marriage alliance to specify which dynasty the children will be of.

Homosexuality: Homosexuality is still very much tolerated by the people of Remnant, but the resurgent focus around producing heirs to form a stable dynasty has put a damper on things. All political marriages are heterosexual. However, same-sex concubines, lovers, and later-life marriages (when the original spouse sired/birthed enough heirs) are celebrated just as heartily as others.

Tribal vs. Feudal: Unlike Crusader Kings II, tribes in the Age of Grimm aren't inherently worse than the feudal system of government. Each type of government has its own advantages and disadvantages.

Barbarity: Remnant is a cruel and deadly land. Mercy and kindness have their place, but it is rarely shown in the Age of Grimm. Brutality and realpolitik are the name of the game, and acting accordingly will serve you better than idealism. Basically, if it flies in CKII, it flies here.

Collected Omakes

Omakes and worldbuilding pieces accrued during the course of the Quest.

First set by @Powerofmind can be found here, entitled 'Grimm Tales'.
A Children's Rhyme about the Progenitors can be found here, written by @NotAlwaysFanfic.
A legend regarding a mysterious being, entitled "The Masque of Yellow" by @Raiu.

Tl;dr: Remnant sucks, Machiavelli is king, and you're probably going to get eaten by Grimm. Have fun!

Alright, time to get started! The below map is the current political situation of Remnant. Black lines depict are Independent realms, and the grey lines denote 'Duchies'. You may only start off at the 'Count' level. Land without borders are unsettled and infested with grimm. (For best viewing experience, open in a new tab).


Map Key

Government
:
Red = Feudal
Orange = Caravan Kingdom. (There are four)
Purple = Mistralan City State
Blue = Tribal
Republic = Green

Culture:
Teal = Atlesian
Black = Mistralan
Brown = Menagerai
Pink = Valesian
Grey = Vacuan

Religion:
Circle-Cross = Children of Remnant
Standing Stones = Rites of the Progenitors
Seasonal Square = Scions of the Maidens

To begin the ascension of your dynasty, you need to select which kind of realm you'd like to rule. You can't specifically select which 'county' you'd like to rule, but preference will be shown if explained in the vote! Every starting position is roughly equal in terms of power.

Character Creation will follow.​

[] Atlesian Kingdom: Begin as a Knight in the frigid realm of Mantle.
[] Atlesian Tribe: Begin as a Champion in the frigid realm of Mantle.
[] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.
[] Menagerai Tribe: Begin as a Champion in the savanna of Menagerie.
[] Mistralan City-State: Begin as the King or Queen of a minor City-State.
[] Vacuan Caravan-Kingdom: Begin as an Outrider in one of the four Caravan-Kingdoms.
[] Vacuan Kingdom: Begin as a Knight in the former badlands of Vacuo.
[] Vacuan Tribe: Begin as a Champion in the former badlands of Vacuo.
[] Valesian Kingdom: Begin as a Knight in the former glades of Vale.
[] Valesian Tribe: Begin as a Champion in the former glades of Vale.
 
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Character Sheet
Character Sheet

Characters:
You are Gerhard Stenberg, leader of men and an admirer of Dust. A week after your eighteenth nameday, your father, Auric Stenberg, caught ill and died soon after. As his oldest child, you inherited your family's one and only title - the Knighthood of Thromrhold. It is time to begin your rulership. Any path you set yourself upon will be difficult, but the biting winds and slicing snows of Atlasian lands have deadened you to hardship. Set forth, Knight of Thromrhold, and seize your destiny.

Current Age: 20
Gender: Male
Species: Human
Highest Title: Knight of Thromrhold
Epithet: (None)
Current Titles: Knight of Thromrhold, Knight of Logrhorn
Appearance:
Dynasty Heraldry:

Culture: Atlesian
Religion: Rites of the Progenitors

Education: Skilled Tactician
Traits:
Ambitious
Leader​
Dust Aficionado​
Wroth​
Haunted​

Diplomacy: 8
Martial: 15
Stewardship: 13
Intrigue: 9
Learning: 4

Ambitions:

Ambitions: Become Huntsman!
Quests:

Secrets:

Lovers:
Bastards:
Plots:
Prisoners:
Fate Points: 0

The family you keep at court in Thromrhold, as well as a record of deceased family members.

