House of Tamer

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Feb 13, 2020 10:48 am
OOC:
notes here
Homeland:
[ +- ] THE HEADLANDS
[ +- ] Citadel
Defense 20 + 40 + 0 + 5 + 0 + 5 + 0 = 70
-> 1 citadel, 2 baileys, 3 towers
Status -15 + 20 + 0 + 0 + 1 + 5 + 5 = 15
Land 5 + 5 + 5 + 0 + 0 + 0 + 5 = 19
[ +- ] Lands
Population 0 + 40 + 5 + 5 + 0 + 5 + 0 = 55
-> Capital, 1 city, 3 villages -> +3d6, +2d6, +1d6, +1d6, +1d6
Power 20 + 25 + 5 + 0 + 1 + 0 + 0 = 51
-> 5 upgrades:
Wealth -15 + 20 + 0 + 5 + 1 + 0 + 5 = 15
Last edited February 13, 2020 10:52 am
Feb 13, 2020 10:51 am
[ +- ] Conquest
[ +- ] Glory
[ +- ] Glory
[ +- ] Glory
[ +- ] Windfall
Feb 13, 2020 10:51 am
OOC:
people and stuff
Feb 13, 2020 5:03 pm
Wow, those are some good rolls.
Feb 13, 2020 5:05 pm
a house full of glory :D
Feb 13, 2020 8:59 pm
Very compact. You might not have much land, but you probably get a LOT of cooperation out of the surrounding people. >__>
Feb 13, 2020 10:22 pm
We have the same amount of land xD
Feb 17, 2020 8:47 pm
Give me a final map herein this thread with your settlements and defenses and I'll get you on the map.
Feb 17, 2020 9:04 pm
should be on my map already, even though the defenses are not very clear ;)
The city is probably best in the the crownlands (as a royal "gift") and the 3 villages are in the border. On the right side (Headlands) there is a citadel and on top by the see is a bailey. The last village can be on the town on the bottom.

I'll try to update my stuff based on the other tomorrow if I have the time :D
Feb 18, 2020 9:46 am
just springing around
[ +- ] Sharva✔️
[ +- ] Revelos ✔️
[ +- ] Kraken ✔️
[ +- ] Fugue ✔️
[ +- ] Maa Talia ✔️
Last edited February 19, 2020 12:39 pm
Feb 18, 2020 9:54 am
OOC:
Full history so far?
The House of Tamer is passed down among the tribes with a mixture of fantastic stories and mythological events, but the royal records suggest that it has its roots in the Great Tribal Uprising, which saw the savage and violent clans of the Headlands mountain band together under the guidance of the Great Council of Elders to claim the old lands back from the Covenant. But not for long... The wars were fought mostly on the wild mountains and peaks, with very little danger to the Crown lands, as warring tribes shifted allegiances like the cold winds change direction. In the end, the Uprising became more of a civil war than an actual uprising.

From the chaos of the wars came the Clan of the White Bear, which lead a successful campaign of conquest, subjugating many minor tribes. Their proximity to the Crown lands disrupted the status quo and threatened the Realm. The noble houses decided to intervene hoping to secure their positions and tensions rose. In a fateful moment, Brorkmus the Tamer, the legendary chieftain make a decision: ambush the royal army. This tactic was so surprising coming from the mountain tribes that it results in the complete destruction of the royal forces, and with it, the fall of the Counts of Mountain Pass, seeing the tribes under Brorkmus' rule settling on the borderlands. Difficult negotiations followed, which saw the Clan of the White Bear allying with the royal houses, ultimately keeping the Scymira safe from the raiding wild warriors. With their Northern borders secured, the wild nomads marched back to tame 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 it, 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 of Tribes. Kings were removed and war-chiefs were subjugated to the elders, who were chosen each new ascending sun from which each tribe to settle tribal disputes (peacefully or by duel), set the laws of the people and appoint the new leaders for the year.

