There is a great land mass known as Mith. Beyond it, nothing is known other than the immense expanses of water that surround it.
Within it, men struggle for power since the beginning of known history. Many hundreds of thousands, plunged into war as they follow the whims of only a few. These few are known as the Sorcerer-Kings.
Gifted with immense magical power at their grasp, sorcerers are born into a fearful world that bends to their every wish. That power made them rulers of men, though greed, fear and madness, all led to one result: A volatile political landscape plagued by constant death and destruction. At least before Etmorís rise to power.
Sorcerer-King Etmor, the Wise, was the oldest sorcerer alive and ruler of the mighty realm of Myriad. Once an isolated city state, Myriad turned outwards as Etmor took upon himself the duty to stop all destruction around him. He believed that sorcerers were given all this power for a reason. As if chosen for a divine duty, it had to come at the cost of oneís own mortal desires. Unsurprisingly, he was wildly unsuccessful at convincing other sorcerers to stop their war campaigns, but due to Myriadís central location, along with its unmatched might, he was able to impose an unprecedented time of peace by having it act as a buffer zone.
With the worldís peace hinging on only one man, no one expected it to last, though no one expected it to end the way it did...
The setting is a medieval high-fantasy world. I haven't gone to much detail about what exactly exists in it because I didn't want to limit what you might come up with. I'll let you know if I think something doesn't fit with the setting.
Magic is very powerful in Mith, to the point where a Sorcerer-King could feasibly take on a whole army of common men. To the people of Mith, Sorcerer-King and King are synonymous, since any piece of land claimed by a non-magical person would be immediately annexed by a Sorcerer-Kingís realm.
Sorcerers are the only known beings capable of using magic by themselves. Their magic is innate and no one can learn how to use it. They can hone their existing skills through experience though. As a rule of thumb, the older the sorcerer, the more powerful he is, though there can be exceptions.
Magic can also be used by other people through the use of magical items, though the magic in those items eventually depletes.
Sorcerers arenít immortal but they can slow their aging process with tremendous results. The oldest human sorcerer that ever lived is said to have been over a thousand years old when he died. Sorcerers donít usually die by natural causes though, so their average lifespan is much shorter. In fact, if an infant shows any magical aptitude whatsoever in certain settings, heís killed immediately due to the fear of magic that permeates the general population. Generally, only one born in another sorcererís lineage or one that succeeds in hiding his power, may survive long enough to become a powerful sorcerer one day.
No one knows why only some have this ability. Scholars argue over many different theories, though one thing that has been observed is that there are only a few dozen people capable of magic at any certain point in time, which led them to believe that the potential for magic is limited in Mith, and only when one dies, a new one can be born.
My expectation is that youíll play a Sorcerer-King, and by extension, his realm as a whole, but I suppose you could pick any other role if youíd want to, including a sorcerer that isnít a king or a non-magical character.
If youíre playing a Sorcerer-King, youíll need to think of a character, as well as the realm heís ruling over. To keep things simple, I suggest that each realm is either a big city state, or a capital plus a few small settlements. Iíd like to avoid having dozens of city names to think about, if you know what I mean.
Name: Race: Could be anything people are familiar with, or something new. If itís the latter, youíll need to describe the race as well. Gender: Age: Appearence: Personality: Class & Occupation: Sorcerer-King?
Skills: Things heís good at. Is he persuasive? Is he athletic? Is he a champion domino player?
Magic: Only if heís a sorcerer, of course. You donít need to be very specific here (it might actually be better if youíre not) but Iíd like it if you stated some unique flavour to your sorcerer by picking a kind of magic that heís most apt with (necromancy / elements / psychic / telekinesis / etcetera).
Background: Short background story for your character.
Races: Is it a cosmopolitan realm, with many races? Is it just one?
Cities and Settlements: A list of cities/settlements and a short description about them.
Description: Anything else left to say about the realm goes here.
Standard rules of common sense apply :)
I reserve the right to object to something you introduce if I believe:
It detracts from otherís enjoyment of the RP;
It results in an inconsistent world, or changes the tone I envisioned for this RP;
It clashes with the overall story arc I might have prepared.
I donít plan to have too much control over the RP, except on some moments where Iíll make key events happen to keep things going.
I didnít flesh out the world too much because I felt that would make it very limiting to create your realm. I might put more detail in later depending on what you come up with.
Youíre free to play this at a political level, interacting with other realms, forging alliances, waging wars or anything in between. You can also choose to play this at a more mundane level at the backdrop of all that.
I donít plan ever killing a player-character without your permission, though I could potentially have something happen to your realm for the sake of storytelling... so donít get too attached ;)
Accepted Characters and Realms
Kograth Shargof - Played by Epsy
Human Barbarian - Dark Magic - Bandit leader - Evil
Jezin, ruler of Sargas - Played by Rtron
Minotaur - Elemental and Summoning Magic - King - Evil
Firon Wyrmslayer, ruler of Thranggurn - Played by aqua regis
Dwarf - Earth and Metal Shapinga and Enchanting - King - Good
This is the canvas, now it's your turn to paint it! ;)
Name: Kograth Shargof
Appearence: Kograth is a large man, standing at an imposing 6’5”. His well muscled body is generally seen adorned in jet black plate mail, with a rich purple trim. Kograth’s hair is white, and receded half way to the back of his head. Deep set purple eyes seem to glow when directly stared into.
