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Iberian Feudal Quest

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Brajar's year has been a tumultuous one, with equal measures of honor and horror displayed in...
Index

fitzgerald

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Brajar's year has been a tumultuous one, with equal measures of honor and horror displayed in the recent tragedy of the summer. With it has been a great wave of change within Brajar's noble ranks, one that has effected you personally.

At fair Ulyssippo the Royal Court had gathered under the direction of Roya Avrol dy Brajar, both to celebrate Royse Darius dy Brajar's 25th birthday and his appointment as General of the Order of the Son. Royse Darius having returned from a great tour of nations to strengthen bonds and it must be said to find challenges to hone himself had returned with treasure, boon comrades and great skill. A great gathering of nobles from across Brajar and indeed noted visitors from both neighboring Chalion and Darthaca came to pay their respects to the returned Royse.

Alas tragedy in the form of a young ambitious Dragon struck. In a vile ambush the fearsome beast struck at the gathered jewels of Brajar with the ferocity of a hurricane. Blood and gore flowed freely, dragon fire melted steel, and dragon fear gripped the hearts of many. Words cannot begin to describe the scene of carnage and horror that visited Ulyssippo that day.

Yet not all men were struck craven by the Dragon. Foremost among them was Royse Darius himself whose powerful presence and allies in the form of Darthacian sorcerer of the Bastard and a Seeker of Thoth formed a hard knot of resistance. A knot of resistance your own father the March Fera dy Targus joined alongside your mother the Marchess Louise dy Targus, second wife of your father.

While fantastic stories of the Royse Darius's valor in slaying the dragon have been told non stop, ranging from Darius literally shouting the Dragon down from the sky, becoming a living Avatar of the Son, to the more mundane of a lucky arrow strike one truth remains. Royse Darius slew the Dragon gaining the title of Dragonslayer, and with it the admiration of nations.

Sadly however your beloved parents did not survive, and the March fell to your elder half brother March Jose dy Targus, who has never been enamored of your mother, along with his brood of children to the traditional seat of March in Valencia. Declaring you eighteen and competent of running ruining your own affairs Jose has with great personal relief seen you off properly from the March with a suitable force, your inheritance and those retainers that sought service with you.

Today you ride north for Province of Augustia from the Province of Tomar with a stop at Vizela to take oaths with the Provincar Julius dy Augustia to take up your role as Castillar of Tamega. Roya Darius has awarded the fief to you as a reward for the valor of your deceased parents.



Index


    • Most of the time the thread will be in strategic mode, in which time progresses in a series of one-month turns. Every turn you can assign each military unit and NPC under your control a project to work on, and Luc can personally work on Two projects at once.

      Normal projects don't involve any die rolls - you automatically make one month worth of progress each time you work on it, and if it takes multiple months of work to complete I'll show a progress indicator (i.e. [1/3] for 1 month out of 3 completed) next to it in the update. The exceptions are projects that involve a contest of skill (like busting a smuggling operation), or attempts to train your skills up to levels far in excess of anyone around you. In those cases I'll give you a general idea of how difficult a proposed project would be, but as in RL you don't get to see the exact numbers.

      In addition to major projects, your character and retainers can take any number (within reason) of minor actions. These are things that take anywhere from a few hours to a couple of days, like having a conversation with an NPC or riding into town to shop for an important item. But try not to get carried away with them, because if I decide you've got more than 40 hours or so worth of actions in a turn I'll rule that there isn't time for a second project that month because you are too busy with little stuff.

      The turn-based approach should work for most situations, but every now and then you'll want to go hunt down a monster or find yourself fending off an invasion. When something complex and fast-paced starts to happen we'll switch to Adventure mode, as described below.

    • When off on an adventure play will be a lot more free-form than when we're doing strategic turns. I'll normally post an update about once per day describing what's going on, and players can post suggestions about what the PC should do.

      Some 'adventures' are just brief dramatic events that need to be played out, like a bandit raid on your keep or a diplomatic meeting with a hostile Lord. These sorts of events count as Actions, and don't affect your ability to get Projects done.

      Other adventures take a more substantial amount of time to play out, but take place in or near your territory and can be resolved in a week or two. These will be things like hunting bandits, investigating a crime, or killing one of the local monsters. Short adventures generally count as a Project for yourself and any NPCs who are involved, and will often show up on your available projects list as 'Adventure Leads'.

