Twelve years ago, the Trade Republic of Bresiroth's exploration fleet discovered Kasum, a vast and untamed continent across the western sea. An attempt was made by the Republic to colonise the faraway land, but after months of silence from the colony, a supply fleet discovered the small outpost ravaged by an unknown foe. The news stifled colonial enthusiasm back home, and so the next wave of brave pioneers were paid double the wages of their predecessors. To be sure that the new colony would not meet the same fate as the last, the Stadtholder of Bresiroth invited mercenaries and explorers to accompany colonists, offering a bountiful salary for their service.
You are one of these brave souls. For one reason or another, fate has found you on this new and wild continent, and it is your duty to expand and conquer the unknown in the name of god, the king, or simply your paycheck. But be warned, dear explorer, for the land of Kasum is ancient and dire, and will quickly devour any colonist brave enough to venture onwards unprepared.
Information:
In this roleplay, your job is to interact with your fellow colonists in an attempt to explore and conquer terra incognita (unknown land), while also helping the colony of New Bayheath thrive and survive. I'm going to try and keep things simple so that you don't have to read an essay just to fill out a character application, but if you'd like clarification on anything just let me know and I'll go into more detail.
The World
This roleplay takes place in New Bayheath, a Bresiroth colony on the shores of Kasum. Kasum is one of two continents on the planet Jinai, the other being Maltha, where all players would have been born. Maltha is a very diverse and large continent akin to Eurasia, in that it spans many climates and is home to a variety of people, cultures, and nations. Centuries ago the continent was plagued by monsters of all designs, though after years of heroes banishing them from the civilised world, they've become the stuff of myth.
I will eventually create a map of Maltha with a list of nations, but for now, feel free to make them up when you're writing your character application, but keep in mind that your background (at least where your character is from) is subject to change.
In regards to the tech-level, Maltha is similar to Eurasia in the 15th century. Firearms and cannons are still in very early development, and cannot be found outside of an engineer's workshop, meaning traditional weapons are still the standard for nearly everyone.
Very little is known about Kasum, other than that it is a tropical and covered in dense jungle. On the horizon looms a singular black mountain, that some colonists speculate to be volcanic. New Bayheath is surrounded by a small plain that quickly turns into thick jungle, giving the colony some room for expansion. The town is meager, with a population of some 300 people, all of whom are administered by the head of the colony, Governor-General Gabriel. Gabriel will cooperate with his mercenaries in the exploration of Kasum, so long as their suggestions are in the colony's interests.
Races
Humans: I don't think I need to describe human physicality, but in Maltha they are found in the west, and have divided themselves into many petty kingdoms and republics. Humans get along decently with other races, but often prefer that they remain in their own nations.
Dwarves: These subterranean folk are believed to be ethnically similar to humans, some will even tell you that dwarves and humans share a common ancestor. Because of this believed shared ancestry, dwarves get on best with humans in terms of diplomacy, and the dwarven fiefdoms of the southern mountains have historically allied themselves with the humans to the west. Typically dwarves are shorter and stockier than humans, standing at around 4 - 5 feet in height.
Elves: The elves of Maltha all stem from the ancient, and still standing, Republic of Azor, a powerful nation to the snowy north of the continent. Elves are typically highly xenophobic, and have expressed a policy of isolation for hundreds of years. However the Elven republic has recently been weakened by plague, causing many of its citizens to flee into the neighbouring nations to seek work wherever possible. Elves, despite their preference for other elves, are pragmatic, and won't start trouble with races they don't like if it doesn't benefit their larger goals. They are typically taller than humans, and a great deal paler.
Orcs: Most of Maltha's orc population are part of the Red Hand Empire, a loose collection of a thousand different clans and families all under the reign of the Red Emperor. Many orcs however live throughout Maltha, serving as bodyguards, mercenaries, or simple thugs. An orc's great stature, standing at around 7 feet, make them formidable opponents if well equipped and well trained. They are typically discriminated against because of their barbaric appearance, possessing sharp teeth, slanted brows, and bizarre green skin.
Other Races: Maltha is home to many more races that will not be mentioned to keep this brief. If you don't want to play as any of the above, leave me a note explaining your chosen race (nothing too outlandish please), and I'll incorporate them into the world.
Religion:
Faith in Maltha is something used to unite people in times of crisis. Priests and clerics wield no divine power, and cannot "smite" as is common in many fantasy worlds. Much like on earth, the existence of gods is debated, but popular nonetheless.
Atalism
Atalism is the belief in an omniscient and all powerful deity known as Atal. Atalism is very popular throughout the human Kingdoms, and even among some dwarves. Its dogma is similar to Catholicism, condoning the conversion (and saving) of heathens, whereas heretics must be punished, and then converted.
Tanism
Tanism is a heresy of Atalism, which believes in the idea of a divine power, but condemns forceful conversion, religious intolerance, and religious violence. Tanists are a minority group who are often attacked by Atalists regimes for their humanist and unorthodox views.