Personality: A greatly charismatic man, Kograth has a forceful personality that foolish and weak people are frequently drawn to. He uses these people as pawns in his quest to increase his powerbase in the land of Sorcerer-Kings. While he does not yet have a land of his own, he is the leader of a nomadic cult of miscreants, one that lives lavishly by robbing those on the fringe of larger societies.
Class & Occupation: Sorcerer, Cult Leader.
Skills: Kograth is in fine physical condition. He is capable of lifting weights befitting a man of his size. However, his physique doesn’t lend itself to quick motions as much as powerful ones. He is very well spoken, and is a fairly well read scholar. He has a talent for manipulation, and though people have been known to resist his charms, few have been able to read his motives. Kograth is quite capable with a great sword.
Magic: Dark Magic- Things like pain and life force manipulation. Some mind control, as well as illusions. Dark energy manipulation.
Background: Kograth was born the son of the leader of a clan of barbarians. His mother had been the clan healer, using her magic for the benefit of all. When she gave birth to Kograth, it killed her. His father knew immediately that Kograth had magic in him, but incapable of killing his first born child, Kograth was given to mad witches to be raised in the wilderness. While the witches had begun to teach Kograth of magic from a young age, it wasn’t until he was fifteen that he was able to understand and manipulate them with any accuracy.
His first targets were animals in the forest. He had to survive using only his magic to hunt with. At first this was difficult, as Kograth’s magic didn’t manifest itself in bursts of fire or ice, but in visions and shadows. Once he had learned how to ensnare his prey in his illusions, Kograth would bash in their skulls with a stick or a rock. Eventually though, he became too much for the witches to handle. He drove them to madness, forcing them to live in a constantly changing reality, before making his way into the civilized world.
Kograth came upon his first city-state at the ripe age of twenty-two. He had passed through small villages, leaving disarray, and taking anything of value. The walled city of Boskoria was an entirely different experience from that. It already had a Sorcerer-King , and a powerful one at that. It would be a long time before Kograth could take on such a being, but his ambitions could wait. He began by enrolling in one of the private military academies in the city. There he learned many things, including how to control the minds of other human beings. By the time the academy staff figured out all of his official documents were really elaborate forgeries, he had already graduated at the top of his class.
Still, this was not enough for him, and he spent the next thirty years of his life wandering between the states, gathering followers and pillaging villages. Eventually, he had formed a roving band of bandits, all willing to die to advance their masters will. Kograth whispered in their minds as they slept, and his spirit aided them during battle.
*will put up bio a little later, unexpected emergency*
Name: Karakt Ekter
Race: Chimera. A race of monstrous hybrids roaming the forest of Etherbark. None exactly the same, but the general rule is the main body of a first animal, the tail usually a serpent, horns and a feature from another creature. Some are simply bizarre while others appear more majestic. The ones with more polished appearances are noble.
Personality: Karakt is not the most intellectual of Sorcerers, but is still infinitely wise. Bravery and honor are the main driving forces of his personality. He truly embodies Justice and is weary of humanoid races for their tendancy to enslave and torture beasts.
Class & Occupation: Sorcerer Beast King
Skills: Karakt can fly and has a natural talent for tracking and hunting, conferred to him by his animal instincts.
Magic: Karakt is Master of the forest and beasts. As such he commands natural magic of plants and earth, can summon great beast and has the unexpected ability to influence the weather; conjuring storms as he sees fit. The latter has only rarely been used as no other sorcerers have ever taken interest in overthrowing him. While control over the forest would provide exceptional merchant routes, the wild animals, beast and spirits living in the Darkwoods would not submit so easily.
Background: Short background story for your character.
Name: Etherbark Darkwoods
Races: Various regular animals, were-creatures and chimeras, all forest-dwellers. The aerial creatures follow a different ruler, the Garuda Sorcerer King.
Cities and Settlements: There are no actual cities within the Darkwoods. All beasts share a sense of community and all follow the laws of nature. Take no more than is needed and invasion of claimed territory must be settled with a challenge. The Sorcerer Beast-King is the first to arise in the realm and serves mostly as protector. Interfering in other creatures' lives is strictly forbidden. The only time Karakt uses force against fellow Etherbarkians is when they upset the Natural Order.
Description: Humanoids are not tolerated in the Darkwoods. There are no real political relationships with other realms that effect the inhabitants directly. However, Karakt regularly negotiates treaties with Great Cities, according they would leave stay out of the forest and in exchange the beasts would not attack those who passed on the edge of the trees.
Name: Kirok Din'ze III
Race: Nashims; Nashims are proud people, they are extremely talented in close combat and most of them are fast learners. They are philosophic and are very dedicated people, they serve the religion of Nizum, their own religion, which tells that the world is controlled by many arches, placed around the universe controlling people's destiny.