Current Age: 21
Gender: Female
Species: Human
Highest Title: Knightess of Thromrhold, Princess of Grimmsbane Kingdom (formerly)
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Children of Remnant

Education: Elusive Shadow
Known Traits:
Gregarious​
Ambitious​
Ruthless​
Torturer​
Pregnant​
Child of a Concubine​
Quick​
Deceitful​
Cynical​

Bio: Though her father King Hoskuld described her as a wall-flower, you soon found out this was far from the case. She presents a very cheery and bubbly front, one that masks the mind of a calculating and ambitious young woman. You two get along well so far, and mutual attraction never hurt a marriage

Opinion of you: (5/10)

Known Opinions: Sable is invested in Thromrhold, and wants to help build a powerful dynasty to you. She doesn't seem to care overmuch that her name won't be attached to it - she didn't like the Grimmsbane Kingdom too much. With the birth of your daughter, she seems to have thawed even more since her arrival.

Current Age: 0
Gender: Female
Species: Human
Highest Title: Heir to Thromrhold and Logrhorn
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: N/A
Known Traits:

Bio: Your beautiful daughter and heir. Becoming a father at such an early age is surreal, but you are determined to do the best you can for Sigrid.

Opinion of you: (10/10): Dada!

Current Age: 17
Gender: Female
Species: Human
Highest Title: Acting Steward of Thromrhold
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Fortune Builder
Known Traits:
Honest​
Humble​
Brave​
Socializer​
Hasty​
Brooding​

Bio: A moody yet intelligent firebrand, your sister is frustrating, but you rarely fought. She's growing into a strong young woman, but you can't really pin down what she wants in life. She's still not of age, and has no standing betrothal, though she's certainly looking. You have made her your Steward, and she has resolved to serve as ably as she can.

Opinion of you: 3/10)

Known Opinions: You and Edelweiss don't always see eye-to-eye, but you can be sure she has the Stenberg's best interests at heart. She likes Sable, and has formed a friendship with her, though the two still clash on trivial matters.

Current Age: 7
Gender: Male
Species: Human
Highest Title: (None)
Epithets: (None)
Held Landed Titles: (None)
Appearance: (Child)
Religion: Progenitors

Education: Duty
Known Traits:
Rowdy​
Bio: An extremely rambunctious and unfocused child, who is grateful that things feel normal again. He is not of age, has no standing betrothal, and is not being tutored. He thinks you're the coolest, and is exceptionally proud of the fact that he is an uncle.

Opinion of you: (7/10)

Known Opinions: Wolfram is too young to have any opinions that carry any real weight.

Current Age: 1
Gender: Female
Species: Human
Highest Title: (None)
Epithets: (None)
Held Landed Titles: (None)
Appearance: (Infant)
Religion: (None)

Education: (None)
Known Traits:
N/A​

Bio: Your youngest sibling, and the last child of Auric Stenberg. Currently an infant, and should fate be kind, she will be a good friend to your own child.

Opinion of you: (?/10)

Known Opinions: Aurleg likes milk and momma.

Current Age: 47 (Deceased)
Gender: Male
Species: Human
Highest Title: Knight of Thromrhold
Epithets: (None)
Held Landed Titles: Knight of Thromrhold
Appearance:
Religion: Progenitors

Education: Capable Diplomat
Known Traits:
Kind​
Just​
Content​
Patient​
Humble​
Cynical​
Trusting​

Bio: Your father Auric was a man beloved by many. He ruled for two decades after your grandfather's death, where he spent his time improving Thromrhold's agriculture and keeping the realm safe from threats. Though a good man, he was not very ambitious, content to watch his Estate and family thrive.

Opinion of you: (7/10)

Known Opinions: Auric prized family above all else, and encouraged a tight relationship between you and your other family members. His subjects adored his rule, as he kept them out of many wars and frequently pushed the grimm back. He did not have very kind things to say about the neighboring estates.

Current Age: 45
Gender: Female
Species: Human
Highest Title: Knight-Mother
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Charismatic Negotiator
Known Traits:
Kind​
Patient​
Stubborn​
Grief-Ridden​

Bio: A gentle and caring lowborn woman who loved your father dearly. His untimely passing has rendered her grief-stricken, barely able to attend his funeral. She's strong though, you know that much. She'll be okay, but she needs time to heal. She's been a caring, loving mother, if a tad too lenient with your younger siblings.

