"Long Live the King!" They chanted then.
"Long Live the King!" They chant now.
But the one who wears the crown and sits upon the throne in Arthroyeaux is not the same as then. King Vertreaux DuFairre passed away only a short while ago, and his only son, Prince Arsene, took his own life out of grief and fear of the crown. Thus ended the DuFairre Lineage, leaving the Bretonois Throne of Ravenfell empty with no successor.
Henceforth the Bretonian game of political intrigue and cunning began, as feudal lords began vying for the throne. But the game had concluded as swift as it had begun, and the Baron Damien DuRant was accelerated to the seat of sovereignty. There was no contest as evidenced by the union of lords kneeling to him, and now Ravenfell has become his dominion.
But as cruel taxes are passed and rumors arise of plots and deceit within the old court of the DuFairre lineage, one must wonder if this "King of Ravenfell" is really nothing but "The False King".~-~-~-~~-~-~-~~-~-~-~~-~-~-~~-~-~-~~-~-~-~~-~-~-~~-~-~-~~-~
Rules:((1))Be Your Character Philosophical bullcrap aside, step into your character's shoes and seriously see the world as they do. If your character is a beggar and you think nobles are scum, then act like it if another person's character is a noble! If your character is scared of fighting, run away from any battle!
(Yes, your characters can hate each other, because we're all friends OOC, right? This is recommended if personalities clash, otherwise I'll whip you for Rule 2.)
((2))Be logical.Not much explanation needed here. Think from your character's perspective and the age they are in. They might get lost in the woods if they go off the road. They might run into a pack of wolves on the way back. These wolves could possibly kill your character if you're not careful.
If death is a near certainty, don't overpower the situation just to stay alive.
Death earns bonus points if you do it with style.
(If I am being illogical, call it out! I'm no exception to this rule either)
((3))No Godmodding. NPCs belong to me. Mooks belong to Everyone. Characters belong to Individual Players. Don't touch what isn't yours or influence them on your own accord.
(I'm an exemption to this rule WHEN people become inactive and stop up the storyline. See Rule 5.
((4))Proper Spelling and Grammar.To an extent where your posts are most definitely comprehensible/understandable.
(You can tpyo as mchu as this)
((5))Lords of Time ManagementKeep posting, posting, posting, posting whenever you're up! Even if it's OOC! Let us know when you're available or if you are going to be absent for a while!
(If you are inactive for a while, intended or not, I'll PuppetPlay your characters until you let me know you're ready to continue or, if needed, leave.)
BONUS RULE!((!$!))Have Fun!!!And I will penalize you if you don't follow this one!
(I think.)
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Character Sheet Template:
Name:
<Full Name. Nicknames Allowed>
Age:
<Acceptable ages are: Humes = 17 – 80 / Dwarves = 20 – 175 / Elves = 22 – 180 / Beastmen = 18 – 80 (Dragonians = 20 – 220) / Gnomes = 5 – 50 / Orcs = 25 – 100>
Gender:
<Male or Female. As usual, nobody in between>
Race:
<Pick from Hume, Elven, Dwarven, Orcish, Gnomish, Beastmen>
Weapons:
<List the weapons your character is currently wielding>
Equipment:
<List the clothing/armour your character is currently wearing>
Inventory:
<List whatever your character is currently carrying, as long as it is possible to carry>
Appearance:
<Picture or Description. Make note of physical body appearance, such as hair colour, hair style, eye colour, skin tone, body build, body markings or tattoos, facial appearance, etc.>
Background:
<Describe your Character's life>
Personality:
<Describe how your Character acts>
Job:
<Occupation of your Character. eg: Knight, Beggar, Thief, Mage, Chevalier, etc.>
Skills:
<Skills your Character possesses. eg: Archery, Herbalism, Weapon Proficiency>
Traits:
<Traits your Character possesses. eg: Hardy, Agile, Swift>
Magic:
<Magic your Character possesses. eg: Restoration - Minor Heal, Destruction - Fireball. Optional.>
Talent:
<A special talent your Character possesses. eg: Fierce Fire Magic, Swift Sword Cuts. Optional.>
Strengths:
<Define your character's strengths, the things that make them strong in any situation>
Weaknesses:
<Define your character's weaknesses, the things that bring them down in any situation>
Theme:
<Theme Song. Optional>
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Recommended Races (Will be added to!)