Personality: A wise, merciful emperor, he is calm, he often does unexpected steps in ruling his realm, which certainly confused other realms. Kirok is not only a good sorcerer,
he knows good of melee, and when he cannot do magic, he goes by his steel.
Class & Occupation: The High Sultan
Skills: Kirok is probably one of the wisest kings in the history of Nashims, he takes unexpected turns in ruling his realm, often in moments of Crisis and chaos he turns it into the golden age by a single snap of fingers. The positioning taken in his realm is unbelievably wise. A talented ruler and a talented Sorcerer-Warrior.
Magic: Kirok uses his magic together with his sword. When he uses his sword in one hand, he probably has Restoration or Flaming in other.
Also his magic can be based on turning into any creature, he had saved his life once by turning into a crow to fly away from trouble.
Background: At the age 16, he was coronated at the high hall of Taulg. Nobody ever tried to assassinate him, his Realm was kept in harmony even at times of war, he kept the rules strict but soft, the population was okay with taxes, and sometimes paid even more than supposed to be. Kirok's brothers, on the other hand, often provocated him to start a war-campaign against others, which he; wisely
Name: Nashim Sultanate.
Races: All the races are welcomed there, and if any conflicts are started between different races, both conflict makers are asked to leave or respect each other.
In a way, it is hard to keep the racism away from there, but to keep the golden age, they stop whenever its obvious.
Cities and Settlements: The whole country is full of desert, but it contains a huge amount of gold and other valuable resources, so in order to have all these valuable places protected and covered, 4 Cities are placed in 4 directions,
-City of North; Licar is known for its production of weapons and armoury. http://fc06.deviantart.net/fs70/f/20...rt-d48i8k7.jpg
-Capital of Nashim Sultanate in East: Jalen is the capital because of how ancient it is, not Driggans, either Sand troll raids or barbarian crisis defeated this city, the Caravan haven it is, all hostile creature fear this place as the most protected and well made town. http://pablotochez.files.wordpress.c...500.jpg?w=1024
And around all these Cities, are placed small villages and settlements, temples and military bases.
Description: Nashim Sultanate is not the ones who start the first attack, they are defenders, but when the war goes too close to their country, they take their turn and do the critical hits, Kirok keeps his relations with other realms soft and easy, and often Caravans go out and share resources with others, showing that the greed did not touch the deserts of Nashim Sultanate. The climate is a bit unorthodox, big rain seasons make the soil good for farming, and volcanoes buried under layers of sand makes good steel for weapons.
The wildlife is often hard to bear with, especially when you're located somewhere in the wastes away from a settlement or a town, even though
4 big cities have the territory covered, borders are either bounded with high supplied outposts, or either deadly creatures.
-Sand trolls : Probably the skinniest of all Troll species because of how hard it is to be well fed in a desert, in the meantime they are remarkable for their brain abilities, back to the days of the Young Nashims, Sand trolls used to set up ambushes for trading caravans and soon enough put their camps close to Vahava, blocking it off from other towns, but soon enough they were driven out and only a few big camps are located in Nashim Sultanate. http://mats.minnhagen.com/wordpress/.../okentroll.jpg
-Kivrals : Kivrals are peaceful towards humans, and sometimes are being pets to some who roam the deserts, it has a strong spine, able to have many supplies on its back, Kivrals made its living in the South West of Nashim Sultanate, many barbarians took Kivrals as their steed, and Kivrals were probably one of the most primary pets for Sand trolls, which they used to hijack caravans decades ago http://conceptart.org/forums/attachm...1&d=1240454195
-Driggan : Fierce, evil predators that walk the North West Borders of the country, many tales tell of how its almost impossible to see one of those coming at you in the sand. Their movements are fast and unexpected, it takes a master to kill them with one arrow when they're running.
Legends tell Driggans, are Dragon's younger brother specie. And it can be true, rare Driggans know how to fly. These creatures had bothered Licar and Vahava for ages. http://www.designdazzling.com/wp-con.../beast-a_1.jpg
Personality: Firm, ruthless at times, without mercy, tactical
Class and occupation: sorcerer queen
Skills: Seduction, strategy, silver tongue
Magic: Energy manipulation, organic mutations
Background: Little is known about the rulers of The Halia Wastes. One thing is known for sure they are brought up surrounded by death, torture, and pain. This growing up was no different for Laila having been raised by her mother after her mother had killed and eaten her father. The years went by and Laila grew stronger with every day. She lusted for power craved it. Then she finally got it. One day her mother had left her door unlocked and Laila snuck in. She saw her mother standing on the balcony. She moved up behind her and shoved her off sending her to her death. Now Laila rules and she wants more than just her lands. She wishes to be the Sorcerer Empress.
Races:Alari a horned hairless race of abalastor skinned humanoids who have undeterminable ages and eat the flesh of other humanoids. They only require food about twice a week.
Cities and Settlements: capital of Halia Fort Coldheart http://i208.photobucket.com/albums/b...by_treijim.jpg
Several other forts dot the wastes
All of them are hidden in the wastes hard to find so that enemies trying follow raiding parties cannot find them.
