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About Z3r05t4r

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    "No man can teach you magic."
  • Birthday 04/16/1993

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    Austria, Austríche, Österreich

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  • Character Name
    Damron Stafyr
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  1. "These are some accurate accounts. Rare to see in these days." murmurs a man who was there and part of it.
  2. "I wish you all the best for your final rest. You had your quirks but you were one tough mother to these Stafyrs. Good on you. Give my regards to those who went before us." An aging Thondorus (the Older) mumbles, having received the news. "I ought to spend more time with family... I feel I missed so much..."
  3. You took my skygod dirt. I am down to 2 blocks now. I had 24 and already had to leave behind 4. Such a cruel fate.
  4. Looking back like this really brings up memories, considering I have been a player for the majority of the realms listed. It's amazing how much player history can be shown in such a compact image, considering the depth and diversity, the actions and events that took place. +2 if I could, very nice.
  5. Updated the economy proposal.

  6. To quote myself in a reply I made for another thread, but distinctly fits to the topic. Also made a new post:
  7. I have not read into detail for the particular regions too much, but I did focus on your central bulletpoints. One thing you address is dead space. Whilst I agree that dead space should be taken care of, we must be wary of how much dead space we cull. What nobody wants is another Athera, where everything is packed together tightly. The King's Road does not work (not speaking against the Ring Road, that is actually a good idea). Size is important, yes, too big is bad, but too small is even worse. What I'd strongly promote is to establish a distinct visual distance. Visual and perceived distance between notable locations such as cities, outposts, holds, event sites, etc. can go a long way before it becomes apparent that things are too close to eachother. And it should be noted that dead space is not always dead space, but can be interpreted as "canvas" to grow and develop in.
  8. The Galmarch RACE: Primarily Human, Eastern and Central Galrunian with various Empire minorities present in the cities and towns. MAGIC / SORCERY: Marble Court BRIEF DESCRIPTION / HISTORY: On first glance the Galmarch appears to be a simple feudal realm with familiar structures of nobles and commoners, lords ruling over holdings and settlements, answering in a hierarchy to the Lord of the Galmarch, who by rank is a Duke in the Empire. Delving deeper into the people’s livelihoods however reveals more distinct habits and customs. The fair skinned inhabitants of the Galmarch have a long history of husbandry, having tamed and grazed their animals on the plains of the Galmarch for many years, starting to do so not long after the arrival on the continent. The fertile soil gave basis to a thriving agriculture as well something that is reflected in their simple but nutritious cuisine. As their homelands are quite expansive, the fastest method of transport was strongly cultivated and is still a central pillar of their society today. Horses. Some may say there are no finer horsemen than the Galrunians of the Galmarch, far in the North of the Empire. However, as much prosperity there is, there is an equal amount of conflict and it has not been unusual for the Galrunians to be beset upon by warbands of orcs and goblins. The latter do live in the regions beyond mountains to the Northwest. As a natural response, the settlements are by tendency more located on hills and high grounds, well-fortified by palisades or walls of stone, for the case a hostile force shall start to threaten their homesteads and livelihoods. To bolster their defenses a response force naturally formed itself out of the ruling caste of the Galmarch, the so called “Galmarcher”, heavy armored knights that thunder swiftly across the plains to crush any incursions before they get a chance to raid or plunder effectively. As the recent war with the neighbouring Kingdom of Estria drags on, the amount of these incursions into the Galmarch have increased as the focus and manpower of the Empire lies elsewhere, leaving the Galrunians to fend for themselves. With Lord Torenfal now in charge following the death of his father, the previous lord, it remains to be seen where things will go. LEADER / NOTABLE CHARACTERS: Lord Torenfal Renenbrandt, Lord (Duke) of the Galmarch Having come to power at the age of thirty, Torenfal stands alone at the top of the Galmarch, having lost his father and his younger brother only recently in the West as the Empire continues its advance against the Kingdom of Estria. On one hand he is bound by oath to the Empire and would love for his kinsmen in the West to pledge to the mightiest realm of mankind, but on the other hand he and his fellow Galrunians have been ordered to fight their own people in Galrun, something that does more than just put a strain on his oath. What direction may he take is unclear, but it is known that this stern and pragmatic man is willing to commit to his ideals. MAP LOCATION (ONLY WITHIN OR NEAR TO ANDUVIA): The plains and hills between the swamp and goblin mountains, stretching from the Akzizbuzal Foothills down into lower Galrun. UNIQUE UNIT: Galmarcher A caste of knights dedicated to the code of chivalry, honor, loyalty. They are the sons of Galrian nobility, forming a well-trained core of the forces of the Galmarch. Thunderous their charge, fearless in battle and devastating their blows, the Galmarcher knights dominate the battlefields in the plains, swiftly turning the tide on losing battles and changing even bouts into crushing defeats for their foes. Naturally, with their position as nobles of the realm, wealth and corresponding high-quality equipment comes. The finest steeds, the sturdiest of armor and the sharpest of blades. They may be seen as heavy cavalry but are without a doubt a cut above the rest. POINT OF INTEREST: Farhold, the castle built in the heart of the Galmarch, on a vantage point capable of overseeing the entire stretch of Eastern Galrun. It is a well-fortified hold, supposedly build decades ago with the aid of Dwarven craftsmen, making it unassailable with its layered thick fortress walls, high and sturdy towers, lined with siege weapons to counter foes on the ground and even the sky. Ever since its construction it has served as the seat of the Renenbrandt family and in the years following the accession of the Galmarch into the Empire as a stronghold where Imperial Forces may gather, train and march from.
