The Chronicles of Irenaea
The Pitch
You are an ancient chronicler recording the history of the land called Irenaea. No document is perfect truth, and all contain the unwitting (or witting) biases of the author. Be it through poem, prose, academic works, myth, or some combination, you are charged with the preservation of the past. A simulation is maintained to provide grounds for your works, but it can only give part of the story. The roleplay is an exercise in worldbuilding, historiography, persuasive storytelling, and the passing of time.
Currently we are looking for more members to fill out the ranks. We are in full swing, but the fortunate aspect of this type of roleplay is that we can handle many more (and that means you!). Ultimately, the more people we have posting and participating in the community, the harder it will be for the roleplay to die.
The beauty of the system is that it enables players to post at-will with no necessary commitment. You may indeed post once and become bored (however much I hope you don't), post three times, take a hiatus, and return, or any combination of activity and inactivity. As well, godmodding is a non-issue: No player directly controls anything but the voice of the historian documenting the events of the past. Historians will reasonably (and often) disagree about key events, personality traits, or really, everything. If you're interested, I encourage you to take a look below and skim through the OP and the simulation guide. If you have any questions, the best way to get them answered quickly is the discord (in my signature and here). If you'd rather not, the OOC thread also works quite well. I try to read updates on both as frequently as possible.
The Chronicles of Irenaea
Premise
In this roleplay, you take upon the role of an ancient chronicler tasked with documenting the exploits of an important individual. This individual may be any manner of folk, although principally the subjects of the chronicles are those endowed with the wealth, charisma, or fame to obtain such a history. No document here is a perfect truth; all are riddled with interpretation and fanciful thought, not to mention outright lies. Even the most scholarly of volumes contains the unwitting biases of the author.
To supply such exploits that the chronicles will detail, a simulation is maintained that dictates how the world progresses. The simulation will dictate how borders expand and contract, how wars and politics unfold, and the lives of individuals.
The simulation will provide a basic outline of events as well as hard records. The IC thread itself is analogous to a large history textbook containing excerpts from the great poets and record-keepers of the day.
To maintain a unity in style that would be found in translated and ancient documents, a style guide is included. The guide contains the optimal provisions for creating a singular format and maintaining the plausibility of a single translator whilst maintaining a vast diversity of voices that contribute to the text.
Over time, as details are fleshed out by chroniclers and poets and the generations advance, a rich history will emerge.
The beauty of this system lies in there being no commitment to write at certain post schedules or even commit to writing more than one post. Players have the option of writing one post and leaving from disinterest, maintaining short bursts of high activity followed by hibernation, and writing to please creative whims rather than being bound to a single story or character for any length longer than a post.
Co-GMs
Currently, I am looking for Co-GMs to help me run the simulation and manage the roleplay. Their responsibilities are threefold:
Counseling
If a dispute ever arises, it would be your responsibility to set up a PM between all GMs and the entagled parties to settle disagreements and reach a mutually satisfactory conclusion. The main element here is not being a dingus.
Community
A Co-GM would have the responsibility to engage in the live chat, OOC discussion, and recruitment efforts as much as possible. Keeping others engaged is key to spawning a community with strong ties to the roleplay, and in the process creating activity. GMs are exempt from the 'low committal' status enjoyed by players.
Creativity
The central role of a Co-GM is to provide creative input regarding the simulation and the roleplay at large. You need not be a math genius or even good with dice or numbers to apply, rather general helpfulness and pleasantness is the quality at play. Making sure that the simulation churns out nicely, updates are posted, and covering each other in the case of absence is included here.
The rewards for becoming a Co-GM are mostly my gratitude, but creative input and the satisfaction associated with growing a project are ample enough incentive (in my experience and opinion) for those willing to put forth the effort.
Setting
The roleplay takes place in a landscape rife with conflict and intrigue. As larger empires develop, great feats of technology and academia compete alongside formidable armies against a rich mosaic of cultures for the glory of the land. Beyond the cradle of civilization lies the wilderness and deserts, untamed and hostile lands home to nomads and exiles. Deep in the hidden pockets of fruit groves, swamps, ruins, and moonlit dunes the edges of legend and fact blur, and the commonfolk whisper strange tales of sorcery and beasts. In the halls of marble and gold, diplomats clothed in silk converse with their equals in status from far-flung lands across seas and oceans as the likes of gods watch over from the carved pillars. Merchant vessels and caravans arrive by the dozen to feed the luxurious tastes of the nobility. This is the land of Irenaea, named for the man who united her and forged the tribes and cities of the fertile plains into a fierce empire in one mighty fire.
In an age long ago, it is said that the likes of faries and demons walked the land in the same numbers as man, but this age has long passed into myth. At most a score of such beings survive to the date, though powerful they are. They opt for recluse in the hidden places of the world, though some opt to join mortal society, often in disguise. Now only man remains to forge his destiny.