Description: the land is style by the Alari's military no cities or settlements only forts and hundreds of thousands soldiers who raid the edges of rival lands on their mighty Ithdiri (giant flying manta rays,)
I'll add the realm description later.
Appearance: Normal-sized, pale man with brown hair. He's a bit skinny and has harsh grey eyes. His nose sticks a bit forward and he had high cheekbones
Personality: Eluem is a silent man, though very quickly angered at a person. Also, he goes into fits of rage at times for no reason, destroying large parts of his palace and sometimes his capital city before rebuilding it. Eluem is a good sorcerer, but often a cruel and terrifying ruler to his subjects, though he never intentionally kills someone he thinks to be innocent. Besides that, he can be reasonably calm in situations that require it, maintaining his cunning. The main reason of his often-occuring wrath is a sense of failure, emptiness and loneliness. People whisper that he sucked the souls of his siblings out and they are now driving him mad.
Class & Occupation: Sorcerer-King, self-proclaimed Emperor.
Skills: Eluem is reasonably well-learned and somewhat versed in swordplay.
Magic: He's superb in illusionary magic and skilled in elemental magic.
Background: Eluem was the fifth child of eight, magical-talented children, of the Sorcerer-Queen Aela. He was not well-liked or loved by his siblings or his mother very much, except by the youngest of the children, his sister, named Easrin. Thus, he spent most of his youth with her, sparring with her often and sometimes pranking the lower people. He was mostly ignored by his mother because of his lack of talent in things his mother considered useful, though he often played around with his illusions and shadows, messing with everybody and everyone. His youngest sister was completely ignored by his mother, because she saw her as too weak. As he grew older, he started developing anger issues, lashing out to people who he had considered to have done wrong, except towards Easrin. This often led him in conflict with his siblings and with his mother, who interacted less and less with him. Nonetheless, he took pride in this, calling it his sense of justice.
As he grew older, he also started interacting more with his siblings as it was no longer acceptable to isolate himself. His siblings were rather dark reflections of the people he'd once known, each having fallen into depravity. Soon it became clear to him that the brothers and sisters who had interacted most with his mother had become the most prideful, gluttonous or envious. The one unifying trait was greed and ambition however. Eluem isolated himself again as he noticed that these traits were rubbing off him, becoming lonely as his youngest sister started shunning his company or their siblings' and left the palace, not stopped by anyone. She became somewhat of a hero for the common folk as she started helping them. He didn't become jealous, though many of his siblings did fear her popularity.
He was completely driven into isolation and often embarked on quests to find his sister, who he could never find for some reason. She had seemingly disappeared from the face of the earth. Other times, he would lock himself up in libraries. Other times, he would play games with the servants and drink with them as he considered them his friends. The scheming of his siblings didn't interest him, though many schemes were hatched against him. The sense of justice he had had in his youth eroded as he isolated himself more and more. Eluem talked more often with his mother though, who became worried as she saw his isolation. In fact, they started to bond somewhat over the time. She encouraged him to interact more with his siblings and though he felt uneasy at it, he followed her advice. Eluem noted they hadn't changed much, but accomodated somewhat, sometimes even participating in their schemes. However, he was always excluded by them in general and though he didn't really mind, it was due to this he missed the grandest scheme of all.
After having ruled peacefully and well for sixty years, the Sorcerer-Queen was deposed by her sons and daughters. The eldest son, the most prideful one, had been elected to be Sorcerer-King and each of his five other siblings got a piece of land to rule over. Eluem had not been included in this pact and like their mother, he was to die as well. Only by luck did he survive. Awakening, he found a servant preparing to stab him in the heart and he quickly blasted him away. After interrogating the servant and hearing of his mother's death, he flew into desperation and confronted his siblings, angered. After a heated exchange, Eluem finally learned the reason why his youngest sister, Easrin, had disappeared from the earth, why he hadn't been able to find her. His eldest brother, the most prideful, had her found and murdered as he was envious of her popularity. A terrible rage possessed Eluem and he proceeded to battle his six siblings at the same time, to avenge his mother and his youngest sister. The fight destroyed the palace and burned the city down, as he was able to take them all at once on due to his illusionary magic. They fought for a night but eventually, Eluem was forced to retreat. The sense of justice he had once prided himself upon in his youth changed and took the form of the lust for vengeance and wrath. He fled in the night and declared war upon his siblings, gaining much support, due to his late mother's good reign and the unpopularity of his siblings.
