Smoke and Steel is a character RP set in a low fantasy world, taking place in this world's equivalent on Europe, North Africa and the Middle East, a region known as the 'Circle Sea'.
You will play the part of someone from one of several royal courts vying for control of a crumbling Empire... or perhaps multiple characters – having unconnected characters in multiple courts is keenly encouraged! There will be Alliances, betrayals, and not everyone is coming out of this one alive...
This is a low fantasy RP. Magic does exist in the setting, though your characters are not magically gifted. The one exception I will make to this is if you want to make your character a healer, because magical healing is a great way to allow injured characters to participate in the next scene.
In terms of non-magical tech and societal development, the part of the world you are in will have tech approximately equivalent to the mid 17th century. So think, pikes, muskets, pirates and knights with guns.
If that piques your interest, take a look at the factions, see if you like a look of one of them and then take a look at the info for the cultures that make up that faction. There is a wee bit of lore here but you definitely aren’t expected to know all of it to get involved! If you’re interested, we’d love you to join! You can always read the lore later. If you want to.
And if you aren't too sure about why this is the best period of history to set anything in, watch this educational video:
How will the RP be structured?
There are five competing factions aligned to one of two Royal Houses in the RP. Your character may be a merchant, a soldier, a noble... or anyone else really that you think could form part of the inner circle of one of the five claimants. You can be a human of one of many ethnicities, or you could be an elf, one of the ruling class of the crumbling 'Haltian Empire'.
The RP will mostly focus on the character drama though there will be battles. Characters commanding in battle will be asked for orders and we'll run a quick simulation in the discord before RPing it out. Not every faction will be busy all the time so if you do want to write multiple characters in different factions, that's cool.
You will advise your liege, maybe switch sides and your actions will have an impact on who eventually wins this war. And hopefully we'll get some fantastic stories written against the backdrop of a massive war. Romance, intrigue, betrayal etc etc...
The World of the Circle Sea
History
The Blight and the Haltian Empire
200 years ago, the world was a very different place. Human Kingdoms dominated the coast of the Circle Sea. Of those Kingdoms, none was finer than the Inburian Empire. Then the blight came. Out of the East, poured strange and brutal creatures, which came to be known as Goblins and Orcs. They appeared in vast hordes, destroying and devouring everything in their path. The Eastern Kingdoms fell, one by one, until the horde reached the great fortress of Grendell, strategically placed to control the narrow neck of land that connected Inbur and the Eastern Kingdoms. The horde laid siege to the citadel for two months, launching one futile assault after another, coming within a hair's breadth of breaching the fort before finally a relief force arrived. The relief force of the time consisted of the bulk of the Inburian army along with the allied contingents from all the other human Kingdoms and there, at the gates of Grendell, the horde was halted, though the Inburians paid a heavy price.
Off the back of the horde, another enemy arose in the West: the Haltians. The Haltians were nomadic Elven people, known for their fine Cavalry. Led by their fearless leader, Voron Corfina, they descended on the weakened human kingdoms, carving out their own Empire, completely swallowing the Inburian Empire in the process. The Emperor, Dakis III Hasikos, was killed, along with most of his close family, although some branches of the Hasikos family escaped the killings and live on as subjects of the new, Haltian Empire.
The Prophecy of the Dawnbringer
In the last days of the Blight, the Eastern Kings had forged a weapon of extraordinary power that sages had foretold would be wielded by the one to finally destroy the Blight. In the hands of a worthy wielder it would glow with blinding light. It had been sent to the Inburian Emperor as it became clear the Eastern Kingdoms were doomed and wielded in the siege of Grendell, where the armies of the Blight had finally been halted... but then the Haltians had struck.
The weapon had vanished from the pages of history at that point, sent into hiding away from the Elgafolk who were liable to misuse its power… only to reappear a couple of hundred years later in the hands of a young woman named Aonène Alzina La Noue de Bellièvre, who has it happened, was a close friend of Andronika Hasikos – the White Wyvern.
The Emperor’s Death, Contenders and Rebels
In the world as it is today, the Inburian Empire is consigned to the history books and the Haltian Empire holds the line against the Blight though Haltia has begun to look a little shaky.
Internally, many of the more traditional elves in the West, who continue to live a more nomadic lifestyle, have become mistrustful of the ‘decadent’ Eastern Empire.
Meanwhile, in the East, many have begun to agitate to slowly dismantle the systems of slavery that keeps the fields tended and factories running, seeing this as the only way to stave off a catastrophic revolt from the enslaved human peoples.
150 years ago one of the secondary powers, the Calarian Republic, successfully crossed the otherwise impassable Evig Ocean to an area now known as the 'Calarian Main', rich in spice and precious minerals. The Kingdom of Brendahl and Doel Union were quick to follow and a number of wars have been fought over control of the area aided on all sides by the local ‘Iktani’ tribes. All three have become wealthy off trade from the West – particularly the Calarians, although none is capable of remotely threatening a united Haltian Empire.
Everything changed two months ago though, with the assassination of Emperor Voron. Voron’s two sons, Voron II, a prominent leader in the Eastern ‘Reformist’ Faction blamed his younger brother, Orrian for the murder. Orrian, the leader of the Western ‘Traditionalist’ Faction, blamed Voron. With Imperial guards sent to arrest him, Orrian fled the capital and raised his banner in the West.
Orrian and Voron’s hastily assembled armies met at the Battle of Lysfelt where Orrian’s force of 7,400 troops drove Voron’s 9,700 troops from the field (with around 756 of Orrian’s troops killed to 1,476 of Voron’s with an additional 2,400 taken prisoner). The defeat had the knock-on effect of encouraging several other revolts to break out, including three led by humans with claims to the ancient Inburian throne. With the Empire in flames, the Calarians have taken the opportunity to invade from the South and the other human Kingdoms may, or may not, have similar aspirations. Voron is still in control of the largest army, on paper, but his forces are divided and fighting fires all over Empire.
And just to make matters worse for Voron, a massive force of 52,000 orcs assaulted Grendell. Voron's forces drove it off with only 696 soldiers lost (to over 7,000 orcs) but this is only the Vanguard of a much larger army and a large number of Voron’s best troops must be kept in place at the Grendell, holding the line of fortifications against the Blight.
The Culture of a Divided Empire
The last two centuries have seen the Elgafolk who make up the Empire diverge quite considerably from one another.
In the West, the Elgafolk still largely live in nomadic clans with elected Chieftains who serve for a fixed term between elections (which goes some way to defusing intergenerational rivalry in the long-lived species). They mostly leave the Sahalky and Pobryn to their own devices, allowing the client Lords and cities to pass their own laws and administer their territory as they see fit in exchange for the payment of an Imperial tax and the provision of Imperial levies. It is not unknown for disputes between clans and settlements to come to blows but this is fairly rare – the groups tend to keep themselves to themselves.
Slavery is practiced in the West, mostly the enslavement of captives taken in border raids, though the actual numbers are fairly low. Most end up doing menial labour though senior Clan Chieftains will also keep concubines. Educated or magically gifted slaves can be worth a considerable amount of money and are generally treated relatively well.
In the more densely populated East, however, the Elgafolk have adopted human feudal customs, with Lords controlling vast estates which Voron I handed out to favourites following the conquest. Slavery is also heavily practiced and around 1/3 people in the Eastern Empire are enslaved. Slave status is hereditary and people can be judicially enslaved for even relatively minor crimes. Slaves tend the fields, construct buildings, work in factories and form the regiments of the elite ‘Owned Men’.
The number of Elgafolk in the Eastern Empire remains fairly low compared to the number of humans and a large underclass of wealthy but largely politically excluded humans has gown up, particularly in cities such as Inbur. Many of the wiser elga nobles in the East have realised that this combination of large numbers of slaves, combined with a growing amount of wealth amongst the human population is a recipe for largescale revolt and a reformist faction has grown up, calling for a gradual disassembly of the system of slavery (gradual, so as to avoid any unnecessary financial hardship) combined with limited citizenship rights for humans, seeing this as the only route to a secure the Empire’s future.
Voron I opposed reforms, being largely blind to the growing problems in the East and, unfortunately for the reformist faction who now control the Eastern Empire, the long-predicted revolts erupted so close after his death that there was no time for any legislation to be passed.
Houses, Claimants and Factions
House Corfina – Emperors of the Elgafolk (Elves)
210 years ago, Voron Corfina led his horde around the North of the Morktree to conquer the Inburian Empire and form the Haltian Empire in the ashes. Now Voron is dead and his two sons both blame each other for the murder.
Voron II Corfina – The Eastern Haltian Empire
Voron II, son of Voron is 220 years old and, as a teenager was sent to live with and learn the ways of the newly conquered human subjects in the East. Like many of the younger elgafolk in the East, Voron learned to enjoy a settled, human lifestyle, as an adult taking on the trappings of a human Lord and becoming a leading figure in the party at court calling for reforms within the Empire to improve society for the Inburians, Mittelvolk and other enslaved and downtrodden human groups, seeing this as the only way for the Empire to safeguard against a largescale human revolt in the East. Unfortunately, for Voron, the succession Crisis brought on by his father’s assassination led to widescale revolts before he had the chance to announce, let alone begin implementing the reforms he believes in.
Voron, uniquely, among the many leaders, knows just how big the threat from the Blight actually is. Recently his forces held off an attack from 52,000 orcs, but from what his scouts indicate, this is only the vanguard of a much larger force and if they get past the fortifications at the Grendell there may be no containing them and all the petty rivalries between humans and elgafolk will mean nothing. Victory is necessary not just to maintain the integrity of the Empire, but to ensure the survival of all people on the Western continent.
