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Allegiance

FEALTY, FAMILY, OATHS & THE UNSWORN

If you have not read the above page first, START THERE. The rest of the Allegiance pages will make a lot more sense once you have that basis of information.

The Game of Houses

Ancient lineages have built up resources, reputation, and political power over centuries, and there is little that happens on the continent of Brittanis that does not affect these great Houses or receive influence from them.

Fealty is Deep Magic

Oaths of fealty and allegiance are witnessed by the land itself and woven deeply into the magic of the world of Aerys. The bond between lord and vassal is a reciprocal one, where both parties derive benefits and hold responsibilities. Breaking these oaths incurs dire consequences.

Benefits of Membership in a House

  • Allies to call upon to help fulfil your personal interests and side quests
  • A network to share resources and information
  • sworn brothers and sisters to guard your back on the field of battle
  • a noble patron who can communicate and pull strings with other houses within and beyond the kingdom
  • the possibility of financial assistance if your requests are for the good of the house, of if you do a favor for your noble patron
  • deeper immersion in the wide-sweeping plots of the game
  • and more, as each house has special skills and bonuses

Distrust for the Unsworn

A side effect of fealty being such a deeply ingrained part of Brittanis culture is that the Unsworn are viewed with suspicion. Mercenaries are viewed as being without honor or loyalty, as someone who simply sells their sword to the highest bidder, and whose loyalty could be bought out again and again for the right price. It is an incredibly dangerous world out there, and the "lone wolves" who try to go it alone without allies are either suicidal, mad, monsters, or concealing their true loyalties.

Update: The Unsworn and Y Seeth Perry

Faction List

House Ambrosius

  AMBROSIUS-final
  • Words: “Me stante virebunt,” (While I stand, they flourish)
  • Colors: Royal Blue, Silver (Grey/White)
  • Patron: Aenryia
  • Symbol: Crown
  • Leader: King Uther Ambrosius
Descended by legend from the Tiberian conqueror of Brittanis, House Ambrosius has established itself as a powerhouse in the last 2 generations. In living memory, the House has produced two Pendragons—High Kings of Brittanis— as well as the current King of Albion as well as many knights and priests. Though great in power, the Ambrosius philosophy has always been to ensure those sworn to them prosper; as each member of the House grows and thrives, the House as a whole benefits. This quality has built a House that is strong and resilient, and always striving to improve. The name Ambrosius itself harkens back to the time of the Tiberian invasion, for Honoria Brittanis only gained her “Brittania” moniker after the conquest. Her given name was Ambrosius, an ancient name referring to a bastard child born to a patrician family. Honoria reveled in her base-born status, earning rewards for herself through hard work and talent that more pure-born nobles couldn’t achieve. The name Ambrosius became a symbol of success and power, and when she was banished across the ocean her retainers and followers took her name as an honorific and went with her. Thus, from a name given to bastards, a powerful noble house was born. After the death of their founder, House Ambrosius fell from prominence but remained a solid player in the politics of the Tiberian Occupation, serving as field commanders, governors and administrators. When the Empire recalled the legions in Brittanis, almost all members of House Ambrosius stayed behind and have built a solid power base. As houses, clans, and factions vied for power, House Ambrosius carefully chose their allies. Loyal allies of Clan Fianna, the House was based in Logres and, augmented by Imperial legions, served as the primary defenders of the Black Wall which protected the nations from the horrors of The Waste. When The Waste erupted in a horde of monsters, House Ambrosius took the brunt of the damage in the initial fight. Queen Ceinwyn of Logres sent her best general, Julius of House Ambrosius, to the Great Council. Julius, along with a team of banner men and followers, sought the aid of the Council but was rebuffed and delayed so long that Logres—and Queen Ceinwyn— fell. Once the threat had become clear, the Council realized the real danger and Julius was elected as Pendragon. The vassals and banner men Julius brought with him to the Council became the core of the House as it exists today. More of House Ambrosius’ history can be found on the Albion nation page. Today, King Uther Ambrosius rules both House Ambrosius and Albion with strength and tenacity. Uther was known to be brash and stubborn in his youth, and more of a warrior than a politician. Since he gained the throne 20 years ago, Uther has ruled ably enough until the last few years. His drive to become Pendragon like his brother and father before him has increased, and all his effort and drive has been focused there. King Uther attempted an alliance with the elves of Seridane, hoping that the support of the wild elves would showcase his power and convince other leaders to follow him. Unfortunately, this plan backfired; even though Queen Alithera of Seridane was willing to support Uther’s claim, a splinter faction of elves attacked the treaty talks and kidnapped both Alithera and Uther. For 6 months, Uther was a prisoner, but was rescued by a group of assembled heroes and restored to the throne. At the Feast of Winter’s Peace in 107 AR, Uther reclaimed his throne, which had been held in regency by his son Prince Madoc. Also, Duke Gorlois Costayne of Kernow bent the knee and declared his fealty to Uther in exchange for Uther’e support against the Fomorians. It is unknown if Uther intends to continue his quest to become Pendragon, though now that he has the support of House Costayne, his power is greater than ever.

