Prince is a suggestion game with a focus on medieval fantasy politics, centered around the prince Raynor Casar.
It has been on hiatus for a while, but with the encouragement of others I have decided to return to it, and i'm muchly glad for it. I've archived a textblock here on this thread that contains all of the story posts, but by no means do you need to read through it all, as a returning reader or a new arrival to the game.
Raynor Casar,
Royal Prince of Analysse, popular claimant on the future crown.
13 Years old
Personality:
Strong leadership traits.
A passion for knowledge and education.
A deep love of family, particularly towards sisters.
Is bold when faced with an opportunity to prove himself, but tends towards caution much more of the time.
Has shown a desire to rule.
Quiet and assured confidence.
Skills and Traits
A strong understanding of etiquette and social grace.
Tends to inspire loyalty in others.
A bright and well honed mind.
Novice Magician
Solid political skill.
Decent business Savvy.
Mediocre grasp of Adalbert language.
Mediocre fitness.
Novice swordsmanship.
Novice Shield-work.
Sword and shield technique: Poor.
Youthful agility.
Poor riding.
Allies and underlings
Ritalia: Loving and Protective, deeply loyal.
Barick the Bodygaurd: Protective.
Elwer, your squire: Eager to serve.
Sir Evanson: Patronizing, but loyal.
Sir Evanson's Squire: Loyal
Captain Verack: Polite, but otherwise indifferent.
Magic
Novice Scrymaster, experienced at surpassing magical resistance.
-Spell Tricks known:
Artificial Wind. Can create breezes over an extended period, or a single momentary gust capable of sending light objects flying and unbalancing individual people.
Symbol reproduction. Can instantly reproduce the contents of one page on something else, the symbol(s) must be made with ink or a similiar substance to work, and must be performed on a flat surface.
Palm Light: You are capable of creating a shining light in your palm that is about as bright as a torch, you may also attach light to your fingertips as bright as a candle, the light has heat, but not much.
Assets
Masterfully crafted Dagger.
High quality gold emerald-embedded brooch.
High quality short sword.
High quality leather breastplate.
Various travelling clothes of high quality, including cloaks and riding boots.
Riding horse fitted with barding, (quilted over top studded leather).
Cart with draft horses, contents including preserved food, personal toiletries, a modest amount of valuables and books.
A purse full of gold.
Bodyguard Equipment: Leather Jerkin over sturdy woodmans clothing, a high quality longsword, a warhammer, a hidden dagger, a short sword, a hatchet, a leather shield. A riding horse with custom saddle.
Squire Equipment: High quality shortsword, quilted armor and travelling clothes. Riding Horse.
The party as it stands:
You, Berick, and Squire Elwer.
Sir Evanson and his squire.
Ritalia and healer handmaiden
Plot Summary:
You, Raynor Casar were born the second legitimate son of a King, and you were a remarkable child to say the least. You won over nearly anyone you spent time with and established yourself as a forward thinking and intelligent leader even as a young boy.
You established yourself in court, acquired various small businesses, and slyly pursued magic.
Routine was broken when your older brother William was dragged before the court and stripped of his status as heir to the throne, you suspect because he was playing with some dark magic. Boldly, you announced your intention to vie for it, even as a boy of only 12.
In the coming year you redoubled your efforts to gain skill, influence and money. You bought out businesses, mastered basic scrying magic, and not least of all acquired allies at court like a child might collect pretty rocks. You became quite popular as a future claimant, though the vast majority of your allies were those of little power, or those who have to wait for the death of a parent to gain that power.
Much more recently, you uncovered a somewhat secret agreement to have your eldest sister married off, and managed to become head of her escort for an initial meeting with the suitor; the leader of a nearby principality.
The travel went poorly for much of the way, plagued by poor weather, but more dire than that was a band of wildmen that the party found harassing a village along the way. The band was defeated, and You personally executed a wildman prisoner for his crimes, and in defending the people earned the friendship of a local country knight.