Voron still commands the largest body of troops in the Empire, currently around 90,000, though they are divided, fighting numerous enemies and many armies are in disarray following a series of defeats, to the ‘White Wyvern’ at Trefgodwig, the Western Empire at Lysfelt, the D’Ambois Expedition at Sidskold, the Calarian Republic at Hjodfelt and the ‘Red Wyvern’ at Rodelkog.
The defeat at Lysfelt was particularly disastrous and Voron made the call to retreat with his forces, abandoning the capital of Alveby to regroup at Elvesland.Voron is a cautious and thoughtful leader who does actually care about his subjects and, more than most of the others is very aware of the danger presented by the increasingly active Blight in the East.
Voron is a careful and thoughtful leader who is generally popular with his inner circle, though he lacks the charisma of some of his rivals.
Orrian Corfina – The Western Haltian Empire
In comparison to the Eastern Empire, where most of the human population is enslaved or otherwise oppressed, the humans in the West in relative symbiosis with the elgafolk, paying tribute in exchange for safety and security. The Sahalky cities are prosperous trading hubs while the Pobryn hill folk are allowed to live in relative isolation on their rugged coastline.
Orrian Corfina, now aged 190, unlike his older brother was raised in the West on the vast open plains, amongst the nomadic elga tribes who were, even then, beginning to become suspicious of the Easterners abandonment of the ancient nomadic lifestyle in favour of ‘decadent’ styles of human Lordship.
While commanding, at most 40,000 troops, and enjoying almost no support East of the Morktree, Orrian’s victory at Lysfelt, which he personally commanded, has given momentum to his cause. While many of the Western Empire court believe in abandoning the lands East of the Morktree and some even favour abandoning Maceataby and Elvesland (Mittelvolk cities), Orrian is aware that if his brother is able to deal with the other threats to his rule and bring the full force of the Eastern Empire’s armies to bear, he will undoubtedly be defeated.
Commanding from the front, Orrian is a handsome, inspiring and brave figure as well as a competent tactician who has the trust of the men under his command.
House Hasikos – Human Pretenders
210 years ago all the lands between Grendell and the Morktree were the domain of the Inburian Empire with the Kings of Favis, Calaria and the Mittelvolk all paying homage to the Hasikos dynasty. It was Dakis III Hasikos who halted the Blight at the Grendell, though his forces were so weakened by the battle that he was unable to stop Voron Corfina when he invaded from the West, sweeping through the Mittelvolk Kingdom and Inburian heartland. The surviving descendants of the old dynasty have been allowed to live on, provided they don’t cause unrest. However, in the shattered Empire, two Hasikos Sisters have reemerged to claim the old throne of Inbur and drive the Elgafolk into the West, flying under the old Inburian Wyvern banner.
Andronika Hasikos – The White Wyvern
Andronika Hasikos at 19 is the elder of the two Hasikos sisters and potentially the biggest threat to the Empire of all of the rebel groups.
Raised on a farm in central Inbur, Andronika developed the Gift of Healing which led to her arrest for a crime she didn’t commit, allowing the local Lord to sell her into slavery, at an enormous price, given her rare talent.
Andronika, however, is a manipulative little thing and convinced one of the guards to help free her and the other slaves in the caravan she was in. One of whom, Aonène de Bellièvre is now believed by many to be the prophesied ‘Dawnbringer’ to save all peoples from the Blight. Andronika escaped to the town of Tregodwig where, after two failed attempts on her life, she began raising a force with Aonène in opposition to the Empire. Voron, the late Emperor, dispatched an army to lay siege to the town and bring Aonène back to the capital of Alveby, but the army was defeated outside the town by the small force fighting under the banner of the ‘White Wyvern’, the town garrison and a relieving force from the King of Carnelfenney.
Andronika is a charismatic, moderate figure who counts elgafolk and humans of many races amongst her inner circle. While known as brave, compassionate and undoubtedly cunning, Andronika also has reputation for ‘brazen’ behaviour which does not endear her to some of the more pious members of the population.
While Andronika currently commands just over 2,000 troops, a very low number, she is in the process of negotiating an Alliance with Carnelfenney, potentially bringing a further 10,000 under her banner, enjoys substantial support amongst the Inburians and Mittelvolk and, most importantly, is also supported by the ‘Dawnbringer’, who acts as something of a magnet for adventurers.
Ariana Hasikos – The Red Wyvern
Ariana Hasikos, at 18, is the younger of the two Hasikos sisters and the supposed leader of a large revolt from a mixture of Inburian peasants and slaves, wealthier burghers and retired Imperial veterans.
This revolt has been particularly bloody and elgafolk captured by the rebels have inevitably been tortured and murdered regardless of gender or age. Ariana, herself, is retiring figure without the natural charisma of her older sister. In theory her rebels ought to swear allegiance to Andronika as the elder sibling, and the rebellion maintains lip service to the idea of doing so if she makes it to Inburian lands. Privately, however, many of the rebel leaders view Andronika’s known fraternisation with elgafolk with suspicion and have a preference for the more malleable Ariana (who tends to acquiesce to the views of her advisors without protest). By all accounts, the two sisters are quite close though Ariana is little more than a figurehead and the odds of the two forces eventually coming to blows is fairly high.
While the Empire expected Ariana’s revolt to be easily crushed, their outnumbered army was surprised by a charge at the battle of Rodelkog and routed in vicious hand-to-hand fighting, though not before inflicting serious casualties on the rebels. Unfortunately, the Imperial forces abandoned all 32 of their field guns in the retreat. Currently, the ‘Red Wyvern’ controls no major settlements, though these guns will now give them the capacity to breach the defences of walled towns. While only currently mustering a force of just over 13,000 soldiers, victory at Rodelkog has proven to the local population that Ariana’s army has the potential to drive the Haltians from their lands.
Coralie D’Ambois – the Black Wyvern
Coralie D’Ambois has a connection to House Hasikos through her mother, though in reality her claim to the throne is laughably slender. A Vichian noble, Coralie D’Ambois was disowned by her family for eloping with a pirate captain and eventually turned to piracy and privateering herself. Despite the dubiousness of her claim to the throne, Coralie managed to convince a number of corsairs and other mercenaries to join an expedition to the Inburian Coast, more as an excuse to loot Haltian manor houses than actually establish Coralie as Empress.
The force was swelled by local peasants and slaves though Coralie expected them to inevitably be routed by the Empire and had plans in place to flee back to her ship in the event of military collapse. Coralie’s forces were surprised by an Imperial army outside of the village of Sidskold. While numerically inferior, the Imperial forces had advantages in training and cannon, though through a series of poor decisions, squandered both of these advantages (attacking ahead of the artillery arriving on the field and attempting the move the left wing of the cavalry through a swamp to surprise the Expedition… which it did not). The Battle of Sidskold was a slaughter, with nearly 900 imperial soldiers killed, and a further 2,700 captured along with 4 batteries of ordinance, out of an initial force of 6,500. Just over 350 rebels were killed or missing, and a further 670 wounded in the fighting. Coralie, by all accounts, personally took command of a unit of shot in the village itself.
With news of the victory spreading, Coralie’s army has swollen to close to 13,000, though her position remains precarious. There are, including the survivors of Sidskold, around 8,000 Imperial troops to the North and 12,000 Calarians to the West. Both forces are well equipped and trained while Coralie’s forces are lacking in armour, horses, arquebuses and training. The Calarians harbour a particular hatred for her (she captured a treasure galleon a few months ago) and would gladly see her hanged. Coralie will need to make her next moves very carefully.
Coralie is ambitious (some might say greedy), bold, unafraid of risk and (perhaps surprisingly) a competent and inspiring military commander to rival Orrian Corfina.
Peoples of the Empire and Surrounding Nations
In order for you to create a character, and for some basic info on the peoples you will encounter, here are some of the more common peoples who will appear in the RP. Feel free to have a chat on the discord if you want to create someone from a different race.
So you don't need to go plodding through huge amounts of lore, I've split the races into Major (people who live where the action is and/or are very directly involved) and minor, who are a bit more peripheral to the story.
In respect to language, you can assume each of these peoples has its own language though, with the exception of the Iktani, most people will also have a reasonable grasp of 'Inburian', which has existed as a lingua franca in the circle sea since the time of the Inburian Empire. Incidentally if you do create an Iktani character, I’d suggest saying they speak ‘Inburian’ just so you can talk to everyone else!
Peoples of the Empire
Major Races
The Elgafolk were never great city builders, preferring to live nomadic lives in the great plains North of the Circle Sea. That was until the Blight weakened the human Kingdoms. Then, the Elgafolk descended from the North, conquering and enslaving the many humans in their path. The Elgafolk are biologically immortal and highly resistant to poison and disease. While they do not conceive as often as humans, Elgafolk women remain fertile for centuries and infant mortality rates are low. It is not uncommon for one of the Elgafolk to have up to twenty siblings, though these may have been born a century or more apart from one another.
Elgafolk cannot reproduce with humans.
Elgafolk are usually slightly larger than humans, with the males averaging 6'2'' and females 5'8'' in height.
For centuries, Elgafolk have been known as the finest cavalry in the world and their units of cuirassiers will often form the backbone of a Haltian army to this day.
The Elgafolk live almost entirely within the Haltian Empire and are viewed with great suspicion amongst Human cities. Despite the fact that they are the only species to enjoy citizenship rights within the Empire, the Elgafolk only make up just under 15% of the total population, the remainder being resident and enslaved humans.
Around half of the Elgafolk still live in the Western part of the Empire, leading a fairly traditional nomadic lifestyle in the vast grasslands. The other half have settled in the East and, for the most part, adopted a more settled lifestyle, ruling over feudal style fiefs or trading out of the prosperous Eastern cities such as Inbur and Elvesland.