Opinion of you: (7/10)

Known Opinions: Ophelia is a good friend of Terra's and a strong force at your court ever since her return. She loves you and her children deeply, though she wishes you and Edelweiss were on better terms.

The men and women who hold lower titles within your realm.

Current Age: 38
Gender: Female
Species: Human
Highest Title: Page of Glaciersheer Holdfast
Epithets: (None)
Held Landed Titles: Page of Glaciersheer Holdfast
Appearance:
Religion: Progenitors

Education: Tough Soldier
Known Traits:
Proud​
Brave​
Sarcastic​
Knight of Frost Adherent​

Bio: A haughty woman, whose words are caustic and snarky. However, you can't deny that she's always been a pretty cool aunt, and always got you your favorite stuff for your birthday. She was close with your father, and you never saw her cry until his funeral. She knows how much your father doted on you, and his good words have left an impression.

Opinion of you: (6/10)

Known Opinions: Is good friends with Mayor Lunus, and looked up to your father greatly. She can be a bit hasty and quick to anger, but her ultimate interest lies in Thromrhold.

Current Age: 43
Gender: Male
Species: Human
Highest Title: Mayor of Hringsdalr
Epithets: (None)
Held Landed Titles: Hringsdalr
Appearance:
Religion: Progenitors

Education: Fortune Builder
Known Traits:
Attractive​
Socializer​
Gregarious​
Content​
Lustful​

Bio: The Mayor of the City of Hringsdalr and its surrounding townships. Very loyal, and a frequent drinking companion of your father. You bonded with him and your Aunt during a Grimm hunt, damaged the relationship after your war for Logrhorn, but repaired it swiftly once more.

Opinion of you: (6/10)

Known Opinions: Is good friends with Kara, and keeps Hringsdalr thriving. Fond of his wife Seras. Who is fond of both of them.

The men and women that help you rule your realm.

Current Age: 29
Gender: Male
Species: Human
Highest Title: Chancellor of Thromrhold
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Charismatic Negotiator
Known Traits:
Gregarious​
Shrewd​
Hunter​
Arrogant​
Proud​

Bio: From a minor noble family based in Hringsdalr, Cedar is your excellent and friendly (if arrogant) Chancellor.

Opinion of you: (2/10)

Known Opinions: Cedar chafed under your father, who lacked ambition. He appreciates your larger view of things.

Current Age: 67
Gender: Male
Species: Human
Highest Title: Marshal of Thromrhold
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Skilled Tactician

Known Traits:
Patient​
Humble​
Light Foot Leader​
Organizer​
Raider​

Bio: The former Marshal of a Keep in Vinderhof, Marshal is an experienced leader. After being released from service by an ungrateful successor to his former Lady, he was all too happy to accept a similar position at a smaller province - Thromrhold.

Opinion of you: (3/10)

Known Opinions: Marble is a good leader - not the best warrior, but a powerful asset to any army. His tactics are tried and true, though he harbors a dislike of motorized war machines, claiming that they're unreliable. Has recently begun a treatise on infantry tactics.

Current Age: 27
Gender: Female
Species: Faunus - Ram
Highest Title: Steward of Thromrhold
Epithets: (None)
Held Landed Titles: (None)
Appearance: It's best you don't look.
Religion: Progenitors

Education: Thrifty Clerk
Known Traits:
Kind​
Bashful​
Honest​
Mangled (Severe Third-Degree Burns)​
Comatose​
Bio: Your capable, lowborn steward. A ram-faunus. Currently in a coma after a disastrous attempt at cracking open a Bunker.

Opinion of you: (6/10)

Known Opinions: Terra is friends with Ophelia, and they enjoyed making fun of your father's less capable courtiers. She seemed to have a thing for you as well, if her blushing was anything to go by...

See 'Spouse'

Current Age: ??
Gender: Female
Species: Human
Highest Title: Court Teller of Thromrhold
Epithets: (None)
Held Landed Titles: None
Appearance:
Religion: Progenitors

Education: Scholarly Theologian
Known Traits:
Zealous
Knight of Frost Teller
Haughty
Blunt
Scholar
Proud
Erudite

Bio: An arrogant and rather haughty woman who is exceptionally well-versed in the Rites of the Knight of Frost.