Strollism
Stroll is the mythological founder of the first dwarven nation, and has become a heroic figure worthy of worship throughout the dwarven fiefdoms. Stroll is worshipped almost exclusively by dwarves, who attempt to be like him in all ways, ie. be courageous, resolute, willful, and proud of your heritage. Strollists will never attempt to convert another race, as it is seen as a religion purely for the dwarven people.
Paganism
Practised mainly by both the elves of the north and the orcs to the east, paganism has no specific gods or doctrines, and simply involves worshipping the anything other than Atalism, Tanism, or Strollism.
Magic
Ancient texts from nearly all races speak of individuals capable of handling fire, spitting lightning, darkening the sky, and raising the dead. It is believed that in the past, in a time before science, magic was a prominent force. In today's world, magic is merely the stuff of legend.
Rules:
1. Don't write like a chimp, take a bit of pride in your posts.
2. That said, try not to post 5 paragraph long responses. Unless its warranted by the roleplay, keep your posts around two or three paragraphs long.
3. Try not to venture off on your own. Not so much a rule, just advice really.
4. Don't whine, if you have criticism or a complaint, voice it like an adult.
5. Follow the rules of the site.
Character Application
Name:
Race:
Age:
Sex:
Appearance: (Link an image and/or provide details of their physicality, things like height, weight, how they walk, how they sound, any disabilities, etc. )
Profession:
Social Ranking: (Colonists rank below the mercenaries tasked to protected them, though both are administered by the Govenor-General, played by yours truly)
Talents:
Personality:
Recent history: (I don't need to know how your character grew up, but include their reasons for joining the colony)
Final Notes:
This roleplay will be a lethal one, meaning that character death will occur, but not too often and never unfairly. Death will be the punishment for naive and careless characters, though don't be afraid of making such a character, as the roleplay could be fun all the same.
A quick question. Could I create a band of mercenaries that all of my characters come from??? Sooooooooo if one were to die then another could take their place with the same sort of history and equipment.
A quick question. Could I create a band of mercenaries that all of my characters come from??? Sooooooooo if one were to die then another could take their place with the same sort of history and equipment.
Ayo.
Do you want characters in the characters page or in the OOC to be accepted first?
I know magic is stuff of legends in this world, but can we expect something magical coming up as we explore more of Kasum?
If so, could we have a peak at what kind of magic you're thinking of? (Magical items, awakening dormant magic in individuals, spell scrolls etc etc) This is just purely to create a character around the potential magical stuff they could do.
Or you know, if not, that's cool too (srsly, not sarcasm).
I'd prefer if characters were posted here initially, I think I'll reserve the character tab for those accepted. And in regards to magic; your characters (depending on how you all play) should discover "magical" things as they explore the area outside the settlement. I don't want to spoil much, but Magic on Kasum is more akin to voodoo than traditional "fire ball spells". That said, feel free to make an explorer character in search of the latter, could still make fun roleplay.
The Red Coat Mercenary Company (RCM)
Formed just over ten years ago by a former Guard Captain, the Red Coat Mercenary Company is made up of former soldiers who decide that the money is just not good enough. Priding itself on good pay, lots of loot and being incredibly reliable and disciplined. Only a small band were selected to act as protection for the new colony. With so little known about the new world the price was good however the risk was so high that it was not viable to take the entire contract. Allowing for other mercenaries to be present.
Uniform of the RCM:
Name: Jack Sullam
Race: Human
Age: 32
Sex: Male
Appearance:
Profession: Mercenary Captain
Social Ranking: In charge of the Red Coat Mercenary Band deployed to the colony. As well as that has authority over an average colonist.
Talents: An adept swordsmen, from years of practice and experience. He also is physically very fit and knows how to led and organise men.
Personality: I prefer to RP this.
Recent history: As an officer in the RCM he was selected from a group of volunteers to lead the small band of RCM mercenaries deployed to the colony. Before the RCM he was a member of the Trade Republic of Bresiroth's army however he was discharged after disobeying orders that would have led to the death of his entire band of men. The RCM took him on and instilled true discipline I him, as well as giving him an opportunity to prove his worth on a battlefield again.
Name: Hirion Aldalithe
Race: Half-Elf
Age: 24
Sex: Male
Appearance:
Profession: Engineer
Social Ranking: Head Engineer
Talents: A crack engineer and even better gunsmith, his skill lay in building and innovation. He is also a large proponent of lighter-than-air travel.
Personality: Cunning, clever, and daring. Hirion is able to think is way out of anything and often comes up with plans to get materials he needs. However, this is balanced with caring and selflessness, his work is often used to better help others and try to prevent needless death.
Recent history: Hirion was until recently a thriving inventor however after an incident where one of his latest inventions caused great embarrassment to a King he fled. He would drift for awhile making watches and guns until he decided he needed a fresh start. Contacting the colonial expedition he showed them his credentials and was quickly excepted in to the crew.