  9. As the title states, I am currently looking to make a new character. Oldtimer Human player here. Do you have anything you'd want played?
  10. Herzogtum Greifenburg Year 11 of Albert's reign After spending some time in the village, listening to the concerns of leadership, it is clear that Herzog Albert has to do something to retain control of the newly acquired holding. On the other hand, he must not dawdle and expand the realm to gain access to more resources that very much would allow the realm to protect and project its interests. It is also for the future of his people, the Greifner, and his good-for-nothing son of his. Herzog Albert remains hoping that only at some point Komodan would become the man he is supposed to be. Without further ado the journey continued into the next season heading on to the next town and village further West. At home Isabella and Deborah acting as regents in his absence are taking reigns on the first economic projects that have taken place in this year. A task not too difficult and a learning experience for the young ladies von Greifenburg. Statistics Economy 2 towns (wooden palisades) 6 villages (no improvements) Income Taler (C): 7,500 (2 towns, 5 villages) Metalle (M): 2 (2 towns) Vorräte (F): 32 (2 towns, 6 villages) Baumaterial (B): 2 (2 towns) Expenses (maintenance) Taler (C): 1,000 (2 wooden palisades) Metalle (M): 0 Vorräte (F): 2 (2 wooden palisades) 9 (armed forces) Baumaterial (B): 0 Net Taler (C): 17,250 Metalle (M): 4 Vorräte (F): 40 Baumaterial (B): 4 Military 1,250 Greifner Büttel (Light Spearmen) 500 Wappenträger (One Handed Med Infantry) 300 Bogenschützen (Med Archers) Actions A workshop is erected in Riebenland (town at the heart of Greifenburg). This should supplement the national economy and bolster the construction capacity of the realm. (-4,500 C, -3 B) Herzog Albert himself tours with a small retinue to the village and town further in the west. The visit is diplomatic in its purpose, however with the motive to bring them into the field of the Duchy, peacefully. With his own presence negotiation should be swift and decisions final. (Mod)
  11. Herzogtum Greifenburg Year 11 of Albert's reign "Deborah! Isabella!" shouts the aging duke as he marches through the halls of the Greifenhorst. "Where are these two daughters of mine... Komodan, boy, come here." The young boy and heir to the Herzogtum was quietly sitting reading literature he has recently picked up and come to like, tales about brave knights and fair maidens. Adventures. An alright passtime, as long as he doesn't pick on the servants, their children or other noble kids. "Where are your sisters? I require to inform them that I will be absent for the coming weeks." - "Ok." - "Do you know or do you not know?" - "I do not know." - "Then answer straight in the first place boy when you are asked a question as such. I have no time for nonsense." Albert fumed as his son only offers a disinterested look before returning to his book. It took the better part of the morning until Albert did find out that his daughters went (without telling anyone) to the nearby town to visit the market. Dear, dear, only trouble with the youngsters. Herzog Albert von Greifenburg has been somewhat impatient in the recent days, with his uncaring son to succeed him, with nothing of interest happening as of recently, his daughter spending fortunes on their little brother and the local markets to satisfy their own needs. For a change, unlike his usual patient and calm self, it is as if something snapped and Albert was in the need for action and activity. The prolonged time of complacency dulled his senses it seemed to him and so he went for something new, he hadn't really tried so far. He would lead a diplomatic mission himself. To the West were settlements that were de facto independent, peaceful, but perhaps willing to listen to what the old Greifner had to say, perhaps capable of seeing the advantages of being under the unified banner of Greifenburg. With their close proximity it was expected that both language and culture would be shared. And so Herzog Albert prepared an expedition, of course after duly informing his daughters of his plans and upcoming prolonged absence. To the West for the accession talks! Statistics Economy 2 towns (wooden palisades) 5 villages (no improvements) Income Taler (C): 6,750 (2 towns, 5 villages) 5,000 (event, this turn only) Metalle (M): 2 (2 towns) Vorräte (F): 30 (2 towns, 5 villages) Baumaterial (B): 2 (2 towns) Expenses (maintenance) Taler (C): 1,000 (2 wooden palisades) Metalle (M): 0 Vorräte (F): 2 (2 wooden palisades) 9 (armed forces) Baumaterial (B): 0 Net Taler (C): 10,750 Metalle (M): 2 Vorräte (F): 19 Baumaterial (B): 2 Military 1,250 Greifner Büttel (Light Spearmen) 500 Wappenträger (One Handed Med Infantry) 300 Bogenschützen (Med Archers) Actions No construction projects to take place this season. Resources to the stockpile. Herzog Albert himself tours with a small retinue to the settlements in the west. The visit is diplomatic in its purpose, however with the motive to bring them into the field of the Duchy, peacefully. With his own presence negotiation should be swift and decisions final. (Mod)
