“In truth, it was all but a matter of time. Even the most cynical of ours surely did not expect what was to come upon us all as our realm fell into disarray and madness whilst greed, ambition, hunger, and pride would lead us all into the darkest hell.” Theme - "Vengeance is Mine"
Overview
"Advanced roleplaying should focus on developing interesting and complex characters that become part of plot-lines which catch the imagination and inspire the writer behind them to exercise creativity. It is mature, humorous, imaginative, tragic, terrifying, passionate, and rife with descriptive language and characters with real personality and relatable cares. Quality posting is far better than needless novels, yet one should never neglect detail when one feels the need. However, while word and paragraph requirements ought to be unnecessary, single paragraphs cannot contain enough detail to suffice."
I suppose as a disclaimer the best thing to mention is that this a game of collaboration and prose where the goal isn’t to be competitive “nation-style game” but rather a “concurrent sandbox-style game” which means there are few linear strangleholds and the narrative is open to the writer’s whims as long as they do not contradict others.
Fatal Souls is a sort of medieval-fantasy sandbox role-playing universe that has some subtle elements of fantasy. The idea came from me being way too self-conscious to write Game of Thrones continuity role-plays so… I spent more time it would’ve taken me to catch up on that lore and made this. I want players to have a lot of freedom with what they do and create stories from multiple perspectives; not just kingly ones. I will be playing it up on multiple perspectives myself as well as orchestrating events as time goes on, but what I really want is to see events from other sandbox stories sort of somehow effect the world as a whole to the point another player somewhere else hears about it.
Commonly, the idea is that players will pick a great or minor house from the continent of Orlandis to role-play as a member or member(s) of that house. There are a plethora of characters from the three core continents to play from including hedge knights, priests, pirates, mercenaries, herbalists, and so forth—really whatever your imagination favors. What stories are there to tell? For the short answer: many; there’s political ones they could want to craft but there could be also stories reflecting a kidnapped princess, a disgraced knight living out his days as a sellsword, an ambitious adventurer getting a taste of free life on a “totally-not-a-pirate” ship heading for an unknown island, and so forth. What you write may affect others and what I write likely will as well. This isn’t an authoritarian show, everybody can create a possible outcome that affects things around them.
This is not to say player-on-player interaction is discouraged or to not be accounted for—some people work better in groups and it’s always cool to see interaction as it was in the other sandbox role-plays I’ve been a part of. Some guidelines include: Don’t call shots on ‘important’ NPCs or other player characters, collaborate if you wish to, respect the GM decisions and so forth, don’t jump into a scene for the sake of it— make sure your perspective character has a reason to be there (for example, why is the crowned prince of Fedos Plur suddenly in Terijas helping a soldier in a war? Explain through narrative or to the GM if you need some air of intrigue).
What should you play?
Well, I have a bit of the ethnicity/regional information below so take a looksee and see what preset lore is done and go from there. Also, I recommend people playing a point of view character from the Kingdoms within Orlandis, since the RP has events as well as cohesive information designed for that continent. PM me if you want to be something foreign to Orlandis and maybe I can work with you to make it work. But we do need all of the Orlandis' Great House perspectives filled.
Story
Plot
Plot overview here, soon!
Rough Timeline
1st Age
2nd Age 100.1.02 - Alduin Thralon is born. 118.1.10 - Dierk Thralon is born. 143.3.02 - The King of Terijas, Alduin Thralon, dies infirm in bed. 143.3.14 - Dierk Thralon succeeds his father as King of Terijas. 144.1.08 - King Magnus Balkr and King Lothar Atgeirr invade The Highlands under alliance with King Dierk Thralon. 144.6.20 - King Barun Erayan is killed by Commander Othmar Gahnt after King Dierk Thralon's alliance with the Northlands and his strategy succeeds into a crucial battle in a mountain pass. 144.7.19 - After dealing with remnants of House Erayan and their allies, Dierk splits the Highlands into two kingdoms and leaves his two closest friends in charge of each: his most skilled general in the west, and his brother in the east. 145.1.08 - With the more clear threat in the North dealt with and with guardians secured, Dierk Thralon looks to the threat of Damon Etlas in the Lowlands who has declared war on The Expanse & Verge as well as longtime allies in Gradiar. Sending his youngest brother to Gradiar as an envoy (and arranged marriage) and allying himself with an honorable Lowland house known as House Valian he begins a southern approach to defuse the conflict in the realm as well as secure the breadbasket of the continent. 145.6.18 -Damon Etlas and twelve of his blood relatives are killed at the Battle of Black Lake.
3rd Age
4th Age
5th Age
6th Age 538.9.07 - Kristof Thralon is coronated as High King of Orlandis. 538.9.18 - Kristof declares war on The Northlands on grounds of heresy. 549.4.09 - House Atgeirr is rendered extinct due to orders by High King Kristof Thralon. 549.5.02 - The vyntic people of the Northlands are outraged by the Massacre of House Atgeirr. The remaining lords of Skavia unite under the King of Perhyr. 549.5.10 - King Henke ‘the Wall’ Balkr declares a new kingdom called Norðriland. 574.10.03 - The Treaty of Kaldrborg is signed, the war between Orlandis and Norðriland ends. 574.10.09 - House Hafrek is granted the lands of Skavia by King Henke ‘the Wall’ Balkr of Norðriland. 574.11.12 - After securing the realm, Henke Balkr disbands the imperial kingdom of Norðriland; the Northlands return to being vassals of Orlandis.
7th Age 612.1.17 - The rule of Meinrad Gahnt invokes a mass rebellion by the majority of the lords of Erayis. 612.6.14 - The High King of Erayis, Meinrad Gahnt, is defeated during a siege of his castle at Wexford. A traditional house is elected by the forces to become the next ruling house of the Kingdom. 612.6.15 - The remaining members of House Gahnt seek refuge in Euritia.
8th Age 796.1.19 - The High King of Orlandis, Dieter Thralon, falls off a balcony to his death. 796.1.25 - Armin Thralon succeeds Dieter Thralon as High King of Orlandis. 799.4.02 - High King Armin Thralon abdicates the imperial throne to the King of Terijas.
9th Age 802.5.17 - Edric Thralon, the High King of Orlandis and King of Terijas, retires the imperial kingdom thus returning the realm to one of independent kingdoms. 881.2.05 - Enok "the Sealord of Praxis" invades Perhyr. 883.1.19 - King Berir Balkr and Prince Lokir Balkr perish at the Battle of the Frostback Hills; Enok is captured. Prince Viktor Balkr inherits the Kingdom of Perhyr in the aftermath.
10th Age 900.1.01 - The festivals for Zeitfeier begin.
Events
A few linear events will help guide players in "conflicts" of the region they become involved with.
These will not begin until players initiate them, or discussion suggest we start them.
Event #1: The Fury of the Storm The self-proclaimed "Monarch" of the Stormbroken has always been a mocking crab of the realm, and it is here that a new more violent one has come into power. Growing tired of their lesser society at the edges of the Hinterlands, this "Monarch" looks to the northern borders and western coasts as an ample opportunity to reveal something to all of Orlandis; that the Stormbroken refuse to be herded and ignored like lamb. This is more than a raid of cultures, but a calculated show of power and something much more frightening: a Stormbroken invasion.
This will effectively give the Stormbroken leader a casus belli on The Hinterlands. Other invasion targets by land (Skavia, Erayis, Reinoa) and sea (Gradiar, Reinoa) will feel the full threat of their culture.
Event #2: Of Imperial Blood The Imperial Kingdom of Orlandis has been dead for one-hundred years; a century of independence among all at the wisdom of the last High King. However, given the troubles of military and economic nature around them mixed with sure pride and presumed right by bloodline two "High Kings" wish to revive the imperial throne, the King of Terijas and the King of Euritia. Looking to their de jure allies (Erayis for Euritia and Gradiar for Terijas) they begin to fight over a throne that hasn't existed in quite some time.
How both Kings of their respective countries came to believing they should restore the Imperial Kingdom of Orlandis is up to the players, of course; but it is obvious that the social, economic, and political consequences from this will be great. Veronia is often been allies with Terijas and serves as much of the breadbasket given it's soft rolling hills and vast rivers for agriculture.
However with Erayis and Gradiar soon to be attacked by the Stormbroken, how will it play out? Will these High Kings look to a common enemy or ignore them as petty raiders as they always have and focus on their ambitions?
Event #3: The Black March A group of vyntic raiders and warriors have unified under a Hilmir (chieftan) whilst the sea of echoes begin to freeze over suggesting a powerful and dreaded winter is going to hit the Northlands soon; this Hilmir known for his iron mask and unyielding strength begins to plan to invade the Northlands like they have never seen before.
Fairly self-explanatory, The Northlands will get invaded by the totally-not-king-beyond-the-sea during a harsh mythic winter that is rarely seen.
Event #4: The Price of Blood Few sellsword companies in The Verge can match The Ivory Hand. With a constant supply of recruits from Atularis, and a size comparable to a small army, the lack of knights has never been a problem in the the Expanse & Verge. The founder of The Ivory Hand, Ordono Qaizos, recently died in his sleep, making his second-in-command the new leader of the company. There have been reports of the group extorting homeowners, shopkeepers, and even low lords of Voltaani and Caelia. They have started raking in exuberant fees, as well as making large profits from selling captives and criminals alike to slavery in Atularis. Rumors are that other sellsword companies loyal to the lords of Expanse & Verge desire to follow in The Ivory Hand's influence.
