February 29, 2024

Lineage: Epoch Edition - Post 9

The Kingdom of Toparia

Founded Year 847

King Ivor the Good 

b.1010 d.1058 - r.1022-1058

m.1037 to Queen Diedre (b.1016 d.1058) - Known for her intelligence.

In 1022, King Ivor assumed the throne of Toparia during a time of internal conflict. Ultimately, his reign was overshadowed by the tragic bomb blast that had claimed his mother's life and caused him to walk with a cane. 

In 1037, King Ivor married Queen Deirdre. Deirdre was closely related to Ivor, with her grandmother being Princess Astridur. 

King Ivor, known as 'the Good,' is remembered for his leadership style that focused on compromise. His approach earned him praise from those who benefited from his decisions and contributed to a stable period in Toparia. However, there were critics who argued that a more assertive king would have seized greater opportunities and gained better strategic advantages than Ivor ever did.

The Merchants' Dilemma

The merchants' guild approached the King and suggested the abolition of taxes. They argued that this would encourage more trade within the kingdom and with neighbouring regions. This could lead to greater revenue for merchants, as well as potentially strengthen diplomatic ties through increased economic cooperation. King Ivor aimed to balance the interests of various stakeholders, including merchants and citizens, by choosing a middle ground. He decreased taxes by 10% which ultimately placated the merchants but aggravated the nobles.

The Ailing Spouse

King Ivor was informed that Queen Deirdre had fallen ill while visiting Lord Everhart's lands. The noble requested greater power and land in exchange for his assistance with her recovery. After discussions, King Ivor promised military support to the noble in times of need. King Ivor's primary concern was the well-being of Queen Deirdre, and her illness forced Ivor to choose the most prudent option to ensure her recovery.  Ivor also believed that pledging military support contributed to the long-term stability and security of the kingdom. Once Ivor had pledged support for Lord Everhart and elevated him to the small council, the Lord withdrew his request for land. 

The event caused controversy in the royal court as Queen Deirdre was seen as having influenced King Ivor's decision in favour of Lord Everhart. This raised concerns about the queen's involvement in political matters. Additionally, many other Lords were immediately motivated to engage in further political manoeuvring.

Dueling Nobility

Lord Ólafur, intending to tarnish the monarch's reputation, accused King Ivor of betraying Toparia because of his close relationship with Princess Janina. Ivor declined to take part in a pistol duel and successfully reached a compromise that upheld the monarch's honour. Ólafur was granted an honorary title within the royal court. However, many of the King's close advisors strongly disagreed with the decision.

Those that disagreed with Ivor's compromise with Lord Ólafur believed the king needed to take a stronger stand to defend his honour and the monarchy's reputation. They preferred Ivor to publicly confront Ólafur, presenting evidence to dismiss the accusations and assert the king's innocence.

It was later revealed that Ivor had evidence to prove his innocence all along. Granting Ólafur an honorary title was part of his continued strategy to mend relations, diffuse tension, and maintain court stability. This was done even at the expense of publicly showcasing King Ivor's innocence.

Offspring

  1. Prince Cahal (b.1039)
  2. Prince Conall (b.1041 d.1081) He was an adventurer who died on the battlefield.
  3. Princess Boudicaa (b.1046 d.1075): Her life reflected the economic difficulties that persisted in Toparia.
  4. Prince Rees (b.1049 d.1112): A forceful figure in the royal court, his aggressive nature added complexity to the kingdom's politics.
  5. Princess Rhiannon (b.1053 d.1094): Experienced the profound loneliness of abandonment.
  6. Princess Asta (b.1055 d.1093): Navigated the court with a deceitful demeanor.

Death of the King

King Ivor died in 1058 due to starvation. He was unable to keep any food down and would constantly vomit after eating. Although there were suggestions that the king's food may have been poisoned, food tasters were unable to duplicate the King's symptoms. It is possible that King Ivor had an undiagnosed illness contributing to his deteriorating health. The court and the kingdom remain uncertain about the true cause of the king's suffering. Regardless, he passed away in his bed as a frail man. Diedre passed away suffering from the same illness 6 months after.

