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Hidden 7 yrs ago Post by DELETED32084
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@ArisenMoonI believe it is still open as we just got cracking.
Hidden 7 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Hello, too late to join?


Nope, you're more than welcome!
Hidden 7 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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@Arisenmoon could you keep your ns here till it's accepted? Just to help me keep track of things, thanks.
Hidden 7 yrs ago 7 yrs ago Post by Grammatic
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Grammatic Knight of Nevermore

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Clan Name: Trenor Clan
Jarl/Chief/King Name & Description: Jarl Rasgar is of regular height, though he is built very broadly across the chest. He has light red hair, like most of his tribe, which he keeps cut very short to his head. Dark green eyes glare at anything that gets too close, friend or foe alike.

Government Type: Jarldom
Non Human Species Descriptions: The Trenor Clan goes out of their way to exterminate all non-human races within their border, believing in the purity of the human race.
Location:
Religion: [gods will likely be shared across Clans, but some clans may be devoted to some gods more than others. Please work with your fellow RPers to design the religious traditions of the Broken Lands]
Clan Description:
Clan History: [pls work with other players- our clans are all part of a single confederation, there will be a lot of shared history]
Regional Geography/Resources/Economy Details:
Important Characters:
Important Holdings/Territory/Possessions: [describe your settlements, limited to 3-4 cities, max, plus as many lesser holdings as make sense for your Clan]
Relation to other Factions:

WIP
Hidden 7 yrs ago 7 yrs ago Post by AtomicNut
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AtomicNut Abusive Contractor

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(WIP)

Hmm, interesting. Lemme throw an idea... Excuse me if it's completely barebones, but I need to test the waters First.

Clan Name: Clan Runecarver
Jarl/Chief/King Name & Description: Jarl Erik Runecarver
Alias: The Listener
Government Type: Puppet Jarldom, backed by the matriarchal Trowe.
Non Human Species Descriptions:

Trowe: Said by many to be related to elves (although Trowe take offense to be compared to them, much like a human takes offense to being compared to a monkey), the Trowe are a secretive, long-lived race of abhumans who are indistinguishable from people at first glance save their pointed ears. They are usually fair-skinned and considered beatiful by human standards, although they are anything but (as the own Trowe claim). The trowe bleed blue blood, and their thoughts and whims are usually poorly understood by humans.

Trow society is matriarchal, and they consider most races in contemptuous regard as mindless beasts, with the notable exceptions of the Dratha and sometimes, human. They are specially disgusted with Pale Men, and hatred runs deep towards the degenerate creatures. Before these Pale scourges, Trowe will gladly set aside their pride and unite against the common foe.

Trowe are considered unusually skilled, due to their long lives and the opportunities to learn and master different fares. After all if a human lived for three hundred years or more without suffering the ailments of old age, they would be as skilled as Trowe. They have a certain affinity to manipulate Ichor and Old Ones' technology, but they are loath to admit it in front of strangers. Trowe believe they are the true inheritors of the Old ones and guard their secrets with zeal.


Halfbloods: Among the Runecarver clan, the term refers to the hybrid offspring between Trow and Human. Halfbloods are usually indistinguishable from normal human with the exception of having a darker, murkier blood color and extended lifespan. Trow employ halfbloods as emissaries frequently to manipulate things behind the scenes, and it is rumoured that even the Jarls of the Clan are halfbloods.

Leviathans: It is said that only the most stout of men tangle with the Pale Ones, giants and trolls, but none are so foolish to tangle with the Terror of the Seas incarnate. Leviathans do not care about men. They do not care about Pale Men, Gods or Demons. The oceans are their home, and everything that crosses their waters is for them to ignore or devour. Surprisingly, or perhaps unsurprisingly enough, Leviathans are actually known to leave humans for the most part alone, as long as they are left to their own devices. Indeed, even a longship would be insignificant for these great beasts. However, these fierce creatures are known to attack humans if they are roused or one stumbles upon their breeding grounds.

One of such places is located west of Windcaller's Folly, and makes the exploration westward into the great beyond a treacherous voyage of no Return.

Leviathans are related to Whales and Dolphins, are highly intelligent, and can form bonds with humans, thus allowing them to be trained, technically. However in order to do so, a leviathan calf must be separated from their mother and trained for decades, which implies that only someone really foolish or longlived could ever hope to achieve such a feat.


