Absolute power over the Lands is detained at any given time by the eldest Ironbound then existing, who assumes the title of Fell Overlord. Beyond this premise, there are very few properly defined laws in effect, chief among them being the one decreeing the undisputable and total domination of the Ironbound universally over their Riglir and Korekk subjects. In spite of this, the hierarchy of the Fell Lands' masters is firm and rigid, if somewhat arbitrary. The Overlord typically appoints his advisers and direct lieutenants, who may, in turn, choose their own immediate subordinates, and so forth until the point where every Ironbound in the domain is in someone's service - a process which would be impossible to maintain were their population more numerous, and their rulers to succeed each other more often. The Riglir do not have such luxuries as being individually distinguished from one another, and are therefore largely treated equally; that said, there do exist among them two groups, the magic-wielding Adepts and the armoured infantry, who are accorded certain privileges given their greater usefulness, and possess sufficient prowess to cow others of their kin into recognising them as superior. The Korekk, on the other hand, are sufficiently capable of organising themselves in packs to be trusted with it, and only their leaders usually communicate with the Ironbound, mostly serving as intermediaries between them and their followers.
Geography
The Fell Lands are broadly divided into three major regions, each of them more or less uniform in terms of terrain features:
The tract to the north of the Lake of Sorrow, the great body of water at the heart of the Lands, is a grim, inhospitable tundra, barren save for the occasional thicket of coniferous trees. Its cold, dry earth happens, however, to be rich in metals, and several mines have been dug in it at the command of the merciless Ironbound. Its most notable feature, however, are the numerous dilapidated buildings, and in some cases entire towns, to be found there. Once built by the mysterious race known as the Ancients, who inhabited the Fell Lands in times immemorial, these structures remain, even in their decrepit state, extremely odd, their strange angles combining into complex optical illusions and seemingly impossible shapes if looked at intently. These sites have been declared to be sacred, and "temple-cities" have been founded around several of them to preserve them and learn their secrets. Due to this, the northern region is usually referred to as the Land of Memory.
South of the Lake lie the Lands' most populous provinces. Along its banks, where the soil is most fertile, stretches a vast expanse of fields and pastures, which feed the ever-ravenous Fell-hordes. Further yet, the earth is scorched and desolate, having been stripped of all life; upon it there stand numberless forges, furnaces, arsenals and strongholds, and there is wrought and housed the hideous strength of the Fell Lands. Most notable among these things is the Cauldron, an immense pit along whose sloping walls weaponsmiths toil ceaselessly, and at the core of which blazes an inferno of black enchanted fire. As the region has its heart there, it is named Land of the Black Flame.
Lastly, the two islands, known as the Isles of Sorrow, in the Lake are the domain of the Overlord and his highest servants. On one there stands the Dread Keep, a fortress with walls of black steel, wherein reside the master of the Fell Lands and his cohorts. On the other rises the Balespire, a metallic tower housing the Lands' chief temple. There the Ironbound are forged and brought to life. The ancient magic has tainted the Isles, and their once-vibrant forests have grown empty of wildlife and eerily silent.
Legend:
Black pentagon: the Dread Keep
Red triangle: the Balespire
Orange circle: the Cauldron
Green diamonds: major mining sites (from west to east - Sevarion and Vorol)
Purple diamond: Osserior, largest of the temple-cities
The few creatures capable of dwelling in the harsh environment of the Fell Lands all seem to possess, as a rule, some distinctly unnatural trait or the other. More curious yet, however, is the fact that those features do not serve any obvious purpose, as though they had been arbitrarily added as an afterthought. Theories exist that these abnormalities, or, in some cases, the beasts themselves, were once brought into being by the magic of the Ancients; however, none of those beings' still intact writings substantiate such hypotheses.
Cinderhide Beast: These creatures, as large as a bull and vaguely reptilian in appearance, roam the charred desolation of the southern Fell Lands alone or in small groups, avoiding settlements and convoys but ever ready to ambush the unwary solitary traveller. Their most distinctive feature is the sweltering heat which constantly emanates from beneath their thick, ash-grey hides, and those who have glimpsed the interior of such a beast's mouth and survived affirm that their entrails shine as though they were ablaze.
Waste Terror: The only large form of wildlife inhabiting the forbidding Land of Memory, these colossi, often rivalling buildings in size, appear to be composed of stone and crystals as well as flesh and bone. When they move, their bodies seem to momentarily grow fluid, dripping ichor mingling with living rock in a ghastly spectacle, then solidify once their motion has been completed, whereupon the cycle begins anew until the creature stops to rest. For some inexplicable reason, they have a particular aversion for the Ironbound, and even a single one of the latter can drive a large waste terror away with little effort.
Blight Chimaera: While it is already rather difficult to determine what exactly cinderhide beasts and waste terrors are, doubly so is it for the blight chimaeras, large winged monstrosities nesting in the western mountain ranges. While their shape and somewhat draconic appearance might suggest they are similar to wyverns, their hooved legs, resembling those of a wild boar, indicate otherwise, and their multiple horns outright defy all comparison. Being carrion-eating scavengers, chimaeras have usually little reason to be feared; however, they are infamous for the highly infectious nature of their bites and claw scratches, to which they will resort when perceiving themselves to be threatened.
Culture
What is perhaps most curious about what vestiges of culture there exist in the Fell Lands is that, despite the latter being inhabited by full three races, neither of them is responsible for the foundation of said remnants, and, though they zealously follow their supposed dictates, they have no clear idea of what that culture actually was, or even who exactly were its founders.
The most numerous of the races are the Riglir - foul creatures half as tall as the average human, and of roughly similar shape. Their hunched backs are covered in a segmented layer of brown chitin, and their black limbs and underbellies have an unpleasantly coarse surface. Their squat, elongated heads are graced by two pairs of bulging, entirely black eyes and insectoid mandibles. Riglir are vicious, short-lived and frighteningly prolific thanks to their sex being flexible when necessary (and otherwise absent). Their minds are mostly dim and crude, though they can learn how to perform such comparatively complex tasks as smelting ore or forging metal, and the brightest of them may even prove capable of deciphering the writings of the Ancients and evoke their strange mystical powers.
Far less numerous than the Riglir, but almost incomparably more individually formidable are the Korekk, crustacean-like creatures who easily tower over even the greatest of men. Their pincers have vicious serrated edges, and their bodies are entirely encased in strange plates, whose composition inexplicably resembles a hybrid of chitin and hardened bone to the touch. For all their impressive fortitude, the Korekk are mentally little better than beasts, their most elaborate social structures being pack-like communities and their grasp of language being uncouth at best. Remarkably, however, they appear to have an excellent understanding of discipline, and they often show a propensity for attempting to ape their masters' ritualistic practices.