Their culture being based on acts of bravery and warrior prowess, the start of the Bloody Year proved to be essential to maintain the fragile peace enforced by the Council of the Tribes. The long raging war in the Eastreach provided the opportunity of the tribes to keep their warrior caste busy not fighting each other. Tribal warriors were hired as mercenaries, promised riches for their services and armies organised and sent north. Besides the many riches brought back from the war, the royal house of Scymira rewarded many tribesmen with the title of nobility. Those who accepted formed what is known as the House of Tamer. This house is, unlike many others, not based on blood, with adoptions and rejections being frequent, which makes this house of a highly mixed background, even though its nobles tend to have the rough features of the tribesmen of the Headlands. However, many of the warriors that left north did not return. Some became mercenaries and adventures serving other houses, joining other houses and settling in various regions of the realm. Many felt a connection to the Breach, due to its remote wilderness and settled there, which would later establish a link between the Houses of Tamer and Revelos, opening trade opportunities and exchange of cultures. The trade port of Fishwerbay was established and with it, Temple of Revelation saw some success into the Headlands due to their appealing faith of primal forces which resonated well with the nomadic tribes.

The establishment of House of Tamer, the relatively long peace and the new trade links, allowed many of the tribesmen to integrate more easily into the realm and absorb its cultures. Many settled down, slowly giving up their traditional nomadic lifestyle for the comforts of producing food and a fireplace at night. Tribes continued to mix through marriage and adoption into the House of Tamer, with the 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 the Great Council and the Scymira together, the House of Tamer being the obvious mediator and avoiding any 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 realm into this inhospitable land. New alliances were made, trade routes were explored and conflicts were inevitable. With the rise of the fishermen from Stormwrack as the powerful naval Kraken Society, the House of Tamer saw an opportunity to expand their trade to the west sea, but met with strong opposition by the strongly established monopoly of House Maa-Talia and the exclusive supply of etherite by House Fugue. As the Kraken Society moved against House Maa-Talia to claim full control of the Stormwrack islands, the House of Tamer tried to struggle some of the trade route from House Fugue's control. Complex politics between the various houses of the realm and rare interventions from the royal court prevented this conflict from blowing into a full war, giving it particular contours beyond the initially expected one side versus another. House of Tamer actually aided House Maa-Talia re-direct their trade routes and recover from their war losses against the Kraken Society, leading to the expansion of Maa-Talia's trade further inland. This in turn fired-back, as it allowed House Fugue's etherite to flow further than ever, as Maa-Talia gained the rights to trade it, leading to the current tension between the House of Tamer and House Fugue, as the tribesmen's addition to etherite becomes a noticeable problem throughout the Headlands.

It was in this new order, where Northerner Houses ventured into the Headlands and the tribesmen trades their good through sea and land due to the relative safety imposed by the Council of the Tribes, that the House of Tamer really had their golden chance. Legend has it that, guided by the spirits of the land themselves, the rulers of the Covenant found evidence that their ancestors came from the Headland tribes. The third born son was as the savage people, recognisably touched by an animal spirit.Being an establish House, the Tamers were given lands at the hearth of the Crown lands as caretakers of the prince. Even though this was mostly to hide the child from the court, it provided the chance to enter the royal politics. However, the unconfirmed scandal of the support provided by the Clan of the Wild Cat to the House Revelos in their strange rituals, quickly resulted in various plots and schemes targeting that branch of the House of Tamer who, to keep the prince safe, found allies in the isolated House of Sharva by marriage. The Astrals was the perfect place to keep the secret away from the court intrigues...
Last edited February 19, 2020 2:15 pm
Feb 18, 2020 6:04 pm
deadpool_qc sent a note to CESN
Feb 19, 2020 8:32 am
CESN sent a note to deadpool_qc
Feb 19, 2020 2:16 pm
Ok. I updated my story and I think it now links to everybody. Let me know if this would work with everyone.