Opinion of you: (?/10)

Known Opinions: Thorlaug doesn't think much about people who aren't adherents to the Knight of Frost, and she speaks as though she's lived a very, very long time. Is hasty to form opinions, and very rarely reverses them. Somehow friends with Siggy though.

Current Age: 48
Gender: Male
Species: Human
Highest Title: Huntsman Superior
Epithets: (None)
Held Landed Titles: (None)
Appearance: An older man with a long braided beard and kindly face.
Religion: Progenitors

Education: Skilled Huntsman
Known Traits:
Kind​
Patient​
Rough Terrain Expert​
Semblance (Vegetation Mastery)​

Bio: A decent, if overwhelmed Huntsman. He is currently teaching you the ways of the huntsmen, and appreciates your efforts to learn.

Opinion of you: (1/10)

Known Opinions: Like most Huntsman, his primary concern is the serfs of the realm. He knows his apprentice has talent, but is frustrated by her hotheaded nature.

The other nobles, huntsmen, and lowborn individuals who make up your court.

Current Age: 42
Gender: Male
Species: Human
Highest Title: Captain-of-the-Guard
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Tough Soldier
Known Traits:
Strong​
Boisterous​
Tactless​
Wroth​
Cynical​
Heavy Foot Leader​

Bio: A raider from the Kingdom of Vinderhof, he's spent most of his life raiding the Hoarfrost League, as well as some of the Halcyon Kingdom's trading outposts. He's gruff and tactless, but an excellent soldier and brutally practical tactician. You spent your youth learning under him, and he was impressed by your natural ability. Once you came of age, he'd grown on your father as well, and he rewarded the man with a good marriage and a position in his household guard. Lightning might enjoy giving you shit, but he owes a lot to your family, a debt he happily keeps.

Opinion of you: (7/10)

Known Opinions: Lightning is grateful to your late father for elevating him to nobility via a marriage to a minor noble by the name of Ura. They currently have a child together by the name of Rain, and Lightning is very invested in their future.

Current Age: 35
Gender: Female
Species: Human
Highest Title: (None)
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Rites of the Progenitors

Education: Naive Appeaser
Known Traits:
??​
??​

Bio: Ura is a minor noble native to the village of Thromrhold castle, and has often involved herself in its maintenance. Currently busy with the mothering of her firstborn, a willful pink-haired girl by the name of Rain.

Opinion of you: (?/10)

Known Opinions: Ura suggested marrying Lightning to your father, so you know she's incredibly fond of her husband. They've been trying for several years now to have a child, an effort that finally bore fruit.

Current Age: 1
Gender: Female
Species: Human
Highest Title: (None)
Epithets: (None)
Held Landed Titles: (None)
Appearance: (Infant)
Religion: (None)

Education: (None)
Known Traits:
N/A​

Bio: Ura and Lightning's infant daughter.

Opinion of you: (?/10)

Known Opinions: Rain is willful for an infant, but she probably gets that from her father.

Current Age: 27
Gender: Female
Species: Human
Highest Title: (None)
Epithets: (None)
Held Landed Titles: (None)
Appearance: Siggy has long brown hair, chocolate eyes, and a penchant for squirrel-fur coats.
Religion: Progenitors

Education: Adequate Bargainer
Known Traits:
Way with Animals​
Kind​
Calm​

Bio: A bubbly, friendly woman who is gracious and well-kept. A devotee of the Golden Dragon, she worships the goddess in her aspect as the Dragon Resplendent. She hails from a minor noble family in Hringsdalr, and that her family is invested in the shipbuilding trade.

Opinion of you: (3/10)

Known Opinions: Enjoys being at court, but is somewhat bored without a specific role to fulfill.

Current Age: 60
Gender: Female
Species: Human
Highest Title: Head Teller of Thromrhold
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Detached Teller
Known Traits:
Drunkard
Tactless
Content
Craven

Bio: Popolla Verit drinks as though she favors the Stormcaller, but makes no specific dedications to him. Or any of the other gods. In fact, you've heard her blaspheme more than any other person you know, mostly because she's unable to sit through a Council meeting without downing a bottle of liquor. At least she seems to like you, and knows that, yes, she is an adherent of the Progenitors. One time, you actually heard her say a benediction. It was nice.

