
Important Information
Game Blurb
Kurhaz Keep stands in Serra Damata, at the mouth of a tiny mountain pass in northern Kahraman near the Damatan Cliffs. It was thought the last of the Kurhaz family were in bondage in Feroz, but since Feroz has been freed the family are nowhere to be found. By an obscure clause in an old contract, this means the hakima of the area are now charged with finding new stewards. Several families have pressed claims, and have called on their allies to support their claim.
Whoever holds the Keep will not only be charged with the defence of the pass and the surrounding villages, but will have the chance to shape the future of the area. And, of course, to profit. At the same time, as winter approaches, worrying news has arrived from the west. The Jotun are on the march.
It seems the Jotun too have a claim on Kurhaz Keep, and an ambitious young jarl called the Strategist has a plan to seize the castle and access through the pass while its ownership is still up in the air. The local hakima must ensure that the castle is kept in Imperial hands, and so they have invited the heroes of the Empire to Kurhaz Keep. There, they will work to thwart the Jotun's ambitions in the region, help the local families, and attempt to win the hakimas' favour. In return, those who prove themselves worthy will get to choose which of the local families takes stewardship of Kurhaz Keep. The family that will shape these lands into the future!
Mini-Games!
In addition to the main plot of the game, we plan to run “mini-games” for players that have particular types of personal resource, e.g. a Military Council-style wargame for players who have military units, trade-related plot for players with businesses, farms and fleets, artisan-related plot for forest and mine owners, magic-related plot for players with herb gardens and mana sites, and religion-related plot for players with congregations.
The level of your personal resource will dictate how much sway your character has in these plots, including any enchantment effects that were put on the resource at E4. Participation in these plots will not be exclusive to players with these resources, but those characters will have more sway over what happens.
The sorts of things we have planned are that your military unit will have more strength in the wargame if it's been enchanted, and that your character's opinion will count for more among local magicians if your mana site has been enchanted, for example. We will provide more information on how these mini-games will work ahead of E4, but for now bear in mind for your planning at the main Empire events!
The nature of these plots will be revealed in Gusts of Opportunity to be released over the coming months. Our first Gust of Opportunity gives more information about the families pressing claims for Kurhaz Keep.
Tickets
Player tickets for the weekend event will be 80 Euro, and are available here: https://castles-and-contracts.sumupstore.com/.
Your ticket includes camping for the weekend. If you have a player ticket you will play your own character throughout the weekend, and we ask that you print out your character sheet from the PD website and bring it with you. If you have a relevant enchantment on your personal resource we ask for a screenshot of your downtime screen. The event will run from 6pm on Friday to 3pm on Sunday.
Players will have access to the site from Friday afternoon.
Child tickets will be 30 Euro, and are available for up to 18 year olds at the link above. Children must be accompanied by a parent or guardian, who must supervise them during the event.