Magic, nevertheless, remains in the world, at least to a degree. Principally, unless great power or great sacrifice is present, it is only capable of doing things that could have possibly been done without it, often referred to as thaumaturgies. Almost all magic comes from a religion, and nearly all sorcerers are therefore Holy Men. Most villages of decent size have at least one that may bless pregnancies and extent lives to mitigate the historical effects of child mortality and extremely short lifespans. The average lifespan adjusted for this magic is around sixty to eighty depending on the area, or seventy to ninety if you reach forty unharmed. Battles are also blessed by Holy Men on both sides, usually cancelling the efforts of their counterparts. Holy Men are also charged with protecting the harvest, a fundamental struggle in agrarian communities. The most powerful Holy Men are able to manifest their power in the form of a physical transformation - glowing eyes, increased stature, or in extremely rare and unconfirmed cases, levitation. Rumors say the the priestesses and witches of the Western Cults use magic to increase their bodily appeal, which in turn fuels their magic.
It is worth noting that this setting will be thematically authentic to human history - sexism, xenophobia, racism, societal injustice, and a whole host of other nasty things are a part of this roleplay. Use these aspects of life wisely to draw emotion from the modern reader, but balance this with the fact that the character's views and the historian's views on the matter are likely totally divorced from your own. The rule on maturity (and sensitivity) applies doubly here.
For reference, use the year 300 BC/BCE for technological comparison. Irenaea is significantly more fuedal than this, but most principles of warfare from that time period apply. As time progresses in the roleplay, so will technological advancements.
The Farie Court - It is said that in a distant and far away ring of oak trees in the Treewall, there lives four faries with four oaks, one for autumn, one for winter, one for spring, and one for summer, and the faries govern one each. Foresters leave gifts for the faries (apples in autumn, pastries in winter, berries in spring, and honey in summer) as payment for the woods, and particularly fortunate and charming woodsmen are known to be visited by faries bearing gifts of their own. The faries float on butterfly wings and are clothed in fine and translucent silk dresses.
The Lord of Three Hundred Heads - Long ago in lower Meadland, a lord was given a prophecy by a holy man that a commoner of his village would take his life. Scared and furious, he called a feast in his halls, and bade every man and woman come. He left the hall, locked the doors behind him, and sent in three mercenary knights to behead every soul inside the hall. The Holy Man watched and was horrified that his prophecy had been used to this end. He then proceeded to take his own knife and behead the lord, and beheaded himself from guilt shortly thereafter. The three knights were found hanged from the castle walls the next morning, and the bodies rotted on the floor of the hall, with no heads to be found. Legend says that the lord rose from the dead and wears any number of faces to stalk gamblers and naughty children.
The Isle of Pygmies - It is said that several pygmies inhabit Delop, an isle in the Goldsea. They are said to have the ability to jump eight kilometers from the beaches to any ship and seize the vessel. The ships are sailed deep within the cove, and ran aground. The resulting collection of ships crafted by the pygmie's magic carries all manners of luxury and is said to have filled the cove and be built to the height of a tall tower.
The Blades of the Ancient Steppe - The nomads tell tales of a witch that rides in the night to place swords in the dirt and sand. They shine like silver and have hilts of gold, but each blade is enchanted to strike through the unlucky explorer's heart upon unsheathing. Upon impact, the swords whither into sticks. Legends exist of men able to withstand the blow, mostly by wearing exceptionally heavy armor. In the cases the sword withers into a stick after about a minute of trying, and the victim tends to fall ill soon after. These blades are known as Witchblades, and there are stories of rival chiefs asking the witch to gift these blades to rivals.
Grove Goblins - In orchards and fruit grooves, pickers report small scaly creatures, no larger than a small child, mostly covered in leaves, twigs, and animal carcasses. They steal fruit from the trees and abduct any child under twelve that is sufficiently gullible to eat an apple if offered. Some stories claim they have a series of tunnels throughout the continents with strange machinery leading the center of the world.
The Ghost Sultan - Long ago, a sultan is said to have been so frustrated with his servants that he took into service a witch to remove their will, allowing the sultan to control their every action. Satisfied, he refused to pay the witch, and she then cursed his lands and subjects to be exiled to the realm of spirits. The sultan is said to create mirages of fanciful bazaars and palaces to attract new servants when they enter such places.