      Then there are epic adventures. These are extended expeditions to distant lands, often lasting for months or even years. Epic adventures can yield major rewards - rare and valuable loot, alliances with foreign rulers and wandering heroes, magical discoveries and potentially vital information about what the forces of evil are up to. However, they also represent a much higher risk than shorter adventures and require a major commitment of effort. Epic adventures interrupt the normal progression of time until they're completed, although often you'll find time to squeeze in projects as you travel long distances or wait for an audience with that foreign potentate.

      Adventures of any size can be a very effective way to level up your character, since he'll tend to quickly improve his abilities in the face of deadly danger. However, you don't get to directly spend his XP. Instead I'll apply it to whatever abilities he most relied on in the course of the adventure. So if you consistently use the same skills to solve your problems your character will get very good at them, while if you constantly change approaches he'll tend to develop into a jack-of-all-trades.

      One final note: do keep in mind that this is not a computer game, and encounters are not automatically scaled to be level-appropriate for your character. It's up to you to investigate adventure leads and determine which ones you can handle, because at least some of the ones you pick up early on will be far too tough for you. If you're too timid about picking adventures you'll miss some major opportunities, but if you get too aggressive you can easily get yourself or your henchmen killed.

    • Unlike some Quest threads your protagonist here is not a mindless robot willing to go along with whatever crazy stunts a player proposes, and I'm not interested in spending half my time trying to tally votes. So instead I'm going to assume that the conversations in the thread reflect the ideas your protagonist has. If on any particular turn one plan obviously has overwhelming support that's the one he'll go with. If there are several plans with similar support he'll pick the one he thinks will work out the best - which isn't quite the same thing as having the GM pick the best plan, but since the PC is a smart guy who knows more details about his world than I could possibly write up in the thread it's pretty close.

      So if you want to see your ideas implemented the best way to do that is to compromise with whoever else is posting good plans and put together a proposal you can both endorse.

    • This thread uses a fairly simple game system in which characters can have three sets of important numbers: stats, skills and abilities.

      The four stats are Body (physical ability), Mind (wit and wisdom), Soul (passion, willpower and magic) and Charm (charisma and social skills). Stats are very hard to change, requiring years of dedicated training or steady use over the course of many adventures. Even then they'll never change more than a point or two, so starting scores are very important here. Normal humans have stats in the 0-5 range, with 2 being average. Stats of 4 or more are very rare, indicating a genius or potential epic hero.

      Skills are much more malleable, starting at 0 and increasing steadily as a character invests training time. The higher a skill currently is the harder it becomes to raise it, but famous specialists often have numbers in the 4-6 range.

      Abilities are things like magical talents, or innate racial advantages. Some abilities are just an unchangeable note on a character sheet, like a dwarf's dark vision. Others, like sorcerous talents, have a level and a list of common applications. The second type of ability can be improved with training just like a skill, except there are two different ways to improve. You can raise your level with an ability, which increases your raw power and lets you create bigger effects. Or you can practice new ways to apply the ability, which lets you add new 'common application' notes to it.

      For example, say you recruit an NPC mage with Water 2 (find, purify and create water). You could have him spend several months training up to Water 3, which may allow him to affect several cubic meters at once instead of just a few gallons. Or you could have him research new applications like 'conjure mist' or 'create current', and eventually chain several related applications together to get a cool trick like 'summon and command water elemental' or 'banish the water in an enemy's body'.

    • One type of project you'll want to do a lot of is training. Your PC, NPCs and military units can all do training projects on any skill they currently have, and any character with a skill of at least 2 can teach it to other characters or units. Some exotic skills may have prerequisites, like a certain type of magic or a minimum stat score, but these will be rare. Most skills can be learned by anyone, given enough time and effort.

      Typically it takes one training project to reach skill level 1, another four training projects to reach 2, another nine to reach three, and so on. Training doesn't have to be continuous, but if you get partway through training up a skill and then get interrupted for several months you're likely to start losing progress.

      Training is also affected by attributes - an attribute that's much higher than the skill you're training may speed up training time significantly. But a skill that's higher than the related attribute will take longer to train, and will actually decline if you don't use it on a regular basis. So if you want a really high level of a skill you either need a high attribute to go with it, or you need to be a specialist who can afford to use and train that skill on a regular basis.

      Skill checks are based on the character's skill level plus the stat most relevant to what they're trying to accomplish. So a swordsman with Body 3 and Swordsmanship 2 will generally defeat one with Body 1 and Swordsmanship 3, which is another reason to concentrate on skills you're good at.