If you want to create an elga character, here is a name generator
The Inburians are the surviving remnant of a broken, though once-great Empire. Most live within the Haltian Empire. Around a third of their population is enslaved. Despite all of this, the Inburian Royal Line (the Hasikos dynasty) persists and there are a number of potential claimants to the Inburian Royal Throne scattered in Haltian territory. The Haltians tolerate the existence of these pretenders, provided they don't cause any trouble; attempting to move against them has been known to cause the Inburians to riot.
Unrest in the Empire, predictably, has seen a number of Hasikos pretenders appear.
Historically, the Iburians are descended from Calarian settlers who began to build cities around the circle sea around 2,200 years ago. Over time and with contact with other cultural groups, some of these cities began to evolve their own identity. Inbur, lying in a strategically important position controlling the route to the portage at the Grendell rose in prominence, dominating many of the local towns. Inbur’s power spread until, 817 years ago it had become powerful enough for ‘Cyprien the Great’ to declare himself Emperor of Inbur, controlling the much of the Eastern parts of the modern Haltian Empire and Calaria with client Kings in Favis and Quinia.
209 years ago, when the Blight emerged, the Inburians led by Emperor Dakis III, supported by their client Kings were able to halt the orcs at the Grendell, though their forces were so weakened by the battle that they were in no fit state to resist the Haltian army that invaded from the West, completely overrunning the Imperial heartland.
The Inburians form the core of the Red Wyvern faction, are heavily present amongst the Blacks and Whites and are also well represented in the Armies of the Eastern Empire though many of these units are of dubious loyalty
On Earth, the Inburians would be described as 'Mediterranean' in appearance.
If you want to create an Iburian character, here is a name generator.
Minor Races
The Jedgorsy are descended from Sahalky auxiliaries who accompanied the Haltians in their conquest of Inbur, settling in the, at that point, largely uninhabited foothills South of Brendahland. Since then, the Jedgorsy have come to see themselves as a separate people with a strong martial tradition.
While the Jedgorsy farm large tracts of land, these farms are nearly always in support of a Jedgorsy 'Host', who will fight for anyone willing to pay them and find ample opportunities for service in the Empire and in Brendahland. The Jedgorsy are best known as cavalrymen though their infantry is of high quality as well.
Individual Jedgorsy have also risen high in Imperial circles and they are found in large numbers in both Imperial factions... though some have joined rebel factions as well.
On Earth, the Jedgorsy would be described as 'Eastern European' in appearance.
If you want to create an Jedgorsy character, here is a name generator.
To the West of Inbur and North of Carnelfenney once lay a client Kingdom of the Inburians, the Kingdom of Mitteland centred around the twin cities of Elvesland and Maceataby. The Mittelvolk formed an important part of the Imperial force at the Battle of the Grendell and were the first Kingdom to fall to the Haltians.
Much like the Inburians the Mittelvolk are an oppressed, subject race, and have similarly high rates (approximately one in three) of their population enslaved.
The Mittelvolk are originally descended from the Folandet tribes and have kinship with the Brendahlanders and Doel.
The Mittelvolk have generally been more compliant subjects than the Inburians, though following on from the Battle of Trefgodwig, large numbers of young Mittelvolk men have crossed the border to join the ranks of the White Wyvern, hoping to liberate their homeland.
On earth, Mittelvolk would appear to be 'Central-Northern European'.
If you want to create an Mittelvolk character, here is a name generator
The Pobryn tribes in the far East of the Empire share a common ancestry with the Quinians in the independent states on the South, although unlike their Quinian relatives, the Pobryn have been tributaries to the Haltians for millenia and have, largely, been left to their own devices, not tradtionally having been particularly wealthy though they have always supplemented Imperial field armies.
Local units in the East of the Empire are unusual in that they still occasionally mix longbows in with their units which can be effective against unarmoured units but tend to fair poorly against well equipped, modern troops.
While the Pobryn have traditionally been a poor and neglected fringe group, they have the enviable position of being the closest part of the Empire to the New World and a number of their trading ports, most notably the city of Dinaskov have become wealthy in recent years. The sparsely inhabited, rugged coastline of the Western Empire also lends itself well to smuggling and the Pobryn have aquired something of a reputation for attempting to dodge Imperial tariffs.
The vast majority of Pobryn support the Western Empire forming some of the auxiliary troops in Imperial service and occupying some background roles around the court.
On Earth, the Pobryn would be described as 'Northern European' in appearance.
If you want to create an Pobryn character, here is a name generator.
The Sahalky city builders have, for millenia had something of a symbiotic relationship with the Haltian tribes that roam the vast grasslands of the West of the Northern continent. While the Sahalky pay tribute to the Haltians, their cities have prospered under Haltian protection and become rich through providing essential goods and services to the nomadic Elgafolk.
For the most part the Sahalky are left to govern their cities as they see fit with very little interference from the empire.
The Sahalky provide auxiliary troops to the Haltian armies and have traditionally excelled at horse archery, something which they continue to practice, despite the bow having become somewhat antiquated.
The conquest of Inbur and opening up of new world trade routes have also served to further enrich the Sahalky and, while they are not full citizens of the Haltian Empire, many Sahalky families are extremely wealthy.
The majority of Sahalky support the Western Empire. Though they are not in senior advisor roles, the Sahalky will often be found in background positions and are the people honoured with forming the Imperial Guard. That being said, there is no shortage of Sahalky merchant families in the East, many of whom support the Eastern Empire and some of whom may harbour sympathies for the Inburian cause.
On Earth, the Sahalky would be described as 'Eastern European' in appearance.
If you want to create an Sahalky character, here is a name generator.
Peoples of the Nearby Countries
Major Races
The people of the isolated on the isle of Favis have always been somewhat different from the ‘Mainlanders’ though 817 years ago, the island was brought under the sway of the Inburian Empire by Cyprien the Great, existing as a client Kingdom until the time of the Haltian conquest.
Positioned in the middle of the circle sea, it has remained untouched by the Blight and largely unmolested by the Haltians. In the decades following the collapse of the Inburian Empire, a dynastic crisis on Favis saw the two rival brothers, and claimants to the throne, retreat to the port cities of Vich and Emiddley. Neither was able to conquer the other and both cities still have a King who styles himself the ruler of all Favis. The Monchians are better known as sailors than soldiers and, strangely, usually know how to swim.
As well as being known as sailors, the Monchians are also infamous for piracy in the Circle Sea and there are numerous small pirate ports on the rugged West coast of their island. Monchian pirates are not above selling captives to Haltian slavers though they do not practice slavery on the island itself.
Coralie D’Ambois is a Monchian and most Monchians currently involved in the conflict have joined up with her expedition, though a number of Monchians are also prominent in the White camp, including Aonène de Bellièvre, the supposed ‘Dawnbringer’ – hero prophesied to bring an end to the Blight.
On Earth, the Monchians would appear to be 'Western Europeans'.
If you want to create a Monchian character, here is a name generator.
The Quinians are the majority culture on the coast, South of the Haltian Empire, centred around the Kingdoms of Estornen and Carnelfenney and have existed in this region since time immemorial slowly moving inland, absorbing and displacing the Folandet tribes in the pre-imperial era. During the time of the Inburian Empire the area was unified as a single client kingdom though it has devolved into a patchwork of independent and semi-independent Kingdoms, Dutchies and Counties over the intervening centuries.
Despite both Kingdom capitals being coastal, the Quinians are not naval powers, though they do derive significant income from the ports. Instead, this income is funnelled into training and equipping some of the best armies on the continent, frequently supplemented by mercenaries from elsewhere in the world. All of this is done so that the Quinians can hold back the Haltian Empire, which frequently skirmishes and raids into their lands.
Quinians tend to dress distinctly from other peoples. Poorer Quinians will often wear a traditional kilt, though breeches and stockings are more in favour amongst the aristocracy. Plaid patterns, rarely, if ever, seen amongst other cultures, are popular in Quinian clothing.
Quinian officers almost always carry a mortuary sword rather than a rapier and also often also carry a dirk and targe in their left hand.
Andronika Hasikos, the White Wyvern, despite being Inburian, often styles herself as a Quinian and in the Battle of Trefgodwig took the field with sword and targe. Andronika’s ‘Royal Regiment of Foot’, which is the closest thing the young pretender has to a Royal Guard is nearly entirely made up of Quinians.
On Earth, the Quinians would appear to be 'Northern Europeans', however, because of their tendency to employ mercenaries from abroad, the Kingdoms also have minority populations of every ethnicity under the sun.
If you want to create a Quinian character, here is a name generator.
Minor Races
the Addonian culture flourishes on the arid South Coast of the circle sea. The Addonians exist as a number of autonomous city states, including the metropolises of Al-Waha and Mina-Sakh.
The Addonians culture is something of a melting pot born of early Calarian and Shariq cultures merged with those of the nomadic desert dwellers from further inland. Addonians tend to favour long robes and brightly-coloured tunics, often adorned, for both men and women with ostentatious gold jewellery.
Like the Monchians the Addonians are known for piracy, though their piratical activities tend to focus more on the acquisition of prisoners for sale to the Haltians as slave labour or, indeed, in their own domestic markets (the Addonians are the only human culture that routinely practices slavery).
In combat the Addonian pirates tend to use the ‘Nimcha’ sword rather than the cutlass preferred by most other seafarers.
On Earth, Addonians could appear as anything from ‘Mediterranean’ to ‘West African’ in appearance.
If you want to create an Addonian character, here is a name generator.
Many centuries ago, the Folandet tribes were a constant thorn in the side of the more settled people of the Circle Sea, the Quinians, Calarians and Inburians, though, over time, the Folandet gradually settled down into feudal societies.
For the past century and a half, the rugged Northerners have been unified in the Kingdom of Brendahland and the people who live there are now more usually referred to as Brendahlanders. Around the time of the formation of the Kingdom, the Calarians first successfully navigated the Evig Ocean (to the West of the Circle Sea), finding their way to the Gold Coast, now, more usually referred to as the Calarian Main.