Ravenfell Bretons - Silver-Tongued men and women of the southern pine forests and low-lying mountains, the Ravenfell Bretons have an intricate knowledge and familiarity with the affairs of court and political matters, just like their cousins of Wesirinfell. However, unlike their more diplomatic relatives, these Bretons are more familiar with the arts of subterfuge, sabotage and stealth, and are not at all strangers to elaborately cunning plots and dishonorable deeds. However, the dirty laundry of the dishonest amongst them is hidden beneath fashioned facades they have learned to devise through their nobility and politics. On the surface, a stranger would never believe that Ravenfell Bretons could potentially be the most sly and deceiving of many, if not all, Humes. Otherwise, it is not uncommon to find Ravenfell Bretons that therein bear an affinity and resistance to magic, nor is it uncommon to find those who would take up the Flower of Chivalry, and they in Ravenfell who swear their oaths in fealty embody the glorious Chevaliers that are known to rival the Knights of Wesirinfell.
Ravenfell Argonian - Lizardmen of the muddy swamps, rivers and waterways of Ravenfell, they have developed a strong resistance to disease and poisons, and possess a keen sense of restorative and mystic magicks, as well as a descendant knowledge of herbs and plants in Ravenfell that can be used in medicinal and alchemical works. The Ravenfell Argonians are a mostly native and tribal people in the boundaries of Ravenfell, with many tribes bearing a more warlike and hostile stance towards people of the region due to the enslavement of many of their people during the Freydommen. Otherwise, the other tribes keep to themselves, and even try to foster goodwill with the Bretons of Ravenfell. Some Argonians may be found in the Hume cities and towns working as average cityfolk, but that is all they are. Most cityfolk Argonians are generally mistreated by the nobility of Ravenfell, and never really get higher in Bretonian Society. These Lizardfolk however have a good proficiency with spears, bows and other crude hunting weapons, and are most capable of camouflaging amongst the undergrowth. They can also breathe underwater and swim flawlessly in the deep rivers of Ravenfell. There is one thing that the Ravenfell Argonians can all agree on, and that is a longlasting feud with the "Crowpeople" or "Netixels" of Ravenfell.
Ravenfell Netixel (Credits to Xiga) - The "Crowpeople" of Ravenfell, Netixels are slightly more organized than Argonians, but are no less, if not more, exiled from Bretonian Society. The Netixels are unlike most other Beastmen races, as they have less bestial features than they do Hume, and sport a more "flat" than avian face. They have their own set of wings on their back, and are thus sometimes mistaken for "fallen angels". They gather in hidden communes far from the prying eyes of Bretonian people, and keep to themselves mostly. However, Netixels are known for their roguish and stealthy behaviour that befits the region they dwell in, as most Netixels hide amongst the pine trees and wait for unsuspecting travellers to pass by. They rob and steal from anyone who look like they are worth robbing, and are quite particular to shiny trinkets and food supplies. Because of this, Netixels are even more unwelcome than Argonians in Bretonian Society. In fact, they are not allowed to enter any city or town under Bretonian rule, and even if they visited outlying villages, the Bretonian peasants have half a mind to show the utmost contempt or even hostility towards Netixels. They are even disliked by fellow beastmen, the Argonians of Ravenfell, and have a longlasting feud with the Lizardmen.
Goblin - Ugly and orc-like gnomish creatures of Euraiya, the goblins are a race of crude, tribal and greedy nature, and live in a primal and territorial fashion across the southern mainland, not populating past the forests of the ethnocentric High Elves and watchful Wood Elves. The goblins of Euraiya mostly keep to themselves, only retaliating when disturbed. There are few larger goblin tribes who organize their war parties actively, raiding villages and, although seldom, sometimes assaulting whole towns. Goblins are assumedly as dumb as they are ugly, but it is actually on the contrary. Goblins are smarter than they smell and look, and prove their cunning through laying traps, ambushes and even planning organized raids on villages. A fair number of goblins even have magic potential, with said goblins becoming shamans of their tribes. However, due to the state and nature in which they live with hostility towards all else around them, they are viewed as beasts to be killed whenever they stray too close to civilization. Only a small few of the more intelligent and sentient-like goblins have the privilege of experiencing life amongst other races, and always after difficulty.