  • Luc dy Tamega
    Age: 18 (October 6th)

    • Body 2
      Mind 2
      Soul 5
      Charm 4

    • Force 2
      Water 2

    • Athletics 1
      Cyphers 1
      Diplomacy 3
      Horsemanship 2
      Intrigue 2
      Law 1
      Leadership 2
      Merchant 1
      Seduction 2
      Stealth 1
      Swordsmanship 2
      Tactics 2
      Woodscraft 1

    • Tamega
      1 warhorse
      2 Coursers
      2 Jennets
      4 Packhorses
      1 suit of knight's gear (chain mail, lance, arming sword, javelin)
      1 suit of ranger gear (leather armor, hunting bow & arrows)
      Noble's baggage (tent, clothes and finery for every occasion, misc small possessions)
      Ancestor's Journal's and Books (aid to training Water Magic)
      2000 SP

    • Brajar
      Darthacan
      Roknari

    • Castillar dy Tamega
      Lay Dedicat of the Order of the Daughter (1 action or 100 SP a year)


  • Voting on Mystical Traits

  • Travel to Augustia - The sooner you begin traveling, the faster you will arrive (repeatable)
    Recruit a Retainer - Recruit a skilled Retainer
    Recruit Military - Recruit additional military forces
    Pilgrimage - Stop at shrines and holy sites along the way




      • Luc's eleven year old sister.
        Apart from being something of annoyance whose uncanny ability deliberately interfere with planned trysts, Caroline is your only full sibling and partially in your charge until her 20th year.

        Even at eleven you've felt distinctly outclassed by her sharp if somewhat untrained wit, something you found yourself the butt of when training her in the use of your identical sorcerers abilities. Making matters worse the brat has powers over the Earth as well, much to your recalled dismay from one barrage of mudballs.

        Fortunately for Luc you are delivering Caroline to Divine Fernando dy Orozco in Ulyssippo for her education, a matter arranged by your parents early in the spring. Learned dy Orozco is not only a a jolly plumb middle aged man whose eyes held a very keen wit and impressive willpower but is also current running the Temple Sorcerers.

        Luc believes Caroline is 0-1 Body, 4 Mind, 3-4 Soul, 2 Charm. He knows she has Earth 1, Force 1, Water 1, along with Horsemanship 1, and sundry female skills.

        Luc deeply suspects Caroline will be trained up not only in the classic feminine arts, but in Wizardry as well. In several years your greatest headache with Caroline will be beating off up to no good louts taking advantage of your sister in order to advance their station in life.
      • Possible Ally 1



      • Body 2, Mind 3, Soul 0, Charm 2
        Horsemanship 2, Leadership 2, Swordsmanship 2, Tactics 3, Strategy 2

        Age: 36

        Ser Diaz is a veteran knight who served your family for well over nearly two decades. While age is starting to take its toll having a veteran captain of your guard is a boon. Ser Diaz has recently taken a wife, Sera Violante Diaz, a young woman of country nobility whose pleasant features are matched with a practical education in running a manor house.

      • Body 3, Mind 2, Soul 1, Charm 1
        Archery 3, Leadership 1, Staves 2, Tactics 2, Woodscraft 3

        Age: 25

        Martio is a cunning scout from a long line of skirmishers in your families service whose volunteering to join you may have had something to do with a feud between hamlets. Luc declined to inquire since feuds between the small hamlets are endemic and only put on hold to confront the Roknari.

        In any case the cunning fellow knows his business and has in fact lead a few small raids into Roknari territory.


      • 30 Men at Arms
        Skill 3
        Discipline 3
        Equipment 2
    • N/A

    • A somewhat neglected fief located along the shores of Cavado Lake with a solid castle (Tamega Castle), a somewhat prosperous lake town (Tamega town) with nearly 2500 individuals, two villages (Vila Real, Miranda), four farming hamlets and an old Roman mine. See Maps for individual ones.

      Fortunately however the various temples in the hamlets and mine site are well staffed, cared for and run.

      • An old but still impressive fortification built on a cliff looming over Cavado lake. Its current status is still unknown. See Lore Page for maps.
      • A somewhat prosperous lake town of roughly 2500 souls, its located on the lake shore of Cavado at the bottom of the cliff holding Tamega Castle.

