I'm a firm believer that all the weird stuff that has gone down in 2016 so far is a direct result of Leo winning the Oscar. Timeline's fucked yo.
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8 yrs ago
Fuck Skyrim, just get Enderal
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8 yrs ago
If fantasy was reality, our minds would probably come up with some new weird shit, because it would be too boring. That's how we humans are.
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8 yrs ago
In every day, there are 1,440 minutes. That means I have 1,440 daily opportunities to procrastinate like the lazy bastard that I am.
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8 yrs ago
TAMW you're the only one in the office not on vacation, have no work to do or RP's to write for and you're just standing there thinking WTF to do with your life
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Bio
STATUS: Taking a break from RP'ng and sorting out my life. May be back some day, who knows?
---------------------- 24 year old dude living in Sofia, Bulgaria. I'm a studying for a bachelor's degree in informatics and I work as a programmer. I'm not much of a sports person, but I enjoy swimming and biking, although I have less and less time for them these days it seems. I also love travelling and generally discovering new peoples and cultures. I have a weak spot for video games and even though I don't have much free time, I usually manage to sneak in an hour or two when the opportunity presents itself :P
Naturally, I love reading and writing. My favourite genres of books are sci-fi (especially the New Wave era) and fantasy, although I don't like limiting myself, so I pretty much read anything. Same goes for music, I love classic rock and metal, but I listen to a lot of techno, minimal, trance, hip-hop...whatever really, as long as it "sounds right" to me.
I don't consider myself a very good writer to be honest and I'm always eager to learn new writing techniques and styles. That's why I love RP boards, in the past they've helped me improve tremendously, not only specifically for writing, but for everyday English as well. Hence why I tend to view RP's as a challenge and I enjoy getting into the deep end. The RP's themselves have to be character-driven to get me going, I view the setting (fantasy/sci-fi/modern/whatever) as just a backdrop for the real important thing - character development. Everything else is just fluff.
I'm always eager to hear out ideas for RP's or just talk about writing, literature and other assorted bullshit. Just hit me up!
Greatly expanded on the sheet, it looks about right now. Still got a lot of stuff left to add though, will continue working on it. Pardon any spelling mistakes or wonky grammar, will sort them out.
Also, a quick question - what's the scale of the map? I'm trying to get a sense of how big the continent is.
Ugh sorry guys, was an extremely busy day at work, had to stay overtime. Didn't have as much time as I would have liked to work on the sheet, so here is a very, very rough draft. Obviously I'm claiming the north-western region.
Nation Name Kedoren Athiar was the old name of the region, meaning “west” or “westerly” in the local tongue.
Ethnic Peoples Kedorian
Holdsmen
Freeholders
Geography Much like its people, Kedoren is a land of contrasts. The country is roughly divided into two parts by the Windwall Mountains (locals refer to them as “The Windwall” or more infrequently as “The Wall”), a great range stretching from the Bay of Lights in the west to the Vaincur hills in the east. The mountains act as barrier for the harsh winter winds, sparing the south from the worst of the cold climate. As a result southern Kedoren is more hospitable than most other regions in the north, able to sustain a wider variety of crops and livestock. The land consists of low hills and plains, dotted by the occasional forest. Small rivers and streams crisscross the landscape, flowing from the Windwall Mountains into the Jade Gulf. There is only one river large enough to accommodate ship travel - the Greylin and it is of strategic importance. (more on that below)
North of the Windwall Mountains, it’s a different story. Tundra stretches as far as the eye can see and the sparse forests are confined to the northern foot of the mountains. Even in summer, the air is chilly and the wind bites, little refugee can be found, save for the odd hill or rock formation. If one were to travel further north, they would eventually reach the Singing Mountains, which go all the way to the sea. The name is two-fold: it is both derived from the Singing Sea and, as locals tell it, from the way the wind “sings” as it passes through the mountain’s gullies and canyons. Needless to say, it is an ominous song. The mountain has a dark history, as no living man has managed to climb it and reach the continent’s northernmost shore. For this reason Kedorians regard the Singing Mountains as the end of the world.
More importantly perhaps, the Windwall Mountains are famed for their mineral deposits. High quality iron, gold, silver and even precious stones are mined there. On the whole, Kedoren is rich in ores, even smaller mountain formations and hills have bountiful veins of useful metals.
Another point of interest is the Round Lake, situated in the south-east of the kingdom. The Greylin empties into it, finishing its long journey from the Windwall Mountians in the north. What’s more, the Round Lake drains into a series of caverns that eventually open up into the Mottem Expanse, allowing ships to reach distant Caerulmoste. Understandably, this makes it one of the most important geographic locations in Kedoren, apart from the Windwall.
Ethnic Description Kedorians are a fair-skinned people, inhabiting the north-western parts of the continent. They tend to be on the stocky side, with height averaging between 5’3’’ and 5’8’’. Hair ranges from blonde to brown; black is rarer, but not uncommon in the south. Green eyes remain the most widespread, although hazel and brown have become more common in the past centuries, a result of Ardall’s people mingling with the locals.
Few would describe Kedorians as beautiful, but their rugged features and muscularity are memorable to say the least. Their men are broad-shouldered and thick-necked; women tend to be curvy, with wide hips. As travelers, Kedorians have been exposed to a range of climates, so they are resistant to plagues and sickness. The ones living north of the Windwall are naturally resistant to the cold as well.