The Ironbound are suits of armour given life by ancestral rituals, and who must fuel their vital energy with regular sacrifices of sentient beings. Their intellect, though cold and eternally lusting for dominance, is equal, if not, in some cases, superior to that of humans, and they regard mortal races with disdain, scornfully referring to them as "fleshlings". The Ironbound believe the first of them were created by the now-vanished Ancients, and are convinced it is their duty to preserve their precursors' legacy; however, as they themselves know almost nothing of these beings, all they can do is try and reproduce the cryptic rites described in their few remaining written texts, and pay obeisance to gods whose names and guises have been lost to time. Given their innate inclination towards rigidly codified behaviour, these actions inevitably assume a ceremonial guise, regardless of their intent, insofar as it might be stated, without straying far from the truth, that the culture of the Ironbound, and by consequence of the Fell Lands entirely, is fundamentally a vast, if only partially religious cult. Oddly, the Ironbound are incapable of wielding magic, even though it is integral to their nature, and must rely on trained Riglir Adepts to maintain that aspect of the Ancients' heritage alive.
Military
The forces of the Fell Lands are notable in that they lack any form of cavalry or regular ranged combatants. Instead, they exclusively rely on hordes of massed infantry to overwhelm their foes with furious charges, their immense numbers compensating for their lack of organisation and individual skill. That said, it would be dangerous to mistake these swarms for mere chaotic mobs. There is a system to their onslaught: the assault is usually spearheaded by armoured Korekk, who breach enemy formations, whilst the Riglir following them pour in through the gaps, wreaking havoc among the ranks. The flanks are protected from cavalry assaults by more Korekk brutes, fully capable of tearing down mounted enemies, and reinforced by heavy Riglir infantry, ready to close in with a pincer manoeuver should they encounter insufficient resistance. The whole troop is supported from afar by groups of Adepts, who call upon their bizarre magic to lay waste to their foes.
The Fell Lords' armies are often supplemented with heavy elements, including trained beasts and basic siege engines such as catapults and battering rams. The Ironbound themselves typically assume the role of officers, directing their servants as to when and how to attack, and signalling to sound the retreat when necessary. However, when either in dire circumstances or emboldened by the presence of one of their champions, they will occasionally enter the fray themselves, mostly wielding heavy weapons and relentlessly marching into and through enemy lines.
Heroes
The Ironbound are, as known, brought to life by the means of a ritual described upon one of the carved stone tablets remaining after the disappearance of the cryptic Ancients. However, what remained for a time less known was that there exist variants of this ritual, the directions for them inscribed on two other such slabs which had remained, until four years before the present time, buried in the vaults of small ruined structure, whence they were eventually recovered by an exploration party. The writings upon them, which the Ironbound strangely find themselves capable of interpreting, as well as their spoken equivalents, as soon as they are animated, stated that these incantations could bring forth portentous beings; and this the discoverers were eager to put to the test.
In the subterranean forges of the Balespire was wrought a suit of armour greater than any ever before, and a sword to match it; then, setting it upon an altar dripping with the blood of sacrificial victims, the celebrants intoned the ceremonial litany, while the Riglir Adepts wove the life-giving spells. The ritual continued for hours, until the smoke arising from the braziers standing in the hallowed chamber began to writhe unnaturally and transform into a swirling green mist. The mist flowed into the expectant armour, and, as though it were endowed with a bodily power, tore apart its ligaments, holding the pieces of plate aloft distinctly from one another; then, clutching its sword, the unearthly figure stepped down from the altar, and the ground shook under its treads.
The invokers rejoiced, seeing their efforts crowned with success; however, their triumph swiftly turned to fear when the entity, instead of exhibiting the rational, calculated deliberation proper of the Ironbound, turned on them with mindless ferocity. Their dazed attempts at defence were of no obstacle for the being's incredible strength, and many of them fell to its mist-shrouded blade. In desperation, the Adepts called for their shadowy gods to come to their aid. What followed is unclear, and is seldom spoken of; but the Abomination was subdued, and chained to the wall behind the altar where it first arose.
There it has remained until this day, its feral will snared with fragile, but still intact enchantments and satiated with a continuous stream of offerings. However, there is spreading among the Overlord's advisors the thought that, sooner or later, the entity's terrible might could be put to use in battle against the Fell Lands' enemies.
Ever since the current Overlord's ascension, Vorthal has been his highest lieutenant, granted command over the Balespire's garrison and Adept acolytes and appointed high-priest of the faith of the old gods. Second in age and experience only to his superior, the Fell Lord is greatly versed in the lore of the Ancients, and is said to possess the secret of certain enchanted symbols which he has etched into his armour. These symbols supposedly enhance his speed and agility, which indeed is superior to that of the rest of his kin, and enable him to wield two great sabres at one time. Whether this is true, none knows; and, indeed, Vorthal's entire figure is draped in a veil of occult secrecy which he does not think it meet to lift.
As it has been mentioned, the variant animation rituals recently retrieved are two. Following the creation of the Abomination, the Ironbound did not entirely abandon their experimentation with them, but now took greater precautions. The armour forged for the second one was not far larger than the norm, and it was bound to the altar whereupon it lay before the evocation began. This time, the effects were swifter in manifesting: the flames in the braziers spun and wound themselves into strange shapes, then rose up into the air, extending themselves like blazing tendrils, and poured into the bound armour as though they were liquid. Then the braziers sputtered out; but the chamber was not darkened, for a fire suddenly sprung up within the armour itself, which rose from the altar, its bonds - but not it body - melting for the great heat.
To general surprise and relief, the being proved quite tractable, and, indeed, resembled the typical Ironbound in all except its desires - It That Consumes, thus it named itself, had no ambition to conquer and rule, but relished violence and destruction as an end unto itself. This divergence notwithstanding, the fiery creature agreed to take a distinguished place in the Fell Lands' hierarchy, answering to none but the Overlord himself, and remains in that position to this day. Its body and weapon, despite being scorchingly hot at all times, show no sign of weakness or deterioration, and its strength exceeds that of all but the Abomination.
Some hold that Grignil has hoarded all of the Riglir race's luck; others, that he is favoured by the old gods themselves. However that matter may stand, it is undeniable that there are gathered in him a number of attributes seldom found in his fellows individually, let alone in such a concentration. He is more cunning, rapid, strong and dexterous than most other Riglir, and likewise possesses a measure of aptitude for the practice of magic. All of this he exploits to make himself into what he believes to be "the perfect predator": he has trained himself to bolt from cover to cover, delivering rapid blows to whatever enemy stands in the way, then supposedly vanishing from his pursuers' sight. This last point is especially problematic - not only has Grignil no concept of how to actually hide, but his use of his magical abilities is directly counteractive to such an intent. Indeed, what he usually does is distort the perception of those who look towards him, causing his image to be so vague and blurred, even when in plain sight, that gazing directly at it is painful to the eye; however, this extends to his immediate surroundings as well, rendering any hiding-place he might adopt highly conspicuous. Regardless of these failings, Grignil poses a danger not to be underestimated, and is especially prone to appearing where and when one would least expect him.