  12. Nation Name: Herzogtum Greifenburg Nation Government/Leader Rank: Herzog Albert von Greifenburg Description of National/Provincial History & Culture: The people of the Herzogtum and perhaps in the vicinity call themselves Greifner, a group of midlanders of the region where the Herzogtum is situated in. The Greifner are a stern people, honest and hardworking. However this also means that they are a lawful society, disdain vagabonds and “free spirits”, with tradition dominating everyday life. Though it has provided them with a stable foundation upon which they grow and prosper, but innovation and progress often run into barriers when it does not become the general opinion of the populace. Most of the minor lords and local powerholders within the Herzogtum have withheld new inventions and innovations until either state or church have sanctified the same. Songs, stories and their architecture are “rustic”. Simple songs of hero ism, joy, friendship and faith, stories about brave knights and fair maidens, wise kings and holy men dominate the folklore. Education is straight and simple, the people and their children (of all strata) are being taught by either the local clergymen or if present dedicated teachers. Often enough one man or woman is teaching hundreds alone. This unfortunate limitation of capacity does have the consequence that the rural curriculum is limited to basic reading, writing and mathematics for the commoners, marginally more expanded for commoners in the few cities and towns, decently better for craftsmen and their families and of course of good quality for the wealthy. The homes are robust, of lumber and clay, often with stone foundations, even in the rural villages. Their affinity for masonry has allowed them to establish a common practice whenever a new family is founded and there is no house to be inherited, the friends and families of the married couple build one together. The cuisine is not very diverse, with simple grain products supplemented with foraged provisions from the local flora as well as the rare piece of meat or fish ruling the plates of the Greifner. Exotic spices and unbeknownst to many and so far, the distance to the oceans and peaceful and limited contact with neighbours hasn’t caused much of an influx of rare goods. Notable Characters: Herzog Albert von Greifenburg (Ruler, aged 51) A man in his fifties, Albert ascended to the ducal throne merely a decade ago, after the death of his father Reinhard II. von Greifenburg. First of his name, he is often called „the Calm“ as his demeanour whilst initially may be considered being shy is in actuality rather observant and quiet. Listening to everyone and every subject when he holds court he has become a liked ruler, never pressing taxation or other obligations too much on his populace. This however is considered by some of the minor nobles as a sign of weakness as Albert is seen likely incapable of making harsh and swift decisions, taking critical time to overanalyse issues before making a choice. Then again, his mettle has not been tested in the past ten years, so these might just be rumours. Prinzessin Deborah von Greifenburg (aged 20) The older daughter of Albert takes much after her father, being at least equally patient. Always formal and polite to him and everyone else, it often comes across rather cold, earning her the nickname of “Icy Princess”. The only thing that has melted this icy discipline of hers was her brother Komodan, for whom no task was too big and arduous for her. Prinzessin Isabella von Greifenburg (aged 18) The younger daughter Isabella takes more after her late mother Anneliese. A bit more grounded in things, she is aloof in her adherence to court etiquette and is always willing to have a chitchat with the kitchen maids, housekeepers and stable hands. Like her older sister, she is very fond