ALLEGIANCE SKILLS

Note: Only characters sworn directly to House Ambrosius gain these skills. Those sworn to a banner-house gain the skills associated with their direct Allegiance only.

Tier 1

For the King (0, 2, 3, 3 CP; 0 STA; Day) The Ambrosius words declare that when a champion does well, he empowers those around him. Once per day when you have defeated an unwilling enemy, stand over their body and raise your weapon to the sky and cry, “For the King! By My Voice, Grant Melee Attack to Hero: 2 Damage!”
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: “For the King! By My Voice, Grant Melee Attack to Hero: 3 Damage!”
  • 4th Purchase: Usable 1/battle

Tier 2

Keep Calm and Carry On (0,2,3,3 CP; 0 STA; Day) You have advanced in power and prestige in the House. If you lose your cool, your followers will flee as well. Those who stand and persevere often find victory. Once per day, when hit by a Frenzy Effect OR an effect with a Mental Trait, you can spend 3 seconds of role-play to shrug off the effect, calling, “Purge and Refresh 2 Stamina to Self by Majesty.” 2nd Purchase: Call, “Resist and Refresh 2 Stamina to Self by Majesty.” The 3-sec role-play is no longer needed. 3rd Purchase: Usable 1/watch 4th Purchase: “Resist and Refresh 3 Stamina to Self by Majesty.”

Tier 3

Royal Presence (0, 2, 3, 3 CP; 0 STA, Day) You are a champion of your House, you carry the royal presence within you. Once per day, you can call, “In the Name of the King! By My Gesture, Root by Majesty!” 2nd Purchase: You can call Root —OR—Repel. 3rd Purchase: usable 1/watch. 4th Purchase: you can call Root, Repel, OR Silence.

House Blackwood

BLACKWOOD
  • Words: Fidelity, Family, Faith
  • Colors: Green and Blue
  • Patron: Arturian
  • Symbol: Black Tree
  • Leader: Lady Ginevra Blackwood
House Blackwood has lived their house words, “Family, Fidelity, Faith” since the days of the Tiberian retreat just over 100 years ago. A small group of local leaders stood together and managed to survive. They elected one of their own to lead, a stubborn Hearthwarden named Caleddin of the Blackwood. His steadfast loyalty to and sacrifice for those who had elected him served as the foundation of their House. In the century since the Empire abandoned Brittanis, the House of Blackwood has done the opposite, standing as constant as the mighty tree they are named for. When times are joyous and harvests are plentiful, Blackwood stands strong. When terror stalks the land and despair threatens the hearts of those who cannot defend themselves, Blackwood also stands, guarding its people under mighty branches of loyalty, service, and duty. For nearly 80 years, House Blackwood stood as a strong, if small, noble house in Albion. They served proudly and loyally and the first to raise her voice in support of Julius Ambrosius as the Pendragon was a Blackwood. The forces of Blackwood marched alongside the new Pendragon as Julius fought the Wastewar against the squamous, unknowable horrors which had crossed from The Waste into the kingdom of Logres. Though the Wastewar was ultimately won and the horrors kept at bay, the kingdom of Logres was lost to the monsters. As such, many refugees were absorbed into other families all over Brittanis. One such was House Corvus, a noble family formerly of Logres. Corvus had fought beside the Blackwoods in the war, but were nearly wiped out. As the Blackwoods retreated from The Swordlands (formerly Logres), they took the remnants of House Corvus with them and established what was left of the Logresian nobles in Blackwood lands. At some point, an oath was sworn that Blackwood would help Corvus try to reclaim their lost lands. The attempt to push the mutated horrors of the Swordlands occurred 23 years ago, and it failed with gruesome results. The forces of Corvus and Blackwood pushed many miles into the Lost Kingdom, but were bloodied every step of the way and ultimately cut off. Barely 1/3 of those who had entered the nightmare land of terror returned, and many of those were broken of spirit forevermore. Both Lord Airt Blackwood and Lord Dunstan Corvus never returned home. House Blackwood was leaderless and stood on the very edge of ruin. The next year, chaos struck Brittanis when the King of Siluria was assassinated, and then Pendragon Aurelius Ambrosius shortly thereafter. Immediately after, Duke Kentrid Reginus (married to Leanna, the youngest sister of Pendragon Aurelius) rebelled and declared himself King of Albion. Uther, brother to Aurelius, defeated Kentrid and Leanna and was acclaimed King of Albion, though not Pendragon like his brother before him. Through all of this, the Blackwoods sent every available resource they could, despite their own downward-spiralling fortunes. By the time King Uther consolidated his throne, Blackwood was a House in name only— destitute and barely populated. Corvus fared even worse. King Uther then did an amazing thing— he decreed a full pardon for all members of House Reginus who had not fought against the throne. Uther then went farther and declared that House Blackwood would absorb House Reginus, its lands and wealth. Uther then eliminated differing ranks of high nobility, designating all Houses to have a Lord or Lady of equal status with all others in Albion. Donovan Blackwood, son of Airt, was elevated to the title of Lord Blackwood and the House has become a major player in Albion over the last 20 years. Donovan chose to make the varied nature of his cobbled-together House into a core principle: of all the Houses of Albion, Blackwood is by far the LEAST homogeneous and the most open to any who will swear their Allegiance with a true heart. This past year, 107 AR, was a difficult one for House Blackwood. King Uther was captured during a diplomatic meeting (see The Tale of the Torn Treaty ). Uther’s son Madoc served as Prince-Regent while the King was missing, and Lord Donovan Blackwood served the Prince as he had served the King— on the battlefield as Warmaster of the Crown Guard. Unfortunately, Lord Donovan disappeared enroute to a strategy meeting with Madoc and no trace of him was ever found. He is presumed dead by most. Donovan’s wife Ginevra (a noblewoman of Lyonesse) was elevated as Lady Blackwood at the Midwinter’s Feast 107 AR, and she serves as a strong point around which her House can rally as they face an uncertain future. Still, regardless of how hard the winds of fortune blow, House Blackwood stands firm in their words: Family, Fidelity, Faith.

