Tales of Trevast: OOC/Discussion

Fyremage

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I want this one if that's Ok

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It is yours. :)
 

Fyremage

I'm Terrible at PVP
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House: Silverhawk

Seat: The Hawks Nest

House Words: Swift and Every Vigilant

House Lord: Elric Silverhawk

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Crest: Azure Field mounted with an argent Hawk ascendant


Points allocation

Army 7

Stockpile 15

Honor/Prestige 5

Castle 20

Espionage 3


Key Members of the Household

House Size (2+2 = 4)

Liege Lord + Lady, Lord's Mother Lord and Lady's Son

Lady Ellena (Liege Lady)

Lady Viola (Lord's Mother)

Lord Allec (Son Aged 12)


Household Attendants

Size (9)

Castellan - Sir Garric Huss
Commander of the Nighthawks
Personal Guard of Lady Ellena

Sword Sword - Sir Kalen Dorn
Personal Guard of Lord Silverhawk
Commander of the Silverhawk Army

Sword Sword - Sir Marrius Longstride
Personal Guard of Lady Viola

Sword Sword - Sir Tonric Fell
Personal Guard of Lord Allec

Master of Arms Pytre Longstride (Father of Marrius)
Commander of the Knights of the Hawk

Seneschal - Merrik Payne

Master Builder - Oswald
Wind Strider Chieftain

Apothecary/Physician - Serren Wulver

Mistress of House - Kassandra Ironstorm
Lady of the Wind Striders

Backstory


The Hawk Lords of old were a large band of vicious savage tribes men occupying the high mountain regions of the kingdom known as dangerous and vicious raiders, of the Tribes of the Hawk Lords the Wind Striders were the largest and strongest and has endured even to this day as a prominent member of the Household.

With Unification driving back the wild tribes into the cold Northern Wastes the Hawk Lord's endured and lingered con raiding from their high hilltop holdfasts for generations. Strongest and largest of these holdfasts was the Hawk's Nest chosen for its formidable natural defenses. As years passed the wildness of the tribesmen faded and they sought more civilised alliances with the nearby houses and growing cities.


The Hawk's Nest has continued to grow over the years of occupation from simple wooden fort to a monolithic mergence of chiselled stone and carved rock and it difficult to tell now where mountain stops and castle starts, all of this has been possible because The Hawk's Nest is ideally positioned in its environment, it sits upon a wealth of silver veins of which the Silverhawk's took their name and a vast fresh water lake hidden deep within the mountain it calls home, and over the years as the castle has grown it has also cultivated agricultural gardens and pools of fresh water and fishponds to sustain its population during the harsh winters that see it isolated from the rest of the world or indeed through sieges.
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The wealth of The Hawk's Nest grants the Silverhawk's the ability to maintain a well equipped and trained army, The Lord's Silverhawk pride themselves on their armies and their own martial prowess, yet while their maintain a professional and disciplined force they still retain the savage fighting styles of the tribes men of old.


The Army of Lord Silverhawk While small is made up of


1000 Wind Strider Warriors
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The Wind Striders are the elite specialist troops of the Silverhawk Armies, they are the masters of the traditional tribal combat forms and methods of warfare, experts in ,multi role deployment they are able to work as forward scouts and infiltrating archers to front line combatants, tough and hardy they fall into the category of heavy infantry as while they can ride they dislike fighting from horse back, their weapons and armour as designed for close combat shorter than a longsword they excel at getting inside an enemies attack circle and capitalizing on more brutal forms of combat.

They are commonly deployed as shock and awe troops, striking from a flank to turn the enemy forces.

2500 Infantry 60/40 split between light and Heavy
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The light infantry of the Silverhawk army is a well equipped highly trained solider, afforded tailored armour to fit each man and woman in the ranks they forgo elaborate decoration and liveries they instead favor a simple etched hawk upon the breast plate, each soldier is trained in the use of the halberd, axe and sword and forgo the use of a shield instead forming large blocks of disciplined warriors.

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The heavy infantry take their amrour one stage further adding heavy leg and arm armour many within the Heavy infantry take to wearing leather covered breast and back plates to seperate themselves for the light infantry divisions, The Heavy infantry do not use halberds instead favouring more specialist weapons such as maces, warhammers and poleaxes. Many Knights of the Hawk spend much of their time in the army serving in the ranks of the Heavy Infantry before their elevation into the Knights. Some of the younger Wind Striders also serve in the Heavy Infantry to better learn block warfare tactics.

