Hey buddy. First off, unless your account is an alt (people with multiple accounts), Welcome to the Roleplayer guild!
So, with you being new to the guild and this being the second choice youve made in regards to rping on this entire site. (Very flattered btw) whats your style, preferences.. Not looking for a life story, but aho are you as an rper? What do YOU look for in a rp.
Awesome! I was thinking of a tribal, Celtic-like people on that island north of Freishann and the Empire of Khandarai, if that hasn't already been claimed.
And @Monkeypants, thanks for the welcome! I am new to the Roleplayer Guild, but this isn't my first roleplaying website. As for what type of rper I am, I'm pretty simple. I'm a huge fantasy fan, but I enjoy other genres as well. I like to think of my writing ability being on the more advanced end of the spectrum, as I certainly prefer roleplaying in such situations, as I feel that the story is more enjoyable when written properly. Of all the nation roleplays I've seen before, this seems to be the best, since there's an actual overarching plot that's connecting us altogether, rather than all of us simply writing about what's happening in our nations and there being little-to-no collaboration. Overall, I'm very excited for this rp!
...I feel that the story is more enjoyable when written properly. Of all the nation roleplays I've seen before, this seems to be the best, since there's an actual overarching plot that's connecting us altogether, rather than all of us simply writing about what's happening in our nations and there being little-to-no collaboration.
Awesome! I was thinking of a tribal, Celtic-like people on that island north of Freishann and the Empire of Khandarai, if that hasn't already been claimed.
@Landoval13 Sorry to say that the island has been claimed, here's a semi-upated version of the map.
With the exception of the island north of Freishann and Khandarai, there are a few small islands left to claim and possibly that open spot of land, we're not 100% sure if the player is approved or not.(You would need to ask the GMs)
Olira is made of up 11 small kingdoms on 6 islands who act as a vassal to one larger central kingdom, Talnoc, the King of Talnoc also bearing the title of High King of Olira. The throne of Talnoc is passed down from father to son, the Ardri dynasty ruling from their capital of Rilik. The other kingdoms have varying levels of autonomy. The current king of Talnoc is High King Had.
Geography
Olira has a varied climate and terrain, from the lush forests and palms of Khasibuil to the green hills of Talnoc, from the sandy beaches of Sahil to the rocky beaches of the Seobaghs. Olira is made up of six islands; the Seobaghs (Deach, Anaghyr, Easif, and Janeas), Khasibuil, and the main island of Kamor. Khasibuil and Kamor and separated by the mighty Ulain river, on which lies Rilik, the capital and by far the largest city in Olira. Other major cities include the southern seaport of Minhu (though Rilik still functions as a port) and the Formorian capital of Malakh.
Culture
Descendants of both the peoples of Freishann and Khandarai, the humans of Olira are a mixture of ethnicity and culture which take from both lands, these ethnic divisions forming the basis of the kingdoms. Gabhar and Sahil are primarily descended from Khandarai, with the people of Gabhar known for their shepherding and those of Sahil known for sailing. The Seobaghs, Rokai, Trabahr, and Adhmadh are primarily of Freishannese descent, respectively known as fishermen, Karkadanh riders, a mixture of fishermen and shepherds, and woodsmen. Laghad, Sciadire, Khasibuil, Talnoc, and the humans of Shasur are a mixture of both, with Laghad being known for its clergy and cathedrals, as well as being home to the Order of Laghad, a Serenist missionary group. Sciadire is home of many human warriors, but is economically stalled. Khasibuil is extremely fertile, exporting dates, figs, olives, and many other agricultural goods. Talnoc being by far the largest kingdom has a very mixed economy, while Shasur is an industrial hub, with mines dotting its landscapes and blacksmiths filling its towns. Sheepherding something that all the groups of Olirians have in common to some degree, which is why the ram is the symbol of Olira.
Formor is home to the Formorrin; Grogars originally from Tarkima who migrated to Olira two and a half centuries ago. Formor is the most impoverished kingdom in Olira, largely due to the economic influence of the Serenist Church, which is absent from Formor. It's also to do with an Olirian mistrust of Formorians, populations of whom are prevalent all over Olira and are often discriminated against. Shasur is home to a significant Formorian population, but Formorians are completely segregated, being forced to live in separate parts of towns and cities, while Sciadire has specific laws preventing Formorians from even living there. Significant Formorian populations have also found their way to Talnoc (especially Rilik), where despite a lack of actual discriminatory laws, Formorians still often live in poverty and crime, the Seobaghs and Sahil, where due to their historic maritime prowess Formorians are actually often welcomed, Formorian sailors making up a significant proportion of the pirates and privateers of Sahil. Only in the Seobaghs do Formorians live side by side with humans without poverty or poor reputation. Even lower in society than the Formorians are the children of humans and Formorians, who, with no real place, often resort to crime, banditry, piratry, and mercenary work.