I need to get some people and some descriptions of the tribes done next :D
OOC:
Alliances with Sharva and Kraken.
Antagonising Fugue.
Trade agreements with Maa-Taliaa and Revelos
[ +- ] New lands
Last edited February 19, 2020 3:19 pm
Feb 20, 2020 9:16 am
The tribal societies are generally divides hierarchically aso:
* Servants: General slaves and home servants they are responsible for all the village maintenance and domestic tasks, building settlements, carrying goods and raising children.
* Traders: Some servants can buy their freedom as traders, or some retired Hunters that were previously hired as bodyguards can continue as Traders. These are responsible for administering the supply of goods, including accepting for storage, maintaining roads and raising beasts of burden
* Hunters: The Warrior caste that is are responsible for hunting and gathering food. In settlements, they are also responsible in farming. Also act as body guards. My be elected Chieftain after gaining their peer's respect or retire as farmers, druid helpers or, more recently, traders.
* Chieftains: Respected leaders of the clans and great warriors blessed by the spirits. Each is responsible for the safety of the family and clan's totems and assigned an animal protector by the druids.
* Druids: Shamans and priests responsible with the safety and guidance of the clans through their attunement to the world's anima. They show great empathy with the wildlife, leading and domesticating animals for labour and war. The only ones who can write and read, they use their runes to control the elements and nature in emergencies such as finding water during drought and redirecting floods, and guarantee good crops. Some of the most respected druids attempt to visit the Winter Court on the dawn of Midwinter.
OOC:
Get some descriptions for these people
Council of the Tribes: Most of the tribes are lead by a major clan which are organised in a sort of loose confederacy, ruled by a council of elders:

*** Tribe of the White Bear: Naeld (m)
Khey (f) House Tamer in the crownlands
Rhild (m) House Tamer chieftain of the citadel (capital)
Laf (m) House Tamer in the crownlands Councillor of Princetown (city)

*** Tribe of the Wild Cat: Sgirngrik (m)
Ris (f) House Tamer married to Sharva
Oth (m) House Tamer Guildmaster of Fishwerbay (village)

*** Tribe of the Winged Snake: Falmay (f)
Vemm (m) House Tamer in crown lands
Korndarva (f) Seer of Shadows bloodsister of Ronn

*** Tribe of the Stone Turtle: Hraek (m)
Rirliy (f) Archdruidess of Winter Court
Rayol (f) Sentinel of Watch (village)

*** Tribe of the Pale Moon: Kaengve (f)
Jelgund (m) Archdruid of Summer Court
Nerkal (m) House Tamer Guardian of the Tower (defence)

*** Tribe of the Undying Tree: Yarfal (m)
Skeis (m) Priest of Revelation
Ronn (f) necrodancer bloodsister of Korndarva

*** Tribe of the Monkey Mountain: Brumelk (m)
Hrilsedr (m) House Tamer
Weth (f) House Tamer and lady of Talia's Gate (village)
Last edited February 20, 2020 9:53 am
Mar 25, 2020 3:51 pm
OOC:
rolling the rolls
10-11 Victory +1d4 to three stats
Falconloft says:

It is the 756th Royal Ascension, and King Kleinhardt II is, as he has for the last ten years, throwing a major banquet at the royal palace in Bromgarten. It's usually worth every House's while to attend, or... at least attempt to attend. It's so crowded with those of high status and their entourages, that sometimes the smaller houses can't even get in. This year, Houses Irave and Namelle have stated they're not even going to try to attend, and several others are beginning to lose interest as well.

In the south, House Mytheas has reported seeing large creatures in their normal fishing grounds, and has lost two ships to them already since autumn.

On the western front, House Gasharde has recently been buying up as much of the ship repair market as they can, and it is becoming nearly impossible to avoid dealing with them. Is this a good thing, or bad?

House Ala has been showing interest in Osberg. There's talk of a possible alliance and maybe even a marriage union.

House Zubech has started either charging ships a passage toll, or harassing free shipping line, depending on which side of the argument you're on.
Houses Irave and Namelle - North - not going to the party FAR
House Mytheas - pirate island - seeing things
House Ala in the center - eating Osberg FAR
House Gasharde - west - monopoly of boaty stuffs
House Zubech - NEXT TO ME - charging ships? really?
Last edited March 25, 2020 6:12 pm

Rolls

event 1 - (3d6)

(245) = 11

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