        Vila Tamega boasts a large recently built temple (only 50 years old!) that has enough Divines (and funding) to accomplish additional tasks such as education, running and orphanage and small hospital.
      • Ancient Roman Silver Mine
        Every quarter it will produce (2d3 * 50) SPs


  • October 6th; Luc's 18th birthday



      • Dragons. Magical creatures who are magical beings capable of flight, breathing fire, terrifying the hearts of men and beast, and they are engines of destruction equipped with a powerful and cunning intellect. Dragons grow more powerful with age and wealth, leading to their interaction with humanity, a history filled with violence, fire, rapine, deceit, honest dealings, sworn oaths, friendship, marriage, and often times worship.
        Young dragons often meet their ends at the hands of heroes in large numbers, often being considered nothing more than pests in their first years. Ancient and powerful dragons, well those require the favor of the gods themselves or a Hero capable of fighting a dragon bigger than the largest keep that knows many powerful magics, and fire capable of obliterating steel.
        A dragon killed your parents before the new Roya Darius finally slew it

      • Elemental beings are well known to inhabit places, with river's, lakes, springs, wells, forests and other natural places. Often appearing in partially human guises those with the right knowledge and spirit can bargain, coerce, seduce or trade with these inhuman beings.

        Nymphs are one of the more commonly known about Elemental being.

      • Luc's family; his eldest brother holds the March. However Luc has been gifted with his own estate by the Roya in thanks for his dead parents valor in facing the terrible dragon.
    • A Quintet of Gods and Goddess's rule over what is most of the Western Roman Empire these days, including much of Mediterranean Africa west of Egypt. Father, Daughter, Mother, Son and the Bastard are the acknowledged figures of the Quintet. Their power has been proven with much of the corruption of the earth gone where the faith has conquered.

      Sadly however this has not stopped humanity from warring over the details of the Quintet, most particularly the Bastard. The Roknari surged forth from Africa proscribing to the Quadrene Heresy which holds that the Bastard is a demon much like his father and thus his followers are consorting with demons. Several centuries have followed as the native Iberians have slowly pushed back the Roknari Princedoms south once more.

      What is known is that there are active Saints of the Quintet, who receive the support and aid of the organized religion on either side of the heresy (barring of course the Bastard in Roknari). Most are minor, but some are capable of powerful feats indeed.

      Seekers of Thoth are somewhat respected but still receive a chilly reception among Iberian nobles due to their association within the Roknari Empire.

      Chosen of Inovia are rarely seen, but when they are the Order of the Bastard opens their doors to them without question. While most Divines are somewhat befuddled by them, any active or former saints know exactly what its like to be opened up and filled with the Divine.

    • Chosen - The goddess Inovia sometimes calls young girls of exceptional will to become her Chosen, imbuing them with a fraction of her own divine power so that they may fight evil in her name.

      Demon-ridden - While the Bastard has a firm grasp on many ancient and powerful demons, brand new demons appear constantly. Some of these very minor demonic spirits slip into our world and promptly seek to possess an ever growing number of hosts starting from the tiniest insects. By the time they possess humans these demons will have a large depth of animal cunning and will to fall back on, however people ridden by a demon can resist it. However many people don't, falling to the temptation of using the demons power for their own as it eats them from within. The Bastard's Order however has many temple Sorcerers, gifted with the control over a demon and trained in its use. Powers usually associated with the Ridden are marked by entropy, decay and consumption.

      Sorcery - The ability to work magic by calling upon your own internal power. Humans with sorcery are rare, and are usually the product of interbreeding with more magical races or of exposure to magical energies before birth. Most sorcerers can work with only a single element or theme, but with diligent practice can grow to be quite powerful. Sorcery also has the advantage of being nearly instant to use, with no need for complex tools or materials and often no visible hint that magic is at work.

      Witchcraft - A foul practice whereby women have congress with demons and offer blood sacrifices in order to gain magical powers. A weak witch must conduct elaborate rituals and offer sacrifices to work a spell, but stronger ones gain innate powers similar in some ways to sorcery. But while a sorcerer may command an element like air or ice, a witch will command dark powers such as pestilence, enfeeblement, delusion or obsession. Powerful witches often have imps or other minor evil spirits as servants, but the corruption of their own magic slowly twists them into a ghastly parody of their original forms. This would be a sure way to recognize them, except that often they find ways to disguise their true appearance by stealing the beauty of another or cloaking themselves in illusion.

      However Witchcraft is extremely rare in Iberia. The Bastards unknown father utterly crushed the local demonic powers and enslaved almost all the rest. His son retains a very tight grasp on those captured, however wily or ambitious demons seeking new territory often try to tempt women into witchcraft.