On the other hand, their close relations and smaller genetic pool mean that some disorders are passed from generation to generation. Kedorians are more likely to develop allergies and more than 5% of the population suffers from a sickness which prevents blood clotting. Some children are also afflicted by a form of paralysis known as the Creeping Death, which typically manifests at an early age, but can develop during adolescence as well. (if found early, the afflicted children are killed out of mercy)
Culture Kedorians are adventurous, driven, free-spirited, prideful and above all pragmatic. Their culture is one of contrasts, a strange mishmash of local beliefs and traditions melded with the teachings brought by Ardall and his people.
To understand Kedorians, one has to understand family. Nearly everyone in Kedoren is related to each other in some way, a result of the extended families which made up most of the ingenious population before Ardall’s conquest. It’s often said that in Kedoren, you could be your own uncle (though never in front of Kedorians, unless you’re begging for a fight). This is perhaps unfair to Kedorians, who view incest with utter contempt and was one of the main reasons Ardall’s foreign gods could never fully be accepted. What passes for incest is an important matter and the woman of the household is responsible for making sure that the blood lines are not completely intermingled.
Most Kedorians can easily name their third, fourth and even fifth cousins, while staunch traditionalists keep track of even their most far-removed relatives. Even if you’ve never met a relative it is expected to know their name, their parents and who exactly your common ancestor is. Refusing to help family is looked down upon universally; it is not uncommon for a rich merchant to shelter a vagabond only because their great-great-grandmothers happened to be sisters.
Their tumultuous history and unique geographic features have forced them to learn to adapt in order to survive. While many other peoples on the continent concern themselves with abstract notions such as honour, Kedorians prefer to focus on the materialistic. Social standing and wealth are extremely important, a Kedorian’s greatest fear is to die poorer than their father. As a result, foreigners tend to view Kedorians as dishonest and greedy.
Kedorian culture is competitive to a fault, dominating most aspects of life. Brothers compete to see who will bring the most wealth to their house, sisters compete to have the most handsome suitor and cities compete to be the most prosperous out of their neighbours. Competitiveness is reflected in their games as well – all children play ball games, frequently rough and bloody, well into their teens.
As already mentioned social standing and pride are important to Kedorians. They are deeply concerned with how society perceives them. This gives a purpose to most everything they do. Yes, a rich merchant might shelter a far-removed relative down on their luck, but not out of good will; they will do it because it will raise their standing with the rest of the family. Even seemingly random acts of passion usually have a purpose behind them. Foreigners are wise to remember this when dealing with Kedorians.
Another interesting aspect of Kedorian culture is the status of soldiers. While Kedorians are first and foremost renowned as crafters, it was their soldiers who kept the region independent for centuries. Nowadays, Kedoren boasts a professional army. Lords do not levy soldiers, instead they maintain a constant force of battle-ready men, who are paid in gold or salt. Those who do not serve a lord ply their services as sellswords, willing to fight for any man with enough coin to afford them. Kedorian mercenaries are acknowledged as dependable and disciplined troops that can be counted on as long as they are paid. Mercenary work is so common that even landed knights and minor nobles can often be found hundreds of leagues from home, fighting for a foreign cause.
Ambition and daring are important for a Kedorian. Their merchants travel far and wide in search of profit, while their craftsmen are often employed by rich patrons from different kingdoms. In recent times overpopulation has become a problem in the south, causing many young men and women to emigrate to neighbouring kingdoms. They are generally met with a healthy dose of distrust, but most can agree that the skills they bring to a community outweigh the negatives.
Kedorians are famously pragmatic. If something doesn't have an everyday use or doesn't bring wealth to its owner, it is viewed as worthless. This means that art, music and other "frivolous" activities are seldom practiced by Kedorians. They are hungry for knowledge and read books, but only ones that are practical and can be applied to their crafts. Plants are grown not for their beauty, but their uses. Kedorian cities and castles are utilitarian, decorations are sparse and largely reserved for the very wealthy. Monuments and statues are extremely rare, but if you see one, you can be absolutely certain that whoever it depicts deserved it.
Men and women have distinct roles in Kedorian culture. The only acceptable professions for a male are as a craftsman, merchant or soldier. The firstborn son inherits their father’s wealth and craft, the second son is apprenticed to a guild (usually a different craft), while the third is encouraged to become a soldier. This principle holds true on both ends of the social spectrum. Women on the other hand care for the spiritual health of the community, just as Elonar orbits and supports Eritu. Priests are exclusively female, as they are believed to be closer to the realm of the gods. It is a vital role for society, as Black Sisters are skilled healers and surgeons. Kedorian scholars are also completely female, with only a tiny fraction of men taking up the vocation. In poorer, rural areas, most people are naturally farmers, but this division of society exists there as well: men are expected to provide for their family and have a final say in matters, but women are generally the masters of the household.
Though unified as kingdom, Kedoren has never been a united land. People largely identify with their family and city first, rather than the kingdom itself. On top of this, there is a long-standing division existing between north and south. In general, the south is composed of the Freeholds dominating the planes. Once little more than hill-forts, they eventually developed into prosperous cities and centres of trade. They were the first to rise up against the Crow King. The north is made up of the Holds guarding the mines and quarries in the Windwall Mountains, as well as the settlements north of them. They tended to be loyalists and resisted the south for many years, even after the fall of the Empire. Overall it can be said that the south is generally more progressive and populous, while the north is composed of powerful noble families, with traditional views, which make them more martially inclined than the south.
Language Common tongue is spoken throughout Kedoren, having been quickly adopted to replace the myriad of dialects used in the region. The Kedorian version of Common tends to be clipped; words are spoken fast and are often shortened. Northerners slur their words, combining sounds into an almost incomprehensible garble, unless one is used to the accent. The Freeholds, due to their frequent contacts with outsiders, have adopted sayings and a manner of speaking common in other kingdoms. In both cases Kedorians are stringy with their words and sentences are short and to the point.