ALLEGIANCE SKILLS

Tier 1

Call of Duty (0, 2, 3, 3 CP; 0 STA; Day) Once per day, when the target of an Agony or Weakness effect, you can call, "Fidelity, Family, Faith! Purge by Allegiance!" and spend 3 seconds of roleplaying to remove the effect.
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: you call : "Resist by Allegiance!" and do not need the 3 seconds of roleplaying.
  • 4th Purchase: usable 1/battle

Tier 2

Blackwood Stands With You (0, 2, 3, 3 CP; 0 STA; Day) You can touch an ally and call, "Blackwood Stands With You. Grant Defense: 3 Protection by Allegiance."
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: Usable with touch or By Your Name delivery. Call for BYN is: "By Your Name, [NAME], Blackwood Stands With You. Grant Defense: 3 Protection by Allegiance!"
  • 4th Purchase: usable 1/battle

Tier 3

Resolute Service (0, 2, 3, 3 CP; 0 STA; EVENT) Once per day, when you go unconscious (due to Stun effect or because you have 0 VIT and are Unstable), you can call, "Heal 1 to Self by Allegiance, I Serve The Black Oak!" You must actually collapse to the ground before using this skill.
  • 2nd Purchase: "Heal 2 to Self by Allegiance, I Serve The Black Oak!"
  • 3rd Purchase: usable 1/day
  • 4th Purchase: "Refresh 2 Stamina and Heal 2 to Self by Allegiance, I Serve The Black Oak!"

House Costayne

Costayne Arms Words: Vulneratus Non Victus (Bloodied, but Unbroken) Colors: Gold (Yellow) & Black Patron: Dagmar Symbol: Black Bull Leader: Duke Gorlois Costayne The newest of the noble Houses added to the nation of Albion has had arguably the most difficult road to get where they are today. Undoubtedly House Costayne had to fight tooth and nail every step of the way as they rose to power. Born in the aftermath of the Tiberian Empire’s retreat, House Costayne was founded by a woman named Costanna who served in the imperial legions as a senior centurion. A lifelong soldier, Costanna was enraged by the Empire’s abandonment of her homeland; she gathered like-minded folk around her and occupied an abandoned imperial stronghold. They acclaimed her their liege, House Costayne was born, and every other would-be king in the area immediately attacked. From that point on for the next two decades, House Costayne was at war— sometimes a war of steel and blood, other times a war of words and politics— but always fighting for their survival. They became a hard people, shaped by the constant fight for survival. Eventually, the fight began to grind Costayne down; they began to lose troops faster than they could train them. It was then that Belaron Brandroy, a powerful lord of the southern Norn tribes, attacked the Costayne stronghold. Brandroy sieged the castle, but after a month of starvation and skirmishing Belaron withdrew his troops to a safe distance, allowed the Costaynes to gather food from the countryside, and sent envoys to the grandson of Costanna, named Coryan. Belaron Brandroy had seen the strength and skill of the Costayne warriors. Instead of obliteration, Brandroy offered service— Costayne would serve the House of Brandroy as vassals, and Brandroy would become King of Kernow. Seeing honorable defeat as preferable to obliteration, Coryan agreed, and the House of Costayne served Kernow faithfully, keeping the nation’s border safe and strong. When the horde of skraelings and twisted monsters poured out of The Waste 44 years ago, Costayne sent knights to fight. None returned, but songs are still told of their valor, holding the Black Wall till their last breath. When the Pendragon was chosen, Costayne warrior-priests fought by his side and perished protecting him. When the second Pendragon was assassinated by dark magic, Kernish rangers hunted the diabolists down and ended their threat. The warriors of House Costayne have fought in every major conflict int he last century; they have learned how to be strong and hard as the high hills they call home. It seemed the Costayne destiny to live their house words: “Bloodied, but Unbroken” on battlefields all over Brittanis. Then the Fomorians came, and House Costayne’s whole world came crashing down. 16 years ago, the first black Fomorian sails were sighted off the coast of Malagant, and the savages that poured forth from them have changed the face of Brittanis. For a time, the forces of Malagant were able to hold the tide at bay; during that time the forces of Kernow were spared the brunt of the fight. But when Malagant was overwhelmed, the Fomorians slipped like a wave of blood into Kernish lands, and thousands of innocents have died since that day. At the Red Fields, the last ruler of a united Kernow and most of the nobility was slaughtered. King Duncan Brandroy’s pride underestimated the Fomorians, and the entire city of Greywatch was massacred. King Duncan had ordered Lord Gorlois Costayne, ruler of his house, to hold the fortress at Caer Connor. It was three days before they found out about the massacre, and by then it was far too late. Only Duke Gorlois, Lady Saarah Redemond, and the young Duke Alain Brandroy were left of the nobility. For six years, the three held out against the Fomorians as best they could, but in early 107 AR, Lady Saarah was trapped and ambushed. Now in dire straits, Gorlois looked north to the former allies of his nation, and found King Uther amenable to an allegiance. Thus did House Costayne become vassals to King Uther in exchange for Albion’s help in the war against the Fomorians. It is unknown what the political ramifications are of the newly-allied Houses, nor that Uther elevated Gorlois and Igraine at the same rank they held in Kernow. Albion has no ranking of nobles like some other nations— till Gorlois and Igraine, all the House Lords were at least nominally equals. Despite the political upheaval, the benefits to House Costayne have been immediate— trade roads are being re-established and reinforcements will soon begin heading south to bolster the Costayne war against the Fomorians.

