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#1 Maverick-Werewolf

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Posted 23 April 2015 - 08:11 PM

ERRANT CUSTOM CONTENT THREAD

 

Welcome to the Errant Custom Content thread! This is where players will post their own custom content that will be inserted into the RP.

 

This topic is used to both discuss custom content and list the custom content created by a player. An index of custom content can be found in this post, so that one can easily locate the info a player has posted about a particular creation.

 

PLEASE NOTE that this thread is NOT to be used for the creation of custom quests! That is done simply by creating your own sign-up topic.

 

Custom content can fall into several categories: faction, location, race, monster, item, and possibly more.

 

A few rules must be followed:

  • Follow all standard forum and Errant rules (of course)
  • Do not try to alter existing lore/history (whether you know it or not; in other words, don't try to write up the history of an existing location, for instance, even if there is no current history available)
  • Do not try to create something that is contrary to established lore and/or simply will never exist (i.e.: guns, sentient golems with feelings, etc.)

If you have any questions, just ask!

 

Note that all listings are in alphabetical order according to the title of the custom content.

 

CUSTOM CONTENT INDEX:

 

Faction (with locations)

 

Locations


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#2 The Doctor

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Posted 23 April 2015 - 10:24 PM

And to start this off, here's the WIP for an antagonist faction that I hope you'll all come to hate.

 

 

The Order of Aurelius

 

 

Located at the southwestern edge of the Achaean Empire, the Order of Aurelius is a chivalric order dedicated to combatting beastfolk in the Southwestern Wilds. Operating out of Devona Citadel, a former Legionary fort midway between Fort Slaughter and Fort Greenwall, they officially task themselves with defending the borders of the empire from beastfolk marauders making incursions into Achaean territory. Unofficially, they conduct plenty of their own raids and small assaults which often prove just as brutal and violent as the attacks they’re supposedly sworn to protect against. Hostile to all beastfolk factions and characters.

 

History

 

The Order of Aurelius takes it namesake from Aurelius Lucretius II, a wealthy nobleman from Heliora who, many years ago, led a band of knights that defended humans in the southwestern countryside from beastfolk raiders at a time when the Legions were unable to adequately protect them. After several years of basing themselves in their home city, the knights relocated to Devona Citadel on the very edge of the Empire’s borders; while in reality little more than a crumbling fort, it was an adequate enough place from which to continue their efforts to protect the region’s human inhabitants.

 

With the eventual death of Aurelis, his loyal soldiers formally created the Order in his name, dedicating it to the continuing protecting the local citizens of the Heliora region from any beastfolk or other dangerous creatures that might menace them. The first Knight General of the Order, Sir Malden Kepsus, rapidly began expanding the organization with funding from the noble families of Heliora, recruiting both a larger band of veteran knights and complementary forces of less experienced commoner levies and mercenaries.

 

Over the years, as the Imperial presence has increased and the two coastal forts near Devona Citadel have helped to provide better security on the border, the Order’s mission has gradually shifted. A reduced need to rush to the defense of farms and small villages being raided has led to the Order’s forces being directed into increasingly common raids of their own into what would traditionally be considered beastfolk territory. In past years especially, these marauding acts have proved to be incredibly brutal in their own right, with both the common mounted troops of the Order and even its supposedly upstanding knights engaging in senseless violence and pillaging.

 

Still, it maintains a legacy as group that has long been at the forefront of defending the citizens of Heliora, and for that the local nobility has long been willing to continue their financial support of the Order. Rumors have recently abounded that the current Knight General, Lady Solia Crevius, is attempting to increase discipline in the ranks and prevent mindless looting and needless violence; how much success her efforts will be met with remains to be seen.

 

Endeavors

 

At one point in time, the Order was a mounted force of well-armed knights that rode to the defense of local settlements, crashing into raiding groups of beastfolk with their lancer assaults before routing the survivors in hectic melees. Over the past decades, however, the decline in a need for quick responses to such incursions has pressed the Order to invent new missions and operations that provide it with some purpose.

 

To that end, a policy of regular raiding of their own has been in place for years now, with knights supported by hired mounted soldiers launching attacks against any sort of beastfolk encampment, group, settlement, or travelling party that they can challenge. These raids, when successful, typically culminate in the Order’s horsemen looting everything of value and committing violent acts against the surviving beastfolk so foul that even their comrades may be uncomfortable discussing the details. Naturally, the beastfolk who have had the misfortune to know of the Order’s existence rarely have any feeling towards them beyond absolute contempt.

 

Devona Citadel

 

Despite the implications of the name, Devona Citadel is not the height of defensive emplacements by any stretch of the imagination. Once a fort manned by Legio IV, the old hilltop military encampment was repurposed by Aurelius as a staging area for his knights, centered around a small at the heart of the settlement. Since the order’s foundation, the Citadel has undergone significant reinforcement and expansion into what is best described as a small castle, and has been surrounded by what amounts to a small town full of barracks, storehouses, and some civilians providing support and services to the men and women of the Order. The entire fortress and its infrastructure have grown so large over time that nearly a full Legion’s worth of knights, soldiers, and workers now inhabit the Citadel and its outlying buildings.

 

 

Forces

 

The Order of Aurelius was, at its start, a force of barely a hundred men; today it has expanded to just over a thousand all-mounted troops, varying widely in their equipment, training and experience. However, all troops generally perform one of three roles:

 

-Lumen form the largest group, composing nearly half of the Order’s troops, and are typically commoners hoping that their service will provide an opportunity for social advancement. Every Lumen is provided standard equipment by the Order: a round wooden shield, a steel spear, a sword, padded armor, and a (usually cheap) horse. Like all members of the order, Lumen are free to use their wages or personal savings to purchase newer or better equipment.

 

Less experienced Lumen are typically kept in a scouting or support role, while more veteran men and women form the core of the Order’s fighting force. Their tactics are usually simple, focusing on constant movement and outflanking the enemy at every opportunity, as well as occasionally serving as a force to bear the brunt of the enemy’s wrath so as to spare more valuable lance-armed cavalry. Should a situation require them to dismount, Lumen can function as spearmen or simple swordsman infantry.

