Fair courtier, Guest, it is good to see you've returned.
Please allow us to inform you of the court's goings on.
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.

This contains our site culture, rules, systems, and plot. It's a great place to check out if you're not sure what the Ericourt is or if you're trying to decide if we're the right forum for you.
All of the information you need to become better acquainted with the world of Sergonia and its inhabitants can be found here. Anyone wishing to join the Ericourt will be able to find the essentials here.
overview, code, & ADM spheres of prowess

You'll find everything you need to complete the application on this page! Make sure you take the time to read the field details and the information on our MSP system. This is a long read, but it is mandatory. Carefully reading this will help players to fill out the application correctly and build their character more easily.

Things to Know

You can involve the staff in your application process. We encourage you to reach out to us for information about Tnarem as you build your character and their story. We are always willing to answer questions and help brainstorm! Plus, asking questions while writing helps to prevent mistakes that will have to be corrected later.

Show, don't tell. What we mean by this is don't tell us what other people think of your character, show us what your character does to try to come off as having the desired reactions. For example, "Other nobles think he is calm and collected," is something we will ask you to change. Instead try: "He does his best to always present himself as someone who is both calm and collected."


01. - Make sure you've read the directory for all of the OOC information and the compendium for all of the IC information before filling out a sheet! We also encourage you to read through a few of the accepted characters to get an idea of what an acceptable sheet looks like.

02. - Copy the code at the bottom of this post and create a new thread in the character center using your character account. The title of your application should follow the layout below.

thread title: Last Name, First Name
thread description: played by OOC account

03. - Once you've finished the application, please indicate so by adding (finished) to the thread title before the character's name. We will not review or accept any character sheet that does not have (finished) in the title. If you can't finish your sheet in one go, don't worry, you can always put it up as a (WIP) and come back to it later. You're also welcome to ask for feedback from other players and staff while the sheet is still under construction.

04a. - When the staff begins the review process, they will reply to the sheet to let you know by tagging your OOC account. Once they are finished, the (finished) will be changed to one of two things: (accepted - awaiting claims) or (reviewed). The staff response in the thread will be changed to reflect the title, and staff will reach out to the player about the update as well. If the claims are all finished and no changes are needed to the character before acceptance, the character sheet will be moved to the completed folder. From there, the player will be able to add all of the information to their profile sheet via the User CP.

04b. - If your sheet has been marked with (reviewed) there are some changes needed before the character can be accepted. The staff will ask you if you prefer to be contacted via PM, an outside messenger (usually Discord) or in the thread itself. Once you go over the changes needed and then implement them in your sheet, you should change the (reviewed) to (revised) so that the staff may take a look at the changes.

IMPORTANT: Please be aware that the staff will sometimes remove or add rumors and public knowledge from a character sheet. They reserve the right to do so in order to make sure that knowledge that would be public is known and knowledge that would not be public stays secret.



Always the full name. Please be sure to check the naming conventions for your character's home nation before choosing a name; all names must be adherent to nation-specific naming conventions and languages.

Age & Birthdate
All characters must be over the age of 18. Noble characters, or characters who belong to canon families, will choose a slot on the corresponding tree that will indicate their birth year.

Official Title (if applicable)
If the character is noble, holds a government office, or is part of one of the factions, you must provide the highest rank they hold in that (or all) groups. If your character has none, this line can be deleted.

Epithets (if applicable)
This should be for monikers earned via a character's to-date reputation. If your character has none, this line can be deleted. Please keep in mind that the staff reserves the right to deny any character an epithet that they do not feel is earned.

When choosing an epithet for your character, please keep the following in mind:

This is for titles that other characters will call/have called your character, not something your character calls themselves. If your character has not widely earned this title then it should not be used. In addition, there should be reasons your character has been given their epithets. If the monikers cannot be backed up, it's unrealistic for the character to have it.

Multiple people may have the same epithet. This is not always the case, but will happen from time to time. An epithet is not exclusive to any one character.

Your character, unless a member of a ruling House, will not have an epithet that refers to an entire kingdom or territory. Please use more regional and local areas when choosing epithets. For example, "the Beast of the Imperium" would not be an epithet a Mercian earns, but rather, "the Beast of Raevenna."

The languages that your character is capable of speaking are shown on the corresponding region's page. You can find more information on the number of and which type of languages your character can speak in the Spheres of Prowess below.

Relationship With Family
Tell us about how your character views and interacts with their family. This should show us how your character feels, not how others feel about your character.

Goals & Motivations
Tell us what motivates your character; what goals do they have, large and small?

Religious Views
Tell us about your character's religiosity. Are there any differences in how they worship compared to what is considered normal practice? It is worth keeping in mind that religion is a huge part of Tnaremi culture, atheism is extremely rare and to be such is to brand yourself a pariah.

Public Knowledge
This section is for all the true information that other characters would know about your character in game. Things that should be included here are important events that would be public knowledge, relationships that would be known, the outward appearance that your character portrays to the world, any reputation they might have, and what is known about your character's personality.

The rumors section should be used to fill us in on things that are not concretely known about your character, or not true at all but are being talked about it Court. For example, the whispers of a relationship between two married nobles that may or may not actually be happening.