Tier 1

Hard As Nails (0, 2, 3 CP; 0 STA; Day) Your people are used to the hardships and difficulty that come from living a battlefield life. You are used to pain. Once per day, when hit with the Agony effect or any effect with the Pain Trait, after the effect is resolved (Purge/Cure Defenses or the effect resolves by resting), you call, "Bloodied but Unbroken; Refresh 2 Stamina by Allegiance." 2nd Purchase: Usable 1/watch 3rd Purchase: "Heal 2 and Refresh 2 Stamina by Allegiance"

Tier 2

Roll With It (0, 2, 3, 3 CP; 0 STA; Day) The Fomorians hit HARD. After more than a decade of fighting them, you have gotten used to deflecting the worst of a hit and softening it somewhat. Once per Day, if an attack deals you 3+ Damage, you can call, "For The Black Bull!" Reduce by Allegiance" and take 2 Damage instead. 2nd Purchase: usable 1/watch 3rd Purchase: You take 1 damage instead 4th Purchase: usable 1/battle

Tier 3

Fomorian Tactics (0, 2, 3, 3 CP; 0 STA; Day) Fomorians grown enraged when struck in battle and become more powerful, it's an impressive trick, and one you've learned yourself after hard-won experience. Once per day, when you are hit with a called attack, call "Imbue by Allegiance" and make a loud, enraged war cry. You then gain 1 melee or missile attack for 3 Damage. 2nd Purchase: usable 1/watch 3rd Purchase: 3 Damage and Slam 4th Purchase: usable 1/battle

Clan Dumnonni

  DUMNONNI TARTAN  
  • Words: We Are The Land
  • Colors: Navy Blue, Forest Green
  • Patron: Three Sisters (Sarai, Rhaine, Eldrea in order of preference)
  • Leader: Chieftess Dierdre MacGrainne
The Dumnonni are fierce, protective clan, a mostly-Brynn faction who fall under the banner of Albion, sworn to King Uther— but it was not always so. After the Tiberian Empire retreated from Brittanis, the Brynn clans continued doing what they had been since before the Empire invaded— fighting amongst one another. Without the legions to fight against, the clans solidified into several large groups: Dalriada in the far west Silures in the southwest Dumnonni and Fianna in the central heartlands Selgovae in the south Fidach in the southeast Iceni in the far north Vasconi in the far south-west These are only the largest of the clans that emerged after the Empire retreated; there were and remain numerous smaller clans throughout Brittanis. The Fianna were destroyed in the monstrous invasion from The Waste, and though the Silures gave their name to the nation of Siluria, the clan has been pressed into subjugation under the dark magics of the Five Circles arcanists. Other clans have their own stories. 44 years ago The Waste erupted, spewing forth a wave of monsters. Many pushed their way south into Logres, but a vicious horde of skraelings crossed the Bay of Connacht in crudely-made rafts and invaded lands held by the clans. The swarming monsters crashed like a wave against the unprepared Dalriada and Dumnonni, decimating both clans and despoiling much of the land in the process. Before the fall of Logres, the embattled Queen of the Fianna called on the other rulers of Brittanis for aid. The High Council delayed and debated until it was too late— the Fianna were destroyed and Logres fell, and all the while Dumnonni and Dalriada spilled their blood fighting the skraelings. Finally, the Council believed the crisis was real, and elected a Pendragon— a High King. The man was Julius Ambrosius, sent to the Council by Queen Ceinwyn of the now-dead Fianna, and now he was the Pendragon. Unfortunately, while the High Council was debating, the Dalriada and Dumnonni were dying. Unrepresented in the Council, some among them did not appreciate a High King being elected without their consent. Two brothers— Caledan and Reaghan, disagreed on how the Dumnonni should respond. Reaghan thought that uniting under the new Pendragon was the best way forward, and Caledan believed that the Council and their High King were owed no loyalty. The brothers fought, and their factions split—the Dumnonni swore allegiance to the line of Albion, and the Caledonii swore to nobody but themselves. Since then, the two clans have been rivals, fighting a nonstop border war that continues to this day. In the handful of decades since the Dumnonni split from their cousins, the clan’s identity has been twofold: steadfast and always ready. When Pendragon Aurelius was assassinated, the Dumnonni had a chance to split from the kingdom of Albion. The clan chieftess— a woman named Dierdre MacGrainne— stood by the oaths her predecessor had sworn and remained loyal to Albion. Dumnonni see themselves as the only remaining “true” clan in the west; the Caledonii are oath breakers and brigands, and the Dalriada were crushed first by the skraelings and then by worse things that swam the Bay of Connacht. Dierdre mac Grainne has ruled well and wisely, but her critics say she has played it safe and hidden the clan under Albion’s wing for too long. The Dumnonni hold Albion’s western flank, standing strong against monsters, bandits, and the Caledonii. They are always ready for a fight, and their guerrilla tactics are second to none. They take their clan words seriously: “We Are The Land,” to them, means they take their responsibility to protect the people and their loyalty to their chosen kingdom extremely seriously.