      Wizardry - A scholarly, academic approach to magic. A wizard must spend years diligently studying and meditating upon the nature of magic, spirits and the supernatural before attempting even the simplest spell. Experienced wizards often command an impressive breadth of magical abilities, but require long rituals and complex physical preparations to work their magic. Wizards are widely known for their ability to create enchanted objects, and over the course of years can combine ritual, enchantments and bargains to become beings of terrifying power. But very few men have the intellect, wisdom and willpower to walk that path, and the vast majority will eventually overreach and be destroyed by the forces they sought to command.

  • Brajar
    Augustia
    Cavado Valley

    Tamego Castle

    Cellar Ground Floor 1st Floor 2nd Floor 3rd Floor 4th Floor Roof Lake Cave

    • Luc's elder half brother (42) who has been silently feuding with your father over his re-marriage to your mother after he became a widower. Jose while not vengeful has pushed you out of the March and onto your destiny respectfully.

      In truth Jose is a somber hard bodied leader who while lacking your father's charm and wit made up for it with a deep and cunning intelligence alongside a great deal of skill of arms. That Jose has been running the March while your Father attended to a great many projects of the Crown for the past twenty years might have had something to do with the Feud (Luc believes Jose is Body 3, Mind 4, Soul 1, Charm 2 with Swordsmanship 3, Horsemanship 3 and Leadership 4)
    • Roya Darius (25), Dragon Slayer is the new ruler of Brajar crowned after a foul dragon attacked the royal court. He slew in it combat with the aid of several allies, including your parents who sadly perished in the battle

  • Cavado Lake, deep mountain lake that feeds the River Ava
    Tamega - your fief

    Vinhais - fief downriver to the southwest

    Macedo de Augular - fief to the east on the south shore of Cavado Lake

    Boticas - fief to the east on the north shore of Cavado Lake

    Vizela - seat of the Provincar dy Augustia. Powerful Castle and city (25,000), downriver of Tamega to the southwest

    Targus - March where you were born and raised in the Province of Tomar

    Ulyssippo - Capital of Brajar

 
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Character Creation #2
Character Creation 3


Skills

You have 29 Points to spend on skills, 1pt for level 1, 4 points for level 2, 9 points for level 3 as always (aka Level 3 Tactics will cost 14 points).

This includes improving Magic beyond level 1. At this time Wizardy and Alchemy cannot be purchased

Suggestions include:

Engineering
Tactics
Strategy
Woodscraft
 
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Creation #3
Final Round of character creation!

Background, Resources, Allies and Retainers


You have 9 points to spend on all the below, write ins for backgrounds and allies will be reviewed first.
(stacks) indicates the benefits of early purchases in a category are retained. For example purchasing the Mudane [3] point background Luc would gain (Fluent in Darthaca) (+1000 silver pieces), (Diplomacy, Intrigue and Cyphers @ 1 or +1), & (Foreign Ally)


Backgrounds:


Marchess Louise dy Targus, your mother from Darthaca is greatly missed and fondly remembered, just what prompted your father to purse her hand in marriage.


Mundane (stacks)


[0] A delicate beauty Louise had many suitors, however none had the charm or status of your father. (Fluent in Darthaca)


[1] Daughter of a rich merchant who had married into an impoverished noble family, Loise had a lavish dowry (+1000 SP)


[2] Daughter of the Darthacan ambassador Louise was well trained in the arts of diplomacy and intrigue (Diplomacy, Intrigue and Cyphers @ 1 or +1)


[3] Daughter of a Dux, Louise and her children are well loved by your Uncle the current Dux (Foreign Ally)




Mystical Background (stacks)


[0] An ancestor of yours wasn't human, faint though it may be traces of their blood still runs in yours.


[1] You're not the only sorcerer your families produced, among your inheritance is a series of books and journals penned by them (training aids to spells)


[2] While not strong you've picked up two mystical traits from your mystical ancestors


[3] Your maternal grandmother wasn't human, so its no surprise at all you have mystical powers




Order of the Daughter


[0] You swore yourself to the Order of the Daughter, a pledge that comes with minimal benefits or costs.


[1] A lay dedicate you've pledged (One Action) a year or 100sp, to help ensure the safety of Brajar. This has earned you a (small) seat at the table and the goodwill of the Temples near you.