The following years, a terrible war raged. Eluem fought a seven-front war, in which the only reason that he was not squashed was the internal fighting and squabbles between his siblings. Eventually, he started capturing his siblings one for one and proceeded to enact terrible punishments on them, based on what he considered their greatest bad character trait. The most envious sibling was torn apart and raped by a crowd of poor rioters, who were jealous of her wealth and power. The most gluttonous sibling had food continually shoved through his throat, to which he eventually died. Following that, he was thrown to the hungry dogs, who tore him to pieces as well. The most slothful sibling was promised life if he managed to run as fast as a horse for a day. His feet were tied to the horse and unable to keep up, he was dragged to death. These deaths hardened his remaining two siblings, though they didn't escape wrath either. The greediest sibling had molten gold shoved through his throat and his head dipped in gold, which was then thrown to the crowds. Rage had claimed Eluem and though these punishments were claimed to have been made to avenge the late Sorcerer-Queen, in reality they were mostly for the death of his youngest sister, with which his siblings had not much to do with. Finally, only the prideful Sorcerer-King remained and after much preparation, Eluem struck at him in the capital city. They fought a terrible battle, which had been recorded to have lasted three days. On the first day, the city burned to ashes. On the second day, the ruins were destroyed. On the third day, the landscape was utterly scorched. The illusionary tricks Eluem had begun to use weren't much of use, seeing as his eldest brother had adapted to them. It took all of his cunning to defeat his brother and finally, Eluem defeated his brother. However, the vengeance he had most desired was taken from him, as his eldest brother died before he could be captured and brutally tortured and punished.
And thus it was that Eluem became the ruling Sorcerer-King. Emptiness filled him as he rebuilt the capital city, making it a splendid city. He ruled adequately, though he wasn't viewed much differently than his siblings, as many men had died in the civil war and the factionalism had deeply divided the country. Eluem isolated himself in his palace, often flying into fits of rage and becoming known to some as the Mad. Loneliness gripped him, though he experienced love for the first time after he married a black-haired princess of a neighbouring country. His feelings were not returned, however, as his wife was afraid of him due to his track record and became sad and withdrawn as she came to live with him. Unable to fill the emptiness, seemingly so far unable to produce a heir and feared by his people, he flew into rage more often, only his wife being able to calm him down. Eluem is currently building a massive garden remniscent of the nature in his wife's home country to please her, but so far he's destroyed it five times, forcing him to start over. Rage has gradually taken him over, having become a way of expressing his perverted sense of justice and his emptiness.
Races: It's a realm with six or seven cities or so, with mostly humans.
Cities and Settlements: A list of cities/settlements and a short description about them.
Azarin: The rebuilt capital of Eladom, once completely destroyed but now once more the pride of the nation, though it's very complicated to for a stranger to the city to navigate his way through. The city is practically a maze andd hs many great towers, with architecture that should be impossible, built by Eluem. The towers are the only thing he's never destroyed before. There are six towers, for each of his siblings, and there is one very great, white tower in the middle of the city, built in remembrance of his youngest sister.
Kore: The second-largest city of Eladom, the place where Eluem found most of his supporters. It's a city mostly made out of rock and is built into the biggest mountain of the realm, becoming somewhat of a mountain city. Practically impenetrable for a normal army, though not much of a problem for sorcerers.
Maleon: The third largest city of Eladom. It's a fairly lively city, as it has been one of the few places that wasn't affected by the civil war. It sits next to the river the Erindrel, and gains much of its wealth by trade and farming.
Description: Eladom is a fairly prosperous realm, even after the civil war. The land itself is hidden away behind the mountains, behind which verdant riverlands lie. From the mountains spring a dozen rivers that flow into Eladom, chief of these is the Erindrel.
Name: Ilkbolad Kogui Hrak (Hrak is his title)
Race: Human, Iron Crescent Variant (pseudo-Mongolian ethnicity)
Personality: Ilkbolad is a ruthless Hrak but on a personal level a calm and even kind man. However, Kogui believes in concealing emotions especially in the face of his enemies, he does not give into anger or pain under the scrutiny of his foes.
Class & Occupation: Grand Hrak, High Shaman.
Skills: Ilkbolad is a skilled tactician and despite his age a competent warrior. Like all Iron Crescent peoples Ilkbolad is a skilled horseman and archer. He is also a competent diplomat but finds the cultures of the other kingdoms to be strange and wrong at the core, this belief does hamper his gift somewhat.
Magic: Weather Based. Kogui possesses spells such as creating dust storms and summoning rain, snow and wind. More will be added.
Background: Ilkbolad was born in a yurt in the far north of a loose nameless confederation of tribes. His young life was that of any other member of the tribe, he trained, raided, fought and feasted yet he yearned for things his family could not dream of. Upon his 21st birthday Ilkboladís latent magical abilities came into effect. Cast out by his tribe he went out into the wilderness becoming a great shaman beloved be the Trolls of the Steppe. He was summoned by the weak-willed, fat Goloi Hrak who expected him to perform magic tricks and destroy his enemies because he was too weak and corrupt to do it himself. When Ilkbolad refused, Goloi had his tribes throats slit. Angered by the actions of this weak Hrak Ilkbolad called upon the Trolls of the Steppe and defeated the army of the vile Hrak Goloi. Hoping to heal the wounds of his Iron crescent Ilkbolad proclaimed himself Hrak. As Hrak he centralised the tribes under his rule by diplomacy, violence and marriage, he constructed a great citadel from which to rule over his dominion. Ilkbolad Kugoi has of late turned his eye outwards towards the other kingdoms of Mith, seeing them ripe for conquest. He has not yet called the hordes nor has he formerly declared war upon neighbouring kingdoms for they underestimate the horde.