The Masrak - In a time long past, within a lush, green forest, there lived a group of winged sisters, who sang to one another through day and night. Their music was pure, melodious, and could bring anyone who listened to it to tears. One day, an evil, malevolent sorcerer descended upon the forest, enraged by the sweetness that were the sisters' songs. Intent on claiming the beautiful forest for himself, the sorcerer attacked the sisters in the night. One by one, they were struck down. Their voices ceased. The last sister fled in terror, escaping the sorcerer's wrath through luck alone. That night, for the first time in years, silence reigned over the rocks. Only then did the sorcerer realize his mistake, for beneath the rocks slumbered a terrifying beast, lulled by the sisters' songs. Without their voices to soothe its slumber, the beast awoke in rage. It exploded out from the ground, bellowing only one word. "Masrak". The Masrak was tall as a mountain, with hundreds of spikes along its body. Six fiendish arms split from its serpentine body, and its mouth glimmered with a thousand sharp teeth. The immense monster knew nothing but destruction and death, and the sorcerer watched in panic as the once prosperous woodland was torn asunder. With nothing left to rule, the sorcerer fled, conjuring a strong wind to fly him as far away from the Masrak as possible. The foul beast was unstoppable. Then the youngest of the winged sisters, emboldened by the sorcerer's cowardice, returned to the ruins of her home. She began to sing, her young voice cutting through the Masrak's rage. The beast's eyelids grew heavy, and it yearned to return to its nest. It turned its five eyes to the singing sister, plucked her from the earth, and burrowed into the sand with its prize. @Mercenary Lord
Senekirzana - Before man, massive beings walked the Earth. Their true size, spread, and power is unknown, with only massive bones to show that they ever existed at all. The bones of the Senekirzana have been found in each of the great mountain ranges, in varying amounts, leading scholars to believe that they may have existed across the land at some point in the past. Some appear to have been as large as Dragons. Indeed, some theorize that the Senekirzana were a precursor species to the legendary dragons of modern times. @Mercenary Lord
]Dragons of the West - Somewhere along the way, the Western Dragons were filled with rage, anger, and evil. Western Dragons sightings have occurred in nearly all of the western countries, with killing, burning, and pillaging to accompany them. These dragons have been seen in any number of colors and sizes, from black behemoths to red implings. Some are more intelligent and evil than others, choosing to use their size and power to create small areas of influence. Cults, towns kept in constant fear. Torstav the Burner's was known for his devoted followers assisted it in carving the faces of its enemies from their still living bodies, and stringing them along his scales in a horrid criss-cross. A Western's only limitations is their size and ingenuity, for few can stand against a dragon at its peak. They are most notable in Baldugtagee, where a Church was formed around hunting them to extinction in ancient times.@Mercenary Lord
Dragons of the Green - The Dragons of Greenfall are said to be of pure heart and mind, untainted by the darkness of their Western brethren. Boasting immense intelligence, these dragons of green, white, and silver scales are said to help those who have lost their way, either physically, or in a more spiritual sense. The sizes of these noble creatures vary with the telling, with some Green Dragons being larger than the trees they call their homes, while others flit about at fey sizes, perching on the shoulders of passersby to give them wise advice. @Mercenary Lord
More legends exist, and any ideas from players as to additional pieces of folklore to include in this compendium are wholly welcomed.
The Lord of Three Hundred Heads - Long ago in lower Meadland, a lord was given a prophecy by a holy man that a commoner of his village would take his life. Scared and furious, he called a feast in his halls, and bade every man and woman come. He left the hall, locked the doors behind him, and sent in three mercenary knights to behead every soul inside the hall. The Holy Man watched and was horrified that his prophecy had been used to this end. He then proceeded to take his own knife and behead the lord, and beheaded himself from guilt shortly thereafter. The three knights were found hanged from the castle walls the next morning, and the bodies rotted on the floor of the hall, with no heads to be found. Legend says that the lord rose from the dead and wears any number of faces to stalk gamblers and naughty children.
The Isle of Pygmies - It is said that several pygmies inhabit Delop, an isle in the Goldsea. They are said to have the ability to jump eight kilometers from the beaches to any ship and seize the vessel. The ships are sailed deep within the cove, and ran aground. The resulting collection of ships crafted by the pygmie's magic carries all manners of luxury and is said to have filled the cove and be built to the height of a tall tower.
The Blades of the Ancient Steppe - The nomads tell tales of a witch that rides in the night to place swords in the dirt and sand. They shine like silver and have hilts of gold, but each blade is enchanted to strike through the unlucky explorer's heart upon unsheathing. Upon impact, the swords whither into sticks. Legends exist of men able to withstand the blow, mostly by wearing exceptionally heavy armor. In the cases the sword withers into a stick after about a minute of trying, and the victim tends to fall ill soon after. These blades are known as Witchblades, and there are stories of rival chiefs asking the witch to gift these blades to rivals.
Grove Goblins - In orchards and fruit grooves, pickers report small scaly creatures, no larger than a small child, mostly covered in leaves, twigs, and animal carcasses. They steal fruit from the trees and abduct any child under twelve that is sufficiently gullible to eat an apple if offered. Some stories claim they have a series of tunnels throughout the continents with strange machinery leading the center of the world.
The Ghost Sultan - Long ago, a sultan is said to have been so frustrated with his servants that he took into service a witch to remove their will, allowing the sultan to control their every action. Satisfied, he refused to pay the witch, and she then cursed his lands and subjects to be exiled to the realm of spirits. The sultan is said to create mirages of fanciful bazaars and palaces to attract new servants when they enter such places.