 

-Arcus compose another quarter of the Order’s forces, and function as its ranged troops. Two types of Arcus exist: Arcus Throwers, who tend to be poorer, common folk armed with javelins or other throwing weapons, and Arcus Bowman, trained archers who specialize on firing from horseback. Despite not being as well-equipped as knights, and rarely being of noble descent, the Arcus Bowman are some of the region’s best archers as a matter of necessity; tremendous skill is required to accurately fire an arrow while a horse gallops underneath you.

 

-Lancers are the genuine Knights of Aurelius, the fully-armored nobleman who the Order are most commonly associated with. At any given time, a little over two hundred lancers, all veteran warriors, nobly-born warriors, or both, will be spread out between the patrols maintained by the Order and the forces defending Devona Citadel. Every lancer is armed with the weapon of their namesake, a lance, usually decorated with brightly-colored striping, that serves as a single-use weapon in charges before the knight begins fighting with a sword, axe, mace, or other such close-combat armament. All of the Lancers are paid handsomely for their service, and many who retire go on to be financial supports of the Order in their later years.

 

Leadership

 

Since the death of Aurelius, the Order has always been commanded by a Knight General, a lancer veteran who has proven by their actions that they are capable of strong leadership and loyal dedication to the cause. Knight Generals are officially chosen by a unanimous decision by the three Knight Legates--the knights in charge of the Lumen, Arcus, and Lancers, respectively--in a closed council, but almost every Knight General in the Order’s history has selected a successor who was appointed without dispute from the Legates. The current Knight General of the Order is Lady Solia Crevius, a native of Heliora and experienced Lancer.

 

Beneath these highest-ranking officers, the command structure of the Order mirrors that of an Imperial Legion, with the same unit sizes and even titles being in use; this system has proved to be a boon to Legionary recruiters, as men who once served with the Order before joining a Legion come into service already familiar with at least some elements of the unit’s composition.


It should also be noted I have pretty drunk.


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#3 Klaykid

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Posted 24 April 2015 - 12:54 AM

*
POPULAR

FACTION

 

Followers of the Shattered Star (Vampires, Revenants, Arcane Gift, Demons, and Demon-kin only).

Spoiler

 

LOCATIONS

 

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Höllentor - The entrance to the main cell is a magical door carved into the side of a large stony hill. Hidden deep within the north between Bjornburg and Hjordheim, the entrance is kept safe by the dangerous, frozen, and decaying marsh around it. The entrance consists of a red door marked with the skull of an unknown Templar resting in the centre. On the outside, the skulls of Zagam's knights decorate the exterior. Because of its proximity to two major settlements, numerous vampires reside inside. The interior is that of a well kept library containing numerous scrolls of many different origins and languages. There are also pens of mortals kept for the nourishment of the vampire residents. In the heart of Höllentor rests the chamber that contains a shard of the Fallen Star. To enter the sanctuary, one must utter the cursed words.

 

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Dryope - Located in the large swath of land between Hjordheim and Endibraut, Dryope is named after the dryad that created the woods and perished inside. No one is sure of the forest's origins, but what is known is that a dryad was slain and the forest died with her. The twisted bare trees serve as a cell for the Followers. The entrance is marked by the twisted corpse of the dryad Dryope. Underneath the dryad is the underground cell for the Followers. Because of the distance from any remote civilization few, if any, vampires reside in Dryope. The interior is that of a well kept library containing numerous scrolls of many different origins and languages. In the heart of Dryope is the chamber that holds a shard of the Fallen Star.

 

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The Thorn Castle - The castle could have been considered the rose of Northrim many years ago. Now the petals have rotted away leaving behind a kingdom of thorns. Numerous tales exist of how the castle became this way, but what is known now is that a dense white fog engulfs the castle and its surroundings. The location of the castle itself is between Horngöfgasta and Baldur's Fjord. The army of the undead patrols the castle grounds hidden in the mist. Those that perish near the castle grounds are raised as an undead and added to the growing army of the damned. Because of its proximity to Baldur's Fjord, numerous vampires reside inside. The interior is that of a well kept library containing numerous scrolls of many different origins and languages. There are also pens of mortals kept for the nourishment of the vampire residents. In the heart of The Thorn Castle rests the chamber that contains a shard of the Fallen Star. Lord Zagam is known to spend the majority of his time in the Thorn Castle.


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#4 Maverick-Werewolf

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Posted 25 April 2015 - 08:31 AM

Both of these sound awesome. I've added both of them to the index.

 

Also, Klaykid, I LOVE those map images. Those are downright fantastic.

 

I'll add the Order of Aurelius to the player faction list in the Sign-Up as well.


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#5 Dalton Westmoore

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Posted 25 April 2015 - 02:59 PM

The Deeper Kingdom

 

Long ago, before the War of the Inquisition, there was a castle on the Kehmet Border called Pernstone Castle. It was a beautiful Castle that had been built by Desert Dwarf smiths of Ancient Times. When the Magi War came, Pernstone Castle was the first to fall to the Mage Emperor; literally. Finding it impossible to take the Castle, Ildrius commanded to be buried in the Sand, and his Earth Mages obliged, sinking the Castle deep into the Earth, downing its inhabitants in the very soil that they had called home. The lands around the Castle eventually became a inhabitable desert plain.

 

When the war ended, the Castle was forgotten, and faded into the Mists of Time. However, a Demon Lord called Mordakai and his Beastfolk followers had discovered it. They turned the area around the Castle into an Underground Cave, which became the Deeper Kingdom.

 

There, forgotten by all, the Army of Mordakai, and adding to Pernstone their own special touches. Their Slavers steal through the land, 'recruiting' Slaves for building, to experiment on, or to be sacrificed to Mordakai.