Opinion of you: (5/10)

Known Opinions: She likes being at court, mostly because that's where the drink is. She also has been caught blaspheming a handful of times, and praying just as often. What drove her to such depths in the first place? The world may never know…

The huntsmen who serve Daff.

Current Age: 19
Gender: Female
Species: Faunus - Boar
Highest Title: Huntsman Apprentice
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Huntsman Apprentice
Known Traits:
Hasty​
Wroth​
Brash​
Cynical​

Bio: Saffron has not discovered her semblance, but is absolutely vicious with her shotgun-machete. She's a tad bloodthirsty, and though she doesn't keep too closely with the gods, it is no doubt the Golden Dragon smiles upon her.

Opinion of you: (?/10)

Known Opinions: Respects her master Daff, yet they butt heads frequently. Enjoys her position as a huntsman, but is frustrated that she hasn't discovered her semblance.

Current Age: 34?
Gender: Male
Species: Human
Highest Title: Huntsman
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Huntsman
Known Traits:
Quiet​
Pensive​
Humble​
Semblance - Gravity​

Bio: Kyanos is considered by many to be an odd character. He is never seen without his cloak, and is often seen as stern by those he encounters. However, no one doubts his ability - he is the most able aura-user, even more so than Daff. Using only a pair of deadly caestus, he is a powerful opponent, and his Gravity semblance is a uniquely powerful asset.

Opinion of you: (?/10)

Known Opinions: Though Kyanos is a better aura-user than Daff, he still respects the older man's position and skill.
Current Age: 20
Gender: Female
Species: Human
Highest Title: Huntsman Apprentice
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Huntsman Apprentice
Known Traits:
??​
??​

Bio: A young, tattooed and self-styled 'Beastmaster', Ashley wields a spear and her two huskies (Merrus and Marr) in battle. She is the youngest of your huntsmen and a little hotheaded, but strong in her own right.

Opinion of you: (?/10)

Known Opinions: Ashley mostly keeps to herself whenever she makes an appearance at court.

Current Age: 45 -DECEASED
Gender: Male
Species: Human
Highest Title: (None)
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Bio: Torvald was a tall, quiet, and humble man. He was once the strongest physically among your huntsmen, and his semblance allows him to splinter auras - each blow he strikes with his massive two-handed axe will shatter an opponent's soul, stunning them and leaving them in a state of panic. Perished after the seizure of Logrhorn Castle.
Current Age: 21
Gender: Male
Species: Human
Highest Title: Huntsman Apprentice
Epithets: (None)
Held Landed Titles: (None)
Appearance:
Religion: Progenitors

Education: Huntsman Apprentice
Known Traits:
Sly​
Quiet​
Wroth​

Bio: Fuschia is just as quiet as his Master, but far more subtle in his approach. If he spent more time at Thromrhold castle, you are certain he would enjoy trading tips and tricks with your wife. Though he has yet to unlock his semblance, he wields an impressive amount of aura. Depending on how he forges his new Riflesword-whip and the power of his semblance, he is a strong contender for your future Huntsman Superior… or Sable's most valuable asset.

Opinion of you: (?/10)

Known Opinions: Fuschia holds his master in high regard, but doesn't seem to like Daff too much.

The lords you serve.

Current Age: 56
Gender: Male
Species: Human
Highest Title: Lord of Hvitr Keep
Epithets: (None)
Held Landed Titles: Lord of Hvitr Keep, Knight of Glasholm, Rotzdamm, and Iserbruck.
Appearance:
Religion: Progenitors

Education: Elusive Shadow
Known Traits:
Gregarious​
Socializer​
Tall​
Possessive​
??​
??​

Bio: The Lord of Hvitr, Jollerkalt is a mysterious person. Though charismatic and friendly when met in person, he still strikes you as an extremely dangerous individual. He enjoys throwing lavish feasts for his vassals during infrequent summers away from the Black Castle.

Opinion of you: (?/10)

Known Opinions: Rutus is a mystery, but Edelweiss recalls him as 'a dragon counting his hoard' at a feast. She was very young at the time, but she speaks with utter conviction. Though one thing seems certain - he loves his wife Ingrid and their children.