Guild cant – most guilds have their own phrases and code words, which only those of the craft are familiar with. It is often used in private communication and carefully guarded. Guild members will refuse to speak of it even with close relatives, unless they happen to be members of the same guild.
Tradespeak – a very simplified language, if it can even be called such, which Kedorians use when trading with people not speaking the Common tongue. Tradespeak has a small vocabulary and it is very easy to pick up, as a result most communities trading with Kedorians can speak it.
Society
There is a very important distinction in the way servitude works for nobles and lowborn. People of common stock are not assets that come with a fief, they are free and can move around at will. There is an unwritten agreement between lord and commoner - lords provide protection and represent the interest of their people, while the smallfolk provide a tribute in either gold or produce for the service. That is the principle at least; in practice, agreements are often skewed in favour of the nobles, though how much depends on the region.
Nobles are landowners, bound by blood ties and oaths of fealty. The lowest among them are yeomen, owing small pieces of land, which the peasants work. They serve other lords, who are higher up in the family hierarchy of Kedoren. The highest in the hierarchy is the King, to whom the most powerful families swear fealty. There is no agreement or contract here. Blood is blood and one’s relation to the royal family determines their position in the hierarchy; all are sworn to serve the ones who are directly above them.
Freeholds dominate the south and are an important part of Kedoren’s social structure. A Freehold can be anything from a large city to a bunch of farms cantered around a fort. A complex network of alliances and family ties govern relationships between the holds, often stretching back centuries. The details and nuances are so numerous that even people from the same region have trouble remembering everything. This can prove quite a headache for a King, but luckily there are four principal Freeholds, ruled by the largest families, who represent the entire south.
At the bottom of society are lowborn peasants, who work for yeomen - minor landowners. In turn, yeomen serve the lord of the Freehold in which they reside. The Freeholds themselves are bound by intricate family ties. This goes all the way up to the four biggest Freeholds, who can claim blood relations to nearly every other Freehold in the south. These Freeholds swear fealty directly to the King, who they consider to be their liege-lord and kin.
People from the Freeholds tend to be more hospitable and joyful than their northern cousins. The Freeholds mainly focus on glassmaking and trade, making them prosperous and progressive. Crossbows are another widely-made product; though average weaponsmiths, Kedorian crossbows are second to none. New ideas frequently arise from the Freeholds, often clashing with established norms.
Though they are frequently referred to as “the north”, most of the Holds are made up by the castles and mining towns in the Windwall Mountains, as there are not a lot of settlements north of them. Northerners prefer to use the term Holds when referring to their lands, a throwback to the days of ancient Athiar. They function in much the same way Freeholds do, though there are a number of important differences.
Firstly, the standing of a House is not determined by their familial bonds, but by the purity of the line. Houses who claim the closest relation to the old families of King Liran’s time are held in high esteem; marrying into them is considered a privilege and many lesser families compete for the honour. Another difference is the purpose of Holds - the majority are castles and forts built around smaller mining towns. Though the more important ones have grown over the years, even the largest can’t compare with the bustling cities of the south.
Northerners are seen as stubborn and backward by people in the Freeholds. The first part of the statement might be true, but Holdsmen are no less ingenious than those in the south. Metalworking and mining are the most practiced crafts, followed by stonecraft. Nearly all the forges in Kedoren are located in the Holds; they focus on producing tools and supplies instead of weapons, though they make enough to keep the kingdom battle-ready. Their monopoly on iron and stone, coupled with the numerous gold and silver mines, make Holdmsen families very wealthy.
To a Holdsman tradition and religion are important. They often look down on Freeholders due to their easy acceptance of foreign ideas, believing that this erodes Kedorian society. Lords are stricter, laws are harsher and the people are generally coarser. Some of the older Holds keep to traditions and customs set down centuries ago, some predating even the arrival of Ardall's men; at this point they are so intermingled with modern Yevism, parts of Ardall's alien religion and local tribal traditions that it's hard to say where one begins and another ends.
Laws & Customs Kedoren is a diverse land and nearly every city and region has their own rules and traditions. There is no common law and what passes in one city may very well earn you a flogging in the next one over. Typically the laws are very specific and are used to regulate relations with other cities in a given region. Foreigners are not expected to know all of them, though it is wise to keep the differences in mind when travelling through Kedoren.
The Kedorian legal framework mainly distinguishes between two types of crime: those of local importance (avoiding trade tariffs, stealing, breaking a contract, etc.) and those concerning the kingdom as a whole (inciting revolts, betrayal, acts against the royal family, etc.). The former are resolved by the local nobility, while the latter are brought before the king. The king is also expected to mediate between noble families and render judgment in trade disputes if the need calls for it.
Despite the variety, there are some customs which are common in all of Kedoren:
Slavery is abhorred in all parts of the kingdom and by all walks of life. Many Kedorians were enslaved during the Crow King’s reign, so they have a natural aversion for it. Slaves found within the kingdom are immediately freed, while the slave-owner is sentenced to ten lashings per slave and all their possessions are confiscated.
Black Sisters are treated with the utmost respect, regardless of how pious the local populace actually is. Laying a hand on one of the Sisters is punishable by death.
Disrupting trade, that is to say banditry or piracy, is a grave offense, also punishable by death.
Insulting the Gods is punished by flogging and a night spent tied to a post, so that the offender may beg forgiveness.
Most other crimes are punished with exile to the far reaches of the Northern Holds. This sort of sentence is usually for life.
Oaths (including marriage vows) are only taken under the light of the moons, so that Eirtu and Elonar may bear witness. In the Holds all important business is discussed at night, under an open sky for the same reasons.