History
Long ago, beyond the memory of anything now living in eastern Askor, the region now known as the Fell Lands was inhabited by beings whose names have faded into oblivion, remembered simply as the Ancients. Who or what they were is unknown; likewise unknown is the cause of their disappearance. All that is certain is that at one point the Ancients vanished, leaving behind unidentifiable ruins and three races - the Ironbound, Riglir and Korekk - coexisting in relative stability. Centuries went by, and the three races spread to cover the domain of their forerunners, reshaping it into the bleak sight it is now. Hemmed in by the sea on two sides, and mountains and wastes on the other two, they had, for several ages, little contact with the outside world.
Their first relevant interaction with the rest of Askor some three hundred years before the present day, when the Prophetess gathered heroes from throughout the continent to battle some threat in the east. Seeing as the Fell Lands were as far to the east as anything in Askor, their rulers, fearing for their safety, sent their greatest champions along with the expedition. Yet, when none returned, they grew convinced they had been betrayed by the rest of the Legion so that their strength might be culled, and sent their hordes to destroy the survivors. Thus ended the Fell Lands' first contact with the world, and for three more centuries they remained in isolation.
Twenty years ago, however, envoys from Calor Murex ventured into them, bearing word of a singular venture which was being prepared in their land - the summoning of new gods into this world to supplant the old ones, of whom they spoke disparagingly. The envoys were slain for their blasphemy against the Fell Lands' decrepit deities, but their speeches had sparked the flame of curiosity in the minds of the Overlord and his advisors. If something capable of invoking gods into the corporeal world were to be found, the surely it could be put at the service of their own patrons; and, if they were to manifest, they would bring all under their sway, and reward their faithful adherents.
Plans were hatched over the maps and documents the envoys had brought with them, and eventually precipitated fourteen years later, when a Mycaean peasant, captured by Riglir scouts, declared he had heard that the Regent of Calor Murex had created three living vessels of power - who likewise happened to be descendants of the abhorred Prophetess - to assist in his summoning. Growing impatient, the Fell Lords gathered their armies, and made their way into Mycae, with the intent of crossing the entirety of Askor and claiming all that pertained to the ritual as theirs. However, they had underestimated their foes, and were beaten back. The Mycaeans then sealed the only mountain pass wide enough to allow through an army with a wall, trapping the invaders in the Lands.
Over the last six years, the Overlord, filled with wrath at his servants' failure, has been organising the inhabitants of the Fell Lands into a capable fighting force, in preparation for the day of their return. However, unbeknownst to them, an unsuspected peril is approaching from the east...
Relations
Mycae: Alone, the mere fact of Mycae being near the Fell Lands is not reason enough for their denizens to regard it with anything more than neutrality; then again, the latter word is, as far as the Ironbound are concerned, equivalent to hostility. This already unflattering stance is further aggravated by Mycae not only being an obstacle to the Fell Lords' plans of an expedition against Calor Murex, but already having once thwarted an attempt to push westwards and barring the only way out of the Lands in that direction. It is thus little wonder that it is regarded as a hated enemy whose destruction is necessary and inevitable.
Clans of Tarkima: The Fell Lands' only form of contact with the Clans have been the occasional incursions of Fervari raiders along the northern coast, and one failed attempt at mounting an invasion. Though this does not certainly dispose their inhabitants favourably towards the clan, the sporadic nature of the latter's appearances makes them inclined to view it as little more than a nuisance.
Calor Murex: It was news from Calor Murex that first shook the Fell Lands from their centuries-long stasis, and it was a confirmation of them that drove them to turn their gaze to the west. Though the Ironbound know little of the land itself, they are aware that somewhere in it lies the key to establishing the supreme rule of their divine masters over the world, and this suffices to fill them with determination to reach it and ravage it until that key be found - even if it should be necessary to carve a swath through the entire continent to reach that end.
Characters
Fell Overlord Rahkerroth: The master of the Fell Lands and their most ancient inhabitant, Rahkerroth still recalls the time of the Silver Legion, and was among those who instigated its destruction, believing the tale of its betrayal of his fellow Ironbound. Under his rule, the Fell Lands partially recouped from their losses, and, through their former might could not so swiftly be restored, his skilful guidance returned them to the state of a force to be reckoned with. Despite numerous modifications and refashionings having lent his armour a fearsome guise, Rahkerroth is no more physically potent than the average Ironbound. He primarily relies on marshalling his underlings to accomplish his goals, and has, through the years, grown redoubtably capable of doing so in the most effective of manners.
Harbinger Vrathar: A lesser commander in the Fell Lands' armies, Vrathar is not particularly notable for his experience, prowess, brilliance or, indeed, courage, as he tends to be more painfully aware of his mortality than most other Ironbound and thus more prone to withdrawing from battles he believes are taking a turn for the worse. That said, he does possess a measure of tactical skill, and his cautious approach to combat may yet serve him well in the future...
As I edit my nation and put it into the character tab once I am done, who here would like a trade deal with a Merchant Kingdom that has a lot of ships? We're also privateers for hire.
Hey guys, I was recently made aware of this RP by Oraculum's cryptic whispers, but as I see, it's kinda full. Said ghastly presence informed me that it may be possible for a player to join with a nomadic force or a refugee wave. Is that still a thing?
Absolute power over the Lands is detained at any given time by the eldest Ironbound then existing, who assumes the title of Fell Overlord. Beyond this premise, there are very few properly defined laws in effect, chief among them being the one decreeing the undisputable and total domination of the Ironbound universally over their Riglir and Korekk subjects. In spite of this, the hierarchy of the Fell Lands' masters is firm and rigid, if somewhat arbitrary. The Overlord typically appoints his advisers and direct lieutenants, who may, in turn, choose their own immediate subordinates, and so forth until the point where every Ironbound in the domain is in someone's service - a process which would be impossible to maintain were their population more numerous, and their rulers to succeed each other more often. The Riglir do not have such luxuries as being individually distinguished from one another, and are therefore largely treated equally; that said, there do exist among them two groups, the magic-wielding Adepts and the armoured infantry, who are accorded certain privileges given their greater usefulness, and possess sufficient prowess to cow others of their kin into recognising them as superior. The Korekk, on the other hand, are sufficiently capable of organising themselves in packs to be trusted with it, and only their leaders usually communicate with the Ironbound, mostly serving as intermediaries between them and their followers.