Long Live King Cahal! (U+6, D+1,W+3 - Kingdom in Fall)

February 26, 2024

D100 Dungeon - Book 1&2 - Quest 02 (Thalara)

 Thalara the Mirthful

  • Scoundrel, High Elf
  • Strength 30, Dexterity, 40, Intelligence 50 (Spell Caster)
  • Agilty +5, Locks +5, Lucky +5, Magic +5, Traps +5
  • Weapon: Superior Short Bow (DMG 3)
  • Plate Mail Great Helm, Leather Cloak, Leather Cuirass, Leather Arm Guards
  • Personality: Gracious, Idealistic
Introduction to Quest 2

The atmosphere at The Mixed Chestnut was alive with laughter and the clinking of glasses. Daffne, a street urchin carrying a lute on her shoulder, effortlessly moved through the crowd. Her eyes were fixed on a dimly lit corner booth where Thalara, a dungeon explorer lounged on a worn leather seat. Explorers were rare in these parts, and Daffne sniffed an opportunity.

Daffne cleared her throat. "Lady Thalara." She pulled the lute from her back, "would you like a tale for a coin, perhaps?"

Thalara's gave the girl a slow grin. "What treasures do you bring, little minstrel?"

Daffne responded quickly. "Not just trinkets, my lady. I bring stories of weapons forged in the flames of dragons, a blade that sings battle hymns, and a shield woven from the the deaths of fallen kings."

"Legends?" Thalara asked.

Daffne delicately strummed her lute, each note carrying a promise. "Legends pale in comparison. Each of these treasures awaits the touch of a chosen hand."

Thalara leaned forward, captivated by Daffne's storytelling. "And where would this tale lead me?"

"Right here, in the very caverns you explore, Lady Thalara."

"We shall see, songbird," she murmured, flipping a gold coin to Daffne. "Maybe your suggestion will weave an impressive tale."

Daffne's grin widened. "It most certainly will."

With a final strum, Daffne gracefully disappeared into the shadows. Thalara sat thoughtful. A new reason to return to the dungeons had appeared in the shape of a minstrel's tale.


Turn 01 - Yellow Room

Thalara's lamp, flickering gently, pushed back the dark in the expansive cave. In a shadowy corner, she found a sturdy chest with a rusty lock. But for Thalara, picking the lock was easy. There were no glittering jewels to be found inside, only dull silver coins. 

Turn 02 -  West - Yellow Room

Thalara wrinkled her nose at the musty air and chose a path that led her to a heavy oaken door. The door was rusted shut like a clenched fist, but her supple fingers jiggled the lock and the door gave way with a groan. Inside, the cramped cavern swallowed her whole. 

Thalara's keen eyes darted across the gloom and spotted a prize in a cobwebbed alcove nestled among forgotten bones: gauntlets of supple leather, worn but sturdy. They were a practical benefit, adding protection to her bare fists. 

Turn 03 - South - Red Room

Heading south, she noticed footprints on the path. In the moonlight, she saw the outline of a Revenant Elf, frozen in the act of drawing a bow. Thalara, her own bow thrumming, was deadly. The elf crumbled, leaving behind a scythe with a wickedly curved blade that hinted of dark deeds yet to be done.  Deeper in the cave, she found a smooth object glowing with an inner light and pulsing with an unspoken purpose: an objective item.

Turn 04 - South - Red Room

In the heart of the next cavern, Thalara's lamp barely penetrated the dark abyss. Monstrous oozes, pulsating with emerald tumors, emerged from the darkness. Tendrils lashed out like serpents. Thalara glided away, her bowstring humming. Swift and lethal, an arrow found its mark in a fleshy eye, causing one creature to collapse with a gurgle. The other, enraged, engulfed her in its cold, gelatinous embrace.

Thalara was trapped in the slime for what felt like an eternity, struggling to breathe. With a frantic twist and a powerful kick, she broke free of the ooze's grip. Gasping for air, she reached for another arrow and notched it. The second ooze lunged again, but disintegrated as an arrow punctured its minuscule brain. Thalara surveyed the battlefield. Grimacing, she wiped the slimy residue from her body and began searching the cave, soon discovering a shimmering emerald - a brew of Superior DEF - which she happily tucked into her backpack.

Turn 05 - West - Yellow Room

The cave stretched westward. Thalara ventured deeper, exploring every nook and cranny, hoping for riches. However, the cave gave nothing away.

Thalara was about to move on when a loud buzzing erupted. Giant wasps, larger than hands, emerged from the shadows. Thalara raised her bow and shot one of the wasps, which hit the ground with a squishy thud.  The wasps were frantic, and she was stung on the arm and forehead by another stinger. Although her armour protected her body, dull pain throbbed in the background.