#6 Maverick-Werewolf

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Posted 25 April 2015 - 04:38 PM

The Deeper Kingdom

 

Long ago, before the War of the Inquisition, there was a castle in the Achaean Empire called Pernstone Castle. It was a beautiful Castle that had been build by Men, Dwarves and Elves in ages past. When the Magi War came, Pernstone Castle was the first to fall to the Mage Emperor; literally. Finding it impossible to take the Castle, Ildrius commanded to be buried in the Earth, and his Earth Mages obliged, sinking the Castle deep into the Earth, drowning its inhabitants in the very soil that they had called home. The lands around the Castle eventually became the region of Wulfgard known as the Scar.

 

When the war ended, the Castle was forgotten, and faded into the Mists of Time. However, the Hidden had not forgotten it. They turned the area around the Castle into an Underground Cave, which became the Deeper Kingdom.

 

There, forgotten by all, the Hidden are rebuilding their forces, and adding to Pernstone their own special touches, ironically under the place where their leader fell in battle. Their Slavers seal through the land, 'recruiting' Slaves for building or to experiment on. The true might of the Hidden lies in here.

Several things:

 

Men, elves, and dwarves rarely work together, especially all three of them. If they did, it would be a temporary alliance of some sort, certainly not a collaboration on some kind of building.

 

Mages cannot alter or influence the existing world. Multiple Earth magi could summon a huge sandstorm to bury the castle or something, but they couldn't make the earth swallow it up.

 

Also, as for the Scar, it already has its own existing lore (as seen in Scorp's short story about Plutarch, "Potential Energy"), so that would be considered an alteration of existing lore, which isn't allowed. Generally speaking, don't try to make up your own lore for any existing locations, at least not anything super important, like how it was created.

 

I have no idea what the Mists of Time are, but anyway... :P

 

Lastly, you listed this as a faction for a Felesian character. This isn't a faction if it's just a hideout of the Hidden - then your faction would just be the Hidden.

 

However, for your sign-up, a Felesian would have absolutely no reason to associate themselves with the Hidden. The Hidden have only to do with human (specifically Imperial) politics and, in fact, they would treat a Felesian the same way all the other humans would and kill him on sight (or else the Hidden might enslave him and/or experiment on him, but they certainly wouldn't treat him as an equal).


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#7 Dalton Westmoore

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Posted 26 April 2015 - 12:10 PM

Mages cannot alter or influence the existing world. Multiple Earth magi could summon a huge sandstorm to bury the castle or something, but they couldn't make the earth swallow it up.

 

Spoiler

 

Anyway, it should be okay now.

 

Agethar's Village and pictures of Both coming soon.



#8 Maverick-Werewolf

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Posted 27 April 2015 - 12:26 PM

The Deeper Kingdom

 

Long ago, before the War of the Inquisition, there was a castle on the Kehmet Border called Pernstone Castle. It was a beautiful Castle that had been built by the Great Demi-god smiths of Ancient Times. When the Magi War came, Pernstone Castle was the first to fall to the Mage Emperor; literally. Finding it impossible to take the Castle, Ildrius commanded to be buried in the Sand, and his Earth Mages obliged, sinking the Castle deep into the Earth, downing its inhabitants in the very soil that they had called home. The lands around the Castle eventually became a inhabitable desert plain.

 

When the war ended, the Castle was forgotten, and faded into the Mists of Time. However, the Armies of a Demon Lord called Mordakai had discovered it. They turned the area around the Castle into an Underground Cave, which became the Deeper Kingdom.

 

There, forgotten by all, the Army of Mordakai, and adding to Pernstone their own special touches. Their Slavers steal through the land, 'recruiting' Slaves for building or to experiment on.

If you want the castle to be built by something weird, why not just go with Desert Dwarves or something? I mean, "great demi-god smiths?" Why? For what purpose? What were they demigods of? Why did they care? Why would they collaborate? :P

 

They couldn't "sink" the castle, like I said, just summon tons of sand to bury it, but details.

 

Here's where things get bad, though. The problem wasn't that the Hidden use this underground castle, so I'm not sure why you changed it, unless you just want your felesian to be a part of this group. But, firstly, all of the Demon Lords are established; Mordakai could be an individual, powerful demon under a certain demon lord, however.

 

But him having a whole army in the mortal realm is too much, namely if it's meant to be an army of demons. He could lead some kind of army of mortal races, I suppose, as long as it isn't intended to be a demonic army, like I said. That many demons in the mortal realm would draw attention from the gods themselves, and they wouldn't last long then.


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#9 Dalton Westmoore

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Posted 27 April 2015 - 04:47 PM

If you want the castle to be built by something weird, why not just go with Desert Dwarves or something? I mean, "great demi-god smiths?" Why? For what purpose? What were they demigods of? Why did they care? Why would they collaborate? :P

 

They couldn't "sink" the castle, like I said, just summon tons of sand to bury it, but details.

 

Here's where things get bad, though. The problem wasn't that the Hidden use this underground castle, so I'm not sure why you changed it, unless you just want your felesian to be a part of this group. But, firstly, all of the Demon Lords are established; Mordakai could be an individual, powerful demon under a certain demon lord, however.

 

But him having a whole army in the mortal realm is too much, namely if it's meant to be an army of demons. He could lead some kind of army of mortal races, I suppose, as long as it isn't intended to be a demonic army, like I said. That many demons in the mortal realm would draw attention from the gods themselves, and they wouldn't last long then.

 

Spoiler

 

THEY ARE DEMI-GOD SONS OF...um... THE GOD OF ARCITECTURE! :D

 

Yeah, time to edit some more. :P



#10 Maverick-Werewolf

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Posted 28 April 2015 - 10:24 PM

When the war ended, the Castle was forgotten, and faded into the Mists of Time. However, a Demon Lord called Mordakai and his HALF-ORC followers had discovered it. They turned the area around the Castle into an Underground Cave, which became the Deeper Kingdom.

Half-orcs no longer exist in Wulfgard. I posted it in a wiki update and also mentioned it in the Errant patch notes a while back.

 

I suggest you just make all of these demon-worshiping cultists beastfolk, if you want to make a beastman character who's a part of this faction. It's the simplest solution.