Caelia and Voltaani do not follow the central religion of Orlandis (The Word of Aavaar) hence do not have traditional knights (they have a title called "cavaliers" though instead) and a small military within their realm given they have been in few wars as the desert of the Expanse has kept most of their threats away. Basically Caelia and Voltaani have used their huge gold stocks and trade routes with Atularis to pay for mercenary fleets to ward off pirates and been comfortable. With few men comparable to their mercenaries they sort of are in a bad situation with no solution when all of the mercenaries decide to do as they please to commoners and their establishments; some might even think the nobles have forfeited their right to order them around.
Veronia is a neighbor, might be willing to intervene, but you know how things are...
Event #5: The Rebel's Flag House Etlas has been dead for hundreds of years, yet in a small stronghold deep in the Steelpines comes a brazen young man by the name of Erik with obscure support to a claim as old as the forest itself. A mixture of intrigue, bravery, and ambition lies the path of blood – but despite Valian’s honorable rule there will be always old men supporting young usurpers to gain themselves more power or perhaps believing in the divinity of their rule.
General Information
As this game is built with the immense task of creating an original setting from the grounds up, this section is here to sort of in layman’s terms explain things for cohesive utility. I will use analogues as a good way to help you visualize as well as make sure you know naming conventions and other such meta-information. Thank you for being patient, as while this is an advanced role-play I do realize it can seem like a lot to take in.
Bastards
Bastards adopt the surname of “Black” due to the stain on their family’s honor and prestige that brings from siring them.
Calender & Currency
The current year is 900AE, the first month of spring is here.
The western calendar is based around the founding of the religion of Aavaar, hence the Aavaar Era (AE) with everything recording previously being referred to as the vague sense of historical notation—the Historic Era (HE). The calendar refers in a sequence of months beginning with the harvest season, which would be the equivalent of spring and the end of winter. The year is set up into twelve months (three for each season: harvest, summer, autumn, and winter): comparatively it is as if we started the year in March.
There is also a seven day week named after the constellations of old (and reformed as the wardens of Aavaar):
Bienday, Hasday, Hunday, Lowday, Euloday, Rabday, and Schwaday.
Currency in Orlandis is settled into the categories of bronze, iron, gold, and platinum. They are equivalently named "crowns". An example would be: "It took my entire coinpurse, about seventeen gold crowns."
Cultural Analogues
This is a southeastern cultural group in game (Voltaani) so we can draw from Game of Thrones in the form of the Dornish. As a real world example naming conventions are generally Spanish, Portuguese, and Basque. Example of character names include— Amaya Antar, Amando Artez, Anxo Iniigo, Dario Valari, and Cornelio Txausi.
This is a southeastern cultural group in game (Caelia) so we can draw from Game of Thrones in the form of the Lorath and other free cities. As a real world example naming conventions are generally French, Frankish, Dutch, and Basque. Example of character names include— Amelie Caine, Anouk Dumais, Gaizka Bonheur, Merogais Duguay, and Clovis Guerin.
This is for the western cultural group in game (Reinoa, Stormtir/Stormbroken) so we can compare these guys to those of the Trident and the Iron Islands in Game of Thrones as a reference. As a real world example naming conventions are Pictish, Irish, Welsh, and so forth; basically the celtic cultural group. Example of character names include— Cathaoir Marlowe, Cadeyrn Crowe, Anwen Kathaim, Cadfael Duearth, and Eirian Glyndwr.
This is the general cultural group in game (Veronia, Terijas, Euritia, Erayis, Gradiar) so we can draw from Game of Thrones in the form of those people from The Vale, The Westerlands, The Reach, The Stormlands, The Crownlands, etc. As a real world example naming conventions are generally early English, Anglo-Saxon, and German. Example of character names include— Emilia Valian, Dierk Thralon, Leonard Edrid, Julia Vayle, Godfrey Kentham, and William Barton.
This is the far northern cultural group in game (Skavia, Perhyr) and as such can be compared to the people of the north in Game of Thrones for one example. As a real world point naming conventions are Norse, Finnish, Norwegian, and Swedish; though this is only in for first names. Examples of character names include— Jorvik Volkar, Davok Ulaar, Otho Skagelv, and Igor Hafrek.
National/Regional Information
Caelia
Lands Stepped between a wall of desert from her enemies and gold-enriched cliffs and hills, the Expanse is named for the sands that you must cross to get to the “meat” of the northern peninsula. For all of the resources in Orlandis, the small territories within the Expanse hold the largest supply of gold on the continent making the nobles who own the lands quite rich and politically viable. In the southern lands of the Expanse you will notice flowing rivers and rolling fields that owes itself to great agriculture development: river mills, farmland, timberhouses, fisheries, and trade guilds are aplenty. The most densely populated areas are within the southern borders and the northeastern coasts. Within the Expanse’s influence is also the Isle of Anderis which is where not only gold is aplenty but decent installments of jewels and ore.
People The People of the Expanse take a lot after their southern neighbors that they have had favorable discussions with for centuries thus making many people passionate, enduring, fairly diplomatic, yet due to the close borders to Veronia and Terijas find themselves fairly cautious and concerning despite no force being able to penetrate them by land or sea. However, instead of being paranoid they choose to use guile to make sure they are not desirable enough to invade as they make plenty of trade and marriage ties to make sure they are seen as a more useful ally rather than enemy. Though they are most certainly walking on thin lines considering they hold different values, religion, and ideals than the rest of Orlandis.
The men and women of the Expanse are a blend of practical and extravagant dress, though they do not tend to import much foreign fashion preferring to use their Exlandic roots of their culture instead, though sometimes fashion from The Verge sneaks into court.
Military Due to the desert and mountain ranges, military culture based on population is limited and like their allies in The Verge, people in the Expanse tend to focus on using their wealth to buff their limited military ranks thus making hiresword companies very well-formed in the Expanse. However, even with the mercenary compliments it is clear that the military beyond that is competent enough as it was their desert guard and defensive naval line that held off the Conqueror of Etlasia from successfully breaching their territory centuries earlier.
Voltaani
Lands The southernmost region of Orlandis, The Verge is aptly named for the renown it has for being the highway to the rest of the known world including the various merchant republics. The Verge is nestled in-between ore-drenched mountains that contain ample gold, silver, iron, tin, and precious gems; and soft lowlands that descend into the rocky shorelines. The various houses that take hold in the Verge descend from their ancestors that crossed the Atularis Ocean seeking refuge. Settlements can be found through the farming communities in the north end of the Verge and densely populated cities and towns in the south as well as fishing villages on each of the adjacent islands. As it is the furthest south, it is the warmest of all of the regions of Orlandis.
People The people of The Verge are a passionate, resolute, and diplomatic sort; knowing when to use politics over brawn as well as knowing how to play their hand to benefit themselves. With that said, the people themselves are not selfish but rather neurotic as they worry that history will repeat itself if they don’t assert their role in the world in this way. Historically, the people of The Verge are from Voltaan or at least a good majority of their ancestors were as the ruling house of Voltaan, House Antar, has ruled The Verge as long as there have been kingdoms in Orlandis. The exodus marked in their history speaks of treachery from trusted neighbors and it speaks volumes that as a culture there are only a handful of remaining pieces of it including the Forlandic merchant republics. This is something few people on the continent have experienced and thus creates a kinship that even rivals men from the Northlands. In addition to such political aptitude therein also lies a sense of pride and liberty, which all of The Verge tries to play a role in.
The men and women of the Verge are as expected a mix of practical and extravagant dress as they import the latest fashion from the merchant republics as well as Sabobalia, and Fedos Plur. The nobility announces themselves even more than the merchant caste of which plays a huge role in the region as the merchant guild is almost as old as the Voltaani landing on the shores of The Verge several hundred years ago.
Military Military culture in the southeastern peninsula of the Expanse & Verge is one dating back to their initial landing in Orlandis. Whilst rich military traditions existed back in Atularis the men and women found themselves at odds with the native population of their new homeland thus making a reliance of outside elements nessecary to preserve their culture. Gathering a large force of hireswords from Atularis they would systematically create the Verge’s mercenary culture as conflict after conflict plagued them. Even when the realm was secure ideas of paranoia and fear allowed this mercenary culture to flourish as they come to rely on them over their own landed military.
Outside of this preserved mercenary culture Voltaani also maintains some of the most ancient metalworking and battlefield tactics in the world. They are plentiful with skilled spearmen, cavalry archers, and endosi-style swordsmen.
Erayis
Lands The lands of Erayis are plentiful with timber as well as large depths of mountains, hills, and valleys. Neighboring the Northlands the weather is also a bit colder than those south of the river that bridges them between the Stormbroken and part of the Kingdom of Reinoa. Within these mountains including the mountain range known as The Mythril Mountains, there exists superfluous minerals that include steady amounts of mythrite and even gold—though the latter does not equal to even half of the yield of the Expanse & Verge. The vast rolling hills are also well-known for massive capacities of animal herding (ranging from sheep, ram, cattle, and fowl), hunting (deer, bear, duck, and wolf), and general farming; though the winter seasons are harsher than that in the south of Orlandis so harvest seasons are much more regarded.