Current Age: 67
Gender: Male
Species: Human
Highest Title: King of Daarheim
Epithets: (None)
Held Landed Titles: King of Daarheim, Lord of Rimeheart Keep, Knight of The Black Castle, Isgrim, Whiteplains, Ginnunga, Tedh Deireadh, and Jotunsreach.
Appearance:
Religion: Progenitors

Education: Grey Eminence
Known Traits:
Lustful​
Hedonist​
Proud​
Administrator​
Trusting​

Bio: You don't know much about the King of Daarheim, but you can certainly make some educated guesses to his nature, considering his truly staggering number of children and endless procession of wives.

Opinion of you: (0/10)

Known Opinions: He treasures his children, but is completely blind to the danger they pose to the realm once he passes - a succession crisis is brewing due to the greed of his eldest heir, but he refuses to see the problem at hand.

Resources and Military Information:
Lien:

You have 23 Lien - a meager rainy-day fund, at best.

Taxes: +18 Lien
Rents: +12 Lien
Total Trade: +24 Lien
Total Income: +56 Lien​

Holding Upkeep: -26 Lien
Retinue Upkeep: -10 Lien
Counselor Salaries: -7 Lien
Total Expenses: -43 Units​

Net Income: +13 lien/Turn

Dust:

13.5 Units. You have a decent supply of Dust, but have recently halved your stores. You have a small, neglected mine that is nonetheless profitable. Your holdings consume a small amount of it to power its scant few electrical devices, and another two units are traded away. The remainder is deposited in your stores, which grow incrementally.

+4 Units (Mining)
Total Income: +4 Units​

-.5 Units (Power for Thromrhold)
-.5 Units (Power for Logrhorn
-2 Unit (Trade)
Total Expenses: -3 Units​

Net Income: +1 Units per turn.

Food:

5 Units. After the tragic destruction of your Father's greenhouse, the people's main food source has plummeted. Given Atlas' rather terrible farming conditions, the food stores are being squeezed. Another year, and starvation will set in.
+.5 Units (Farming)
+1 Units (Fishing + Whaling)
Total Income: +1.5 Units​

-1 (Thromrhold Keep)
-1.25 (City of Hringsdalr)
-.25 (Glaciersheer Holdfast)
-.5 (Logrhorn Keep)
-1.5 (City of Illilundr)
Total Expenses: -3.5 Units​

Net Income: -2 Units per turn.

Morale:

Good (Trending Slightly Upwards - A very present Knight is never found amiss.)

Prestige:

You have 80 Prestige. Your father was a good, stable ruler, but more... complacent than anything else. He married a lowborn woman, and sought little beyond the Estate, and as such, there is very little to your family name. By marrying a von Grimmsbane Princess, your stock has raised slightly around the Keep of Hvitr. By conquering Logrhorn in record time, you've made quite a name for yourself as a warrior.

Piety:

You have 2 Piety. You haven't spent much time praying, and you haven't done too much for your religion. Thank your drunkard Teller for that.

-2 Per turn
Levy Size: 1305
190 Militia
500 Foot Levies
450 Rifle Levies
80 Dragoons
60 Rider Levies
25 Cavalry

Captain of the Guard: Lightning
60 Pikeriflers
18 Dragoons
12 Cavalry
 
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Dynasty's Titles
Titles
Map of Atlas
Local Map

All of the titles you currently possesses.

Estate of Thromrhold

Title Holder: You, Gerhard Stenberg

Type: Castle (Feudal Castle)

Basic Income:
+6 Lien/Turn​
+1 Dust/Turn​
+.25 Dust/Turn​
+.5 Food/Turn​

Levy Type: Low-Quality Feudal
Levy Size: 1305​
190 Militia​
500 Foot Levies​
450 Rifle Levies​
80 Dragoons​
60 Rider Levies​
25 Cavalry​
Huntsmen:

Huntsman Superior: Daffodil 'Daff' Ollivar
Apprentice: Saffron​

Huntsman: Kyanos
Apprentice: Ashley​

Huntsman: Torvald
Apprentice: Fuchsia​
Resources: In the mountains to the east lies a small, idling Dust mine. Your father preferred to focus on agriculture, but it still produces a decent quantity of Dust. Your studies into the mysterious substance and talks with your father have increased its output in recent years.