Existing in Olira since before the arrival of humans, the Yara Ma are an indigenous people in Olira who live in the remotest regions, especially on the island of Anaghyr. Yara Ma often disappear as humans populate a region, relying on a balanced ecosystem, and even if they do not disappear, they have, in the past, been exterminated, due to their consumption of human livestock. Not much is currently known about Yara Ma society, as the only place where Yara live freely without hinderence, the island of Anaghyr, is also extremely hostile to outsiders, often killing them onsite. While the vast majority of Yara Ma encountered are male, females do exist, as do infants. Yara Ma do not fight with weapons, aside from rocks which they throw with a strange expertise, instead relying on magic and their disproportate strength for their small bodies. Yara Ma are arboreal, spending most of their lives in trees, and are thought to be carnivorous. They also have octopus-like suction on their hands, and can easily crush a human throat, which tends to be their preferred method of execution.
Military
It is the responsibility of each vassal kingdom to create their own armies, though the High King's army will protect its vassals if attacked by an outside force. Vassal kingdoms are also allowed to go to war with each other, and small conflicts occur often. Conquests, however, are rare, the last one taking place twenty years ago. Standing armies do not exist in Olira, and instead, Kings rely on various methods to raise armies when the occasion arises.
Qurns are Olirian hunters who are recruited into a Kingdom's armies as light infantry, skirmishers, scouts, and raiders or simply just to hunt for the army's food during a campaign. Qurns carry ranged weapons such as bows, javelins, and darts, as well as a melee weapon, weather it be a dagger, an axe, a sword, or a sqian; a long, traditional knife in Olira. Qurns can also be recruited from bandits, with Kings sometimes offering amnesty to Qurns who join their army.
The backbone of a poor king's army, when a king needs to fill the ranks of his army, he simply enlists them from his peasantry. With each kingdom having a different structure in administration, the costs and effectiveness of the levy vary from kingdom to kingdom, with the more feudal kingdoms being able to create much larger levys at a much cheaper costs. Levys tend to be armed very simply and utilize their "strength in numbers" mentality. Levy troops are either armed with spears and shields or with bows and arrows, to be fired en masse towards the enemy army.
Taisafirin are the true symbol of Olirian warfare. Mercenaries, Taisafirin learn war as a profession, and wield heavy weapons such as greatswords and battleaxes, in addition to simple sword and shield combos, and wear heavy armor. They don't work year-round (in most cases); instead, in times of war, mercenary captains will be hired to go from town to town recruiting Taisafirin, who can also be employed for small-scale conflicts, brawls, and guard duties. Some are employed year-round to act as bodyguards, and most retire as they age, usually using their money from adventuring and fighting to buy a homestead. Many Taisafirin are Formorian or half Formorian, and even some human Taisafirin use Formorian weapons.
Horses never really caught on in Olira. That's because of the Karkadanh; carnivorous unicorns native to Olira. While Karkadanhs are used by civilians as both guard dogs and pack animals, they also compose the entirety of Olirian cavalry. Though Karkadanhs are much faster and far more dangerous than horses, their backs aren't quite as strong, and require much more skilled rider. That's why outside of Rokai, though Karkadanh riders are used, they never quite make or break a battle. In Rokai, however, Karkadanhs are an emblem of war, with riding societies exist around the kingdom.
While mages are used in combat in Olira, only healers are recruited by Kings, combat mages being far too expensive. Instead, most mages who end up on a battlefield are volunteers. The Serene Church will also sometimes send deacons to fight if an enemy strays too far from order.
Founded by Gultar the Stick around 35 years ago, The Black Band is made up of perhaps the most elite Taisafarin in Olira. Based out of Svawad Castle in Talnoc, the Black Band, unlike most groups of Taisafarin, exist year round, and can be marked by their black banner. The Black Band is made up of a few hundred members, with new applicants piling up around Svawad everyday, although hardly any making it in. What makes the Black Band so effective as a force is not only the skill of the individual mercenaries, but the cohesiveness and solidarity of the units, this being a major part of Black Band training. Aside from acting on a battlefield, the Black Band can also be contracted to destroy bandits, act as bodyguards, train forces, recruit groups of Taisafarin, kill dangerous wildlife, and advise generals.