The remaining wasps flew away and hid in the twisty tunnels. Thalara rubbed her battered head, frustrated. 
 

Turn 06 - West - Green

Thalara stepped into a smaller cavern. She heard a click and began to roll away. It was too late! Caught in the cavern's cage, Thalara was forced to attempt time and time again to lift the heavy iron trap. She was attacked by dire wolfs, enduring injuries to her head and hands as they snipped at her around the edges of the bars. Thankfully, they got bored with their prey and left.

Still straining against the cage, Thalara had to face, the sting of more venomous Giant Wasps. They tested her armour repeatedly. Sustaining injuries, she relied on health potions for relief. Thalara thought her end would come in this underground prison.

She was still stuck, when a Beastman Archer wandered into the cavern. Thalara lost 5 hit points before she manged to take it our. Another healing potion granted her some relief. She gained a Military Fork as a reward.

After 13!! attempts, she managed to lift the trap, and used her foot slide a large rock under its raise edge. This allowed her to squeeze through to freedom. 

Turn 07 - North - Red Room

Thalara applied oil to her lamp, and journeyed north. She encountered a Lizardman Rock Slinger. She fought fiercely, emerging victorious with only her bow taken some damage. Her reward: a hand dagger, boosting her gold from 4 to 54, marking the conclusion of her quest.

Return to Glubs Creek

Thalara returned to Glubs Creek, exhausted from her recent quest. The busy market square welcomed her, providing an opportunity to trade and take a break. She sold various items and weapons, earning 735 gold pieces. Thalara wisely chose to repair all her armour, except for the slightly damaged gauntlets, which cost her 540 gold pieces.

With her newfound wealth, Thalara made her safety a top priority. To protect her legs, she bought a mail cuisse for 148 gold pieces. She paid 240 gold pieces to Elyssia for healing and poison removal, leaving her with only 9 coins. Thalara couldn't afford any healing potions, so she rested briefly in her familiar barn before heading to the tavern for a plate of sausages.

Thalara encountered Daffne at the Mixed Chestnut. Thalara generously gave a few coins to the cheerful minstrel, who then introduced her to Olaf Smokecheeks. Unfortunately, Olaf did not appear to be pleased with Thalara's presence. Daffne expressed her worries about the conflicting energies in the town. Glubs Creek used to be brimming in magical harmony with the earth, but now darkness lurks at its fringes, and that once beautiful melody has become fractured.

February 23, 2024

D100 Dungeon - Book 1&2 - Quest 01 (Thalara)

 Thalara the Mirthful

  • Scoundrel, High Elf
  • Strength 30, Dexterity, 40, Intelligence 50 (Spell Caster)
  • Agilty +5, Locks +5, Lucky +5, Magic +5, Traps +5
  • Weapon: War Hammer (DMG 3)
  • Leather Cloak, Leather Cuirass, Leather Arm Guards
  • Personality: Gracious, Idealistic
Turn 1 - Red Room

After venturing into the dungeon, Thalara eyes had barely adjusted to the gloom of the narrow cavern when her first challenge floated from the shadows above her. Giant bats, cloaked in darkness, ambushed her. The surprise attack did not deter the high elf. Quick and decisive, she wielded her warhammer with deadly precision, dispatching the threat with a single blow.

The bats left a small mark, nicking Thalara for only 1 damage. However, the spoils of victory were plentiful - the remains of one bat glittered with an unexpected fortune of 100 gold pieces. Thalara salvaged a tooth as a trophy, completing part of her goal.

She searched the cave carefully and found a Brew of Greater Damage, a powerful elixir.

Turn 2 - North - Green Room

Thalara walked north into a large open cave. Her keen eyes spotted a large, ornate chest decorated with gold trimmings. Demonstrating her finesse, she effortlessly picked the lock on her first attempt, revealing the treasures within.

To her delight, the chest yielded a superior short bow, a weapon perfectly suited to Thalara's nimble skills. She quickly equipped it, feeling the newfound power at her fingertips.

A thorough search of the room revealed a latent magical aura. Thalara found tucked in a corner under a small rock the 'Skilful' spell . Recognising its potential, Thalara absorbed its essence into her spellbook. This promised to boost her Dexterity by 10 after casting - an invaluable asset for the trials ahead.