Geography: Situated in the southern portion of Mantle, the Estate of Thromrhold still has a few warm months of the year, in which the snows temporarily vanish. On its southeastern border lies on a river, which is often used to funnel trade and soldiers to the ocean. On its northeast lies "Grimmchoker Alley", a large pass in the mountains that line Atlas' coasts, and borders the neighboring Kingdom of Vinderhof.

Frequency of Grimm: Currently increasing, due to the greed and scheming of your neighbors, and the fear such avarice instills in your serfs. Nevermores and many burrowing grimm are found in the mountains, and ursa infest the northwestern forests. However, most of Thromrhold is hilly and studded with stones, yet bereft of trees. Grimm that leave their territory are more easily spotted.

Oddities: Since it borders the Kingdom of Vinderhof, some land-based trade passes by you, allowing you to collect some extra duties. Other than that, your Estate appears relatively normal for an Atlesian territory. Also, you discovered a deathly and destitute bunker from the Time Before buried in the mountains...

Upgrades:

Existing:

Castle Village I
Next Upgrade: 115 Lien​
Castle Fortification I
Next Upgrade: 200 Lien​
Castle Walls II
Next Upgrade: 250 Lien​
Training Grounds I
Next Upgrade: 50 Lien​
Blacksmith I
Next Upgrade: 45 Lien​
Stables I
Next Upgrade: 100 Lien​
Dust Excavation Site II
Next Upgrade: 150 Lien​
New Upgrades:

Greenhouse I: With the destruction of your father's Greenhouse, it's time to start rebuilding. Thankfully, you have the plans to the original.
175 Lien​
5 Dust​
Four Turns​
Dustcutter's Shop: You've found that you have enough skilled Dustcutters to set up a dedicated shop. This will increase the Lien value of mined Dust, and allow for the creation of slightly more efficient Dust crystals.
80 Lien​
Two Turns​
Trapper's Guildhouse: It seems as though the elk-skins from Grimmchoker Alley are fetching high prices at the Hringsdalr markets! You could likely entice the Trapper's Guild to set up a small operation near Thromrhold Castle. It would certainly bring in some extra income.
60 Lien​
1 Dust​
Two Turns​
Bunker Restoration: The bunker you found in the hills of Thromrhold would make an excellent holding, and renovating it will be cheaper than building a holding anew. You can also choose to use your Dust to improve the holding's electrical capabilities, at the cost of consuming more power per turn.
50 Lien (Restoration)​
One Turn​
300 Lien (New Holding)​
Holdfast​
City​
Three Turns​
Vassal Holdings:
Glaciersheer Holdfast
City of Hringsdalr

Estate of Thromrhold

UNDER CONSTRUCTION
 
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[X] Atlesian Tribe: Begin as a Champion in the frigid realm of Mantle.

I want the tribal champion in the middle of nowhere so he can conquer the entire island/continent without others gunning for us since they are beyond the sea.
 
Hmmm I really want to pick the place that lets us play as a Schnee....

[X] Atlesian Kingdom: Begin as a Knight in the frigid realm of Mantle.
 
[X] Atlesian Tribe: Begin as a Champion in the frigid realm of Mantle.

Which realm has the most potential for us to usurp our way to the top? This one.

It's on top of the map, too!
 
[X] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.