It is considered incredibly rude to ask a Kedorian about their wealth. It is a deeply private matter, only discussed among friends and close relatives.
Travel usually starts at night, before the sun has risen. Beginning a journey during the day is a bad omen.
Trade Trade is the lifeblood of Kedoren and most Kedorians are either traders or craftsmen. Their main source of income is the King’s Way (known as the Emperor’s Road during the time of House Arda), an old paved road running from the quarries and mines in the Windwall mountains to the southern kingdoms. The Grelyin River is also important, as it connects the capital to the Round Lake and through it, to the Mottem Expanse. Numerous vessels sail up and down the river, which are dutifully taxed by House Tyndall’s inspectors. The Jade Gulf and Bay of Lights are important trade hubs, their coastal cities a port of call for many ships from all over the continent.
Imports:
Wood (though Kedoren has forests in the south, wood is in large demand mainly for the construction of ships.)
Food (southern Kedoren supports a good amount of crops, but the climate is still harsher than the southern kingdoms. Northern cities largely rely on imported food to sustain their population. Kedorians are fond of exotic fruit and food and even lowborn will pay godly amounts for them!)
Wines and liquor (Kedorians brew ales from a local strain of barley and make something from potatoes, but even they agree that only a desperate man would drink it.)
Salt (Salted meat and fish are a staple of the Kedorian diet. Kedoren has no salt deposits and salt fetches a higher price than gold. Particularly wealthy Houses pay their soldiers in salt instead of coin.)
Sand (Foreigners may rise their eyebrows at first, but it soon becomes apparent that Kedoren has no large quantities of sand. The river shores and coastline are rocky, making sand a rare sight. This is perhaps the largest commodity that Kedoren imports, as sand is used in all sorts of construction, as well as for the glassmaking for which Kedoren is famed.)
Exports:
Gold, silver and precious stones (Though Kedorians do not make jewellery, they export large quantities of raw material to other kingdoms.)
Iron (Apart from precious metals, the Windwall has a large quantity of high-quality iron ore. It is generally exported raw, as Kedorians are not the greatest smiths when it comes to arms and armour.)
Stone (The Windwall Mountains are dotted by quarries and Kedorians are renowned stonemasons. Stone from these mountains tends to have a pearly white colour, making it highly sought after. The majority of Kedorian cities are constructed with this material, giving them a distinct appearance.)
Glassware (Kedorians are skilled at shaping glass, a craft which has been popular ever since Ardall’s conquest. Like most Kedorian wares, they tend to be well-made and practical, but in no way decorative. Some towns specialise in producing decorative glass windows for temples and palaces, but they are strictly for export.)
Various tools and commodities (Kedorian craftsmanship is renowned throughout the kingdoms. Their products are of high quality, but plain-looking, as Kedorians consider decoration wasteful.)
Mercenaries (Kedorians are willing to fight for any cause or employer, provided that the pay is good. It is a respect profession, with the ultimate goal being to return home with wealth amassed on campaigns. For this reason, only fools will expect Kedorians to fight to the last, as they can hardly win gold by being dead.)
Clothing & Fashion Kedorian fashion is plain and unassuming. Clothes are valued for their uses, not their looks. In the Freeholds lighter colours are popular, such as white and vibrant greens; people in the Northern Holds prefer subdued colours, brown and black being the most popular. Tunics are worn by peasants of both genders almost universally; only the wealthier ones are able to afford shirts or dresses like those worn in the cities.
Townsmen in the Freeholds wear trousers, shirts and knee-high boots, along with coats of varying length. Men’s faces are either clean-shaven or sport a moustache, with hair generally kept short or at shoulder-length at most. Women wear form-fitting dresses, with low necklines – a practice which has drawn more than one comment from the austere Holdsmen. A maid is allowed to have her hair long and loose until she marries, after which she must keep it short or tied in a bun.
Men living in the Northern Holds prefer to wear doublets and cloaks to ward off the cold. Full faced beards are considered a sign of masculinity and every man worth his salt is expected to have one. Women’s clothing is similar to that in the Freeholds, with the main difference being the height of collars, which reach all the way up to a woman’s neck. Regardless of a woman’s marital status, they tie their hair in braids.
Military Kedorian troops are professionals. Soldiering is viewed as a vocation like any other, there is no spiritual or religious significance attached to it. Lords are expected to pay monthly wages to their troops, as well as to provide them with the necessary equipment. In practice, this means that the wealthiest Houses field the most men. The term of service is usually fifteen years, sealed by a written contract. After this time, the soldier is allowed to retire and receives a yearly pension from their employer. The ability to support one’s veterans is critical for any Kedorian lord, those who neglect or refuse to pay will quickly find themselves starved of recruits. An alternative to retirement is entering in the personal service of lord, either as an officer or an instructor in their armies. These positions are few and hotly contested.
Taking that into account, Houses have to set aside significant funds for the upkeep of their armies. As a result Kedorian armies are well-trained and equipped, but relatively small. If the entire kingdom were to muster they could field a sizeable force, able to hold its own against most invaders. This has been known to happen only three or four times over the span of a couple of centuries however.
The mainstay of any Kedorian army is the crossbow. It was historically used to great effect versus the numerous Imperial knights they had to fight. Crossbowmen are lightly armored, outfitted with a steel, open-faced helmet and breastplate at most. They carry short swords for melee and can hold their own in skirmishes, but are generally not expected to engage at close range. Working in conjunction and supporting the crossbowmen are ranks of well-drilled pikemen. Pike units tend to make up the bulk of Kedorian armies. The ones in the north tend to be more heavily armoured than their southern counterparts, due to the larger abundance of iron.