Allegiance Skills

Tier 1

Second Wind (0, 2, 3, 3 CP; 0 STA; Day) Among the Dumnonni, long marches straight into combat are common. Clan warriors quickly learn how to take advantage from any rest or respite. Once per day, when you take a "Refresh Stamina" effect, you can immediately call "We Are The Land! Grant 2 Protection to Self by Allegiance." These Protection points stack with any other source of Protection.
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: Protection points increase to 3.
  • 4th Purchase: ""We Are The Land! Heal 2 and Grant 2 Protection to Self by Allegiance."

Tier 2

Guerrilla Warfare (0, 2, 3, 3, CP; 0 STA; Day) Dumnonni are masters of the hit and run attack. Losing mobility is a great way to get killed, and your clan has mastered how to keep moving no matter what. Once per day, you can make a melee or missile (NOT packet) attack for "3 Damage by Allegiance." If the attack hits or is defended against, you can call "Purge by Allegiance" against a Root or Slow effect that hits you. This defense is lost when you rest. Remember that Purge requires 3 seconds of roleplaying "shaking off" the effect to function.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: call "Resist" instead of Purge. Resist does not require the 3-second role-play.
  • 4th Purchase: "3 Damage and Slow by Allegiance"

Tier 3

In The Field (0, 2, 3, 3 CP; 0 STA; Day) Your clan is experienced in making do in a pinch, far from home and supplies. You've mastered those skills. Once per day, you can touch an ally's armor and call, "Refresh Armor by Allegiance." This skill cannot be used on yourself, and DOES apply to non-physical armor.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: touch an ally's weapon or shield, and call, "Repair [Item] by Allegiance." Either form of this skill consumes the 1/watch reset.
  • 4th Purchase: usable on your own armor/items

House Morrigen

MORRIGEN  
  • Words: Ours Is The Glory
  • Colors: Navy Blue & Gold/Yellow
  • Patron: Aenryia
  • Symbol: Sun
  • Leader: Lord Yvaine Morrigen (pronounced MORE-uh-gain)
The history of House Morrigen may be shorter than other houses in Albion, but it is no less glorious for its brevity. Indeed, the foundation of house Morrigen is a tale of glorious deeds, and its members hold that tradition tight and seek to be worthy of their honored ancestors. Some might say the Morrigen are over-proud and come from new blood, but the insults and disparaging remarks from the "old blood" families just focus their will harder, and guide the Morrigen to seek even greater glory. The history of House Morrigen begins less than a handful of years before the Tiberian Empire abandoned Brittanis. It begins with a single woman-- Aelara (ay-LARR-ah) Morrigen, half-Tiberian and skilled enough to be named prefect for the area that would later become House Morrigen lands. She administered her lands well, and she saw the troop movements, unusual orders from Caledor across the sea, and other oddities for what they were-- evidence that the Empire intended to pull out of Brittanis entirely. At some point she made the decision that she would stay with her people and not abandon her native homeland, no matter what the orders from the Empire were, and she began stockpiling supplies, weapons, armaments and food for the chaos she saw coming. Many thought her policies were insane or disastrous, but Aelara knew she only had to hold out until the retreat order came, and she didn't end up waiting long. When the retreat was ordered, chaos broke loose all across Brittanis-- suddenly overnight there was nobody to enforce the laws, and nobody knew who to turn to. House Morrigen was born when the people of her district saw Aelara's troops in new, dark blue tunics come marching over the wooded hills, carrying news that Aelara offered protection to those who swore service. The next few years were hard ones, but Lady Aelara Morrigen ruled far better than the scores of petty warlords, tyrants and would-be kings who tried to claim mastery over people, land, and resources. As time wore on, however, she realized that her people suffered from the wearing emotional drain of constant self-defense and were in danger of falling to despair. Aelara was half-Tiberian, but she was also half Brynn, and per ancient tradition judged lineage throughout the maternal line. Thus, it was Aelara's nephew (her sister's son) who was her designated heir, named Bedwyn. A devout servant of The Lady of the Lake, Bedwyn served as field commander for his aunt. He, like his Lady-Aunt, saw darker times on the horizon and knew the mantle of leadership would pass to him, and he knew the spirit of his people was on the brink of shattering after nearly a decade of constant warfare. So Bedwyn looked around the immediate neighbors to Morrigen lands, and realized that a band of slavers had set up a camp adjacent to the border. They raided into Morrigen lands, took slaves, and left again quickly, but because the Morrigen never left their lands and always fought on the defensive, no final solution had ever landed upon the slavers. So Bedwyn took a small force across the border and wiped the slavers off the map. Word spread immediately and people began flocking to Morrigen lands, begging for protection-- Bedwyn and his chosen were hailed as hero.es Bedwyn achieved a great deed for his people. He gained glory for himself, and the spirit of the Morrigen people began to lift from the depths. Neither Bedwyn nor Aelara missed the implication in this, and the culture of today's House Morrigen was born in that realization. Today, House Morrigen has two distinct sides-- those who defend the House lands and do a very good job at it, and those who go forth and gain glory in the name of their House, so that glory is reflected back to show both the world and those back in Morrigen lands that the glory of the House continues to this very day. Thus far, all heroes of House Morrigen have been of the second kind. When Julius Ambrosius united the lords and kings of Brittanis under his rule as Pendragon, House Morrigen was one of the last holdouts opposed to unification. They were far from the monstrous incursion and it finally took Julius challenging Lord Arcturus Morrigen to a blood duel in the Court of Swords in order to get his allegiance. The duel was set to first blood, and Julius won by wearing his opponent down-- Julius was a career soldier while Arcturus was solidly trained but had little battlefield experience. From then on, when a new member of the House Ambrosius takes power, the head of House Morrigen challenges them to a duel. So long as the Ambrosius wins, House Morrigen remains loyal to the crown. Thus far, Ambrosius and his younger brother Uther have won quite handily. The current Lord of house Morrigen is Yvaine, a young man just barely out of his teens. He is a shining example of the Morrigen archetype-- he is strong, willful, and seeks glory for himself and his people. He leads from the front whenever possible and has made noise about leading troops against the Fomorians. Thus far his advisors have been able to divert his desires, but the time is coming when he will call his banners and ride to war. It's only a matter of time.