The room remained free of wandering dangers.


Turn 3 - West - Yellow Room

Thalara ventured westward and entered a large cavern, which turned out to be a dead end. Despite this setback, she examined the craggy cavern. In the shadows, she discovered a battered great helm (A4). She placed it on her head immediately, delighted to take advantage of its defensive value.

Thalara reflected on the fortunate events that had aided her so far! Her abilities, the rewards of battles, and the mystical findings in the dungeon all seemed to be in her favour.

Turn 4 - Retrace East to Green Room

Thalara refilled her flickering lamp and retraced her steps. In the room with the chest a door to the east was the only new exit for her to discover.

Turn 5 - East - Red Room

Thalara turned to the east and faced a locked door. Luckily, she was able to pick the lock on her first attempt (again!). Beyond the door was a long, narrow cavern where she encountered a Giant Spider. The spider quickly tried to trap her in its silk web,

In the initial rounds, Thalara was very agile and managed to evade the spider's attempts. However, the spider began to web her consistently. Thalara remained composed and somehow manged to keep avoiding taking damage. The battle continued on and on, but both combatants missed their marks.

In the twelfth round, Thalara took advantage of an opportunity and dealt a fatal blow to the spider. Incredibly, she came out of the encounter without any harm. With a mix of relief and determination, she collected the spider's brain, completing two-thirds of her quest.

A search of the cavern's gloom uncovered an objective item for Thalara to stow in her pack.

[Hit Points - 19]

Turn 6 - East - Yellow Room

As Thalara ventured deeper, she came across a wandering pack of Giant Bats. She dodged their frenzied attacks with swift acrobatics and retaliated with a powerful strike that dispatched two of the bats in a single blow.

Her Leather Cuirass proved to be effective in shielding her from harm as the bats attempted to exact revenge. Unfortunately, a surviving bat managed to escape into the shadows with only a sliver of health remaining, evading further conflict.

Not to be deterred, she headed east into another narrow cave. The search didn't yield any results, but it did do some damage to her leather cloak. A reminder that the dungeon can give but also take away.

Turn 7 - East - Yellow Room 

In the dim underground, Thalara relit her lamp to  reveal the twists and turns of the narrow corridor extending eastward.

Her keen senses helped her scan the surroundings. She found a magic scroll - a Scroll of Lightning - which she carefully tucked into her belt. The scroll contains arcane potential that can be both advantageous and perilous.



Turn 8 - East - Red Room

As Thalara ventured further into the labyrinth, she encountered a wandering pack of Giant Ants. She swiftly met their relentless advance with her superior short bow. The first volley found its mark, dispatching two of the ants instantly. Thalara's battered great helm absorbed any retaliatory strikes, shielding her from harm.

The skirmish continued, with each shot from her short bow chipping away at the ants' resilience. Thalara caused severe damage to one ant, bringing it close to death. However, the creature managed to escape it's demise and fled the battle in a desperate retreat.

Undeterred, Thalara advanced into a large open cavern, only to face another swarm of Giant Ants. Her helm proved its worth once more by deflecting their attacks. After a prolonged battle, Thalara's determination culminated in a killing blow. She seized a leg from the fallen foe, completing her opening quest.

Prepare for Next Quest

Returning to Glubs Creek, Thalara assessed her spoils and worn equipment. She used her gold to pay a modest fee of 20 gold pieces for healing to mend her wounds. Thalara sold the animal parts, the mysterious objective item, and the potent Brew of Greater Damage but chose to keep the Scroll of Lightning. The marketplace did not offer any superior armour, which left Thalara unable to find better protection for her quest. However, her equipment was repaired for 286 gold pieces.

Thalara invested the remaining funds in essential potions, including three Potions of Lesser Healing and one Potion of Lesser Remove Poison. With only four gold pieces remaining, she sought refuge in a barn, finding comfort in a haystack to rest and regain her strength before embarking on the second quest.

While staying in Glubs Creek, Thalara met Elyssia Greenleaf, a cautious herbalist known for collecting rare flora to create potent potions and remedies. The two individuals discussed the characteristics of herbs and animal parts found in dungeons and their possible uses.

As Elyssia shared her knowledge, the two formed a connection. Elyssia's genuine care and interest provided comfort to Thalara.

I used a NPC generator to make Elyssia. I thought it may be fun to have some gossip and interactions in Glubs Creek.

