The Masrak - In a time long past, within a lush, green forest, there lived a group of winged sisters, who sang to one another through day and night. Their music was pure, melodious, and could bring anyone who listened to it to tears. One day, an evil, malevolent sorcerer descended upon the forest, enraged by the sweetness that were the sisters' songs. Intent on claiming the beautiful forest for himself, the sorcerer attacked the sisters in the night. One by one, they were struck down. Their voices ceased. The last sister fled in terror, escaping the sorcerer's wrath through luck alone. That night, for the first time in years, silence reigned over the rocks. Only then did the sorcerer realize his mistake, for beneath the rocks slumbered a terrifying beast, lulled by the sisters' songs. Without their voices to soothe its slumber, the beast awoke in rage. It exploded out from the ground, bellowing only one word. "Masrak". The Masrak was tall as a mountain, with hundreds of spikes along its body. Six fiendish arms split from its serpentine body, and its mouth glimmered with a thousand sharp teeth. The immense monster knew nothing but destruction and death, and the sorcerer watched in panic as the once prosperous woodland was torn asunder. With nothing left to rule, the sorcerer fled, conjuring a strong wind to fly him as far away from the Masrak as possible. The foul beast was unstoppable. Then the youngest of the winged sisters, emboldened by the sorcerer's cowardice, returned to the ruins of her home. She began to sing, her young voice cutting through the Masrak's rage. The beast's eyelids grew heavy, and it yearned to return to its nest. It turned its five eyes to the singing sister, plucked her from the earth, and burrowed into the sand with its prize. @Mercenary Lord
Senekirzana - Before man, massive beings walked the Earth. Their true size, spread, and power is unknown, with only massive bones to show that they ever existed at all. The bones of the Senekirzana have been found in each of the great mountain ranges, in varying amounts, leading scholars to believe that they may have existed across the land at some point in the past. Some appear to have been as large as Dragons. Indeed, some theorize that the Senekirzana were a precursor species to the legendary dragons of modern times. @Mercenary Lord
]Dragons of the West - Somewhere along the way, the Western Dragons were filled with rage, anger, and evil. Western Dragons sightings have occurred in nearly all of the western countries, with killing, burning, and pillaging to accompany them. These dragons have been seen in any number of colors and sizes, from black behemoths to red implings. Some are more intelligent and evil than others, choosing to use their size and power to create small areas of influence. Cults, towns kept in constant fear. Torstav the Burner's was known for his devoted followers assisted it in carving the faces of its enemies from their still living bodies, and stringing them along his scales in a horrid criss-cross. A Western's only limitations is their size and ingenuity, for few can stand against a dragon at its peak. They are most notable in Baldugtagee, where a Church was formed around hunting them to extinction in ancient times.@Mercenary Lord
Dragons of the Green - The Dragons of Greenfall are said to be of pure heart and mind, untainted by the darkness of their Western brethren. Boasting immense intelligence, these dragons of green, white, and silver scales are said to help those who have lost their way, either physically, or in a more spiritual sense. The sizes of these noble creatures vary with the telling, with some Green Dragons being larger than the trees they call their homes, while others flit about at fey sizes, perching on the shoulders of passersby to give them wise advice. @Mercenary Lord
More legends exist, and any ideas from players as to additional pieces of folklore to include in this compendium are wholly welcomed.
This is a rough approximation of the lands and intentionally not overly detailed.
It should provide a sense of the locations discussed.
It should provide a sense of the locations discussed.
The Powers of Irenaea
These are the seats of power the roleplay will chronicle. Details are intentionally light and designed to be filled in by the players. As time moves forward, new powers will be added and some will die out.
The Ascendant Houses
The Imperial House Irenaea - The House of Aedrius Irenaeus the Ascendant, who took all of the continent within twenty years. A mix of fortune, valor, and strategy allowed him to forcibly seize nearly all of the Goldsea coast through pacts of union, or failing such measures, incredible force. After his death, a considerable power vacuum emerges, and it is the role of his successors to reign over the glorious empire he devised. In the event his successors are overpowered, it is very likely that his realm will simply fracture into the domains of the natives and Irenaeus's generals.
The Noble House Sunwalker - The Lord Governor Dalleio Sunwalker is the oldest of Irenaeus's generals, and was appointed to replace the rebellious local ruler that Irenaeus originally left in control of Paledune. The Sunwalkers are considered very loyal to the house and title of Irenaeus.
The Noble House Eriokles - The Lord Governor of the Greenfall and the predominantly Aedrian populations of the southern Treewall. Although Seretenes Eriokles was given the largest territory, most of it is dense jungle and very difficult to effectively manage.
The Noble House Haedulus - The Lord Governor of Bylleseus. They are vonsidered a line of philosopher kings, and their founder was more loyal to Irenaeus himself than his house. Ilyseuco Haedulus was a childhood friend of Irenaeus.
The Ancient Houses
The Royal House Thanesrow - This bloodline is the ancient Kings of Meadland, who swore an oath with Irenaeus that allowed him passage through the Greenmountain into Treewall. Irenaeus saw this pact as one of submission, whereas Gurog Thanesrow saw it as a mere travel pass. This later led to arguments between the two and later the effective autonomy of Thanesrow and the Meadland, however much Irenaeus claims that Thanesrow is in the empire.
The Great Clan Horselord - The clan is a line of chieftains in the Great Steppe. They control a fair amount of territory, and are rumored to conspire with witches. Their clan is a nomadic band. Like other clans, they were never officially conquered or interacted with by Irenaeus, but rather simply claims.
The Great Clan Bronzespear - The clan is a line of chieftains in the Great Steppe. They are more stable and agrarian than the other clans, but twice as bloodthirsty, and known for torturing trespassers. Irenaeus admired this particular clan, and named the Chieftain Gultuk Bronzespear Lord Regent of the Great Steppe, although this title was never formally accepted and carries little weight.