Heroes
The head of the Black Band, Gultar has a taste for war, and has boiled down battle to a primary sense. For the first few years of the Black Band, Gultar lived in squalor, all of his money going to paying for his men, his only payment being in food. His big break came 20 years ago. For years, Laghad had been paying Rokai for protection, but the King of Laghad, a notorious gambler, was short on money. Sahil took advantage of this, and launched a full scale invasion, seeking to conquer Laghad, and cornering the King into his castle, besieging it. All seemed lost, when Gultar snuck into the castle and offered his aid in exchange for monetary compensation. The King of Laghad agreed, giving him the last of his funds, and miraculously, Gultar and the Black Band broke the siege, crushing the Sahili forces. Gultar and the Black Band became famous around Olira, and the construction of Svawad Castle began, with new applicants, funds and resources. The fame of the Black Band reached international levels eight years ago during the war between Olira and Freishann, when Gultar took charge of the Olirian forces and destroyed the Freishannese army. Gultar uses a variety of weapons in combat, but usually relies on a simple arming sword.
Sailor, privateer, and captain of the Liba, Captain Bahar is a well known seaman who first rose to prominence in the conflict against Freishann. A young captain of only 20 at the time, not only was he an effective privateer against Freishann immediately before the war, but his was the only ship that managed to break past Freishann's royal navy at the Battle of Minhu, and he personally opened the gate for the Olirian forces to enter the city. Now, he still works as a privateer, but performs less shady work, and has a much higher price. He can usually be found with his Formorian first mate in Minhu, and prefers to fight with a scian.
Not much is known about him, but the legends of Unna Forest have persisted for hundreds of years. It's surprising, since Yara Ma are completely extinct in the areas around him, but he's used constantly to frighten children into behaving. He's also been told to have a rare fluency in the Olirian language.
Born on the saddle to the King of Rokai, Yanna was recently named her father's successor, the first time a woman has been named heir in Rokai's history. This came as a shock to many, as she was already controversial for her interest in riding and combat. Yanna is skilled with swords, bows, and lances, and is very young to have such skill, only 19, but she has a long road ahead of her to gain her father's throne.
History
It's not quite known when humans arrived in Olira, but the displacement of the Yara Ma began almost immediately. As the human migrants to Olira began to settle, different ethnic groups began to form, which formed into clans, which formed into small kingdoms, who remained isolated, warring against each other for hundreds of years. The world of the early Olirians was shook 250 years ago, when Grogar supremecists from Tarkima, seeking to form a true Grogar homeland, invaded Olira, and thus began half a century of war. Eventually, the different kingdoms began allying each other to form larger ones, when two families from two large central kingdoms married to form the Ardri dynasty and the Kingdom of Talnoc. Talnoc sought support from the Serene Church, who sent them funds, and soon the other kingdoms bowed down to Talnoc to lead them, thus creating the title of High King of Olira. Talnoc soon drove the Formorians, or 'Outlanders' back to the seat of their invasion, planning to force them from Olira for good, when the King of the Formorians also swore loyalty to Talnoc, thus ending the war, and bringing Formor into the fold of Olira.
After the Great War, the country began to modernize rapidly with both the unified government and the new support of the Serene Church. Meanwhile, the old prophets who guided to Formorians to Olira clung tightly to their traditions, forming the Grogar Circle to lead the Formorians religiously. While Talnoc remained in peace amongst the island kingdoms, the other kingdoms still waged wars against each other, though those diminished with time and increased adhearance to the Serene Church.
After the war between Laghad and Sahil twenty years ago, the King of Laghad became extremely religious, building a new cathedral and founding the Order of Laghad, a missionary group. These missionaries soon began preaching in Freishann, and gained much support in one coastal city. After riots ensued, some of the missionaries were executed, the rest imprisoned, and a privateer war was waged against Freishannese shipping. Freishann, who's military was thought to be vastly superior to Olira, invaded, and while the navy saw success, their army was crushed by the new strength of the Black Band. After this war, Olira began modernizing their navy, and was brought in as an associate to Freishann and the Emerald Empire's trade league.
Relations
Serene Kingdoms: Devout in Serenity, Olira maintains ties, economically and militarily, with the Serenist States. Freishann: Though the two went to war eight years ago, relations have since cooled, and are actually somewhat close, with Olira now being an associate of Freishann's trade league, Freishann helping to modernize the Olirian navy, and the Black Band assisting the militaries of some parts of Freishann. Emerald Empire: The Emerald Empire being a trade partner that Olira had long craved for, victory in the Freishannese war allowed a dream to come true. Currenlty, Olira is in talks with the Emerald Empire to sell the island of Anaghyr.
