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it is currently season 1, the year 1449 NE. The continent of Tnarem balances on a precarious edge between survival and destruction. Wars rage between nations, fractures open in the Mete. The world as the Tnaremi people know it is dying and they are left with a choice: act or perish with it.

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the kingdom, the black

onstitutional, bureaucratic monarchy--the Kingdom of Dubhion is many conflicting things all at once, and yet, it is able to boast less internal political conflict than the nations of Ostia, Lornesse, and Mercia. It is headed by a king, known in the region as the Ard Ri and its administration is handled jointly by him and the ministry consisting of wealthy, political gentry and the unlanded nobility, known as the leathes.

The ministry is relatively new, standing for just under a century. Created as a means to check the power of the Ard Ri, it also functions as the body by which he administers edicts to the nation. Daily functions of the Black are also handled by the bureaucratic bodies established under the ministry, the power trickling down through the hands of many. The six ministers oversee specific areas of Dubhion, and consist of the ministries of commerce, treasury, defense, justice, state, and interior, each appointed by the Ard Ri upon the death or retirement of the previous minister. The position of minister is for life or for as long as the person holding the position wishes to keep it. The Ard Ri, once a minister is appointed, cannot remove him from his position.

The gentry's entrance into the political arena in Dubhion isn't a difficult thing provided the family already possesses wealth and influence. The majority of the government positions, in fact, are held by gentry rather than nobility by simply the virtue that there are far more gentry than nobility.
Legal System

trial & punishment

With the heavy Mercian influence, Dubhion has adopted their stringent means of trial, though have maintained their traditional means of execution. Trials are conducted by state officials appointed by the minister of justice who alone is able to decide the fate of an alleged criminal. These sorts of trials take place for major crimes, with smaller crimes such as petty theft and similar offenses being left to the local guard to dole out punishment for.

A notable and relatively recent adaptation of Mercian law is the recent outlawing of magic practice throughout the entirety of Dubhion. Before, such law was secluded to southern regions of the nation. Now, however, it is all-encompassing, strengthening the ties between the government and the Augury and Carnifex.

Trial By Combat - Adopting the tradition trial by combat laws of Mercia, in Dubhion, if a criminal is sentenced to death, they may invoke trial by combat and face a champion chosen by the state instead of its headsman. The duel will always be to the death and will be carried out on state-sanctioned ground. Should the criminal survive, the crime that carried the sentence of death is absolved.


Execution in Dubhion is frequent enough that it warrants various types depending on social status. To accommodate the number of executions the harsh climate of law and penalty creates, commoners who are found guilty of crimes punishable by death are hanged en masse once a week--an event reminiscent to the Ostian form of execution. The nobility are afforded a more honorable death, executions being carried out with an ax or a sword as preferred by the party to be executed. Both are public affairs and garner much attention.

Dubhion’s state military fluctuates in size depending on the circumstance in which it is brought to bear, but despite this, it has a command structure that can make use of every last soldier. The rank and file are filled with citizen soldiers conscripted into service in times of need into armies of sometimes staggering size, but the true foundation of the army is the academy of military officers that are constantly training and testing itself, which is able to send commanders to wherever they’re needed at a moment’s notice. With the recent wars, Dubhion’s army has swelled in size and seasoned its citizen soldiers, led by an unparalleled officer corps.

Playable Ranks

In wartime, a marshal is a general that leads a massive army of combined arms on the field of battle; in peacetime, a marshal is an administrator managing arms and registries of conscripts in preparation for war. Those who’ve risen through the military academy to become marshals have proven their wits against most every other officer.
Grand Marshal
A grand marshal manages the grand strategy for a campaign effort, either from a central command tent influencing the entire region to which they’re assigned or on the field of battle commanding entire armies at a time. Grand marshals are hand picked by the Leathe of war from among their peers for their talent.