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Tears of the Mihra (Adv RP) Information:

  • Myths and Legends:
    Possibly relevant information and world flavor, take everything within with a grain of salt ICly

  • Maps:
    World map available, city maps and/or "dungeon" maps may be posted as well, depending on the situation

  • Empires, Kingdoms, and their Courts:
    General information regarding the political/geographic bodies on the continent. Filling in information regarding the rest of the world will be done via collaboration, keep in mind the general feel of the world.

  • The Mihra:
    General information about the only recognized religion in Terlayne.


Character Sheets: I am looking for a different way to build this. While name/age/appearance/personality & bio have been a standard go to in most of my rp's (either gm'd or participated in), what I'm really looking for is a snap-shot of the character. Information here.


GM PCs/NPCs:
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Myths and Legends


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Maps


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Empires, Kingdoms, and their Courts


Empire of Terlayne
The Empire has existed for roughly five centuries. Born from the ashes of dead and dying kingdoms, with the aid of the Mihra it formed itself largely peacefully. The two hundred years' war had taken it's toll, entire generations had lived and died knowing only bloodshed and destruction. The peace that the Mihra and the first emperor, Bith'as, offered was not easily refused. Kingdoms weakened to near extinction submitted quickly. Of those who resisted, most were laid to complete ruin, others reluctantly bent their knees when it was clear it was that or certain death. The Bithom family, has ruled from Terlay without interruption since the last peace accord was signed.

Terlay inheritances are rarely messy affairs. The family tree is carefully maintained and updated, the order of inheritance clearly dictated. Family strife has touched successions from time to time, but the Mihra advisers have always been able to quell the angst before word could spread far or have armies raised. Twenty-three years ago, the old emperor passed and his second eldest son succeeded him. The eldest had long been presumed dead after a mission to cross the great ocean in search of other lands and peoples. A fool's mission and a worrisome one to all aware of it. Should the elder return, it would be the gravest danger to Terlay's ruling stability in many years. It has been nearly forty years since the day he left port with one hundred and fifty men. His brother, undisturbed in his reign, has finally begun to relax. At 67 himself, his elder brother would be nearly 75, a rare likelihood that he would return home now - or that even should he, that he would be able to muster an army to take what was his.

Terlay is the largest city of the empire. The outlying areas are fertile, hundreds of towns, villages, and hamlets feed the city and its population. It has thriving industries - textile, printing, jewelry - the artisan class does well for itself here and draws thousands of hopefuls from smaller cities and the rural areas. At it's heart, the imperial palace rises from a man-made hill. Walled off from the common city, the palace - a network of castles really - houses much of the imperial family, their retainers, and visiting dignitaries.

The Court:

  • Emperor Lerrin, fourth of his name, Lord of Terlay, Protector of Terlayne, Order Blessed

  • Empress Tanthia, Lady of Terlay, Princess of _______, Order Blessed

  • Imperial Prince, Marric, Heir Apparent and his family: Marric's wife, one son and three daughters

  • Lerrin IV's two other sons remain in Terlay with their families, as well as a scattering of extended family members not given small holds of their own to maintain

  • Ral Dondillo, Mihra adviser to the court with a retinue of five Val'Mihra


Although the Terlayne Empire covers a vast continent, the peoples are not one assimilated culture. The client kingdoms pay their taxes and bend their knees, but beyond that, are largely left to their own devices to rule as they wish. The sole caveat being that Order must be followed. The kingdoms have retained their own customs and languages, although a common tongue exists and is used with frequency for the sake of trade, travel, and governance. Several outposts exist across the land, reminders of who the ultimate authority is, held by small battalions.


Ylavin
The capital city of the Mihra, and the second largest city in Terlayne. Whereas most cities, no matter the planning put into them, grow haphazardly, Ylavin is immaculate in its execution. At the direct center of the city rises a tall, slender tower of gleaming white. Concentric rings of roads emanate out of the central plaza, connected by the straightest roads found in the empire, like spokes on a wheel. Large as it may be, it is also widely regarded as the safest city in the land. Fear of sinning so closely to Mihra as well as rampant rumors on what sort of magic is done to violators keeps the petty, opportunistic criminals away. When crimes are committed, the city guards known as Vigilants, are swift to act and bring the perpetrator to justice.