Government The Republic of Vangren is a democratic republic only in name. The official head of state is the Consul, a man elected from within the members of the High Senate. The High Senate itself is composed primarily of members of the nobility or wealthy merchant families. It is extremely difficult to achieve a membership of the High Senate, as it requires a large sum of money paid to the treasury of the Republic, as well as support from current members of the Senate or other influential figures within Vangrenian society. Every now and then, a figure supported by the general public is allowed within the High Senate, if only to maintain the illusion of a democracy and prevent public unrest. Unfortunately, these “men of the people”, who are chosen due to their charisma and ability to lead, are rarely listened to or gain much support within the Senate. In all intents and purposes, Vangren is truly an aristocratic oligarchy masquerading as a republic.
The Consul is an individual elected from within the High Senate to serve as the official leader of the Republic for life. While the Consul is simply meant to guide the nation and serve as a public figure, they effectively rule as an absolute monarch in all but name. The High Senate, whose positions are practically hereditary, have a certain amount of power in order to check that of the Consul, yet this is rarely used, as the Consul usually maintains support of the Senate majority either through bribery, threats or other means of intrigue. While officially the Consul is not allowed to declare without the permission of the High Senate, the Consul is still able to do so. Not that he has, as Vangren has not seen war since its establishment as a Republic half a century prior.
The Republic is divided into six different provinces, called Freeholds. Each Freehold is ruled over by a smaller version of the national government with a Low Senate headed by a Proconsul. Their job is to oversee the local governance of the Freehold, such as taxes or local laws. The Low Senate is not as thoroughly controlled as the High Senate is, aiding in the mirage of the Republic truly being a democracy. Any man determined to make a difference in the governance of their home can run for a position on the Senate, even those of humble backgrounds such as a lowly farmer or cobbler. However, that is not to say that the Low Senate is entirely incorrupt. Local merchant guilds maintain a large control over the elections to the Low Senate, usually backing men that they can easily control and use as puppets to ensure that their interests are best expressed in the governance of the Freehold.
Geography The Republic of Vangren is divided into a number of different provinces called Freeholds, each of which having various climates. To the south and west, the Freeholds of Halstom and Kelek bordering the Heavenly Sphere and the Empire of Khandarai are mountainous and largely infertile. However, they are prosperous due to the large number of mining operations conducted within the mountain range. As a result of the large amount of mining, both Freeholds are home to a plethora of wealthy merchant families competing with each other. To the east, the Freehold of Retrand dominates the coast. This Freehold is also dominated by merchant families, most of whom recently became nobles during the course of the Great Revolution, due to the many coastal ports within the Freehold that oversee trade across the gulf and even beyond. Here, the climate is warm, like that of the Mediterranean region in our own world. It is also within the Freehold of Retrand that the nation is set at the port city of Tilum, the site of the beginning of the Great Revolution. As well as being a center of trade, Retrand is a place of learning, with a variety of academies and universities being founded throughout. It is from these institutions of higher learning that many grand new innovations and inventions are created, especially as the Republic struggles to compete with the scholarly abilities of the Heavenly Sphere.
Finally, the interior and north of the Republic forms the breadbasket of the nation. The Freeholds Rednar, Helevia and Galend contain rich and fertile soil, the result of the great rivers that run through them from the mountain ranges to both the south and north. These Freeholds are also the center of the Republic’s nobility, as it was here that the old feudal society of Vangren had centered its power.
Culture Vangren, even before it became a Republic, has been a very mercantile-focused nation. It’s position both at the center of Askor and its access to two different seas has caused it to become a prominent trading power. As a result, wealth reigns supreme in Vangren and merchants and their families wield a considerable amount of influence and power. In fact, many of the noble families of Vangren overlap with those of merchants, such as the House of Halvum maintaining a vast control over the mines in the southern mountains of Vangren. The nobility and merchants of Vangren, especially those who form the High Senate, live lives of luxury and splendor. They make residences in great estates in the country or fine townhouses along the sea. They enjoy great feasts nearly daily and lack for nothing. They are meant to be shining examples of how through hard work and determination one is able to achieve wealth and success, even though very few of them have ever worked a day in their life.
Merchant guilds are common throughout the Republic, a collection of merchants who have banded together as allies in hopes of creating a greater profit. While the local politics of the Freeholds are meant to be controlled through the public, it is the merchant guilds that influence the most power.
