Last edited by Asuras; 10-11-2013 at 05:41 PM.
I do my own sets.
The man who claims to rule and teach
Is only master for the rich
And anyway succumbs
To the laws of nature in the end
-The ForeshadowingSlow decay and rest
As we're running fast,
And the mighty ones are nothing
But the last ones.
-The ForeshadowingIf you give the world a chance
It will beat you down to your knees.
If you try to fight it back
It will beat you again and again.
-VildhjartaEverything is a weapon if you hold it right.
-Dead or Alive 5 OSTJust a few facts that I thought you should know...
Life increases your chances of dying,
so why are you trying at all?
On a walk in the summer sun you're more likely to be in a homocide,
not to mention the cancer you'll get and the light waves frying your eyes.
As you're breathing this air,
you're increasing your chances of getting diseased,
so retreat in your house with your spouse,
the one person most likely to kill you.
Imagine a leaf as it falls to the ground
whining about an obstruction on the way down,
curling itself to shield from the wind so hopelessly.
-CireLife is a lesson
You learn it when it's over
Faction name: Ianor
Central Town / City name: Aranor
Central Town / City Overview:
Aranor is the great capital of the kingdom, it is located south of the frozen lands and near the border of the kingdom, it is in between the great forests of fairies and the rolling hills of the humans. It is the cultural center of the kingdom and has people from all four races living within its walls. It is a very large city surrounded by big stone walls and at its center is the grand castle of the high king and queen, it is where the council and the lords of war meet to discuss their plans.
The humans of Ianor are very strong and tall, the average Ianorian human male is 6.5 feet, and the average human female is 6.3, all of them ether have blond or red hair and light eyes, they are very proud and have a great sense of honor similar to the ice bears, and do not back away from a fight.
Fairies are a magical race that look almost identical to humans with the exception very bright eyes and pointed ears, do not mistake them for elves because they will take offense to that, most live in the woods and wilderness of the country, there are two kinds of fairies, wood fairies and snow fairies.
Dwarfs are short humanoids with long beards and have a love for mining for gold and jewels.
The ice bears are intelligent polar bears who can talk and have opposable thumb claws which allow them to use tools to craft things and wear magically crafted armor.
Social Overview: The Ianorians are very proud and believe in honor and glory. The humans and ice bears hold their warriors among the most respected class in their races. They believe that every being should have a chance to prove themselves in the eyes of their gods. the humans and ice bears can be very harsh on their children and train them to fight from the day they can walk, they believe that fight improve one's self and drives them to success, war for them is more for honor and glory than for power. They are also very fond of parties and have great mirth.
Monarchy: The kingdom is ruled over by a king or queen who is elected once every two years on the spring equinox by the council of magical and non elders. How it works is that each race in the kingdom has a monarchy to govern them and when the council elects one of the monarchs, the elected monarch becomes the high king or queen who governs the entire country.
The council of Magical and Non Magical Elders:The Council of Magical and Non Magical Elders is a group of wise and experienced Ianorians from all four races who discuss the goings on in the kingdom and what to do about any problems that befall it with the monarchy. In order to become a member of the council, an Ianorian must be over 40 and have served in the military for over 2 years, and they have to take a test to prove their wisdom. The council has leader who basically a moderator who keeps the council in order.
The Lords of War: The Lords of War, they are group of generals who discuss war plans with the monarchy and decide what military actions that need to be taken. Their job is to make sure the kingdom's army is in order and well supplied and create military strategies for battles, and develop weapons. they must answer to the monarchy before making any action militarily, and they must also inform the councils of their plans as well.
The Order of the Grand Wizards: The Grand Wizards are an order of four magical beings from each race who are given incredible magical powers from a ritual that they believe gives them some of the power from their gods which makes them very wise and incredibly powerful. There are always four wizards, when one dies another is chosen to replace them and it has to be a wizard from the dead wizard's race. There can't more than one wizard from one race, there has to be balance between the races to maintain order. The Grand Wizards use their magic to help the kingdom with its needs, and in times of war they mostly use their power to protect the villages and the capitol from assault.
Each race worships their own set of gods, the humans and ice bears worship wise war gods and nature gods. The fairies also worship nature deities, and the dwarfs worship mountain and blacksmith gods. All four of the races believe in ancestor worship and that there are spirits in everything.
Ianor is a diverse kingdom in both culture and environment. It has cold tundra to the north and vast woods in the south west. The south east is made up of rolling hills which were temperate, and in the middle of the kingdom are mountains where the dwarfs dwell.
Outlying Settlements: with the exception of Aranor, Yilor, Arrgor, Uonderheim and Azgard, most of the settlements in Ianor are fortified towns with houses of stone and wood, and fortresses in the frozen north made by the ice bears.
Populace and Demographics: 87,000
ice bears 10%
Guards: The Ianorians have an incredible infantry and cavalry made up of the four races, the humans are great swordsmen and spearmen and horse riders. The ice bears are a mighty heavy infantry and have catapults that hurl magical balls of ice at their foes which explode upon impact, and as one history wrote, "there is nothing more frightening than a charge from infantry of ice bears. The dwarfs wield axes with deadly purpose and the fairies are great archers. There are also wizards who use magic to help the army during battle. their overall military force is 15% of the population.
People of Importance / Heroes:
King Goromir The Unconquerable: He is the king of the human Ianorians, and was elected a year ago to be the high king of the kingdom. He was a great warrior in his princely years and led many armies to victory, giving him his name The Unconquerable. he is married to his beautiful wife Helga The Graceful. As high king he does as much as he can to help his country become great. He has three sons named Bor, Val and Beonor, and two daughters named Cwyn, Veneria and Erika.
King Dorik The Mighty: He is the ruler of the ice bears, and is considered one of the strongest ice bears to ever live. Since the last king had died without any children to succeed him, Dorik who was a distant relative had fight for his right to be king. He is very headstrong and proud, he like most ice bears do not back down from a challenge. He has armor made of Ice Bear steel which many believe is indestructible.
queen Ithalia of the wood fairies: She is the very wise and kind ruler of the fairies. She is the only fairy queen in a hundred years to be descended of the legendary fairy Hyvor who is said to be the father of all fairies. She is one of the most beloved monarchs of the fairies and is very fair and just to her people.
king Dor of Uonderheim: He is the king of the dwarfs and is the son to the past king called Goaran the Amazing. He was hoping to be elected as the high king but lost to Goromir, now he is making sure that the mines that amass a big portion of Ianor's wealth is well taken care and protected from raids and wild beasts.
Finn: He is one of best warriors among the wood fairies and a expert archer who is rising up among the ranks.
general Ulrik: He is the a brilliant military leader among the ice bears, and fighter who hopes to one day join the lords of war. He has fought many battles and is a very strong ice bear.
Lord Borix: A human member of the lords of war and has a lot of wisdom and influence over the group.
Forgar The Earth: He is a dwarf who is apart of the council of magical and non magical elders who has been chosen to be leader of the council, he is also one of four grand wizards and commands very strong earth based magic.
Woton The Wise: He is the second of the four grand wizards and a human, he has lived for nearly four hundred years. He is considered the wisest of the four, and like with the other grand wizards, he has command of incredibly powerful light based magic.
Tyrmor The Fierce: He is the third grand wizard who is an ice bear, and as his name implies he commands very powerful lightning based magic and is revered to be the strongest of his Order.
Aeria The Incredible: She is the fourth grand wizard, and a fairy of the wood fairies. She is the youngest of the grand wizards of this generation, but that does not mean she is not as powerful. She has the power of nature and is able to control plant-life and bend it in amazing ways.
(Place seperate Hero sheets below your Faction Sheet. Just name them in this section. Not every Person of Importance has to be a Hero.)
Hold History: The kingdom was founded nine hundred years ago by the four kings who were each from the four races. The four races were wary of each other at first, never trusting one another and would sometimes make war with each other. The Grand Wizards tried to keep the peace in the kingdom but to no avail. For the first one hundred years after the kingdom's founding it was in a state of unstable unrest and it seemed as if the country would become a land forever at war with itself. That was until unknown invaders from unknown lands came and pillaged their lands with a massive horde. The enemy was too great for one race to handle on their own, and so they formed a truce. And with their combined strength, they annihilated the invaders driving them back into the sea. From then on, the four race united together and made Ianor a strong kingdom of honor.
UNTO THE HEARTS OF MEN
Race: snow fairy
(If it is a race of your own design, make sure to fully detail it including advantages and obligatory disadvantages)
Appearance and Physicality:
He is skinny and tall, he has very pale skin like he has frozen to death. He wears a brown tunic and tacky colored trousers, along with a dark brown cloak. He has white hair and bright blue eyes, he also looks like a teenager despite his age
Origin: he comes from the the village of Yilor in the frozen north.
Short History: He grow up a carefree child of the northern fairies, and his childhood was full of fun and game. When he was young he found that he was talented in the arts of magic. He became very talented in the art of controlling ice which was a common talent among the snow fairies. After he learned how to use his powers, he began applying his skills to help others
Skills and Abilities: He is very smart, and has a quick wit. He is especially good at fighting with his magic.
Equipment: A magic staff
C h a r g e
E l e m e n t a l
F o c u s
UNTO THE HEARTS OF MEN
Hero Name: Magnar
Race: ice bear
Appearance and Physicality:
Origin: he is from the great fortress of the ice bears in the north called Arrdor
Short History: He is the son of a noble family of bears who were great warriors, his father was a great general who was legend among his people. Magnar grew up in his father's shadow and wanted to become as great as him. He pushed himself to his limits to become stronger and his determined to become a great warrior. He was very excited to join the military when he became old enough, and has fought in many battles. His idea of a perfect death is one on the battlefield.
Skills and Abilities: He is a brilliant fighter and incredible strong like most ice bears. It is very hard to fool him, and like with most ice bears he is very fast which seems odd do to his size.
Equipment: He has specially made magical armor which makes it very durable and can withstand many blows in battle and even after so many battles, it still looks hardly used.
UNTO THE HEARTS OF MEN
UNTO THE HEARTS OF MEN
Central Town / City name: Hef
Central Town / City Overview:
Overall, Hef is a strong port and it's a fishing city. The Heflish fisherman in the last couple of years have rapidly learned the behavior of their sea, when is the time to catch fish, when is a bad time to get fish, and when you should get the hell out before the sea washes you away into faraway lands! This is also a place where people learn the way of the Heflish spear, and the way of Heflish tongue, the warriors and diplomats here are one of the finest.
Heflish people are pale and short, they have ginger, curly hair (in their fashion, and almost always have freckles. They like fancy boots and leather jackets. Monks on the other hand like green robes, silk hoods and alot of accessories. Heflish people invite all sorts of races in their towns, however travelers here are rare, mostly they come here to rent a place for a night and etc.
There are about 29,000 people in Heflanborth.
Heflanborth is an aristocratic/timocratic faction, having the government filled with landowners and ruling class, however they also have a republican way of seeing things, thus they sometimes organize meetings in Hef and ask the people what they like and what they do not like about the way things are going, they agree to free speech, but when it comes to violent rebellions, they react with violent means too. In the society, the man is of course higher than the woman, however they act with them gently, knowing they are the mothers of the world and without the women wouldn't be the men. Also the governmentary system has a hue of theocracy, monks being the holy advisors reading from their inaccurate theories of Atone's ancient ruins and their own intepretations of them. Fishermen are the working force and are respected by merchants and diplomats, as well as warriors and tacticians. The crimes are being dealt with instantly, and mostly it is being to pay a fine and for some time catch fish for the victims of their crimes and being their worker in the house until your crime is finally paid off. However if it is a mass murder or something big, then either outcast, or sent to the wallbuilding brigades where they build strong walls for landowners and aristocrats.
Heflish people are loving the green colour, and thus in their paintings they like to include all sorts of green colors. Their painting style is simple and similar to japanese, and they love to include topics about religion, their deities, and the holy monks. Their architecture is including stone, and their buildings are mostly round. Fishermens' houses are being built into the water, not far away from the beach, so they could wake up and while it is a low tide search the beach for fish and crabs. They worship not the gods like if it is a sort of Heflish man, but instead worship the ancient Atone, the ruins they are so inspired of, the beauty of the broken world, blaming a large war that turned the world around and made it what it is now, however their religion isn't including some mad god who kills people for heresy, but a god forgiving all the sins and never executing them in the name of god, but instead either outcasting or letting them pay for their sins by constructing temples and settlements.