Amidst rumors of beasts wandering the countryside, and even an attack on what was to be an escort for your party, you arrive at the destination and begin negotiations for the marriage-alliance. After some peculiar cultural obligations are met, the diplomatic contact is ultimately successful, and you tarry only to better know this new ally and his people.
Soon you are ready to leave, and are given pause only by new knowledge that your host is marching a small force to meet some threat unknown to you, though he does not tell you what that may be.
The information following is incomplete, both because of the knowledge of Prince Raynor and because I do not attend to this section often enough for it to be complete. I encourage you to request setting information for whatever you feel is missing here. I am also working on putting up a proper map of the lands surrounding Analysse and the bay of mirdas.
AnalysseAnalyssian History
Analysse is a rich coastal kingdom. It has enough in the way of agriculture and industry to manage self-sufficiency if it needed, but it's wealth comes primarily from it's trade. In many ways it is halfway between two world's, world's eager for eachother's goods. Over a half millenia ago Analysse was a small city state, named after the city of Analysse which is still the capital of the nation to this day. The local lord was deposed in what would have been an unremarkable coup if not for what had occured in successive generations. A dynasty of sorcerers was established, and remarkably, each head of the dynasty was more powerful than the last, never in their long line has there ever been an Aikeen sorcerer with less power than the last, and the dynasty became remarkably stable in part because of that. The Aikeen used this power to carve out territory from other lords, threatening them into obedience, bribing them sometimes, but often just destroying them. Only a few generations ago one of their generals, and your ancestor, the general Casar, organized a systematic and methodical cull of the unpopular but universally feared family, and took the throne for himself. What exactly he did to kill some of the most powerful sorcerers in the world is still not entirely clear.
Since then, a number of enemies have attempted to take advantage of whatever weakness the new dynasty may possess, and while it is true Analysse is less unified under mere mortal rulers, it is far from weak, and has defeated both the military power of the neighboring Adalbert, and rebellions from lords of her own.
Government in Analysse
Analysse is primarily a feudal monarchy, with all of the trapping of lordship and vassalage. Knights and barons serve counts and dukes, which serve the king. Traditionally succession falls on to the eldest son, with multiple titles being divided, among children. Titles may be revoked and given to a relative, but this must be done with the agreement of one's liege and the king, direct vassals to the king however, may not have their titles transferred by a king traditionally. Kings themselves rarely hold land or titles outside their Kingship, often transferring them after their coronation. The Capital city of Analysse is Ruled officially by the crown, but the beauracracy is managed by a local council of the influential members of the city, who in turn give authority to local deputies of city districts. Other cities and townships of sufficient size are often given similiar autonomy though are vassals to feudal lords.
The composition of the Kingdom of Analysse.
Analysse is split into nine provinces, four small western provinces and three large eastern ones. Besides the crown province of Analysse each province is split into two duchies, though not every duchy is ruled over by a duke. Two western provinces sit upon and hug the coast-line, the crown province ruled over by the king, and the province of Aveloss.
Aveloss is some of the longest held territory in the kingdom and long ago comprised of several rich city states. Currently it is the most divided province in the whol kingdom in regards to fief, the number of petty lordlings here that are direct vassals to the king is dizzying. Aveloss has very little military strength outside of it's navy, and it's power comes mostly from exuberant wealth. Aveloss is positioned along the coastline, sharing borders with the crown province, the free cities of Mirdas and the province of Shira.
The remaining two provinces in the western lands are the weakest in the whole of Analysse. It's lords lack great wealth, military power and unity, something all the rest of the lands of Analysse possess at least one of. The province of Shira has plentiful natural resources, but many of these are claimed by the crown or owned by lords outside of the province itself. Some of it's lords lack the military to properly defend their lands and are forced to turn to either mercanaries or crown protection, both of which come at the cost of further resources and autonomy. The crown and surrounding western lords have a stranglehold on this region that does not seem close to breaking. Shira shares a border with, Aveloss the free cities of Mirdas and the eastern territory of Asthvis.