The Tollscythe Chiefs - The tribal warlord in the Deadman Mountains and Witch's Haunt. They barely control any territory, but compensate by charging exorbitant fees for lucrative safe mountain passage.
The Royal House Oakwarden - King of the land between the Treewall and Meadland. House Oakwarden claims control of all of Treewall but Irenaeus favored House Eirokles in the dispute. With Irenaeus dead, they will likely strike back.
The Illustrious House Baldug - Elder Chief of Baldugtagee and Windbeach. Due to an ancient alliance with the kings of Aedria, they were left mostly autonomous in exchange for a pact of loyalty.
The Faiths
The Treefaith - A collection of zealots throughout Meadland and the Treewall, mostly comprised of Easterners. They are animists and shamans that pray to oak trees and sags and perform blood sacrifices to keep vengeful spirits of illness and famine at bay. A group of Treefaith druids maintain a large holy site at the peak of the Greenmountain and the surrounding area.
Church of Dragonslaying - A Church based in Baldugtagee dedicated to the eradication of dragons. The church claims that dragons walk among the world in the form of agents of deceit and vice, and they furthermore hold the virtues of purity, chastity, humility, and righteousness to be critical to gaining the favor of the angels and heavens.
The Pantheon - This temple encompasses the common faith of Aedria and Bylleseus. The Major Pantheon, mostly universal in the regions that practice, is comprised of the Crone, the Judge, the Warrior, the Maiden, the Tempest, the Bachelor, the Father, and the Messenger. Interpretations of the roles of these deities vary wildly. The temple also accepts an uncountable variety of local gods and goddesses that collectively form the Minor Pantheon. The adaptability of this religion has made it widespread throughout Irenaea. The gods of the Pantheon are collectively referred to as 'the Ascendants'.
Hammerchurch - This faith worships Heavenhammer, an agent of divine will and flame. He is said to be equal parts Judge, Vindicator, and Father. The church calls upon all members to carry out his will, mainly that all men obey the Code of the Hammer (comprised of various tenets regarding lifestyle and behavior). This religion is mainly practiced in Paledune and the Shimmering Coast, with its main holy site being located in Paradise.
The Western Cults - Animistic and occultist religions from Witchhaunt to Baldugtagee fall into this category. Common Western Cults worship ancestors, demons, sky spirits, tree spirits, monsters, elves, or some combination. They all tend involve pacts for power in the material world in exchange for carrying out certain deeds and religious duties, and very few make any mention of afterlives.
Stylistics
Generally, stylistics come down to reconciling that all posts are translated documents, that they were translated by the same person, and maintaining a common format. To that effect, here is a quick checklist to make sure your post complies:
- Make sure your post only uses metric units. Google has an excellent conversion tool. [This rule maintains transnational consistency, since the same translator would not use different systems.]
- All words that have English meanings are spelled out. For example, the characters King Friedrich Fischer and Lord Hans Muller should be King Friedrich Fisher(man) and Lord Hans Miller, because these meanings are clearer to English readers. [This rule maintains formatting consistency, since as much information as possible is given directly to the audience.]
- Format your posts like the post below.
The Life of George Washington
President George Washington, 1732-1799
President George Washington, 1732-1799
Never did the wise Ulysses take more pains with his beloved Telemachus, than did Mr. Washington with George, to inspire him with an early love of truth. “Truth, George”‘ (said he) “is the loveliest quality of youth. I would ride fifty miles, my son, to see the little boy whose heart is so honest, and his lips so pure, that we may depend on every word he says. O how lovely does such a child appear in the eyes of every body! His parents doat on him; his relations glory in him; they are constantly praising him to their children, whom they beg to imitate him. They are often sending for him, to visit them; and receive him, when he comes, with as much joy as if he were a little angel, come to set pretty examples to their children.”
“But, Oh! how different, George, is the case with the boy who is so given to lying, that nobody can believe a word he says! He is looked at with aversion wherever he goes, and parents dread to see him come among their children. Oh, George! my son! rather than see you come to this pass, dear as you are to my heart, gladly would I assist to nail you up in your little coffin, and follow you to your grave. Hard, indeed, would it be to me to give up my son, whose little feet are always so ready to run about with me, and whose fondly looking eyes and sweet prattle make so large a part of my happiness: but still I would give him up, rather than see him a common liar.
“Pa, (said George very seriously) do I ever tell lies?”
“No, George, I thank God you do not, my son; and I rejoice in the hope you never will. At least, you shall never, from me, have cause to be guilty of so shameful a thing. Many parents, indeed, even compel their children to this vile practice, by barbarously beating them for every little fault; hence, on the next offence, the little terrified creature slips out a lie! just to escape the rod. But as to yourself, George, you know I have always told you, and now tell you again, that, whenever by accident you do any thing wrong, which must often be the case, as you are but a poor little boy yet, without experience or knowledge, never tell a falsehood to conceal it; but come bravely up, my son, like a little man, and tell me of it: and instead of beating you, George, I will but the more honour and love you for it, my dear.”