There are no remarkable settlements other than Hef, however their territory is dotted with thousands of villages and hamlets, hundreds of farms and households, tens of forts and castles, and their legendary capital, Hef. In times of war each village and hamlet will either take up the arms and form their own partisan militias, or get to the nearest fort and castle (taking all their food and water with them so the enemy doesn't get it) and supply it with all it can.
There are the powerful axemen training their way of the battleaxe and tomohawks, their way of finding the path through muddy hills, their way of fighting for their life, these serve also as the main units aswell as the partisans.
There are the spearmen, they serve as the guardians of the street, protectors of the night, strong men of justice and anti criminal operations, they also protect their resource supplies, and garrisons of these spearmen patrol all around Heflanborth.
There are the archers, the quick men of the coast, hiding between rocks and when the enemy ships get close, they unleash their fire arrows and let the hell rain down on their enemies.
There are the militia, normal people who decide to fight when it comes to the conflict, they are not so tough against heavy cavalry or whatever the enemy sends at us, but they are amazing partisans who fight till the end, true ways of the samurai.
And there are the Order of Solvers, diplomats possessing unique ways of persuading the enemy to stop, however when they understand it is impossible, they unleash their knowledge of ancient fighting techniques and paralysis spots on the body methods, they are also the amazing swordsmen and specialize in many things.
People of Importance / Heroes:
Hero Name: Jodi Barasso.
He was born into a poor farmer family, however through his talent made his family one of the most rich landowners in Heflanborth.
Being born into a farmer family, he has from his very first days learned about the way the things grew, and he was always interested in the things everyone feared, magic. But he was always a calm one, knowing how to control his energy, when to hurry, and when to be patient, he was going by the traditional ways of the warrior, not always the one who used violence, but the one who acted bravely, the one who was having a strong willpower, knowing his path of moral things, and only later came the way of the blade. At the age of twelve, a wolf was bringing terror to their farm, he snuck out at night with his bow, climbed up on the rooftop, and carefully waited for the beast to come try drag off another of their pigs. On the later morning his family has found the wolf with a single arrow piercing his head from the tongue to the lungs, he died so fast that he didn't even wake up the family. This silent kill actually wasn't that silent in the aftermath of it, many villages grew fond of the boy, some were surprised and impressed, some were scared, this news had spread through towards the nearest fortress, however the rumours were very slow, so the news got to the fortress only when Jodi was already 13, and by that time he was already the youngest warrior in his region, and the fortress had already received alot of things about him, in a couple of years they invited Jodi to train more in spears, axes, and swords. He said a goodbye to his family and set off on a caravan throughout the lands. Overall things were going good, but in the last week of travel (including the stopping for a day moments) they were robbed by a renegade band of axemen. Jodi was a strong one and knocked down many before him, but they swarmed him and cut through his flesh with their crude old axes, and he was losing so much blood, it was an end he thought, when suddenly with his two fists he pulled them up in the air, and vines curled and wrapped around the bandits and tightened their grip so hard, that it tore them apart. The surviving members of the caravan were so frightened to see Jodi being a mage they ran away, and Jodi was alone. He began to train and train in the wilderness, and soon he could atleast get the grip of how it worked and could finally use the power when he wanted. He was aged twenty-one when he left the wilderness once again to reach that god damned fortress. He was sure everyone thought he was dead, and the ones who ran away from him were later intersected by surviving members of that gang, whom killed them all. He arrived at the fortress and told them his name, they were stunned. He trained for ages until reaching perfection in the art of war, he was invited into the Order of Solvers.
Skills and Abilities:
Sharp tongue that helps him in diplomatic meetings, mastered his way with his spear, sword, axe, and bow. Also very good pathfinding skills, so if he gets lost in wilderness, he will survive no matter what.
He is a very humble man, so he doesn't make himself armored with golden armor or something, however with his position in the Order he could. He looks like a simple lone warrior travelling through the lands. He has got a spear, a sabre, a small tomohawk, and bow with arrows. He has basic leather armor, a cloak from the fur of a bear, and a strong black stallion.
Elemental Charge and Organic Focii.
Heflanborth started as a simple community of farmers and travelers to settle in one place and invite all sorts of people with all sorts of specializations into their homes, and thus soon it became a sprawling faction with people ranging from simple woodcutters to jewelry makers in it! And soon came the mysterious monks who turned everyone into their religion and soon died off, leaving their now converted farmers to carry on their suspicious "knowledge" of the ancient Atone. It is obvious that their knowledge was of course minimal and that only a small percentage of it covered some facts about the history, but the Heflish are stubborn just as their goats and believe in their true knowledge and treat themselves as pioneers of the world, however not arrogantly, and are happy to share their knowledge to all who wishes to.
Last edited by Sadko; 10-08-2013 at 02:32 PM.
A fantasy roleplay about a massive empire greedily invading the Dwarves, and how fiercely they hold onto their independence and freedom.
UNTO THE HEARTS OF AJAR MEN
Central Town / City Name:
Central Town / City Overview:
Parsapura is a large city located along the Achaemen River, the river to the right in Martyabumi. Parsapura, like all of the the Great Cities of Martyabumi, is built almost entirely of stone, with very little wooden architecture. The city itself straddles the Achaemen River, and is in fact bisected by the river. There are numerous bridges throughout the city that cross the Achaemen. The city is also divided into three distinct districts. The outermost district is the Outlander District, home to any non-Ajar. It is completely surrounded by a stone wall, with only two massive gates. The next district going inward is the Martya District, which is home to those Martya who are Ajar. Other than that, it is similar to the Outlander District; it is even separated from that district by a smaller stone wall, with eight gates. The final, and smallest district is the Imperial District. Here is where the Shahanshahbanu, the ruler of Martyabuni, lives alongside the other nobility and her servants. It is separated from the Martya District by a stone wall even larger than that which rings the Outlander District, and has only a single massive and ornate gate.
The Districts themselves are exclusive to those who normally live farther out. Those from the Outlander District cannot enter the Martya District without special permission and may never enter the Imperial District on pain of death. The Ajar of the Imperial District may travel freely to the Outlander District, but require special authorization to enter the Imperial District. And finally, the Ajar of the Imperial District may freely enter any District they wish.
Most of the population is composed of a race known as the Ajar. Ajar are humanoid in shape, but tend to average 7 feet in height, with no noticeable difference in the height of males and females. However, despite their increased size, they are no stronger than humans on average. In addition to their size, they also have dry and leathery skin, bony faces, lipless mouths, flat noses, long claw-like fingernails, four fingers, and eyes that range from red to yellow. They do have hair, and it is uniformly black, but it is only found on their heads with only rare instances of any form of facial hair. It also worth mentioning that despite their fingernails appearing like claws, they cannot be used as real weapons in any capacity as they are not much harder or thicker than a human's.
The rest of the populace is a mixture of other races, none of which are considered the equal of their Ajar peers.
The Martya are for the most part friendly with other races, seeing no need to anger them. However, even the kindest Ajar sees themselves are superior to other races due to their cultural and religious beliefs. Their society is highly stratified, and this social stratification is enforced by law and religion. Criminals are dealt with in ways that the Ajar see as fair and just, but others may see as harsh and cruel. For example, anyone from the Outlander District found within the Imperial District is immediately and without trial sentenced to death and executed. They do try to treat representatives from other races fairly, as they realize that doing otherwise is a recipe for disaster. As such, they are afforded far better treatment than any other non-Ajar in Martyabumi.The other races in Martyabumi put up with this for the most part, since the Ajar make up the majority and any who speak out against the system in place are considered to be speaking against Martyabumi itself, and are thus sentenced to death or slavery.
A large part of Martya culture is based upon their religious beliefs. They believe Ajar to be the favoured Children of their Gods, and thus superior to other races. Though they do not view all Ajar as equal; the noble, royal, and imperial families are seen as being more closely related to the Gods, and thus above even other Ajar. Thanks to this, incest is a rather common occurrence, especially among the royal and imperial families, in order to keep the families' bloodlines as pure and close to the Gods as possible. This inbreeding and incest is actually the cause of the Shahanshahbanu's unfortunate physical frailties.
As for Martya architecture, it is built of stone with emphasis on beauty as well as functionality. As one gets closer to the center of the city structures become more decorative; and as one gets closer to the edges they become more utilitarian in structure. The gate to Parsapura's Imperial District, for example, is beautifully painted and sculpted. An interesting note is that among the Martya, sunken relief sculpture is rather common on buildings.
A society highly stratified on the basis of race and social standing, supported by religious beliefs.
There are four settlements referred to as the Great Cities, including Parsapura. They serve as the capitals of the four Shahdoms which make up the basic divisions of Martyabumi, this also means that the Shahs and the Royal families live within these cities. The other three are Parthaunisa, the westernmost Great City that controls the entire region around the Sassan River in the west; Tisfun, the Easternmost Great City; and Rhages, located between Parthaunisa and Parsapura. The Great Cities all follow the same pattern as Parsapura, with districts divided by stone walls. However, in these three cities the innermost district is referred to as the Royal District.
Other than these settlements there are numerous smaller communities spread all throughout Martyabumi. They generally do not have as rigidly defined districts, but society is still heavily stratified with the more important individuals (meaning the Ajar) living closer to the middle of the village. These settlements are oftentimes farming or mining communities, depending on where they are located.
Populace and Demographics:
Total - 40,000
57% - Ajar
28% - Human
15% - Other
Martyabumi is prosperous enough for it to keep a standing army of 2,000 men, which is divided into two separate divisions, the are the Mortals and Immortals.
The Mortals are the bulk of the army, numbering 1,600 individuals, and serve as both soldiers and guardsmen. They are typically armoured with steel lamellar armour over a mail shirt. They are mostly armed with spears or longswords, and carry a rounded shield. However, they is a corps of Mortals that are trained instead in the art of archery, and fight armed with bows and only a dagger for close combat. The ranks of the Mortals are open to anyone in Martya, even non-Ajar. However, usually only Ajar are able to attain positions of command, though there have been rare examples of exceptionally skilled individuals of other races becoming commanders. Non-Ajar Mortals are automatically given permission to enter the Martya District, so long as it is for guard duty.
The other, and more prestigious, division of the Martya military are the Immortals, which consists of 400 men. They are considered the most skilled warriors in Martyabumi, and are given superior equipment for it. They are typically armoured with steel laminar armour, and carry longswords and kiteshields into battle. Unlike the Mortals, there are no Immortals trained in archery. However, unlike the Mortals the Immortals have corps of cavalry, equipped much in the same way as the infantry, except they wield a lance and shortsword. The Immortals serve as both soldiers and the guards of the Imperial and Royal Districts. Because of this, only Ajar are permitted to serve as an Immortal; should someone of another race even imply they wish to join this unit the punishment is harsh.
People of Importance / Heroes:
Shahanshahbanu Utaussa I of Martyabumi
High Eunuch Kambujiya
Shahbanu Soraya I of Parthaunisa
Shah Parveez III of Tisfun
Shah Zahhak II of Rhages
The history of Martyabumi is largely shrouded in legend in mystery. In the minds of the Ajar, they have always controlled these lands, and Martyabumi is, and always has been, a land of Ajar. Whether this is true or not is up for debate, as there are no records older than a millennium ago. Each of the Great Cities are credited as having been founded and built by an individual that is considered to be the ancestor of the Shah's family, and a direct descendant of the Gods. In addition to these legendary figures, whom the cities were named for, there are two major figures in the Martyabumi; they are the twin brothers Artakhshasthra and Darayavahush. According to legend they were descendents of Parsa, the founder of Parsapura. It was they who lead the armies of Parsapura against the Shahs of the other Great Cities. They were both known as incredibly skilled warriors and experts in the arts of magic. Atakhshasthra was known for his unrivaled mastery of Light and Healing, while Darayavahush was unequaled in his skill of utilizing Shadows and Entropy. With their magical powers they were able to unify the Great Cities of Martyabumi.