Geography
The Fell Lands are broadly divided into three major regions, each of them more or less uniform in terms of terrain features:
The tract to the north of the Lake of Sorrow, the great body of water at the heart of the Lands, is a grim, inhospitable tundra, barren save for the occasional thicket of coniferous trees. Its cold, dry earth happens, however, to be rich in metals, and several mines have been dug in it at the command of the merciless Ironbound. Its most notable feature, however, are the numerous dilapidated buildings, and in some cases entire towns, to be found there. Once built by the mysterious race known as the Ancients, who inhabited the Fell Lands in times immemorial, these structures remain, even in their decrepit state, extremely odd, their strange angles combining into complex optical illusions and seemingly impossible shapes if looked at intently. These sites have been declared to be sacred, and "temple-cities" have been founded around several of them to preserve them and learn their secrets. Due to this, the northern region is usually referred to as the Land of Memory.
South of the Lake lie the Lands' most populous provinces. Along its banks, where the soil is most fertile, stretches a vast expanse of fields and pastures, which feed the ever-ravenous Fell-hordes. Further yet, the earth is scorched and desolate, having been stripped of all life; upon it there stand numberless forges, furnaces, arsenals and strongholds, and there is wrought and housed the hideous strength of the Fell Lands. Most notable among these things is the Cauldron, an immense pit along whose sloping walls weaponsmiths toil ceaselessly, and at the core of which blazes an inferno of black enchanted fire. As the region has its heart there, it is named Land of the Black Flame.
Lastly, the two islands, known as the Isles of Sorrow, in the Lake are the domain of the Overlord and his highest servants. On one there stands the Dread Keep, a fortress with walls of black steel, wherein reside the master of the Fell Lands and his cohorts. On the other rises the Balespire, a metallic tower housing the Lands' chief temple. There the Ironbound are forged and brought to life. The ancient magic has tainted the Isles, and their once-vibrant forests have grown empty of wildlife and eerily silent.
Legend:
Black pentagon: the Dread Keep
Red triangle: the Balespire
Orange circle: the Cauldron
Green diamonds: major mining sites (from west to east - Sevarion and Vorol)
Purple diamond: Osserior, largest of the temple-cities
The few creatures capable of dwelling in the harsh environment of the Fell Lands all seem to possess, as a rule, some distinctly unnatural trait or the other. More curious yet, however, is the fact that those features do not serve any obvious purpose, as though they had been arbitrarily added as an afterthought. Theories exist that these abnormalities, or, in some cases, the beasts themselves, were once brought into being by the magic of the Ancients; however, none of those beings' still intact writings substantiate such hypotheses.
Cinderhide Beast: These creatures, as large as a bull and vaguely reptilian in appearance, roam the charred desolation of the southern Fell Lands alone or in small groups, avoiding settlements and convoys but ever ready to ambush the unwary solitary traveller. Their most distinctive feature is the sweltering heat which constantly emanates from beneath their thick, ash-grey hides, and those who have glimpsed the interior of such a beast's mouth and survived affirm that their entrails shine as though they were ablaze.
Waste Terror: The only large form of wildlife inhabiting the forbidding Land of Memory, these colossi, often rivalling buildings in size, appear to be composed of stone and crystals as well as flesh and bone. When they move, their bodies seem to momentarily grow fluid, dripping ichor mingling with living rock in a ghastly spectacle, then solidify once their motion has been completed, whereupon the cycle begins anew until the creature stops to rest. For some inexplicable reason, they have a particular aversion for the Ironbound, and even a single one of the latter can drive a large waste terror away with little effort.
Blight Chimaera: While it is already rather difficult to determine what exactly cinderhide beasts and waste terrors are, doubly so is it for the blight chimaeras, large winged monstrosities nesting in the western mountain ranges. While their shape and somewhat draconic appearance might suggest they are similar to wyverns, their hooved legs, resembling those of a wild boar, indicate otherwise, and their multiple horns outright defy all comparison. Being carrion-eating scavengers, chimaeras have usually little reason to be feared; however, they are infamous for the highly infectious nature of their bites and claw scratches, to which they will resort when perceiving themselves to be threatened.
Culture
What is perhaps most curious about what vestiges of culture there exist in the Fell Lands is that, despite the latter being inhabited by full three races, neither of them is responsible for the foundation of said remnants, and, though they zealously follow their supposed dictates, they have no clear idea of what that culture actually was, or even who exactly were its founders.
The most numerous of the races are the Riglir - foul creatures half as tall as the average human, and of roughly similar shape. Their hunched backs are covered in a segmented layer of brown chitin, and their black limbs and underbellies have an unpleasantly coarse surface. Their squat, elongated heads are graced by two pairs of bulging, entirely black eyes and insectoid mandibles. Riglir are vicious, short-lived and frighteningly prolific thanks to their sex being flexible when necessary (and otherwise absent). Their minds are mostly dim and crude, though they can learn how to perform such comparatively complex tasks as smelting ore or forging metal, and the brightest of them may even prove capable of deciphering the writings of the Ancients and evoke their strange mystical powers.
Far less numerous than the Riglir, but almost incomparably more individually formidable are the Korekk, crustacean-like creatures who easily tower over even the greatest of men. Their pincers have vicious serrated edges, and their bodies are entirely encased in strange plates, whose composition inexplicably resembles a hybrid of chitin and hardened bone to the touch. For all their impressive fortitude, the Korekk are mentally little better than beasts, their most elaborate social structures being pack-like communities and their grasp of language being uncouth at best. Remarkably, however, they appear to have an excellent understanding of discipline, and they often show a propensity for attempting to ape their masters' ritualistic practices.
The Ironbound are suits of armour given life by ancestral rituals, and who must fuel their vital energy with regular sacrifices of sentient beings. Their intellect, though cold and eternally lusting for dominance, is equal, if not, in some cases, superior to that of humans, and they regard mortal races with disdain, scornfully referring to them as "fleshlings". The Ironbound believe the first of them were created by the now-vanished Ancients, and are convinced it is their duty to preserve their precursors' legacy; however, as they themselves know almost nothing of these beings, all they can do is try and reproduce the cryptic rites described in their few remaining written texts, and pay obeisance to gods whose names and guises have been lost to time. Given their innate inclination towards rigidly codified behaviour, these actions inevitably assume a ceremonial guise, regardless of their intent, insofar as it might be stated, without straying far from the truth, that the culture of the Ironbound, and by consequence of the Fell Lands entirely, is fundamentally a vast, if only partially religious cult. Oddly, the Ironbound are incapable of wielding magic, even though it is integral to their nature, and must rely on trained Riglir Adepts to maintain that aspect of the Ancients' heritage alive.