2000 Archers/Hunters

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Archers serving the Silverhawk's are no less equipped, many wear armoured brigandines or coats of plates and have the finest bows crafted for them, they form the main defense of the Hawk's Nest and know many hidden tracks and bolt holes on the approach to the Castle's gates that they can punish the enemy from

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Hunter while appearing the least well equipped and most shabby are by no means overlooked, their training is hard and intense for they fulfill the role of the forward guardians of the Hawk's Nest and the advance scouts and spies of the Silverhawk's they are trained to be invisible and are masters of the bow and crossbow. They are also the only soldiers in the Silverhawk army to have made use of Arbelesques but found them to be cumbersome and too unreliable when out hunting, though they have a stockpile of them in the Hunters Lodge within the Hawks Nets to be used in defense of the castle.

1000 Knights of the Hawk

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The Knights of the Hawk are House Silverhawk's personal Knights each one is a highly skilled warrior that has served for a number of years in all other roles of the army, each man and woman in the Knights is a bloodied Wind Strider meaning they have been accepted as a tribesman even if they were born from beyond the tribes lineage, these warriors are the iron clad reserve in any Silverhawk army comfortable in fighting in any role on the battlefield they are clad in the very best armour and awarded the finest weapons that can be forged.

500 Nighthawk's
The Nighthawk's are a law unto themselves free of the chains of command they are Lord Silverhawk's personal retinue and follow him when ever he leaves the Hawk's Nest, they are capable of filling any role on the battlefield and are given the freedom to arm and armour themselves how they please which gives them a wild mercenary feel to their appearance, they manner and behavior only strengthens this appearance but only a fool would believe them to be a rabble of paid mercenaries, they are the truest of servants each one sworn to uphold the Silverhawk name and give their life in defense of the their Liege Lord.

100 Nighthawk's are always left to guard the Castle they and they alone are charged with ensuring that the castle never falls into enemy hands by any means, They answer only to the Castellan who is their commanding officer.​
can't believe I missed this. Very well done man. So i think the only person we are waiting on is @Slamdingo
 

Fyremage

I'm Terrible at PVP
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@+SpaceJesus+ If you are still wanting to make a house you are more than welcome to. @Slamdingo hasn't made one yet, so whichever you of you can make a writeup and claim the last remaining castle first get's that spot. Otherwise, we are open to other concepts if more people wish to join, like mercenary bands, northern clans, Viking esque marauders, even Boteri lords.

we are definitely up for suggestions.
 

+SpaceJesus+

For God So Loved the Galaxy
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Gonna be set in the west myself actually. Dibs on western desert
 

Pureblood-Sin

SWRP's local Viking
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House:
Ohminjokuul

Seat: Lover's Riposte

Sigil: A Golden Eagle

House Words: "On shimmering wings, we fly."

House Lord: Prince Athelrasi Ohminjokuul, the Red Eagle​

House Attributes:

House Size: (2 D10, result 8+4) - Lord, Lady, 2 Children, 1 Brother, 1 sister, 2 cousins, 1 Niece, 1 Nephew, 1 brother in law and 1 sister in law.
Prince: Athelrasi Ohminjokuul, aged 37
Lady: Bortala Ohminjokuul, aged 37
Firstborn Daughter/heir : Jokuula Ohminjokuul IV, aged 19
Second-born son: Nemoros Ohminjokuul
Brother: Ohmios IV Ohminjokuul, 35 years old; issue is Nemorina and married to Baarsa.
Sister: Jaala Ohminjokuul, 35 years old; issue is Larso and married to Gormos Yinchos.
Cousin: Sorgos Ohminjokuul
Cousin: Baara Yinchos

Attendant Size: (D10, result 8) - 2 Sworn Swords, 1 Lore Master, 1 Master of Coin, 1 Master of Secrets, 1 Lord Regent, 1 Cupbearer, 3 Paramours

Point Allocation: 50 as standard

Army
: 8

Stockpile: 20

Honor/Prestige: 5

Castle: 10

Espionage: 7

History
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Lover's Riposte, the seat of House Ohminjokuul
To my dearest Daughter

To you I write this letter, to further tell you the roots of our house; whilst I've little doubt that you've heard many things, but it is up to me to tell the full story of our family. It began, so many years ago as I'm sure you are aware, with the coming of one of our ancestors, the great warrior Queen Jokuula. As you are familiar with story, you will know that she came down into the lands of the south, raiding and pillaging whilst seeking a man to be her cuckolded husband. Alas, none of the men she had slew were willing to endure such a fate, often killing themselves before she had a chance to drag them into an untimely marriage. The great queen would do this for a year, until she would arrive in the Westerlands; one day, she would lay siege to a small hill fort known as the Riposte; therein, she would be issued a challenge by the fort's leader, a young exiled nobleman named Ohmios. Now there are said to be many reasons why he came to the Westerlands; some say he was a Bastard son, some say it was the behest of a new woman of his father's. Regardless of the reason, Jokuula offered her terms to the nobleman...only for him to offer them back, on the condition of a fair duel. The fight lasted for days so they say, neither combatant was able to best one another; exhausted, the queen and the nobleman cast their weapons and armour aside and indulged in their growing passion for one another...they were married the next night; not as submissives, but as equals, and thus was our Household born.