However, eventually Darayavahush betrayed his brother. The reasons for this are unclear; some say that Darayavahush grew jealous of Atakhshasthra, who became Shahanshah due to his having been born first. Though some believe that he promised Darayavahush Parsapura itself while Artakhshasthra would assume rule of only the entirety of Martyabumi, and instead took both for himself. Still others say that Darayavahush was promised one of the other Great Cities, but when the conquest was finished Artakhshasthra allowed all the Shahs to keep control of their Great Cities and Shahdoms, in return for accepting him as overall ruler. Whatever the reason, Darayavahush betrayed his brother and attempted to kill him, but failed and was executed for his treasonous behaviour.
While the dates of the founding of the Great Cities are unknown, historical records put the unification of Martyabumi between 800 and 900 years ago.
Utaussa Babakdokht Parsid (Shahanshahbanu Utaussa I of Martyabumi)
Appearance and Physicality:
Utaussa is an extremely unique individual in terms of her personal appearance, as well as her health. Due to the generations of inbreeding among the Imperial family of Martyabumi, Utaussa is physically frail, in addition to being albino and blind. While most Ajar have dark skin and hair, Utaussa's skin and hair are both pure, almost dazzling, white. Her eyes also differ from other Ajar, in that they are a soft blue colour with clouded over pupils, making her inability to see clear to anyone allowed to gaze upon her. One of her other major identifying features is her hair; most Martya nobles have long hair, but thanks to her rather sedentary lifestyle she has exceptionally long hair. In fact, when she walks she requires a pair of servants to carry her hair unless she puts it up, as it is 10 feet long and would normally drag on the ground. As befitting her status, Utaussa is usually clothed in an ornate robe, generally blue in colour, alongside numerous intricate and beautiful pieces of jewelry. Utaussa is also rather thin and one can tell simply by looking at her that she is frail. However, she is still an Ajar and the Parsids are known for their taller than average stature. So she still towers over most humans at a rather imposing 8 feet tall.
Utaussa was born in the Imperial Palace of Parsapura; the first and only child of her father Shahanshah Babak II, and his wife and sister Roshanak.
From birth it was evident to her parents and the servants charged with her care that Utaussa was weaker than other children, even before her blindness set in at the age of 4. As a result Utaussa spent her entire life sheltered within the Palace, doted upon by servants and her loving parents. However, she was kept out of the public eye, for her parents feared what others would think of them having such a sickly child, despite how much they may have loved their daughter. However, her entire life changed on her 13th birthday, when during the feast her father and mother were both poisoned. While some might consider her lucky for not having to see the agony on her parents faces as they died in extreme pain, those are only the people who do not realize how much worse it must have been for her to hear the cries of agony from her parents as they died and the screams of the servants and those assembled and having no idea what was happening.
And so it was that Utaussa, the sweet and sickly child was crowned as the new Shahanshahbanu, with the High Eunuch who had served as her father's advisor as her head advisor. Her life continued on much the same as before, except now her parents were dead and gone. And while she still had her devoted servants as company, it wasn't the same. While she was nominally the ruler, the High Eunuch Kambujiya, made most of the decisions concerning the governance of the Empire. Things continued on like this until one night when she was 15 years old, when an attempt was made on her life. This is important because the assassination attempt failed due to the sudden awakening of Utuassa's magical abilities. As she was being strangled, she unknowingly managed to draw upon the life forces of those in her palace to send a wave of entropic magic through her assailant's body. This sudden surge shattered his bones and liquified his internal organs, horrifying Utaussa as the Ajar suddenly fell dead, the remains of his innards leaking out through his mouth, eyes, and ears.
Eventually she came to grip her magical abilities, but was unable to call upon the sheer strength that she showed in her near-death situation. She is currently training on her own to improve her abilities, despite protests from Kambujiya. The High Eunuch convinced Utaussa that it would be best to keep her abilities secrets. Normally a Shahanshah showing magical ability would be cause of great rejoicing amongst all Martya, as in their worldview it affirmed their connection to the Gods. However, Utaussa's magic was based upon the Soul Charge but had the Focus of Entropy, one of the focii of the traitorous Darayavahush of legend.
It was eventually discovered that the assassin had been sent by Utaussa's uncle, the current heir to the throne due to Utaussa's lack of siblings or a child. It was Utaussa herself who made the decision to sentence her Uncle to death by Blood Eagle, as it was widely believed he was also responsible for the deaths of her parents as well. And now, unfortunately for the High Eunuch, her magical abilities and finally having made a decision for herself have caused her to wish to take a more active role in the governance of Matryabumi.
Skills and Abilities:
In terms of non-magical abilities, Utaussa does not really have any physical skills. However, she is very knowledgeable despite her sheltered life. This is the result of her being able to focus on her studies when she was younger as she did not have anything else to do. Her demeanor could also be a skill, as she is rather kind and soft spoken, something that puts outsiders at ease and helps with diplomatic talks. And this combined with her physicality can cause others to underestimate her, which is a major, and possibly lethal, mistake.
In truth, Martyabumi itself is her possession, as she is its ruler. On a more personal level, she has all the fine and ornate things one would expect from members of the Imperial family.
Soul Charge, Entropic Focus
Kurus Rustamzada Parsid
Appearance and Physicality:
Kurus has the tall stature of most Parsids, though even he doesn't reach the extremely tall height of Utaussa, and stands at a little over 7 feet tall. He has typical features for an Ajar, with onyx -black skin, black hair that reaches down to his shoulders, and yellow eyes. He is rather well muscled, as befits a warrior; another indicator of this status is a long, grey scar he has running across his chest. When not wearing his armour he tends not to wear a shirt unless it is in the colder months of the year. Instead he wears only his skirt, shoes and jewelry. While they are not as ornate as the Shahanshahbanu's, they are still elaborate as befitting both his title as the Champion of the Immortals and his familial ties.
Kurus was born in Parsapura to Rustam, who was already a well-known Martya warrior, and his wife Pairika.
Kurus was born to a father who was renowned as a warrior of great skill. One might expect that living in the shadow of such a great warrior might cause Kurus to feel as though he was forever living in the shadow of his father, but this is not the case. Kurus showed an aptitude with the blade from a young age, and trained and honed his skill throughout his life until he turned 14 and was allowed to enlist within the military. Despite being a Parsid, and thus able to enter the prestigious ranks of the Immortals immediately, Kurus chose instead to join the Mortals and join the Immortals based upon his skill alone.
It was during this time that Kurus acquired his first taste of real battle. While it wasn't major, mostly just skirmishes with bandits and raiders, it instilled a love of combat into him that would never go away. Eventually Kurus was able to distinguish himself as a great warrior, as many knew he would, and was accepted into the Immortals on merit alone. He, however, was lacking in tactical acumen, and so was not able to join the ranks of the commanders and officers of the Immortals. Instead, he set his sights on the position of Champion, the most skilled combatant in the Immortals; a position that was currently held by his father Rustam.
Kurus first asked his father to give away his position, as Rustam was growing older and it wouldn't be long before another came to replace him. But Rustam was to prideful, and refused to step down. So Kurus was forced to make a choice, challenge his father to a duel or give up the position he coveted. Kurus chose the former. And so it was set that Rustam and Kurus would fight each other for the title of Champion; but they would fight for even more, Zarathustra, the blade supposedly wielded by Artakhshasthra himself, was passed on to the greatest fighter in the Parsid family, which Rustam officially still was. The battle raged on for hours, with Rustam and Kurus both equally matched in skill; in fact it was his father that gave Kurus the scar on his chest. However, Rustam was older and began to tire more quickly than Kurus. Eventually he left an opening, and Kurus struck him down. It was not a fatal blow, but Rustam would not yield to Kurus. His pride would not allow him to die except in battle. And so Kurus had no choice but to kill his father, but he had no regrets. His father was old, and had all but said it himself: Rustam would rather have died by his son's hand than pass away quietly from age or sickness.
And so Kurus was made Champion of the Immortals at only 18 years of age, as well as given Zarathustra to show that no other descendant of Parsa could rival him in battle. Kurus had finally achieved his goal, but he was bored. He may be Champion, but the Immortals of Parsapura were charged with the protection of the city's Imperial District. And there was rarely any chance for battle there. So he decided to travel out with the patrols of Mortals, once more fighting raiders and bandits, though he still lived within the walls of the Imperial District. Such behaviour was frowned upon by the Immortal officers, and in most cases would not be allowed, but none of them dared to deny him, as he was a Parsid. And this is how he continues to live for now.
Skills and Abilities:
As has already been said, Kurus is an incredibly skilled warrior. He has spent his entire life training with a blade, and so has incredible dexterity, speed, strength, and stamina.
Kurus has the typical equipment of an Immortal, the laminar armour and kitshield, but it is much more ornate and stylized than common Immortal soldiers. However, not so much so that it interferes with its effectiveness. However, Kurus' prized possession is, of course, Zarathustra. Supposedly being the sword of the hero Artakhshasthra, the blade is centuries old and beautifully crafted. It also has two magical properties; one is simply an immunity to wear and degradation, while the other allows the Zarathustra's blade to glow with light on command.
Last edited by SovereignGrave; 10-11-2013 at 03:33 PM.
”Unto The Hearts of Men.”
Central Town / City name:
Central Town / City Overview:
The Mangels aren't known for their engineering prowess. Seeing as they live inside of The Splinter, the amount of building materials is very scarce. Wood, which normally would be a great way to construct structures, is a commodity inside of Venterdreld. Homes are usually built from mud bricks or stone. The wall around Venterdreld is constructed out of stone. Wooden homes are usually reserved for only the rich. Most of the people that live there are nomadish. People come and go throughout the area, and small villages are known through their borders. Usually it depends on what season it is. During spring through autumn, the people stay and farm. The soil is rich and known for its prowess in growing foods.
The people also are known for their strength in ranged combat. The bow and arrow is the main weapon used. As is a horse. Riding upon a horse and using a bow is a skill all boys learn. Horses are revered almost as humans among them. If you kill a horse, you are charged for murder. Even though they have their basic laws, the people are still essentially tribal. A leader is usually a chief or an elder. The chieftain of Venterdreld is a hero known as Kardaske. He is a fierce warrior and is revered as a hero. His word is law.
The people are very kind and caring. Children are a rare thing. The rate of child death in this area is high. All children are brought up certain ways. Men are taught the ways of hunting and growing, women are taught the way of the home. There is a basic set of laws for all adult males, written on a stone tablet that is set up in the center of Venterdreld. Don’t think that women are mistreated, women are given the responsibility of the money a man earns and his property.
The rich are a very select few. Maybe ten people inside of Venterdreld are counted as ‘rich’. They are the owns who own a good portion of fields and agriculture areas. Land is a big symbol of wealth. Their homes are created out of beautiful wood, which is why they are counted as rich. Owning wooden products is also symbol of wealth. Having a chest or a cabinet? Very expensive. The council of the few rich form a way of trialing for any law breakers or killers. Anyone who rises to wealth is added to the ten. Although, they are known to be corrupt, and will gladly take a bribe to get out of being executed or tortured. All executions are commited in the square. An axe is the usual choice of execution.
Mangelians are known for their skill in horse riding and archery. Yearly competitions are held for all young men to enter and show off their skills. People from all around normally travel to these tournaments to enter and earn the prize. The prize is normally a large collection of trinkets and gold. They are also great craftsmen and farmers. Fruits of their labor are normally harvests of bountiful fruits and vegetables. Being a craftsman is an important trade, and having skill usually means lots of money. The currency used is coins. The lowest is a copper coin, then silver, and finally wood. All coins are crafted to extreme quality, so as to deter any counterfits.
Magic is seen as disgraceful to the earth and disgusting among most, so it is usually practiced only in secrecy. Any attempts to use magic are shunned and banished, but you can still find those banished within their lands. Usually hiding.
A small, but cultural collection of nomadic farmers, horse riders, and craftspeople.
A total of ten tribes, each usually own their own town or city., inhabit their land, including Venterdreld. Nodragt, Villhein, Dradelt, Turden, Keldiste, Hradrg, Ghelt, Menske, and Benskerm. Venterdreld is known as the largest tribe, with a total population of close to a thousand. Keldiste is known as the smallest. With a population of only a few hundred. Their territory is located on the southern peninsula, mainly spread around The Deep Temple.