Name: The Horde of the Iron Crescent, or the Iron Hrakínate
Races: The Hrak are generally strict and intolerant to other races. Iron Crescent Humans and on the rare occasion common humans are free and unhindered in the realm. Other races are as a rule of thumb subjugated forming the lower castes of society. Finally however Steppe Trolls, although few in number are considered equal members of the Horde. Steppe Trolls are used on the battlefield to great effect and are incredibly devoted to their Hrak.
Cities and Settlements: There is a single great citadel fortress in the centre of the grey steppe called ĎThe Rock of Hogothí . Other than that there are no permanent settlements the tribes roam in their yurts.
Description: Most importantly the people of the Iron Crescent Horde are nomads they follow migratory paths throughout the steppe, their tribes are constantly traveling. To the North East of Mith there is a great expanse of steppe and tundra, there lies the Grey Hrakínate. The dusty infertile soil of the steppe contains an extremely high quantity of iron, thus giving it a grey colour. The soil in turn gives the name to Ilkboladís people and their country, The Iron Crescent. The iron has proved to be a great source of income for funding the hordeís war effort and the creation of their weapons and armour.
Military: Every member of the Grey Crescent Horde is a warrior. Men of the Horde are all in possession of a horse and a composite bow. Upon the call of the Hrak the tribes amass at the great Citadel at the core of the steppe and set out on the warpath. The Hrakínate army is composed of horse archers, steppe trolls and Rocís.
Personality: A meticulous man who prefers everything to be on a rigid schedule that's always on time. Everything must have its place along with all the proper paperwork. If something is out of place, then it shouldn't exist to him. Everything has to be neat and orderly. If things are not going on a sensible path of well thought out plans, then Osther often goes into a violent temper.
Class & Occupation: Sorcerer-King, Supreme Paper Pusher
Skills: A lifetime of living on a schedule has made him a master of resource management. He always makes the most out of whatever the city-state has to get more of whatever they need. Lieutenants study tactics, but Generals study logistics. The art of moving the most things in the least amount of time is always a valuable skill to have during times of war. It's always better to have a few hundred thousand men behind you then a few million a continent away. Diplomacy is also another skill that Osther practices often, whether to settle disputes between nobles, or foreign powers.
Magic: A form of time and space manipulation. Osther himself can not travel through time, but he can make small areas either freeze in time, rewind a few moments back, or freeze the area and make everything waste away in a span of a few seconds.
Background: Before Osther was born, the city state of Chronum was a land of inefficiency and waste. Workers never did anything on schedule, nobles constantly argued among each other, and the king never did anything to remedy this. Osther grew up working to fix all of it through the government process of paper work and regulation. But alas it was all for not as the old king felt threatened and brought Osther before the royal court. Before the execution could be performed, Osther unleashed his hidden power and caused the king to rapidly age to a decayed skeleton in a matter of seconds. Osther was crowned king and given rule over Chronum. Ever since then he has made reforms to always ensure that everything is neat, orderly, and efficient. Or at least that's what state sanctioned books created say about Osther's history.
Name: The City-State of Chronum
Races: It is a very cosmopolitan state with many different races and cultures, not all of them bipedal. Very rarely do they ever clash with another due to the fact that there's a very strict immigration process of who can and can't live within the city or the outskirts. The process can take months to years for a file to be approved and processed.
Cities and Settlements: The huge city of Chroum is split into five different sections with a sixth placed right in the center.
-The Merchant District: Where all commerce is performed. Shops line the streets selling anything imaginable from food, clothes, and everything in between.
-The Worker's District: Raw materials are brought here and processed into goods. Those goods are then sent over to the merchant district or into other parts of the city where they're needed.
-The Living Quarters: The largest part of the city houses all the souls that live in it. There are everything from houses, apartments, and mansions.
-The Scholar's District: Where education is provided and research is conducted. Schools and universities dot the streets with young souls eager to learn about new things and elders ready to test old knowledge.
-The Warrior District: Where the sum of Chronum's military is. Barracks are always filled with soldiers when they're not out training or performing marches. The greatest military minds of Chronum are in HQ arguing about new tactics and strategies.
-King's Court: Located right in the center of the city is the castle of Osther. From there he manages the affairs of the city. A city all to itself. the nobles, the servants, and the king perform their daily duties of running the state.
Of course outside the city there are farms, logging camps, and mines to bring raw materials to the city.
Description: The most noticeable trait of Chroum is the MASSIVE bureaucracy. If anything is ever done or needed, the proper paperwork must be performed, sent, approved, and finally processed. Want to build a new building? Then Fill out form X-FA. Want to have a child? Fill out form GA-21. Want to declare war? Then fill out form 32-VAW. This has left the city to be extremely structured with everything having to be approved personally by the court. Unfortunately his also slows down the city due to everything having to be read and filled out. The bureaucracy is expanding to fulfill the needs of the expanding bureaucracy.