Setting out from their capital of Hemmeling, the Brendahlanders joined the race for the Gold Coast some twenty years after the Doel and, while they have set up a scattering of colonies in the region, remain very much the weakest of the three colonial powers and in recent years have formed a steady alliance with the Doel Union in an attempt to snatch a larger share of the lucrative trade in sugar, spice and precious minerals from the Calarians.
This effort was mostly made to secure the Kingdom’s borders against the Haltians. While uninvolved in any war, officially, the Brendahlanders are watching the claimants closely and have the potential to join the fighting. The Kingdom retains cordial relations with most of the Jedgorsy hosts, whether it is currently employing them or fighting them and many in the Kingdom see the creation of a Jedgorsy buffer state to the South as a potentially useful check against the Haltians.
The Kingdom of Brendahl is ruled by King Hoskuld II.
On Earth the Brendahlanders would appear to be ‘Northern Europeans’.
If you want to create a Brendahlander, here is a name generator.
The Calarian are one of the oldest human cultures of the Circle Sea and have, historically, established numerous settlements around its circumference. The Inburian and Addonian cultures are both originally descended from Calarian settlers in antiquity though they have since diverged significantly.
Calarian culture dominates on the long peninsular south of the Morktree that culminates in their fortified capital of Cibaia. Historically the Calarians were a vassal of the Inburian Empire though modern ‘Calaria’ is a Merchant Republic led by Doge Vico Bembo.
Because of their relative geographical isolation, the Calarians have managed to prosper with only the occasional raid by the Haltians into their Northern territory. Their main enemy in their home territory is, in fact, Monchian corsairs and the state has a small but efficient Navy, mostly made up of small frigates designed to seek out and destroy Monchian pirate ships. Their land army is more significant, a large body of citizen-soldiers drawn from the towns and villages in the fertile plains north of Cibaia.
Calaria also has the distinction of being the first culture to have sailed out of the circle sea and successfully crossed the Evig Ocean to an area rich in valuable spices and valuable natural minerals that the Calarians initially named the ‘Gold Coast’ (now usually called the ‘Calarian Main’), just over 150 years ago. In the intervening time, the Calarians have colonised this area extensively and the natural resources of the gold coast have allowed the Calarian state to become extremely wealthy and the greatest external threat to the Haltian Empire (though the Kingdom of Brendahland and Doel Union both have aspirations to claim the wealth of the Calarian Main).
The Calarians have aspirations to be the successors of the Inburian Empire and will occasionally call Cibaia the ‘Second Inbur’. The Calarian disdain for the Haltians (and indeed, most foreigners) is well known and following on from the outbreak of civil war, the Calarians have sent an army North, along the coast, towards Inbur. At the battle of Hjodfelt, the Calarians were able to force a heavily outnumbered Imperial army to retreat.
The Calarian army of 12,000 is close to the Black Army. Coralie D’Ambois is wanted for piracy, the Doge has put a considerable price on her head and they are unlikely to negotiate with her. To make matters complex there are still Imperial forces in the vicinity as well.
Ironically, given the Doge’s distaste for D’Ambois, Calarians are mostly found in the Black Wyvern faction – there is no shortage of Calarian pirates and privateers in the Main, some of whom have joined in with the expedition.
Calarian officers, both at sea and on land, tend to use the rapier as their sword of choice.
On Earth, the Calarians would appear to be Southern Europeans.
If you want to create a Calarian character, here is a name generator.
The Doel people hail from the land to the West of the Quinians and, unlike their Eastern neighbours, have a long and proud maritime tradition to rival that of the Monchians. The Doel home territory in notoriously swampy and prone to flooding, though in recent years, modern engineering has allowed the Doel to somewhat control the problem.
The Doel have always had a strong navy, large fishing fleet and keen interest in commerce. While the Calarians were the first to chart the route across the Evig Ocean, the Doel were quick to follow and begin setting up their own trading ports. Quickly, a bitter rivalry sprung up between the two States. The disastrous Second Doel-Calarian war saw them cede many of their more important colonies to the Calarians some fifty years ago. In more recent years, the Doel have formed an alliance with the Kingdom of Brendahl with whom they have historic cultural links, also being descendants of Folandet tribes. Minor skirmishes have continued though the recent chaos in the Empire has seen the Doel turn their attention to home shores though so far they remain aloof from the conflict.
The Doel Union is made up of seven semi-independent states, with a nominal capital in the city of Seeberg – the most powerful of the Doel cities. This is also the residence of the hereditary ‘Steward of the Doel’ - Prince Clas Matthias of Seeberg.
The Doel are a fairly pale people who are notably taller than most of their neighbours, possibly in part, due to the large amount of fish in their diet.
On Earth the Doel would appear to be ‘Western Europeans’.
The Iktani are the original inhabitants of the Calarian Main and are still around 90% of the population, though are often underrepresented in the main trade ports. The Iktani, while sharing strong cultural ties with one another, do not see themselves as a single people. Prior to the arrival of the Calarians the area was a patchwork of different states, many of whom had a deep seated animosity for one another.
While the Calarians initially enjoyed significant technological advantages over the Iktani tribes, the Iktani have had plenty of time to adapt and have long-since learned to master Circle Sea weapons and tactics. The presence of the Brendahlander, Doel and Calarian outposts is guaranteed by alliances with local Iktani tribes. Tribes with a strong alliance with a Circle Sea power have grown wealthy and powerful off the back of their alliances, while those who historically were less welcoming of the Circle Sea Nations are often ruthlessly oppressed.
Iktani irregulars form the bulk of the militaries in the Calarian Main and are well respected as guerilla fighters. Governors of Colonial towns are often loathe to send expeditions into the dense jungle that makes up most of the Main, preferring to rely on friendly Iktani to do these jobs for them. There are plenty of incidences of expeditions vanishing without a trace while venturing into hostile Iktani territory.
There aren’t large numbers of Iktani in the circle sea though a few can be found around the port cities of the colonial powers. Coralie D’Ambois has additionally formed a bodyguard of Iktani musketeers.
On Earth, the Iktani would appear to be 'Amerindian' people.
If you want to create an Iktani character, here is a name generator.
Technology and Magic
The technology of the world is broadly similar to that of mid 17th century Europe:
Firearms: Firearms come in a variety of sizes from pistols to arqebuses and the even larger 'muskets' (which require a rest). Pistols are nearly all flintlocks though a lot of long guns are still the cheaper matchlock variety (which is fine, provided it isn't raining). Arquebuses are lethal out to 400 yards, muskets to 600, though a well-trained soldier can’t reliably hit a target beyond 100. The best troops, operating under ideal circumstances can reload and fire in around 30 seconds.
Firearms have mostly replaced bows and crossbows, though these do get used in some backwaters, particularly in the Western Empire where horse archery is still practiced and the Pobryn hill tribes occasionally mix longbows into their foot formations.
Melee Weapons: In a standing army, the pike is king, though people will often carry a secondary close-ranged weapon like a sword, axe or club. There are a variety of different swords in use. Some people might carry a short 'hanger' for slashing at close quarters. Officers are more likely to carry a long, slender 'rapier' (which can cut and thrust). Cavalry will have something bigger and broader, which can cut or thrust like a 'mortuary sword' while nobles are likely to carry the Rapier's, smaller, lighter, thrusting only cousin, the 'small-sword'.
Body Armour: Most body armour in this period is cheaper mass produced 'Munitions Armour', though nobles do have access to heavier, better gear. Contrary to popular belief decent armour will stop shots from guns, particularly at longer ranges, though the larger muskets will punch through anything someone is wearing. Helmets like the morion, cabasset and lobster tailed pot helmet are all pretty common. Officers often wear a floppy hat... but that's usually hiding a 'secrete' or small iron or steel skull cap hidden under the hat.
Magic: Magic in this world is rare and usually subtle in its effect. Healing magic is particularly sought after in this day and age as, provided the practitioner has the right herbs, they can save lives and limbs that would otherwise have been claimed by musket balls.
THE RULES
In summary, 'don't be a dick'. But here they are if that comment is confusing:
Decisions My word and the word of all Co-OPs is binding. If you don’t like a decision, you can, of course, ask for us to reconsider it. Once. If we made a decision you don’t like, complaining for pages and pages is not going to endear you to anyone. Not me, not the Co-OPs and not your fellow writers. On that note, I intend to run this thread as an anarcho-communist cooperative. This is an unnecessarily complicated way of saying that my word DOES NOT overrule theirs. So don’t ask me to overrule one of the others. I won’t.
Post Quality I don’t have a problem with short posts but please use proper spelling (I don’t care what regional variant), grammar etc. Ideally also try to include a 'hook' when you write a post, which is to say something that gives other people something to respond to. If your post is something along the lines of 'Bilbo Baggins stayed in his room and read a book while the world was ending', don't be surprised if nobody responds to you.
Posting Commitment Nothing is worse than making an RP only for it to die. Please try to check in to see if there is room for a post every 24 hours or so. If you find yourself unable to post for extended periods of time, please let us know on the Discord or in the OOC thread. If it looks like you've abandoned a character in the middle of a fight scene I might decide to kill them off if I'm feeling particularly malicious.
Posting Speed On the flip side, blitz posting can also be infuriating. So, especially during the important scenes, I recommend giving your fellow players a reasonable time to make a reply. We all have real lives. That being said, if someone leaves everyone waiting for over 48 hours, feel free to carry on the scene without them.
OOC thread Manners Nothing annoys me more than bad manners on an OOC thread and in the Discord channel. Swearing, passive-aggressive sniping or any other rude behaviour are not welcome on the OOC. You will be warned once. If you can’t control yourself I will ask you to remove yourself from the thread.
IC thread Manners Remember, we are writing a story together, not trying to win.