People Rigid, but never faltering—the people of Erayis embody the culture of their ancestors unlike those in the neighboring Euritia thus continuing a cultural heritage that has persevered over the ages. In history the people of Erayis have known to defy foreign kings, and customs that are not their own out of a fear of their culture dying out since most of their religious customs have been forgotten since they have stopped being practice for about five centuries. Perhaps this is why the people of the region are somewhat xenophobic—latching on to a fear of change and lost pride.
Military The military of the region is mostly devised between infantry and ram-based cavalry—archers are well regarded given altitude and hunting culture, but are not as esteemed as those in Reinoa or Veronia. With that said, the region has a staunch history for infantry combat; ranging from swordsmen skilled in the greatsword to skilled pikemen to counteract southern and northern cavalry that they are so accustomed to dealing with.
Euritia
Lands The peninsula of The Arm is not as rocky or rough as the western fringes of The Highlands; though it has strong riverbeds and flowing hills alongside slight existences of steel mountain ranges and waterside cliffs. The minerals are rich in these selective mountain ranges with mythrite, iron, tin, gold, silver, and copper; but the true abundance of the lands is likely the rolling hills that are perfect for agricultural development, plentiful fish and fauna, vast arrays of northern herbs, the forests ample for timberhouses, and the tactical basis of the landmass.
People A true synthesis of two cultures—the people of what is known as The Arm are the cultural amalgamation of the people from the Midlands who occupied the land under imperial decree, and the native people of the Highlands who were initially abrasive of said occupation. However, unlike the western Highlands the locals took well to their foreign lords, perhaps due to the kindheartedness of the descendants of Torvic Thralon or other cultural factors; whatever the case may be the people of Euritian recognize both cultural roots as many can trace their lineage back to both the Midlands immigrants and the natives of the Highlands.
Military Much like Terijas, Euritia is skilled in the art of war ranging from siege, archery, infantry, and cavalry—however northern horses are fewer in number than those in their ancestral lands, so the nobles of Euritia are stuck with a dilemma: import them, or adapt to a new sense of fighting. The latter was the choice one of the older Kings of Euritia decided upon as he switched from offensive cavalry to defensive troops in general to protect the peninsula of the Highlands they occupied—The Arm. Favoring strong walls and ranged units such as the Euritian crossbowman (a recent development), they have kept any more Highlander aggression invade the peninsula granted by Dierk ‘the Conqueror’ that had since become their livelihood.
Reinoa
Lands Collectively known as “the Ironbasket” throughout Orlandis, the Hinterlands are known for an extensive supply of iron and other minerals within the rugged hills and mountains that they owe their namesake towards. Given Reinoa has held the majority of The Hinterlands (The Stormbroken only occupy a small portion of the region), there is also ample room for agricultural development.
The birth of resources is slim but is very well regarded for its supply of strong timber, iron, tin, and copper. In terms of non-minerals however there does exist extensive herbs and fruit born for the colder climate of northern Orlandis.
People Stuck between their unreformed cousins, The Stormbroken, and the prestigious nobles of Terijas and Erayis—it seems that, socially, the reformed hinterlanders would always remain fearful of their neighbors no matter what. However, this does not make the people of Reinoa craven cowards but rather strong and cautious. They know playing politics is essential to survival and they know a good detail of the continental economy relies on their support thus they have always strived to be prepared for anything and anyone. The degree of coin that the Kingdom earns allows the people some degree of financial abundance and there are many who use it to introduce new fashion and invention to the world.
The larger population is concerned with mineral mining, agricultural development, and timber mills.
Military Perhaps due to their height advantage with the Hinterlands rough but sprawling hills and their plentiful timber due to vast forests it comes as no surprise that the people of Reinoa are excellent archers, some touting them as the best in all of the known world. This can be asserted by the origin of the Reinoaian Longbow made from dense woods like pine and birch. – With this in mind, the longbowman is an integral part of the military and is a great defense against the charging raiders of The Stormbroken behind sturdy walls on a well-placed elevation.
Stormtir
Lands Much like most of northern Orlandis, the lands of Stormtir are known for a populous stretch of woodlands and rocky mountains as well as jagged cliffs. What sets Stormtir apart from the rest of the Hinterlands or even the neighboring region known as The Highlands is perhaps the close cluster of steep inclines and lowlands—there is not a lot of room though it does allow it a type of defensibility that has granted the Stormbroken from not being purged or converted by foreign threats for centuries.
The birth of resources is slim but is very well regarded for its supply of strong timber, iron, tin, and copper. In terms of non-minerals however there does exist extensive herbs and fruit born for the colder climate of northern Orlandis.
People The people of Stormtir are famously abrasive, yet some say if they had not their barbaric practices of human sacrifice and raiding culture they would perhaps be the most forward thinking people in all of Orlandis. This is of course based on the fact that females are not second class citizens under the laws of the dominion—it is said that “all are equal under the will of the gods.”
Whilst their “heretical” cousins in Reinoa are fearful and cautious, the Stormbroken are the opposite being brave and careless. The concept of fear is fairly lost to them given either a sense of apathy or belief that if one dies then “they die”. Similar to their more northern neighbors they also don’t regard espionage and intrigue very favorably and likely don’t practice it at all. If somebody wants something, they take it—a common saying in Stormtir.
Military The military specialty of the Stormbroken is a type of sailing frigate that announces itself with great defensibility without sacrificing maneuverability thus the soldiers and sailors tend to refuse to rely on heavier vessels instead focusing on higher population of their lighter vessels. This lends to a society bred upon naval aptitude and with large numbers makes them a particular danger on the battlefield. It has been once said that—“The Stormbroken are the best naval society on the western coast of Orlandis, and perhaps all of the continent.”
Outside of their naval presence, the Stormbroken pride themselves on their light-foot infantry that has an arsenal of experience with short spears, axes, and crude swords including a great sword of some renown. Tactically, most of these infantry are free-willed independents following little leadership direction—though even with a lack of organization they are as strong as they are quick, something of a hinterlander staple.
Veronia
Lands Known for the stretch of rolling hills, long fields, and fields of rivers surrounded by the mountainous nature of the Midlands, the Lowlands is plentiful in pretty much everything. It is no surprise that it is one of the ruling giants of the continent of Orlandis and rightly so. The mountains the Lowlands have access to are plentiful in iron, copper, silver, and gems which compliments the massive supply of agriculture it needs to defend thus with every farming barony lies a fortress to defend it from raids by tribal nomads and the seaborn people to the islands to the north. Settlements can be found all over the Lowlands—cities and towns can be densely populated and several hamlets exist to the eastern part of the region.
People -
Military -
Gradiar
Lands Home to a large riverbed and various mountains as well as rough terrain that occupies many forests, the southern Midlands (or northern Lowlands, depending on who you ask) are an abrasive residence but just like those in harsher environments further north, it is suffered. Gradiar is home to plentiful silver, tin, copper, and small amounts of platinum. Wildlife ranging from horses, cattle, deer, and fish are well known of.
People The people are much like those in the northern half of the Midlands, fringing on honor and deceit. Historically, the Kingdom of Gradiar had been sworn allies to Terijas; having several marriages throughout the year’s in-between the royal lines. The people outside of nobility are hardy, simple, and determined as they make their living on rough hillsides hunting dangerous creatures alongside the mundane. It is said the dangerous “webwood” exists near the northwestern mountains for one said example—but it is one to take note as dire spiders are far from easy to coexist with or hunt down.
Military The military traditions of Gradiar are not different than those of Terijas or Veronia, lying somewhere between its two neighbors. In history, the military of Gradiar was known to be “second look” to their neighbors in non-mounted archery and mounted infantry—but were quite well-regarded as a sort of middle ground of the two as they found skill in the hunters of their rough and ragged hillsides within mountain hamlets centuries ago who used Gradian horses (a sub-breed of horse native to Orlandis) that was hardy and tough for the mountainous environment. Thus Gradiar became the first to put archers on horseback and not lose their sense of accuracy or skill. This tradition continues today with the unit known as the Pferdjager.
Terijas
Lands The northern midlands is the perfect balance of soft rolling hills and jagged mountain ranges, thus sort of existing as a middle ground between the neighboring lowlands and the rocky Hinterlands/Highlands. Given so, the opportunity is aplenty for agriculture development as well as for mining valuable gems and minerals ranging from gold, silver, iron, mythrite, and tin. In addition to the “wealth” of the region there also exists various defensible approaches from the southern and northwestern edge thus creating several choke points for invading neighbors—something Terijas had taken full advantage of.
People The people of the Midlands are as they come in the Lowands; some honorable, some deceitful, and others in-between either. However, unlike their neighbors in the Lowlands—the people favor intrigue and politics over honor and duty making them the natural antithesis of the people of the Lowlands. Instilled as well in people is a sense of pride and greed as history had proven that they were the smartest and the strongest of the three major kingdoms of the past and were the only ones to forge an empirical kingdom that dwarfed six regions and had them all under their foot. It is with this sense of entitlement that people of the Midlands are naturally hostile or full of themselves which causes much conflict. Despite such arrogance there is a sense of order that the Midlands people strive for—mostly due to the major religion of the day, the Word of Aavaar, was founded in the Midlands itself thus making the religious identity of these people greatly defined.
