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- To Court Death Builder
- A great era of change has swept the world of Majewl as in the south the vile Wild King has been destroyed and his black host shattered by the forces of man cementing the Holy Kingdom of Averis as the dominate power of the continent! However all is not at peace in the world as the many northern kingdoms, most recently converted to the faith of the New Gods, chafe at the borders, old wounds flaring and an ever-present feeling of dread from the new continental hegemony. In the Kingdom of Halfor even greater uncertainty reigns as King Henry Volrim has fallen ill leaving his beleaguered elder daughter and infant son in the hands of the four councilmen who run the kingdom in his stead.
- Kingdom of Halfor:
- The Kingdon of Halfor was for most the ages the lesser kingdom of the northern sea with it’s territories contested on all fronts by the Torgal kingdom. However in the recent centuries the King converted to the faith of the New Gods and with the help of the Kingdom of Averis threw the Torgal back into the sea removing all their holdings on the central islands. In recent years Halfor has taken over as the dominate power of the Northern sea but for how long can that hold....
- Kingdom of Torgal: The Kingdom of Torgal stands as the last bastion of belief in the Old Gods, a land of massive forests and desolate coastlines known for launching brutal raids into many of it’s neighbours. The Kingdom is at this time ruled by Queen Ella Tolimson an oddity of a warrior women who has held onto power through pure strength. Considered the sister kingdom of Halfor in ancient times as both kingdoms were started by two brothers.
- Dominion of Surtar:
- A lose coalition city-states based in the far north subsisting mainly trade of pelts, whale oil and some mineral exports to the other northern nations. The small population was one of the first to accept the New Gods of the south allowing them to open many profitable trade lanes with the Averis Kingdom. Lead my Trademaster Barrac Rolmir and his council of Trademen.
- Asal-Horif Commonwealth:
- At the most northern tip of the continent lies the Asal-Horif Commonwealth a newly created state of over six minor kingdoms under the rule of the strongest two to act as a counter weight to the growing Kingdom of Averis. Whilst militarily the Commonwealth is a paper tiger however economically they control a good portion of trade on the continent including strong ties with the elves of Aishuji.
- Kingdom of Averis:
- The Southern Juggernaut, the Kingdom of Averis is fresh off the vanquishing of the Wild King fulling securing their Southern border except for some shattered remnants. It seems a new golden age has been brought on as the power of the New Gods flows more steadily into their followers as it seems the divine right of Averis to rule is all but unopposed.
- >Character
- [Name]:
- [Sex]:
- [Age]:
- [History]:
- [Patron God]:
- >Hardin, Father of Steel
- God of Steel, Smithing and Honor
- >Ar’Shal, The Bloody Sword
- God of Battle, Blood and Vengeance
- >Cratham, Lord of the Scales
- God of Coin, Trading and Luck
- >Ijal, Mother of Mercy
- Goddess of Healing, Mercy and Death
- >Lita, Huntress of the Wastes
- Goddess of Hunt, Good and Life
- >Moreena, Keeper of the Hearth
- Goddess of Hearth, Farming and Love
- >The Old Gods
- The slain ancestral gods of this land who’s names are lost to legend
- >The Wild King
- God of Corruption, Darkness and Magic
- [Wed]: Y/N
- (If Y fill out this part again for Spouse, do not do stats)
- [Innate]
- Body: 1-4
- Mind: 1-4
- Soul: 1-4
- [Gain +5 per level on 1d100 and +1 per level on 1d6]
- [Skills]
- Martial: [B] 1-8
- Knowledge: [M] 1-8
- Charisma: [S] 1-8
- Mystic: [S] 1-8
- Manners: [M] 1-8
- Resolve: [B] 1-8
- Deception: [M] 1-8
- [Give +2 per level on relevant 1d100 and a 1d6 on intrigue rolls]
- [Family]
- Station: 1-10
- Station represents you families bloodline and marriages to other families. One represents a family that has only recently been created with a ten being a family that has been around since the creation of the kingdom and holds blood ties to the Royal Family itself.
- Influence: 1-10
- Influence is the amount of soft power your family holds over the populace and other noble families. One being a weak house with little politic power while a ten would have a finger in almost every pie.
- Wealth: 1-10
- Pretty simple, how much money can your family throw around. One you are barely staying afloat and a ten being almost as rich as the royal family.
- Power: 1-10
- Power represents, if needed, how many levies, troops and Knights your family can call to arms in a short amount of time. With a one you can muster a few dozen levies and a couple Knights and a ten granting you an army of levies, professional soldiers and skilled Knights.
- Lord Defender
- Vizier
- Court Wizard
- Master of Keys
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