Character Death Player death is possible in this RP, though will be quite rare and easily avoidable. Please don’t write that you have killed another character unless you have OOC permission from the character's owner to do it. Beat them into a pulp or take them prisoner, but don’t kill them. Having said that, if someone does something really stupid (such as attacking a ship of the line with a schooner, on your own), I reserve the right to announce your character has got themselves killed. Likewise, if someone goes inactive without explanation and cannot be raised, I may decide to kill their character off.
Keep it tasteful Yes, this is an 18+ RP but please try to keep things tasteful. Generally speaking if there isn't a narrative reason for writing stuff other people will find offensive, don't write it. We'll ask you to correct, warn and/or ban depending upon how far outside the realms of common decency you are and whether we think you're taking the piss or not.
Banning Players I really don’t want to be doing that but reserve the right to do so if you cannot follow the (hopefully, rather simple) rules above.
APPLICATION FORMS
The moment you have been waiting for!
Feel free to app anything you think your character might do. If you’re apping a soldier I’d recommend a Colonel as these people were the ones in charge of Regiments. Otherwise write a courtier, a guard, a spy, a merchant or, really, anyone else you can dream up!
Additionally, feel free to write up a number of characters but try to spread them out between the courts.
When filling in an application form, please delete everything in parentheses.
Character Description
Name: Species/Race: Sex: Age: Court Alignment: (East, West, White, Red or Black) Role: (e.g. random courtier, merchant, Colonel, royal guard etc... feel free to be creative!) Appearance:(Feel free to describe with text or put pictures in here. If you are using a picture, try to find something that looks 17th century, though I appreciate that might not necessarily work with fantasy races! )
Strengths and Weaknesses
Skills: (Is there anything you are significantly better at than most other people? If you include something, make sure it is backed up in the background) Weaknesses: (Is there anything your character is really rubbish at? Not essential you put anything in, but can be fun)
Skills: Firebrand Leader - Skotinódasos is a leader of zealous religious movement and draws to himself a collection of people from different walks of life, skills and abilities in a more or less organized religious network of close fanatics, less extreme followers, casual supporters and loose associates clustered throughout the Morktree interior and Inburian lands.
Partisan Knowledge - Skotinódasos has spent years eluding Imperial patrols and agents throughout the Morktree-Inburian borderlands and knows not only the terrain well, and knows the smuggling routes routes through the border areas very well.
Healing Magic - Skotinódasos manifested healing magic as a young man, and sought training amongst the tribal shamanic traditions of his maternal family within the Morktree interior
Organizer - Despite a lack of formal education, Skotinódasos has proven to possess a combination of energy, charisma and attention to detail that have made him a surprisingly effective organizer.
Weaknesses: Not A Soldier - Despite having undeniable presence and a distressing lack of fear, even on the battlefield, Skotinódasos isn't a soldier. He's not actually all that effective with either a firearm, pike, or any weapon at all for that matter. Nor is he, himself, a skilled or inspired tactician or strategist.
Enemy of the Church - Skotinódasos has been outspoken about the cozy relationship between the church and the Haltian occupation frequently highlighting the many ways the traditional faith-keepers of Inburia have thrown in with the Haltians and the total dearth of clergy amongst the rebels and agitators. His hostility has been amply returned.
Extremist - Skotinódasos active manipulation of pent up anger, rage and violence is alienating to those who've been insulated from the causes of these issues. Others worry about the growing influence former quarry slave has amassed for himself. He's bound to clash with enemies and allies alike.
Background:
Backstory: No one really knows Skotinódasos real name. He claims to have been born a slave and worked a quarry, thus he is often called 'Stone Breaker' as well. He also claims he descends from a mongrel family line of Inburians on his father's side and Morktree natives on his mother's - with some elgan and skultan ancestry. It is the Morktree line of his family that he attributes his magical abilities, but all of this is his own retelling.
What is known for sure is that a man matching Skotinódasos' description is referenced with Watcher reports connected to groups of escaped slaves engaged in agitation and banditry along the Morktree borderlines.
Initially considered a benign presence among the free-slaves compared to the more problematic forest and hill bandits he circulated with, many local and regional Haltian figures initially turned a blind eye to the shamanic priest and his followers. It was felt the secret slave meetings in the woods and quasi-religious services and healing helped settle the workers and that religious instruction would produce better, more docile slaves.
After a few years however, increased tensions and rising numbers of angry slaves and peasants fleeing the lands led to crack-downs on Skotinódasos healing cult. Unlike many previous bandit chiefs, Skotinódasos proved an elusive figure to track down even within imperial provinces. The peasant and slave populations greatly valued his religious teachings, and especially his healing magic, with many stories of him healing sick children and family members. Watcher reports bitterly complain that it was nearly impossible to move on him without locals, and even otherwise reliable informants became unreliable where Skotinódasos was concerned.
The crack-downs coincided with Skotinódasos turn towards more radical sermons and teachings. Increasing incidence of violence on both sides seemed to coincide, just ahead of the revolt, with Skotinódasos beginning to preach for a hard breach between humans and elgans in Inburia, and for the first time calling for a violent war of righteous retribution.
Skotinódasos was an attendee to the founding meeting of the Red Wyvern conspiracy. The only one present from a working slave or peasant background, his attendance only happened because he was already a well-known figure, and one of the organizers who'd attended on of his secret sermons invited him. His calls for a wider revolt among peasants and slaves led to him being largely side-lined during the affair. Skotinódasos was not invited to future meetings, and was rarely informed of the conspiracies wider plans.
Nonetheless he continued to be an invaluable contact for many. Though lacking in formal education, the self-taught priest proved to be a remarkably capable organizer that many of the Red Wyvern leaders found indispensable; his contacts and ability to navigate and arrange clandestine passage for both men and materiel being extraordinary. Despite this, he had no formal role in the organization and his contributions were anecdotal while he continued his own movement.
Skotinódasos was caught off guard when the Red Wyvern banner was raised, as he assumed he would be informed ahead of time.
He and what followers arrived at the Red Wyvern camp, finding it in a state of general disarray. As he and his followers possessed no military training or experience to speak of, he was largely relegated to a camp follower role, tending the wounded. Despite lacking any command authority to do so, he devoted much of his spare time to trying to help shore up badly mismanaged logistics while providing intelligence from his contacts. He was frequently reprimanded by army leadership, both for the break in discipline and concerns his followers comings and goings would compromise the camp to the Haltians.
Tensions continued between the priest and prominent Red Wyvern leadership figures. His supporters argued he provided badly needed moral and direction to the army, and his contacts and partisans were not being properly utilized. His detractors argued the man's promotion of unfettered violence among the slave and peasant populations did more harm to the cause than his merits could support.
Ahead of the Battle of Rodelkog, Skotinódasos held his largest sermon yet in which Elga prisoners taken by his partisans and smuggled into the camp were sacrificed. Though many were put off by this, many peasants and slaves availed themselves of the grand ritual he offered - promising to use his magics and the favour of heretical gods and spirits to weave protective magics that would protect men variously from spirits of fear that weakened men's hearts, and that would protect those of the faith even from Imperial bullets.
In spite of his obvious popularity - or perhaps because of it - Skotinódasos was assigned to the rear of the battle, healing the wounded and away from the fighting.
He did not stay there.
Amidst mounting, catastrophic losses the story goes that while treating the wounded, the makeshift station they'd setup was beset by men routing from the imperial forces.
Enraged, Skotinódasos and some of his supporters abandoned their posts to harangue, harass and - allegedly - beat these men back into and impromptu battle line. Many of the particulars of what occurred are pure fabrications by Skotinódasos or his followers, but many of the broad details remain based in fact.
One of the most often and vividly encountered memories of the battle shared by rebel and imperial survivors alike involve the so-called 'Mad Priest'. Most everyone recalls some story of this man, face beat-red, yelling like a lunatic while leading unarmoured and barely armed slaves and peasants through roiling clouds of smoke, tripping over bodies of their dead comrades in wave after awave after wave against armoured and disciplined imperial troops while the chanting of "Elefthería í Thánatos" - Liberty or Death - was said to be so loud that it drowned out the sounds of volleyed gunfire.
Skotinódasos himself was wounded three times. Men say the third time he was shot, he collapsed as though dead, and while he was carried from the battlefield, a young field slave named Georgios rushed from the lines to take up his place and led three more pushes against the line before he too was shot.
Cementing his legend, Skotinódasos allegedly came to and recovered enough to dramatically reappear in the final stages of the battle; having rallied yet another band of men to join the final push.
Though publicly affirming the result to be a vindication of the gods' and spirits' support of their righteous cause - privately Skotinódasos viewed the battle as a total and complete debacle, having witnessed the lack of preparation, organization and incompetence of leadership among the Red Wyverns first hand. Thereafter he was by far the loudest, most irreverently outspoken critic of the lack of organization, training and discipline that had been allowed to fester unchecked among the slaves and peasants that made up the bulk of the army. To this end he began organizing his camp followers into a new model battalion, The Hierós Lóchos or 'Sacred Battalion', drawing the most fanatical and zealous peasants and slaves as well as many former Owned Men veterans who see Skotinódasos as a badly needed voice of reform; demanding of them a total devotion to their training, duties and discipline.
Many view Skotinódasos as - obviously - a madman. Heresy. Black magic. Human - or at least elgan - sacrifices. Even setting these aside there are other obvious signs of his insanity, like the fact he and his core of fanatics refuse to accept either coin or any other form of payment for their services. Or their openly espousing the view that peasant and slave rabble, led by men without prior military training or experience, can not only meet a professional army on the open battlefield on equal footing, but smash them. His rising prominence, and inciteful rhetoric seems to promise worse things to come: he promises a storm of violence and insists any attempt to rid the world of the orcish blight will fail unless the elgan blight is first beaten back. Only then, he claims, will the Dawnbringer bring about the salvation of mankind.