February 20, 2024

D100 Dungeon - Book 1&2 - Introduction (Thalara)

D100 Dungeon Book 1 and 2

 Thalara the Mirthful

  • Scoundrel, High Elf
  • Strength 30, Dexterity, 40, Intelligence 50 (Spell Caster)
  • Agilty +5, Locks +5, Lucky +5, Magic +5, Traps +5
  • Weapon: War Hammer (DMG 3)
  • Leather Cloak, Leather Cuirass, Leather Arm Guards
  • Personality: Gracious, Idealistic

Short Background: Street Urchin Turned Swindler: Born in a bustling elven city, Thalara survived on the streets by stealing and swindling. She honed her skills, learnt some magic, and caught the eye of a notorious thieves' guild and now operates as a cunning magical scoundrel, playing both sides of the law.


The Beginning

Thalara rested beneath the oak tree, its branches casting a welcome shade against the jungle's heat. The outpost of Glubs Creek, a jumble of huts and tents, was already fading into the distance. She munched happily on an apple as she regarded the cliff face ahead.

The catacombs awaited, their entrance sealed by a shimmering wall of magic. But Thalara held the key—a secret code whispered to her by a crone in the night. Tales of hidden treasures and forgotten temples had tempted her with promises of adventure and coin.

She wasn't a warrior, wielding a sword. Her tools were subtler: a quick wit, nimble fingers, and a silver tongue that could charm or deceive as needed. Thalara did have some idea of magic, but she knew that she needed to improve. The catacombs, would be a severe test of her talents.

With a grin, she traced the arcane barrier, feeling its energy tingle against her fingertips. She whispered the code, and the magic parted like a curtain, revealing a gaping maw of darkness. Thalara drew her dagger, its steel gleaming faintly in the fading light.

Thalara, the Mirthful stepped into the unknown, heart pounding. No grand magic lit her path, just her courage and cunning. 

February 17, 2024

Anamnesis - Act 2 Card 3

 

ACT 2 Card 3

1 My Shadow Card: The Lovers
2 Minor Arcana: Queen of Swords - 
You pause at a building and realize you used to work here. What was your job? Do you still work here?

3 Major Arcana: The Fool

The cobblestones beneath my feet led me through familiar streets to an old workplace, now silent and empty.

The Queen of Swords stared at me sharply, urging me to reflect on this place and untangle the knots of my past. I hesitated, unsure of my connection to this building. Was it once my haven for writing, filled with the sound of a keyboard and rustling paper?

The Queen's gaze sharpened, and the Fool bounced in, bringing the promise of new beginnings. Inside the building, there were echoes of creativity. My old desk, where stories once came to life, sat untouched, a monument to a bygone era. Yet, the Fool's energy buzzed around me, urging me to rediscover the joy of creativity. Holding the Queen's ink-tipped sword, my inspiration stirred.

The Queen of Swords helped me uncover hidden stories with her sharp mind and clear thinking. The Fool's spirit encouraged me to embrace the unknown and find new ways to tell tales. The Lovers encouraged me to recover lost memories and rediscover the storyteller within me.

In this process, I regained not only my workplace but also a part of myself.  Guided by the Queen's wisdom and the threads of love, I embarked on a new tale as the Fool. However, shadows of change loomed. 

My previous skills were outdated, but I found a new path in the digital age. The Queen's sword became a digital pen, and the cobblestones turned into a mouse and wires. The building's whispers transformed into the hum of innovation, and the Fool's laughter invigorated my spirit.

Although the previous workplace may have been quiet, a new storyteller emerged within its walls, embracing the digital age and weaving tales of innovation amidst the echoes of the past.



February 14, 2024

Anamnesis - Act 2 Card 2


ACT 2 Card 2

1 My Shadow Card: The Lovers
2 Minor Arcana: 5 of Swords - 
Someone on the street recognizes you. How do they react when they see you?

3 Major Arcana: The Tower

Act 1, Card 3: Scars: The Past and Shadow

Cobblestones lie beneath my feet, worn smooth by forgotten dreams. Sunlight spears through gaps in the town's  roofs, casting shadows on the streets. 

A sharp voice echoes through the haze. "You." It's a woman, barely more than a ghost, her face etched in emotions—surprise, anger, things familiar to me. The 5 of Swords hangs heavy, its blades glinting with the threat of unhealed wounds.