[2] You play a significant part of the Order, (Four Actions or 400 SP) a year, one of the officers in charge of actually organizing and running it locally (Provincal Status and rank; Logistics 2)


[3] One of the Orders leading Lights (9 Actions or 900 SP) you are often found leading the Order in battle, off it, and more often than not in Court as an aide to the General. Your deeds get you recognition as a person of status and reknown in Brajar, in time you might become of the General of the Order itself (Brajar status and rank, authority to command Order troops freely)




Resources


Mine: Tamega has an old Roman mine that is still being worked


[0] Copper Mine: Although old and well worked the mine still yields enough ore that a small amount of industry is supported by it


[1] Iron Mine: Advances in mining have revitalized the old mine as new richer veins of iron are being worked. The vast majority of it is currently being traded away as ore currently, instead of being worked locally.


[2] Silver Mine: A small but rich mine that hasn't run out after nearly two milenia in production, it will provide a constant source of revenue collected every three months


[3] Salt Mine: More valueable than gold Tamega's salt mine has been the pillar of its economy and the main reason the Royal family of Brajar kept their grip tight upon it. Trade in salt produces quartely revenue and equally importantly a steady stream of merchants.




Library: At both Tamega Castle and brought along with you (stacks)


[0] Only a few simple books of meditations on the divine, poetry, and oddly enough a treastie on the ancient fighting men of the forests north-east of Darthica.


[1] A more well rounded collection of books (15); including valueable tomes on herbcraft, on the principals of bronze making and several volumes of poetry and plays


[2] A very large library of 45 books, this impressive collection contains a great deal of knowledge


[3] On top of that very large library is a small (5) collection of tomes of mystical knowledge




Temples: (stacks)


[0] Sadly treated out of sight and mind the local Divines only have small, often worn down temples.


[1] Vila Tamega boasts a large recently built temple (only 50 years old!) that has enough Divines (and funding) to accomplish additional tasks such as education, running and orphanage and small hospital. Other temples are well staffed and run


[2] Tamega sports an Abbey of the Mother well noted for its healers and scholars. Its current Arch Divine is the Provincar of Augustia's sister who after being widowed early chose to become a Divine instead of re-marrying.


[3] Augustia's Chapter House for the Order of the Brother means Tamega's security is second to none with three hundred well trained horse present at all times. That they are firmly under Royse Darius's control and not yours shouldn't prove an issue.




Allies: (Stack)


[0] Caroline dy Targus: Luc's eleven year old sister who is not only smarter than him, has also displayed that she is capable of using Earth magics on top of the ones he's mastered. Caroline is to be schooled in the Bastard's main temple to further her education in magic under the supervised eyes of the Temple Sorcerers. Her guardianship rests mainly in the hands of Divine Fernando dy Orozco, but Luc holds a veto on any marriage before her twenthith birthday.


[1] Divine Fernando dy Orozco: Current head of the Temple Sorcerers and Luc's former instructor Divine Fernando is a jolly plumb middle aged man whose eyes held a very keen wit and impressive willpower. An experienced Temple Sorcerer Divine Fernando is well versed in both the arcane and political who is more than willing to continue mentoring Luc.


[2] Provincar dy Tomar: For the last three campaign seasons Luc has served the Provincar faithfully and for the last year has been one of his full time aides. While sad to see Luc go the Provincar remebers Luc's service fondly and is more than pleased to gain a contact in the north.




[3] Royse Darius: The young Royse has always had an eye for talent and he's decided to take a chance on Luc. With the Royse's clear favor Luc is destined for great things, a potential Luc had best live up too.


Retainers:

[0] Ser Meen Diaz, (5 SP/Turn)
Body 2, Mind 3, Soul 0, Charm 2
Horsemanship 2, Leadership 2, Swordsmanship 2, Tactics 3, Strategy 2
Ser Diaz is a veteran knight who served your family for well over nearly two decades. While age is starting to take its toll having a veteran captain of your guard is a boon. Ser Diaz has recently taken a wife Violante Diaz, a young woman of country nobility whose pleasant features are matched with a practical education in running a manor house.


Martio
Body 3, Mind 2, Soul 1, Charm 1
Archery 3, Leadership 1, Staves 2, Tactics 2, Woodscraft 3
Martio is a cunning scout from a long line of skirmishers in your families service, his volunteering may have had something to do with a feud between hamlets.