Unfortunately for the large majority of the Republic’s population, they do not live as luxurious lives as the more influential members of society. These men are the farmers, sailors, craftsmen and small businessmen who produce the most for the Republics yet reap few of the boons. Even though they are led to believe that they play a role in how they are ruled, they are as subject and powerless as they were under the rule of the old Vangrenian Kings. Many are so poor they are forced to live as serfs on the large stretches of farmland belonging to the aristocracy or serve as indentured servants to wealthy merchants. While some truly believe they are better of now then they were under the monarchy and place their faith in the Proconsul and High Senate, others believe that the Republic is a farce and yet further action must be taken in order to ensure that each man has the right to control their own destiny.
Military The bulk of the Republic’s land-based military is infantry-based. The Vangrenian Guard is the center-piece of the Republic’s military, as it consists of soldiers serving full-time, having gone through thorough and extensive training. While the Vangrenien Guard can not claim to be Askor’s finest swordsmen, they are well-trained and disciplined. Every able man between the ages of 16 and 30 are required to serve at least three years within the Guard, unless they are able to pay a fee to avoid conscripted. The Guard’s weapons of choice are a combination of halberds and short-swords. The nobility makes up the large portion of the Republic’s cavalry. While not the heroic knights of Lynnfaire, they serve as both heavy and light cavalry, depending on the wealth and expertise of the noble house providing troops. The rest of the Vangrenian military is formed by a levee of able-bodied men who are not currently serving within the Guard. The true pride and power of the Vangrenian military lies in its navy, however. As a nation that survives on its trading ability, especially that of its sea-faring trade, it is not surprising that the Republic has produced some of Askor’s finest sailors. Their ships are some of the swiftest and strongest, using both sailing and rowing methods to maximize their ability to maneuver. The Vangrenian Marines are also something to be feared. With a detachment of Marines stationed on every military vessel, they are masters of both ship-to-ship and land combat, and are especially effective in raids and hit-and-run attacks. While the navy is currently simply used to patrol Vangrenian waters and protect the shipping routes of merchants, it can easily swell is size and power in order to defend against any threats or attack any potential enemies of the Republic.
Heroes TBD
History Vangren as a Republic is a youthful nation, having been born in the aftermath of the Great Revolution fifty years prior to current events. As nation, however, it is ancient. Having been founded during the dawn of the Era of Legends, Vangren had always been a monarchy, the kings being descended from the original children of the Primordials and thus possessing great magical abilities. However, as the centuries passed, the blood of the Primordials began to wane within the royal line, especially as foreign marriages were arranged, and members of the family died unexpectedly, leading to distant members of the royal family inheriting the throne. All the while, as the divine right of the Primordials began to disappear, the Vangrenian kings grew more and more cruel. They would raise taxes to back-breaking sums and imprison or even execute those who were unable to pay. Soldiers would be stationed throughout the nation to enforce the taxes, acting more like foreign occupiers than their own military. Soldiers would often rape citizens of the towns they were stationed in or hang those who spoke out against their presence. The oppression of the monarchy only worsened upon the coming and eventual murder of the Prophetess. When she called men to her banner, many of Vangren’s young traveled to join her Silver Legion. When news of her cruel execution and the murder of the Legion, including many of their own, much of the populace of Vangren, especially the common folk, converted to Argentianism. However, the king adamantly refused to recognize her as a religious entity and thus began persecuting those who preached in her name. This only added to the great civil strife that grew rampant throughout Vangren, though it would still take many years before action was taken.
Eventually, a young sailor from the city of Tilum rose to action. After returning from a long voyage on a trading ship, he returned to find his lover raped and murdered. Furious, the man gathered friends and like-minded individuals and began to fight back against the oppressive military presence. At first, their actions were simply guerilla tactics, such as ambushing small patrols, stealing provisions or raiding unsuspecting outposts. Yet as they grew in infamy and gathered more and more people, they began to act out more and more. Eventually, they were even able to drive the forces loyal to the Vangrenian king out of Tilum. Upon doing so, the sailor declared that he intended to reform Vangren into a republic, one in which each man was equal and had the ability to determine their own destiny.
Not before long, though, the Vangrenian king amassed an army to punish the rebels of Tilum. Knowing there was little hope yet seeing no other action possible, the rebel leader and his forces gathered to face the army outside of the city, even though they were poorly armed and trained. The two sides met in battle, though the rebels soon began to show signs of breaking against the overwhelming power of the skilled soldiers loyal to the king. Yet just when all hope seemed lost, a new force charged the loyalists rear, swiftly routing them and winning the day.