Military
The forces of the Fell Lands are notable in that they lack any form of cavalry or regular ranged combatants. Instead, they exclusively rely on hordes of massed infantry to overwhelm their foes with furious charges, their immense numbers compensating for their lack of organisation and individual skill. That said, it would be dangerous to mistake these swarms for mere chaotic mobs. There is a system to their onslaught: the assault is usually spearheaded by armoured Korekk, who breach enemy formations, whilst the Riglir following them pour in through the gaps, wreaking havoc among the ranks. The flanks are protected from cavalry assaults by more Korekk brutes, fully capable of tearing down mounted enemies, and reinforced by heavy Riglir infantry, ready to close in with a pincer manoeuver should they encounter insufficient resistance. The whole troop is supported from afar by groups of Adepts, who call upon their bizarre magic to lay waste to their foes.
The Fell Lords' armies are often supplemented with heavy elements, including trained beasts and basic siege engines such as catapults and battering rams. The Ironbound themselves typically assume the role of officers, directing their servants as to when and how to attack, and signalling to sound the retreat when necessary. However, when either in dire circumstances or emboldened by the presence of one of their champions, they will occasionally enter the fray themselves, mostly wielding heavy weapons and relentlessly marching into and through enemy lines.
Heroes
The Ironbound are, as known, brought to life by the means of a ritual described upon one of the carved stone tablets remaining after the disappearance of the cryptic Ancients. However, what remained for a time less known was that there exist variants of this ritual, the directions for them inscribed on two other such slabs which had remained, until four years before the present time, buried in the vaults of small ruined structure, whence they were eventually recovered by an exploration party. The writings upon them, which the Ironbound strangely find themselves capable of interpreting, as well as their spoken equivalents, as soon as they are animated, stated that these incantations could bring forth portentous beings; and this the discoverers were eager to put to the test.
In the subterranean forges of the Balespire was wrought a suit of armour greater than any ever before, and a sword to match it; then, setting it upon an altar dripping with the blood of sacrificial victims, the celebrants intoned the ceremonial litany, while the Riglir Adepts wove the life-giving spells. The ritual continued for hours, until the smoke arising from the braziers standing in the hallowed chamber began to writhe unnaturally and transform into a swirling green mist. The mist flowed into the expectant armour, and, as though it were endowed with a bodily power, tore apart its ligaments, holding the pieces of plate aloft distinctly from one another; then, clutching its sword, the unearthly figure stepped down from the altar, and the ground shook under its treads.
The invokers rejoiced, seeing their efforts crowned with success; however, their triumph swiftly turned to fear when the entity, instead of exhibiting the rational, calculated deliberation proper of the Ironbound, turned on them with mindless ferocity. Their dazed attempts at defence were of no obstacle for the being's incredible strength, and many of them fell to its mist-shrouded blade. In desperation, the Adepts called for their shadowy gods to come to their aid. What followed is unclear, and is seldom spoken of; but the Abomination was subdued, and chained to the wall behind the altar where it first arose.
There it has remained until this day, its feral will snared with fragile, but still intact enchantments and satiated with a continuous stream of offerings. However, there is spreading among the Overlord's advisors the thought that, sooner or later, the entity's terrible might could be put to use in battle against the Fell Lands' enemies.
Ever since the current Overlord's ascension, Vorthal has been his highest lieutenant, granted command over the Balespire's garrison and Adept acolytes and appointed high-priest of the faith of the old gods. Second in age and experience only to his superior, the Fell Lord is greatly versed in the lore of the Ancients, and is said to possess the secret of certain enchanted symbols which he has etched into his armour. These symbols supposedly enhance his speed and agility, which indeed is superior to that of the rest of his kin, and enable him to wield two great sabres at one time. Whether this is true, none knows; and, indeed, Vorthal's entire figure is draped in a veil of occult secrecy which he does not think it meet to lift.
As it has been mentioned, the variant animation rituals recently retrieved are two. Following the creation of the Abomination, the Ironbound did not entirely abandon their experimentation with them, but now took greater precautions. The armour forged for the second one was not far larger than the norm, and it was bound to the altar whereupon it lay before the evocation began. This time, the effects were swifter in manifesting: the flames in the braziers spun and wound themselves into strange shapes, then rose up into the air, extending themselves like blazing tendrils, and poured into the bound armour as though they were liquid. Then the braziers sputtered out; but the chamber was not darkened, for a fire suddenly sprung up within the armour itself, which rose from the altar, its bonds - but not it body - melting for the great heat.
To general surprise and relief, the being proved quite tractable, and, indeed, resembled the typical Ironbound in all except its desires - It That Consumes, thus it named itself, had no ambition to conquer and rule, but relished violence and destruction as an end unto itself. This divergence notwithstanding, the fiery creature agreed to take a distinguished place in the Fell Lands' hierarchy, answering to none but the Overlord himself, and remains in that position to this day. Its body and weapon, despite being scorchingly hot at all times, show no sign of weakness or deterioration, and its strength exceeds that of all but the Abomination.
Some hold that Grignil has hoarded all of the Riglir race's luck; others, that he is favoured by the old gods themselves. However that matter may stand, it is undeniable that there are gathered in him a number of attributes seldom found in his fellows individually, let alone in such a concentration. He is more cunning, rapid, strong and dexterous than most other Riglir, and likewise possesses a measure of aptitude for the practice of magic. All of this he exploits to make himself into what he believes to be "the perfect predator": he has trained himself to bolt from cover to cover, delivering rapid blows to whatever enemy stands in the way, then supposedly vanishing from his pursuers' sight. This last point is especially problematic - not only has Grignil no concept of how to actually hide, but his use of his magical abilities is directly counteractive to such an intent. Indeed, what he usually does is distort the perception of those who look towards him, causing his image to be so vague and blurred, even when in plain sight, that gazing directly at it is painful to the eye; however, this extends to his immediate surroundings as well, rendering any hiding-place he might adopt highly conspicuous. Regardless of these failings, Grignil poses a danger not to be underestimated, and is especially prone to appearing where and when one would least expect him.
History
Long ago, beyond the memory of anything now living in eastern Askor, the region now known as the Fell Lands was inhabited by beings whose names have faded into oblivion, remembered simply as the Ancients. Who or what they were is unknown; likewise unknown is the cause of their disappearance. All that is certain is that at one point the Ancients vanished, leaving behind unidentifiable ruins and three races - the Ironbound, Riglir and Korekk - coexisting in relative stability. Centuries went by, and the three races spread to cover the domain of their forerunners, reshaping it into the bleak sight it is now. Hemmed in by the sea on two sides, and mountains and wastes on the other two, they had, for several ages, little contact with the outside world.
Their first relevant interaction with the rest of Askor some three hundred years before the present day, when the Prophetess gathered heroes from throughout the continent to battle some threat in the east. Seeing as the Fell Lands were as far to the east as anything in Askor, their rulers, fearing for their safety, sent their greatest champions along with the expedition. Yet, when none returned, they grew convinced they had been betrayed by the rest of the Legion so that their strength might be culled, and sent their hordes to destroy the survivors. Thus ended the Fell Lands' first contact with the world, and for three more centuries they remained in isolation.