 

Also, what kind of demon is Mordakai? Granted, that's just a detail, but generally the term "Demon Lord" is reserved for the most powerful of demons, the demon kings listed on the Wulfgard wiki, with their own domains and spawn.


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#11 Dalton Westmoore

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Posted 30 April 2015 - 09:55 AM

Half-orcs no longer exist in Wulfgard. I posted it in a wiki update and also mentioned it in the Errant patch notes a while back.

 

I suggest you just make all of these demon-worshiping cultists beastfolk, if you want to make a beastman character who's a part of this faction. It's the simplest solution.

 

Also, what kind of demon is Mordakai? Granted, that's just a detail, but generally the term "Demon Lord" is reserved for the most powerful of demons, the demon kings listed on the Wulfgard wiki, with their own domains and spawn.

 

No Half-Orcs? HOW THE HECK CAN YOU NOT HAVE HALF ORCS? THAT'S LIKE HAVING DOGS WITHOUT CROSSBREEDS! HOLY CRAP! HOW COULD YOU DO SUCH A THING?! :P :P :P :P :P

 

Fine, we'll make the Cultists Beastfolk. We'll be even more blunt to referencing a certain novel with the same thing. :P

 

Mordakai is a Demon of Pain, just like the one that Maulfield worships.

 

Hopefully, this will be the last time that I edit both these things

 

 



#12 Maverick-Werewolf

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Posted 30 April 2015 - 05:34 PM

No Half-Orcs? HOW THE HECK CAN YOU NOT HAVE HALF ORCS? THAT'S LIKE HAVING DOGS WITHOUT CROSSBREEDS! HOLY CRAP! HOW COULD YOU DO SUCH A THING?! :P :P :P :P :P

 

Mordakai is a Demon of Pain, just like the one that Maulfield worships.

You could always read how they work and find out.

 

Alright, that works. He wouldn't be considered a "Demon Lord," however. Just saying.

 

Anyway, I guess that works, Dalton. Your character still won't be in the RP until you fix the things about his sign-up that I pointed out (again) in the sign-up thread, though. But nothing else needs to be edited here.


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#13 Lord_Capulet

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Posted 24 June 2015 - 12:49 PM

I've mentioned my character's hometown a few times before, and figured that I had better get some details fleshed out and written down.  The fact that I am brainstorming a quest in the area made this even more of a necessity.  I couldn't think of a good emblem for this location on the map, and wouldn't be able to draw as well as Klaykid did, anyway.  I'm also not sure how long ago the Empire conquered its southernmost regions, so hopefully this won't clash too much with the established lore.  Still, I hope you enjoy this description!  

 

Location

 

Location%20of%20Veritshire_zpsiqnj5sr5.j

 

Veritshire

 

History - The residents of this walled crossroads town are known for their proud history and practical nature.  When a group of soldiers from the Tenth Legion found themselves retiring at roughly the same time, they attempted to find a home in the southern lands they had fought to claim and had guarded for so long.  As the men rested at a crossroads outpost on the way to Lake Demon, they heard the various merchants and locals complaining about bandits and extortionists.  The outpost was apparently not close enough to Fort Fire for the Legions to intervene, and not sizable or lucrative enough to warrant official protection. The more ambitious among the retirees realized an opportunity, and made the desperate locals an offer.  In exchange for land to live on, they would protect the locals and any caravans that stopped in the area.  As the veterans cleaned up the area and word spread about the safer conditions, more and more caravans were willing to stop and the once-humble outpost began to grow and flourish.

 

The nearby King of Justantion and Count of Ravenstone were particularly pleased with the old soldiers' initiative; contributing resources and encouraging migration to the area so that all could benefit.  The garrison borrowed southron techniques to fortify their growing settlement with a brick wall, making use of what they had in the area.  Eventually, the King of Justantion granted the leader of the old garrison the title of Baron, placing the crossroads town and its surrounding lands under his protection.  The newly-appointed Baron Onesta dedicated his life to the same promise he had given the merchants: protecting good people as they made an honest living.  Many years later, that standard lives on in how the people of Veritshire live their lives and conduct their business.  The descendants of the old soldiers and merchant families value discipline and honesty as much as charm and ambition.  As the name implies, a vendor in the Veritshire market will do anything but lie outright.  He might cajole or haggle, but you both know that your options are limited in the area, and he wants your business as much as you need his goods.  You might move on, but the crossroads will not.   

 

Overview - The last remnants of House Onesta recently died protecting their people from a powerful necromancer or were murdered before his uprising could be stopped by the Inquisition.  The town is now managed by a steward of the Count of Ravenstone, until the nearby king finds a suitable replacement.  Its walls are simple, but sturdy, with gates pointing toward the five dominant landmarks: Lake Demon, Ravenstone, Justantia, Fort Fire, and Tabula.  The crossroads are the epicenter of the town, and the original outpost has been renovated and expanded into the largest and most prestigious inn in the area.  The town specializes in goods and services to shelter visitors from the Southron heat: from comfortable taverns to hearty food from local farms and ranches.  Their primary industries are centered around support for caravans and the nearby garrisons, to ensure that commerce between the larger cities goes smoothly.  Thus, any young men who aren't being trained to work in a local business usually join the Veritshire Guards or the Legions.  Only 40% of the population are pure Imperial, and the rest have at least a portion of Southron lineage.

 

Military - The Veritshire Guards are divided into three divisions:

  1. The Sentries- These basic footsoldiers are armed either with spears and tower shields, like their ancestors, or the newfangled and deadly halberds.  The Sentries are the backbone of the Veritshire guard, and are responsible primarily for keeping order within the walls.  There are around two hundred and fifty men serving in this group.

  2. The Vigil - Veritshire’s ranged specialists train for pinpoint accuracy with crossbows.  Their primary task is to guard the walls, though they are often found in duty rotations to support their Sentinel brethren.  The Vigil must never number less than one hundred by the Baron’s decree, to ensure that the walls are at least minimally patrolled.  The Guards can usually afford to keep around 150 of these specialists active, often recruiting them from the more experienced Sentries.