Agsthur is a deeply poor province and a headache for those who would see Analysse remain a strong and powerful kingdom. The province crawls with petty outlaws and smugglers, and the lords who hold dominion are either too weak to oppose them or live off of coin reaped from crime. Here more than anywhere else in the kingdom old and disturbing religions involving spirits have resurfaced, and the populace have taken to offering these fickle gods sacrifice. Both of these things are encouraged by the most powerful man in the province, Duke Viris. Agsthur shares a border with the crown province, the archbisphoric of the holy sentinel, and the eastern territories of Gabrimor and Asthvis.
The eastern provinces are some of the most militarily strong and united in the kingdom, though they lack wealth and must always suffer the threat of those who live beyond the borders of the kingdom. Five dukes rule over these territories, among the most powerful of them being your uncle Robilard, who rules over the duchy of Gabrimor and some lands yet beyond it. These territories also include the province of Asthvis and the easternmost province of Jagliss.
The Casar Family as it stands.
Lorin "Lionhair" Casar, King of Analysse, former duke of the Gabrimor plain: Lorin is a 47 year old man who has been declining from his prime for about a decade, though he was once a champion jouster and swordsman. He was the second son of four children, and inherited the throne from his elder brother, who died from an unknown wasting illness under some suspicious circumstances after a half a decade of rule. Lorin has led the charge in two different wars, one against an alliance of three Adalbert princes, including the father of penrod, and once against the combined forces of rebel lords in eastern Analysse and some of the Bandit Barons of the borderlands. He has seven children as far as you know, five to your mother, and two to his concubine.
Robilard Casar, Duke of the Gabrimor plain, current Crown Prince:
Robilard inherited the Duchy of Gabrimor from his older brother Lorin, he is currently 43 years old. He's a skilled enough politician, splitting his time between his own court and the Royal court at Analysse. The land he rules over doesn't end at the end of gabrimor however, and includes territories that will be spilt up upon his death, altogether comprising the area of what was once a small kingdom, easily conquered by Analysse just over two centuries ago. He has four children, three sons and a daughter.
Prominent members of the Royal Court
Gerald-Knight Commander of the Crown Knights: Gerald holds the largely honorary position of Knight Commander; he is essentially a military advisor and chief bodygaurd to the King, charged with the security of he, the queen and the crown-prince. In times of war he also serves as field marshal to the prestigious Knights of the crown regiment, which represents or protects the king on the field of battle.
Count Revar-Royal master of Coin: Count Revar manages the finances of the crown with the aid of a team of book-keepers. It's his official duty to ensure the crown stays out of debt, and has the authority to curb the spending of the king, and dole out royal allowances. It was Count Revar who allowed the silver tongued prince Raynor to secure a royal allowance higher than the standard. Revar is a short, squat man, and is possessed of a humble and quiet nature.
Arekmar- Court Mage of the eyes of Ebonmar: Arekmar is a court mage who openly seeks out the position of head of his order, a position currently possessed by a very elderly mage who no longer leaves his home. He is often seen at the side of the king, offering advice, and doubtless using his power to report on the activities of whoever the king wishes. Arekmar has offered subtle aid to the prince in his pursuit of magic, though Raynor is suspicious of the motives of the man.
Lady Arelar- King's concubine: you know very little of lady Arelar. She is of mixed ancestry, analyssian and Keshlan. She is the mother of two sons to the king, and one expects future children of the King will also be born to her. She is a little younger than the queen, and has the King's favor where the Queen has earned his annoyance. She apparently owns a few merchant ships, which she uses to ship spices.
Sir Kaelack The grim- court warmage, head of the warmage order- Kaelack is a man people know very little about. He's been head of the warmage since your grandfather ruled, and no one is quite sure how old he is. Wherever he goes the loud clank of runed armor clings to him, and no one you know remembers ever seeing his face.