Name: Karnage Urabrask Vorinclex
Personality: As the king, Karnage is brutal and willing to commit genocide against entire species within his realm, and the feeling is mutual. Overkill is the standard procedure to him; he can't simply barely make it, he must be over-the-top, bringing about a level of violence totally out of proportion to the situation. This makes him one of the most tyrannical kings in the reign of his world, as well as one of the most effective and longest lived ones; where the title of the Sorcerer-King could last for only hours before the next one comes to attempts to kill you, Karnage is the longest serving and living Sorcerer-King so far. For those who don't see hi9m as an enemy, he is well loved for his willingness he goes to protects them, while still being stuborn enough to reject his own death if it makes his people happy.
Class & Occupation: Sorcerer-King
Skills: Some warriors are renowned for their strength, character, or skill with weapons. Karnage is a renowned warrior for the difficulty of killing him and his general refusal of death. He has survived many things that would kill immortals, simply by virtue of his refusal to die until he has properly served his realm to the fullest of his abilities. His single-minded devotion allows him to detect falsehoods of lies and illusions, and enables him to sense where weakness is within his enemies and allies. Most importantly, if anyone from his realm, be it an enemy or an ally, is with him during a battle or other tense confrontation, Karnage will gain the inexplicable ability to withstand whatever comes his way, so long as he is with someone from his Realm.
Magic: Karnage's brand of magic is commonly called "Projection". It is commonly a weak type of magic, as most see it as a weaker form of illusions (as Projection can only create visual images), however with sufficient training, Karnage is able to project his imagination into reality.
Background: Karnage Urabrask Vorinclex lives in the Realm of Chaos known as Tiedn; a large realm so entangled in wars and chaos, being born there automatically qualifies you as a warrior, assuming your still alive. Karnage was born with twenty other siblings, each one violent enough to nearly kill him. Nearly twenty minu8tes after being born, Karnage was stuck with a boulder that was attacking his birth home, which awakened his innate magical powers... Projection magic. This magic only allowed him to flee battlefield losing enough to survey the war, but was constantly on the move; no where was safe, not even when he was alone. Where the common life expectancy of the land was ten years of age, Karnage didn't see much hope in his life. But then, he discovered something that would drive him to become one of the most productive rulers of Tiedn; emotions. While fleeing from death once more, Karnage stumbled upon a young woman. She was a human, an outsider to these lands. She was taken to become food rations for another army, and was about to meet the same fate with Karnage. But she warned him of a danger ahead, and not wanting to lose a meal, he took her along. Originally, he was only taking her so he could kill her and eat her later, but during their time together, they worked very well. The human woman was oddly capable of protecting herself, and synchronized well with him. He was only 6 years old when he fell in love with her.
After his Eleventh Birthday, Karnage decided he would become the Sorcerer-King of Tiedn. To the surprise of himself and his love one, who's name was Noel, they both were still alive. Noel was a human woman, currently 24, who felt that Karnage was the best way for her to get out of this hell hole. But to Karnage, she was the only reason he even had the aspiration to become the Sorcerer-King. For the next twenty years, Karnage would charge into battle on behalf of his beloved, mastering the art of war through trial-and-0error, as well as mastering his Projection magic. But he did not unlock his true potential until he faced the darkest moment of his live; he was only 24 when, during a chaotic battle to kill the current Sorcerer-King of Tiedn, he saw his Noel struck down. During this moent of distraction, he took was cut down, as the fighting went on around him. He what felt like years, he saw the life of his loved one drained away, feeling that he was not strong enough to support the life he wanted. He wished to bring Noel happiness, to be able to live in a world where she didn't have to run away anymore. But in that moment, he thought that he had failed. That he wasn't strong enough.
Karnage Urabrask Vorinclex refused to accept this. Despite being gutted by a serrated blade, Karnage rose back onto his feet, withstanding blows to his head by his enemies and allies. His eyes, filled with such an anger that he no longer saw reality, he lashed out in such a bloody fury that it was no longer the Sorcerer-King's army against the usurpers. It was Tiedn against Karnage; for once in a long time, the Sorcerer-King had to unify the citizens of his realm to face down a common threat. For his troubles, the Sorcerer-King was killed. using only the weapons impaled into his body, Karnage massacred many, eventually getting to the Sorcerer-King himself. Removing his head from his body, Karnage showed that he had come to posses the Sorcerer-King's head, that he now ruled the realm of Tiedn. While still suffering wounds that will eventually kill him, Karnage's first order was to eliminate the rest of the insurgents. When they were killed of, Karnage took the body of his loved one, Noel, and gave her a burial. As healers began to restore his wounds, Karnage began his long campaign to eliminate chaos from his realm, using the only method he knew how; chaos itself.
For years to come, Karnage lead a brutal campaign within his realm, killing thousands of it's citizens every hour. Those who would submit to his rule would see a peace to alien to them, some refused it. But for those who were willing to stray away from the chaos, they saw a peace that was like the eye of a violent hurricane. Life flourished in the areas that wasn't currently in a battle, and with the constant warfare going on, investors had the time and place to test new weapons of war, something that Karnage advocated.
Races: Orks are a common sight, as are goblins, ogres, trolls, and various other horrific monster-men. However, Tiedn is also home of some of the most vicious dragons, monsters, and eldritch abominations the world has ever seen. Anyone with a blood-lust or a death wish are welcomed, and some find glory and riches participating in the many battles that ravage Tiedn.