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With their combined union, the newly-wed couple would begin to expand their control throughout the Westerlands, subjugating the people that called these lands home. Just as the blood of the Crownlands and the Wild North came into our Household, so too did the blood of the Westerlands...as would the blood of the Boteri in due time. Once this conquest had finished, we found proclaimed ourselves Princes and Princesses of the Westerlands; we were content with our varied lands, but we wanted more for our treasury...and our appetites. We set our sights east and our forebears sent their warriors to begin what would become the first of many of our raids. First we began small, sacking and pillaging small towns and villages by either horse or ship before stealing away into the distance. As time went on, we grew more bold; we began to strike at cities, taking not just gold, but supplies and people to expand our population. Only the most beautiful, be they man or woman, never children, were taken. We never forced them, that was against the laws our gods had decreed, we treated them as kin and, in due time, they would begin to do the same. Of course, our detractors would paint us as monsters for this, but this is no doubt a misguided view. It wasn't just our navy that indulged in raiding; many families, seeing the riches that our armies would bring home, wanted to suckle from that swollen, golden teat...hence we gave birth to the plethora of pirate bands that stalk the seas; they have their uses.
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Millennia would go by, the raids brought us much wealth; we took much from the Wolniers and, through specially hired privateers, we even dared to take from House Eule; one has to be careful in dealing with those great warriors. Our biggest unwilling contributor, was the Boteri. Yes, we took much from them; their gold, their weapons...their people. It was from these raids that the Westerlands managed to obtain much Boteri blood within its veins. Indeed, I seem to recall a few in our family true, including my dear grandmother. The wars between them and the fledgling Empire would prove a bountiful time; their lands were unprotected, and from that, we could further glut upon their lands. It was in the last Boteri war that my mother, having taken the Principality from my uncle, was more peaceful-minded (well, as close as we could get). She wanted to trade, to maintain the wealth we had acquired throughout the countless years our House had existed...and perhaps knew very well that our neighbours desired retribution for our practices. She approached the king with an offer that proved useful for him; to become autonomous Vassals of his Empire and give a percentage of our plunder from the Boteri to his coffers whilst sparing the lands under his banner, a deal that still goes on to this day. It wasn't a popular decision at first, but our people accepted it after seeing the results of the trade network that we could access...still doesn't stop the pirates. though.

Army units
It should be noted that the Ohminjokuul army favours autonomy and indepent thinking amongst its units; the commanders may give orders, but its up to unit leaders how they accomplish this goal. As such, even if a commander is slain, an army can still function very well.
Cataphracts
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Formed from the most skilled horsemen the Westerlands can muster, the Cataphracts of House Ohminjokuul are perhaps the most heavily armoured of the forces that the House can muster; each one is armed with a lance, a scimitar and whatever the rider brings with him. Deadly shock cavalry, they prefer to strike when their enemies least expect; often striking when the enemy is on the move or at a different facing. It is rather frequent that a Cataphract charge is preceded by several archer volleys, or when occupied with harassment from other Ohminjokuul units. Though this is often the case when partnered with Horse archers, they do also enjoy making use of hammer and anvil tactics when the opponent is dealing with a Marine spear wall. Two forms of Cataphract exist, horse and camel Cataphracts; whilst the previous is favoured for swift engagements, the camels are used in fighting other cavalry, given that the animals emit an odour that unnerves them. Given that they are rather slow, camel Cataphracts tend to be more heavily armoured than their equine counterparts, and combined with their vicious natures, make them ideal for prolonged engagements. However, such Cataphracts are used to protect infantry from other Cavalry, and as such, also carry bows to aid them in this task whenever they aren't supplementing the shots of foot archers.