This, you’ll say, was sowing good seed!–Yes, it was: and the crop, thank God, was, as I believe it ever will be, where a man acts the true parent, that is, the Guardian Angel, by his child.
The following anecdote is a case in point. It is too valuable to be lost, and too true to be doubted; for it was communicated to me by the same excellent lady to whom I am indebted for the last.
“When George,” said she, “was about six years old, he was made the wealthy master of a hatchet! of which, like most little boys, he was immoderately fond, and was constantly going about chopping every thing that came in his way. One day, in the garden, where he often amused himself hacking his mother’s pea-sticks, he unluckily tried the edge of his hatchet on the body of a beautiful young English cherry-tree, which he barked so terribly, that I don’t believe the tree ever got the better of it. The next morning the old gentleman finding out what had befallen his tree, which, by the by, was a great favourite, came into the house, and with much warmth asked for the mischievous author, declaring at the same time, that he would not have taken five guineas for his tree. Nobody could tell him any thing about it. Presently George and his hatchet made their appearance. George, said his father, do you know who killed that beautiful little cherry-tree yonder in the garden? This was a tough question; and George staggered under it for a moment; but quickly recovered himself: and looking at his father, with the sweet face of youth brightened with the inexpressible charm of all-conquering truth, he bravely cried out, “I can’t tell a lie, Pa; you know I can’t tell a lie. I did cut it with my hatchet.”–Run to my arms, you dearest boy, cried his father in transports, run to my arms; glad am I, George, that you killed my tree; for you have paid me for it a thousand fold. Such an act of heroism in my son, is more worth than a thousand trees, though blossomed with silver, and their fruits of purest gold.
The Tale of Psyche
Psyche was the goddess of the soul and the wife of Eros, god of love.
She was once a mortal princess whose extraordinary beauty earned the ire of Aphrodite when men began turning their worship away from the goddess towards the girl. Aphrodite commanded Eros make Psyche fall in love with the most hideous of men but the god instead fell in love and carried her off to his hidden palace. Eros hid his true identity and told Psyche she must never gaze upon his face. Her jealous sisters, however, tricked her into disobeying and the angry god forsook her. Psyche searched the world for her lost love and eventually came into the service of Aphrodite. The goddess commanded her perform a series of seemingly impossible tasks which culminated in a journey to the Underworld. Psyche was afterwards reunited with Eros and the couple were married in a ceremony attended by all the gods.
Note that is is an excellent example of the type of post that fits well here: selective biographical histories and tall tales. That said, obviously the actual writing here does not comply with the style guide. The things to note here are:
- The (In Character) author's name is noted in the quote, as well as the year it was written (no abbreviations; here we will just be using negative years should they apply (-382 instead of 382 BC/BCE)), all of which is properly bolded.
- Each excerpt from a longer work has it's own quote (I didn't actually cut anything between the quotes here but it exists for example purposes). [It's worth noting that all posts are presumed to be excerpts, and regardless of whether or not yours is, the body of the text should be completely within a quote.]
- The header lists the individual the biographer is talking about, as well as dates of birth and death in the proper format.
- The post has an italicized title at the top.
- The folklore post includes a 'ca.' (circa) denoting an approximate date of publication.
[This rule, somewhat obviously, maintains formatting consistency.]
- Check that your post is free of wordplay, rhyming, and other tricks of the English language. Translated documents should not include these since these tricks only apply to one language. Real world examples include The Internationale, which had to go through quite a bit of revision to attain any amount of cadence in English and other langauges, as well other ancient epics such as Homer's works and the Bhagavad Gita (which is why the Oppenheimer quote sounds so queer). [This rule maintains the illusion of a translated document.]
- A few general notes, remember to write out whole numbers between one and ten (weird rule but it exists), not to use contractions (this is considered bad form in longer writing), and use the Oxford comma (for the sake of authorial consistency). As well, using any kind of slang is heavily discouraged, and all prose should present dialogue in nonfiction format, not script or novel dialogue. Poetry is exempt from some of this, although aspiring poets should be wary of the spirit of the guide.
- Including graphics in your post may be helpful, but it's a good idea to PM a GM ahead of time if you plan to. Generally, graphics are more the role of the GMs. This isn't always the best case for things like portraits though, so if you have a strong interest feel free to PM. Note, though, that only classical styles that would have been available before or during roughly 0 AD/CE (excluding anime, almost any digital drawing that isn't quite convincing, or pretty much anything on paper) is off limits. Note that this excludes graphical styles which weren't common as well. Meaning, if you find some source that says anime was being embryonically developed in Japan in this time period and we have one drawing with suitably large eyes in the entire historical record, I still won't let you. If you are you using graphics, only images you made yourself and for this roleplay are acceptable (certain generators may have exceptions). The primary exception here is modern reconstructions, namely maps, diagrams of battle tactics, and infographics. Graphics do not necessarily need to be posted from the perspective of a historian. Contact a GM for instructions on formatting. [This rule maintains the illusion of a translated document by making sure that art has a common theme.]