My chest tightens, memories reach for the edges of my mind. But the woman's name, her story, never come close enough to capture.

"Do you remember me?" Her voice trembles.

The question lands like a heavyweight jab, and guilt washes over me. "I... I'm sorry," I croak. "I can't."

A tear escapes the woman's eye, mirroring the ache in my chest. In that tear, the Tower crumbles. It reveals lost loves, bitter conflicts, and battles fought and lost. The Lovers stir beside me, their  embrace tightening like a lifeline. They offer understanding. In their silence, I see my struggle.

The Tower's fall is a beginning, a turning point. The 5 of Swords suggests a fight, a refusal to surrender to shadows. 

With newfound strength, I face the woman. "Tell me," I say, "who are you? What do we mean to each other?"

The sun dips below the horizon. A story unfolds—a story woven from fragments of memory, threads of pain, and the glimmer of hope.



February 11, 2024

Anamnesis - Act 2 Card 1

 


ACT 2 Card 1


1 My Shadow Card: The Lovers
2 Minor Arcana: 4 of Swords - An abandoned building stirs up memories. What used to be here? Why did it matter?

3 Major Arcana: The Temperance

Act 1, Card 3: Scars: Whispers of Past and Shadow

The worn cobblestones guide me through the foggy streets of the unfamiliar town. Broken windows glint in the sunlight, drawing me towards an abandoned building.

Memories echo in the corridors, tugged by heartstrings and the remains of laughter. The 4 of Swords urges me to rest amid the broken surroundings. Seeking solace in the sunlight that filters through shattered panes, I brush my hand against a fallen brick, and memories come flooding back. Beside me, a familiar face shares a peaceful moment.

Temperance's gentle hand on my shoulder reminds me of the path ahead. Balance guides me through the shadowy labyrinths, blending bitterness and sweetness in the corners of my mind. The abandoned building, full of things I cannot remember, offers only a false haven. The dying embers of a fireplace shed light on a nearby hearth, but beyond that, darkness prevails.

Each creaking step takes me away from the fading comfort of the fire. Laughter dissolves into unease, and shadows lengthen as I venture into the cold unknown. However, the scars on my skin start to ache, their jagged lines forming a map.

With balance as my shield, patience as my torch, and the scars as my guides, I move forward.


February 08, 2024

Lineage: Epoch Edition - Post 8

The Kingdom of Toparia

Founded Year 847

Queen Sigrun the Rash 

b.989 d.1032 - r.1009-1032

Sigrun's Ascension to the Throne

In 1009, Queen Sigrun ascended the throne to rule over a kingdom that faced many challenges. Her marriage to High Prince Conley, a respected nobleman known for his stern character and unwavering commitment, formed an unexpected partnership that ensured some security. They were blessed with three healthy heirs.

A Fractured Family

Princess Janina, the youngest child, grew disillusioned with her mother's favouritism to her royal sons. At 15, Janina joined a mysterious religious sect, the Glowing Moon, and by 18 she was already given a small leadership role, undoubtedly due to her royal status. Even at such a young age; Janina sought to assert her influence in her sect and in the court, straining the family ties.

Prince Gregor, who had aspirations beyond being second in line for the throne, sought  a different path and a chance to escape the discrediting shadow cast upon him in the royal court. He had mostly brough that on himself through his poorly concealed lies and deception. Gregor left Toparia and shocked everybody when he pledged allegiance to the King of Darvesh. 

Sigrun, furious, offered the foreign monarch some border lands in exchange for Gregor's forced return. Gregor returned to Toparia broody and resentful, but he was able to find comfort in the Glowing Moon under Janina's guidance.

Toparia's Greatest Tragedy

The year 1032 is remembered in Toparian history for a tragic incident that had a lasting impact on the kingdom. Princess Janina's religious sect, the Glowing Moon, carried out a devastating bombing of the palace, causing significant casualties and damage. Queen Sigrun was killed instantly when the bomb detonated. The attack was aimed at destabilising the royal court.

The bombing occurred during an important event at the royal palace shattering the festive atmosphere and causing chaos. The designated heir to the throne, Prince Ivor, suffered severe injuries that left lasting physical and emotional scars. He was standing next to his mother, Queen Sigrun, at the time and her body shielded the young prince. High Prince Conley also survived the attack but lost a leg and a hand.