Twenty years ago, however, envoys from Calor Murex ventured into them, bearing word of a singular venture which was being prepared in their land - the summoning of new gods into this world to supplant the old ones, of whom they spoke disparagingly. The envoys were slain for their blasphemy against the Fell Lands' decrepit deities, but their speeches had sparked the flame of curiosity in the minds of the Overlord and his advisors. If something capable of invoking gods into the corporeal world were to be found, the surely it could be put at the service of their own patrons; and, if they were to manifest, they would bring all under their sway, and reward their faithful adherents.
Plans were hatched over the maps and documents the envoys had brought with them, and eventually precipitated fourteen years later, when a Mycaean peasant, captured by Riglir scouts, declared he had heard that the Regent of Calor Murex had created three living vessels of power - who likewise happened to be descendants of the abhorred Prophetess - to assist in his summoning. Growing impatient, the Fell Lords gathered their armies, and made their way into Mycae, with the intent of crossing the entirety of Askor and claiming all that pertained to the ritual as theirs. However, they had underestimated their foes, and were beaten back. The Mycaeans then sealed the only mountain pass wide enough to allow through an army with a wall, trapping the invaders in the Lands.
Over the last six years, the Overlord, filled with wrath at his servants' failure, has been organising the inhabitants of the Fell Lands into a capable fighting force, in preparation for the day of their return. However, unbeknownst to them, an unsuspected peril is approaching from the east...
Relations
Mycae: Alone, the mere fact of Mycae being near the Fell Lands is not reason enough for their denizens to regard it with anything more than neutrality; then again, the latter word is, as far as the Ironbound are concerned, equivalent to hostility. This already unflattering stance is further aggravated by Mycae not only being an obstacle to the Fell Lords' plans of an expedition against Calor Murex, but already having once thwarted an attempt to push westwards and barring the only way out of the Lands in that direction. It is thus little wonder that it is regarded as a hated enemy whose destruction is necessary and inevitable.
Clans of Tarkima: The Fell Lands' only form of contact with the Clans have been the occasional incursions of Fervari raiders along the northern coast, and one failed attempt at mounting an invasion. Though this does not certainly dispose their inhabitants favourably towards the clan, the sporadic nature of the latter's appearances makes them inclined to view it as little more than a nuisance.
Calor Murex: It was news from Calor Murex that first shook the Fell Lands from their centuries-long stasis, and it was a confirmation of them that drove them to turn their gaze to the west. Though the Ironbound know little of the land itself, they are aware that somewhere in it lies the key to establishing the supreme rule of their divine masters over the world, and this suffices to fill them with determination to reach it and ravage it until that key be found - even if it should be necessary to carve a swath through the entire continent to reach that end.
Characters
Fell Overlord Rahkerroth: The master of the Fell Lands and their most ancient inhabitant, Rahkerroth still recalls the time of the Silver Legion, and was among those who instigated its destruction, believing the tale of its betrayal of his fellow Ironbound. Under his rule, the Fell Lands partially recouped from their losses, and, through their former might could not so swiftly be restored, his skilful guidance returned them to the state of a force to be reckoned with. Despite numerous modifications and refashionings having lent his armour a fearsome guise, Rahkerroth is no more physically potent than the average Ironbound. He primarily relies on marshalling his underlings to accomplish his goals, and has, through the years, grown redoubtably capable of doing so in the most effective of manners.
Harbinger Vrathar: A lesser commander in the Fell Lands' armies, Vrathar is not particularly notable for his experience, prowess, brilliance or, indeed, courage, as he tends to be more painfully aware of his mortality than most other Ironbound and thus more prone to withdrawing from battles he believes are taking a turn for the worse. That said, he does possess a measure of tactical skill, and his cautious approach to combat may yet serve him well in the future...
Hey guys, I was recently made aware of this RP by Oraculum's cryptic whispers, but as I see, it's kinda full. Said ghastly presence informed me that it may be possible for a player to join with a nomadic force or a refugee wave. Is that still a thing?
Well if you are still interested you can always join us in the chatzy. I'm somewhat busy today, but most days I'm fairly easy to get ahold of there.
Need to solidify relations when folks are online. Still drawing a blank on fitting heroes, but I have some characters established.
The Kingdom of Hyrkos
Government
For thousands of years, Hyrkos has been under the rule of a monarchy. The king wields absolute power, in theory. His most significant duties include commanding the army, directing the Hyrkossian religion, and managing diplomatic affairs. His administration governs from the capital palace. He is the only individual who may conclude treaties and mint coins. He oversees the incomes of the kingdom, and its treasures. These include Hyrkos' mines, forests, royal landed properties and port duties on commerce. The king’s administration receives a tithe of the crops harvested by the lower class, which is then stored in case of famine. Succession in Hyrkos is, by tradition, hereditary, patrilineal and generally respects primogeniture. Numerous cases exist, however, of kings without legitimate sons naming other relatives heirs. Upon the coronation of child kings, mothers have sometimes ruled as queen regent. The king is assisted by a Royal Vizier, who represents the king’s interest to the public. The seat is usually filled by a close relative or lifelong friend. The vizier oversees the bureaucratic workings of Hyrkos delegates the responsibilities of government officials. They also direct the construction of government buildings and infrastructure.
Below the king and his vizier sits the Council. The Council is a collection of individuals chosen by the king to aid him in governing the kingdom. There are three categories of membership. The first are nobles chosen as personal advisors and ceremonial bodyguards. The second are persons chosen for life from the aristocracy. The last are the highest-ranking and important generals of the army. Many of Hyrkos' aristocracy are members of the Council by birthright, or chosen by previous kings, and so the king has less control over its composition than it would seem at a glance.
Hyrkos has several administrative districts acting as intermediaries between the central government and cities. These were established following the dissolution of the impractical general assembly. Each district is responsible for a number of major cities and the surrounding villages inside its borders. These districts carry out nationwide legislation from the central government and bring local affairs to its attention.
Geography
Major cities with populations over _ shown.
Hyrkos is a peninsular country, stretching from the eastern continent almost to the west. It is surrounded by water and buffered by the Darash Mountains inland, making its natural borders well-defined. The climate of Hyrkos is diverse, varying as one goes from the maritime territory further inland. The country is divided into four key geographical and administrative regions: Agaion, Khorshem, Thargos and Imryr.
Northwest of Khorshem, the Agaion region has a Mediterranean climate. Winters are mild and wet, while summers are hot and dry. Some of Hyrkos' richest farmland is located here, in the fertile lowland valleys. Olives and olive oil are a major commodity of the region. It is home to many beaches. Agaion is among the most densely populated regions of Hyrkos. The Hyrkossian capital, Iznea, rests in the south of Agaion. It has the largest population of all Hyrkos' cities, and the busiest port. From the royal palace, the king resides and manages the country.