Nestled in the foothills of the Azhorhai Mountains and fed by cool streams, it is a prime location. The city was nearly entirely built up by the Mihra centuries ago after the war had ended. A city did exist in this location previously, reminders of its existence can be found in the sewers beneath the streets or sometimes in a cellar. Little is known about the city or the kingdom it belonged to. It had been one of the early losses in the war, nearly 200 years before the Mihra claimed it for themselves.

The Court:
  • Jhae Nerito:
    64 year old man, held the position of Jhae for 12 years. Elected by the Nhae from the rank of Ral, a position held for 24 years. It is said the Jhae has a Talent, an ability to shield physical blows at great detriment to his body. Rumors are that though his mind is as fit as in his youth, his body appears to be that of a man 30 years older - frail and decrepit.

  • Nhae Melynea:
    59 year old woman, held the position of Nhae for 6 years, appointed by her fellows upon the passing of her predecessor, after 15 years as a Ral serving the emperor in Terlay. No Talent.

  • Nhae Donovar:
    66 year old man, held the position of Nhae for 13 years. Previously lead the Mihra's efforts to purge any and all cults from the land. Oversaw at least a dozen small purges during his leadership. No Talent.

  • Nhae Selles:
    52 year old man and youngest of the Nhae. Appointed less than a year ago and coming straight from the ranks of the Val, his appointment ruffled some feathers. Previously worked with Donovar as well as many years spent in the "court" of the desert nomads.

  • Nhae Kaenna:
    76 year old woman, a member of the Nhae for 17 years. Frequently called to Terlay to speak for the Jhae. A distant cousin to the emperor. No Talent.

  • Nhae Jaqarro:
    63 year old man, a member of the Nhae for 4 years. Previously a member of the Ral that oversaw recruitment of the Sul and a longtime mentor to the Val. A common background for one member of the Nhae to hold - a connection to who is joining their Order.

  • Nhae Mylle:
    71 year old woman, a member of the Nhae for 9 years. Previously a member of the Ral that collected and organized information on all the current Mihra with Talents. Also possesses a Talent - the ability to sense a Talent in others, at cost to her own eyesight. Mylle lost all sense of sight a decade ago, her eyes then beginning to decay in their sockets until nothing remained and her Talent seemingly extinguished.

  • Nhae Arnet:
    65 year old man, a member of the Nhae for 7 years. Previously a member of the Ral, Mihra head of the Ylavin city Vigilants. No Talent.
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The Mihra


Origins
Few outside of the Mihra know where they came from so many years ago. Stories and legends exist of a gallant people who arrived on these shores in the darkest hours when it seemed evil need only cast the final blow. From the east, some stories claim, others that they came from the south - forced out of their own lands. The Mihra themselves are quiet on the matter, whether it is because too many years have passed and they too have forgotten, or because it is just one more tightly held secret, is unknown except to those at the highest levels. If they ever were a different people, they have long since assimilated into the various cultures found in Terlayne.


Structure
  • Jhae'Mihra
    The head of the Mihra, both spiritually and politically. The Jhae rarely travels outside of Ylavin, city of the Mihra. Few below the level of Nhae speak to or see the Jhae.

  • Nhae'Mihra
    The ruling council of the Mihra. Consisting of 7 members, they are second only to the Jhae. They serve as the Jhae's advisers, as well as his (or her) eyes and ears on matters of the realm. The Nhae are the intermediaries between the head of the order and all those below - within the religious order and without. These are the individuals that go to the Emperor or influential client-kings when called up on. The Ral and some Val'Mihra serve this group.

  • Ral'Mihra
    The Ral are individuals leading a specific study, or department, within the order.