  3. The Guardians - This small force of light cavalry patrols the countryside, looking for caravans in need of aid and escorting approaching dignitaries.  They are usually armed with bows and light lances, although their ranks have been bolstered by a handful of knights.  Keeping even a full company of mounted men is expensive, so this group is a tight-knit band of 50 or so that usually travels together.

 

Most of the Veritshire Guard are armored in gambesons with jack chains, allowing for lower cost and better comfort in the heat of the sun.  A barbuta or simple steel cap and a set of pauldrons engraved with Veritshire’s sigil are also issued to all the guards, as badges of their position.  Knights who volunteer for service may wear their own arms, but are required to wear the official pauldrons when on duty.  Some who are descended from the town’s founders will wear their ancestors' gladii and legionary-style sandals and greaves, while others opt for simple shoes (or boots, if they can get them).  Some of the halberdiers are clad in mail and bits of plate, and can afford to be used as a vanguard of sorts.  Guardsmen are encouraged to add to their gear by purchasing from passing merchants whenever possible, so long as they keep their primary weapons and official pauldrons.  This policy usually manifests in a wide array of daggers, axes, maces, and short swords that guardsmen use as their sidearms.  One of the founding non-noble families, the Capulets, owns and operates the town smithy that produces the standard-issue arms and armor.  Any weapons that don’t go to the armory are exported, bringing additional capital to the town.

 

The Veritshire Guard used to answer to the Baron Onesta, but are now technically under the command of the Count of Ravenstone.  They are kept rather busy protecting the town and the crossroads, but can be mustered to assist in defending the empire’s southern border, if necessary.  Still, the local nobility are content to let them keep protecting their commerce and traveling subjects for now.  The reeve of the shire, or Sheriff, for short, is the captain of the guard, answering to the steward on matters both legal and military in nature.  The Sheriff of Veritshire is chosen somewhat democratically, where the town elders and lieutenants of the guard choose candidates to present to their lord.  That lord (or lady, as the case may be) is given the final choice, though the advice of these respected leaders is often trusted, or at least deferred to for the sake of convenience.

 

Layout - Veritshire may not have enough occupants to qualify for full city status (4-5,000 people, maybe?), but its economic and strategic significance make it an important local landmark.  Each of its five main gates corresponds with a well-used imperial road, and those roads were not changed as the town was built around them.  Shops line each of the primary streets, leading to the main market square and The Old Outpost inn at the center, where the roads meet.  The merchants and shopkeepers had houses built over or around their stalls or shops, while the garrison live either in one of the barracks or in a private home with their families, usually closer to the walls.  Any remaining space within the walls was distributed sensibly for the town’s needs.  The King of Justantion authorized the establishment of a bank to allow the Baron to provide moneylending and storage, and various well-guarded warehouses cater to the town’s merchants or outsiders for a monthly fee.  A small library built decades ago has been slowly expanding its collection, and there are rumors that a theater will soon begin construction, for the benefit of both locals and visitors.

 

No formal districts have been named, so the roads, gates, and well-known shops are used for reference.  Each road is named for its outward destination, i.e. Lake Rd. for Lake Demon, Raven Rd. for Ravenstone, Fort Rd. for Fort Fire, and so on.  The smaller streets that lead through the town were designed to be easily held by a group of soldiers in close formation, so that the guard or a legion could make a stand even if the walls fell.  These streets may bear the names of the town’s founders, or something else with a story all its own.  As for the gates, they were aptly named based on what normally or most notably passes through them.  For example, the Southern gate that leads to the royal capital of Justantion is called the King’s Gate; the gate on Fort Road (where the Capulet smithy is located) was dubbed the Steel Gate, and the gate that includes the precious aqueducts from Ravenstone is known as the Water Gate.  (I am considering calling the gate to Lake Demon the Warrior’s Gate.  I have no idea what goes on in Tabula.)   

 

I am willing to expand or correct anything here to match lore and/or realistic standards.  I have never designed a town or city before, and was excited at the prospect.  Please let me know what you think.

 

The surrounding area

The actual shire surrounding the town has a motley but prosperous assortment of cattle farms, olive groves, and even a few vineyards.  Any other land not taken up by the crossroads or other owners is usually farmland under Veritshire’s jurisdiction, growing grain for the city’s consumption.  The Guardians and companies of Sentries patrol these lands regularly, protecting the farmers and the servants of the Founding Families in exchange for the town’s merchants’ guild getting first pick of the produce.  Beef, dairy, oil, and white wine are the specialties of the region, though not much of it gets exported since Veritshire is not a particularly large holding.  Still, it means that the residents and guests of the town get to eat very well, even the commoners, which greatly helps their reputation for hospitality.


Culture

As descendants of Legionaries, the people of Veritshire are fiercely patriotic and loyal to the Emperor.  In contrast, the merchants’ blood in their veins tends to make them practical, intuitive, and charismatic.  Their value of honesty and justice stems from the events of their city’s founding, but also because they’ve found it’s just a good way to do and keep business.  Try to convince a denizen to see your point of view, and he can be persuaded.  Try to lie to him, and he will lose any respect he ever had for you.


While some of the higher-ups value how pure they have kept their bloodlines, most of the population has come to terms with or even embraced their mixed heritage.  Thus, calling someone a “half breed” or anything similar is viewed a grave and unnecessary insult, and even the most bigoted of nobles hesitate to use it in public.


It is no secret that the townspeople owe their lives to the Inquisition, and once a year they hold a feast in the organization’s honor.  The local outpost of Inquisitors was built decades ago after the disastrous uprising, and serves as a critical posting due to the proximity of the crossroads.  To honor their defenders and saviors, celebrants wear black ribbons or sashes.  The celebrations are tinged with mourning, as hand-stitched red stripes mark the loss of a friend or loved one during the uprising.  Gold stripes indicate one who was credited with fighting back, particularly if they achieved a confirmed kill of an undead.  Both are considered badges of respect, though while the latter is expected to be accompanied by stories of one’s feats on that day, the former is considered more private.  