Mounted Raiders
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Key to their raiding parties on land, and their skirmishing tactics in battle, it is common for Ohminjokuul Raiders to quickly come to mind. Hard and fast, they strike without warning; their composite bows hurling death at their enemies with each passing. Fabled as notorious horse archers, are used to harass and draw the attention of their enemies, ensuring a clean charge for their horse Cataphract counterparts. However, horse archers are also used as scouts and are used as live bait to draw enemies into traps, drawing upon their great speed so as to maintain the chase whilst the riders continue to rain death upon their pursuers while they ride. Aside from their bows, they also make use of shortswords and simple spears in order to protect themselves in close combat, and to further intimately harass their foes. Armour-wise, it is often light, some wear little armour whilst more successful Raiders wear scale mail and some even carry shields. A more interesting it them they carry are the fire-pots; armed with three each, these clay pots contain crude oil, which promptly is lit and thrown at a target. When they shatter, they spray their burning contents upon the target. In the hands of a Mounted Raider, these can certainly wreak havoc upon an intended target, or make a very dramatic retreat. They also make use of caltrops, to further hinder pursuing cavalry or sabotage their paths.

Ohminjokuul Marines
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Referred to as nothing more than glorified pirates by outsiders, the Ohminjokuul Marines are fabled as stable infantry on land, and fierce raiders upon the high seas. Both skilled sailors and warriors, the Marines rotate in cycles when it comes to serving on land and crewing the infamous navy of their Household. As such, they are extremely versatile fighters; each Marine carries a spear, a shield and a mix of lamellar and scale mail as is standard issue (and are expected to be able to swim long distances in their armour). Individually though, each Marine may bring their own weapons as well. From a smaller variant of the bow wielded by dedicated archers to repeating crossbows, Marines who wield these weapons will fire behind the shieldwall, whether it is to soften the enemy, to stop a charge or to exploit small gaps in order to break a hostile shieldwall. Indeed all manner of blades and clubs can be found alongside the standard-issue weapons...even improvised pikes when facing cavalry. Like the Raiders, some also make use of the fire-pots in order to break formations, halt charges or to simply set things on fire whilst remaining mobile. It is also common for them to count siege engineers upon their ranks, given that they operate catapults and ballistae on both ships and on land. Indeed, it could be argued that the Ohminjokuul marines are the most well-balanced of infantry, a necessity given the small army of their Household.

Savaris Archers
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Well armoured by archer standards, the Savaris adorned in a suit of light chainmail with a good helmet and gauntlet for further protection. Skilled marksmen, these bowmen favour the infamous composite bows touted by the Westerland folk of the South, considering the crossbow to be an inefficient weapon that takes too long to shoot. Indeed, their own bows pack a great punch, complimented by the variety of arrowhead types that they make use of. The bows themselves are crafted from horn and wood, and held together by a glue that wrought from a secret formula that allows it to remain intact after getting wet unlike other composite bows. Aside from their bows, the Savaris archers make use of shortswords to protect themselves in close combat, though they are nowhere near as formidable as Marines or Cataphracts.
Zhogari
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The chosen bodyguards of House Ohminjokuul, the Zhogari are recruited from the best warriors who show great skill and loyalty towards the House. Regardless of the individual's origin or previous martial profession (if any), all are welcome into their ranks. As a result, its common to see warriors from the ranks of the Marines, the Cataphracts and the raiders. Whilst mostly serving as bodyguards to the Prince's family, he has been known to spare a few for the armies and raiding parties; the better to lend a boost and to keep their skills sharp.

Shades
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Recruited from the Westerlands' criminal underworld, the Shades serve the purpose of being assassins, spies, saboteurs and ambush-masters. As a part of their remit, the Shades are entitled to make use of any weapon or tool to ensure that their task is done. As such, it up to them the weapons that they make use of, often sticking to what they are most proficient with. Coming from backgrounds such as hired killers, conmen, demagogues, smugglers, courtesans and independent raiders, there is certainly a great abundance of skillsets that are found amongst the ranks of the shades. Tactics can vary from seducing enemy commanders before slitting their throats, rabble-rousing a population into rebellion, smuggling infected persons into a city, poisoning supplies, sniping at enemy leaders with stolen heavy crossbows...many are the tricks utilised by the Shades.

Navy
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latest

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The navy of House Ohminjokuul is mostly a raiding force, but has performed well in many battles in the past; mostly favouring speed over endurance, the ships of the southern Westerlands are fast and often small and as such, are perfect for their roles...and as such often carry small catapults and ballistae with a plethora of ammunition types. These ships include small Razorwings and the medium-sized carrier known as the Harbingers. However, an exception is made the Great Eagle battleships that are a fierce sight; as dedicated warships, they provide much manpower and heavier weapons to engage the enemy, but as such are fewer in number. They are faster than most warships, but as such, aren't as well armoured.