Populace and Demographics:
In total, an amount of around a few thousand or so, maybe more people inhabit the lands of Mangelia. Around 48% of the populace are female, while 52% are male. Usually about only 7% of the population are children. Only 1% are magic users.
There really isn’t a standing military. Usually during times of war, any able men are conscripted into the militia. All young men are taught how to ride and use a bow, so they are usually able to fight. The militia is very formidable in its maneuverability, usually having all troops mounted on a horse.
People of Importance / Heroes:
Kardaske was born in the smallest tribe of Keldiste. As children are so rare, he was already expected to be strong and healthy. They say even as a babe, he could clench his fathers hand harder than a grown man could. Though, those are only tales to came up to make him sound ever more stronger than he already is.
As a child, he was already expected to become great. He was stronger than all of the other young men and grew quickly. He could fire a bow a thousand yards and swing a sword through a tree. As a man, he earned his right to rule. Other men respected him, and eventually he aspired to become the true chief. He challenged the former chieftain to a duel. The fight lasted two days, but in the end, Kardaske won and gained his throne. His horse, a dark brown magestic thing even dominated the former chieftain’s.
Kardaske’s armor is of the highest strength. It is made of the strongest leather and can take a heavy beating. His main weapon, a long bow, is crafted from yew wood, and is very valuable. He also uses a sword made of black iron.
Mangelians have not been together in this world for long. They’ve only been a proper country for four hundred and twenty five years. Before that, it was only groups of nomadic families roaming around hunting and gathering. Murder and banditry was common until there was a hero who united them all. Kolrien the Great, who united all of the various families to form Venterdreld. It became a great and powerful city that is stronger even today. Various other leaders have come along, but none of them are as great as Kolrien.
(Leave blank until I message you this section. Is based on location)
Last edited by Sir Beowulf; 10-08-2013 at 03:07 PM.
Quote of the Day: "No man of woman born should ever be allowed to refer to himself as a "principal" unless the motherfucker had suplexed a deer. - Some spoony bard."
My name, good sir or madam, is Sir Beowulf The Third, Esquire, I expect you to call me as so.
^ How I play Scout.
Central City Name:
Artesia is primarily inhabited by elves with a large influx of humans from other regions making up a sizeable percentage of the population.
Central City Overview:
The City of Lorica is in Western Glade near the borders of the Ridge. A short stone wall surrounds the entire city with graceful towers placed at intervals along its length, but the Inner City is protected by a higher more easily defensible wall, taller towers which look out across the land and water for incoming enemies are placed on this wall. The Inner City consists mainly of nobility and upper class residents, as well as most of the city’s Barracks, the Palace of the King, the Council Chambers, and the Citadel. The Outer City consists of market places, inns, theatres and other places of entertainment, middle class residences and a small Harbor which allows Artesia to send products up river and out to the ocean to be traded in all of the regions along the east coast.
Living in a region devoid of famine, disease, and only rarely troubled with violence from its neighbors has made the Artesians a peaceful and generous people. They are always willing to share what they have in abundance, often with total strangers, as long as need is present. Due to the peace and comfort of their lives, they take threats very seriously, any violent criminal judged guilty is often banished into the Ridge to fend for themselves, and although capital punishment is frowned upon it is not unusual.
The people themselves are simple enough folk, farmers and hunters, fisherman in near the bigger cities. Those who do not produce are usually merchants, bringing wealth and resources into the nation.
Artesian architecture optimizes living space, most homes are part wood and part stone, standing two or even three stories tall with relatively conservatively sized floors. The nicer homes are often decorated with seasonal plants and carved reliefs of celestial symbols and bodies, the lesser homes are austere but well-built and spacious. It is a common belief amongst the Artesians that the stars in the night sky are the eyes of the Gods, waiting to punish evil deeds. So night time in an Artesian village is the safest it can be, strangers are accepted into homes for the evening, food is given freely, and revelry is common.
Artesia is a small religious monarchy which gains wealth through trade and maintains peace through position, a well-funded guard force, and just rule.
Dhuratë (2) is a large city, only slightly smaller than Lorica, it fishes up river and transports food from Gwyn and Canticle. The population is around twelve-thousand.
Gwyn (3) is a farming settlement which is also the home of many hunters and trappers who venture into the foot hills of the Ridge. It’s a walled settlement for its own protection from nearby Cinder, but the walls are wooden as mineral resources go to the capital and other cities. Its population is around one-thousand five-hundred.
Canticle (4) is another farming settlement, they produce about as much as Gwyn but their walls are stone, since they are closer and more centered with the Ridge they have historically been the target of more raiders. The population is about two-thousand.
There are a several other small villages and settlements scattered throughout Artesia, the total population of which only amount to a few hundred.
Populace and Demographics:
The total population of Artesia is about 37,000. 72% of these are elves born in the region, 21% are humans, and 7% are other races. Of the humans, 12% immigrated to Artesia from other realms and 9% were born in the fledgling nation.
In all of Artesia there are three-thousand guardsmen. They are trained by the Knights of Artesia and protect the cities and the roads between them religiously, and the few guards who did not volunteer were those turned away by the Knighthood. They are attired in chainmail and leather armor, over their hauberks are green tabards embroidered with a golden oak tree. Their armaments typically include an oak long bow, a steel broadsword, and a wooden round-shield plated on the front with iron. There are provisions in place for the drafting, training, and equipping of many more armed militia men in times of crisis.
The Knights of Artesia are what give the guards confidence to fight, and keep them from abusing their power. There are just over seven-hundred knights, they are a selective order, the only thing valued more than skill and experience is faith. The Knights often wear steel half-plate armor, for the added versatility over full-plate, and each of their breastplates is decorated with a setting sun, the symbol of their order. They fight with whatever weapon they prefer and are skilled with and carry what equipment they will, their base is the Citadel in Lorica’s Inner City. Initially the Citadel was adjacent to the city, but over time it grew around them.
People of Importance / Heroes:
High King Amalgast Kreoth the First
Lord-Knight Adelphas Morthesian
Guard-Captain Septimus Cain
The Wanderer, Valysreal Allrend
It was roughly four hundred years ago that a group of like-minded elves convened in the Glade region of Atone. Many topics were discussed, many questions were asked, and few were answered. They decided amongst themselves what they would believe, and how they would allow it would shape their future. At the time their leader was a young elf as beautiful and vibrant as the Sun itself, her name was Artesia Belarus. She had swayed the others to her beliefs, the belief that time was lost and history was unknown because the gods were displeased, that every night they opened their starry eyes and watched the doings of mortals with disdain.
She convinced them that the only way to avoid the fate of the Old World, those who had come before, was to bring peace to the night, that time when the Gods opened their eyes and watched mortals lie, cheat, steal, and kill. If they could make the darkness a place of warmth and compassion, then they would stop the End from coming again. It was an honorable goal, and they set to work with passion, compelled by her charisma and youth.
Soon all of western Glade knew of the Knights of Artesia. They fought bands of raiders descending from the mountains of the Ridge, instead of fighting over food they began trading with them for minerals and ores. They opened houses for wanderers and the homeless to stay at night, sleeping in beds rather than the street. Soon the disparate settlements of the area came together under their guiding hand, they began the construction of their citadel near the water and the city of Lorica grew around it, this city became the capital for the new land of Artesia. Artesia herself vanished from the realm, her disappearance mourned and unexplained, but they continued without her and in her name they flourished.
("Unto the Hearts of Men")
Beneath his clothing he is marred with dozens of old scars, both from blades and burns.
Somewhere East of Artesia’s borders.
Valysreal is an enigma, about eleven years ago he appeared out of the east, battered and weary. He has chosen not to share his history with the people of Artesia, instead giving them his future, and that is a sentiment that they can respect so most who know him do not ask. He is a mage of considerable skill, his specialty is the formation of Arcane barriers.
He gained his first taste of fame amongst the people of Artesia when a particularly wet season flooded the river, and his arcane shields diverted the waters from homes in the area. In the following year a forest fire sparked by unknown means nearly encompassed the Gwyn, but once again he contained it by diverting the water from the adjacent river into the fields with some well-placed energy walls.
Skills and Abilities:
Valysreal has adapted a tolerance of physical pain that would be envied by spies and assassins, it has become impossible to break him based on that alone. He has decent skill with a quarterstaff, but he doesn't have much physical strength so he isn't likely to use it unless extremely necessary. He is also a rather avid fan of music and loves to play the lute.
He wears a pair of inauspicious bracers which match his light-blue coat and a silver collar with a blue stone set in it, which is always around his neck. Other than that, he usually wields an oak quarter staff, though violence is not his domain.
Focus: Arcane, primarily Shields
Lord-Knight Adelphas Morthesian
Adelphas was born and raised in the growing nation of Artesia, he did not see its conception but he has watched as it spread down from Lorica to reach the borders of Cinder, and hopes to see it reach north to the sea.
Adelphas was born and raised in the Citadel in Lorica, his father was a Knight of some renown and his mother was an elven noble. At a young age he was instilled with the virtues of the Knighthood, even when his father was busy other knights would teach the young Adelphas about their order, about their dream, and even about the use of a weapon. The passion they sparked had him spending most of his waking moments playing at being a knight, often with the children of other knights within the Citadel. When he had reached the appropriate age, he became a squire. His father, however, didn’t squire him, nor did he allow anyone the boy knew to be his knight. He wanted to remove any bias or affection from the situation, so he chose Sir Walter Barren, a rugged and well-travelled knight, someone who would truly test Adelphas’ resolve to be part of the order.
It was tough for Adelphas. For years he had anticipated being fully trained by his father, or one of those kind knights from his youth. To instead travel the countryside with a stranger was a shock, however, he also learned about Artesia and its people first hand. Sir Walter even took him out onto the fringes of the Cinder, and up North into the uncharted territory above Artesia, where he could see the open ocean. It was on one of these excursions that they Sir Walter was wounded, a maddened forest bear barreled through the forest into his horse before he could respond, the fall broke his leg, but he managed to run the bear through before it could finish him off. After Adelphas had helped Walter out from under the beast, he began trying to set the Knight’s leg so it would heal properly, and that is when he discovered his magical abilities.
Before he finished setting the leg, Walter had stopped him, finding that his leg suddenly felt better and could move. He knew that it had been bent out of shape, he had felt it broken inside, after some deliberation he concocted a test. His horse had been mauled by the bear, but was still alive and on its feet, having gotten up after being knocked to the ground. Walter watched as he asked Adelphas to treat the horses wounds, and after the boy had applied the bandages Walter peeled them away and found the wounds gone. They spent several more years travelling as Walter unearthed the extent of the boy’s abilities and helped him expand them. When they returned to the Citadel and it was discovered that the boy had the healing-touch, there was much celebration. The Knights have always viewed light magic as a gift from the Sun, and so to have a new knight gifted with it at such a young age was near prophetic to them.
He ascended through the ranks quickly over the next two-hundred years, and perhaps he was cushioned by some bias from his abilities, but none argued that he did not deserve his promotions or that he did not work for them. He was confident and charismatic, always the first one to weigh in on an issue, and others more often than not saw reason in his words. Eventually he was elevated to Lord-Knight, one of the three who command the order alongside the Grandmaster.
Skills and Abilities:
Adelphas is trained to fight with sword and shield, though in one on one combat he often forgoes the shield, leaving a free hand to grapple with his opponents or strengthen his blows as needed. He is both a skilled tactician, and an iconic leader to all of Artesia, not just the kinghood. He is comfortable in heavy armor and possesses the resolve and confidence to fight naked if he has too.
Adelphas carries his steel long sword which he often uses as the focus of his abilities, a silver circlet which he wears when in public, and his well-maintained half-plate armor. He also has a large curved dagger strapped to his lower back to compliment his shield-less fighting style on occasion.
Focus: Light, Healing
Last edited by Azathoth; 10-10-2013 at 09:12 AM.
UNTO THE HEARTS OF MEN
Faction name:Empire of Allion.
Ignore everything above Allion.
Central Town / City name:Allion.
Central Town / City Overview:Allion is the largest city and Capital of the Empire, it’s massive Gothic spires tower over the city, it’s walls are ancient and were there in the earliest records of Allian civilization, no one knows by whom but they are widely considered within Allion to be all but invincible, the walls are said to have been crafted by the great Dragon Gods thousands of years ago. Allion is addition to being the largest city is also the nerve centre of the Empire, it is home to the main bulk of Allion’s navy and is home to a strong military presence, it is also a bustling trading port and you can generally see ships from all nations in it’s ports.