After the bloodbath at Rodelkog, Skotinódasos has been far more proactive, throwing himself into preparing for and organizing a properly coordinated uprising among his growing network of contacts, trying to raise as slaves and peasants as he can across Inburia into a wildfire campaign of violence; replacing and swelling Red Wyvern's losses from the battle, keeping the Inburians on the back foot, and giving the central army badly needed time to properly organize and train itself to meet the Haltians on equal terms.
Name: Osonia Trafiel Species/Race: Elgafolk (afflicted) Sex: Female Age: 103 Court Alignment: White Role: Spymaster - leads a mostly independent intelligence unit of four similarly afflicted Quinians, Token Elga - despite not seeing herself as an elga anymore Andronika insists on parading her around as an example of "coexistence" Appearance:
Strengths and Weaknesses
Skills: Expert in legerdemain and thievery, Osonia is a rogue through and through. She's dexterous and nimble, able to sneak by the most attentive guards. Should worst come to worst, she would use of an emergency backup single shot wheellock pistol hidden in her left bracer. She also carries a stiletto dagger and a short sabre if the need arose.
Weaknesses: Avoiding detection is her primary goal, as she's not the most physically imposing figure. She doesn't rely on brute strength, or she'd have run out of work a long time ago. Osonia is also generally apathetic towards the overall civil war, feeling that she'll simply outlive the fighting and loot the corpses of the losers. This leaves her not fully committed to any one side and liable to jump ship if it starts to sink.
Background:
Backstory: What makes someone privileged turn to a life of crime? By all intents and purposes, Osonia Trafiel should be an upstanding member of society; her parents are wealthy bankers and she never wanted for anything as a child, yet she still managed to find the wrong crowd to fall into. Much to the chagrin of her family and anyone else who saw her, she spent more time with the help than with her own kind. At first it was curiosity when gave way to fascination, soon she found herself actually preferring the 'lesser' beings than the other elves. She didn't understand the way they looked at her, with a mix of fear and hate and disgust.
Eventually some of the other kids stopped throwing rocks at her and actually let her tag along on some of their ventures, and found that she had a knack for getting into places that others struggled to. At first this was just simple things like taking food from the bakery so someone could eat, but as things went on they got more and more involved. After a few years, it was breaking into houses and stealing valuables. Most of the kids Osonia grew up with had by this point decided this was too risky and bailed out. A few remained, and they formed a crew that called themselves The Cask Raisers.
The first heist after giving themselves a name did not go well. They'd heard some religious cult had taken up in a house at the edge of town and they decided to hit it at the dead of night when everyone would be asleep. Everyone was not asleep. Upon entering the home, Osonia was almost immediately throttled by someone. She shoved her attacker off, expecting to see a guard dog but was confronted by a gaunt female skultfolk. Incensed by her intrusion on their holy ground, the skultwoman drug the elga before the rest of her cult where they judged Osonia to be a heretic. They sentenced her to the most severe punishment of their kind: To receive the Gift but be exiled from their commune, where they assumed she would go mad and be struck down. All she remembers is them seizing upon her like animals, feasting upon her blood until every drop was gone and replacing it with their own. They cast her out into the street barely conscious, and her instincts alone got her back home.
The pain that racked her body was unlike anything she could describe, as if every part of her was being torn apart at once. By the third day, the pain finally subsided, and the hunger had set in. She was now aware of what she'd become, of what those fiends had done to her. She'd become a vampire. She kept this information from her crewmates, and did everything she could to indulge it on the side away from her professional work. She didn't want them to think she'd changed, to not trust her because of what happened.
In the end, it didn't matter. The fall of The Cask Raisers was born out of a lack of trust that was much deeper than any sudden onset affliction. The final job they did was supposed to be their biggest: rob the bank Osonia's family owned. Everything seemed like it was going well, until they heard the sound of approaching guard. Something was wrong, they'd arrived too quickly. They knew too soon. Someone had tipped them off. As the gang scrambled to make their way out of the bank, Osonia felt a heavy blow on the back of her head drop her to her knees. She watched, dazed and confused as the rest of the gang ran out without her and disappeared into the shadows. People she considered her friends—no, her family—abandoned her to the wolves.
Was in the old thread as you know, but for the benefit of new players knowledge;
Name: Alberic Thorel Species/Race: Monchian Sex: Male Age: 30 Court Alignment: White Wyvern + The Dawnbringer Role: Captain & Personal Guard of the Dawnbringer Appearance:
Strengths and Weaknesses
Skills: Combat Expertise: Alberic is a seasoned fighter, skilled in the use of various weapons such as swords, firearms, and naval tactics. His Corsair background has honed his abilities in both skirmishes and larger battles, making him a valuable asset in combat situations. He is also capable of swimming, as most Monchians are.
Loyalty and Dedication: Once Alberic gives his loyalty, he is unwavering. His commitment to Aonène and the cause of the Dawnbringer is steadfast, even when faced with personal challenges or competing goals like his quest for vengeance.
Unconventional Fighter: Alberic is an experienced strategist, especially in unconventional warfare. His time with the Corsairs taught him to outmaneuver larger, better-equipped forces, which translates well to land battles.
Resilience and Endurance: Alberic’s difficult past has made him physically and emotionally tough. He can endure harsh conditions and recover from setbacks quickly.
Weaknesses:
Revenge-Driven: Alberic’s fixation on finding Warin Montfault can cloud his judgment and lead him to prioritize personal vendettas over the broader goals of the cause, putting himself and others at risk.
Reluctant Diplomat: While capable of inspiring those under his command, Alberic struggles with the more delicate aspects of diplomacy, often favoring bluntness over tact, which can alienate potential allies though it may have an positive effect on certain individuals.
Haunted by the Past: The trauma of losing his family and his inability to save his sister weigh heavily on him, sometimes leading to bouts of self-doubt or impulsive behavior.
Background:
Backstory: Born 30 years ago in the bustling port city of Vich, Alberic Thorel was the son of humble merchant parents. His early years were spent learning the intricacies of commerce and seafaring, skills passed down from his father, a seasoned trader navigating the Circle Sea. Alberic’s childhood brimmed with the clamor of docks, the salt tang of the sea, and bustling trade with distant lands. His father taught him the art of ship handling, haggling, and discerning quality goods—a foundation for a promising future in trade.
Fate, however, had other plans. On a routine voyage, Alberic's family ship was ambushed by the notorious pirates of Emiddley, long-time enemies of Vich. Despite their valiant defense with limited weapons, they were overpowered. Alberic's father fell first, protecting his son, while his mother and younger brother were ruthlessly gunned down. Alberic fought fiercely to protect his sister, Meli, but was overwhelmed. He watched in horror as the pirates dragged Meli away, their leader—Warin "Grey Beard" Montfault—mocking him with a chilling promise: "The seas shall bring you no mercy, boy."
Left for dead on the sinking vessel, Alberic felt the cold embrace of the sea pulling him under. Yet, as darkness encroached, he awoke aboard another ship. The Corsairs of Vich had intervened too late to save his family but in time to save him. Towering above the injured boy stood Gerart of the Corsair League, an imposing figure with white hair, a scarred face. Despite his intimidating appearance, Gerart's voice was kind. “You have spirit,” he told Alberic. “Join us, fight for justice, and bring honor to Vich.”
With nothing left to lose, Alberic accepted the Corsair’s offer, setting him on a path of vengeance and transformation.
Under Gerart’s mentorship, Alberic grew into a formidable Corsair. He fought against Emiddleyan raiders, Orcs from the Blighted Lands, and even encountered Filipanasans from the mysterious east. Each victory sharpened his skills and brought him closer to avenging his family. His ultimate target was Warin "Grey Beard," the man responsible for his family's demise, but Montfault had vanished, rumored to have fled to the mainland.
Determined to track him down, Alberic proposed a reconnaissance mission to the Inburian coast, ostensibly to scout Haltian shipping routes. Gerart, though suspecting Alberic’s ulterior motives, approved the mission. Alberic’s ship, however, was ambushed by the Halthians. Their caravel was destroyed in a fiery explosion, and Alberic was captured, bound for the Haltian-controlled mainland.
Alberic’s captivity ended when he was freed by two unlikely individuals: Vassos, a deserting Haltian Owned Man, and Andronika Hasikos, a sharp-witted peasant girl revealed to be a descendant of the old Inburian dynasty. Together, they liberated a group of prisoners, including Aonène de Bellièvre, a fellow Monchian. Their escape marked the beginning of a rebellion against the Haltian Empire.
As the group faced numerous trials, Aonène’s true identity emerged. Her sword glowed with a divine light, revealing her as the prophesied Dawnbringer, destined to save the world from the Blight. For Alberic, the revelation was transformative. No longer driven solely by revenge, he saw Aonène as the Uniter of the Circle, capable of ending the centuries-old feud between Vich and Emiddley and leading the Isles to greatness.
Despite his newfound purpose, Alberic’s quest for vengeance against Montfault lingered like a shadow. The two paths—duty and revenge—pulled at him, forcing him to confront the man he had become and the man he wished to be.
Alberic fought alongside Andronika and Aonène to repel a Haltian army at Tregodwig. The victory was hard-won, solidifying their status as a force to be reckoned with and most importantly fortifying Alberic's faith in Aonène. Following this triumph, Alberic was dispatched to the coast to secure an alliance with Coralie D’Ambois, the cunning, powerful yet unpredictable Corsair empress. As Alberic approaches the sprawling Corsair encampment, he reflects on how far he had come. From a boy seeking vengeance to a man standing at the crossroads of history, he knows the stakes havd never been higher and with the war barely beginning the question remains: can he reconcile his personal quest with his duty to the Dawnbringer and the future she promised?