Upon spotting someone wearing red stripes during the feast, it is customary to ask “Whom do you mourn?.”   Some have those names embroidered on the stripes and will freely tell you, but if they respond, “That is my business,” then it is considered rude to pry further, even if you personally know the survivor.  In contrast, greeting a bearer of red stripes with “I know who you mourn” is reserved for the most intimate of friends or family, and can only be said with the bearer’s express permission.  The privilege is considered a great honor. Along with the feasts, the people hold bonfires of papier-mâché effigies of skeletons, demons, and hooded casters, singing of courage and defiance in the face of magic and all its evils.

 

 


Edited by Lord_Capulet, 26 August 2015 - 12:57 PM.

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#14 Bobafettmaniac

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Posted 30 June 2015 - 09:30 PM

I wanted to create a little lore for Daffyd's home town and culture. Let me know if more/less detail is needed or etc... 

 

The Town of Llandfainn

 

Location and culture:

The border town of Llandfainn straddles the edge of the empire, and the realm of Northrim. On the coast, fish and wheat production supports the local economy and trade takes place on both sides of the border. Northmen and Acheans intermarrying has produced an interesting breed of humankind. Taller than an imperial, but shorter than Northmen, the people of Llandfainn have adopted the widespread use of the longbow, an elongated bow made of the outer wood and heart wood of hardwood trees. Powerful enough to pierce armor with ease, the use of this bow has allowed the townspeople of Llandfainn to remain unmolested by marauding bands, and has put much food on the table for the local populace. Now, with economic difficulties in the town, Llandfainn's archers spread through the empire in search of gold and adventure, in an attempt to escape the decay of their hometown. 

 

Language:

The population of Llandfainn speaks a language derived from a mix of the northern tribal languages mixed with the imperial tongue. This mix is unintelligible to most outsiders, and is only spoken in the local region. The citizens of Llandfainn are rather tribal, and promote use of C'amrii, the local tongue. A merchant in Llandfainn will sell his goods at an inflated price to an outsider, for instance, but to one who speaks the native tongue of Llandfainn, the merchant will sell at normal price. The same goes for most businesses, and because of this tribal approach to language and communication, trade is difficult with the Imperial towns to the south and west, which has cause economic difficulties in Llandfainn, forcing the citizens to find other ways of making ends meet apart from farming and hunting. 

 

The Mercenary Trade in Llandfainn:

While citizens of Llandfainn no longer trade primarily in furs and wheat, mercenary trade is an increasing market as skilled longbowmen are constantly in demand in Imperial auxiliaries and private armies or guards. These marksmen are known for being able to fire arrows at a staggering speed out to 300 paces. The longbow itself, standing over six feet tall is a murderous weapon in the hand of a skilled archer, capable of bringing down an armored knight, or punching through a warrior's shield and armor. 

 

 


Posted Image

Thanks to Burngirl for the Sig.


#15 Dalton Westmoore

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Posted 18 July 2015 - 01:36 PM

Its about Time that I posted this:

 

Agethar’s Village

(Fornorst Village)

 

agethar_s_village__fornorst_village__ico

 

Fornorst Village is a small Village situated next to the large Northrim Lake that flows down into Rognosst Swamp in Achaea. It is a collection of Thirty Houses, a large field of assorted vegetables and crops, and one Clan Hall, surrounded by a large, ten foot tall stone wall. A number of Knors and Drakars, with built in wheels for easier portage to the sea,  used to be outside of the village, beached on the lake’s shore, but have since fallen into disuse.

 

            The Clan Hall:

 

The Clan Hall contains the Clan Leader, Sven Fornorst, and his family. They used to lead raids on the Empire, but now are relatively peaceful.

 

            Norvajard House:

 

Agethar’s Family lives here, all 25 of them. (Nineteen of them being Agethar’s Siblings, while the other six are his parents and both sets of grandparents)  The house is so large, it is often mistaken for the clan hall, having to be expanded multiple times so as to be able to fit the entire family.

 

            The Crop Fields:

 

As it is unsafe to grow crops outside the village, the Inhabitants of Fornorst Village farm and till their fields inside the safety of the Village’s Wall.

 

            The Wall:

 

The Wall is ten feet tall, built of stone, and encloses the Village in a wide circle. It was built when Agethar’s Grandfather was a lad, and his Grandfather’s Grandfather still lived. Several wooden buildings are built on top of the wall, about the size of outhouses, and are used by archers to fire on invaders.

 

            The Unused Ships:

 

Just beyond the walls are the Ships that used to be used by Fornorst Village. There are fifteen in all (five Knors and ten Drakars), and have not been used since Agethar’s Grandfather was a boy, though they are cared for and kept seaworthy by those who are brave enough to venture outside the Village’s Wall.

 

            The Lake:

 

The Lake itself is not paranormal; it is the curse that it is under that is. Long ago, when Agethar’s Grandfather was a boy, a Necromancer put the city under a curse that its own dead would try to destroy it. At first the Villagers laughed at this, but soon discovered that it was true: every fortnight, the Dead who have been given a Viking’s Burial in the Lake rise up and attack the Village, trying to destroy it. The Wall was built to keep them out, and Fornorst Village has rarely ever raided the Empire, or other clans for that matter, ever since.

 

            The Black Ship:

 

It is rumored that, when the Necromancer died, his black soul turned into a Black Ship with Blacker Sails. This has not been proven to be true; however, a real Black Ship has been spotted in the Lake. It resembles a Black Achaean Trireme, with black sails displaying a Purple eye with the Hook of Demonic Magic underneath it, and appears then disappears the night before the Undead attack the Village. Only a lucky few, including Agethar’s Grandfather, have ever seen it.



#16 Lord_Capulet

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Posted 26 August 2015 - 12:56 PM

I've come up with some more information about Veritshire, to set the stage for my upcoming quest.  Hope you enjoy it!