Siege weapons
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(in-universe weapon is much smaller)​
Like any Household, the Ohminjokuul maintains the usage of siege engines on both land and on sea. Among this repertoire is the basic catapult, which makes use of all manner of ammunition; from stones, to giant flame-pots, to severed heads and even plague-infected carcasses should the opportunity arise. However, their more unique invention is the tri-ballista; based on the smaller repeating crossbow, which can hold three bolts at once and be fired in rapid succession...and makes use of the infamous reaper cartridges that launch thirty normal crossbow bolts at a time per cartridge (both types of ammunition can be mixed); both can be lit on fire for more devastating results. These ballistae are also designed to accommodate ropes, whether it is to hoist siege ladders on land or pull in ships at sea (the mast is a favourite target). Each tri-ballista contains a mechanism that can discharge a used cartridge with ease, making for a faster reload. Crewed by two Marines, the units who devise the siege weapons, a well-honed pair can rapidly reload and fire the weapon just as each tier is emptied of its payload. Such a weapon can be easily disassembled, and split amongst the crew and a beast of burden (camels preferably) for easier carrying and deployment.

Army composition: 3000 Marines (1000 currently man the fleet), 1000 Sivaris Archers, 1500 Mounted Raiders, 1500 Cataphracts (500 mounted on camels), 650 Zhogori and 350 Shades.
 
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+SpaceJesus+

For God So Loved the Galaxy
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House Thrudgast

"By blood and burden"


House Lord: Lord Tiagon Thrudgast

Seat: Kur Abribal


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House size: 2D10 4+6=10

House lord, Tiagon Thrudgast, 41
Liege Lady, Merava Thrudgast, 34
Brother, Hiral Thrudgast, 38
Sister, Shaga Thrudgast 33
Daughter, Tuselvi Thrudgast, 20
Eldest Son, Abor II Thrudgast 18
Son, Tsaruk Thrudgast, 17
Son, Purlagen Thrudgast, 13
Wife of Brother, Gitara Thrudgast, 29
Cousin, Laduum Thrudgast, 34

Attendant size: (D10, result 7)
Three sworn swords (Kiabold Ron, Sithrum Offal, Obum Sunratt)
Trademaster (Baron Tuftar) 29
High Druidess (Mother Indalla) 35
Prime Forger (Gudrast Ortep) 50

Armsmaster (Abor Basttad ) 40

Point Allocation: 50

Army: 10
Stockpile: 15
Honor: 5
Castle: 8
Espionage: 12

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Backstory:
The Thrudgast house formed long ago when nomadic tribes leaving the mainlands migrated to the Westland mountains, making a stake there and claiming the land for themselves. Their early heritage is difficult to obtain, but once they had fully integrated into a societal setting had begun vigorously recording their lineage and history. They are highly territorial, taking any foreign military presence on their soil as an intrusion on their privacy. They are secretive of their ways to outsiders, but due to their aggressive stranglehold upon many of the Westlands center ports have become well known enough through trade as to be recognized by the other clans. Iron and lumber are the two most prominent sources of revenue, but the Thrudgast clan possesses a thriving agricultural industry as well. This aided by the runoff from the mountains irrigating their farms, and of course, the intervention of the Druids.

When the nomadic tribes began to settle into more civilized ways of life, the beliefs and lore of the tribal world stuck with a few. The house Thrudgast indulges itself in various mystical and primal superstitions, with the Druidic order stationed within castle Kur Abribal being the center of the local religious beliefs. They had evolved from simple shamans into an intricate society of soothsayers. magicians and warrior clerics. The druids are rumored to have knowledge of a great ancient power, and use their arts to manipulate the natural elements to the benefit of the house. Thus, the Druids have become an integral part of life within their lands, and have much political sway. They function as a way of finding loyalty in lower classes, through superstition and by their providing of fertile harvests.

The house has spent much of its years isolated from the other houses. Several small wars have been made with some minor kingdoms that arose around them, leading to the steady expansion of their spread of power over the desert lands. The most prominent and difficult to overcome event within their history is an attempted coup from a clan that had once been defeated. They had worked their way into the house through treachery and stealth, then attempted to take over the house through a mix of military force and well placed assassinations. Their beliefs and strict moral codes stressed unity within their ranks, so while the intruders believed they could buy the loyalty of many prominent members, the house stood fast, and crushed the infiltration force.