Knights are present in Kedorian armies. In the south they serve as small units light cavalry, protecting the formation’s flanks, which are naturally exposed in the wide fields of southern Kedoren. In the north, they fit the traditional image of an armour-clad warrior. Horses are rare and unsuited for the terrain, so northern knights prefer to fight on foot.
In times of crisis militia units may be formed in cities and Freeholds. In most settlements there is a law requiring citizens to train with crossbow and pike for at least fourteen days per year. Due to the relative peace in the kingdoms, this practice is not as heavily enforced as it once was. That said, most cities are home to retired soldiers of some kind, so they can usually mount a defensive. They cannot be expected to hold their own against a regular army, but may serve as a stopgap until proper forces arrive.
The Kedorian battle doctrine is a defensive one. Most of their wars have been fought at home, so their tactics tend to be focused on static formations guarding key positions on the battlefield. Kedorians pride themselves on fighting smart. Retreat is a valid tactic and there is no dishonour associated with it. Living to fight another day is a blessing, not a curse, as a Kedorian would say. Some of their most famous victories have been won after forcing an enemy to overcommit by giving chase.
Religion Interestingly, Kedorians tend to be devout followers of Yevism. Despite their focus on the material, they regard the existence of the gods as a matter of fact, so they always strive to be on their good side. A Kedorian may not be interested in the afterlife, but if they can earn some goodwill that will pay off at some point, why not?
Kedorians practice a branch of Yevism that pays greater homage to Elonar rather than Eirtu. Their clergy is made up exclusively of women, known as Black Sisters. They are well-respected in all of Kedoren, especially in the north. Black Sisters are present in every village and town – assisting with childbirth, curing ailments and presiding over weddings are just some of the things they do. In rural areas their role is very important as they lead the yearly prayers for fertility and protect livestock and crops from diseases. Oaths are always taken in the presence of a Black Sister, who acts as a witness on Elonar’s behalf.
In times of war they march with the men and serve as surgeons, saving many lives. Their influence is even greater in the Northern Holds, where they are frequently employed as advisers by lords. If a conflict arises between two Holds, Black Sisters are often sent to resolve the dispute. Though they do not dabble in politics as much as the Black Brothers of the south, Elonar’s church has a significant influence on the smallfolk and they can steer the nation in any direction if they so wish.
A small, secretive order of religious assassins within Elonar’s church. According to Yevism, there is inherit darkness in all things, just as there is light; Eritu and Elonar both shine in the darkness, but shadows are also born of their light. Elonar is kind and merciful, but she can also be vengeful and cold. When a great affront has been committed a Sister of Mercy is sent to carry out Elonar’s retribution. They are bringers of death and through it peace, a kind of final mercy, hence their name.
Called Grey Sisters by the smallfolk on account of the silvery grey masks they wear. The masks depict Elonar, a face that shows both kindness and malice depending on the angle it is viewed at. Apart from that feature they dress identically to ordinary Black Sisters, which makes them hard to recognise at a glance. Nobody is certain what their numbers are or who commands them, it is doubtful if they even have a leadership at all. Black Sisters do not discuss them, only saying that they serve Elonar herself.
It’s claimed that they were active as far back as the time of the Great Uprising, when they delivered Elonar’s mercy to the Crow King’s slavers in Kedoren, though such tales are hearsay at best. The Grey Sisters have revealed themselves throughout the centuries on a number of occasions, though their involvement has always been shrouded in mystery. They have been completely absent in recent times, to the point where most people now regard them as little more than legends.
It is not exactly clear what their stance on Elonar’s destruction is, though it is bound to have serious ramifications for the order.
History Kedoren traces its history back to ancient times, when the region was still known as Athiar. Most of the locals inhabited isolated farming communities, which were essentially large extended families. The population was small, so it was customary for sons to move out of their father’s farmstead when they came of age. They would then establish new farms (still relatively close to their birthplace) and claim more land for their family. In times of trouble, the families would band together in fortified hill-forts, referred to as Holds, where they stockpiled food and supplies. Farms could be destroyed and crops burned, but as long as the family survived, they could rebuild. Each Hold was a community unto itself and they largely remained isolated from one another.
The northern tribes on the other hand moved across the tundra, following the herds they hunted. (and occasionally crossing the mountains to raid their sedentary cousins) The ones that dwelt around the Windwall Mountains had a rudimentary knowledge of metalworking, fashioning crude trinkets from gold and silver.
Little else is known of them, as they were quickly absorbed by Ardall’s conquest. True to their pragmatic nature, the majority bent the knee instead of resisting; they were content to carry on their farming, while enjoying the protection offered by the Emperor’s troops. Those that proved more difficulty to reason with, especially north of the Windwall, were swiftly brought to heel and subjugated.
Ardall was quick to see the importance of the region and so he sent one of his most trusted generals, Corrin Adal, to oversee it. It was given the name Kedoren, the exact meaning lost to time, but many claim it was in honour of Adal’s own birthplace. The region was rapidly developed, mainly exploited for its huge quantities of iron and gold, which were sent to the capital. Stone quarries were opened as well, the material used to build the castles and forts Adal commissioned.
The local Athiar Holds proved perfectly situated to keep the local populace in check, as a small garrison could easily keep track of the scattered farmsteads around the Hold. In time, these hill forts become proper fortifications, while the garrison commanders become minor lords. It was agreed that the lord and his men would protect the farmers, while they would deposit a part of their produce as tribute. This practice gave rise to the Freeholds that now dominate the entire south of Kedoren.
The distinction between local and Imperial was quickly blurred. In a few generations the people of Athiar were completely integrated in Imperial society, to the point where only their genetic features could set them apart. The “them” and “us” attitude still existed, but it was between the various Freeholds and cities, not between invaders and subjugated.