Magic Orders of Analysse
In Analysse organized mages assemble into three sanctioned orders, these orders are not guilds, and operate much as knightly orders do, interdependent with the nobility and royal family. These orders engage in various forms of magic, individual members in the same order may have magic that varies wildly, the one unifying theme is the purpose the order fulfills. Mages often have hereditary titles of nobility on top of their profession, and some warmages are even knighted.
The Warmages
The Warmage order is the easiest to qualify for, as generally the magic involved is rather straightforward. The research this order performs generally involves using existing spells in new and interesting ways, instead of developing new ones. It may go without saying, but the business of warmages is battle, they serve as firepower, protect officers from blade and spell, and generally serve as wildcards on the field of battle. With warmages on the field generals have to be prepared for anything on the battlefield to change dramatically.
The Wardens
Wardens protect the kingdom from all manner of magical threat. They serve as a countermeasure force to prevent magical interference such as scrying, infiltration and thievery. In many ways they serve as a magical police force, and are in high demand in the kingdom.
The Eyes of Ebonmar
Much more exclusive than the other orders, the eyes of Ebonmar are named after it's founder, who is famous for creating in every major city a system of communicating over vast dictances via magical mirrors, such mirrors are difficult and time consuming for even a skilled mage to make however, so many of those that are currently in use are the ones Ebonmar himself created. Primarily, this order focuses on varied forms of scrying, divination and communication magic, generally in service to great lords. The highest of the order serve as spymasters, primarily in a countermeasure fashion, but in times of war they do not hesitate to glean valuable information from enemies.
Other forms of magic exist and are practiced commonly, but even some higher arts have fallen to the wayside, as no power in the nation has the inclination to draw upon them.
Knightly Castes
Knights of the steed.
The Knights of the steed fulfill the most traditional of the knightly duties. They raise armies and march to battle on behalf of their lords, all while ruling over small pieces of land and performing various administrative duties.
Knights of the Sail
The knights of the Sail are far from what one would consider traditional knights. They are the royal navy, but will all the status and rights of noble knights. Knights of the sail captain ships, and the knight commander of the knights of the sail serves as the admiral of the whole navy.
Knights of the Crown
A very prestigious position, the knights of the crown serve as glorified bodyguards and minor officials in times of peace, but in times of war they become an elite fighting force without equal, serving the interests of the king in whatever way he sees fit.
Analyssian Religion
The most common religion in Analysse is bi-theistic and in large part gender based. The father is a stern figure who is often used to represent the nobility. Is the god of law, order, warfare and justice, among other principles of strength and authority. The mother is a loving goddess favored by the lowborn, particularly the people of the countryside. She is the goddess of agriculture, nature, compassion and diplomacy. Together these gods oppose the spirits of the underworld who would like nothing better than to drag mortals into despair.
Also present is the religion surrounding a monotheistic figure known as the holy sentinel, a very strict god who demands obedience and loyalty from his subjects, giving a very strict code of ethics to live by.
Though it's held in low regard by the institutions in place, some of the more remote peoples of Analysse worship a spirit pantheon. These spirits have actual presence in the world, and choose and give powers to shamans who pledge their lives to these fey creatures. Many religions see these creatures as lost souls though, and they are known for their fickle and sometimes cruel nature.
Neighbors of AnalysseThe Principalities and Duchys of Adalbert
Adalbert is a nation of a sort, but not a kingdom. Rather it is a collection of lords who vie with eachother for De facto leadership. There is little in the way of nationwide law, law is rather something that one lord puts upon another, and to their own subjects, though at the same time the people of the nation are swayed heavily by tradition. Adalbert and Analysse have never been friends, theformer dynasty occassionally attempted to swallow parts of adalbert, and several times have Adalbert princes attempted to gain from a nation no longer as strong as it once was.