ALLEGIANCE SKILLS

Tier 1

Only A Flesh Wound (0, 2, 3, 3 CP; 0 STA; Day) Once per day, when hit with a Maim or Weakness effect, you can call, "Ours Is The Glory! Reduce by Allegiance!" and take 2 Damage instead.
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: take 1 damage instead
  • 4th Purchase: Usable 1/battle
 

Tier 2

Glorious Victory (0, 2, 3 CP; 0 STA; Day) Once per day when you defeat an unwilling enemy, stand over their body, raise your weapon to the sky and call, "Glory Is Mine! By My Voice, Refresh 2 Stamina to Hero by Allegiance!"
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: "Glory Is Mine! By My Voice, Heal 2 and Refresh 2 Stamina to Hero by Allegiance."

Tier 3

Glorious Wrath (0, 2, 3 CP; 0 STA; Day) Once per day when hit with a Root, Stun, or Paralyze effect, you can call, "For The Unconquered Sun! Heal 2 and Frenzy to Self by Allegiance!"
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: "Heal 3 and Frenzy to Self by Allegiance!"

House Valerias

VALERIAS  
  • Words: Hold Fast
  • Colors: Scarlet and Gold
  • Patron: Eldrea (Three Sisters), Aureus (White Court)
  • Symbol: Castle
  • Leader: Lord Marcus Valerias
Castle Valerias was built on a foundation of magical knowledge, and to this day the House that bears that name is a haven for magic users and seekers of knowledge. Regardless of where they get their power from, those who harness the energy of the universe are welcome vassals to Valerias and as such the House has built a solid reputation for skill, knowledge, and power that the naked eye cannot see. The sealed records in the deepest vaults of House Valerias date back to 700 years ago, when Honoria Ambrosius and her fleet left the Tiberian Empire and sailed from Caledor to Brittanis. One of Honoria’s retinue was Numerian Appius, who served as the general’s arcane advisor and commander of the specialists-- the mages and priests who came with the invasion fleet. Once Honoria had earned her cognomen of “Brittania” and solidified her rule, she rewarded those who had served her loyally with titles, land, and responsibility. Numerian Appius was given the name “Valerius”, and when asked for a reward, he asked to build a fortress in an area of his choosing and claim the lands around it as his own. The newly-named Valerias picked a location inexplicable to most, but he knew his business. He chose a nexus-- a place where multiple ley-lines connect and their power joins. Valerias was granted governorship of the area surrounding the nexus and the fortress grew up around the place of power. When the Empire left Brittanis, a Valerias managed to hold their own, despite being vastly out-numbered by many of the petty tyrants and warlords who flourished in those dark times. Valerias became known as a place where those talented in magic could find safety, and those skills kept the House intact through the age of chaos. When the Wastewar broke out 44 years ago, the patriarch of House Valerias was named Dexius Valerias. Dexius was a powerful arcanist, but no war leader; when Julius came to him and offered an alliance, Dexius agreed. The support of House Valerias won Julius the crown, and House Ambrosius and House Valerias have been staunch allies for the last 3 generations. The last decade has been hard on the leadership of House Valerias. In 101 AR, Lord Gaius Valerias was slain in the defense of the city of Londren. A wizard of the Arcanum, Gaius fell in the battle against the Fomorians, fighting against the blood magic used by the Fomorian shamans. After her father fell in battle, Marcia Valerias picked up the mantle of Lady Valerias, but her reign was to be shorter than her fathers. Marcia was a battlemage, and skilled in the arts of war, but when the Gael’Dar forces under the command of Prince Feravain attacked Castle Valerias in 107 AR (see Book of the Broken Blade for details), the defenders were overwhelmed. Lady Marcia Valerias gave her life along with many others holding the line while the non-combatants of House Valerias retreated to safety. The current Lord Valerias is Marcus, younger brother to Marcia. A scholar and physican, Marcus never expected to bear the mantle of Head of House, but he has stepped into the role and gains confidence daily in his dealings with both Lords and vassals.  

