OOC:
well, i’ll do it here as I may get help for the creation
Will randomise the house as well
[ +- ] THE HEADLANDS
The Headlands sit on the eastern corner of the realm, scratching the sky with their high, windswept peaks. Infested with savage and violent clans of mountain men, it is a wild place, scarcely kept under control. Houses in the Headlands enjoy the benefits of the security the mountains provide, but the mountain clans cause endless trouble for the people living here meaning that holdings must of neccesity be smaller in order to be defensible.
Base Stats:
Region Defense Status Land Population Power Wealth
Headlands +20 -15 +5 +0 +20 -15
step 2
Spend 150 points
[ +- ] base spending
Defense 20
Status 1 - forced to spend 16
Land 5
Population 0
Power 20
Wealth 1 - forced to spend 16
Points left: 118
potential stats:
Defense 60 -> 1 citadel (headlands), 1 baley (headlands), 1 keep (crown lands) , 2 towers (headlands)
Status 5
Land 10 -> 5 (headlands) + 3 (crownlands)
Population 40 -> 3 villages (1d6), 1capital (3d6)
Power 45 -> 4 raised dice
Wealth 5
step 3
Age: established
[ +- ] Events
1. 16 16-17 Conquest +2d4 to three stats -> 5
You gained your noble status by defeating another lord or landed knight.
2. 13 12-13 Glory +1d6 to three stats -> 5
3. 12 12-13 Glory +1d6 to three stats -> 1
4. 12 12-13 Glory +1d6 to three stats -> 5
5. 18 18 Windfall +2d6 to three stats -> 4
OOC:
I'll need to double check the stats are all right, but the idea is to split and have some representation closer to the court
[ +- ] History so far...
The House of Tamer has it's roots in the Great Tribal Uprising which saw the savage and violent clans of mountain men of the Headlands band together under the guidance of the Great Council of Elders to claim the old lands back from the Covenant. The wars were fought mostly on the wild mountains and peaks of the Headlands, as warring tribes shifted allegiances as the cold winds change direction, in what became more of a civil war than an uprising. From the mountains came the Clan of the White Bear, which lead a successful campaign of conquest, subjugating many tribes. However, as the Covenant decided to intervene hoping to secure their positions, forcing the Clan's chief into a decision: ambush the royal arm, ultimately destroying it, and with it, the Counts of Mountain Pass. Difficult negotiations saw the Clan allying with the Covenant, ultimately keeping the Covenant save from the raiding wild warriors. With their Northern borders secured, the wild nomads marched back to tame the headlands.
Allied with Covenant, the Clan of the White Bear lead successful incursions further into the Headlands. With the Great Council of Elders split by the long civil war, the clan's growing power and war glories provided the required influence to rebuild the Great Council, slowly bringing one elder after another together. Those you refused were ultimately defeated and the tribes settled with an uneasy peace under the rule of the new Council.
Their culture being based on acts of bravery and warrior prowess, this somewhat peaceful time was only kept as the Bloody Year started. The long raging war in the Eastreach provided the opportunity of the tribes to keep their warrior cast busy while not fighting each other. Since the Clan of the White Bear was at the border with the Crown Lands, tribal warriors were hired as mercenaries, promised riches for their services and armies organised and sent north by the clan. The reward was the recognition of what has been informal practiced: the Clan of the White Bear officially became the known as House of Tamer.
Some of the tribes, having gotten used to having peace at home, integrated more easily into the Covenant, starting to settle down and building their homes and fortresses, giving up the traditional nomadic style for the comforts of raised food and a fire place at night. Tribes mixed through marriage and adoption into the House of Tamer, with he old ways blending and evolving into the new realities. Of course, this brought the tribes into conflict once more, but skilful diplomacy and mediation brought he Great Council and the Covenant together through the mediation of House Tamer avoiding major conflicts. Even though the Headlands remain a dangerous and savage place to this day, other Houses had the opportunity to move into the Headlands with relative safety and extend the influence of the Covenant.
It was in this new order, where Northerner Houses ventured into the Headlands, the tribes settled and the roaming barbarians remain mostly contained by the Great Council, limited to the occasional raid, that House Tamer really shone. Legend has it that, guided by the spirits of the land themselves, the rules of the Covenant found evidence of their descendancy from the Headlands tribes. Their third born was as the savage people, recognisably touched by an animal spirit. Being and establish House, the Tamers were given lands iat the hearth of the Crownlands as caretaker of the prince. Even though this was mostly to hide the child from the court, it provided the change to enter the royal politics, as change that the House of Tamer is building momentum on.
Last edited February 13, 2020 10:06 am