 

The surrounding area

The actual shire surrounding the town has a motley but prosperous assortment of cattle farms, olive groves, and even a few vineyards.  Any other land not taken up by the crossroads or other owners is usually farmland under Veritshire’s jurisdiction, growing grain for the city’s consumption.  The Guardians and companies of Sentries patrol these lands regularly, protecting the farmers and the servants of the Founding Families in exchange for the town’s merchants’ guild getting first pick of the produce.  Beef, dairy, oil, and white wine are the specialties of the region, though not much of it gets exported since Veritshire is not a particularly large holding.  Still, it means that the residents and guests of the town get to eat very well, even the commoners, which greatly helps their reputation for hospitality.

 

Culture

As descendants of Legionaries, the people of Veritshire are fiercely patriotic and loyal to the Emperor.  In contrast, the merchants’ blood in their veins tends to make them practical, intuitive, and charismatic.  Their value of honesty and justice stems from the events of their city’s founding, but also because they’ve found it’s just a good way to do and keep business.  Try to convince a denizen to see your point of view, and he can be persuaded.  Try to lie to him, and he will lose any respect he ever had for you.

 

While some of the higher-ups value how pure they have kept their bloodlines, most of the population has come to terms with or even embraced their mixed heritage.  Thus, calling someone a “half breed” or anything similar is viewed a grave and unnecessary insult, and even the most bigoted of nobles hesitate to use it in public.

 

It is no secret that the townspeople owe their lives to the Inquisition, and once a year they hold a feast in the organization’s honor.  The local outpost of Inquisitors was built decades ago after the disastrous uprising, and serves as a critical posting due to the proximity of the crossroads.  To honor their defenders and saviors, celebrants wear black ribbons or sashes.  The celebrations are tinged with mourning, as hand-stitched red stripes mark the loss of a friend or loved one during the uprising.  Gold stripes indicate one who was credited with fighting back, particularly if they achieved a confirmed kill of an undead.  Both are considered badges of respect, though while the latter is expected to be accompanied by stories of one’s feats on that day, the former is considered more private.  

 

Upon spotting someone wearing red stripes during the feast, it is customary to ask “Whom do you mourn?.”   Some have those names embroidered on the stripes and will freely tell you, but if they respond, “That is my business,” then it is considered rude to pry further, even if you personally know the survivor.  In contrast, greeting a bearer of red stripes with “I know whom you mourn” is reserved for the most intimate of friends or family, and can only be said with the bearer’s express permission.  The privilege is considered a great honor. Along with the feasts, the people hold bonfires of papier-mâché effigies of skeletons, demons, and hooded casters, singing of courage and defiance in the face of magic and all its evils.

 

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#17 Burger Warrior

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Posted 22 September 2015 - 01:12 AM

A veeery minor faction I thought I might as well add for clarification, as it were. And if anyone plays as a varg (and joins Group Eta, though this faction is available to other Vargs), they might want to join for some minor stat boosts (if being somewhat limited character-wise as a result)

Clodagh’s Pack

 

Far to the north east and largely unbeknownst to anyone else in the world - barring those living in or near Mimiriholt, or traveling by) Clodagh the Fierce’s pack stand watch between the Immortal Wood and the Jagged Edge. While only a few amongst greater beings and larger forces defending the mystical place, Clodagh’s Pack have risen to some fame in the area given their brutal efficiency in combat and reputation for daring raids deep into Jotnar territory.

 

Goals

 

The members of Clodagh’s Pack follow her orders and hers alone, above all others. Thus, their main goal is to ensure the safety of Mimiriholt - as well as the many inhabitants of the sacred woods - against the predations of the Army of Chaos.

 

Headquarters

 

Clodagh’s Pack has a central den at the northern end of the woods, not far south from the ill-omened Warlock’s Tower. There are a few other dens and secret hideouts they use between the Woods and the Jagged Edge, but whenever they are not out on some counter-attack they often spend their time in the central den. Here, there is room enough for the pack to eat, rest, train, and raise whatever pups they’ve managed to produce between fights.

 

Forces

 

Clodagh isn’t picky about what Vargs she leads, provided they have either been born into the pack or have given up all ties to previous leaders and factions to join her. Thus, her pack is of reasonable size even with the steady rate of casualties they tend to suffer, taking in a steady influx of either newborn or adopted warriors to more-or-less match their losses. That said, there are only a few dozen Vargs at the most in her pack at any one time.

 

Equipment, Rules, Etc.

 

Being Vargs, the pack has little in the way of equipment. Clodagh doesn’t consider it shameful for her followers to wear anything or carry anyone, provided it suits an obvious purpose. Saddles, bags, and even armor can be found amongst the Vargs she leads, though she eschews these accessories herself, and her more hardcore followers do, as well.

 

As for rules, again Clodagh only expects those who follow her to follow her orders. That said, she is not a harsh leader, and will often let her pack members remain at the central den if they are expecting cubs or wish to care for the younger Vargs still being raised. They can even leave on their own for whatever reason, as long as they get permission from the alpha herself.

 

On the note of cubs, Clodagh often begins leading these into actual combat while they’re fairly young, albeit she makes sure at least one of her more veteran followers stays close to them. This means that even the younger members of her pack have at least seen their fair share of battle, and older members of the pack are very experienced and talented fighters.


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#18 Lord_Capulet

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Posted 22 September 2015 - 11:50 AM

This is an addition to my article on Veritshire, with additional details about its history, particularly in somewhat recent events.

 

Historical Landmark: The “Outpost Days”

This term references the time when the city was founded.  During those times, the name of Veritshire was used ironically or sarcastically, as merchants swindled their customers or sold their daughters to keep extortionists from slitting their throats.  The old veterans helped the area reclaim its honor and become a safe place for travel once more, helping the population grow and thrive.  Referring to “The Outpost Days” does not just regard such darker, harder times, but also a general sense of relief at better traditions that were set to end that era, and better times to come.

