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    1. Incanus 10 yrs ago

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10 yrs ago
Current "Surprising what you can dig out of books if you read long enough, isn't it?" - Rand al'Thor

Bio

I am a writer and a story teller. I love tales of myth and magic as much as I love tales set in the distant future. I prefer to roleplay with good writers who use words with purpose and write with imagination. If you are ever in need of such a player yourself, please don't hesitate to send word.

Most Recent Posts

Name: Matin Dripwood
Alias: Mat, Little Fox
Age: 19
Apparent Age: 18
Height: 5' 8"
Weight: 50 kg
Eye Color: Brown
Hair Color: Black
Physical Identifiers: Nothing characteristic unless one considers his smile. Over the years, he has perfected it into an art. He has a repository of smiles: the ingratiating one for the older ones who catch him pawing off a sweetmelon; the innocent smile for his master who catches him napping in the middle of class; the mischievous smile for Uncle Tam when they drink and dance; the flirting smile for
the girls who are either exasperated or enthralled (usually the former).
Appearance: Matin is a thin, bony young man, always looking like he goes to sleep in his day clothes. He has a shaggy shock of
black hair that falls around him in a tangled mess. His face makes him look younger and more innocent than he really is - a feature he
constantly uses to his advantage. He has soft brown eyes that he is constantly ashamed of. He knows he will never be a mighty warrior with
those eyes! He usually stands slouched or leaning against something, and ambles rather than walks, always chewing something.

Equipment/Personal Possessions: There are three things of which Matin can said to be the owner. A wooden flute given to him by his
dear, departed father; an oddly shaped stone with strange markings on it - something he had picked among the ruins; and his trusty catapult
that he made himself.
Pets/Companions: While Matin has no living relatives, he can be often seen hanging out with the eccentric, Tamlin, who he calls 'Uncle Tam'. Known to be an anti-social, Tamlin however has a soft spot for the boy.

Tribe/Village: The Dryad Tribe
Titles/Occupation: Apprentice to the Healer
Languages Spoken: Dryadic, bits of the Common Tongue
Languages Written: Dryadic

Opinion of the Ruse: Fear
Opinion of Outsiders: Matin has rarely met people from other tribes, but he is immensely curious of their ways and tongues. Within
the Dryad tribe, no one speaks of the Outsiders or the Ruse.

Hopes and Dreams: Matin secretly wants to be a great warrior, but he knows that he is too small and weak to be one. He wants to see
big cities and listen to old tales about old things. He wants to meet someone who can tell him where the ruins came from.
Likes and Desires: Matin really enjoys songs and dancing. Very recently, he has discovered the joys of drinking hugi - a liquor
brewed by the Dryads. He loves a good story and a good meal. Also recently, the boy has discovered that he is turning into a man, being
a late bloomer. He is beginning to notice girls and wonders what it would be like to kiss one.
Fears and Dislikes: Matin hates being alone. He fears being made into one of those twisted old Healers like his master Thuril.
Secrets and Regrets: Matin, as a young adult of 19, had many secrets after the way of boys of his age. The time he felt a woman's
breasts accidentally; that time when he stumbled on that big old ruin and found the stone; the time when he killed a squirrel for fun and
wept over it later - they are all secrets he swears to take to the grave. His biggest regret is that once, two years earlier, the Chief's
daughter had confessed her love for him. He had been scared by it back then and backed out. The next month, she was married off to her
uncle's son. While Matin is absolutely scared of marriage, he often feels that he should have said yes to Lena.
Personality: Matin is usually care-free and full of energy, always dreaming up elaborate stories or getting into trouble because
of some antic of his. He firmly believes that he can easily smile his way out of anything. He is quick-witted but is not given to deep
thoughts. He enjoys songs and fun more than a quiet time in the forest.
Religion: Dryadism - a pagan belief in the divinity of the Forest.

Relatives: None
Friends: 'Uncle' Tam (Tamlin)
Enemies: None
Defining Moments: Matin still yearns to relive that one glorious day when, during a hunting trip with Uncle Tam, he had gotten
lost, fallen down a ravine and had stumbled on an ancient ruin. He had never seen stonework like that. Even in its weed-overgrown state, the ruins held him with their craftsmanship from a forgotten time. With fear beating in his heart, he had somehow walked through them, taking in every carving and arch. Finally, he had taken a small stone from one of the ruined courtyards as a proof that it had not been a dream, and wandered back to the village. Uncle Tam had taken one look at the stone and pronounced it to be a lucky charm. Since that day, Mat has never let the stone leave his person.
A Typical Day: Mat is an apprentice to the Healer, so his typical day begins very early, before sunrise. He rises grumbling, and is prodded and pushed through the forest by his Master as they go on their morning herb hunt. His education starts almost immediately and
all through the morning, the pair roam the nearby forest for herbs. By lunchtime, they are back in the village and Matin is taught potion-making and herblore. By sunset, his apprentice duties are done (save those days when night herbs have to be collected) and he heads to Tam's hut. The two sit there and talk and drink and dance till they pass out - an activity that doesn't help the morning after, or his herb-master's mood.