ALLEGIANCE SKILLS

Tier 1

Magical Exposure (0, 2, 3, 3 CP; 0 STA; Day) Once per day, you call, "Hold Fast! Resist by Allegiance!" against any effect with the Magic trait.
  • 2nd Purchase: Magic, elemental, or Nature Trait
  • 3rd Purchase: usable 1/watch
  • 4th Purchase: usable 1/battle.

Tier 2

Tiberian Composure (0, 2, 3, 3 CP; 0 STA; Watch) Once per Watch, when the target of a Frenzy effect or an attack with a Mental trait, call, "I Stand Resolute! Resist by Allegiance!"
  • 2nd Purchase: "Resist and Heal 2 to Self by Allegiance."
  • 3rd Purchase: usable 1/battle
  • 4th Purchase: "Reflect and Heal 2 to Self by Allegiance!"
 

Tier 3

Sage Advice (0, 2, 3 CP; 0 STA; Day) After giving advice, counseling, or teaching another character, you can call, "Here Endeth the Lesson, Refresh 2 Stamina to Self by Allegiance."
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: Refresh 3 Stamina

House Aleandaar

House Aleandaar

Aleandaar
  • Words: All Knowledge Is Worth Having
  • Colors: Green and Silver
  • Patron: Gael’Dar Ancestor Spirits
  • Symbol: Silver Unicorn on Green Background
  • Leader: Saeril Aleandaar
House Aleandaar is the second oldest house in Seridane. Their words “All Knowledge Is Worth Having” are very meaningful to the house, and something they have used to shape the way the house deals with everything around them.
Aleandaar the first of his name, founded his house off of his guardianship of the Unicorn glade of legend. Known far and wide as the keeper of lore, and for his inquisitive mind, among the elves of Seridane he was well known for his inquisitive manner and his thirst for knowledge. With the loss of so much information by the sacrifice of the Ancestors he founded his house to seek out and preserve what lore they could. Aleandaar and his successors created a compendium of lores first about the histories of the Gael’Dar people, and the world they now inhabit. To this day it is still used to teach young Gael'Dar and is considered one of the greatest compendiums of the world. House Aleandaar keeps the only original copies and updates them with new information as it is gathered. They do not share it with outsiders, and it is something that the Erin’Tar have long sought access to.
After the Doom the house went through a panic as they had lost again so much knowledge, and it was through Miyeritar Aleandaar that the house managed to survive and reforge itself to deal with the changes that it found all around itself. In more recent times the house had begun to be seen as more conservative of the great houses of Seridane, yet the house of knowledge has been very active.As a house Aleandaar believes that all knowledge is worth having, but not all knowledge is worth sharing. It is this belief that has enabled them to survive in the Crystal Kingdom politics, and to work to establish themselves outside of the kingdom as well. Fore while the house was believed to be extremely conservative,they have in fact been the most progressive. They are the first Seridane house to actively seek information outside of Seridane, this despite the crown’s predisposition to remain isolated for the last several centuries. It is known that they have had contact outside of Seridane, but who they have been in contact with is a mystery the house keeps to themselves. Of course Aleandaar has dones their seeking of knowledge very quietly as they are loyal to the crystal throne, but they have viewed it as of late that to help protect the throne they need to seek knowledge outside of the borders of Seridane itself and has thrown away all pretense of hiding their involvement outside of Seridane.
ALLEGIANCE SKILLS
Serve the Crystal Throne (0, 2, 3, 3 CP; 0 STA; Day)
  • Once per day, when you are under the effect of a Drain, Stricken, or Weakness effect, call, "I Serve the Crystal Throne! Purge By Allegiance." and spend 3 seconds of roleplaying shrugging off the effect.
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: you call "Resist" instead of "Purge" and do not need to spend 3 seconds roleplaying.
  • 4th Purchase: Usable 1/battle
Honor the Fallen (0, 2, 3, 3 CP; 0 STA; Day) Requires Tier 2
  • Once per day, when an ally falls unconscious, you can call, "Honor the Fallen! By My Voice, Refresh 2 Stamina by Allegiance!"
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: Refresh 3 Stamina
  • 4th Purchase: usable 1/battle
Loyalty Beyond Death (0, 2, 3, 3 CP; 0 STA; EVENT) Requires Tier 3
  • When struck by the Death effect, 1/event you can call "For Seridane! Resist and Drain to Self by Allegiance!"
  • 2nd Purchase: "Resist and Short Drain to Self by Allegiance!"
  • 3rd Purchase: "Resist by Allegiance"
  • 4th Purchase: "Resist and Heal 2 to Self by Allegiance."