During the wars with the Goteri, the Thrudgast clan was initially hesitant to join the war. The current Thrudgast house lord, lord Ordum Thrudgast, at first didn not believe that the Boteri were a threat to them, dispite various warnings even within the family. It was only after a series of naval raids on their ports that the house lord truly grasped the gravity of the situation. He had already been a questionable ruler beforehand, and after this incident the family deemed Ordum as inept, and he was forced to step down. The new house lord, Tobald Thrudgast, led a direct assault on the Boteri empire, initially making a great headway in the south eastern territories. The battle of Ominheim Forest was a pivotal moment in this singular campaign, in which, over a period of 2 weeks, a band of Druid warriors forced a legion of Boteri mauraders into a painful retreat, despite highly inferior numbers and weaponry. At first it seemed that they would conquer the Boteri on their own, and they were determined to do so. Sadly, however, the Thrudgast armies began to realize that no amount of will and strategy could beat back the Boteri, who's sheer numbers and persistence could not be defeated alone. They began to lose ground rapidly, with nowhere to turn but the sea. Reluctantly, after coming into contact with the allied armies of Trevast, who waged a similar war farther north, Lord Tobald joined the pact of nations to combat the Boteri.

With fresh supplies and troops supplied by their brethren, house Thrudgast began a second, infinitely more brutal campaign upon the Boteri. Even as the treaties were signed between the two governing bodies, house Thrudgast was the last of the houses to withdraw its troops. They had wished to continue fighting, hoping to obliterate the entire empire once and for all, but they knew they had been weakened by the war they had already waged, and could not continue without the support of the other houses. So they honored their treaty, and the defeat of the Boteri was enough to quell popular displeasure at the alliance their king had made with the other kingdoms. It is theorized that this unrest is what triggered many of the small wars that would plague the house for a century before finally returning to peace.


Military:

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The bulk of the Thrudgast battle strategy is based around the adaptive usage of shields and midrange weapons to hold back rushes and ranged assaults. Discipline and unity are paramount to their way of combat, with each member vigorously training to work seamlessly with their comrades. Thrudgast soldiers are known to from themselves into formidable and complex shield walls, gearing themselves back as if to defend, and then charging forward in a juggernaut formation that tramples unsuspecting enemies, neutralizes even the most formidable arrow barrages and skewers oncoming cavalry charges, all the while drawing attention away from the volleys of arrows being thrown at the enemy from a distance.

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The Sunder Guards are the melee powerhouses of the military, adept in the usage of halberds as a weapon of mass destruction. They are much more adaptable and experienced than other soldiers, and function at a great capacity on their own instead of in formation. It is said that their blades are so sharp and accurately slicing that a Sunder Gaurd can cleave two unarmored men in half with one swing.


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The Druidic warriors are a fearsome bunch, religious soldiers who find enlightenment in the carnage and turmoil of battle. There are those that are powerful juggernauts on the battlefield, wielding clubs, maces, swords, axes, shields, anything they can get their hands on to brutally bash their opponents to a grisly demise. Their strength and skill unmatched, their very presence echoes fear and intimidation. Many warriors even choose to go into battle naked and bare handed. By the end however, they are fully clad in armor and weapons, the spoils of those they had defeated. They take to their work with every bit of piety and sacred obligation they have, slow to anger but merciless when brought before a foe.
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Others are made into secretive hunters of the underbrush, snipers and saboteurs who wreak havoc against those who have let down their gaurd. They are masters of psychological warfare. They have been known to drive troops mad with their torturous interventions, playing mind games with enemy soldiers until their paranoia saps away their sanity.

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Due to the prevalence of large shipyards and ports along their shores, they have developed a powerful naval force. Some of the fastest ships in the lands are produced by their shipmakers. They use their naval capacity to raid rival port cities, or to furiously gaurd their coastline from raiders and pirates.

 
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Fyremage

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House Thrudgast

"By blood and burden"


House Lord: Lord Tiagon Thrudgast

House size: 2D10 4+6=10

House lord, Tiagon Thrudgast, 41
Liege Lady, Merava Thrudgast, 34
Brother, Hiral Thrudgast, 38
Sister, Shaga Thrudgast 33
Daughter, Tuselvi Thrudgast, 20
Eldest Son, Abor Thrudgast 18
Son, Tsaruk Thrudgast, 17
Son, Purlagen Thrudgast, 13
Wife of Brother, Gitara Thrudgast, 29
Cousin, Laduum Thrudgast, 34

Attendant size: (D10, result 7)
Three sworn swords (Kiabold Ron, Sithrum Offal, Obum Sunratt)
Trademaster (Baron Tuftar) 29
High Druidess (Mother Indalla) 35
Prime Forger (Gudrast Ortep) 50

Armsmaster (Abor Basttad ) 40

Point Allocation: 50

Army: 9
Stockpile: 15
Honor: 6
Castle: 8
Espionage: 12

Backstory:
The Thrudgast house formed long ago when nomadic tribes leaving the mainlands migrated to the Westland deserts, making a stake there and claiming the land for themselves. They are highly territorial, taking any foreign military presence on their soil as an intrusion on their privacy. They are secretive of their ways to outsiders, but due to their aggressive stranglehold upon many of the Westlands southern ports have become well known enough through trade as to be recognized by the other clans. Dispite the scorching desert, the Thrudgast clan possesses a thriving agricultural industry. This only possible through the extensive usage of the river Peylon for irrigation, and of course, the intervention of the Druids.