Tribe/Village Detail: The Dryads are a forest-dwelling tribe eking out an existence in the dense rainforest of the south. The large
jungle, they call Drea. Drea is also their prime deity - the goddess of the Forest. Drea and her minions form their pantheon and they live
in fear and awe. The tribe lives by the counsel and power of the Witch-Mothers - three old women who keep the fury of Drea appeased and
protect their dwellings from animals and trees. The Witch-Mothers don't live in the village but live in the deep jungle. Every full moon
day, they come to the village to reweave their protection spells. The Dryads are largely hunter-gatherers, but they also grow vegetables,
mushrooms and some herbs in their village.
Magic: Magic and religion is intertwined in the life of a Dryad. Drea, the Forest Goddess, is their prime deity. She is the
giver and taker of Ka - the life force. Young unmarried women are chosen in their teen to be trained as witches. At any given point of
time, the tribe will have three Witch-Mothers giving counsel to the tribe chief. The magic of the witches comes from the herbs and trees
and mushrooms. Their profound knowledge of all the magical herbs gives them some measure of control over the forest and its beasts. Some
rare Witch-Mothers are born with the ability to sense the weather or talk to beasts. The first full moon day of a year is celebrated as the
Night of Souls. On this day, the Witch-Mothers take the entire tribe through an all-night ritual, culminating in the Dance of the Dead. At
midnight, with the moon at its zenith, the tribe elders and witches come out wearing gruesome masks and chant and sip Ayonil, a magical
draught brewed by the Witch-Mothers that gives the village protection against Ruses.
Would anyone be interested in an RP set in the world of Wheel of Time? I have an idea for an RP that takes place after the events of the books. You might say it is set in the Fourth Age of the Wheel.
I suppose it's like playing Caesar or SimCity or one of those city building games. When you start out, especially as a GM, you have all these ideas: maps, mountains, exotic words, magic system, bloody history etc. Then when you put it all down neatly, create that perfect world and wait for those interested to put up their CS, you realize that you are spent. Suddenly, there are other people - wanting to write with you. Horror of horrors! You quit, say you have a life, and go on to the next world. Only this time, it will be grander! Bigger! Muahahaha!

Repeat ad infinitum.
@Manticore Great! Questions: When the RP begins, have the four kingdoms been rebuilt already or are they in the process? For how long has my character had the Stone?
My CS is up. Do you need a pic? I usually don't post pics.
Name: Redoran, son of Rhuarn, of House Paladin
Age: 33
Kingdom: Minil'Thadag, the Kingdom of the Seven Lakes
Gemstone: Meru'rithil, the Stone of Air

Physical appearance: Redoran is of average height and build, though men from the plains would call him tall. His head is completely shaved but for a top-knot after the fashion of the knights of Minil'Thadag and he has a thin goatee. He wears several hoops of gold and silver rings in his earlobes. He is often seen wearing a green cloak over the dark mail. When in battle, he wears the helm of the battle lords with a pair of horns on top. Across his ribs runs a deep gash - a remnant of a forgotten duel.

Background: Redoran was born in the town of Amren, nestled near the foothills of the Dragon ranges at the very edge of the kingdom. His father, Rhuarn, was a captain in the king's army and was respected for his battle sense. While the father was a hero to the boy, it was a father who rarely spent time with his son. When he lost his mother at a very early age, Redoran was sent to learn and train with the King's Guards. He had many doting 'uncles' as he grew up: gruff men who prided in raising the kid. They taught him how to hunt and fight, how to find food in barren lands, how to hide in plain sight. They also taught him how to read and write. They taught him the Epic of Gilahad and instilled in him a sense of valour and honour. When the boy came of age, it was only natural that he be inducted into the King's Guards.

For ten years, Redoran fought with his brethren, bringing the various tribes of the lakes under the King's dominion. He earned fame as a fighter and was called Elimir ('the Fearless') by his people.