Two characters apps for now with two more in development
Character Description
Name: Loan Klodig Species/Race: Human - Quinian Sex: Male Age: 29 Court Alignment: White Role: Captain, Official Liaison between the White Wyvern and the King of Carnelfenney Appearance: Stands at 6 feet and 1 inch
Strengths and Weaknesses
Skills: Loan is a trained soldier and is well versed with various contemporary weapons. A man of great stature and strength, he can also hold his own in hand to hand combat, but would prefer to have a blunt or bladed weapon if placed in such a position. Weaknesses: Can't swim
Background:
Backstory: Loan Klodig was born to a minor noble family in the Kingdom of Carnelfenney, near the city of Trefgodwig. Well, it would probably be more accurate that he was born to a merchant family, but his widowed father did marry a lady a few years after Loan's birth so the family is technically of minor nobility. Plus, Loan had attained officer status when working as a mercenary employed by northern lords in the Quinian-Haltian border against Haltian raiders.
The last year has been quite an eventful one for Loan. He and his men were ambushed by a Haltian raiding party that ended with him captured and transported with others deep into Imperial territory. He and a mismatch of others managed to escape the slave caravan with the help of a sympathetic guard and a princess who was also held in the caravan. The group broke out some individuals from a castle and fought off an orc scouting party at the Morktree. Somewhere in th excitement, one of the members, a peasant Monchian girl, was revealed to be the prophecized Dawnbringer and one member of the party tried to take the life of the princess and kindnapped the Dawnbringer before the girl was retrieved back. Lives were lost along the way. Then, the group took a trek to northern Carnelfenney, to home.
However, the excitement didn't end once they reached Trefgodwig. War was being prepared now that the Haltians wanted to take the Dawnbringer in a gilded cage for their own use and 10,000 Imperial soldiers attacked the city. Loan was quick to protect his home from the Empire and he and the others fought long enough for royal reinforcements to arrive and relieve the city from the Empire. For his effort, Loan was rewarded handsomely and was appointed by the King himself as the official liaison between the Carnelfennian Royal detachment and Andronika's regiment.
Character Description
Name: Stefano Bene (real name Astartus Nicolau) Species/Race: Human - Shariq Sex: Male Age: 31 Court Alignment: Black Role: Appearance: Stands at 5 feet, 7 inches
Strengths and Weaknesses
Skills: Being a legal expert in the maritime laws of many countries in the Circle Sea, Stefano is educated and is often used for taking part in negotiations with many organizations. Add to that, he is known for his charisma coming from his friendly, flamboyant, and laid back attitude; often used for diplomacy and swooning women. Weaknesses: While he had trained with weapons for self defense, conflict is not his forte and he’s not one to be looking for a fight. When the fists start throwing, he's finding a table to hide under. He also can’t swim, considering it to be bad luck and tempting the sea spirits.
Background:
Backstory: Astartus Nicolau was born in a small imperial town to a Shariq blacksmith family. Despite his father's attempt to instill the value of honest living, Astartus had little interest in blacksmithing and would fall in the wrong crowd of pickpockets and scammers as a child, getting in trouble with local authorities over petty theft. As part of lashings given by his father and older brother, he would wise up and focus on his education, taking some interest in studying imperial laws. Part of it was a genuine effort for him to reform himself from his teenage years of being a troublemaker, part of it was because he wanted to leave the small town. He made his family proud once he passed the necessary requirements and tests to became a business attorney and was able to move to Inbur.
However, trouble always seems to follow Astartus as he was under suspicion for possible involvement in a smuggling ring (which he was). He was able to flee the imperial authorities and bribed some Calarian trader for him to flee to Calaria. While escaping, Astartus threw some of his personal items overboard. Hopefully, officials in search of him would have written him off as having drowned in the sea.
At Calaria, Astartus grew out his hair and beard and had taken a different personality. The quiet and reserved Astartus Nicolau is no more, now he's the flamboyant Stefano Bene, a legal expert from Calaria. Stefano worked for various merchants and lords, seeking the opportunity to finance his lifestyle of making more money and love to women. He even founded himself within the service of Coralie D’Ambois and her fleet of corsairs, using his words rather than fists to help out the Hasikos pretender. However, something is screaming at him from the back of his mind that this venture may be more than he bargained for.
Name: Edwin Aeorouant Species/Race: Human - Quinian Sex: Male Age: 20 Court Alignment: White Role: Prince of Carnelfenney, Leader of the Carnelfennian Royal Detachment Appearance: Stands at 5 feet 9 inches
Strengths and Weaknesses
Skills: A member of the Royal House of Aeorouant, Edwin has access to the finest education the country has to offer, as expected for a member of the royal family to be literate and knowledgeable in many fields of study to assist the King or take up the role as one in certain circumstances. He is also physically fit due to his extensive training regiment growing up that he still follows to this day when not attending the meetings of the Privy Council or the tournaments. Edwin handled the use of many weapons and even trained with the Royal Guards to better hone his fighting capabilities. Weaknesses: Can't swim
Background:
Backstory: Prince Edwin is King Perick III's youngest brother. He came from a long line of rulers as far as scholars recorded the history of Carnelfenney. To be more accurate, the House of Aeorouant is just another noble family that inherited the mantle from another family through marriages as the progenitor of the Royal House of Aeorouant, Prince Consort Donnan was married to Queen Agata of Heussaff, the prior Royal House over Carnelfenney. The entire royal line claims descendents from King Brevaler, the legendary founder of Greater Quinlan centuries ago.
Perick was born into royalty as the third child of King Henog IV (Perick the eldest son, Katell as the daughter) and grew up with expectations that while he may not succeed his father, he will assist the Crown with the best of his ability as Prince. He was given the best tutor the kingdom can offer and he visited the armory to train with weapons due to his fascination with the kingdom’s implements of war. When he was 15, the elderly King Henog IV passed away and the eldest, Crown Prince Perick, was crowned as the next High King of Carnelfenny. The chance of his ascending the throne is slim, especially since Perick is already married with two healthy sons and a daughter when he took the throne while Edwin is still a bachelor. Not that Edwin has desires to take the throne as King, but he does feel limited in his roles.
When the King raised his army to relieve the people of Trefgodwig from the Empire, Edwin rode alongside him, eager for some action. The Prince was there when the King negotiated with the Hasikos pretender, Andronika of royal support and after the negotiations, the King came to Edwin with the task of leading the Royal detachment in the King's name. Of course, the King didn't want his brother to fight in a foreign land just to bring glory for himself but also for the opportunity of creating a marriage pact between the Aeorouant and the Hasikos. In Perick's eyes, his brother is certainly available for a relationship and a marriage pact would be extremely beneficial to the Quinians when the Inburian Empire returns in full. Edwin understood his role and while he does want to fight the Imps, he is hesitant about courting the princess. Still, he willingly accepted the King's offer to lead a detachment of royal soldiers in the name of the King. Maybe there is some interests about marrying the Hasikos girl, maybe he justs wanted the adventure more.
Character Description
Name: Kieran Dadithas Species/Race: Elgafolk Sex: Male Age: 172 Court Alignment: Eastern Empire Role: General of the Imperial Army in Grendell Appearance: Stands at 6 feet 5 inches
Strengths and Weaknesses
Skills: Over a century of leadership and training with various weapons certainly does a lot for the Elgamann's military prowess. He's also open minded in his beliefs and prefers to promote his underlings based on ability and character instead of status. Weaknesses: Can't swim and his focus on neutrality in the interest of fighting the Blight may create his own enemies.
Background:
Backstory: Kieran Dadithas was born after the rise of the Haltian Empire to a horselord family. As a teenager, he was sent east by his father in order for him to integrate himself within the developed area of the Empire and as a way to be familiar with eastern politics. In the East, Kieran was interested in the stories of the humans within the empire and read many books about the history of the Inburian Empire. The portion of the Blight was especially of great interest to him, which he believes another massive invasion by the Orcs could happen again, especially since the Blighted land is still there and only held off by the various armies. Politically, he's in the Reformist faction of the Empire, believing that the policies of Emperor Voron would only hasten the Empire's demise from within but went the way of military service instead of politics, placing much faith in Voron's eldest son in passing reforms within the empire.
Kieran Dadithas found himself as the general of the largest military force in the Haltian Empire when he was appointed to lead the force at Grendell against the Blight. It was a job he took seriously and for the next century, drilled the soldiers and officers in Grendell almost daily, regardless of race and status. When civil war broke out within the empire, Kieran didn't send a detachment of the Grendell force to assist Voron II against Orrian. After all, it doesn't matter who becomes Emperor as long as the Blight is still there threatening the Empire's eastern border. Technically, Kieran pledges loyalty to Voron II as his Emperor, mainly due to the fact that Grendell is within the territories of the Eastern faction and of shared political sentiments for reforms. However, even Voron II understands Kieran's public declaration of neutrality in the conflict, that the general could not and would not spare men to fight and die for a throne when the Blight is already there and have already attacked many times. Of course, he has his preference of among the five factions. The Red Wyvern's force is especially brutal towards Elgafolks and he doubt that the Reds would be so kind to the Elgafolks in Grendell, he wouldn't mind the Reds being eliminated only so much that he fears that a Red victory would actually be detrimental to Grendell's military capability. Other factions, he believes, would have the threat of the Blight in their minds and would only ask for a token acknowledgement after their possible victories.
I'll be able to start working on this character sheet on Friday, finish it through the weekend. Glad to see the other factions are getting some love!! Should make for an enticing opening board.
All these characters look grand, though when you put them into the character sheet can you please split them out into individuals so I can make court-specific lists at the top?