Military Those in Terijas are skilled in matters of siege, archery, and infantry—but most importantly, cavalry units called Companions. This aforementioned cavalry unit is one utilizing the southern horse population of Orlandis alongside long swords—deadly, swift, and smart on their feet; the companion cavalry are known as the most perilous units within the military of not only Terijas, but Euritia as well given the traditions are similar.
Royal Councils
Orlandic councils are held by six individuals.
Serves as court ambassador, royal regent, and reigning leader in times of assassination or hiding. These individuals tend to be close friends or allies with the King/Queen so to not create a conflict of interest.
Serves as the court advisor for matters of religious importance; tends to be head of a monastic order, but not always.
Serves as the court commander of military and naval forces, and the adviser on matters of military nature.
Serves as the court advisor responsible for the matters of wisdom, history, medicine, and in some cases architecture. Requested by a lord to the order known as "Brothers of Weisheit". Lowborn, Nobles, Merchants; all walks of life can join the Disciples as long as they are male.
Serves as the commander of a group of champions (Skavia/Perhyr), cavaliers (Voltaani/Caelia), or knights (Aavaar) to be the shield of the royal family.
Serves as the court advisor responsible for foreign and domestic intelligence, espionage, and intrigue.
Serves as the court advisor responsible for the realm's economy, and trade policies.
Magic
I haven't written out a whole description for magic yet, but I can tell you with confidence these are the highest forms of magic in actuality (mythlore likes to doll up feats anyway):
Arcane Sorcery - Practiced overseas in the royal court of the Imperium iz Olbiaen, arcane sorcery is limited here in that there are no complicated grandiose spells you would see in the like of Dungeons & Dragons and other conventional fantasy settings; it's more within the realm of using arcane magic as a "subtle" means of expanding human energy from the blessing they owe themselves to. Basically to describe it in two words: force mages. The highest caliber of spells one individual can do is no more than a handful of enemies. Spells include throw, levitate object, pull, and jumping greater distances.
The Blessing of the Light - Practiced overseas albeit rarely as to be given a "blessing" (or for nature to be this random) in Fedos Plur, it is the basis of clerical warding and healing. Simple spells such as cure disease, heal minor wounds, and ward of protection. I guess in Fatal Souls this is a less coked out version of the God of Fire, R'hllor.
Druidic Magic - Practiced overseas in the mysterious "ocean" of trees known as the Viridian Sea, basically light druidism/shamanism. Interaction with the elements, natural healing, animal affinities, and so on. I guess it'd be similar to the Children of the Forest? Analogies are hard.
The Curse of Obdis - Antithesis of the one given to those who follow the Light. Practiced overseas in the Athraki region, some weird synthesis of voodoo and witchcraft. I haven't developed it much, but I figure there'd be nothing grand. I was thinking of having an expert assassin's guild practice this.
That's about it for ideas on magic. Magic in Orlandis would likely be exposed and quickly lynched by a witch-hunting mob, lol.
Technology
Despite taking place in the 10th Century of Orlandis, the technology level is near the equivalent of the High Middle Ages. Any scientific modifications should be discussed and such.
Religion
In Orlandis, there are four main religions. The Word of Aavaar that the majority follow, Diosaea which the people of Voltaani and Caelia practice, the Stormbroken Religion of the people of the Hinterlands, and Southern Kaardism of the Northlands.
The Word of Aavaar is a monotheistic religion based on the historical text written supposedly by Aaroun ‘the Prophet’ as recorded in The Silver Parchment. The faith is obscure outside of the continent of Orlandis as in contrast to world religions that date back hundreds of centuries, Aavaar has only been practiced for around eight centuries thus making it a relatively “new” organized religion. Most orthodox believers accept that the text presented in the scriptures are objective and literal rather than metaphorical and allegorical. The head of the organized religion is The Oracle, who is elected and serves his sentence at The Silver Temple in the Kingdom of Terijas.
The defining doctrines of the religion are ones to lead man through moralistic virtue and away from hedonistic sin. It is described that “salvation lies from within” and perhaps it is with this celestial concept of an afterlife that people feel compelled to follow or perhaps it is alternatively the fear of judgement for ill deeds. Such virtues include peace, humility, kindness, diligence, charity, temperance, and chastity; whereas the sins of man include wrath, pride, envy, sloth, greed, gluttony, and lust. For those who commit sin they must confess to god in the sanctity of a temple.
General worship is focused on temple proceedings, academic lectures, and devout symbolism. Said symbolism can be reflected with the symbol of the faith, a silver cross. A necklace bearing a silver cross shows desire to be devoted to god, and perhaps in some minds a reminder to steer them away from vile temptations. In temples as well as lordship chapels there exist small fountains of water blessed by priests of the faith to allow individuals to, when confessing, “wash” their sins away as they have their private moment with god—sometimes silver coins anointed with prayers are tossed within these same fountains. Worship extends to hymns, traditional ballads, and readings of the scripture.
Eventually several minor schisms came to be and thus heresies within the religion came to be such as:
Erudites – A faction who believe the scripture should not be taken literally, also believe that iconology such as silver should not be banned from non-religious use.
Over the years, however it became an issue when the new faith of Aavaar collided with the old faith practiced in central Orlandis that put much belief into constellations and spiritual intervention. It was here that the old beliefs were merged into Aavaar to prevent a schism of ideals—an amendment that only encouraged well-being of human virtue. These old beliefs of spiritual constellations that were merged include:
The Bee / Biendor – Represents wealth, believed to grant abundance of harvest. The Hare / Hasen – Represents luck, believed to bring good fortune. The Hound / Hundif – Represents protection, believed to ward off dark omens. The Lion / Loweal – Represents strength, believed to watch over warriors who prepare for war. The Owl / Eulosa – Represents wisdom, believed to grant knowledge to those in need of guidance. The Raven / Raber – Represents death, believed to watch over the dead and prevent sickness. The Swan / Schwana – Represents love, believed to aide in problems of conception.
Diosaea is a nontheistic religion based on the teachings taught by the ancient philosopher known as Saint Jovita del Voltaani which were written and recorded in the Santo'libro. The faith is one with great historical and cultural significance to the people who fled the crumbling empire to Orlandis as well as the merchant republics in their homeland that survived the fallout of such an exodus. The head of the organized religion are separated into two people to serve two continents (Orlandis and Atularis) is Paragon of the West and the East, who is elected and serves his or her sentence at the grand cathedral known as Templo del Refugio in Voltaani or Templo del Santo in Ortan.
Originally coined as “The Path of Enlightenment” by Jovita’s smitten royal supporters in the imperial congress, Diosaea was not intended to be a ‘religion’ but a scholarly approach to morality to make humanity understand to appreciate their brothers and sisters. As a philosophy-oriented belief system there are no gods or deities, though this did not stop people from worshiping Saint Jovita as if she was one as history faded and the truth became clouded. The rules of Diosaea are based around universal humanism and about doing good by your fellow man not because there is an afterlife or damnation but because there isn’t one and that in the end all man are bound by their species so they should not seek destruction of them. In a way it is comparable to the Way of Aavaar in that it promotes virtue above all, but that is where the comparison ends.
The symbol that represents Diosaea is that of a circular infiniteness (infinity symbol) to represent the cycle of man. This goes into a completely different belief that Saint Jovita had during her journeys throughout the empire she was born into—of how life is so full of karmic coincidence and reoccurrence that life is most certainly a cycle. As such she believed souls (or people, it’s hard to say as the bit written is inconsistent) lived on after physical death thus entering new mortal coils and continuing.
Today, Diosaea has become a religion centered on the “saintly” figure of Jovita, with her rules of living turning into scripture law.
Kaard av Nyr (or Southern Kaardism, New Kaardism) refers to the religious traditions of the Vyntic people who sailed across the Sea of Echoes thousands of years ago as recorded in The Guolog. The head of the organized religion is known as The Prestrskati who is the head of the religious order known as the Brothers of Kaard.
As a religion based around strength and honor, Kaard av Nyr believes not in strength through conquest but strength through life. It is here that credence’s of honesty, diligence, patience, honor, and family are defined whilst the price of blood is demanded through any one who defiles Kaard’s law such as murder of a child or an attack that is seen dishonorable (such as striking a defenseless man or raping a man’s daughter or wife).
The faith is strictly worshipped in the Northlands region of Orlandis and has been a resilient force in refusing attempts to change their religious identity through The Word of Aavaar which is proven through the historical accounts of Kristof ‘the Zealot’ – the King of Orlandis who executed the royal dynasty of Skavia and rallied the entire force of the Northlands against him, even with his zealous brutality he did not see the North bend the knee to his religion or his sword.
The Stormbroken Faith (or Followers of the Storm) refers to the religious traditions of the Hinterlandic people who lived historically on the western coast of northern Orlandis. The head of the religion is a small council of druids called The Synod. There is no written text.