of the arrogant young brother. Prinz Komodan von Greifenburg (aged 10) Being the long expected heir to Greifenburg, Komodan’s birth came at the cost of his mother’s health, Anneliese. At the mere age of three she passed away, leaving Komodan fully in the care of his father and sisters, the latter being overprotective of their little brother. Much to the dismay of Albert, Komodan has grown to be a petty and spoiled young boy so far, pursuing every slight and insult received, whether intended or not. Unique Military Units (One): Herzogsgarde (Unique Heavy Crossbowmen) National Idea: Greifenburger Meisterhandwerk 10% construction cost reduction (decimal values rounded up) Player POI Greifenhorst (Ancestral Castle)
  13. Duché de Charolais (Credits to u/NoOneReallySpecial from Reddit) 1890 - Autumn --- "My Duc, we have received the promised reparation funds from the Naresian League." - "Good." Duc Levin dismissed the official with a wave of his hand, as he stares out into the smogridden sky of Charolles from his office. At the color scheme present beyond the window, his olive colored uniform appears almost vibrant in hue. It has been a day since they returned from that battle against these thieving sky rats. Close call, nobody had expected an ancient weaponry to be still usable in the very region, a remnant of Hieromar's legacy. Not that it should be considered divine or anything, it was simply a marvel of technology. Too bad it blew up. The summer heat was fading, bringing the temperatures of the cities to a bearable heat that wouldn't reminisce the foundry ovens of Charolles that have been burning day and night, spewing forth steel for the hungry and growing industrial realm of Charolais. Every summer for the past decades has been a journey through hell for the common worker. Still, Levin's gaze wandered on, piercing through the dark clouds of soot and ash, to find a distant speck, bustling with activity. The bridge to the West had begun its groundwork for repairs, once concluded it should be a major artery of potential traffic to new shores that may hold untold riches to exploit. Resources for the Carelin industrial complex. But one can not gain, without investing. Elsewhere in the East, patrols maintain vigilance, as reports have been coming in of Sky pirates boldly assaulting Naresian traderoutes. This has incurred a demand for increasing the Carelin fleet numbers and military production. They shall not be defenseless when these parasites come to draw blood. --- Actions Two Emissaries are sent to the immediate neighbours in the South, the supposedly feuding Diachi Clans. One emissary is sent to the Archduchy of Tyrel, another few head North to visit the Acadian Consulate, the Empire of Sarradon and the Seschian Empire. The Armed forces are rallied to the Naresian cause. The Duc himself takes charge of the operation to oust the Warlord and bring the sky thieves to justice. (event) The bridge is target for future repairs. The Ducal government begins official interviews to see what companies are offering their workmanship for such a task. Naturally the state will provide funds and resources, but the bridge will be state property after a successful repair. However with the boon of preferential treatment to the awarded company in terms of enclosing new lands and resources on the other side of said bridge. (maybe mod) Trade, Finances, Economy In order to accelerate the bridge repairs and fortifying it against earthquakes, airstrikes and other bombardment, the realm invests notable amounts of material. (-10,000 Francs, -4 M into the bridge project) One of the towns in the Duchy is elevated to city status, massive funding guided that way to rapidly industrialize the former town center, expand housing and draw in more people (forcibly). (-24,000 Francs, -8 M for a new city) Guédelon expands on its luxury goods production to satisfy the needs of aristocracy and bureaucracy. Not like the common man sees much entertainment these days with so much work to do. (-8,000 Francs, -1 M) Verdun receives three new military factories to start the groundwork of a modernized army supply. (-10,500 Francs, -3 M) A heavy cruiser and six destroyers are ordered for construction to bolster the fleet of Charolais. (-35,000 Francs, -5 NP) The remaining Naval Industrial Capacity of the state is distributed on the global market, fulfilling jobs for the private sectors. (5 NP to the global market) The remainder is retained. (-5,267 Francs)
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