Your character's appearance, including any distinguishing marks and commonly chosen clothing and fashions. We heavily discourage characters being described as beautiful. That is not for you to decide, but for other characters to decide about your character. Instead, describe the character's features and allow their attractiveness to become apparent through play. No one is beautiful to everyone.

Tell us what makes your character tick, how they interact with and respond to other people, scenarios, emotions. You should tell us how they act, how they want to be perceived, and also about parts of their personality they aren't necessarily aware of. Do not use this area to tell us how others view them, like appearance, that is not for you to decide as the character's writer, but for the other characters to decide in play. This area should tie into your character's story, utilize that field to explain how your character came to have their personality.

Strengths & Weaknesses
Replace the #'s with the number that correlates with that sphere. Explain the strengths and weaknesses of each sphere, and why the character has been attributed the number they have. You can find more information on the spheres below. Please keep in mind the "show, don't tell" advice from above.

PLEASE NOTE: In order to be able to cast magic, a character must take magic or battle-related magic as their exceptional skill. They will not be able to cast otherwise, despite being magic-capable.
Academic (#): Academic strengths/weaknesses here.
Please list exceptional skills, if any.

Diplomatic (#): Diplomatic strengths/weaknesses here.
Please list exceptional skills, if any.

Martial (#): Martial strengths/weaknesses here.
Please list exceptional skills, if any.

Use this to indicate whether your character is or isn't magic-capable. All characters will fill this field out. If your character is not magic-capable, you will not need to fill out the rest of the magic-related fields. If your character is magic-capable and is not awakened, indicate that here; you will not be required to fill out the below fields.

Caster Type (if applicable)
Is the character absolute or bound; born awake or asleep?

Consequences (if applicable)
Please read the consequences of being awake section of the magic page. Please describe how your character experiences the side effects of their connection to the Pale and tell us the severity of each consequence, keeping in mind that one must be severe.

Abilites (if applicable)
Describe in detail your characters magical abilities. All families of magic that your character is able to cast and the degree to which they are able to cast should be explained here.

Provide an overarching narrative about your character's life. Try to provide broad strokes about who your character was at important points in their life, mention important events, and connect the narrative to the scene(s). It is okay if your character has not done anything of note thus far in life; most nobles have not. We expect the most exciting parts of our characters lives to happen in play, not before it. If your character is a caster, you must include when and how they awoke and touch on any training they've had in magic.

We require one scene, but you are welcome to add more if you would like to. A scene is a specific event, written as if it were a post, that shows us something that has shaped your character into who they are now.
<blurb>Story blurb here</blurb>

The spheres of prowess are a system that the Ericourt uses to ensure that all characters are built and played with both strengths and weaknesses in mind. With this we hope to encourage characters with extreme strengths also have extreme flaws and that jacks of all trades are capable of everything but are masters of nothing.

Each character has a total of 6 points to spend, no sphere can have more than 3 points and no less than 1 point. Players are allowed to store one point at character creation to add at a later point if they wish to.

The numbers given for each sphere represent the characters skill level in the correlated area of knowledge and ability. A 3 indicates that a character is adept at the field, a 2 indicates that their skill is average or ordinary for the average person in one of the courts of Tnarem, and a 1 indicates that they are inept at that field. You can find an example for each of these below.

IMPORTANT: Unless otherwise stated, all NPCs are 2-2-2, which means that a 3 is needed to have an advantage in a certain sphere. This also means that, if you are a 1 in any Sphere, all NPCs are assumed to be better than your character in that sphere.

Areas of Exception

Areas of exceptions function as character-specific specialties and flair. Each sphere has their own set of areas of exception to choose from and each point allocation allows players to choose more or fewer areas. These areas of exception do not negate the higher and lower overall sphere choices, (IE, a 2 academic with magic will always fall short compared to a academic 3 with magic.) however, a 2 academic with magic as their area of exception will know more than a 3 academic without magic as their area of exception, despite the academic 3 knowing more about magic than a normal person.


Academic skills encompass someone's knowledge of statecraft, mercantilism, philosophy, mathematics, theology, sciences, languages, and other academic pursuits that do not pertain specifically to one of the other two spheres. This sphere directly influences someone's ability to govern properly, operate a group or business properly or conduct research properly. This sphere also dictates how many languages a character is able to use. Different point allocations in this sphere allow for more or fewer topics of exceptional knowledge.
Areas of Exceptional Knowledge:
history, philosophy, finance, mathematics, theology, magic, commerce, geography/cartography, alchemy/herbalism, astronomy/astrology, architecture/city planning, administration/statecraft, archaeology/anthropology, mythology

3 - A character with a 3 in academics is able to speak the 3 languages of their homeland as well as 1 additional spoken language of another region. They will have in-depth knowledge of multiple common concepts of philosophy, mathematics, the sciences, theology, and their region-specific topics. In addition to this higher overall knowledge, they may choose 3 areas of exceptional knowledge from among these academic pursuits (listed above).