War descended upon their fair kingdom while Redoran was in the far west. His old but proud father had stood by the king's side till the very end. The news of the death of the king was a body blow to the King's Guards caught miles from their master. Every knight then took a vow to ride to his death with teeth bared, to avenge the death of their king. Seven of them rode from Angruthil to the eastern borders, chopping and hacking their way through the hordes of darkness. Songs would have been written of their passage had anyone beheld the riders as they charged with fury.

But what could seven men do against the entire might of Evil? One by one, they all perished until Redoran found himself alone, horseless and near-death. Mustering his remaining strength, he made it to Sol Linata - the lake that once glittered like diamonds but now lies like a cesspool. There, the knight collapsed and was later rescued by refugees from the Barren Lands. Having heard of the last charge of the king's guard, Prince Edgar found him as soon as he was recuperated and entrusted to him Meru'rithil - the Stone of Air. With the stone comes hope, and with hope comes strength. Redoran is now riding to the Kingdom of the Seven Lakes, or what was once a kingdom. Midst the ruins, the lone knight rides, carrying with him dreams of green pasture and sparkling lakes.

Personality: Honourable, Valiant, Grim, Brooding, Proud

Fighting skill: Master Swordsman; Deft rider; Good hand-to-hand combat skills. Redoran prefers to fight on horseback with his greatsword. After having practiced with the Stone of Air, Redoran can now perform the Wind Dance. It is a sword-fighting technique where every slash and move of the blade creates multiple invisible blades of wind slashing around the caster. He can also perform simple levitation on objects using the stone.
The OOC is here.
The White Company

Seven for seven; Light for Dark;
The drums are rolling. Stand and hark!


Map of the Northern Lands



Synopsis


Elinor. Fair and beautiful she lies upon the banks of mighty Elebrant. Kingdom of legend. Kingdom of despair.

It is the Fourth Age and all things that have put forth life are now in peril. A Wizard-King rules in the cold North, and his heart is blacker than the night. Themunil, he was called of old, and men praised his justice and fairness. Stern and proud he sat on the Throne of Clouds, ruling over men and beasts. Upon his fair head sat the Elder Diadem and he held the White Scepter of Elinor in his unwavering hand.

Nearly a century ago, a darkness rose in the smoking mountains of Durbatur, near the roof of the world in the very far north. In the beginning, rumours spoke of a nameless menace turning snow into ash. Then, they had a name for it. Tamas, they called it - the Black Wind. It was a formless, brainless evil - seeping out from the very cracks of Creation. Mindless, it moved across the land, scorching air and earth alike, devouring life and turning everything into putrid ash and darkness as it spread.

Mighty Themunil rode out to meet the foe, and was met by misshapen creatures twisted by the mindlessness of Tamas. They were men, but twisted and turned beyond recognition into bestial fighters as mindless as the power that birthed them. The men called them Grulms and slayed them by the thousands. In the end, Themunil rode into the very Pit of Darkness with his seven faithful guards to face the faceless. The power of darkness fought with the might of light. For 18 days the duel raged while his seven guards formed a circle around him. At the end of it, Themunil seemed to have sealed the rent and denied the Dark Power entry into the world of men.

But so spent was he and his brethren that they lay there in the darkness, untouched by time or thought. Outside, the people grieved for their heroic king, sang his praise and returned to their homes. Themunil, to them, had passed on to legend. But within, the King and his men were trapped in an eternal slumber - the final counterstroke of the Darkness.

Now, long after memory has faded into myth, the king awakens. There in that boundless void, when all light left him, he had strayed too far and touched the very thing he had fought. At that moment, the mindless power had flowed into him, replacing the pulse of life with the beat of darkness. The mindless darkness now had a mind and a form. A terrible mind and a powerful form.

Now he reemerges as Gengorid - the King of the Night. Fair Elinor - that mighty kingdom which he once ruled and which forgot him - lies in his path and in his mind. For the world to kneel under his feet in eternal night, Elinor must fall and never rise again.

But hidden deep in the scroll room of the Hall of the Sun is a promise of hope. A few lines of prophecy speak of a hope in the coming darkness. But can these simple words point the path to victory against the coming darkness? Who shall stand against the march of the Wizard-King and his Dreadlords? Who shall lead the people from the eternal night into a new dawn?

Background


History of the Northern Lands


The Ancients believed that our entire continent was raised from the ocean by the Divine Mother in her deep sleep. The cultists of later times thought that we were inhabiting a giant turtle swimming in a great ocean. These days, people don't really worry about our origins. In fact, people don't much care for knowledge these days.