  • Val'Mihra
    The largest population of the Mihra. These are fully initiated members of the order - whatever their specialization or lack there of. Most of the Mihra ranks will reach no further than this level, as such, an unofficial hierarchy exists within the rank. Most Val spent anywhere from 5 to 10 years as a Sul before being allowed to take their vows and enter into service of the various Rals. Most Val are not found in Ylavin, but spread across all of Terlayne.

  • Sul'Mihra
    The acolytes of the Mihra. Until they take their vows, they are known as the Sul and live heavily regulated lives. They come from all walks of life - street urchins to the daughters (and rarely, sons) of kings and emperors. It is rare for a Sul to leave the city unless it is to leave the Mihra - for good. Any who enter the order and leave before taking their vows are not allowed entry again. Once taking the vows, however, there is no turning back.


Beliefs
They are first and foremost, a religious organization. Though the manner of "worship" invades all aspects of daily life, regardless of status. It is well known that there is a Mihra in every court of the land, and oft said that it is the Mihra who make the decisions, not the rulers nor emperor.

In short, the Mihra embrace and worship all that is Order and cast off all that is is not. There is not so much a "god" of Order, no personification or bodily image of what is worshiped. Instead, it is an all-encompassing way of life. To worship anything else, any of the old ways or gods, is heresy and met with swift punishment and cleansing by the Mihra. It has been many years since the last large purge - although from time to time a cult must be taken care of. The Mihra have a tome that includes every sin against order - and is added to as needed. Although this tome is not used as the law of the land per se, it's influence in the political and judicial sphere cannot be denied. All in all, there are roughly 10,000 sins included, all succinctly described and defined in whatever degree warranted. Punishment for those in the ranks of the Mihra are detailed as well. These sins break down into three main types - sins against humanity (IE. theft, murder, assault...), sins against authority (IE. rebellion, treason, smuggling...), and moral sins (IE. slavery, homosexuality, consumption of banned substances...).


Talents
The Mihra are the only group to teach and cultivate, the use of Talents - of magic.In fact, it is only within the confines of the Mihra that those who possess a Talent can live freely. Talents are rare among the population, but the Mihra seek them out with fervor. Those who think to escape their grasp either live a life of constant running or are killed - either by the Mihra or by scared townsfolk. Magic and talents are poorly understood outside of the Order, a fact that they do little to dissuade. It is better to have a people fearful of those who can manipulate the numerous facets of reality. It is rare to find a group willing to hide the apostates, unless they too are members of a cult. Most who have Talents then, find themselves at Ylavin long before adulthood.

Talents typically present themselves around the age of 3, sometimes later, sometimes earlier depending on the Talent in question. Each person, at least as far back in recorded history as available, will have only one. Some range from the mundane - a perfect sense of direction, to the extreme - the manipulation of the mind or elements. Each person seems to be different in what they can do or how they do it. Much is not understood, even by the Mihra, as so much was lost following the events five centuries ago. What is known, or at least observed with great frequency, is that a Talent comes with a cost. The costs are as varied and unique as the Talents - some even deadly if the magic is misused. Study for those with Talents is far more rigorous than the talentless initiates, not only for the safety of that student, but for those around them as well.
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Consider me excited for this one. I missed it!
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Dervish said
Consider me excited for this one. I missed it!




Do you still have the write up you did for the kingdom your guy came from? I could totes include that if you wanted. :3
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Tears of the Mihra


Summary:
- Medieval fantasy world with low level of magic
- "Adventuring" style rp, a band of characters on an epic quest
- World created through collaboration, the big stuff is spelled out, up to us to add in the minor details as needed
- More than welcome to create (high level) the kingdom your character hails from - include a brief description, name of the capital city, and the main members of the court
- Background info


In Character Info:
For centuries, life in Terlayne was stable, peaceful, and prosperous. With the Emperor and the Mihra, there was no war between the kingdoms. The people, scarred by a past few knew of beyond the stories and legends, carried on into a new age.


Out of Character Info:
x
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Zacharius

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Cool story Bro.
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