[1] Two additional retainers of with 7 points of attributes and 11 points of Skills X Can be purchased multiple times




Military Forces:


[1] 30 Archers: Skill 2, Discipline 1, Equipment 1


[1] 30 Spearmen: Skill 2, Discpline 1, Equipment 1


[2] 30 Calvary: Skill 2, Discpline 2, Equipment 2


[2] 30 Skirmishers: Skill 3, Discpline 2, Equipment 1


[3] 30 Men at Arms: Skill 3, Discipline 3, Equipment 2
 
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Character Creation #4
Character Creation Round 4: Mystical Background

Gilbert du Perche, Luc's maternal grandfather, some forty years ago found himself washed up on a mysterious island in the archipelago's directly off the coast of Iberia after a torrential spring storm drove the galley he was on off course and wrecked itself. A young noble of Darthaca, this grandson of a Duc had been accompanying a much more experienced Darthacan noble on an embassy to the Roknari Princedoms on a matter of trade in spices.

While stripped of his baggage, all weaponry bare a simple knife that had an oilskin cover, and somewhat delirious of thirst after waking up in the blazing sun on a pristine white beach of sand Gilbert was not however stripped of his wit. Displaying a great deal of determination Gilbert hauled himself off the sand into the plentiful cover of the forest and quickly began foraging for survival, a task he accomplished adroitly after luck lead him to a small stream of crystal clear water.

Exploring the unknown island lead Gilbert to a fantastic garden, a place of trees with golden fruit and three beautiful maidens of inhuman beauty tending it. Overwhelmed by the visions of feminine beauty before him Gilbert was entranced, coming back day after day to simply watch the three Nymphs from afar as they went about their daily business for a few brief moments before his courage was overcome once more. Any thoughts of escaping the island fled from Gilbert, after seeing such visions of perfection how could he lay eyes on any other mortal woman. Instead Gilbert fished, created a more permanent shelter and in his many moments of spare time turned his quicksilver mind to composing verse after verse of poetry.

One fine fall day as Gilbert took in a few minutes of gazing from afar Aegle, one of the three sisters called out to him "Come stranger, share our hearth and be welcome".

With that siren's call Gilbert came forward and was welcomed by the Hesperides into their garden of delights and wonders.

In the five years that followed Aegle, much delighted by Gilbert's poetry gave him a pair of twins Louis and Louise. Eventually however Gilbert was returned to Darthaca laden with treasure a long lingering kiss and both children for the garden of the Hesperides was not a place a mortal could reside forever. Upon his return Gilbert du Perche was welcomed home by a family who had long thought him dead and gone never questioning the legitimacy of his twin children.

Gilbert's poetry quickly found itself immensely popular throughout Darthaca, and his tremendous gift with languages soon found him conversing with ambassadors from far and wide. Eventually Gilbert whose was greatly trusted by Darthaca's King, in part due to his sheer disinterest in material wealth, was appointed as an ambassador to Brajar and brought with him his daughter Louis. Shortly after her marriage to March Fera dy Targus Gilbert handed over all his remaining property to his son Louis hired a ship and vanished from the world.

Voting

Valid votes will be in the format of [X], with Two votes per person

Mystical Traits

Gained: Traits Luc dy Tamega has gained naturally

~ Longevity: Once Luc hits his full adult growth he will retain his youthful vitality, death will still take him but it won't be as a frail and infirm old man.
~ Mercurial Tongue: Luc finds it very easy to learn languages picking them up with ease

Vote: Choose 2

[ ] Arete: The distilled essence of skill allows one to beyond the limitations of the mortal frame.
In game effects this means pursuing Skills beyond one's abilities, for example Swordmanship 4 with Luc's Body 2, encounters no additional difficulty and faces no upkeep.

[ ] Bridge between worlds: Luc's mystical heritage is obvious and instantly recognizable by supernatural beings. More importantly those capable of rational thought will recognize and deal with Luc as having supernatural status and rank instead of being just another haughty mortal lord.

[ ] Fleet Run: Fully capable of running a marathon over broken terrain in roughly 6 hours or even faster over road ways, Luc can cover ground farther and faster than any normal human can. Luc is able to move freely and easily over all terrain, going over mountains, swamps, bogs, sand or even broken or hilly ground doesn't impede his ability to move in either combat or out of it. Open roads and flat grass lands let Luc go even faster when running for distance.

In water Luc is able to tirelessly swim for twelve hours, cutting through water like a fish.


[ ] Second Sight: Capable of perceiving the world in its spiritual format all manners of ghosts, spirits, elementals and even hints of the Quintet reaching through the world can be seen. While not capable of piercing deceptions, Luc will have a chance to actually notice them

[ ] Star Sight: Grandson of the Hesperides darkness holds no secrets for Luc, he can see almost as well as in the daylight. More importantly Star Sight ensures Luc is never unable to navigate where he came from and where he wants to generally go thanks to an entirely instinctive knowledge of the stars.