The central region of Hyrkos is known as Khorshem, specifically where it is semiarid plateau. The Khorshemite Plateau is surrounded by hills and mountains, which snake in and out of the fertile coastal territories. Khorshem receives little rainfall, but irrigated agriculture produces wheat, barley, cotton, tobacco and other goods. Many basins are located here, the result of inland drainage or erosion. They vary considerably in size, and when they fill with rainfall, the water is saline, as it has no outlets to the sea. What forest there is is confined to the north and northwest. Khorshem is rocky and steep along the northern coast, save for valleys where rivers flow between gorges.
The inland Thargos region of Hyrkos has a more severe climate. To the north of the Dominion’s province of Sanjudown, and along the Eisen border, the terrain is rugged and elevated, and sees higher levels of precipitation. Harsh winters brings heavy snowfall. The valleys and plains of eastern Hyrkos tend to have fertile soil on account of the Darah Mountains’ volcanic ash.
Imryr sits in the southern tip of Hyrkos, bordering what was once Amberlander territory. It is made up of vast coastal plain and recovered floodland. It has fertile soil due to its proximity with the Darash Mountains, and is home to many farming villages, although has fewer major cities and population density than in the north.
An array of fauna lay claim to Hyrkos' wilds, key species being foxes, wolves, bears, deer, wild boar and squirrels. Lynxes are present, but very rarely spotted. They are considered good luck, if found. Wild birds include eagles, grouse and owls. A variety of fish and marine life can be found in the rivers that snake through the country.
Culture
The inhabitants of Hyrkos' peninsula have always considered the Amberlanders under Dakarragord as being a distinct ethnic group, although related by virtue of a shared Hyrkossian culture that has dominated the region for thousands of years. Different dialects of the Hyrkossian language are spoken across the coastline, with the primary language of the peninsula called Iorian Hyrkossian, and that of the Amberlanders Phyrgian Hyrkossian. Both are mutually-intelligible to Hyrkossian speakers.
The inhabitants of the Hyrkossian peninsula are dark-haired, with tanned, swarthy skin and aquiline noses. It is commonplace for scented oils, waxes or lotions to be applied to hair. Women wear their hair in elaborate braids, piled on top of their heads, or in ponytails, while men keep theirs cropped short. Wool is worn during the winter, and linen in the summer. Clothing is dyed in bright colors or kept white. Often, the color of one’s garments corresponds to the city one lives in. It is fashionable for wealthy women, especially high-class courtesans, to wear garments of incredibly sheer, almost transparent linen.
The Hyrkossians worship a number of ancient gods, chief of which is called Ishtar. Her domains include fertility and the earth, the cycle of life and the harvest. Though most often depicted as a female of immense beauty, Ishtar is thought to be able to assume any form she pleases. It is believed that her presence manifests in her idols within Hyrkos' major temples, sometimes all of them at once, and at others, changing from one to another. These temples are known for their ostentation and luxury, even rivalling minor kingdoms elsewhere. The beauty and reputation of Ishtar’s temple prostitutes is well known outside of Hyrkos. Ishtar is invoked on holidays celebrating the harvest, the cycles of seasons, during childbirth, the eve of a surgery or medical procedure, before meals and when couples attempt to conceive.
Aristocratic families dominate Hyrkossian society, whose principal source of wealth is raising and herding cattle and horses. Members of this aristocracy gather in what is called symposia: a gathering of noteworthy individuals in extravagant drinking parties, serving as a forum to discuss and exchange ideas, or simply to revel and celebrate special occasions. These venues facilitate interaction between the prominent folk of society, and characterized by an egalitarian atmosphere, whereby all are welcome to partake and contribute. Food and wine is served and entertainment is provided by slaves, hired musicians or courtesans. Games are occasionally played between symposium-goers for fun and bragging rights. The level of debauchery varies from symposium to symposium. Young men must hunt a wild boar as a rite of passage before they are permitted to participate in symposia in full. Hunting is another popular activity for the elite.
Dancing and music is incredibly important to Hyrkossian culture. There are over two-hundred distinct dances, each appreciating war, humor, athletics, religious worship and holidays, weddings, funerals and other events or celebrations. One of the most sought-after traits in both sexes is a partner practiced in dance. Lyres, flutes, tambourines, cymbals and castanets are the most widely played instruments, often accompanying these dances. Weddings are grand affairs whereby brides ritually travel from their house (or the city gates, in the case of far-away families) to the house of their grooms seated in chariots full of gifts. The chariots are followed by members of the bride's’ family, and are preceded by friends of both partners, playing instruments and waving torches to light the way and ward off misfortune. During the ceremony, the bride eats a fruit provided by the groom, symbolizing his duty to provide for her from thereafter on. The ceremony is followed by feasting and passionate celebration.
Military
The nucleus of the Hyrkossian army is made of regular units stationed within Iznea. Chief of these is the Tagmata, elite regiments of guardsman cavalry. The Tagmata act as both ceremonial bodyguards of the king, and the striking hand of the army. These soldiers are equipped like cataphracts, dressed head to toe in glimmering mail and lamellar. Elsewhere, Hyrkos’ soldiers operate under a provincial system. Soldiers stationed in regional districts about Hyrkos are commanded by military governors, or strategoi, who possess their own full-time personal retinue. These strategoi are assisted by civic officials in matters of administration: finance and soldiers’ pay, legal affairs, taxation, revenue, and so on. The common soldier under a strategoi would be a freeman, owning a plot of land in the district governed by his strategoi in payment for his service.
The basic unit of Hyrkossian soldiers is called a banner. Infantry banners are organized into units of 256 men - sixteen groups of sixteen men each. Three-fourths of heavy infantry banners are spearmen; the remaining fourth are equipped as archers. These banners are commanded by a small hierarchy of four sergeants under a commanding officer. Light infantry is generally organized as one troop type, rather than mixing archers and spearmen as their heavier counterparts do. Their number is often smaller as well. Cavalry units usually number 300 men - six groups of fifty. These would be mostly lancers, with a lesser number carrying bows in addition to, or instead of, lances. Each subunit of fifty men is led by a sergeant, and the whole banner by an officer. In reality, units usually operate under-strength, if wounded or sick men and new recruits are taken into account. The size is also dependent on the district they hail from, and how many men a strategoi can muster.
Chain mail, scale and lamellar armor all see use by Hyrkos soldiers, with lamellar being the most widespread. Iron is the chief material for lamellar plates, but leather and bone are also evident. Lamellar armor is either sleeveless or very short-sleeved, and reaches the waist. Scale corselets are comparable in size, though mail is often seen reaching to knee-length, with long sleeves. In place of sleeves on lamellar and scale corselets, many have leather strips hanging from the waist and shoulder. Soldiers may also wear leather or splint armor vambraces and greaves. Helmet aventails can be either chain, lamellar, leather, or quilted cotton. Hyrkossian helmets follow a universal design, being conical with nose guards and made of iron.