- Don't use bolds, underlines, italics, or any other such formatting in the body of your post, unless you are referencing another work in the simulation (which is likely rare), in which case you should italicize that title. [This rule maintains the illusion of a common translator, as the same translator would apply the same formatting to all works.]
If you have any questions about the style guide and/or would like a GM to check it over, send a PM and we'd be happy too!
Note that if your post doesn't meet these guidelines, we will ask for you to fix it, but that does not mean you are banned or that your post was bad or anything of the sort. We understand that these guidelines can take some getting used to, and so long as you're willing to work with us, we'll generally be a lot nicer about it.
Perspectives and POVs
To clarify what is said in the premise, you are writing as people within the simulation. Specifically, your accounts will be published as primary sources documenting the events happening in the world. This isn't always the case though if you are writing about far off events (for example writing a secondary account of Irenaeus's conquests in the year 200). All posts must be written before the current simulation year. To see what simulation year it is, check the [Characters] tab. Beyond this, you have broad authority on what you'd enjoy posting. You may post about an event, a character, a whole dynasty, a piece of folklore, anything. Traditionally, chronicles would tell the entirety of of one life story, but you're welcome to play around with this. Beyond that, your post may be poetry, songs contemporary to the events, articles, declarations, transcriptions of the edicts of the rulers, really anything you'd like. Just follow the style guide and you'll be fine.
Rules
I. Be mature. There are themes in this roleplay that are, frankly, vile. The historians you are playing as don't usually think that. That is acceptable, but these themes should be handled with sensitivity. There is no reason to be more graphic than the extent you need to convey emotional detail.
II. Follow the style guide. Consistency in style is very important to his roleplay; the IC should seem like one volume translated by the same person, like one massive digital library formatted uniformly. This isn't because that is more loyal how history works, but rather because makes the IC look nicer and maintain consistency. Being hostile about this will see you removed (although feedback and criticism, if civil, is absolutely acceptable).
III. Go with the flow. Work within the simulation. You have wide latitude to outright lie and at times this is appropriate, but try to base your lies on things that happen in the simulation. As well, the more you reference (even if you don't corroborate) the chronicles of other authors, the more the world feels fleshed out and real. Most characters provided by the simulation will intentionally be tied to other characters to prompt you, but you need to do the heavy lifting. Remember, nobody 'owns' a character, a nation, or a culture. Godmodding doesn't apply.
IV. Try to stay active in the OOC even if you aren't writing. I know I said this wasn't mandatory, and it isn't, but it helps keep things alive through low activity-periods.
V. Don't be a dingus. Pretty self-explanatory.
NOTE: The name structure is 'Prefix/Title Chosen-Name Given-Name House-Name Suffix/Title'. When making names, use this syntax.
Each generation (36-year time period) contains six phases, each of which is populated by an event. In addition, each character has a year of birth and death, as well as a status report on their domain.
Each phase includes broadly what the character was doing (Childhood, Training, War, Policy, Diplomacy, Death), and a more specific categorization in parentheses (Policy (Military), War (Rebellion), Training (Civil)), and within nested parentheses the result (War (Territorial (2-1)), Policy (Infrastructure (A-))), and finally after that any other character involved (War (Defensive (1-0) against Lord John Quincey Smith, Diplomacy (Defensive Pact) with King Rainbow of the Unicorns). Occasionally, a phase will have a (*[Name]) after it. This means that you should refer to the character mentioned for the coinciding event during that phase.
War
A war has nine possible outcomes for a character, each one signified by a different numerical combination.
(0,0) Both sides accomplished pretty much nothing. The war was pointless and practically no actual lives were lost.
(1,0) The character came in with a sizable force and easily accomplished their goals with practically no resistance.
(0,1) The character seriously underestimate the opposing force and sent only a ceremonial force to scare them off. The other side won easily.
(2,0) The character absolutely massacred the opposing force with nothing stopping them.
(0,2) The character was completely outmatched and annihilated by the opposing force with nearly no effort on their part.
(1,1) Both sides put up a fair effort, which ended in a white peace. Lives were lost on both sides and mourned.
(2,1) The character waged a vicious campaign, and at the cost of many lives, a bloody victory was assured.
(1,2) After a long and brutal campaign, the character succumbs to the opposing force, but not before ensuring that many of their ranks are taken with them.
(2,2) Both sides wage a grueling war with no real end and absolutely no real victory.
Policy
Every phase spent on policy is assigned a letter grade reflecting the outcome. Policy phases may be spent reforming the military (armament production, conscription, organizing command structures), the economy (tariffs, taxes, land redistribution, resource collection), infrastructure (building more roads, schools, forts, improving supply lines and communications), or civil policies (laws, culture, bureaucracy, government structure). These policy reformations in turn affect the military, economic, infrastructure, and civil levels of the domain of the character.
F - The policy completely backfires, ending in complete failure.
D - The policy in ineffective at best and disastrous at worst, no gains are made and some progress may stand to be lost.
C - The policy is utterly benign and makes no significant improvement.
B - The policy is moderately successful, if not absolutely revolutionary.
A - The policy absolutely revolutionizes the structure of the domain and is incredibly successful.