Location: Tempest Isles


Religion: The Runecarvers, although not the most religious sort, pay homage to the Gods of the Broken Land. Worth noting that the cults of Harkon and Ylwan are the most prominent among this clan.

Trowe religion, if it exists, is even more mysterious than the abhumans.

Clan Description: Clan Runecarver is not as old as many clans in the Broken Islands, having supplanted the fallen clan Stormraven in mysterious circunstamces. Fundamentally islanders, they are politely indifferent and neutral to most affairs, and rarely do seek out active war or to press on vendettas. Most if not all clan members are literate, and a sizable fraction of them have a passing knowledge of several subjects. They favour intellectual pursuits and exploration rather than reaving.

As such, Runecarvers have a small, but rather versatile flotilla of longboats as well as longer more ocean-worthy ships, and they spread themselves far and wide through the Broken Lands, always keen to exchange information or barter. Runecarver clan has served the High King with effectiveness...outside the battlefields. Indeed, while not a particulary mighty clan, the Runecarvers have been Royal Scribes, Tax collectors, Lawmen, Skalds and Healers. Clan Runecarvers are also excellent builders and masons, and have been commissioned in the past to create some of the structures throughout the domains of the High King.

Runecarver society is extremely influenced by their non-human allies, the Trowe, and such, women are at least equal if not more powerful than men, and Halfbloods are considered in good regard, albeit sinister in certain ways. Likewise, they see battle as a necessary evil, rather than a glorious endeavour. This makes them poor frontline warriors, but dreaded as spies, scouts, siege engineers and tacticians. The Runecarver clansmen also have high quality weapons and armor, thanks to their own hoarding of technology as well their non-human allies.

Clan History:

Regional Geography/Resources/Economy Details: Situated in a rather isolated but fairly well supplied island, the Runecarver cannot boast a wealth of resources, nor of military manpower. Indeed, while the lands have enough to maintain a sustained population and even a modest army, the only remarkable thing is that they're more or less self-sufficient in their basic needs, and they receive enough trade to supply the rarer fare. Runecarver clansmen, however, are known for their vast hoard of knowledge, both modern and past. Their runic scriptures, which can be seen all throughout the stones of the islands and, more recently, in the books of their vast library in the keep, are a comprehensive overview of the history of the Broken Lands.

One could say that the major Runecarver trade is runes, scriptures, and knowledge, both new and ancient. Runecarver clansmen even wage wars to obtain new artifacts, learn new techniques or implement new technologies.

Important Characters: The Runecarver are an ancient, eerie clan who value privacy.

Jarl Erik Runecarver "the Listener": The latest Jarl to be chosen and leader of the clan, Erik is a young-looking but amicable and level-headed man. While he is no craven nor weakling, Erik prefers using the diplomacy of the tongue rather than the blade. His ability to keep his politeness and composture even in the most brazen of provocations is well known.

Headmistress Halja Trowe: A known halfblood, Halja is the most important scholar and the head of the vast library and runic knowledge compendium that exists in Runestone Keep. She is even privy to some of the Old Ones knowledge that Trowe have access to, and usually one of the few humans most Trowe would dare to listen besides the Jarl.

"Longshanks": The Trow nicknamed "Longshanks" is the one most likely responsible for Trow sightings both inside the lands of the Runecarver and outside. A reputed male Trow, a rarity among his kind, he is a seasoned explorer and adventurer, always running about to gather information and get a pulse of the world. It is rumoured that alongside the Rune Witch, participated in the war against the empire by aiding the Dratha.

"Rune Witch": The de facto leader of the Trowe and the oldest of them all (some say of the entire clan, given how much sway she has over the Jarl), it is the second most sighted Trow of the Runecarver land. A woman of great wisdom and knowledge, she is no stranger to the dark arts, and her wrath is rumoured to be only equal to her beauty. Some say that many a RuneCarver Jarl has been an hybrid get of hers, and that she likes to keep young burly men as pets like one would keep dogs. She is also rumoured to have participated alongside Longshanks in a joint venture aiding the Union.