A religion based on elemental druidism, The Stormbroken Faith is one of archaic simplicities and is historically the cultural beliefs of all people who descend from the Hinterland. The religious hierarchy is separated into four domains: earth, wind, fire, and water. It is commonly believed by the people that every natural occurrence is an act of spiritual unrest or will—thus the eruption of the volcano called “Stormbreaker” was seen as a defining moment especially considering this was during the time when most of the people of the Hinterlands were being converted by missionaries who worshiped the god Aavaar. Considering this, appeasing the gods is done through sacrifice from appropriate materials to the price of blood.
Human sacrifices are a commonplace action by druids who follow the religion, believing that the highest form of honoring the gods is by appropriate ritual sacrifice of heretics and thralls. Depending on the season, ritual, and other mitigating factors the chosen element is decided in a sacrifice and the prisoners killed are done so by that elements domain—if it is earth they would be buried alive, if it is water they would be drowned, and so forth.
I. The most important thing is to respect and follow the rules of our host site, which is no question. The themes are undoubtedly mature but we need to understand what we can and cannot write blatantly. Prose has many techniques referential and subtle where we can show the idea without outright being overtly over the line. If there’s sexual content there is always “fade to black”, if it is a particularly dark and questionable scene it can be referenced or hinted at instead of shown.
II. Respect fellow role-players. This is a collaborative project in nature so we shan’t dismiss or patronize those we should be working together with—lighthearted humor is fine but remember not to insult outright or start flame-wars; generally you know the drill so don’t be a dick and things should be kosher.
III. No meta-gaming—in Game of Thrones Robb Stark wasn’t prepared for the Red Wedding, so by good logic you shouldn’t be as well. The characters can’t know things outside of their timeframe, knowledge, and so on.
IV. Characters can and will die in this role-play. This means if five armed swords surround an unarmed individual there will be certainly a terrible end. Although, this is not to say GM’s or other players can kill others outright and without consultation—the characters in your house sheet are your de facto legacy characters and you have a say in plot progression but do remember this is a game of collaboration.
V. This is a role-play of interaction, character development, story progression—not one that fits the sub-forums of arena or nation RP. While yes, as rulers we have militaries and soldiers we should remember the sole purpose is not to do so. Interaction should be diverse and dick-measuring contest should be absent or at least kept to a minimum.
VI. Post length should fit the scene progression; also defer to the quote at the top of the page regarding “advanced role-playing standards”.
VII. You accept the responsibility that you can post every ten to fifteen days once. If you are taking a leave of absence you will be required to inform the GM’s.
VIII. This last one is more of a suggestion—both GM’s have skype accounts, and as such it would be highly useful if you are available to join the Fatal Souls group on skype. Skype is more active and eye-grabbing than any chatzy or mibbit and are more immediate for concerns and world-building.
Application
Character Name The name of your individual, if you aren’t planning on POVing a noble house.
Age Age of your character, pretty simple.
Appearance The general appearance of your character, again straightforward.
Personality Psychology and Attitude of your character, simplified or in detail.
Talents Skills, abilities, and talents the character utilizes ranging from martial to poetry to intrigue.
Friends & Rivals Typically the individuals of specified relations of the character.
Background A rough or detailed idea of the character’s life.
Other Information Theme Songs, Notes, and so forth.
House Name The name of your house, which is rather self-explanatory.
Sigil An image or description of a heraldry, typically a shield with etched symbolism and banners upon it.
House Words Typically one sentence as a motto or phrase that defines the house which can range from mantras such as “We Shield the Weak” to “Quake with Fear”. These are generally seen as defining of a House, for to go against your house words is seen is dishonorable.
House Specialty Text
Ancestral Weapon The ancestral weapon of the house should defer to the cultural implications of what is logical.
Important Members Typically the daughters, sons, and close relatives of your current reigning lord.
Courtiers & Retainers The advisors, knights, and other such members useful to your house.
Vassals The lords who serve under your house.
Realm The region or province of which you hail, for example House Hafrek would be titled: “Kingdom of Skavia, The Northlands of Orlandis”.
Primary Holding Feel free to be as brief or descriptive as possible with your primary holding, though to reasonable form.
Vassal Holdings Feel free to be as brief or descriptive as possible with your vassal holding(s), though to reasonable form.
Influence & Relations A summarized list of relations/influence with neighbors or vassals.
Exports & Imports A summarized list of product yield that are traded in or out.
Recent History Text
Other Information Theme Songs, Notes, and so forth.
Alecairn A sweet wheat that grows in the wild, Alecairn is used for many brews in Vintarland and Orlandis. It grows twice as tall as a man, and in the winter, is frozen solid. There is a popular children's game using frozen Alecairn stalks as spears in a mock-battle.
Boartail Named for its spiraling leaves, Boartail is a small shrub that grows in most forests. It is used in many peasant stews as a spice, and has been likened to a mix of peppers and cinnamon.
Bogfern A cousin to the natural fern, this plant is found only in swamps and marshes, usually in small clumps. Although nearly inedible, the roots are made into tonics, and used to cure headaches and nightmares.
Dire Beasts The larger, fiercer members of the animal kingdom. Some are only slightly larger than their usual species, such as the Dire Hawk, or the Dire Wolf. However, some are much larger than normal, such as the Horse-Sized Dire Goat, Dire Spider, and rare Dire Shark.
Croakers Named after their distinctive bellowing, Croakers are a cousin of the walrus, brought along during The Black March by Noririan immigrants. Called "Legged Dugongs" by southerners, these gentle giants live on a diet of fish and seaweed.
Dragons Undoubtedly the rarest creature in the world, these magnificent beasts are known only to some as legends. Said to possess human intelligence, and able to breathe fire, dragons are revered as gods in some cultures, and seen as invaluably priceless commodities in others.
Kite Snakes Found in the southern tip of Orlandis as well as most of Atularis, Kite Snakes are a species of legless lizards with a long flap of skin that allows them to glide. Although they cannot flap, their skin is thin enough that they can maneuver through air currents, and effectively glide for miles. They prey on small birds and rodents.
Mocking Crab The Mocking Crab is often confused for a "Dire Hermit-Crab". About the size of a dog, these crustaceans have evolved the ability mimic sounds similarly to parrots. Used as a hunting method, they frequently perch on rocks and use mating calls to attract seagulls and the occasional croaker. They are featured in many Hinterlander fables and superstitions for their tendency to mimic the cries of drowning sailors.
Muller's Oak Called "Mullwood" by some, Muller's Oak is a species of tree that grows in high altitudes. Growing it is banned by most kings, as when the bark is boiled, the powdery residue left behind is a deadly poison.
Sandseed Illegal to own, grow, or distribute in all of Orlandis, this Atularian grain is used as an aphrodesiac as well as a hallucinogen. It is crushed into a fine sandy powder, mixed with charcoal and salt for potency, boiled in a special pot, and inhaled as a vapor through a long pipe. It is highly addictive, and users are quickly recognized by brown burn scars around their lips, from the heated pipe tip. It is popular with smugglers, bandits, and pirates.
Trolls About the size of a large man, these creatures are seen in the wild in small groups, hunting with clubs and stones. They are deceptively unintelligent, as their strength is far beyond that of a man, and they best are left alone in the wild. Although they fear humans, there are some reports of trolls sneaking into homes at night and stealing children from their cribs.
Troll's Branch When produced into a poultice it has extreme side effect when ingested such as bearing “the strength of a great troll” at the sacrifice of throwing the user into an adrenaline-fueled intensity that makes them more prone to violent outbursts. Prolonged use suggests it has permanent problematic effects such as ultimately death through cardiac arrest.
Widowfruit Featured in many tragic plays and ballads, Widowfruit is synonymous with suicide. It is said that one bite is enough to kill a man almost instantly, and is also known for its extremely vivid shades of red, yellow, and orange. The taste has been described by those recording their final moments as "The sweetest taste there is" and "Tasting like the sound of a harp".
General Terminology
The Black March There have been two historically notable winters that are defined by the vnytic terminology. A march is a “migration of ideas, people, and culture against oppression or peril when the winter consumes the sea so that it is like stone.” – basically referring to the legendary northern winters that freeze over the northern seas. The first time it happened was sometime before the First Age of Aavaar and is largely associated with mythology and the second one is the one that sprung the Schism of Kaard as the western vyntic people fled across the Sea of Echoes and settled in northern Orlandis.
Kynligr One of several mythological enemies in Kaardic mythology, roughly translated to 'The Strange', The Kynligr are a supposed race of creatures that Rorik “the Fearless” Meinsamr did battle with as depicted in the myths of Kaard, they are said to have skin of winter and physique of sirens. Not much else is known of the Kynligr outside of them being an enemy once faced.
The Silver Temple The Silver Temple is the religious center of those that follow the religion known as The Word of Aavaar. Notoriously known for its symbolism etched in silverite, the temple is located the capital of the Kingdom of Terijas. As the most notable bishopric in Orlandis, the Temple is extravagant and large with large banners of Aavaar’s Silver Cross decorating the pillars alongside the doors and gates of the religious structure.
Stormbreaker The legendary mountain that defined western Hinterlander culture. The Stormbroken, as they have aptly named themselves, describe the event as like a near-apocalypse as the mountain lost its “helm” as the tides swallowed the cracking earth whilst blowing the hovels down into these pits of fate. In short, Stormbreaker is a currently inactive volcano that sits on a fault.