Domain Levels
At the end of the generation character sheet is the domain power levels for the final year of the simulation. These are relative to the world at large, not the relative state of the domain, and range from one to six.
1 - This level is appropriate to a tiny, far-flung backward domain. A minor power.
2 - This level adequately expresses the development of a city state or smaller nation. A local power.
3 - This level places around the average capabilities of a smaller kingdom. A regional power.
4 - This level designates a well-developed kingdom or a weaker aspect of a smaller empire. A continental power.
5 - This level represents a standard empire. A world power.
6 - This level depicts an absolute global titan. A superpower.
Domains have a level each for their military (Mil.), economy (Eco.), infrastructure (Inf.), and civil (Civ.) development.
Everything not included in a character profile is completely up to the historian to record with perfect accuracy.
Chief Ulden Strongsaddle Horselord (-3 - 36)
1. Chilhood (Abusive)
2. Childhood (Ill-Bred)
3. War (Defensive) against Chief Gultuk Leathermane Bronzespear
4. Policy (Military (A-))
5. Diplomacy (Trade Agreement) with Chief Argel Skullgate Tollscythe of the Deadlands
6. Death (Battle, Defensive (1-2)) against Chief Gultuk Leathermane Bronzespear
Mil. V Eco. III Inf. I Civ. II.
1. Chilhood (Abusive)
2. Childhood (Ill-Bred)
3. War (Defensive) against Chief Gultuk Leathermane Bronzespear
4. Policy (Military (A-))
5. Diplomacy (Trade Agreement) with Chief Argel Skullgate Tollscythe of the Deadlands
6. Death (Battle, Defensive (1-2)) against Chief Gultuk Leathermane Bronzespear
Mil. V Eco. III Inf. I Civ. II.
Each generation (36-year time period) contains six phases, each of which is populated by an event. In addition, each character has a year of birth and death, as well as a status report on their domain.
Each phase includes broadly what the character was doing (Childhood, Training, War, Policy, Diplomacy, Death), and a more specific categorization in parentheses (Policy (Military), War (Rebellion), Training (Civil)), and within nested parentheses the result (War (Territorial (2-1)), Policy (Infrastructure (A-))), and finally after that any other character involved (War (Defensive (1-0) against Lord John Quincey Smith, Diplomacy (Defensive Pact) with King Rainbow of the Unicorns). Occasionally, a phase will have a (*[Name]) after it. This means that you should refer to the character mentioned for the coinciding event during that phase.
War
A war has nine possible outcomes for a character, each one signified by a different numerical combination.
(0,0) Both sides accomplished pretty much nothing. The war was pointless and practically no actual lives were lost.
(1,0) The character came in with a sizable force and easily accomplished their goals with practically no resistance.
(0,1) The character seriously underestimate the opposing force and sent only a ceremonial force to scare them off. The other side won easily.
(2,0) The character absolutely massacred the opposing force with nothing stopping them.
(0,2) The character was completely outmatched and annihilated by the opposing force with nearly no effort on their part.
(1,1) Both sides put up a fair effort, which ended in a white peace. Lives were lost on both sides and mourned.
(2,1) The character waged a vicious campaign, and at the cost of many lives, a bloody victory was assured.
(1,2) After a long and brutal campaign, the character succumbs to the opposing force, but not before ensuring that many of their ranks are taken with them.
(2,2) Both sides wage a grueling war with no real end and absolutely no real victory.
Policy
Every phase spent on policy is assigned a letter grade reflecting the outcome. Policy phases may be spent reforming the military (armament production, conscription, organizing command structures), the economy (tariffs, taxes, land redistribution, resource collection), infrastructure (building more roads, schools, forts, improving supply lines and communications), or civil policies (laws, culture, bureaucracy, government structure). These policy reformations in turn affect the military, economic, infrastructure, and civil levels of the domain of the character.
F - The policy completely backfires, ending in complete failure.
D - The policy in ineffective at best and disastrous at worst, no gains are made and some progress may stand to be lost.
C - The policy is utterly benign and makes no significant improvement.
B - The policy is moderately successful, if not absolutely revolutionary.
A - The policy absolutely revolutionizes the structure of the domain and is incredibly successful.
Domain Levels
At the end of the generation character sheet is the domain power levels for the final year of the simulation. These are relative to the world at large, not the relative state of the domain, and range from one to six.
1 - This level is appropriate to a tiny, far-flung backward domain. A minor power.
2 - This level adequately expresses the development of a city state or smaller nation. A local power.
3 - This level places around the average capabilities of a smaller kingdom. A regional power.
4 - This level designates a well-developed kingdom or a weaker aspect of a smaller empire. A continental power.
5 - This level represents a standard empire. A world power.
6 - This level depicts an absolute global titan. A superpower.
Domains have a level each for their military (Mil.), economy (Eco.), infrastructure (Inf.), and civil (Civ.) development.
Everything not included in a character profile is completely up to the historian to record with perfect accuracy.
Cross-posted from the Nation Roleplay section. If this categorization bothers you, rest assured it is much more of a narrative roleplay than a national control roleplay. If you are confused about the tone of perspective of the roleplay, I'd encourage you to look through the IC posts in the main thread.