Settlements: The second largest city in the Empire is Temaria all the cities of the Empire generally follow the same elegant gothic style. Each city also contains a large temple to the great Dragons, the one's said to have created the world.
50% of Allion is made up of those of Allian descent, 40% Temarian, and 10% are apart of the small ethnic group the Cymrus who have their own language of Alish although they are discouraged from speaking it. Allians and Temarians are generally of pale complexion and fair skin. The Cymrus have a slightly darker skin and generally have more people with Raven hair. The Cmyru are the last remmenats of one of the many tiebs that initially made up the Empire.
Both the Temarians and Allians have merged cultures under the influence of the over bearing state which wishes to create a single Imperial identity for the Empire. The Cmyru have manged to retain small parts of their culture and some still speak their language.
There are slightly more men than women, but the balance is kept by excess men mostly dying in battle or hard manual labour. The average male citizen of the Empire is 6'2 while the average women is 5'8.
Social Overview: The Empire of Allion had since it’s unification under King George the Great two hundred years ago been heavily isolationist, focusing on consolidating its power within its own border. Under the current Emperors recently deceased father, the Empire expanded its military massively, it’s Navy was increased tenfold aiming to dominate the seas of the east.
Naturally dissent is not tolerated and is punished with maximum force, only human immigrants are allowed and at that very few are allowed to settle. The people of the Empire see themselves as superior to all others especially non-humans. Crime is punished severely with most offences carrying the death penalty.
The government of Allion is a Fascist Autocracy/Monarchy, there are three main positions of importance in the government of the Empire. First there is the Emperor the Emperor is also high King of Allion and Temaria, he holds near absolute power…In theory in practise it is much different, the Emperor delegates the day to day running of the Empire to the governors of the various territories that make up the Empire. The Emperor has unlimited power to make and pass laws however, the Emperor first need the permission of the Fuhrer, this has led to confrontation in the past between the Fuhrer and the Emperor, but while the Fuhrer is Lord General of the military and his the loyalty of the Army, but the Emperor has the loyalty of the various Mages of the Empire who are fanatically loyal to the Emperor. Naturally the Emperor and Fuhrer have cabinets of advisors, the Fuhrer is elected by means of a vote of the nobility.
Allion culture places an emphasis on the family unit and putting the nation ahead of ones own needs, the military and the Knights are also highly respected and most men will serve in the military in some shape or form at some point in their lives. There is also a strong emphasis on religion in Allian society, the populace as a whole is very passionate about their faith.
Men aspire to replicated the heroes of old, Allian children grow up hearing tales of great Knights and Kings and are indoctrinated to belive in Allian superiority/ Allian art and architecture reflect this, with great marble statues of warrior Kings and Knights.
Allian religion is the way of the One, a monotheistic religion that worships the one and his Demi God Dragon creations, as such the few Dragon's that reside in Allion are held in very high regard in Allian society, and it is all over seen under the command of the Church of the One.
Allion speaks Temarian (basicly classic fantasy English accent ala Dark souls) although there are several small mintority language groups such as Alsh.
Allion is renowned for it's technology, it's fine smiths and armourers (the best plate armour is said to be made in Lioncasters forges), as well as architects are renowned throughout the known world, perhaps it's most famous invention is Temarian fire.
(Allion's architecture is a mix of medieval England and Byzantium.)
Faction Overview: A militaristic Fascistic empire seeking to expand it's power base, and become a major power on the world stage.
Temaria is the former capital of the Kingdom of Temaria, it is a large port city and is located on the southern tip of Allion.
Lioncaster is a large manufacturing town, it is the center of Allian industry dealing in the metals that are mined from the nearby mountains.
Gramsby a fortress town and largest city north of Allion, it also has the honour of being Allion's most northernmost settlement.
Populace and Demographics:Just over 90,000 souls reside within the Empire, with just over half of them being Allians and the others being Temarians.
Guards: As a highly militarized Fascist nation the standing Imperial army is a 7,000 strong professional full time force, the empire long ago moved away from simply relying on Lords sending their levies to fight to a standing army under the reforms of Emperor Marcus the great, half of the 7,000 strong army are full time soldiers while the other half are called upon when needed. In addition to the standing army there are the five independent Knightly orders, each of these orders patron is one of the Divine Dragons (The Dragon's are said to be son's of the One), although few in number, these Knightly orders are excellent fighters. There are also several Dragon's which while treated as Demi Gods do on occasion fight for Allion, these Dragon's usually serve as commanders and rarely take to the field.
The Knights of the Void (Patron Lucifer)
These Knights are very mysterious and secretive, they are the most magically incline of the orders, and they wear heavy sets of black plate armour. They prefer to fight on foot rather than on horseback, they also have a particular hatred towards the elfs.
These Knights are generally the go to Knightly order along with the Blood and the Sun knights, if you want a ruin raided. The Void Knights have a particular fascination with the arcane and recovering knowledge. Whereas the Knights of the Sun specialize in taking out Earthly monsters, the Void Knights specialize in taking down other worldly demons.
The Order of the Blood Knights (Patron Abbadon).
The Blood Knights are blood thirsty man, some within the Church have accused them of being heretics and not followers of the one, although these priests are always silenced. The Blood knights as their name suggest revel in combat and the blood of their enemies, their magic focuses on draining the life force out of their enemies.
Blood Knight initiations are brutal and the squires who join their ranks regularly die from the hardship. They wear full plate armour that is forged in a magical ceremony where the blood of a slain enemy is literally infused into the armour. They are generally shunned by other Knights. They are known for their brutality.
Knights of the Sun (Patron Michel).
Knights of the Sun wear brilliant golden plate armour that shines brightly in the sun, Sun knights are renowned horseman being being some of the best cavalry on the planet. Their members are generally effect with lances and spears as well as divine magic. The Knights of the Sun bear a particular hatred for monsters such as vampires and werewolves, which they specialize in taking down.
The Knights are intensely religious and observe their codes of chivalry to the letter, this gives them an intense dislike of the Void Knights and the Blood Knights as they see them as being ungodly barbarians.
The Knights of Luna (Patron Grigori).
The Knight's of Luna generally guard the large temples and Churches of Allion.
The Knights of Gabriel(Patron Gabriel).
The Knights of Gabriel are the largest of the orders and and while good fighters they are not up to par with their other Knightly brethren in fighting on magic skills.
In total these Knightly orders add 2,000 men to the Empire’s forces although none but the Church of the One may command them. These Knightly orders seek holy artifacts and the lost relics of the past, and protect the Holy sites of the Empire.
Regular troops: The Imperial army is centred around heavily armoured infantry supported by fast moving longbow men and light cavalry, as well as the dreaded heavy cavalry charges of the Allian Knights. There are also small numbers of troops that carry clay pots full of Temairan fire, these are thrown as a sort of projectile and upon impact create a small fiery explosion.
An Imperial army on the march is a terrifying sight, the soldiers are excellently trained and are zealous both for their faith and nation.
A Manticore as ridden by the Blood Knights, these creatures are reserved for the very best of the blood Knights to ride, the other order generally use Griffins.
The Imperial Navy is made of mostly heavy ocean going ships, these ships are manned by dozens of archers and marines. The main purpose of the navy is transportation but it can be used in offensive means, dozens of specialized ships of the navy carry the special fire weapon called Temarian fire.
While most of the navy is made of sail ships there are still large numbers of joint sail oar galleys and dromons that patrol the coastline and can be used to quickly raid coastal areas, they also act as combat ships ramming the meemy and depositing their payload of marines onto the enemy ship. Small numbers of these oar powered craft also carry Temarian fire.
People of Importance / Heroes:
Emperor David Draconem, a young Emperor elected by the Divine Dragon to serve in the wake of his father’s untimely death. Is quite inexperienced relies on his advisors for most the major decisions, is under pressure to live up to the legacy of his father.
Fuhrer Arnold Bradley, quite an old man in his sixties looks favourably upon the young Emperor.
Arthur Pendrragon, Grand Commander of the Army.
Lord Admiral Callum Mason.
Francis Logan, High Mage of the Empire and advisor to the Emperor.
York Delmor, Knight Commander of the Knights of the Void and claimed to be the strongest warrior in Allion (much to the annoyance of the Sun Knights). Image of York >
Marcus Gywn, Grand commander of the Knights of the Sun, brilliant horseman and general.
Kirk Thorn, Commander of the blood knights. Little is known about him but his malice against his enemies and his skills as a warrior is legendary.
Hold History: Temaria had evolved into a powerful Kingdom from a small collection of warring tribes around 900 years ago, one of the largest parts of Temaria was the Dukedom of Allion.
Over time the Duke of Allion wanted more and more power until a civil war broke out between the Dukedom of Allion and Temaria, the war ended in a decisive Allion win. Allion took a large portion of territory from Temaria, and the Duke was proclaimed High King of Allion.
The separate Kingdoms had many wars, this on and off warring continued until around five hundred years ago the high King of Allion conquered Temaria, thus with the two Kingdom's united under one rule the Empire of Allion was proclaimed.
There were several rebellions and insurgencies against Allion's rule in Temaria, but these were crushed and most of the survivors fled north. Thus with Allion's borders secured the Emperors of Allion turned their eyes to the mainland.
(Leave blank until I message you this section. Is based on location)
Last edited by ArtoriasLion; 10-11-2013 at 02:16 PM.
"Next to a battle lost, the greatest misery is a battle gained".
Duke of Wellington
"Unto the Hearts of Men"
Central Town/City name:
Central Town/City Overview:
Located on the outside of the mountains on the central island of Veretta, and was carved directly out of the mountains. The venture took quite a while to build, over a century in fact, but the result was quite beautiful - impish city design with human architecture. The most impressive sight in the city is the Palace, the area where the Senators live and do work, along with the home for other government officials and foreign diplomats. The city itself is made primarily of stone, though much of the interior buildings are made of wood, along with the buildings near the outer wall. There are three sections of the city: Lowtown, Hightown, and the Palace, each with a wall separating it from the other sections. Lowtown is where the most people live, and is where the middle and lower classes make their living. It is the most visitor friendly, with plenty of shops, taverns, and inns. Homes are generally near the outer wall, with shops and inns near the wall. Likewise, Hightown's few shops and inns are near the wall on the opposite side, while the homes are near the wall that separates it from the Palace. Each section has its own barracks, with Lowtown having the largest of the three.
Total: 50,000 (Rough)
The majority of the population is made up of the fenrir, a race of wolfmen native to the islands of Veretta. The fenrir are large, most getting to be above eight feet tall, with the tallest over ten feet, and tend to be much thicker than the other races. Their fur ranges from brown to black, with the occasional white wolf popping up, and it is short and shaggy. They rely as much on their senses of hearing and smell as their sense of sight, so if one is messed up, it is likely their entire coordination will falter. Due to their size, they are often slower than the smaller races, though their are of course exceptions with the fenrir that focus on making themselves speedy. Most fenrir also have short tempers, and will not hesitate to end an argument or debate with violence rather than words, which makes their human allies invaluable. Fenrir have a lifespan of near two-hundred years. Another race that hails from Veretta are the imps; short, stocky beings with pointed features resembling elves, including the ears, and the height and body type of dwarves. They are pale, most being white or silver skinned, with dark, curly hair, and a mouth full of canines. While they can't eat vegetation, imps can ingest nearly any meat that isn't inherently poisonous, and whether it is raw or cooked does not matter to them. Imps have a lifespan of roughly fifty to sixty years.. Finally, the humans make up the rest of the population. They are like most of their kind, roughly six feet in height, and vary in their physical appearances - however, most commonly in Veretta, humans have dark, shaggy hair, and soft, curved features. Humans' lifespan is roughly ninety to one-hundred years old.
On the islands, all citizens of Veretta, be they fenrir, human, or imp, are treated equally by the government and, for the most part, each other. Foreigners are given a measure of respect, but are seen with distrust. Foreigners are constantly watched when they visit the cities and towns, and in some cases of the smaller towns and villages, are completely denied access. While the government does try to push for more tolerance for foreigners, they have not cracked down on the towns that don't allow foreigners entrance.