Also nice touch on the religions:
The Thorned One - The Goddess of Justice, Hope and Hunters, she is most popular among the youthful and bold, who yearn for adventure and to render judgment upon Grimm and the wicked.
Ruby wears the crown of thorns.
The Knight of Frost - The Goddess of Dust, War, and Technology. Immensely popular in the former realm of Atlas, this frigid yet caring Goddess holds domain over the Silverlands, the resting place for those who have died after living righteous lives. She is most popular among soldiers and tinkerers, and many of her adherents possess a strong sense of civic duty.
I'm sure Weiss would preferred to be called something else.
Yang: Ice Princess?:D
Weiss: Heiress dammit.:mad:
The Shadowed Sword - Goddess of Death, Faunus, the Moon, and Night. She is commonly depicted as a puma faunus, and her domains are often associated with darkness, but not with evil. In fact, she is one of the more benevolent Goddesses. She is popular in Menagerie, due to being a faunus herself.
Yang: And she purrs adorably if somebody scratches her behind the ears. Offerings of tuna and catnip are preferred.
Blake: Shut up or you're going to wake up bald one morning.
The Sun Dragon - The Sun Dragon takes the form of a Human Woman, radiant and alight in holy flame. She is the Goddess of Hosts, Valor and Strength. She is most popular among royalty, raiders, mercenaries, and bandits. Though her followers may sometimes be brutish, they maintain a romanticized code of honor, which is followed according to practicality.
Yang: That's right, I'm awesome.:cool:
The Kingmaker - God of Wisdom, Learning, and Foresight. King of the Gods, he is said to have whispered the world into existence in the form of stories, now known as fairy tales. He is mysterious and unformed, though often depicted as an aging man. Very few communities worship him exclusively, due to the absence of legends regarding him.
And Ozpin is still stuck in charge of all these lunatics.
The Stormcaller - The most capricious of the Progenitors, he is commonly referred to as a Trickster God. Portrayed as a raven faunus with storm-grey wings, He holds dominion over fertility, drunkenness, decay, and love. He remains a popular figure with urbanized populations, and many adolescents.
Qrow: Crow, not a Raven. That's my sister.
The Nightwing - The Goddess of time, decay, Grimm, hatred and souls. She is seen as the Progenitor's psychopomp, leading the souls of the deceased to their final resting place. Depicted as a magpie faunus with a bloodied beak and decrepit wings, she also holds dominion over the Pit, where souls of the wicked suffer before returning to the world for another chance at reaching the Silverlands.
Raven or Cinder, can't tell.
The Bronzeblade - Once a mortal woman, she was chosen by the gods for her prodigious skill and purity of soul to become a goddess. She holds the title 'Defender of the Hearth', and guards the Home and Heart against those that would do them ill.
Hi Pyrrha.
The Shieldbearer - God of Audacity, Chivalry, and Agriculture, he is the the gentlest God, said to love his followers unconditionally. His most ardent followers are known as Paladins, Hunters and Huntresses that do not bind themselves to Carrion Lords - only the people.
Jaune, I'd suspect. Though I have to wonder where the agriculture came into it.

Nora: (Tears through fourth wall) Hey, what about me and Ren? We aren't scrub tier 1D characters like CRDL! How dare you not include us!
Ren: Nora, the author doesn't have enough of our backstory to really place us somewhere.
Nora: Oh.....right. Wait, how'd you follow me? I'm the only one that can do the 4th wall breaking thing.
Ren: (points back to massive tear in reality) You left a rather big hole.
 
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[X] Atlesian Kingdom: Begin as a Knight in the frigid realm of Mantle.

Who wants to make Molthune on ice?
 
Erg, guys. You want to play a nation of scavengers on a *limited* source?

Don't you want a nation of cool fauns and marines?
Not saying that seas should be a hell lot of advantage in transportation and thus should provide a lot more effective economy.
 
Erg, guys. You want to play a nation of scavengers on a *limited* source?

Don't you want a nation of cool fauns and marines?
Not saying that seas should be a hell lot of advantage in transportation and thus should provide a lot more effective economy.
Point, the Menagerai have a better potential of actually pulling together.

Plus we get to command a nation that includes cat-girls, what can go wrong?
 
[X] Menagerai Tribe: Begin as a Champion in the savanna of Menagerie.
 
[X] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.

From shadows, we will rise! We'll rule over Remnant with an ironclad fist!

Sea trade, inherent night vision... what could go wrong?
 
[X] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.

From shadows, we will rise! We'll rule over Remnant with an ironclad fist!

Sea trade, inherent night vision... what could go wrong?
Grimm attacks from above? Kraken Grimm from below...

I'm also somewhat curious about the Masked Ones. I'd imagine actually controling Grimm would be at the end of that particular tech tree, but damn that'd be fun.
 
Sea trade, inherent night vision... what could go wrong?
The enemy starts bringing laser pointers to the fight.:p

Blake: Dammit Yang, how did you manage to ensure that incident got into the mythology?:anger:
Yang: Called in a couple of favors. It's a good example of how obsession can lead you to a downfall. That and it's absolutely hilarious.:V
 
[X] Atlesian Kingdom: Begin as a Knight in the frigid realm of Mantle.
 
[X] Atlesian Kingdom: Begin as a Knight in the frigid realm of Mantle.

Shiny tech!
 
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