Meanwhile Adal had been busy building up the seat of his future House. He had settled on a strategic spot of land, a high cliff situated on the banks of the Greylin River. Adal had initially given it another name, but by the time of his son, it was referred to as Highcliff, the capital of Kedoren and House Adal’s seat of power. A road was built, which led down from the quarries and mines of the Windwall all the way to the Imperial capital in the distant south. Naturally, it passed right through Highcliff’s gates, meaning that the ruler of the city controlled the road which was the lifeblood of the nation.
Kedoren prospered in the following decades: many cities and trading hubs were formed; the influx of craftsmen, merchants and settlers, coupled with the rapid advances in agriculture led to a population boom. The northern parts were somewhat tamed as well, with pioneers mainly settling around the bountiful Bay of Lights. The local tribes were absorbed or driven further north, where their few descendants eke out a living to this day.
This all changed during the time of the Crow King. Being one of the richest regions in the Empire, Kedoren was bled dry. The infamous Ashen Arena was built from the stone painstakingly hewed by thousands of slaves in the Singing Mountains to the far north. Kedorians bore the brunt of it, as even minor offenses were punished with a lifetime in the quarries. Huge taxes were levied on the cities and Freeholds to fuel Brandon Arda’s games; thousands of livestock were confiscated by the Imperial troops and sent to the capital for wasteful, decadent feasts. In short, the region was choking.
It comes as no surprise then that Kedorians were the first to openly revolt against the Empire. Rebellion first started in the Freeholds to the south, where peasants rose up against their Imperial overseers. Unfortunately for them, the Crow King’s men in Kedoren were numerous, sent there to guard the precious mines and quarries. The head of house Adal at the time, Alric Adal, was a devoted loyalist. The first uprisings were mercilessly crushed.
This backfired and instead of being cowed, more and more Kedorians began rebelling. Alric’s own son, Liran Adal, opposed his father and led the rebels. In a stroke of luck, the pressure from the other Houses on the capital itself forced some of Arda’s troops to pull back. This gave the rebels a fighting chance. Perhaps the most decisive role was played by the craft guilds and the local branches of the Mages Guild, who used their skills to supply the rebellion with a large quantity of crossbows. A lowborn peasant could, with a few months of training, bring down a fully armored knight without even getting close.
Riding the political winds of the time, Liran took a token force to the capital (which is the source of some ridicule in other kingdoms) and came back as King. This was not the end of the war for Kedoren however, as they had to deal with the sizable garrisons still loyal to house Arda. It is a point of pride for Kedorians that they eventually managed to win, with no outside help. It took the better part of a decade and thousands of lives, but in the end Liran came out on top.
A time of peace should have followed, but with the full strength of Kedoren now behind him, Liran had grown bold. He made war on his neighbours, taking some territories, but in the end he lost more than he won. After his infamous last battle, in which he lost more than half his army, King Liran Adal was executed by his own generals. With no heirs, House Adal was extinguished. This was the last time in history that a united Kedorian army marched outside the borders of the country.
No king claimed Kedoren for a long time. The Freeholds and cities instead remained largely independent from one another, instead they engaged in active trade and the occasional skirmish. Their wealth often made them the target of raids from neighbours and more than one warlord attempted to make himself King of Kedoren. This was the only time Kedoren presented a more or less united front, but once an invasion was beaten back they quickly reverted to their old quarrels.
This changed about two hundred years ago, when the two most influential families in the land joined in union. On one side was the northern Arren family, a line claiming descent from one of House Adal’s junior branches; most of the northern families supported them due to their lineage. The south was represented by House Lanster, one of the most numerous old families from the Freeholds. Torin Arren married Ilina Lanster and, in a stroke of political genius, decided to forfeit his name and create House Tyndall, the Royal House. This served to placate both north and south and their union was widely celebrated. They have been the rulers of Kedoren ever since.
House Name House Tyndall
House Members
King Mir of House Tyndall
Name King Mir Tyndall
Age 56
Loyalty House Tyndall (formerly) Unknown
Appearance In his youth Mir was a handsome man by local standards. His blonde hair and green eyes were the very image of a true-born Kedorian. A follower of southern fashion, he kept his hair short and beard clean-shaven. The King wore well-made, plain clothes as is tradition, sporting the green and black of his House. His current appearance is completely unknown, as nobody has seen him since his disappearance. It can be assumed that he must have changed significantly, as someone would have recognised him by now.
Personality Like most royalty, Mir Tyndall was courteous, well-spoken and commanded a degree of respect. He didn’t have a mind for scheming or complicated politicking, but the judgments he rendered were fair and he had a way of handling the frequent squabbles brought before him. He was known to be a devout Yevist and patron of the church, though that is a stance most Kedorian kings have assumed in the past for purely practical reasons.
Naturally, the King had his vices. In the decade following the death of his wife, he had taken to drink and grown colder and more distant. He neglected his children and had a strained relationship with them, rumoured to involve violence. Mir was quite prideful and those who had the misfortune of insulting him in some way would quickly find themselves exiled, especially in the later years of his reign.
History Mir Tyndall was a well-liked, but weak king. His reign lasted 27 years and will largely be remembered for the growing autonomy of both Freeholds and Holds. While previous Kedorian kings had worked to bring the nation together, Mir tended to grant concessions to both southern and northern lords. This made him popular and avoided conflict in the short term, but ultimately undermined his own authority. A dream of his was further settling the north, believing that this would firmly plant him in the pages of Kedorian history, though Mir lacked the ambition and drive to actually see it through.