The shield of a heavy infantryman resembles a three-by-four-foot oval, while some carry a circular shield of a 30-inch diameter. Light infantry carry a small round shield about a foot in diameter, as do many cavalrymen and archers. The principal weapons of the army are lance and sword. A cavalryman’s lance is twelve feet long, while infantrymen carry a slightly longer version. Other spears include shorter variations and nine-foot javelins. Swords come in two main designs, the first being thirty-six-inch long, straight and double-edged. The other is a single-edged saber about the same length. Maces are also seen, but seldom carried by troops other than cavalrymen. The Hyrkossian bow is a compound design, 45-48 inches long. It is used both by foot archers and cavalry. Two cavalrymen in every five carries one instead of a lance.
Heroes
Superior Hero
Other Heroes
History
In the last millennia, the Hyrokssian peninsula has had a turbulent history, characterized by conflict with its neighbors. Prior to the Dakarragord’s invasion of the Amberlands and Riawin-controlled territory south of the peninsula, Hyrkos and the Amberlanders had been in numerous conflicts over the spans of their existence. In antiquity, when both nations were but city-states, each warred over territory at the border at Imryr, and over control of the inlet. Though they were both of a common culture and language, there was no nationalist school of thought in those days.
Though they were prone to bouts of fighting, they were also infrequent allies. When the ancestors of modern-day Dakarragord arrived south of the peninsula by the sea, they settled in a region of the Amberlands they called Sujan. They were left alone until Hyrkos, Amberland and Riawin eventually grew intolerant of their presence and formed a league. The combined army marched on Sujan and drove the Dakarragord into the Darash Mountains.
Sporadic fighting between the Dakarragord, the Amberlands and Riawin persisted for centuries. During this time, Hyrkos took a backseat to the conflict, concentrating its efforts on strengthening its powerbase and expanding across the peninsula. It grew inland, bringing into its fold city-states in eastern Khorshem and Thargos. The Darash Mountains, and the Dakarragord, were surrounded from nearly all sides.
When the Dakarragord cleaved their way south, the Amberlands had not been prepared. Twenty years ago, Vaemaradosth Dakan, the newly-established tyrant of the Dominion, united the Dkarragord tribes and capitalized on Riawin’s declining power. Huge swathes were cut from Riawin and Amberland territory in the Vaemaran Wars, as retaliation for injustices done nearly a millenia ago. Hyrkos lost a strip of the province of Imryr, now called ‘South Hyrkos’ by the Dominion. Its efforts prevented further incursion towards the peninsula, but it could not save the Amberlands from complete domination.
Hyrkos sits uneasily above the Dominion, memory of its explosive domination still fresh in its mind. Many within feel for their Amberland and Riawin counterparts, but are uncomfortable at the prospect of another war. Meanwhile, Hyrkos bridges the gap between the eastern and western continents, as goods flow up and down the inlet, and foreign ships pull into Hyrkossian harbors.
Relations
Characters
King Agaipos should be in the thirty-third year of his reign, were it not for his disappearance following the Vaemaran War, twenty years ago. Agaipos commanded the Hyrkossian army during the Dominion’s invasion of Amberland and the Darash Mountains’ surrounding lands. Regrettably, the Dakarragord gained a small strip of Imryr, but Agaipos’ generalship halted their progress well before they could gain a serious foothold in the country. Following Hyrkos’ last battle with the Dominion, Agaipos was not found among the living or the dead, having seemingly vanished without a trace.
Following the disappearance of Agaipos, his trusted councilmen and Vizier Gaspar urged his sister, Princess Yadira, to fill the throne in his absence. For the past twenty years she has strained to execute the role of monarch, aided by the friends of her brother. She scorns the Dakarragord for the loss of Agaipos, but fears mounting any offensive without a sovereign Amberland or competent Riawin to back her. Under her rule, Hyrkos has opened itself to delegations of foreign states, in search of allies. With these talks has come an increasing interest and appreciation for exotic culture and goods.
Gaspar was chosen by Agaipos to be his vizier, the two of them inseparable friends since childhood. Gaspar was always the wiser and level-headed of the two, and he has done his duty well since taking office. Agaipos’ vanishing act placed a heavy burden on him, requiring Gaspar to tutor and advise Yadira as she took her seat on the throne. Gaspar refuses to believe his best friend is truly dead, and prays to Ishtar that he will come back one day.
I do say this with reluctance, because I know most of y'all and love nation RPing with you. But I think I might need to drop out. I was iffy at first, but then I got encouraged and decided 'what the heck' and made a Nation I like. But I am swamped with many things at the moment, and y'all deserve a regular poster. I apologize. If you want, use my trading/privateer/ranger empire as a story hook for some of you.
Well guys it just over two weeks since the IC was started a fair number of who have just disappeared on me. Guess its time to clean house and make room for those who are interested.
@Willy Vereb@ClocktowerEchos@El Noche@MonkeyBusiness@Poohead189 - Those of you who just disappeared on me, never posted, and/or have been talking about leaving: I no longer consider you to be in this RP. If you feel you have been unfairly placed in this group feel free to contact me, but I urge you to do so quickly. It is my intent to remove you from the map either Wednesday night or Thursday afternoon and once you are removed from the map I will not bother putting you back on. If you recognize that you do belong in this group, but still wish to participate without losing your claim: contact me before I remove your claim AND get an IC post up by Friday night.
@Terminal@Isotope - Like those in the group above you have not posted yet, despite having two weeks to do so. Having said that I will be giving more leeway since you are either still active in the chatzy and clearly intend to post soon or have communicated to me previously that RL issues are delaying you. Having said that please post by Monday. If that won't work out for you please contact me and we'll try to work this out.
@DarkspleenI appreciate it. I just didn't want you to have a busy user not posting so much, it's not that I didn't like the concept FYI. Maybe next NRP, my friend. Thanks for the tag though^^
@DarkspleenI was supposed to finish up my NS by last Friday but well... I wasn't quite swimming in free time for a while. I'll try remedy this before the deadline but we'll see. It's way past midnight here right now and I have no idea which time zone are you so there might be a bit of difference in that.
@DarkspleenI was supposed to finish up my NS by last Friday but well... I wasn't quite swimming in free time for a while. I'll try remedy this before the deadline but we'll see. It's way past midnight here right now and I have no idea which time zone are you so there might be a bit of difference in that.
Ok. You've made contact with me. Get a post up by Friday night and we are good.
@Darkspleen I think I am going to bow out of this one seeing as despite having the energy to create something, I find myself lacking that energy for this RP; my apologies. Hopefully the rest of the people will be able to make something cool out of this ^^