2 - The average person is able to speak the 3 languages of their homeland, though it should be noted that someone of common birth (non-gentry commoner) will not know how to write unless they have been taught by someone above their social class. They will have working knowledge of common concepts of philosophy, mathematics, the sciences, and other region-specific topics (ie. magic for Lornesse). They may also choose 1 area of exceptional knowledge from among the academic pursuits (listed above).

1 - Someone with a 1 in academics is only able to speak the high and common language of their homeland and not the bridging language (ie, Common Markish in Lornesse, Common Mercian in Nis). If they are common-born (gentry included), they will not know how to write. They will be completely ignorant to matters of academics such as modern and prominent philosophies, the sciences, and mathematics. They will be completely unable to govern or head a business endeavor successfully. A character with a 1 academic may not choose any areas of knowledge (listed above).


Diplomacy skills encompass the ability to read an individual's emotions, detect lies, tell lies, maintain a certain demeanor in the face of stress, a person's general knowledge of, and ability to predict, human behavior, their knowledge and execution of etiquette, their knowledge of and ability to perform courtly endeavors, and their knowledge of and ability to recognize people of note. Also included in this is also how persuasive your character is capable of being, for example, how capable they are of delivering their statements in a commanding or sure tone or their ability to choose statements and ideas that, based on their knowledge of the character they're speaking to, will be more effective.
Courtly Endeavors:
dancing, various instruments (choose one per point), singing, horseback riding, poetry, prose, theater, gardening, needlework, falconry, hunting, art, calligraphy, event planning, locksmithing

3 - Someone who has chosen a 3 in diplomatic is capable of reading subtle tells on people; they are better able to tell if a person is lying to them, are better at hiding their own lies, and are generally very knowledgeable about human behavior and adept at predicting it. They are also experts at masking their emotions in normal situations or under duress. They are aware of all noble or important families, their connections, and reasonable available information about them. They are adept at 4 courtly endeavors (listed above) and reasonably knowledgeable about all of them. They are knowledgeable about domestic and foreign etiquette.

2 - The average person is sometimes able to notice a lie or tell one successfully, so long as their diplomatic opponent is not more adept than they are. Their knowledge of and predictions about human behavior are unreliable, but can sometimes result in a correct prediction. They are occasionally able to mask their emotions given the circumstances and never able to under duress. Their attempts at guile are not reliable, but neither are they entirely unsuccessful. They know royal/the most important families but are lacking in all but the most scandalous rumors, and are knowledgeable only about domestic court etiquette but aware of foreign court etiquette. They are proficient in 2 courtly endeavors (listed above).

1 - A character with a 1 in diplomatic is incapable of telling when someone is lying, they are incapable of telling a convincing lie or masking their emotions, they are not able to read less-than-obvious diplomatic tells (tone of voice, micro expressions, body language). Their knowledge of and predictions about human behavior are almost always wrong--this can come from an overly idealized or cynical view of the world or simply a lack of knowledge about the subject. They are sometimes perceived as rude, overly shy, unaware of diplomatic etiquette, nervous around others, etc. These characters do not know nobility outside of their region, and will forget the less important families even within it. They are not proficient in any courtly endeavors (listed above), but have likely experienced them and simply fail to succeed at any. They are not very knowledgeable about even domestic court etiquette and ignorant to foreign etiquette.


The martial sphere includes anything having to do with martial training on both a small and large scale. Weapons, armor, army structure, battle tactics, sweeping war strategy, battle etiquette, dueling, games of physical skill (fencing, jousting), and athleticism are all areas of interest to a martially-focused character. Different point allocations in martial will give a character different amounts of areas of martial expertise.
Areas of Martial Expertise:
infantry tactics, naval tactics, grand strategy, battle-related magic, guerrilla tactics, resource management and supply, wartime economy, armorsmithing, weaponsmithing, blacksmithing, mounted combat tactics, fortification and siege tactics

3 - A character with a 3 in martial is well-trained in several weapons and familiar with most. They are knowledgeable about battle tactics, etiquette, and strategy. They are intimately familiar with the systems and ranks of both domestic and foreign militaries. They are the champions that people cheer for during games of physical skills and masters of the duel. They are in excellent shape. Characters with a 3 martial will be able to choose 3 areas of martial expertise (listed above).

2 - The average person is capable of using a weapon if they have trained to do so in their life. They will be no match for an adept fighter, but they will be able to defend themselves against a standard foe. They are aware of very basic military etiquette and tactics, and will know ranks within their domestic military but will not often know in which order they fall. They will only be vaguely aware of the systems of foreign militaries. They are in average shape and could compete in games of physical skill, though they would be at a disadvantage against the more capable competitors. They will be able to choose 1 area of martial expertise.

1 - Someone with a 1 in martial is incapable of using any weapon, they are untrained in battle etiquette, tactics, and military-related areas of knowledge. Generally, they are ignorant to anything pertaining to the military or martial arts. They will only be vaguely aware of the ranks in their domestic military and completely ignorant to the systems of foreign militaries. Usually these people are in poor shape and unable to be competitive in games of physical skill. Characters with a 1 in martial will not be able to choose any areas of martial expertise.