Adalbert is home to it's own mountain range, and is fully of hilly territory with little agricultural value and less precious metals than one would expect. It is mostly located northeast of Analysse.
The Island Nation of Keshla
Keshla is a nation comprising most of the islands within the bay of Mirdas, the sea that Analysse uses to make it's fortune. Keshla has a culture very different from the other local peoples, as the ancestors of the current Keshlans were sailors from southwestern lands which take quite some time to reach from either land or sea.
Until recently, these islands were united under a single elected emperor, an arrangement that has been held for hundreds of years. Of note to the downfall of this system of government, was the policy of literally collaring all Keshlan mages. These collars did not limit a mages powers, rather they allowed the emporer to use an ancient artifact to instantly kill a mage wearing one of these magical collars, or to harness the power of a nearby collared mage. How this artifact worked was apparently not clear to the last emporer, who was slain when it was made clear the gauntlet no longer functioned. Since then, several factions arose all vying for control of the island empire, the most powerful of which is headed by the very man who killed the emporer; a powerful sea-mage with a reported hatred for wealth and those who seek it, as such much of Keshla has become unsafe for merchants.
The Archbisphoric of the Holy Sentinal
A relatively small but strong nation headed by a theocracy of mage-priests, who tell others that their power comes from a divine being. There are many nations to the north who bow to the Archbishop prince and this religion as a higher authority, even while maintaining their own autonomy.
Analysse pays little heed to this religion, and very few of it's people are devout, so the ArchBisphoric has a policy of ignoring their more powerful neighbor to the south.
The United Free Cities of Mirdas
This is not so much a nation as a collection of city states to Analysse's south that band together whenever trouble hits, but otherwise remain separate. This alliance was founded in defence against the ambitions of the former city state Analysse, when it was controlled by the sorcerer dynasty of old, but is friendly with the current Analysse.
The alliance consists of 6 city states, 4 coastal and two landlocked.
The Tribes-people of the wildlands.
The indigenous people of the wildlands are varied and many, though spread out they exist all throughout the vast wilderness, their true numbers may only be guessed at. The wildlands themselves are a large area of fantastical jungles and blasted wastelands, filled with many enormous and fearsome creatures. Rarely has there ever been much interest in exploration of these lands by the rest of the world, and most of such expeditions have met with disaster or dissapearance. The people themselves have some unifying traits however, most tribes are seminomadic hunters and gatherers with some copper age technology. It is copper in fact, that is seen as the primary status symbol and currency of the tribes deeper in the wildlands; hunters who cannot afford copper arrowheads are seen as particularly poor, and copper armor is offered to skilled warriors by chieftans as a reward for valor.
Further west these tribesman are aggressive in seeking out the superior metals of the more civilized world, taking it by force rather than through trade whenever possible. This aggressiveness has made them despised by their neighbors, who commonly encourage local lords to raise arms against them to win glory and take revenge for slights made by the wildmen in the past, the wildmen in turn fear and hate those who they see as intruders in their land, and tell tales of the first settlers who won dominance over them with bronze weapons and armor.
The Bandit Baronies
On the borders of the wildlands live a queer breed of men. Renegades who reject local nobles of any kind, these men respect only strength, and are of mixed ancestry between Analysse, Adalbert, and the men of the wildlands. They construct wooden fortresses and do what they can to steal from the toil of their neighbors. These are perhaps the only men who often maintain peace with the men of the wildlands, even recruiting them in their dastardly activities. They are generally self-sufficient, and not organized enough to be a real threat to any nation as of yet, but they have slowly been gaining strength the last half century or so.
Original thread here!I thought i should pay a nod to the threads and writers who have influenced me here on bay12.
The Last Night Troll by Weirdsound
Lordship: A Suggestion Game by Maldevious
Weirdsound is also running another suggestion game currently, if you are interested.
The Hero's Wife