For religion, Veretta is very forcefully tolerant, due to the diverging beliefs of many of the population. Though, at this point, the various religions have conglomerated into one that most see as the true religion. This has not made the nation any less strict on religion, however; the Inquisition watches over the nation and holds them in an iron fist, making sure religious disputes do not turn violent. With foreigners coming in and bringing with them their religions, the Inquisition has had to work harder to keep zealots in line.
Crime, like most things, is measured in degree. Depending on the crime, the punishment may be anywhere from a fine to imprisonment to a death sentence, if it is horrible enough. Thievery is punishable by the replacement of all stolen property and a heavy fine; murder is punishable by death; banditry is punishable by a few years in prison, heavy fines, replacement of stolen property, and possibly death if it involved the murder of individuals. Practitioners of forbidden magics are executed without delay or hesitation. Dual offenders are often imprisoned. If one continues to commit crimes (ten or more charges, depending on degree) they may be sentenced to life in prison, or death by beheading.
While the imps and fenrir of old were often warlike, the imps nearly obliterating themselves with their infighting, they have mostly grown out of it for fear that they will repeat history, this time killing off an entire race. Anymore, the Verettans are loathe to go to a full scale war with anyone, though that does not stop them from equipping and maintaining a decent sized guard and an armory for soldiers.
The architecture of the Verettans is human in design (think Roman), though impish building styles are within, making the stone buildings sturdy enough to last centuries, so long as no one attempts to tear them down themselves. Though, this is mostly only seen in the larger towns and cities. Anywhere else, the buildings are wooden, mostly cabin-looking, made of large logs on the exterior and wooden planks on the interior. This was fenrir design, and is sturdy enough to withstand everyday nature, and even weather storms well enough. There isn't much in the way of the arts in Veretta, but when there is, it often depicts images of the dragon gods or the first Warmaster, Karrov. Occasionally, art depicting the sea or the mountains can be found, and are rising in popularity. The most notable piece is a statue outside the Palace of Karrov, standing vigil over his nation.
Magic is distrusted in Veretta, and is often put in a bad light. This is mostly due for the fact that magic can raze entire empires to the ground, and can be used to manipulate people and control the dead. As such, magic is heavily regulated by the Inquisition, and all mages that are born are sent to the Tower of Magi, on the north-western island. Many of the things that can be taught with magic are illegal in Veretta, such as necromancy, curses, otherworld summoning, and entropy. The others are regulated by Inquisitorial teachers and adult mages who know the limits. However, this does not stop some from pursuing the forbidden arts in secret.
The Old Way is the religion held by the vast majority of the Verettan populace. It centers around the Fateweaver and the old dragon gods, Zehrn, Akbal, Kharne, and Leokul. The doctrine of the Old Way is simple. Be a good person. Do not hinder society, though you are under no obligation to further it. Do not go to war needlessly, for it brings about death that should be avoided. Do not tip the scales in the favor of destruction or chaos, for they will bring an end to all that has been created. Likewise, to not tip the scales too far in the favor of order or creation, for an orderly life leads to a boring existence, and creating too many things leads to a lack of space for people. Once a mortal dies, they are reborn somewhere as another person, never remembering their previous life. It is said that better the life you led before, the better the place you will be born in.
Fateweaver The Fateweaver is the omnipotent being in the universe, the one that created everything. Often depicted as a decrepit, raven headed man, the Fateweaver is credited with the creation of the universe and the four dragons, who in turn created the world and the surrounding space. While he never directly had a hand in the creation of the world or the races on it, he is still seen as the most powerful creature, and so is given great respect and reverence. It is said that he sees the fates of all beings, and, despite not interfering with mortals, takes great interest in the progress of every one of them.
Zehrn, Dragon of Creation Zehrn is the god that is most attributed with the creation of the world, though he did require Leokul's aid in forming something out of the chaos around it. He is responsible for making the world as we know it - or, at least, most of it. Deserts and other barren areas are not his original creations, and neither are the creatures that now live there, nature having twisted them to live in their now hostile environments. Inventing plant and animal life at first, he soon grew sad, as they could feel no true emotions, like he and his brothers. Thus, he set about the laborious job of creating the first mortal life. It was never specified what this mortal was, though each race likely claims it was their own. Nevertheless, he took the most interest in the fenrir of the Verettan islands. For centuries he laid among them, guiding the fenrir, even allowing the humans and imps to come onto the isles. Eventually though, he invented necromancy, to make sure his creations never truly died. This sparked a war between himself and Akbal, in which destroyed all the fenrir had built, and caused Akbal and Zehrn to go into a deep slumber. Zehrn was none too pleased to leave his creations on their own, fearing the influence of Akbal, but after consulting the Fateweaver, he decided it was for the best.
Akbal, Dragon of Destruction Akbal is the god most attributed for the destruction of things created by Zehrn, so that the new can replace the old. It is now known that little could exist without Akbal's influence, as the old would never be able to be removed for the new. He sat back and allowed the creation of the world, along with Kharne, but soon came to it and laid waste to a few areas, creating the deserts and the barren mountains. This outraged Zehrn, but the Dragon of Creation held himself in check for centuries. Akbal is not an evil god - he does not destroy simply to destroy, but to make way for what is to come. That is the true reason why Zehrn did nothing against his brother for so long. It was not until the creation of necromancy that Akbal let loose a terrible rage, and nearly razed the world to the ground to erase the blasphemy his brother had created. In the end, however, he left to go into the deep sleep. He knew his mere presence would keep the destruction alive, and so willingly allowed the world to continue to develop without his direct influence.
Leokul, Dragon of Order Leokul is the dragon most attributed to the creation of society, and the one who wards off Kharne from the world. Leokul is zealous, believing order is the highest thing in the galaxy, even above the Fateweaver. He aided Zehrn in the creation of the world, and helped the mortals his brother created in developing their fledgeling societies and governments. Though, he was still greatly disgusted in the actions of mortals, how they seemed to do whatever they wanted, whenever they wanted. None truly seemed to have order in their life, and Leokul pointed this out to Zehrn. His brother merely chuckled and told him otherwise, which angered the dragon even further. Finally, fed up with the mortals, Leokul set out to create order in the world, in which nothing would change day to day. This earned the ire of Akbal, who was originally willing to entertain his brother's antics. Together, Akbal and Zehrn fought Leokul, and sealed him away deep beneath the oceans off the shores of Veretta, and there he has stayed.
Kharne, Dragon of Chaos Kharne is the dragon that controlled the chaotic void that was the universe, and is the eldest of the four dragons. Initially, he was not going to tolerate the creation of the world, which he saw as a breach on his domain. Intervention by the Fateweaver stayed his hand, and forced him to idly wait. He never liked his brothers after that moment, even Akbal, who did marginal damage to the world, but never enough. Kharne wanted it utterly destroyed and re-added to the void. His patience only lasted a few centuries, however. He laid siege to the world his brothers loved so much, an army of his spawn laying waste to the land below while Kharne battled his brothers in the sky. The war lasted for a hundred years - the mortals wielded the combined powers of Leokul, Zehrn, and Akbal, while the spawn outnumbered them and warped the very realities around them. Leokul was instrumental in defeating the spawn, as he blessed the weapons and armor of the armies of the mortals to keep them from shifting in the presence of the spawn. Finally, though, Kharne was defeated, but not killed. The three combined their powers to seal him away in a prison, which they then shot back out into the void. None knew how long the prison would last, and each knew they would once again face their brother in battle. But they were satisfied with their victory, and so left the matter for another day.
(2) Garland - A bit smaller than the other great cities, Garland is a port that transports items from Veretta to the north, north-western, and north-eastern coasts. It boasts a fairly large population of humans and fenrir, as they are normally the ones who go on the sailing ventures, though imps do make their homes there as merchant princes or navigators. Most of the city are warehouses, homes, and docks, though there are several inns for foreign sailors to stay in. One of the most foreign tolerant cities in Veretta.
(3) Tower of Magi - While it may not sound like a town, the tower itself is mostly used for classes and storage anymore, as well as a barracks for the Inquisition stationed there. Surrounding the tower is a sizable town for the mages and retired Inquisitorial members that decided to stay. Everything there is local, for the most part, and what they can't grow or hunt on their own is imported from the coastal towns on the western island. Very rarely do visitors come to the Tower, but when they do, it is normally a time for rejoicing, for it breaks the monotony of everyday life. Though, many are happy with this peaceful life.
(4) Vindenis - Like Garland, Vindenis is a port city, though is much larger, with Karlathine being the only city to overshadow it. Much of the city is like Garland, though the scale is larger - more docks, homes are often grander for most of the citizenry above the poverty line, while those below are often dock workers that are making their way up in the world. Warehouses are often stocked much more thoroughly, and the taverns are often much higher in quality than Garland's. Vindenis exports to the south-western and southern coasts, and occasionally makes trips to the eastern coast and Allion, though often leaves this to nations closer to the east. It is also the most tolerant to foreigners.
Currently, the Verettan Guard consists of 2,000 men and women of mixed races. The Guard is spread out over the central and eastern islands, and is the primary source of law enforcement and protection from foreign invasion. These guards are equipped in chainmail shirts, with steel gauntlets, boots, and helms, and carry their favored weapon. Veteran Guard may be equipped in heavier plate armor, and often carry large weapons, such as greatswords or battleaxes. The Guard are recruited from any individual that volunteers his or herself, and is given military training with whatever weapon they choose. Rarely, battlemages can be found among the ranks of the Guard.
The Inquisition, at the moment, consists of 500 trained men and women that span across the three islands, but are mostly centralized around the Tower of Magi. They are often trained in blunt weapons and shields, and are given plate armor - though, the occasional soldier is trained with lighter armor and bows. The Inquisition does not count towards the total fighting force of Veretta unless the islands are invaded.
The standing army of Veretta is only 500 fully trained men and women, most of them officers. When war is threatening to spill, the army will begin openly recruiting and training, occasionally dipping into the Guard to gain more manpower, or conscripting individuals from the poorer classes to gain more infantry. The vast majority of the Verettan army is equipped similarly to the Guard, however it is not uncommon to find plate armored individuals among the rank and file - the army is much less loathe to give bulkier armor to their soldiers. Archers are rarer here, but are invaluable to the army. Spearmen are normally heavily armored, and given large round shields or tower shields, depending on their race. Every warrior carries their favored weapon, and a shortsword, even the archers.
The Knights of Veretta are a group of a few hundred individuals of any race that serve the people of Veretta as additional guards, though all are elites. The Verettan Knights also serve a few other purposes: The secondary purpose of the Knights is the finding and researching of Old World artifacts scattered across Veretta and even on the mainland. The third purpose of the Knights are to serve as personal guards for the Palace and for each of the Senators, and even as diplomats to other countries, should they be skilled and needed. The Knights also serve as advance scouts to unknown territories on the mainland, and bring their reports directly to the Warmaster and Administrators of Foreign Affairs and Internal Affairs for review. This is why so many must be good diplomats - if they should wander into another nation, they need to be able to present Veretta in a positive light. The Knights are also the only organization in Veretta that holds no restrictions on magical research, as it was like that in the days of Zehrn and Akbal. This brings them under the scrutiny of the Inquisition, though they are technically above the laws of the Grand Inquisitor.
People of Importance/Heroes:
Uniter of Veretta and first Warmaster of the Senate, Karrov was likely one of the strongest and most brutal of the fenrir in all of history. He was born into one of the smallest tribes on Veretta, on the central island. By the time he was only twenty, he challenged and defeated the tribe's leader, and took up the mantle of leadership, determined to bring his tribe to glory or die trying. He soon showed his cunning and capability, as he ruthlessly defeated several other small tribes. Upon their defeat, the tribes were given an option: Join or die. Most chose the former, and the ones that chose the latter option were dealt with without mercy. This gave Karrov a rather infamous reputation among the fenrir and human tribes, and, even with the fiery resistance against his campaign, he continued to conquer his homeland inch by bloody inch. It wasn't long until he also turned his eye onto the human tribes, and also began taking them over, though they were much more compliant than the fenrir.