When the nomadic tribes began to settle into more civilized ways of life, the beliefs and lore of the tribal world stuck with a few. The house Thrudgast indulges itself in various mystical and primal superstitions, with the Druidic order stationed within castle Badubdal being the center of the local religious beliefs. They had evolved from simple shamans into an intricate society of soothsayers. magicians and warrior clerics. The druids are rumored to have knowledge of a great ancient power, and use their arts to manipulate the natural elements to the benefit of the house. Thus, the Druids have become an integral part of life within their lands, and have much political sway.

The house has spent much of its years isolated from the other houses. Several small wars have been made with some minor kingdoms that arose around them, leading to the steady expansion of their spread of power over the desert lands. The most prominent and difficult to overcome event within their history is an attempted coup from a clan that had once been defeated. They had worked their way into the house through treachery and stealth, then attempted to take over the house through a mix of military force and well placed assassinations. Their beliefs and strict moral codes stressed unity within their ranks, so while the intruders believed they could buy the loyalty of many prominent members, the house stood fast, and crushed the infiltration force.


Military:

s5S2G9z.jpg


The bulk of the Thrudgast battle strategy is based around the adaptive usage of shields and midrange weapons to hold back rushes and ranged assaults. Discipline and unity are paramount to their way of combat, with each member vigorously training to work seamlessly with their comrades. Thrudgast soldiers are known to from themselves into formidable and complex shield walls, gearing themselves back as if to defend, and then charging forward in a juggernaut formation that tramples unsuspecting enemies, neutralizes even the most formidable arrow barrages and skewers oncoming cavalry charges, all the while drawing attention away from the volleys of arrows being thrown at the enemy from a distance.

2TRudmz.jpg


The Sunder Guards are the melee powerhouses of the military, adept in the usage of halberds as a weapon of mass destruction. They are much more adaptable and experienced than other soldiers, and function at a great capacity on their own instead of in formation. It is said that their blades are so sharp and accurately slicing that a Sunder Gaurd can cleave two unarmored men in half with one swing.


g11SWjq.jpg


The Druidic warriors are a fearsome bunch, religious soldiers who find enlightenment in the carnage and turmoil of battle. There are those that are powerful juggernauts on the battlefield, wielding clubs, maces, swords, axes, shields, anything they can get their hands on to brutally bash their opponents to a grisly demise. Their strength and skill unmatched, their very presence echoes fear and intimidation. Many warriors even choose to go into battle naked and bare handed. By the end however, they are fully clad in armor and weapons, the spoils of those they had defeated. They take to their work with every bit of piety and sacred obligation they have, slow to anger but merciless when brought before a foe.
ZMry01s.jpg


Others are made into secretive hunters of the underbrush, snipers and saboteurs who wreak havoc against those who have let down their gaurd. They are masters of psychological warfare. They have been known to drive troops mad with their torturous interventions, playing mind games with enemy soldiers until their paranoia saps away their sanity.


Nice man! Which area do you claim? I think Sin claimed the area by the river of the westerlands.
 

Fyremage

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nO6N9T0.jpg

House Thrudgast

"By blood and burden"


House Lord: Lord Tiagon Thrudgast

House size: 2D10 4+6=10

House lord, Tiagon Thrudgast, 41
Liege Lady, Merava Thrudgast, 34
Brother, Hiral Thrudgast, 38
Sister, Shaga Thrudgast 33
Daughter, Tuselvi Thrudgast, 20
Eldest Son, Abor Thrudgast 18
Son, Tsaruk Thrudgast, 17
Son, Purlagen Thrudgast, 13
Wife of Brother, Gitara Thrudgast, 29
Cousin, Laduum Thrudgast, 34

Attendant size: (D10, result 7)
Three sworn swords (Kiabold Ron, Sithrum Offal, Obum Sunratt)
Trademaster (Baron Tuftar) 29
High Druidess (Mother Indalla) 35
Prime Forger (Gudrast Ortep) 50

Armsmaster (Abor Basttad ) 40

Point Allocation: 50

Army: 9
Stockpile: 15
Honor: 6
Castle: 8
Espionage: 12

Backstory:
The Thrudgast house formed long ago when nomadic tribes leaving the mainlands migrated to the Westland deserts, making a stake there and claiming the land for themselves. They are highly territorial, taking any foreign military presence on their soil as an intrusion on their privacy. They are secretive of their ways to outsiders, but due to their aggressive stranglehold upon many of the Westlands southern ports have become well known enough through trade as to be recognized by the other clans. Dispite the scorching desert, the Thrudgast clan possesses a thriving agricultural industry. This only possible through the extensive usage of the river Peylon for irrigation, and of course, the intervention of the Druids.