The tragic episode revealed the deep extremism within Janina's religious group. Further investigations revealed a complex network of radical elements, beyond Princess Janina's control. Janina denied involvement in ordering the attack on her own family, however, evidence suggested she was aware of the extremist faction operating independently within her sect.

The aftermath of the bombing brought the country together. Many demanded justice for the fallen queen. Echoes for the execution of all those implicated in the sect were heard throughout the court. High Prince Conley issued an order for the heads of those in the Glowing Moon's upper heirachy during his regency, but decided to send Janina into exile.

The trial of Princess Janina

Heirs:

  1. Prince Ivor (b.1010 d.?): Initially reluctant to accept the crown, his eventual ascension marked by internal struggles.
  2. Prince Gregor (b.1012 d.1083): Bitter, serene, and discredited, his pledge to a foreign king added complexity to the royal lineage.
  3. Princess Janina (b.1014 d.1035): Her involvement in a religious sect strained family bonds and led to her banishment. She was murdered shortly after in a foreign land.

Long Live King Ivor! (U+5,D+1,W+3 - Kingdom in Fall)



February 05, 2024

Lineage: Epoch Edition - Post 7

The Kingdom of Toparia

Founded Year 847

King Kennet the Diplomat

b.965 d.1009 - r.987-1009

King Kennet's Rise to Power

King Kennet became the ruler in 987 after a period of turmoil that involved a coup against Queen Edda. The nobility and the kingdom were divided in their opinions about Kennet's rise to power. Some saw him as a practical leader who could guide Toparia through difficult times. Others saw his actions against Queen Edda as a betrayal of the realm and family. 

Challenges Inherited

Lingering tensions from political upheaval, poverty, curses, and familial intricacies complicated Kennet's reign. He inherited a kingdom riddled with poverty and burdened by an ancient curse. Kennet faced many difficulties during his reign. His marriage to Anne, a foreign queen with a reputation for cruelty, resulted in three heirs.

Dynastic Struggles and Uprisings

Kennet faced early challenges during his reign. In 1007, Prince Lukas died. Initially, Sigrun, dedicated to her faith, refused to be named as heir. Kennet compelled her acceptance due to fears of dynastic chaos. The court were not quick to forget Sigrun's reluctance to rule.

In addition to family complications, Kennet faced two major uprisings. They occurred in 990 and 1005. They were born from widespread poverty and discontent with land ownership. However, Kennet was able to quell the unrest. He genuinely listened to concerns and implemented reforms. These targeted taxation, land distribution, and social welfare. His diplomatic approach was effective in calming the unrest among the peasants and earning their trust. However, the nobility strongly criticized the implemented schemes as they provided less funding for the upper classes..

Diplomacy and Cultural Renaissance

Kennet's reign was characterised by his diplomatic approach. He strengthened ties with neighbouring kingdoms, opened new trade routes, and prioritised education, particularly reading.  He commissioned the construction of schools and libraries, contributing to a cultural renaissance. However, some of the nobility questioned his approach, suggesting that his 'love of those in the mud' led to a loss of control over the peasants. 

Anne's Kidnapping and Reforms

Rebels kidnapped Queen Anne in 1003, leading to further negotiations. Eventually, Kennet made concessions to secure her release. Her return in 1004, while positive for Kennet and his family, cemented the opinion of many nobles that Kennet was soft-hearted.

Legacy and Heirs

Kennet's reign concluded in 1009. He went to bed healthy one winter evening but never awoke. This sudden death prompted questions about the rumoured curse that hung over Kennet's bloodline. Sigrun took over the rule of Toparia.

Heirs:

  1. Princess Sigrun (b.989 d.?): Initially reluctant to accept the crown, her eventual ascension marked by internal struggles.
  2. Prince Robert (b.992 d.995): A restless spirit whose demise left a void in the royal lineage.
  3. Prince Lukas (b.998 d.1007): His untimely death revived the gossip of an ancient curse.

Long live Queen Sigrun! (U+5,D+1,W+3 - Kingdom in Fall)

February 02, 2024

Lineage: Epoch Edition - Post 6

The Kingdom of Toparia

Founded Year 847

Queen Edda The Drunk

b.940 d.987 - r.972- 987

Queen Edda, also known as 'The Drunk', left her mark on Toparian history not with ink, but with the cold bite of steel. She was born in 940. In 972, Edda became the ruler, displaying a strong desire for power and a distorted sense of honour that was fiercely loyal to those close to her. She was known for her contradictory behaviour and often dressed in crimson robes. 