He changed for the worst after the passing of his wife, the Queen Lina Tyndall, growing more reclusive and distanced from the everyday happenings of the realm. As a result the local lords had even more breathing space and they slowly began reverting to their centuries-old feuds. This led to a number of revolts, which were put down by Mir’s firstborn son – Rurik Tyndall. It was largely thanks to him that the kingdom was kept stable during his father’s last years as king.
Things took an unexpected and strange turn a month ago, when the celestial bodies collided and Elonar disappeared. Mir appeared before his court dishevelled and wide-eyed, proclaiming that the old order had been brought down and that change was upon them. His courtiers looked on in shock as the king threw off his crown, renounced his title and holdings and beseeched everyone in Kedoren to follow suit. The stunned guards escorted him to his chambers, while the court half-heartedly assured themselves that the king was merely upset from the calamity.
The next morning, Mir was nowhere to be found. The king had vanished and nobody has seen him since. Coupled with the destruction of Elonar this caused chaos in Kedoren. Many of the smallfolk believed that the king had been right and a reckoning was upon them. Rumours began spreading of the Wandering King, who would lead his people to salvation; a number of craftsmen, peasants and even minor lords, following the example set by Mir renounced their former lives and set off on a pilgrimage in search of the King.
Name Queen Lina Tyndall
Summary The Queen was known as a humble, caring woman – a good mother and wife. Originally of House Arren, she married Mir when he was still a young prince. It was an arranged marriage, but their love blossomed over the years and lasted until her death. Lina bore him three children – the first was lost during childbirth, but Rurik and Owyn grew up strong and healthy. She died about ten years ago of some malady while on a voyage. Mir never recovered from her loss and didn’t marry again.
Prince Rurik of House Tyndall
Name Prince Rurik Tyndall
Age 30
Loyalty House Tyndall
Appearance A permanent frown is etched on Rurik’s face, so he always seems displeased about something. He has dark green eyes and dirty blond hair, which he keeps at shoulder-length. White hairs can be seen in his short beard, but Rurik is very much a man in the prime of his life. He is muscled and broad-shouldered, possessing a warrior’s physique. Rurik’s hands are thick and calloused suggesting a lifetime of handling weapons, while his body has its fair share of scars to prove it.
He wears plain clothes in the northern style, dyed in the colours of his House. An equally plain dark cape hangs from his shoulders, held by the only ornament in his attire – a silver clasp in the shape of the moons. Rurik is never seen without a weapon – a sword at his hip and a dagger on his belt. In combat he wears unadorned plate mail, covered by a surcoat carrying the Tyndall’s double-headed golden eagle, on the customary green and black.
Personality Rurik is a stern man, of little humour. He has a commanding personality and is usually stoically calm. A perfectionist, Rurik believes that if something is to be done, it should be done right or not at all. He doesn’t accept failure, neither from himself or his subordinates. Unlike his father, Rurik favors a harder approach when dealing with others: he is willful, unbending and seeks to get things done his way. It’s nigh on impossible to make him go back on his word and arguing with him is almost always fruitless.
Shaped by a lifetime of strife, Rurik believes that only a strong hand can guide the kingdom. He views Kedoren as weak and vulnerable, especially in these chaotic times. Though he is not a warmonger at heart, he has convinced himself that use of force is necessary in order to save his people. The last years have left him jaded and callous, he will not hesitate to sacrifice people in order to achieve his goals.
He has never been a deeply spiritual man, but recent events have left him wondering. Perhaps there was some truth to Mir’s crazed words, the world is indeed changing and Rurik wonders where his place in this new world will be. Whatever the case, Rurik has set his sights on Kedoren’s throne and nothing will sway him from his chosen path.
History Rurik was actually King Mir’s second son, but seeing as his infant brother died in childbirth, he is considered the firstborn. As such, it was expected that he would one day inherit his father and was raised to be a future king. At the age of twelve Rurik was sent to his grandfather’s lands in the Arrin Hold, to be raised among the northerners. During that time he was brought up in the northern way – with a focus on martial skills and practical knowledge that would one day help him govern his kingdom.
He remained in the north until his twentieth year, when his mother passed away. With his father neglecting his duties as king, Rurik returned to Highcliff to keep the kingdom in order. He would frequently clash with King Mir on matters of state. The old king preferred to let his bannermen sort out their own troubles, especially in the Freeholds. Rurik, on the other hand, believed that they should all respect the powers of the Crown.
The next decade was a busy one for Rurik. Revolts against Mir’s rule were becoming commonplace, so the future king travelled both north and south to keep the locals in check. He gained a reputation as an efficient and ruthless commander, owing to his success on the field. Rurik’s straightforward and no-nonsense approach won him many admirers in the Northern Holds. In the Freeholds he was viewed as a tyrant and many lords began fearing the day when Rurik would ascend the throne.
When King Mir disappeared, Rurik took it upon himself to keep the kingdom from falling apart. The prince found himself before a legal conundrum – the king was not dead, nor had he declared an heir before disappearing. This meant that Rurik could not simply seize power, unless he was willing to risk the entire south of Kedoren rising in arms to oppose him. Instead he sent out his most trusted men to search for his father, while rallying those families loyal to him for the inevitable confrontation with the Freeholds and the religious fanatics plaguing the far reaches of the kingdom.
Pince Owyn of House Tyndall
Name Prince Owyn Tyndall
Age 24
Loyalty House Tyndall
Appearance WIP
Personality Owyn is possessed of a sharp wit and quick tongue, which he frequently uses to toss around sardonic remarks. Though remaining serious most of the time, he has a sense of humour and will not hesitate to use it, especially to cover up his own insecurities. Growing up in the shadow of an older brother left its mark and there has always been a desire to compete and best his older sibling. The fact that he has never actually done so is a sore point for Owyn, one he prefers not to dwell on.