Name: Christopher "Chris" Din
Race: Human
Age: 29
Sex: Male
Appearance:
Athletic build, standing at 5'9 at 150 lbs.
Profession: Explorer
Social Ranking: Lower than a Mercenary, but still higher than a villager. Probably looked down upon by the mercs, possibly percieved as weak, or foolish to want to explore the new world.
Talents: Survival Skills. Strong instinct. Strong sense of direction. Has the many skills necessary to traverse a diverse land.
Personality: Very adventurous, and can be a little rash, but not without credit. Chris can usually pull off whatever otherwise 'crazy' claim he makes. Not afraid of anything, or anyone, and jumps at the chance to see or experience something new. Otherwise, Chris is a pleasant, and very interesting man to speak to. He seems easily excitable, but keeps a cool head through most situations.
Recent history: Chris spent his youth travelling with his merchant father, and has spent time in almost all the provinces and lands of Maltha. Has spent most of his adult life (17-present) travelling and exploring the wilderness of Maltha. When he heard about the chance to see what no man had seen before, he jumped at the chance for adventure.
Accepted, but be sure that your character isn't whipping together guns in an afternoon. It'd need to be a lengthy process, and keep in mind that the colony might not be equipped with the components to smith a firearm. That said, an engineer would also specialise in improving the fortifications of the colony, so we have that to our advantage.
- Snip -
Not sure what you mean by "omit", but if you're still interested in this roleplay, you're accepted.
<Snipped quote by Apollosarcher>
Accepted, but be sure that your character isn't whipping together guns in an afternoon. It'd need to be a lengthy process, and keep in mind that the colony might not be equipped with the components to smith a firearm. That said, an engineer would also specialise in improving the fortifications of the colony, so we have that to our advantage.
<Snipped quote by Liber>
Not sure what you mean by "omit", but if you're still interested in this roleplay, you're accepted.
He's mostly there to help build and maintain but also to act a scientist and assistant. Most of the time he'll be working on getting new buildings and walls up.
<Snipped quote by Apollosarcher>
Accepted, but be sure that your character isn't whipping together guns in an afternoon. It'd need to be a lengthy process, and keep in mind that the colony might not be equipped with the components to smith a firearm. That said, an engineer would also specialise in improving the fortifications of the colony, so we have that to our advantage.
<Snipped quote by Liber>
Not sure what you mean by "omit", but if you're still interested in this roleplay, you're accepted.
I accidentally double posted and couldn't find the delete button haha.
I am just a participant in this fine RP but my 2 cents would be that this is a small colonial venture orchestrated by one quite large nation. Having another kingdoms prince would create a conflict of interests for the leadership and would threatan the position of the governer.
Soooo its not likely he would be allowed to join the colony
My idea was that he'd be from a really small kingdom with no significant power at all, and that his role in the colony would be more like an ambassador, rather than someone with the intention to rule. Furthermore, I'm planning for him to be the youngest of many siblings, so even in his own kingdom, he doesn't have any real power. So my intention with this character isn't to disturb the power balance, but rather to have him there as an ambassador or diplomat.
But still, I see your point, and will of course respect the GM's decision to decline this concept if it comes to that.
This RP seem really interesting! I have a character in mind: a prince from a small human kingdom. Would that work?
I'm fine with you playing a prince, but Gowia makes a good point.
I am just a participant in this fine RP but my 2 cents would be that this is a small colonial venture orchestrated by one quite large nation. Having another kingdoms prince would create a conflict of interests for the leadership and would threatan the position of the governer.
Soooo its not likely he would be allowed to join the colony
The Governor would allow you to join the colony, but he wouldn't grant your character any special privileges, and would treat you as any of the other mercenaries. A power struggle could make for fun roleplay though if decide to play your character that way.
Alternatively, your prince could be in disguise, and using a fake name. Either way I'll allow it.
Just putting my point out there, I have no problems with a conflict, makes the story much more fun. And could mean the mercs are offered a slightly different purse...who knows???
Name: Tristan III of house Trivillan
Race: Human
Age: 26
Sex: Male
Appearance: Slim build, but with the muscles expected of one trained in swordsmanship. 5'6 feet tall.
Profession: Prince/Ambassador
Social Ranking: Higher than a villager, but despite his skills with a sword and the fact that he's mostly there as an envoy, people might look at him as a 'spoiled brat' because of his royal background.
Talents: Sword fighting and knowing which utensil to use when at fancy dinners.
Personality: Positive, loyal and outgoing, Tristan could easily be compared to a golden retriever. He always tries to give everyone – and everything - the chance to prove that there's some good in each living being. Though seemingly naive, he often intentionally exaggerate those traits. He's noticed that people are often much easier to handle when they think he's a stupid and gullible.
Recent history: With five elder siblings all doing something productive with their lives, Tristan was pleased when his lord father informed him that he was to be sent as an ambassador to the new colony, despite the dangers this would surely put him in.