To put down the entire history of these lands will require a nimbler mind than mine. But sadly, unlike the men of old, I am not of strong will or mental acumen. And I am all you have to tell the tale.

Let me, therefore, begin my story from a familiar place - the Yung Riban. It is a phrase from the Old Tongue that men speak not in these dark days, and it means the Age of Rebirth. Or, the Period of Awakening depending on your translator. We count our years from this seminal period in our history. We are in 1233 YR - 1233 years after the awakening. Or so it goes.

The Awakening was a period of great upheaval in the Sinjarin Empire - that mighty behemoth that ruled all the lands with an iron fist for hundreds of years. The Sinjars were descendants of a fairer and taller race of men, and they ruled over the lesser men of the plains using an ancient magic that they called the Somar. They treasured the knowledge that gave them a mighty advantage and an equally mighty sense of entitlement. While there may have been truly god-like kings in the distant past, by the time of the Awakening they were a proud and haughty race, isolated, inbred and indulgent. While their race died out with their refusal to marry outside their clan, their knowledge slowly seeped out of their grasp and reached others. The men of the plains would not allow their oppression to continue.

For ten years the Empire remained in a state of upheaval, with bloody civil wars and peasant revolts bringing the might of the Sinjars crumbling down. As they disintegrated, other kingdoms arose. The magic of the Sinjars was little understood and quickly suppressed lest a similar history befall the peoples. The ones who practiced those arcane arts were cast down from society, held down as symbols of sinister oppression and grim reminders of a bloody past. Somarin they were no more. Narbin, they were called. Honourless.

Elinor


Today, three kingdoms stand now where the Empire once stood. Elinor, Carmalan and Chiron. Of these, Elinor is by far the most powerful and rich. Its lands are watered by the plentiful Elebrant, or the White River as it is called in the Common Tongue these days. The tall peaks of Palantir break the harsh cold winds blowing in from the frigid plains of the north, making for very comfortable climes.

While the Sinjars were hated in their time and cast down as oppressors, it is an irony of fate that monarchs gain legitimacy by claiming Sinjar blood in their veins. But nowhere is this claim truer than in Elinor. The royal line of Elinor was founded by El'al'Bargond I who some people claim was born of an illegal union between a Sinjar noble and a peasant. But no proof is necessary when one looks upon the fair visages of the kings and queens of Elinor.

Of their greatest king Themunil, enough has already been said. Not many today realize that the darkness waiting to pounce on them is actually their old king come back. When Themunil was left for dead in the Pit of Darkness, the line of Bargond ended. And with that ended the remnant of Sinjar blood on the royal throne.

Currently, Elinor is ruled by Queen Teluvil. Due to the untimely death of her father, she became the youngest monarch in Elinoran history at the age of 21. While she has had to make many compromises to consolidate her shaky rule, she is now considered by many as a strong-willed queen who has come into her own.

The Elinorans are fair-skinned, with a heavy build and light-colored hair with usually grey eyes. Their capital city is the beautiful Anora, straddling the Elebrant. By and large, Elinorans are simple farmers, shepherds and blacksmiths and are not given to much philosophizing, unlike their eastern neighbours.

Carmalan


Carmalan is an older kingdom and was one of the first to emerge from the chaos of the rebirth. For much of its history, Carmalan has been plagued by one revolt after another but somehow it seems to survive.

The ruling class of Carmalan is quite reminiscent of the Sinjars in their indulgence and in their beliefs. The Carmalanese nobles are known for their extravagant attires and ridiculously shaped beards.

Carmalan grows the most grain in the world, but frequent rebellions and droughts have made it impossible to maintain a steady trade, thus robbing them of their much needed gold.

Chiron


Chiron is a union of three kingdoms that existed in the dry Pameer region of the west. Owing to strong familial ties among the ruling dynasties and cultural similarities among the peoples, the Union was achieved without bloodshed.

The Chironi lands are hard and rugged and dotted with hills. Much of the economy depends on the iron and silver mines in the north and Chironi steel is known across the world as the best steel.

The Chironi are the only people who have dealings with Dunmen of the south. Regular sea trade is carried out between the two peninsulas.

The Dunmen of the South


Though not officially part of the Sinjarin Empire, the Dunmen of old paid tribute to the Emperor and recognized his overlordship in return for autonomy. When the Empire fell, the Dunmen immediately invaded the borders and extended their borders before proclaiming independence.