After the battle was finished, it was revealed that the rebel’s saviors turned out to be a number of nobles who had become disillusioned under the tyrannical reign of the king and so had decided to aid the rebels in their plight. Thus, with the nobles wealth, manpower and skill, the Great Revolution was truly born. More and more flocked to their banner until the fires of war had spread across the entire Kingdom.
For five years the was viscously fought, as father faced son and brother battled brother. Slowly, yet ever so surely, the rebels pushed the loyalists back towards the capital, until it was the only remaining loyalist steadfast. It seemed that all was well for the rebels. Unfortunately, there had long been division within the rebel camp. The original leader of the revolution in Tilum and thus the de facto leader of the commoners and the leader of the noble faction had long butted heads against one another, causing friction among the rebels. During the course of the battle for the capital, the peasant leader was struck by a stray crossbow bolt and forced off the field of battle, leaving the noble lord in command of the army. In the course of the battle, the capital was sacked and utterly destroyed the city, killing and raping many of its citizens. The entire royal family was murdered, even the newborn son of the king.
When the commoner leader learnt of this, he was furious yet was unable to do much. With the revolution officially won, he turned his attention to reforming the government into what he hoped would see equality for all men. It was he who drafted the plans for a High and Low Senate. However, he was resisted by many nobles, who believed that they deserved many seats in the High Senate for their participation in the revolution. The sailor from Tilum turned revolutionary leader sought to oppose them as best he could, yet the conflict between the two factions began to escalate to physical violence until one day he was ambushed and stabbed to death by a number of assailants. The leader of the nobles declared that he had been killed by a group of loyalists seeking to avenge the death of the former king, as he knew that his rival was celebrated as a hero throughout Vangren. However, a number of the sailor’s supporters doubted the truth to this and continued their opposition, until one by one, they two were mysteriously murdered.
His opposition diminished to nigh on nonexistence, the noble leader created the legal system of the Republic as it is today, establishing himself as Proconsul. He has long since died himself, yet he has been replaced by a number of Proconsuls just as eager to ensure their absolute control and supported by a High Senate intent on maintaining their oligarchic control over society that they had been unable to have under a monarchy. Yet somewhere out there, in the shadows of cities and the hearts of common men, there are the old supporters of the simple sailor who lighted the sparks of a revolution, those that will fight to see his dream of a land where all men were equal become a reality.
Relations The Republic is on fairly good terms with its neighbors, since it focuses more on trade than expansion. However, the recently elected Proconsul has been expressing some possible imperialistic tendencies…
Characters
A young yet capable man, Eleric is the grandson of the original Consul and head of the House of Taren, one of the most ancient and powerful noble houses in Vangren even before the foundation of the Republic. Only 28, Eleric is a determined individual who has set his eyes upon both living up to the legacy of his grandfather and establishing the Republic has a larger world-power. While he is Consul, this is largely due to large infighting among the High Senate rather than a large basis of support and so Eleric must establish himself as a leader and gain support among the Senate.
The commander of Vangren’s naval forces, Admiral Harken is an experienced and skilled leader and soldier. Unlike most other members of the Republic’s upper military positions, Harken comes from humble beginnings, a testament to his ability as an admiral. Harken was born not long after the creation of the Republic and so still holds many values of the Revolution at heart, something not many other Vangrenians still due.
At the young age of 35, Beric is one of the youngest soldiers to have ever taken command of the Vangrenian Marines. As a result, he has received the favor and respect of the new Consul, as he to fills a position expected of elder and more experienced men. Belric is a man of honor, holding the chivalric values close to his heart. He is also a man who values freedom above all else. As a result, he is often conflicted between his loyalty to the Proconsul and the Republic and his pressing realization that the Republic is a farce.
A blacksmith in a small town in the Freehold of Kelek, Ean would normally be a man of inconsequence. He plays no part in the governance of the Republic and has no hopes of ever being elected to the Low Senate of Kelek, let alone the High Senate. However, his claim to fame is that he is the leader of a local band of men who believe the Republic is as corrupt and tyrannical as the monarchy was and wish to see it as it was meant to be. While he has not taken open action as of yet, Ean comes closer and closer to doing so with each passing day beneath the boot of the Consul.
PUha my computer works again. TT_TT sadly i lost my work i put into perfecting the application i shall back out for now, im still mourning the dead HDD (it contained much writing and ...other content)