Cities and Settlements:
Crown Rock: Consider the "King's City", this is where Karnage commands his forces and rules his Realm. Frequently under siege by his enemies, they are dispatched in a timely manner. Still, various threats inhabit within the city of Crown Rock, such as Battle-Born Orks (Those are ork who literally pop out of the ground and start killing), Flame-Born Helions (Giant Molten Fire Worms who shows up where ever there is a large fire, which practically dots the Realm), Giant Warthogs, and Blood Malt (That's a disease).
God Tears: An important landmark for it's naturally flowing water, which is said to have amazing healing qualities. more often or not, someone/something will being fighting for control over the God Tears. To drink the waters will heal you of your physical aliments, and to bath in it could remove all wounds, even said to bring the dead back to life. The water must be flowing, however, as still water looses it's effect.
Karnage Reality:Not an actual physical location, this is Karnage's "Projected Reality"; if you see this world, that means you have been caught in Karnage's Reality, where he has full control over the laws and nature of his mental world. No matter what happens here, the physical world outside is not be affected. The same will not be said about you.
Description: Despite being in a state of constant warfare, there are many treasures that can be salvaged from Tiedn, and much culture to learn; treasure will consist of powerful magical and technological weapons and armors the likes none has ever seen before, many of it made within the lands of Tiedn, and with a heavy emphasis on a martial culture, various Martial Arts have been developed within the lands to better defend one's self while causing the death of others. One of the main conflicts within the kingdom is between various Martial Art's Styles, each with their own hand-to-hand and weapons styles. The agriculture in Tiedn is also one part deadly and another part immortal; just about everything in Tiedn will kill you, but if you kill it first, many are magically delicious and quite nutritious. Others are poisonous and will turn you into a zombie.
Name: Archon Cedrian Myrth
Appearance: Due to the fact he was shape-shifting at a very young age no one lives who remembers his true appearance but himself, these are two of his favorites though. http://fc07.deviantart.net/fs70/f/20...ak-d39ax1h.jpg http://th09.deviantart.net/fs40/PRE/...k_by_heise.jpg
Personality: He is charitable and benevolent typically, but he is harsh to those who do not respect that charity. Walter is always willing to do what must be done to protect his people, however, he doesn’t values the lives of innocents in his kingdom differently than innocents anywhere else.
Class & Occupation: Sorcerer-King
Skills: Good at cards, likes to bake, plays the lute, and trained in swordsmanship when he was younger.
Magic: Shape-shifting is his favorite form of magic, and the one he is best at. He also favors Mysticism and Enchanting.
Background: Cedrian’s father, Lucien, was the ruler of Ithirion before him. He was a violent expansionist and won very few friends amongst his neighbors during his reign, and so it was no surprise that when Cedrian was 39 his father was assassinated. To some it was probably not a surprise that he was assassinated by his young son Cedrian. While not the most ambitious of Sorcerers, Cedrian grew up with a strong disgust for his father’s tyranny, he thought a ruler’s duty should be to their people.
Some felt trepidation at his ascendance to the throne, suspecting that he would be another like his father, but he quickly proved to be everything but. He used his magic to aid in constructing public works, he donated to orphanages and the impoverished from the vast funds his father had accrued, and he lowered taxes on the working class of his new kingdom. Over the decades he reduced the fear his people had felt towards magic, using it often and publicly in beautiful displays, and he offered a colossal reward to any who had children showing magical talent. Most of the children who were brought to him were anything but magical, however, in nearly a century three young children were brought before him who did have sorcerous ability. These he took under his wing to train, and teach just virtues to, the oldest of the three is twenty-nine now, the others are seventeen and twelve.
Races: All races are accepted in Ithirion, and while there still exists some prejudice, it is mostly unpopular to publicly display it.
Cities and Settlements:
Ithirion: The Capital city of Ithirion (if one hadn’t guessed). It was constructed on an island in the middle of a large lake, when the island ran out of horizontal space they began building upward, and so now the city has reaches into the sky, its tall graceful spires visible from miles away. Some of the city has actually grown out onto the water in the form of floating wharfs that not only hold ships, but public markets and inns for sailors who trade up river or out on the sea. Primary export is fish of course.(Appearance is something like this)
Galdoran: The largest farming settlement in Ithirion, it is where the Capital gets most of its textiles and food. The city itself is square and has sturdy stone walls about thirty feet high, on a hill outside the city is a Citadel known as Malthus Keep, home of the Lord of Galdoran and the Knights of Summer.
Vashradan: Vashradan was initially constructed as an advanced outpost on the coast so that anyone trying to sail a fleet up the river Septimus and into Ithirion would have to fight through them while the capital was warned of the impending invasion. Over time the city grew into more, becoming the first trade-stop for merchants travelling upriver and attracting many settlers.
Description: It is a land of rolling green hills interrupted only by the various rivers that run through Lake Leora, in which the Capital rests. Its northern fringes are covered in marshy forests which are home to the occasional unnamed settlement.