The campaign was finally put on hold when first contact was made with the imps. The imps had always been a violent race, warring amongst themselves. Now, they had a common enemy to face. Uniting under Warlord Nathaniel Barnes, the imps fought as a united army against the various tribes, and Karrovs warband. After several fronts lost on the side of the fenrir, all but the most resilient of Karrov's enemies among the tribes joined his army, and together they pushed into the mountains, slaughtering hundreds of imps in the process. Karrov's forces drove the imps into their last bastion, a huge, walled city deep in the mountain's caverns. Karrov knew that he could not take the city without putting his entire race at risk, but he also knew that he could get more and more supplies, while the imps could only last for so long. Barnes also knew this, but rather than submit, he held his people in the city, launching the occasional volley of arrows out at the fenrir entrenched outside. It lasted for over a month. Finally, Karrov received a gift from the imps: Barnes's head on a pike.
The new warlord then swore fealty to Karrov, as did the last few tribal holdouts. He was by no means finished, however. He knew he could not rule over all three races alone - or, at least, his successors could not. He called together three most important individuals from each race, including himself as one of the three from the fenrir, and divided up the jobs each of them would have in the new government. Nobody protested; they really couldn't, else earn the ire of the men that served underneath him. With that done, he set his sights on the other two islands. It took several decades, but finally his men built the ships that would take his armies to first the western island, and later to the eastern island, in which both cases he took power with little bloodshed. Finished with his conquest, Karrov finally set about ruling his nation - the other Senators were merely a formality, as he made all the real decisions. He was no tyrant, however; he made sure that everyone was treated as an equal, even his old enemies, the imps, with the exception of the mages. He sanctioned the building of the Tower of Magi just a year after he took the western island, and several years after the sanctioning of Karlathine. His dream city was finished just a decade before his death, while the Tower and Tower Town were finished only a few years after being sanctioned. He never knew of the lands beyond his islands, else he may have campaigned for them rather than set up Veretta. While he may not have been the noble hero some people would hope their founder had been, he certainly was a champion of the fenrir.
Warmaster Viktor Reman - Master of the army and navy of Veretta, Senator, and one of the greatest generals of his time. Unlike previous Warmasters, he does not actively seek out war and death, as the fenrir and imps before him have called for in the name of glory. This does not mean, however, that he would balk at the chance to show the might of Veretta to any who dared to challenge him. He has actively served the Senate for forty years, nearing the age of one-hundred-and-eighty.
Grand Inquisitor Alexander Romonov - Leader of the Inquisition, Alexander is extremely moderate when compared to the Grand Inquisitors of the past. Rather than hunt down mages with a passion that borders obsession, he tries his hardest to eliminate all prejudice against mages. This does not mean he ignores the threat they pose - mages hold the power to raze entire kingdoms to the ground and to raise the dead up to fight for them. He has restricted far more arcane knowledge from mages than any of his predecessors have, and this has shoved his popularity with the mages down into the ground. It comes to the choice: Knowledge and danger, or ignorance and safety?
General of the Guard Katrina Karrov - Direct descendent of Warmaster Karrov, Katrina's family was always held at the highest of expectations, and often took command of the Office of Warmaster. Thus, it was a surprise when the eldest child of the family, Katrina, ran for the Office of General of the Guard. Her family was split on the matter; some thought it was wonderful to break the old tradition and branch out, while the older, more conservative family members thought it was deplorable, and would have cast her out of the family if they had it their way. Nevertheless, in the past twenty years, she has served the country and kept the peace as good as any Warmaster, and possibly even better - it was her new, reformed Guard that sniffed out a conspiracy to overthrow the government in favor of a monarchy.
Administrator Anna Cassius - Administrator of Foreign Affairs, she oversees all politics outside of Veretta, and often sends out diplomats and delegates to the other countries in attempts to cement Veretta's place as the ally of as many as possible. Administrator Cassius is on her first term, only four years in, but has proven herself to be quite the able politician. Though, it has been rumored that she has sanctioned several spies and sent them to other nations, either disguised as delegates or just plain invisible to the eyes of that country.
Administrator Cato Brutus - Administrator of the People's Welfare, Cato is entering his second term as Senator. He truly does have the interests of the people as his top priority, but he often butts heads with the Administrators of Finance and Internal Affairs. He is always trying to do more for the people, and often does, but each have their own priorities, and let him know on a daily basis that he can not get all the funding he desires. This doesn't stop him from trying, though.
Administrator Marcus Lanius - Administrator of Justice, Marcus Lanius is on his third term, as is nearing his ninth decade in age. The Administrator is a tough old bat, and one of the best judges in Veretta. He is known as the man to jail the most criminals in the history of Veretta, though most of them only lasted a short time before execution.
Administrator Shawn Anderson - Impish Administrator of Finance, Anderson is a wealthy and successful merchant prince, in charge of much of the iron industry. This makes him heavily biased when making decisions regarding labor and funding to businesses. However, he's one of the best financial advisors the Republic has seen, so Administrator Brutus puts up with the fresh politician.
Administrator William Gladstone - Administrator of Industrial Affairs, Gladstone has served on the Senate for four consecutive terms, the youngest imp to take office at the age of twenty, and is on his fifth term at the age of sixty years old. He has made great leaps and bounds in efforts to aid the working class, especially the miners, who have little protection down on the caverns.
Administrator Morgan Browning - Administrator of Internal Affairs, Browning is one of the harshest bankers to ever walk the face of Veretta. The little codger is on his third term, and on his fifth decade, but that hasn't kept him from making sure the country is out of debt and running stable. He often argues with Anderson and Brutus over money and where it should go, but more often than not, he never takes their advice or criticism, and only goes off his own instincts and the advice of Gladstone and Lanius.
Appearance and Physicality
Stands at 9'8, and is nearly completely muscled up. Dark brown fur, forest green eyes, and large, yellow teeth.
Vladimir comes from the Karrov dynasty in Veretta, descendents from the great Warmaster Karrov, and is the younger sibling of General of the Guard Katrina Karrov.
Vladimir is the younger of the two direct heirs to the Karrov family. Even though he was the male child, Katrina was always put forth as the heir, being the eldest, even though she was a female. Vladimir never did hold this against her - it was her birthright, and he would not attempt to take it from her. Often they got along as children, but on occasion they would get into fights, and they would normally end up with one of them bloodied underneath the other. Vlad lacked the people skills that his sister had, and was not a popular child for most of his childhood. This was mostly due to the fact that he did not know how to interact with people, and later a lack of want to do so. By the time he was an adolescent, he had a firm dislike for most people outside of his established friends and immediate family.
His sister didn't take much to the axe, and so Vlad was gifted with Opekun, Karrov's old axe. He often trained with it, forcing himself to learn to wield it effectively with both one hand and two. He grew to be a powerful warrior, but still never gained much headway into his people skills. He applauded his sister when she took up the mantle of General of the Guard rather than going after the title of Warmaster, as he shared his sister's mindset of putting the people's welfare over the hunt for glory Warmaster's sought. Feeling that she had everything handled at home, he got up, grabbed his axe and armor, and set out to wander the world. He cares nothing for spreading the word of his gods, nor spreading the influence of Veretta; he simply wants to see the world, and maybe see the ruins of long lost kingdoms.
Skills and Abilities
What Vladimir lacks in people skills he makes up for in sheer intimidation, which, to him at least, seems to work much better than trying to persuade someone to do something for him. Of course, he doesn't force people to give him free stuff or do illegal things; but when he needs something and needs it then, he'll go for the old scare tactic before trying to be nice about it. He also is quite adept in using his axe, be it with one hand or two, and is proficient with shortswords - though, he wields them like a human would wield a dagger. Other than that, he is a proficient hunter, and will often shed his armor to hunt like a beast rather than use a bow like most men, and is a decent pathfinder.
Opekum, a battleaxe made to be wielded by the largest of fenrir, and supposed to be wielded with either one hand or both, much like a bastard sword. The axe is of strong make, even though it is older than any fenrir, and seems to be a dull golden color. The axe itself only has two magical properties, weaved into the very fabric of the weapon: It cannot be broken, nor can it dull. This has made it invaluable to the family, and has made it a formidable weapon. The other thing he has is a large suit of plate armor, similar in color to Opekum, though lacking the enchantments. Underneath that, he wears a chainmail shirt to cover the joints. A much less ornate shortsword is strapped to his left hip, and a backpack filled with rations, water, and spare clothes is carried around with him.
Like most of her kind, Anna was sent to the Tower shortly after her magical abilities
Anna grew up within the Tower, like many of the mages in Veretta. With the ban on summoning recently lifted during her childhood, she quickly took to summoning nightmares, as they were less likely to burn down the village or flood it like elementals, nor cause the insanity that the otherworld creatures would. She was applauded for her quick learning of it, and soon enough was able to spawn nightmares with minimal effort. But, even with all the praise from both mage and Inquisitor, she was not satisfied with staying in Tower Town her entire life, and nor did she have any desire to join the army or the guard.
Her prayers for a better life were met when the Grand Inquisitor proposed a bill to allow mages to run for office, which was passed 5-4. The moment the position for Administrator of Foreign Affairs opened up, she was one of the three running. She gained the popular vote among mages, and even gained substantial votes among the Inquisition and the general populace. Her largest enemy, surprisingly, was the self proclaimed nobility (the rich people). They figured they'd sell out the nation to more magic-friendly countries the first chance she got. Luckily, they were a very small minority, and she gained the position at possibly one of the youngest ages a Senator was elected. Since then, she has served her country faithfully, getting in good with the other nations. Though, it has been rumored she has dealt with Black Mist on more than one occasion to get more information on her supposed allies.
Skills and Abilities
Administrator Cassius is a skilled diplomat; at least, by Verettan standards. Truly, she simply tolerates other people, though she does take great pains to make sure Veretta stays in good standing with the other nations, even if it means earning the ire of some of her co-workers, and even some of the people. She has managed to not cause any incidents as of late. She is also an adept swordswoman, and is quite agile, as she prefers to simply not get hit rather than weather the storm.
A phantasmal blade, though the hilt is quite ornate, being made of a golden material with dragons etched into the guard, while the pommel is a round onyx stone. The blade itself seems to be of silver. The only thing that can hold the blade itself is the sheathe, which seems to be of similar make. She also wears a set of leather armor beneath her rather fine clothes, and a long black coat always covers her body. The last item she carries around with her is a pendant depicting the dragon god Akbal.
Planar, Summon Nightmare
Eight centuries ago, the fenrir tribes on the three islands first formed. They often warred among themselves, though nowhere near the scale of which the imps did in the mountains of the central island. Aboveground, the fenrir tribes were greatly nomadic, very few ever staying in the same place for more than a month. Often they would take refuge in the old ruins, though left quickly enough, not wanting to disturb what once was. Within the mountains, the imps cared nothing for the ruins of ages long past, and continued their infighting. It stayed this way until finally the two races met, in which a large war ensued. Really, though, it was much more like several small wars, as no one was united. Eventually, the humans joined in with the fenrir, adding their bows and spears to the wolves' axes and clubs. It wasn't until Karrov, the first Warmaster, stepped up and brought together the humans and fenrir to battle this powerful foe that they crushed the imps, and subjugated them to his rule.
However, Karrov was not a cruel man, and the imps were integrated into his new society like the humans were. The imps were given great respect by their former enemies - despite their small stature, they had managed to hold their own. This was mostly due to the advanced weaponry of the imps - while the humans and fenrir were using stone and wood, the imps were already working iron to their advantage by forging swords and armor. Once everything settled, Karrov called a meeting between the leaders of each race, and together they formed the Senate, which still rules to this day. Each race held three offices: The Offices of Warmaster, Grand Inquisitor, and General of the Guard went to the fenrir; the Offices of Administrators of Foreign Affairs, Welfare of the People, and Justice went to the humans; and the Offices of Finance, Industrial Affairs, and Internal Affairs went to the imps. Afterwards, the Senate commissioned Karlathine to be built, in which the humans and imps primarily built, with fenrir acting as the labor force.