Vigforaor One of several mythological enemies in Kaardic mythology depicting constructs of stone or iron that were said to be the reapers for those who dared try to prove themselves against them. The hero known as Astra Dvergr was said to be the one to lead a quest against the Vigforaor and drive them back past the Frozen Wastes.
Zeitfeier The holiday and festival that begins not just a new year, but a new "age".
Songs, Tales, and Poems
The Barmaid's Knight About a knight who seduces a village barmaid after being rejected by several highborn ladies, this song is usually sang in taverns, or used as a slight for some men -- To call a man a "Barmaid's Knight" is to say that he thinks himself handsome and cultured, but can only manage to sleep with less attractive women.
The Coast of Atularis A bawdy song about the skills of the women on the ports and small towns along the coast of Atularis, that is a favorite of bandits and tavern bards alike. For a period of time, singing it was banned in The Expanse, as their at-the-time king took an Atularian princess to marry as his Queen, and it was used as an insult to him at his wedding.
The Fedosi Spears A sad song, sometimes sung as a dirge or threnody, abut the invaders from Fedos Plur. The song's title is frequently referenced when talking about those who fled from Voltaan, as well as The Verge's history in general.
Midland Bandit A humorous song, about a naked bandit who steals the clothes of several famous Kings of The Midlands. Because of the song, young men who lose bets or wagers are occasionally seen streaking through fields, singing the song.
My Highland Maiden Although usually seen as a simple love song, describing the beauty of a maiden from The Arm, 'My Highland Maiden' is actually a song of nationalist pride. The phrasing of the fair features of the "Maiden" actually describes the landscape of The Arm.
Hurly & Burly A humorous song about two trolls named Hurly and Burly, squabbling over a loaf of bread, who both decide that they will let the bread choose which troll it will be eaten by. They patiently await the bread's reply for days, until it begins to grow mold and crumble into dust.
The Hymn of Kaard A long song, sang exclusively at Kaardist events. As it is sang in Noririan, which uses the same word for "Journey beyond" as it does "Journey together", it is sang at both funerals and weddings, with different keys and speeds.
The Sailor from The South A love song about a sailor from the south, and a mermaid. The two meet every night, and each night, the sailor asks the mermaid to be his bride -- Eventually, the mermaid accepts, on the condition that he live with her under the sea. He accepts her condition, and swims with her to the bottom of the sea, where they live in a castle inaccessible to humans. It is unclear if the song is a metaphor for the sailor's death or not.
Strong Fenrik A tavern song, about the fictional King Fenrik (Although some historians believe him to be one of the earliest Kings of Perhyr, which bears the same name), who slew a troll with its own severed arm, seduced twelve other queens with only his charm, and many other incredulous feats, frequently made up on the spot by the singer.
Noble Dynasties
Descended from figures such as Aaroun ‘the Prophet’ and Dierk ‘the Conqueror’, House Thralon is an imperial dynasty that lasted as an empire for more than six centuries and despite the deformation of their imperial reign still hold lands to the modern day with the Kingdoms of Terijas and Euritia.
Dierk ‘the Conqueror’ Thralon (143-181) The story of Dierk ‘the Conqueror’ begins with the death of his father, King Alduin Thralon who fell ill at the age of forty-three in a sudden spring sickness that would take his life as he took control in 143. After his coronation, Dierk made it clear with the first meeting of his council that an overbearing sense of concern overwhelmed him as the wars around central Orlandis that had started years before had begun to take their toll as humanity seemed to turn on one another—stability needed to be brought. Initially it appeared that Dierk did not plan for conquest of his own but rather simple defeat of the conquerors to the south and north of Terijas: King Barun ‘The Highlander’ Erayan and King Damon ‘The Lowlander’ Etlas. Worried foremost about his enemy to the north as he was the more vicious of the two, Dierk took to his horse with his closest allies and kin. It was here that he appealed to both King Magnus Balkr and King Lothar Atgeirr to arrange a deal for their military and political support. The northlandic men were skeptical, but reasonable as in the end for their support they asked for aid against the overlord beyond the Echoes that plagued them. The rest of history goes pretty quick as Dierk defeats King Barun, King Damon, and pushes back the Stormbroken “King” from the Hinterlands. Given his successes people acclaim their supposed “High King” that had united the realm—following such things nearly every kingdom in Orlandis would bend the knee.
Kristof ‘the Zealot’ Thralon (538-589) A Imperial King of Orlandis, and probably the first one to be written down in infamy. Early during Kristof’s life he was known as a pious and kind man who was distant from materialism, lust, and excess—a favorite of the religious leaders of his faith of the time and very popular amongst the lowborn. That was, of course, until his coronation in 538. The first thing Kristof did was throw away the promises and supposed treaties where his predecessors promised the “heathens and heretics” that he wouldn’t force Aavaar upon them—he declared war with The Northlands, but many vassals and commonfolk adored Kristof and took his call to arms seriously when the Northlandic people refused to take his god as their own. Thus a brutal and long war swept through for many years, taking the lives of the reigning King of Skavia and their family thus ending the Atgeirr line. Kristof showed no mercy to heathens which spurred the concern of many. The temporary “King of the Northlands”, King Henke ‘the Wall’ Balkr. In the end, a treaty was signed despite the hatred for Kristof who they nicknamed “the Betrayer” after the incident. The Aavaar influence in the Northlands would be temporary as the priests who traveled under the premise of the treaty found a stubborn and proud people who would only tolerate their presence.
Dieter ‘the Fallen’ Thralon (789-796) Dieter's reign is the beginning of the end for the imperial throne as it turns out that he is a man of apathy, hedonistic whims, and incompetence as he drains the economy even more by distracting himself with fruitless feasts and festivals. This is the straw that breaks the camel’s back— political dissent spreads throughout the land, the majority of the military begins to suffer against the Stormbroken in a harsh winter that has plagued the Hinterlands, plague hits the southwestern plains damaging the breadbasket of the Imperial Kingdom, and the economy becomes completely spent. It all ends when Dieter falls off a balcony in a drunken stupor, though some speculate he was pushed.
Armin Thralon (796-799) Dieter’s cousin, since the only siblings he held were sisters, was elected through succession to be the next Imperial King of Orlandis, however the fallout from the problems Dieter chose to ignore and the royal treasury he had sapped left him in a difficult situation—and Armin had not been taught the ways of stewardship—he had been trained in the art of war, after all. He scrambled to organize the military despite the revolts that exploded and tried to make easy coin by breaking several golden rules of Landic society such as selling imperial prisoners to slaver’s overseas. This combined with his economic ineptitude led to a situation where uprising of nobility led to the demand of revoking his titles. These faction demands, revolts, and civil wars would ensure that Armin’s reign was a short one. He abdicated in three years to a distant relative—the King of Terijas.
Edric ‘the Wise’ Thralon (799-802) The King of Terijas was advanced in years and ascended to the imperial throne when he was five and fifty. Trained as well as experienced in the arts of stewardship and administration, it seemed King Edric was the perfect fit—but even he knew the imperial seat was tainted and the public’s confidence shaken. With the military forces spread out against the Stormbroken, plague devastating the Lowlands, social unrest due to the discovered slavery ordinances, peasant revolts in the Highlands, and the royal treasury being sent into a deficit; it would take more than that was able to repair the entire damage. Edric did what he thought he had to do and repealed the illegal ordinances, called back the military, and sorted the economy the best he could before he called a meeting with all of the kings of Orlandis—and disassembled the imperial court, returning Orlandis to a realm of independent kings. For this history remembered him as “the wise” to acknowledge the humility and wisdom he acted upon that day. He was the last Imperial King of Orlandis.
In Kaardic mythology, the Dvergr are known as the predecessor to their culture and envied for different reasons after the great schism occurred during the Black March in early history. The Dvergr were an ancient existence of the people from Vintar who were known for their mastery of metalworking, war, and craftsmanship. However since “The Fall” as detailed in the old stories the civilization collapsed in a fit of chaos, disease, and ruin. The only thing that remains are the old Dvergr weapons and the old structures as well as the great runes that detail the legends of High Kings.
Astra ‘the Forlorn’ Dvergr (???) Was said to be the one to lead a quest against the Vigforaor and drive them back past the Frozen Wastes.
Baldur ‘the Trollslayer’ Dvergr (???) High King Baldur is known for his defeat of a mythological troll army/horde.
Drukar ‘the Stonesmith’ Dvergr (???) High King Drukar is known for his obsession with the stone and his mastery of crafting mountains.
Ulfrik ‘the Lawbringer’ Dvergr (???) High King Ulfrik is known for bringing order to his people, he is the first High King of Legend.
Wolfos ‘the Unbroken’ Dvergr (???) High King Wolfos is known for his supposed strength that made the man unslayable by iron or bone.
A great house is the central driving force of the game, and as such it is important to design them and to a lesser extent their major vassals—basically the dukes who control the major holds of the Kingdom. A player creating a major house is allowed to leave their vassals vague, but it isn’t entirely recommended.
For those not understanding our minimal feudalism:
About the Map - Seats of Kings of Orlandis are designated with a "K", the numerical code on the map designates the seat of power of a Duke (a high lordship in Game of Thrones). The information about these seats are up to the players.