Although Queen Edda was determined to resolve important issues, she also had a reputation for excessive drinking. Her most famous pastime was drunken sword dancing, during which she would impress and terrify her courtiers with her combat skills. Unfortunately, her mistreatment of her child, Kennet, was a subject of court gossip..


The Iron Heart of Toparia Tested

In 975, the court grew concerned about a shortage of halytan steel, which was essential for the production of Toparian weapons. To ensure future weapon production, Edda formed uneasy alliances with rival kingdoms, exchanging land for the vital resource. 

During her visit to Manuya to discuss these matters, the Queen caused a stir by drinking into the early hours of the morning and falling asleep in the fountains of the main gardens. Although attendants found her quickly, enough people knew about it to make it the gossip of the week. As usual, Edda laughed it off as "having a good time".

A year later, Edda's reign was threatened by a secret that was recently discovered. The parchments revealed that Edda's grandfather, King Olaf, did not die at the hands of bandits as previously believed. He disappeared while conspiring with the neighboring kingdom of Estora against Toparia. Edda orchestrated a campaign of document forgery and silenced people because she feared that the revelation would shatter public trust. Loyalist writers revised history throughout the night.

Faith Forged Deception

In 978, the religious council challenged Edda's marriage to King Jone, claiming that his identity was a fabrication and that he was a puppet raised by usurpers. Edda turned the tables with a staged trial, exposing the council's blasphemy through false witnesses, coerced confessions, and fabricated documents. This solidified her control over the religious order, but left a bitter taste in the mouths of her detractors.

In 980, the common people were deeply unhappy because of oppressive taxes, forced labour in the halytan steelworks and mines, and a famine caused by resource depletion. Ragnar, a blacksmith, rallied the peasants by promising fairer land distribution and decent wages. He held a flaming torch in his calloused hands as a symbol of the people's fury. Edda recognised the need for appeasement and promised reforms, but she did not mean a word of what she said. She infiltrated the rebellion with cunning spies, sowed suspicion, and offered amnesty to defectors. This strategy, coupled with swift executions of key leaders for supposed crimes against the realm, bled the uprising dry.

A Knight Against the Queen

Sir Valen emerged as a significant threat to Edda's regime in 983. The young knight was full of idealism and political acumen. It appears that he was present during one of the Queen's impromptu drunken fashion shows at the palace. The Queen showcased her collection of elaborate and eccentric crimson garments. He left the event in disgust. 

Disillusioned by Edda's behaviour, authoritarian policies, and the widespread suffering, Valen, a former scholar, effectively mobilized a small but dedicated force of peasant-knights. Valen's movement gained support by strategically engaging in skirmishes throughout the countryside, gradually eroding Edda's public image and authority.

Instead of relying on brute force, Edda focused on targeting the leadership group of the rebellion and exploiting existing internal divisions within Valen's movement. She enticed Valen to hold talks by offering stability, potential influence, and amnesty with the possibility of integration into her court. Valen arrived at the castle with 40 knights. Queen Edda ordered their slaughter in the courtyard, ending Valen's rebellion that day. 



A Legacy Forged in Blood and Betrayal

Queen Edda "The Drunk" (940-987) presided over a turbulent period in Toparia, marked by resource depletion, internal dissent, and external threats. While her steel-fisted leadership navigated these challenges, it  sowed seeds of discontent within the court,  even among her own family. In 987, this resentment erupted in a chilling palace coup led by her son, Prince Kennet.

Contemporary accounts suggest that Kennet's motives were based in political ambition and long-held grievances. Edda's ruthless tactics and her alleged involvement in  conspiracies had poisoned their relationship. Capitalizing on these simmering tensions, Kennet  cultivated a network of loyalist supporters within the courts.

No clash of steel or defiant roar marked the queen's final moments. She met her end at the hands of her own kin with a sigh. The iron queen, who  held Toparia in her grip, succumbed not to external invaders or rebellion, but to the  blade of betrayal, her legacy forever marked by the blood of her own family.

Thus fell Queen Edda "The Drunk".

The unmarked tomb of Queen Edda

Heirs

Prince Kennet (b.964 d.?)

Long live King Kennet! (U+4,D+1,W+3 - Kingdom in Fall)

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