The Grey Council

Grey Council The Grey Council is the conclave of the most powerful and most respected priests of the Three Sisters-- Eldrea, Sarai, and Rhaine. The Council are the guides and leaders for these three intertwined religions, and it is from among the Grey Council that The Merlin is elected to serve Brittanis. Members of the Grey Council without an official position carry the title, "Magus" as a mark of their authority. Thus, since Justinian Ambrosius was on the Grey Council during his brother Julius' reign as Pendragon, the correct title for him would have been "Magus Justinian Ambrosius," or less formally, "Magus Justinian." A long-standing member may be given the title of "Archmagus" as well. The plural of these terms is Magi and Archmagi. Before the coming of the Tiberian Empire, the Grey Council was the supreme religious authority in Brittanis, overseeing all aspects of religious life. They were often called upon to negotiate between hostile nations, and served as diplomats and emissaries between rulers. The Magi advised kings and chieftains, warlords and heroes alike. It was (and still is) considered anathema to strike a Magi-- even to the point of Magi walking into the middle of a battlefield in order to stop the fighting. Legend tell of dire curses falling upon those who dare cross the Three Sisters by harming their chosen. When the Empire invaded, they brought with them their religion-- the White Court and its gods. As the Empire spread, they build temples and churches, but never tried to exterminate the religion of the natives. Instead the Empire allowed the native religion to continue unharmed, but promoted their own faith heavily. Since the Empire was (mostly) successful in conquering Brittanis, the religion of the victors flourished, and the faith of the conquered waned. Over time, the Tiberian settlers and nobility gravitated towards the White Court, and the less "cultured" peoples (like the Brynn and the Norn) clung to the Old Ways. Today in Brittanis, the population is split, and while the White Court holds a significant advantage in population and power, the Three sisters and their followers are still highly respected and honored by civilized people. When you choose the Three Sisters Allegiance, you must choose the Path of Magic or the Path of Arms. You gain the skills from that Path, and the choice cannot be changed once made.

PATH OF MAGIC

Tier 1

Magic's Embrace (0, 2, 3, 3 CP; 0 STA; Day) Once per day, when you are the target of a Heal effect that has either NO Trait, or the Fate trait, you can call, "Heal 1 to Self by Fate" immediately after taking that effect, even if you are unconscious.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: usable with no trait, or any trait from: Fate, Magic, Nature
  • 4th Purchase: "Heal 2 to Self by Fate."

Tier 2

Wyld Transferrence (0, 2, 3 CP; 0 STA; Day) Once per day, you can change the Trait of any skill without the Spell Keyword to "by Primal." This skill cannot be used on any skills from a Crafting Class.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: Change the Trait as above, and add "Double" to the Effect.

Tier 3

Fear of the Grave (0, 2, 3, 3 CP; 0 STA; Day) Once per day, you can point at a target and call, "By My Gesture, Short Paralyze by Fear."
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: "Paralyze by Fear"
  • 4th Purchase: You can call EITHER "Paralyze by Fear" or "Short Stun by Fear"

PATH OF ARMS

Tier 1

Runic Inscription (0, 2, 3, 3 CP; 0 STA; Day) Once per day, you can call, "Resist" against any Disarm or Destroy effect that hits items in your possession.
  • 2nd Purchase: Usable 1/watch
  • 3rd Purchase: Usable 1/Battle
  • 4th Purchase: You call, "NO EFFECT" against the Disarm and Destroy effects against items you hold or wear.

Tier 2

Fated Heroics (0, 2, 3, 3 CP; 0 STA; Day) Once per day, when you make a called melee or missile attack that expends Stamina, and the attack is negated using a game skill Defense (not just blocked by a weapon or shield), you call, "Imbue by the Grey Council!" and immediately regain any spent Stamina. You DO NOT regain use of the skill itself if it has a recharge keyword (Battle, Watch, Day, etc).
  • 2nd Purchase: usable 1/watch
  • 3rd Purchase: If the skill used has the Battle, Watch, or Day keywords, you regain use of the skill as well.
  • 4th Purchase: You gain +1 Stamina in addition when you use this skill.

Tier 3

Deathward (0, 2, 3, 3 CP; 0 STA; Day) The FIRST time you gain the the Unstable trait in a day, you have a TWO minute count until you bleed out and die.
  • 2nd Purchase: 1/day, you can call, "Resist by Allegiance!" when hit by the Death effect or an attack that is "by Fate."
  • 3rd Purchase: The defense gained in the second purchase skill is usable 1/watch.
  • 4th Purchase: EVERY time you gain the Unstable trait, you have a 2 minute countdown until you bleed out and die.