If you have questions, I will add answers to the Q&A. But also defer to the General Information post.
Ancestral Weapons
Northern Orlandis (The Northlands) Runesteel is the product of an ancient metalworking progress from the Vyntic northmen. It is said to be as enduring and long-lasting as Mythril, but heavier. Produced from iron, tin, and other minerals in a forging process.
Runestone predates metal, allowing sturdy stone weapons to beat copper and weaker metals. Produced from.... rocks.
Central & Southwestern Orlandis (Lowlands, Midlands, Hinterlands, Highlands) Mythril is produced from a highlands/hinterlands mineral; mythril is the strongest metal in Orlandis, but the most difficult and rare. It has been seen as a "metal made for kings and myths". It is lighter and sharper than steel. Produced from mythrite and tin.
Silversteel is now seen as sacred due to the scripture of the Word of Aavaar is now less revered than in ancient times. Mostly monastic orders and holy knighthoods are allowed the use of silver for silversteel, silver coins, or any material made of the metal. Produced from silverite, iron, and tin.
Southeastern Orlandis (Expanse & Verge) Voltaani Steel is the product of the exotic process of metal forging from Old Voltaani; knowledge is spread within the confederacy and the royal family known as House Antar. Said to be comparable to Mythril but easier to make and from generic steel processing and Endosi "magic".
Great Houses
House Caine
"Your House Words." Ruling House of the Kingdom of Caelia Played by:
Important Members: King Queen
Courtiers: Chancellor High Priest Marshal Sentinel Spymaster Steward
"We Shield the Weak." Ruling House of the Kingdom of Veronia Played by:@Gowi
Important Members: King Alexander Valian, the III Queen Caprica Edrid Prince William Valian Prince Elias "the Scholar" Valian Princess Emilia Valian
Courtiers: Virgil HOUSE (Chancellor) Tristram HOUSE (High Priest) Winston Rosehill (Marshal) Egon Vayle (Sentinel) Ramsey HOUSE (Spymaster) Gregor HOUSE (Steward)
Vassals: House Hiroir Duchy of Bynirhold House Ulaar Duchy of Fellhold House Vaald Duchy of Frosthold House Volkar Duchy of Gjorhold House Olak Duchy of Hofghold House Frosk Duchy of Jarnhold House Norvulr Duchy of Norvegrhold House Kulvur Duchy of Svellhold House Roliikr Duchy of Rolhold House Olmaekir Duchy of Vagrhold House Skogr Duchy of Viorhold
Minor Houses
None yet.
Factions & Companies
The Ivory Hand
"Victory Calls Me." Mercenary Company Played by:
Important Members: Commander
Lesser Members:
The Wardens of Aavaar
"Walk with God." Devout Order Played by:
Important Members: Paragon
Lesser Members:
Brothers of Weisheit
"Knowledge Protects Us." Scholarly Order Played by:
Orlandis is not the only region in the known world, of course. Given some people want to have some understanding of the foreign powers at play, this section will be mostly focused on that. Some might want to pick characters from these places—which if you do, PM me and we’ll talk.
Cultural Analogues
This is the central cultural group in game (Olbiaen, Aleski, Vulzyk, Utaenia). As a real world example naming conventions are split between generally slavic; russian, polish, serbian, for first names AND greek, byzantine, macedonian for last names. Example of character names include— Thanos Zrefre, Vlado Zharko, Lyriel Ioannis, Kaja Smolák, Svjetlana Stamatios, and Ugnė Akakios.
This is a islandic cultural group in game (Athraka) so we can draw from Game of Thrones in the form of the Summer Isles. As a real world example naming conventions are generally Ethiopian, Nubian, Nigerian, and Mande. Example of character names include— Tsholofelo Ihejirika, Ime Afolayan, Akinyi Nagi, Tufayl Karimqua, and Oyibo Saabu.
This is a western cultural group in game (Ortan, Orm, Nevra, Ralos, Naenos) so we can draw from Game of Thrones in the form of the Dornish. As a real world example naming conventions are generally Spanish, Portuguese, and Basque. Example of character names include— Ysabel Rojas, Lucinda Avana, Gláucio Torres, Eleuterio Álvarez, and Mercè Aquino.
This is for the southern cultural group in game (Fedos Plur, Austafar). As a real world example naming conventions are Sephardi, Jewish, Arabic. Example of character names include— Itzak Meras, Vadra Rezzak, Sahul Mubak, Nezir Alaved, and Uziel Yemal.
This is the central cultural group in game (Sufakr, Sabobalia, Matar, Aaarah). As a real world example naming conventions are generally arabic, turkish, persian, and kurdish. Example of character names include— Esmail Albaf, Jaffar Amjad, Mumtaz Nejem, Huda Burakgazah, Naz Samaradun, and Fahim Peynirci.
This is the far northern cultural group in game (Vyntar) and as such can be compared to the people of the north/wildlings in Game of Thrones for one example. As a real world point naming conventions are Norse, Finnish, Norwegian, and Swedish; though this is only in for first names. Examples of character names include— Usko Sörenar, Víðarr Saarkil, Vilmar Losnedahl, and Sigrun Järvifr.
Nations & Regions
Religion
Kaard av Forn (or Northern Kaardism, Old Kaardism) refers to the religious traditions of the Vyntic people who remained across the Sea of Echoes when the fringe tribes sailed to Orlandis thousands of years ago. Unlike its “reformed” cousin, there is no formal head or written text beyond old runic etchings in stone and metal.
As a religion based around strength and prestige, Kaard av Forn believes in strength through conquest which is abundantly clear in Vyntarland where tribes of the Vyntic people still maintain a culture of raiding, war, and pillaging. The only thing regarded as of "low birth" in the religion is those who cower whether it be because of morality or "false honor".
Dynastic Weapons. For example in the Northlands they tend to have ancient runesteel weapons that were acquired centuries prior whilst in other parts of Orlandis mythrite is more of the standard.
What makes a great house different from a minor house? Will there be separate sheets for each?
A Great House is a Kingdom, or Imperium. A Minor House is a Duchy, County, Barony, or Knightdom. The House sheet works for both.
What is a house specialty?
A good question, for example House Example's specialty yields Hafrstaka Calvary which are Mounted Calvary that uses Dire Goats. Whilst this doesn't have to be military in capacity, it can be economic or what have you.
Must individual characters serve an existing house?
Not necessarily no, there can be characters that are self-serving such as pirates and sellswords. Though collaborating with other house players will probably be useful in more than one way.
How do we establish house relations before the IC starts?
Discussion between members and of course the GM's are here to help you with that if needed, as well.
Oh, and by the way, do minor houses have vassals?
A minor house can have vassals, yes. Because a Duke has Barons, Knights, and Counts under him. The only nobility that really wouldn't have vassals would probably be knighthood.
Sir or Ser?
Ser!
I don't like the canon House Name or words, can I change them?
Unless they are Antar or Thralon, you could probably do so. Yes.
Can I ride a Dragon?
No.
That's about all the tabs I need! Phew! Anyway, welcome to FATAL SOULS! Where fatal consequences are around every turn.
BTW: work in progress sheets can be posted in here, but only do accepted profiles go in the CS section.
OOC will be 100% done this week, count on it.
House Claimants The Kingdom of Erayis @DeadBeatWalking The Kingdom of Perhyr @Gowi The Kingdom of Veronia @Gowi
Well, I suppose the answer is right here! Sorry that I don't have the OOC completely compiled but I felt it was better for everyone to see more information than what I was giving with the interest check. =)
He has one remaining stark blue eye, his blonde hair can be trimmed or braided depending on his wants. He stands at 6ft 1" and weighs around 175lbs. He has several scars across his body from battles and encounters.
Personality He is a more straight forward guy, unlikely to sugar coat most things. He has no problem killing but has issues when it comes to the murder of innocents, while he would prefer to stay out of the issues of others he will jump in if he needs to. He serves whoever has the most gold lining their pockets and is extremely loyal to the contract he signs.
Talents Incredibly gifted swordsman, Rock hard liver, Master of Seduction
Friends & Rivals (Whoever the hell, Clericbeast's character is)
Background Born as a bastard of a lesser Northern house, after spending many years trying to earn his fathers love and respect. Becoming a practiced swordsmen and warrior by the age of 18. After several public displays of his skills his father saw fit to grant him leave, to travel with a company of his fathers soldiers. They roamed the edges of his fathers lands patrolling towns, hunting bandits, collecting taxes, performing the work of a commander. After 2 years Bjarke had heard tales of his father growing sick, and old but he didnt believe it truly. Within these 2 years he had earned his name after surviving a night lost in the woods, emerging with a set of wolf pelts and several scars. When he returned to his fathers keep he saw his father sitting in the grand hall handling some business, the old man looked sickly indeed. Practically a skeleton governing the state. In the time Bjarke has been gone his father had brought two new sons to the keep, twins born by the lady of the keep. Bjarke knew why, if there were any to succeed the lordship of the keep it would be the twins, as opposed to a bastard boy. Later that day after the matters of the keeps maintenance and the lords responsibilities were met the two spoke in the council chamber. The conversation got heated and his father suffered from the excitement of it all, he fell to the floor convulsing and Bjarke called for the Sage but it was too late. His father died on the ground of his council chamber and nothing was done, the lady that his father took for his own ruled in his stead. She felt no love for the bastard and kicked him out. He took to roaming the lands and found himself moving through the south, then traveling to different continents selling his skills and acquiring new ones.