50 years ago, with the death of King Akir, the Dunland kingdom was split into two and ruled by his two sons, Nakur and Semma. These two are the Dundar and the Dunras, separated by the Pirash Strait. While intended to work like two arms of the same body, frequent frictions erupt between the two kingdoms.

The Dunmen are bronze-skinned and dark-haired and are known throughout the lands as fierce warriors. The grasslands in northern Dundar are prime breeding grounds of the best horses and these are Dundar’s chief export. Dun horses are valued for their speed and their beauty while Chironi horses are known for their sturdiness.

Somar – the magic of the Sinjars


The word ‘somar’ can be loosely translated to ‘sweet word’ or ‘divine speech’. The Sinjars of old used it in an abstract sense to define the First Cause – the seed of life.

A Somarin is one who is able to hear this sweet word and use it to make new words. The phrases he evokes are called som, or spells. Each spell performs a specific task, such as producing a spout of fire or binding someone with invisible cords of air. By and large, the soms manipulated the four elements. But some harder soms affect a person’s mind as well.

During the time of the Sinjars, the Somarin were revered and held in close counsel by the lords. Their sense of racial purity did not extend to the Somarin who were always considered outside society.

When the Empire fell, the Somarin found themselves branded as accomplices. Many Somarin circles were disbanded and they either went into hiding or rejoined the new nobles under different guises. After the Great Narbin Hunt of 985, the surviving Somarin were forced to bind all soms to a vow. The vow was to never hurt a living thing. Since that time, antagonism towards the Somarin has greatly reduced. The queen of Elinor now has a Somarin advisor openly in her council, and this has caused no small amount of fear and anger among her neighbours.

The Prophecies of the Sun


In the mountain-citadel of Dorun in the kingdom of Elinor sits the Hall of the Sun – a splendid monument to the sun built by the Sinjars thousands of years ago. Deep within this hall lies the scroll room which is only ever opened when the ruler comes visiting.

This scroll room houses the most remarkable text written by men – the Sol Oklanis, known in the Common Tongue as the Prophecies of the Sun. This is a collection of things that will come to be or that have come to pass, written years before they were realized. The authorship and the validity of this text is ever under doubt and many learned scholars have poured over it in secret, trying to understand it.

In light of recent events, one set of verses come readily to mind:

Here comes the night with an open mouth;
Here come the riders charging from the south;
Here lies the passage of corpses;
Here come the thundering horses.
The dead sword will awaken; the fell bow will sing;
The third morning will darken; the blood bells will ring.
Seven for seven; Light for Dark;
The drums are rolling. Stand and hark!


While translations have varied, the interpretations have not. All scholars agree that these verses speak of an impending doom from the north. The memory of the Black Wind is still strong in the minds of men, and they realize that the eternal night will rise in the north.

There is no consensus on the meaning of individual lines. The reference to the number seven is clear, however. Seven is the number of dreadlords under the command of the Lord of the Night. Thus the phrase ‘Seven for seven’ is seen as a battle of seven against seven. But who these ‘good’ seven are, no one can tell.

Character Application


The RP begins in the capital of Elinor – Anora. It is a beautiful city of endless towers and canals arching over the Elebrant. The city was built during the the times of the Sinjars when men accomplished great things.

No matter who you choose to play, the character must be in Anora at the beginning of the RP. Thus, your character history must lead up to the day the RP starts.

Character Sheet format
Name
Age
Gender
Physical Description (No pictures)
Personal history
Character traits (preferably as single-word adjectives such as ill-tempered, chivalrous etc.)
Skills
Note: If you wish to be a Somarin, please indicate that in the last line of your CS along with the level you want to start at. (1 – Beginner, 10 – God-like)

Please post your CS in the OOC section here. If and when approved, you can repost it in the Characters section.
@ShidenBlades I am hoping for well-defined characters who can fit in this world realistically. Even as we speak, I am putting down the final rules for the world and should be able to answer your questions in the OOC. I am not against super-powerful characters, but they should emerge believably from the landscape.

With regards to the magic system: Yes, there is a specific magic system driven by the knowledge of certain words and the training to invoke them. As game master, I will try to dole out appropriate spells and powers based on your initial character application. Again, once the OOC is up, I am sure I and you will know more. Thanks for the interest and watch this space.
Yes, that's a valid point, @Manticore. I will think of an interesting lineage for him.

And in case you are interested:

Meru'rithil - The Stone of Air
Apo'rithil - The Stone of Water
Mag'rithil - The Stone of Earth
Ag'rithil - The Stone of Fire
Sil'rithil - The Stone of Mind
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