Gnome -
Halfling -
Recommended Jobs (Will be added to!)
Chevalier - Bretonian Knights of Ravenfell who have sworn their oath to the Flower of Chivalry, and have taken arms in service of an order or a lord. The three most prominent Chevalier orders are: The Chevaliers Blanc, The Chevaliers Rosere, and The Chevaliers Evone. There are some Chevaliers who swear their oath but do not swear allegiance to a cause or lord, but instead roam Ravenfell to help the people, much like the Hedge Knights of Wesirinfell. These "Freelance" Chevaliers are repaid with a place to stay and food and supplies for their deeds. One thing that all Chevaliers have in common, whether they are Freelance or Servicesworn, is the oath they all took, and thus they follow the Code of Chivalry that all Knights and Chevaliers follow to the letter. However, being Ravenfell, there are a few Chevaliers who are involved in the dark underside of Ravenfell's politics and intrigues. And, like all Knights, it is forbidden for women to swear an oath to the Flower of Chivalry.
RESTRICTIONS = Ravenfellan Breton Male
Bard - Singing poets in their own right, the bards have a voice for singing songs. These songs are not ordinary, as they strengthen allies and weaken enemies. Each bard will have a totem instrument, given to them at the start of their initiation. Bards carry either daggers or blades to protect themselves.
Nightingale* - It is said that there are none more knowledgeable and omniscient of all things that happen within and close to Ravenfell than the birds of her native land. This is all the more true for the Nightingales, who play the eyes, ears and sometimes the claws of Ravenfell. This secretive sect of rogues who roam the regions within Ravenfell's borders collect intelligence and information on all goings and occurrences, maintaining a reputation that says, "nothing goes unnoticed within Ravenfell under the watch of the Nightingales". Not much about the Nightingales is common knowledge, even in Ravenfell, as they have extensive connections to people to ensure their order is kept a hidden secret. However, they are rumoured to be mostly comprised of fair maidens with silvery voices, often playing as songstresses and bards within taverns or courts. There is more to them than meets the eye, however, as they are professional at their craft of deceit and subterfuge, using disguises, shadows, poisons, daggers, and persuasion.
RESTRICTIONS = Ravenfellan Breton Male/Female
Courtier - The noble people of court, the courtiers are those who populate the hall of the local baron or, if famously privileged enough, the king himself. These courtiers learn the arts of speechcraft, elegance, appearance, diplomacy, and other courtly skills that prepare them for the affairs of court.
RESTRICTIONS = Ravenfellan Breton Male/Female
Beggar - Where ever there are nobles, there are also beggars, and Ravenfell has no shortage of poor people who roam the streets of even their most opulent settlements. They find becoming unnoticed the easiest of actions, and know the layouts of the cities and towns they roam very well.
Baron* -
RESTRICTIONS = Ravenfellan Breton Male
Nobleman /Noblewoman -
Scholar - Men of the cloth, but not necessarily of the faith, they study the wonders of the world created by divinity and endeavour to learn more about the history of the world, as well as the current state of everything. They are usually harmless men who need others to protect, and seldom are scholars actually women.
Guard - The backbone of any city is thought to be its commerce or people. But really it is the guards that protect it, ensuring the law is upheld and peace is kept. The guards are trained to use a sword and shield to protect the citizens and a bow and arrow to stop fleeing criminals. They have little to use it as the criminals mostly either pay the fine or go to jail. There are the few that resist arrest and may take a fair number to stop, but the guards do their duty.
Zealot - The most fiercely devoted of priests, the zealots are men of the cloth who have taken up the punishing weight of the grand mace to crush non-believers of the Divines.