Together, the three races built a strong nation that cooperated amongst itself, and mostly eliminated supremacy of one race over another, despite differences in population and strength. Karrov, though a brute, was truly a genius of his time. The entire Senate was his idea, and he only called the others to give them their new positions, which they took without complaint - who were they to question the man who united three races? To this day, there has been little strife between the three - however, they have never liked foreigners. Even Verettan humans dislike humans from other nations. The only bit of political upheaval was fifteen years ago, when a sect of the Karrov family conspired to overthrow the current government in favor of a monarchy, with their family at the head. They contacted Guard General Katrina Karrov, hoping to gain her support - rather, they were all imprisoned, and then summarily executed for treason. She was regarded as a hero, and the members of her family that were displeased by her choice to be in the Guard quickly changed their minds. Since, all has been quiet on the western isles.
(Leave blank until I message you this section. Is based on location)
Last edited by PyroTheWolf; 10-12-2013 at 02:54 PM.
"I have figured out what humans are like. We are like a virus. Viruses, their nature is to expand, to infect. That is our nature. We expand, we conquer, we infect, and we destroy. We have done it to ourselves, to further our own needs, 'races' warring each other because they think their skin color is superior to another. We are self destructive. Even if we some how stop this nature, it will return, possibly generations later, with a vengeance. And when we finally expand to space, we will take planets and war over them amongst ourselves, until we find sentient life elsewhere. And I pity those other races that my be out there. For they will die by our hands to fuel our vanity."
Suthalan (Hound/Mage Hunter)
Human, though he does have a mutation that stemmed from being born with naturally attuned to the Charge of Soul.
Appearance and Physicality
Stands at about 5’11 and weighs around 180lb. despite having a relatively lean build that wouldn’t suggest that much muscle.
Looks early 20’s.
Born in the Glade, though to no specific area within.
The Hound is only a name that’s become known recently, and even then only amongst certain groups. He’s the type of person one looks for if they need someone or something killed, a hitman of sorts, and thus it only makes sense that his reputation is of concern to a select few.
The only thing that most people know about him is the act that propelled his name out of the unknown. Mages; a select few that were seen in many different lights by many different people, but always seen as dangerous. Fighting one was near suicidal unless one held many advantages or were capable of wielding magic to counter their own. So it was obviously a note-worthy feat when a lone man, with seemingly no more than a spear, took down a rogue mage that had been growing rather infamous.
That was the first time the Mage Hunter moniker was used for the blue-haired, crimson-eyed mercenary, and it only grew more and more common as the man in question proved his worth to the title. Rogue mages weren’t a common thing in this land, but the simple fact of killing two of them in these past years has left in the hearts of men, little doubt that if he were to find a third, they too would perish.
He's been known to travel through Xrixk quite often, boarding their ships as a hired guard to cross over the Ridge via sea than taking a land route. Known to a few captains and their crews that he has voyaged with through the years, outside of the southern ports of the southern island, he's still relatively unknown.
Although he is a wanderer and often picks up jobs he just happens to stumble upon, Suthalan does hold a connection with the rather infamous faction known as the Black Mist. Some jobs are brought to his attention by their Agents and in return he is more amiable to their requests. It was in fact one of their operatives that brought the second rogue mage to his attention, allowing both him and Black Mist to further cement their reputations.
Skills and Abilities
Suthalan is first and foremost a survivor. He's lived in the wilderness since he can remember and knows his way around numerous different types of environments; how to survive in some and even live comfortably in others. Foraging, hunting, equipment maintenance, and setting camp would be just a few examples of the numerous skills encompassed by survival. If needed to live alone and cut off from civilization, he is almost certainly capable of it. More specifics like medicine aren't part of his repertoire though something more general like emergency first aid would be well in his capacity. From his homeland of the Glades to the harsh Wintertide, there's nowhere he won't go to find his target.
For that he is also an accomplished tracker, capable of sniffing out the faintest trace or finding the most well hidden signs. Between his magical sense of smell and years of experience, most people would be hard pressed to cover all the potential clues that could give their location away.
Aside from finding his targets, Suthalan is also more than capable of killing or apprehending them. Well practiced in the user of his spear he's a deadly combatant to go against. Rumors of a dozen jabs in the blink of an eye are common when he's brought up in conversation, each aimed precisely to kill. Though ferocious in battle, he does not sacrifice skill and prefers precise strokes over simple brute force. The blood lust he radiates often makes opponents think otherwise. Though he uses his spear mainly, he is versed in unarmed combat as well from his childhood. Certainly not his focus as a fighter, but enough that he isn't helpless without a weapon.
The last notable skill he has would be the myriad of languages Suthalan understands, his well spoken tongue a sharp contrast to his seemingly rough and to the point nature. As a person who often has to travel various regions to find work, being able to communicate with the locals is somewhat important. The fact that he is capable of learning so many different languages does hint at a mind not incapable of scholarly pursuits.
The main thing of note that the Hound carries would be his oddly coloured spear; yellowish-green or red depending on its state. Aside from the ability to change color and being exceptionally well made from an unknown material, there’s little else to the weapon. Or perhaps its other features have simply yet to be discovered.
He also has a pack he carries around that is quite special in the fact that it has undergone an enchantment by a mage who specialized in the Foci of Portals. The result is something akin to a Bag of Holding, resulting in an interior space far greater than the exterior. Though with many benefits, there are obviously a share of downsides to be had as well.
- Firstly though the items stored may not occupy space, they are still present in a sense. That is to say that though they may not take up space; they still weigh him down, may be broken or set off if the item is fragile or volatile enough, etc.
- Secondly there is a specific spell that must be performed to access the magically stored contents, one that is certainly impossible to perform while distracted.
- Lastly, magical items can not be stored within the enchanted portion of the pack last they interfere with said enchantment.
(Currently holds a short bow and 10 arrows for hunting purposes, various salves he's managed to obtain for medicinal use and survival tools like a hatchet, hammer, etc.)
Charge: Soul (Instinctively in tune with the Charge, Suthalan has the odd ability to sniff out souls of others earning him the nickname of Hound. The vast variety of people he’s come into contact with over his travels have begun to allow him to differentiate between the various similarities in people’s souls, such as what magic users smell like. The problem is that in areas of large concentrations of people, such as cities or towns, the ability can get a bit overwhelming. Thus he generally resorts to wearing a shroud whenever he’s forced to be in a populated area.)
Foci: Arcane - Energy (He relies less on the flashier aspects of this Foci, utilizing the more subtle effects. All magic relies on energy in some form or manner and Suthalan capitalizes on this weakness to disrupt all manner of magic by draining or simply dispersing the energy fuelling a spell.)
Last edited by Zombehs; 10-10-2013 at 11:29 AM.
Real life? Fuck you, you're boring.
Central Town/ City Name:
Central Town/ City Overview:
The City has a 'level system' in the city, low, middle, military, and high classes. They also have walls and are often large in size, some cities can be made outside of the wall, just to make room for more people. Since it lives by the river, most of the trading ships go to Jenera and trade in the local market area. Embassies are allowed on Jenera but they're checked once in a month and are closed during a war with a nation. The markets can house any goods for Tyrarius but one market: The Global Markets, it houses any good for other trading nations or/and allied nations. The ports are used as a 'spot' for trading/ military ships for any nation, but people for Tyrarius don't have to be paid for a port and they have to pay only one time. Isn't cheap but it's a great deal because, the other nation's trading ships are guarded by Tyrarism's navy until they leave the river and enter the sea.
Tyrarism are people that were raised within Tyrarius, which is around 75% of the population. 25% are humans while 55% are Licouisms and 20% are a mix between the two called, Humouisms.
Tyrartius has a class rank based family's history and choices made during the family's time on Tyrartiys. If a family member is serving within the army, the family will be middle class but If a family was farmers, they would be low class. Slavey is allowed and only for people who did a crime, such as rape, stealing, hitting a female, etc. are slaves. But if they killed, rape a child, etc. they are killed in front of the town/city, to show that they don't allow crimes to happen within Tyrartius. Foreignes weren't allowed until the ban was lifted by Fredrick and are treated like anyone else, meaning if one of them does a crime, they become a slave or the family members have to pay or replace things for the family. If they killed or raped someone, they still get to die unless the other nation would do it for them.
Religion is allowed within Tyrartius and people can pick any religion, a pope is picked to be the leader of that religion and gets to keep an eye on things. But Tyrartius did have a religion of their own, until they removed it from history books due to the aftermath of the rebellion, but some members within the royal hold want it to come back. The royal family and hold must be under a religion of any, but they can't talk about unless it's in a bill or act or becoming a bill or act. The royal family and hold want people to be in a religion until they come up with something, so they have something to pray on during a war. But if they are at war with a nation, whose religion was founded on, is banned until the war is over.
Tyrarius's building style are both humans and their own designs (like England's in the 1700s) but they most used human designs. The themes of each house are based on family's rank, they may be wooden for a middle class but stone for the lower class.
(The central city of Tyrarius, home to the royal family and hold)
(Home to the naval port, also has a trading port area)
(Home to the military base, most of the research goes to Alexisma, has a research base)
The army is 5% and the navy is 8%, due to it's land size and being by the river for a long time. Being the regular troops isn't easy, armed with swords and crossbows and wearing iron chest and body armor, and having to run in them across the field. They are used as a 'push unit' to move the enemies back or to move up, they have the crossbows to fire at them then push up. Horses are used by the army and the royal guards, also they have armor on and the horse can carry water, money, etc. for 5 hours. The royal family has a body guards which are, horse unit that has golden armor and shape spears to protect the family at all times.
The navy has a longer history than the army due to being by the river, they have made ramming ships, that can damage wooden ships easily and with steel or iron rammers, it can be deadly but they're rare to see them. Trading ships are easy to make but due to having no wood, they're in need of them fast, and they have longbow men on board the ships. Longbow and crossbowmen are usually on the trading ships with swordmens as backup, in case things go bad.
People of Importants/ Heroes:
King Fredrick Warsaw IV
(King of Tyrarius, crowned at the age of 26, married at the age of 29, assassinated at the age of 37)
Queen Catherine Warsaw III
(Queen of Tyrarius, crowned at the age of 32 due to her husband's murder)
Prince Alexander Wells V
(Son of Catherine and Fredrick, set to be king after his mother's death)
Ambassador Joesph Uilma
(One of the ten ambassadors of Tyrarius, was Fredrick's friend, has a wife, became ambassador at the age of 42)
(The hitman that killed the king, was captured by the guards, a hitman for a small guild within Tyrarius)
Founded by natives, who were used to this kind of land and climate, decided to try to be a fraction. But that failed due to a new species that came along and killed all of the natives within the city. After the attack, they set up to be absolute monarchy, due to a public vote, which was based on monarchy or republic, monarchy won the votes. Years later, the city has expanded more than, the natives did and also the fraction expanded to touch to the ocean and the end of the river. The king introduced a new bill, that taxed on raw goods, that were captured or taken from the river, that upset the people but when a second bill, that taxed on goods for local farms, the people revolted. They invited some humans to join them in the overthrow for the absolute monarchy, they accepted and overthrew the king. He drowned in the river, by putting him in steel balls, that wrapped around his legs, and pushed him to his death.
Years passed by once again, and the magic hit Tyrarius and Fredrick IV was fearing for the worst: revolution. He introduced an act and called it, Magisim Act, and captured anyone who had a bit of magic in their body and used them to study them. He captured more than 60 magical people, most of them had focus and were let go after the studies were done, and gave them money and a house. But people with change, were kept in hiding research labs, to keep on studying them and didn't let them out due to their powers. One day, on the way to a meeting, Fredrick met his fate by a hitman, he was stabbed around 30 times before being captured by the guards. The news of his death had reached the castle and a new crown was fitted on by: Catherine.
Catherine Warsaw III was a hard working woman, that met Fredrick when they were kids. At the time, Catherine forgot about Fredrick when she moved to another town and built her life. She owned a store, that sold weapons towards 'heroes' that came to the shop and made bits of money, that lasts for a month or so. Until it was burned by bandits, who were raiding the town and killed most of her people including her father, who was the mayor of the town. When Fredrick heard that her town was burned by bandits, he sent an army to the hideout and killed them all and asked Catherine for her hand in marriage. After Fredrick was killed, all of the things that he left was handed to Catherine and she didn't know what to do. Her son, came to the castle after hearing about his father's death. He will help his mother out until she gets use to it and will return to his usual business.
Resource Details: WIP
UNTO THE HEARTS OF MEN
Last edited by Rare; 10-10-2013 at 10:42 PM.
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( Made By MissCapnCrunch )
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