Name: Joest Schurman Species/Race: Human, Doel Sex: Male Age: 27 Court Alignment: Black Wyvern Role: Owner of Schurman Manufacturing & Shipping Appearance:
Strengths and Weaknesses
Skills:
Schurman Heir - The sole inheritor of the Schurman Manufacturing & Shipping Company and the accompanying fortune, Joest is one of the wealthiest bachelors in the Union. More relevantly, he is in a position to draft a contract promising supply and delivery of firearms to a potential buyer: hopefully one with enough coin to stay in the good graces of his investors.
Sociable - Joest rarely has trouble charming his way through any setting; be it in high courts or a dock-side brothel. His optimism and open sincerity make for easy friendships with most who come across him, albeit at the cost of the occasional broken heart.
Naval Training - A stint in the navy, and excursions on his family trade vessels, have taught Joest the basics of ship work and navigation. He has training with firearms and pikes; though he greatly favours and excels with the sword.
Weaknesses:
Vice-Prone - At home, Joest's habits of drinking, gambling, and licentiousness towards both men and women are well known. A man with less wealth or social capital would have been ruined many times over with his number of scandals, but Joest still barely clings to the edges of polite society.
Treason - Being a former naval officer, attempting to negotiate a deal with a wanted pirate has blackened Joest's already muddied reputation in his home country. The council and investors of his own company, along with members of Doel's National Assembly, seek to replace him and prop his sister up as a compliant puppet instead. The support of his friends, family, and countrymen wanethe longer he stays away.
Background:
Backstory:
The firstborn and only son of Aelbert and Biatrix Schurman, there was never a question as to where Joest's life would lead: The same wealth and prosperity that had blessed their family for generations. What started as a few small trade expeditions with a single ship had bloomed into the Schurman Shipping Company, reputable movers of merchandise throughout the Circle sea. Three generations in, it was Joest's grandfather who invested their accumulated savings into the innovation of blackpowder and fire-arms, officially adding 'Manufacturing' to the company name as they began crafting the barrels for arquebuses and matchlock pistols. Shortly thereafter, the Second Doel-Calarian war proved the investment a good one. This allowed his son, Aelbert, to further invest in the company's first iron mine.
By Joest birth, the company owned four mines, had dozens of guild workers crafting barrels, and an entire block of buildings dedicated to turning out munitions; in addition to its fleet of ten ships. There was never anything for him to worry about, save finding his own entertainment. Aside from business lessons with his father, both parents were largely distracted by their own social activities, leaving the spoiled boy to terrorize servants, locals, and especially his younger sister without consequence.
Starting in his late teens, he started accompanying the company’s delivery ships; all as part of his preparation to take over the family business. He took well to a sailor's life, remaining with his crew throughout their nights of drinking in disreputable establishments, or gambling money away in dark alleyways. These habits followed him back to Doel. Back home, where his pockets were deeper and his status was known, he quickly began to develop a repute as a wastrel. An unacceptable deviation from his father's plans, the family patriarch hurled threats and cut funds in hope of forcing his son into supplication. Instead, Joest abandoned his wealth and family in favour of pride and independence, and joined the navy.
Military discipline chafed at Joest, but his spite remained stronger and for five years, he sailed as an officer. His dalliances and poor choices continued whenever he came ashore, but the regimented life and frequent travel ultimately did him good. He found little reward in pirate hunting, but enjoyed seeing the vast differences in culture and wealth throughout the Circle sea. He also began to bare witness to the consequences of his family's innovations, and didn't much care for them.
Still, when news came of his father succumbing to illness, Joest discovered a long missing sense of responsibility to his mother and sister, and returned home. Whether Aelbert's heart had softened or simply suffered delirium as a dying man, he forgave his son readily, and wasted no time reinstating him as heir and owner of the Schurman name. He died within the same year.
While considering himself older and wiser than when he had left, Joest still lacked the humility to apologize or address his family directly. Instead, he promised his sister a generous stipend, and relieved her of the duties that had undoubtedly been forced upon her in his absence. His vices still stalked him though, and as whispers of his abhorrent behavior began stirring among the upper social circles again, so did concern from investors and guild members who thought him too immature and unstable to be entrusted with the position.
Seeing the writing on the wall, Joest has taken it upon himself to prove his worth by striking a lucrative trade deal. Why he has chosen the wealthiest of the rebels rather than the stability of a deal with the empire is a mystery to all but him.
Sharp-Shooter - From the moment she set hands on her first, Catrina has wielded a pistol as though it were an extension of herself. Few soldiers can match her accuracy with an arquebus, or her speed in reloading a flintlock. Time spent closely observing every aspect of the family company has left her well versed in firearm assembly, repair, and maintenance.
Education - The sole gift her father gave her, and one she took full advantage of. Catrina's youth was largely spent alongside tutors and teachers, paid to mind her. She committed herself to studying the history, languages, and cultures of the circle sea's many nations. She is reasonably quick with numbers, and has a rudimentary understanding of the natural sciences.
Support - While not officially a member of the Schurman Company, Catrina has enough support from its investors and members of Doel's national assembly to oust her brother from his position and replace him. That is, provided she can secure a profitable deal with the Empire before they change their mind.
Weaknesses:
Abrasive - Even before attempting to insert herself into a man's position, Catrina had a way of habitually unsettling others. She's quick to voice her opinions, wanted or not, and defends them with a ferocity that most find off-putting, especially in a woman. Her hobbies of shooting and studying shipping manifests do little to lessen this peculiar reputation.
Non-Combatant - A woman never trained for real combat, Catrina has little physical strength beyond what she needs to maintain her weapon's recoil, and even less stamina.
Equinophobia - Catrina and horses both harbor a mutual resentment for the other. Which side was first to offend is lost to time, but she enters every equine encounter with great trepidation, and rarely escapes without an attempted bite or kick.
Background:
Backstory:
The second child and daughter of the Schurman family, Catrina came into the world as an accidental afterthought. Her father already possessed the son he needed and wanted, and saw Catrina as little more than an object to keep his wife occupied. But, even at three years old, Joest was the center of the every Schurman’s lives; forcing everyone towards his toddler whims and little attention or affection remained for his younger sibling in his wake.
Thus, Catrina grew up over-familiar with feelings of loneliness and envy. Her brother, who society told her ought to be a companion, even a protector, was instead her most relentless tormentor. He pulled her hair, stained her dresses, and destroyed her books at every opportunity. It wasn't helped by her own clumsy awkwardness as a child, too nervous to speak up against his attacks that were always so quickly dismissed as charming boyish antics.
When Joest invited her to practice with the flintlock pistol gifted to him on his 17th birthday, Catrina was sure it was just a trick at her expense. Sure enough, the weapon's kickback knocked her to the ground, but the musket ball was embedded well into the target's center point. It was Catrina's first taste of naturally excelling at anything and, more importantly, at besting her brother; a feeling she'd chase for the rest of her life.
Joest's travel away with the shipping routes, and then with the navy, meant Catrina had a peaceful seven years during which she was able to imagine her brother had simply ceased to exist. After his falling out with their father, Catrina managed to inject herself into his abandoned role; regularly attending meetings and supervising the day-to-day inner workings of the Schurman empire. Her talent with wielding firearms proved an entertaining demonstration to prospective buyers and investors, but rarely was she treated as more than a novelty. It was no great surprise then, that with her father's sudden decline in health and Joest's coinciding return, that she was quickly and systematically shut out of the masculine corporate world.
During the year leading to her father's death, her main point of contact with the company was through Roelof van der Mijlen; a member of both Schurman's investors and of Doel's National Assembly. He'd respected her presence enough to continue their letters well after she stopped attending meetings. They discussed her father's wellbeing, the state of trade in the Union and its neighbors, and her brother's flagrant activities. A week after the funeral, Roelof approached Catrina in person and made a proposal. A marriage contract that would see her inherit what was rightfully hers, so long as she could provide a compelling and safe alternative to her brother. Thus she set out, a newly engaged woman, towards to the East Empire in hopes of securing a trade deal before her brother can.
Name: Elandär Lopfison Species/Race: Elgen Sex: Male Age: 27 Court Alignment: White Role: Just looking for his friend Appearance: Short, dark hair. Around 6 ft 7 in, wears generic woodsman's clothes. Generally has a bow and knife. Carries himself with a distinct lack of pride.
Strengths and Weaknesses
Skills: Archery, survival, general knowledge about plants and animals, handling animals Weaknesses: Firearms, money, politics, social stuff
Background:
Backstory: Born to a Elgen forester's family, he grew up from a young age knowing how a forest functions. At around age 16, he found himself on a hunting trip with a friend of his. This was fairly routine, although they were doing more talking than actual hunting. Eventually, they came across an abandoned bear cub. Elandär didn't want to kill it, although his friend seemed dead set. Elandär stopped him multiple times, before growing angry. As his friend leveled his weapon to kill the bear, Elandär drew his sword and killed his friend. Without thinking, he picked up the bear cub and quickly ran into the forest, exiling himself from society.
For years he lived in the forest, watching the bear grow and learning how to survive out in the woods. After many years, he and the bear were close friends, and even had a form of communication between the two. Some may call it a language, others probably wouldn't. They probably did. But some things just don't last. Eventually, folk nearby became afraid of a large bear and its mysterious trainer living in the woods, and despite avoiding capture for some time, Elandär was eventually put on a show trial and put into slavery. Hilandar, the bear, was purchased by a nobleman and sent somewhere distant. Elandär swore to find his friend again.
Eventually freed from his bonds, he joined a group headed by Andronika and a few others. There, he tried his best to keep up with everything that was happening, but found it hard. He had tried training to use firearms, but always found himself preferring his bow. He had managed to defend Andronika a few times before, but it never really felt like he had done much. At Trefogdwig, he stayed in the city and didn't participate in the fighting. He purchased a new bow, using some funds he'd scrapped around. He also began work on a small clay statue of a bear, to remind himself of his mission. With the end of the siege, he now wishes more than ever to go find Hilandar.