[ ] Write In: Subject to GM approval

[] Nymphs Share: Lovers will find sharing Luc less objectionable


[] Dazzling Light: Light always seems to catch an opponents eye in just the wrong way when they are about to attack you. Effectively like the opponent is dealing with the sun being behind you.
This one is because Aegle means "Dazzling Light" and the Hesperides are nymphs of the sunset and so it seemed fitting.

[] Garden Guardian: When amongst plants you're always treated as alert for approaching enemies, even when asleep.
 
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October 6th, 1803 ab urbe condita
As the dawn's light filtered slowly through the heavy grey clouds over head Luc dy Tamega, newly minted a Castillar from the heroics of his now dead parents the March Fera and Louise dy Targus, waited somewhat impatiently as the baggage train slowly formed up. Daylight was scarce and travel from the Targus March to Tamega was bound to drag on with the possible additional stops.

"No point in sprinting at the start and ending up tired Luc," the March Jose dy Targus called out as he sauntered up to his much younger half brother. "Ulyssippo isn't going anywhere and the main highway is still fast even in the worst rains. "

Well over twice Luc's own age Jose was a heavy set fellow on the shorter side, none of it loose flesh instead being well set muscle. A powerful boar of a man who had lacked much of their mutual father's charm and warmth, but who had a great deal of cunning both on and off the battlefield. The sheer ease that Jose had displayed in taking over the March had in fact been built upon years of work being their father lieutenant during his many trips to Court.

"No March dy Targus I suppose Ulyssippo isn't going anywhere," Luc remarked with an easy grin pleased to see his brother warm to him slightly. "Although I've always found that an initial turn of speed often convinces pursuers that it isn't worth the effort."

"Ho!' Jose laughed as an almost smug grin rose across his face "rushing off to avoid the wailing of your upset lovers then."

The widow Isabell Diaz had certainly been wailing the previous evening Luc recalled fondly although most definitely not from any sort of distress with her ardent cries for more. Nor had the Learned Betriz or her veritable Oxen of blacksmith husband Diego been that upset the night before last as all three spent one last evening together, well not that the Learned Betriz had been able to speak at all during that encounter. Sweet young Martim had departed last September recalled to his fathers service to go raid the Roknari which had been an enthusiastic farewell from a beautiful young man who had borne more than Luc's cups of wine.

"While there was much wailing it certainly wasn't from any upset," Luc fired back slyly before glancing back up at the still hidden sun. "More that I have desire to arrive in Tamega in December finding the place a shambles and ill prepared for winter. I've much better investments to make with my purse than things that can remedied with a bit of planning and effort."

Gleaming with pride Jose thumped Luc on the back hard enough to rock the much more slender and wiry young man on his heels. "Well said, why its almost as if you paid a fraction of attention to my lessons instead of finding another maidens skirts to part."

"Speaking of," Luc cast his glance to the steely haired woman overseeing the placement of his sister's baggage "Is Sera Iselle going to be enough to mind Caroline?"

"She's clever enough to not get caught by too many of Caroline's schemes" Jose acknowledged. "Once she's begun to blossom however we'll both need to visit to beat the scoundrels off."

"Don't forget the ambitious or greedy," Luc grimly replied. Caroline had a startling breadth in the magic available to her, and with the Divine dy Orozco seeing to her education Luc would not be surprised in the slightest if the cunning old fox was planning on training her up to be Brajar's own Court Wizard.

"Father of Winter save us from all three combined together in a silver tongued poet," Jose swore as he touched his right to his fore head, lips, navel, groin and then over his heart in the Five-fold sacred gesture.

"Father of Winters save us indeed," Luc echoed as he too sealed the oath with the Five-fold gesture.

As the chaos of the baggage train slowly turned from an utter mess into whirling hive of directed activity Jose inquired "So what are your plans Luc?"


Vote Time

Locked In:

[X] Travel to Augustia via Ulyssippo (Fixed)

Chose One:

[ ] Travel to Augustia
[ ] Recruit a Retainer - Recruit a skilled Retainer either Targus or Ulyssippo (please indicate preference)
[ ] Recruit Military - Recruit additional military forces
[ ] Pilgrimage - Stop at shrines and holy sites along the way


Minor Actions: Feel free to suggest minor actions that can be easily accomplished while traveling
 
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