When the nomadic tribes began to settle into more civilized ways of life, the beliefs and lore of the tribal world stuck with a few. The house Thrudgast indulges itself in various mystical and primal superstitions, with the Druidic order stationed within castle Badubdal being the center of the local religious beliefs. They had evolved from simple shamans into an intricate society of soothsayers. magicians and warrior clerics. The druids are rumored to have knowledge of a great ancient power, and use their arts to manipulate the natural elements to the benefit of the house. Thus, the Druids have become an integral part of life within their lands, and have much political sway.

The house has spent much of its years isolated from the other houses. Several small wars have been made with some minor kingdoms that arose around them, leading to the steady expansion of their spread of power over the desert lands. The most prominent and difficult to overcome event within their history is an attempted coup from a clan that had once been defeated. They had worked their way into the house through treachery and stealth, then attempted to take over the house through a mix of military force and well placed assassinations. Their beliefs and strict moral codes stressed unity within their ranks, so while the intruders believed they could buy the loyalty of many prominent members, the house stood fast, and crushed the infiltration force.


Military:

s5S2G9z.jpg


The bulk of the Thrudgast battle strategy is based around the adaptive usage of shields and midrange weapons to hold back rushes and ranged assaults. Discipline and unity are paramount to their way of combat, with each member vigorously training to work seamlessly with their comrades. Thrudgast soldiers are known to from themselves into formidable and complex shield walls, gearing themselves back as if to defend, and then charging forward in a juggernaut formation that tramples unsuspecting enemies, neutralizes even the most formidable arrow barrages and skewers oncoming cavalry charges, all the while drawing attention away from the volleys of arrows being thrown at the enemy from a distance.

2TRudmz.jpg


The Sunder Guards are the melee powerhouses of the military, adept in the usage of halberds as a weapon of mass destruction. They are much more adaptable and experienced than other soldiers, and function at a great capacity on their own instead of in formation. It is said that their blades are so sharp and accurately slicing that a Sunder Gaurd can cleave two unarmored men in half with one swing.


g11SWjq.jpg


The Druidic warriors are a fearsome bunch, religious soldiers who find enlightenment in the carnage and turmoil of battle. There are those that are powerful juggernauts on the battlefield, wielding clubs, maces, swords, axes, shields, anything they can get their hands on to brutally bash their opponents to a grisly demise. Their strength and skill unmatched, their very presence echoes fear and intimidation. Many warriors even choose to go into battle naked and bare handed. By the end however, they are fully clad in armor and weapons, the spoils of those they had defeated. They take to their work with every bit of piety and sacred obligation they have, slow to anger but merciless when brought before a foe.
ZMry01s.jpg


Others are made into secretive hunters of the underbrush, snipers and saboteurs who wreak havoc against those who have let down their gaurd. They are masters of psychological warfare. They have been known to drive troops mad with their torturous interventions, playing mind games with enemy soldiers until their paranoia saps away their sanity.


And do you have skype?
 

+SpaceJesus+

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I do not have a very good skype, if that is required. Drat, I was going for near the river. I could go ahead and move alittle northward towards the mountains a bit
 

Fyremage

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I do not have a very good skype, if that is required. Drat, I was going for near the river. I could go ahead and move alittle northward towards the mountains a bit
Skype is not required man, just was offering. ;)

And sure, I'll add a keep there later tonight. Prod me If I forget.
 

+SpaceJesus+

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I'm okay with retooling the house to fit in he forested areas of that helps things with making the map. I'd have to rethink the purpose of the Druids in the society but it could work
 

Fyremage

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I'm okay with retooling the house to fit in he forested areas of that helps things with making the map. I'd have to rethink the purpose of the Druids in the society but it could work
If you want kind of a viking type of feel, I can make it happen man. :) no worries.
 

+SpaceJesus+

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I hath edited. Thou may placeth my seat upon thy map.
 

Tristar

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@+SpaceJesus+ Where abouts on the map? And I do suggest reading up on the other Houses to check on timeline consistencies etc. Pages 3 and 6 contains the bios for the other houses.
 

+SpaceJesus+

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I was thinking wedging it right between the river and the mountains, though it could actuall be in the mountains close to the river.

I'll be reading most definitely. Was there something inconsistent you saw?
 
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