Other Information https://www.youtube.com/watch?v=M-YCtdu7gAM
Small bit, Maesters are exclusive to Game of Thrones so I imagine some form would exist here instead. Perhaps the court healer or the high priest would be my guesses there. I'll figure out some scholarly/healer role.
EDIT:
Added this:
Serves as the court advisor responsible for the matters of wisdom, history, medicine, and in some cases architecture. Requested by a lord to the order known as "The Disciples of Aaroun".
I may need an example House Sheet. The only thing bugging me is House Specialty (it's not chief export, since that's covered in Imports/Exports) and the specific format of it. Should I describe every important house member and advisor individually?
Other than that, I'm ready to start the Empire of NotSpain anytime.
House Specialty: The Carlisles see themselves as custodians of their land. Certainly, they demand absolute obedience from the rest of their countrymen, but it is for the sake of mutual prosperity. Life in the highlands is rough and short, and thus the Carlisles have no particular love for war, unlike many of the other noble houses. Instead, they seek to endure the hardships of their land, and more: To not only endure, but thrive.
Ancestral Weapons: The Carlisle Kings have passed down for centuries the magnificent claymore Ragenclau, an ancient mythril sword rumored to be forged by magic, lighter than a blade its size has any right to be. On its flat end is inscribed in the old tongue of the highlands the words of House Carlisle, which gleam with coated gold.
Maendon Carlisle, King of Erayis
Age: 54
Appearance & Personality: The reign of King Maendon of Erayis has been long and prosperous, his name toasted across the realm, his reputation one of wisdom and kindness. Few rulers have the love of their people the way Maendon does. Yet he is a deeply unhappy man, who has had to watch as his family suffered tragedy after tragedy. At 54 years of age, he seems a man a decade older, his hair a tangled grey mess, his face sagging and unsmiling, and where he once had a great beard, now there remains only a sad remnant.
Talents: Due to his age, Maendon is no longer the swordsman he once was. Luckily for him, he is still sharp-minded, if prone to lethargy and depression. Throughout his reign, he has provided abundant proof of his far-sightedness and his cleverness with coin, and due to his efficient administration his kingdom is more prosperous than anytime before in living memory.
Friends & Rivals: The King's main rival is his own brother, the Earl of Trethclyde. Their dislike for one another largely stems from the former's response to the latter's dark deeds, notably the banishment of the Earl from his own homeland.
Background: See the "Recent Family History" section.
Other information: N/A
Targan Carlisle, Earl of Trethclyde
Age: 39
Appearance & Personality: The Black Dog of Trethclyde, as he is known, is a handsome man, tall, fit, with bright blue eyes which cause much discomfort among others. He is usually smiling, and laughs and jests a great deal. This merry demeanor is a trap, however: he is a cruel man, who is never as happy as when he is torturing others. He is prone to fits of rage, and his wroth is truly frightening to behold. To his countrymen, he is a hero, a valiant warrior and fearless leader of men, while to his enemies, he is a beast in human flesh, the stuff of nightmares.
Talents: When one considers the Earl of Trethclyde, the first talent one thinks of is his prodigious skill in the art of torture. In this, he is considered one of the finest- if that word may be used- in Orlandis, as his countless victims can attest. He is also quite skilled in the art of violence in general, and as a swordsman, he is among the greatest of this age. For all his faults, none can deny his valor in battle, or his courage. Yet he also possesses a cunning mind, though he prefers to think of the here and now, than the distant future.
Friends & Rivals: As stated previously, the Earl's most bitter rival is his brother, King Maendon of Erayis, who banished Targan after the latter murdered his own son in a fit of rage.
Background: See the "Recent Family History" section.
Other information: Currently serving abroad as a mercenary, due to his banishment from Erayis. Nicknamed 'The Black Dog of Trethclyde'
Ser Malcolm Carlisle
Vassals: There are eight principle duchies and two Greater Earldoms (which are de facto duchies) which, in addition to the lands of the crown, administer the kingdom:
+ The Duchy of Elgin + The Duchy of Mar + The Duchy of Eglinton + The Duchy of Cavan + The Duchy of Roden + The Duchy of Lauderdale + The Duchy of Stormont + The Duchy of Reay + The Greater Earldom of Rothes + The Greater Earldom of Trethclyde
Courtiers & Retainers: [To be determined with possible Vassal players]
Realm: House Carlisle is the royal family of Erayis.
Primary Holding: The Carlisle seat, and the capital of the Kingdom, is the fortress of Galenave, a half-ruined citadel said to have been built by the old Highlanders a millenia ago, nestled into the mountainside. Every King of the Highlands since those days has been crowned in and ruled from Galenave, and it has become a symbol of the Erayan people themselves.
The fortress sprawls over a great region, though most of it is ruined beyond use. Now, only the New Keep is garrisoned, a deceivingly-named castle built over a hundred years ago, which nevertheless stands taller than any of the other abandoned sections of Galenave. To reach the New Keep, one must follow a winding path through the ruins, and many an invader have lost themselves there.
Vassal Holdings: [To be determined with possible Vassal players]
Influence & Relations:
Exports & Imports: The Carlisles, like other highlander families, are not a rich people. They inhabit a rough land, unsuitable for intensive agriculture. Instead, the highlanders of Erayis are primarily fishermen and sheep-herders.
Recent History: The reign of King Maendon of Erayis has been long and prosperous, his name toasted across the realm, his reputation one of wisdom and kindness. Few rulers have the love of their people the way Maendon does. Yet he is a deeply unhappy man, who has had to watch as his family suffered tragedy after tragedy. At 54 years of age, he seems a man a decade older, his hair a tangled grey mess, his face sagging and unsmiling, and where he once had a great beard, now there remains only a sad remnant.
Born to the throne, he was a single child, his mother suffering from countless miscarriages. He grew up alone, lonely in the vastness of Galenave without children of his age to play with, his father always battling some rebellious earl, with only his mother to entertain him. Because of this, he grew very close to her. Unfortunately, when he was fifteen, his mother died in childbirth after a long period of suffering. Yet this time, the babe survived, and was given the name Targan by their father.
By then, however, the age difference was too great, and Maendon mostly ignored his brother, feeling something of bitterness towards the latter for the death of their mother. He duly inherited the throne at the death of father. Faced with a dangerous faction of discontent earls, he married the daughter of one of their peers, Eilidh of Mar, to keep the peace. Contrary to his expectations, she proved to be both beautiful and clever, and they quickly came to love one another. Many say that it was she who ran the kingdom, and not him.
Unfortunately, Eilidh also proved to be infertile, and produced stillborn after stillborn, with none of their children surviving past the first year of their life. This took a toll on her, and less than a decade after their marriage, she died of a fever. Maendon was devastated, and never fully recovered. Despite the urging of his vassals, he refused to take another wife, and became more and more reclusive.
It was at this time that his young brother Targan, before now living under his elder's shadow, began to build his reputation, for better or worse. At the age of 21, Targan led a royal force against the rebellious Earl of Trethclyde, earning victory in a bloody storming of the castle. He hung the Earl from the ramparts upside-down, with the Earl dying only after the sixth day of this torment. For this victory, he was granted the defunct rebel's titles, and became the new Earl of Trethclyde. His renown only grew from there, and he became known for his fierce hatred of the Stormbroken, taking every opportunity to smash their raiding parties. He flayed every stormbroken he could get his hands on, and posted their skins on posts all along the western coast of his fiefdom as a warning to their kin.
Yet for all his heroisms, news of his sadistic deeds began to spread, and King Maendon grew increasingly displeased with his behavior. Targan went through wife after wife, whose deaths, it was rumored, were not accidental. He had an icy relationship with his children, the oldest of whom were his sons Fergus and Malcolm. Matters finally came to a head when Fergus, his 19-year old heir, confronted him over another burst of violence on Targan's part. The argument grew heated, and, angered by his son's insolence, Targan beat him to death with an iron rod as his wife, his children, and his entire court watched. He then made his now oldest son Malcolm drag his dead brother out of his sight. This ended whatever patience the King had for his brother, and he banished the earl from Erayis. Now, Targan is 41 years old, and is currenty serving in a mercenary company in a foreign land.
Oh, and Targan Carlisle, Earl of Trethclyde, the brother of my king, is currently serving abroad in a mercenary company. If any of you are playing as mercenaries, we could arrange for him to be working with you.
Swell, they could hang out and slaughter people together.
@Gowi, the use of steel coins is irrational, in my opinion. Steel is cheap today, but before the Industrial Revolution, that stuff was valuable, way too valuable to mint into coins. I'd propose we use iron coins instead.
Swell, they could hang out and slaughter people together.
@Gowi, the use of steel coins is irrational, in my opinion. Steel is cheap today, but before the Industrial Revolution, that stuff was valuable, way too valuable to mint into coins. I'd propose we use iron coins instead.
That's fair, and there is tons of iron (especially in Reinoa and western Terijas) so I imagine it makes a bit more sense.