 

Historical Landmark: The Siege of Veritshire, aka the Necromancer Uprising

The siege, as most locals abbreviate it, or the uprising, if you want to sound fancy, was the most catastrophic event in the city’s history, bringing its golden age to a crashing halt.  Baron Carlos Onesta had led the growing town into full city status and size, adding more farmland to support the economy and drawing more serfs to maintain it all.  The economy was booming, his children were about to cement some powerful marriage alliances, and his people loved him and his family.  When word came that bandits were harassing some of the new serfs, the Baron took his son to put his squire training to the test, personally joining the Sheriff’s expedition to guard the countryside.  As the Guardians, knights, and men-at-arms rode out to the cheers of the townsfolk, little did they know that they would return in triumph...on someone else’s behalf.

 

The bandits quailed and fell before the defenders of Veritshire, but they were merely bait.  Hiding in the countryside was a seething shell of a man.  Most knew him as Armand Vasquez, a humble tailor; but the Banshee that held his soul knew him as a man in great sorrow, eager to spread it to others.  She would give him the power to bring the city of Veritshire to its knees, to show them how he had felt when their precious founders, merchants, and laws had kept him from his potential and destroyed his family.  They had wounded him with taxes and traditions, forcing him and his wife to work themselves to death...or so he kept telling himself. Even his motives were lost in his grief, and he would not be satisfied until all of Veritshire joined him to wallow in the same misery, as their loved ones were torn apart before their eyes albeit much faster than his had been.  Then...the demon would bring his beloved back to him.  After all, she had promised.

 

The screams and wails of the Baron, his son, and their followers echoed through the countryside.  A week after the party was expected to return, the guardsmen who opened the gates for their lord were soon struck down by his own rotting hand.  The corpses of the city’s best fighters slaughtered all in their path, and the necromancer reveled in the suffering they left in their wake.  Every life taken was an addition to his army, every corpse he raised a familiar face that their next victim could only stare at in hopeless horror.

 

Baroness Onesta died under the hooves of her husband’s skeletal horse as she tried to flee, while the burly remains of the Sheriff tore through their eldest daughter and her noble husband-to-be.  Their youngest daughter was the only one able to rally the retainers of the founding families and the remaining guards for a proper stand, sheltering survivors in the center of the city.  The guards and brave citizens took turns holding the streets against the undead hordes, but every loss they suffered added to their enemy’s numbers.  The lady Victoria Onesta realized that her people could not hold out forever and led a task force to break through the siege and call for reinforcements.  A wandering Inquisitor who had been caught in the siege assisted in those efforts, and was wounded helping pockets of isolated survivors get to safety on the way back.  

 

While the messengers were able to escape, Victoria Onesta did not return from her mission.  She and retainers from three remaining houses: Priscus, Capulet, and Obduro, were surrounded while guarding the rear of a group of refugees.  When the fighters destroyed their attackers and looked around them, they saw their Baroness fallen, her brother’s sword in her back.  Young Marcus Capulet had just dispatched the shambling corpse of said brother, and was kneeling over the last remnant of Veritshire’s ruling house.  The city would live on...but was now leaderless, torn in grief and agony.

 

Regular troops from Justantion and Ravenstone and legionaries from the nearby fort arrived to break the siege, but were hard-pressed against the necromancer’s tenacious forces.  Only the timely arrival of a force of Inquisitors tipped the scales.  Armed with information their agent had provided the messenger, they drove straight toward the necromancer to end his reign of grief.  He screamed in agony, just as his victims had, and his mistress abandoned him to further savor his despair.  She had her prizes, there was no need for banishment.  As the broken and bloodied corpse of Armand Vasquez turned to ash, his minions returned to their rest, to shed blood no more.

 

A third of the population died within the stretch of the weeklong siege, including many of the outlying farmers and, of note, the entire ruling house.  The King of Justantion delegated the task of repair and restoration to the nearby Count of Ravenstone, whose aqueducts to the city had been damaged in an attempt to weaken the besieged denizens.  Once he was happy with the repairs and security of the area, the Count looked to one of the remaining Founding Families for leadership on his behalf.  House Priscus’ eldest daughter had been betrothed to the late, young Eduardo Onesta before the incident, giving their house the most right to rule in the Count’s eyes.  Thus, Wallace Priscus was knighted and given the title of Steward of Veritshire, to care for the recovering city on his behalf.  The city and its surrounding shire was too far away from Ravenstone for the Count to rule on his own, so he was content to simply care for the city without getting too involved in running it.

 

Sir Priscus has been guiding the city and lands of Veritshire toward recovery for the past twenty-five years, and it is almost back to where it stood before the siege.  While the citizens that live there will forever be scarred by their tribulations, they seem to have banded together even more strongly as a result.  While the recently-elevated nobles houses wonder how one commoner could have summoned so much power only to lose it when he needed it most, and the other classes continue to rebuild and recover any sense of normalcy they can salvage, Veritshire still stands as a beacon of hope, safety, and now strength in adversity.  Its walls may have been breached and its people bloodied, but it has outlasted bandits and necromancers alike, proud and resolute as ever.


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#19 Sephsekla

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Posted 08 July 2017 - 02:09 PM

I'll flesh this out a bit more, but I just wanted to get something down.

 

The Guild of Apollo

 

For as long as anyone can remember, the Guild of Apollo has trained and encouraged bards and other performers. A bard that has graduated the school is seen as a bard of quality, and the bronze badge they wear is a renowned symbol. Some high class establishments will only accept a bard that has "earned the bronze".

 

In return, the guild asks for a cut of profits gained while wearing the badge, as well as a membership fee each year.

 

The guild is not without controversy however. Many musicians denounce it as a money-grabbing monopoly on performing, and there are rumours of harsh punishment of those who cross the guild.

 

The Hall of Apollo

 

In the central district of Illikon stands the venerable Hall of Apollo. Headquarters of the Guild, it houses a school for performers, as well as a respected theatre. Although the building has seen better days, it remains a spectacle, with bright coloured banners flying every day.


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Except cancelling Firefly. Because that's just not cool.

#20 Maverick-Werewolf

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Posted 11 September 2017 - 03:16 PM

The Guild of Apollo

All sounds good, really. It should maybe be in a city closer to the interior of the Empire, if it's meant to be old and Achaean-cultured and all, but if you want it to be in Illikon, that's fine, too. :)


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