Mage - Users of the arcane and magical arts, mages are scattered across Vana Diel to study and use the magicks of Vana Diel, as well as to combine and make their own. The idea of mages are split up into Wizards, Illusionists, Conjurors, Enchanters, Alchemists, Summoners, Mystics, Seers and so on. The many sub categories of the Mages are endless really, as is their magicks.
Priest - Bathing in the light of the divine gods, the priests appear to preach and provide their light. Usually seen with maces to protect themselves and a holy bible that has to do with the god they work for, priests belong to any faction that has to do with divine power, such as the Holy Church of Eradia. They use strong Light Magicks. They use pure Mystirica on it's own for their magicks.
Cleric - Healers and saviors of the people, clerics travel around Vana Diel to offer their aid to wounded people. They're extensive skill in healing and light magicks is matched only by the healers and priests of Vana Diel. Many Clerics wear the traditional healer's robes which has the insignia of the healer on the back. They use pure Mystirica on its own for their magicks.
Barbarian -
Rogue -
Scout - Scouts are very well trained in staying hidden and using light armour. They have skill in light one handed weaponry if they need to defend themselves. They have skills in acrobatics and athletics to allow for fast motion and jumping around the landscape.
Spy - Agents of the Royalty, Nobility, or anybody else who has the coin and influence to hire them, spies are stealthy individuals who serve their masters with a loyalty that only coinage can inspire.
Nightblade -
Necromancer - Practitioners of the art of Necromancy, the Necromancers are viewed as dominantly malevolent mages who must be purged through divine fire and light. It is often said that nothing good comes from disturbing the dead from their peaceful slumber. Necromancy is a little more prevalent in the dominion of Ravenfell, the place of its origin. Whether the practitioners are evil or benign, it does not matter, as the High Church of Ravenfell outlaws such practices.
Dragon Knight* - The Sacred Order of men and women who have sworn their lives in service of the Dragon-Gods and Divines, they await the day that the Ending arrives upon Eyreseum, to which they prepare to fight with all their might to stem the onslaught of demons and eventually slay the Demon Sovereign to end the apocalypse. Dragon Knights have established orders across Eyreseum, with chapter houses in most cities and towns. The Fully Fledged Dragon Knights will have the blood of dragons coursing through their veins, possessing powers that are a far-cry from the full capabilities of real dragons, such as dragon breath or constitution, an acute perfect comprehension of time. They also come in decorated armour with whatever weapons they favour or possess skill in.
Sword Singer* - The Elven Art of Sword Singing is still a rare sight in Ravenfell, as fully fledged Sword Singers seldom travel to the province of secrecy. Those who do are fully prepared to trust nobody, and always sleep with their backs against their swords, always vigilant and prepared to fight. Sword Singers are a sect of magic-users who channel their magic through voice and blade, using emotions to strengthen their power. They are also fully trained in using a sword which is held dear to their hearts.
RESTRICTIONS = Elves
*Needs to be discussed with me!
Recommended Magic (Will be added to!)
Restoration - Spinning magical essence to be aid to the wounded, Restoration is a peaceful magic, including spells that restore wounds, cure poisons and diseases and providing mystical blessings, that is Restoration.
Destruction - Dabbling in the arts of Destruction can be quite dangerous, manipulating the elements and forces to cause destruction, spells like fireballs, arcane arrows, thunder storms, Destruction has it all.
Illusion - Spinning magical essence to hide oneself and influence the weak minded, including spells to charm, calm, enrage, cloak and command.
Necromancy - Necromancy was devised during the time of the ending, when a group of mages who sought to raise the fallen in order to combat the innumerable invading demons with their own endless and undying troops. The art was successful, and to battle the new 'necromancers' went, leading their deathly legions. The art still lives, always being further improved and studied by necromancers across Euraiya.
Shadowmancy - A younger, more newborn art of magic derived from Necromancy, a small off-cut of necromancers
Shapeshifting -
Recommended Backgrounds (Will be added to!)
* Something that can possibly lead you to be involved with going against the King.
* Peasantry - The common Citizen, Farmer or Beggar
* Nobility - Nobleman/Noblewoman, Baron
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Afternote: Will add more. Please do ask questions about Races, Jobs, Magic, Skills and Background, and I'll help you with all of it.