Important Holdings/Territory/Possessions:

Runestone Keep/The Vault of Secrets:Runestone Keep and the adjoining town settlement and port accumulates a great deal of the entire population of the islands. The seat of the Jarl, Runestone is an ancient towering castle built upon a dead volcano, and heavily ornated with Runic scriptures, hence the name. It is said that the settlement had been continuously inhabited for centuries, and that the Runecarvers are the newest lords of such a place. Atypically for a Northern settlement, the Runestone Keep hosts an University and Library, where scholars impart and gather knowledge of all known things to man. However, underneath the Keep and the settlement, another exists. The Vault of Secrets of the Trowe, a veritable underground citadel situated inside the massive cave that was the magma chamber of the volcano. Here, guarded by thick, titanic walls of hard stone, the Trowe dedicate themselves to their fare,conscious than the underground complex keeps the danger of Ichor and the Old Ones relics inside as much as it keeps the meddlesome humans outside.

Windcaller's Folly: The second most important settlement of the Tempest Islands. Originally a whaler and fishermen town, the settlement came to importance as the Trowe erected a monument to their lost Queen, Windcaller, who once set sail from that point to never come back. Nowadays it is a place of solemn acts, and it hosts the major religious cults of the islands. The Greater Ossary, made entirely of the bones of dead Leviathans and humans alike, host the deceased Jarls of the Runecarver clan, as well as their Trowe allies. The ground is believed to be hallowed, and it is here that the priests and priestess of Harkon and Ilwan have their place.

Relation to other Factions:
Hidden 7 yrs ago Post by Slamurai
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Slamurai

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@AtomicNutHey there! Feel free to join us in the Discord chat, where most of our OOC banter and worldbuilding takes place.
Hidden 7 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Hidden 7 yrs ago Post by Flagg
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Alrighty folks. In a day or two I'm winding the Moot down, so get your posts in before we fast forward to newer and better things (more killing)!
Hidden 7 yrs ago 7 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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@Aristo @The Wyrm @Dogematix @Nerevarine @Ashgan @gorgenmast @captainbritton @atomicnut

Ok, I'm ending the moot in my next post, which will come early next week. We're going to time-jump forward: Clan Stonecutter is going to send forces south to put down the rebellious Clan Varvudda. The Salished Empire is going to launch its initial strikes at the north. And the Pale Men...well...

If you want to declare for Clan Varvudda's side of things, now's the time. I invite people to do so! a full blown civil war will be fun, and we are interested in awesome stories, so no worries about 'losing' or the 'balance of power' please. We will make sure the story works out so that players always have things to do.

Otherwise, everyone who doesnt post will have accepted Clan Red Knots regency. Unless any of you expressly wish otherwise, the only forces going south to deal with Varvudda are going to be Stonecutter NPC forces.

(Correction: I may sneak a flashback post in tomorrow or Monday that doesnt impinge on the moot. If so, the post after that will end the moot.)
Hidden 7 yrs ago Post by Flagg
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Hey all. Sorry for the slow down, I've been sick with a nasty cold all week and not in a writing frame of mind. Will try to get a post up tomorrow or Friday to move us along.
Hidden 7 yrs ago Post by Slamurai
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Hopefully the site cooperates!
Hidden 7 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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@Aristo @The Wyrm @Dogematix @Nerevarine @Ashgan @gorgenmast @captainbritton @atomicnut

Okay! The site seems to be working again and I dont feel like death. Expect a post beginning Chapter II of our saga tomorrow! Let's keep this rolling!
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Hidden 7 yrs ago Post by gorgenmast
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Excellent. Looking forward to it
Hidden 7 yrs ago Post by Slamurai
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Guild's back!
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Hidden 7 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Guild's back!


Roll call? Who's still with us? This RP will def continue!
Hidden 7 yrs ago Post by DELETED32084
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<Snipped quote by Aristo>

Roll call? Who's still with us? This RP will def continue!


I liiiiive!
Hidden 7 yrs ago Post by Ashgan
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Ashgan

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No reason to quit, so I'm still around.
Hidden 7 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Alright kids, I posted a little blurb to keep us moving. Will have a more substantial post later this week. Let us fast forward to a month after the Moot. Please fill in what your character/clan has been up to! If anyone has sent boats south, they will have seen the gathering Salished armada in the southern port cities.
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Blueskin

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Is there room for one more? The Wyrm referred me to you fine bunch. I have a vague idea of current events.

The Knarrlings
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Hidden 7 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Is there room for one more? The Wyrm referred me to you fine bunch. I have a vague idea of current events.

The Knarrlings


Welcome aboard! You can stick your CS in the char tab as you work on it, but you're accepted.
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