He has a natural thirst for knowledge, especially history and languages. Owyn believes that a firm grasp of the past is the necessary for any future endeavours. Owyn has a tendency to focus on several things at once, only to quickly lose interest and shift on to something new. Like his brother, Owyn is stubborn and wishes to have things his way. Where they differ is that Owyn will rarely seek the straightforward approach.
While not a stranger to warfare and violence, Owyn considers himself an intellectual and behaves as such. He has a good eye for reading people and social interactions, though this leaves him somewhat aloof.
History
WIP – need to collaborate on this with someone
House Words “Strength through Unity” – Their Words echo the circumstances in which the House was formed. After the marriage between Torin Arren and Ilina Lanster, Torin famously issued this statement to his liege-men, claiming that only by uniting could they hope to stand side by side with the other Great Houses. It has proven to be a popular motto in Kedoren since then. Despite their strong independent streak, history has shown Kedorians that there is truth to those words.
House Sigil A two-headed eagle on a field of green and black, with a black tower below it. The field is parted horizontally, the north side is black, representing the areas north of the Windwall, associated with hardships but staunch resistance; the other side is green, like the land south of the Windwall, representing hope and joy. The double-headed eagle stands as a protector over the two halves, representing the unity between north and south, as well as the marriage between House Arren and House Lanster. The black tower represents Blackfort, the seat of the House.
House Seat Blackfort. The name given to the fortress overlooking the city of Highcliff. It was commissioned by Corrin Adal when he founded the city and was fully finished by the time of his grandson. It derives its name from the black stones from which it was made. The same stones which the Crow King later used to build his own Ashen Arena. An unfortunate circumstance, it was often remarked that keeping it was in poor taste, but nobody has bothered to rebuild it, as the costs would be staggering.
It was designed by some of the Empire’s best architects at the time, built to withstand long sieges. As the land around Highcliff is mostly flat, it was to be expected that the city could easily be surrounded. As a result vast storerooms were constructed within the cliff, while an underground stream can provide water in times of crisis. Rumours speak of a hidden passage leading into the depths of the cliff and exiting somewhere outside the city.
The fortress itself is squat and not very large. A wall with four towers surrounds the keep, the only entrance is single gate located on the southern side. The only road to Blackfort passes through the city districts below, so an invader would have to fight their way through the twisting streets before they could assault the fortress proper. As royal residences go, it is not particularly impressive, but most generals would be loath to assault it.
House Heirloom WIP
House Themes WIP
Capital City Highcliff. A large trading hub located on the banks of the Greylin River. This was the original seat of power for House Adal, who built their fortress on a hill overlooking the river. In the following centuries the city has vastly expanded, now straddling both banks of the river. Docks and warehouses line the river’s shore, servicing the ships that come to unload vast quantities of goods. An important road, the King’s Way, passes through the city. It connects the Windwall Mountains to the south and sees heavy merchant traffic throughout the year.
Highcliff has numerous shops, markets and guilds. They can be found on both sides of the river, though they are primarily located on the western side, called Old Highcliff by locals. This is also where the old, wealthy families make their home. It is composed of winding streets and blocky houses, made of the typical Kedorian white stone. The road snakes all the way to the Blackfort, which is the highest point of the city. Just under it are the noble manors – as a rule of thumb, the higher you live in Highcliif, the higher you social standing.
The eastern side, New Highcliff, is where the poorer residents live. The houses are densely spaced, with narrow streets passing between them. This is where the poorer residents live. New Highcliff also boasts a large number of affordable inns and taverns, for travellers who can’t afford the luxuries of Old Highcliff. This is also where most of the city's warehouses are located, which means a sizeable contingent of guards watches over it.
Highcliff is surrounded by a thick wall on both sides of the river. It’s not clear who exactly commissioned it, as there was no King at the time, but all agree that it’s a testament to the wealth and prosperity of their city. The river is secured by a chain and flanked by towers, so as to prevent naval assaults. It is perhaps the second best defended city in all Kedoren and certainly the most populous.
Banner Houses House Arren – old noble House from the north. House Lanster – large southern House.
WIP
Thankfully I'm free tomorrow, so once I get some sleep (almost 2 am my time), I'll expand on this and get a proper coat of arms up.
Once again, sorry for the tardiness!
EDIT: Updated parts of the sheet, now with more history, notes on culture, as well as imports/exports. Might change the coat of arms, because the black is too similar to the forum background.
Awesome! I'll get working on a sheet ASAP. It's been a while since I've done a nation RP (couple of years in fact), so I'll need some time to get in gear. Will have something up by tomorrow.
I got a nerdgasm just by reading the first few paragraphs. ASOIAF-style intrigue, world-building and "advaaanced" focus? Yes please! There is still a spot left, right?
Here's my character sheet, obviously a WiP but I think I have the groundwork in place.
Name: Illyan, Mark Age: 25 Gender: Male Nickname: “Thumbs” (Earned during a particularly nasty training accident in which Mark lost his arm. After they had stopped the blood flow and stabilized him, his instructor had said that he was “all thumbs”. One of the other soldiers jokingly mentioned something about thumbs and, as with most such cases, the name stuck.)
Psychological Analysis: -Shows a healthy respect for authority and chain of command. Correct political views. -Is able to carry out assigned tasks under pressure, as long as he remains concentrated. Extreme difficulty may lead to decreased performance in the field, as Illyan displays classical signs of an inferiority complex and is not able to handle failure easily. Monitoring of the soldier confirmed that it does not interfere with his communication with squadmates. -Problem solving mindset, analytical thinking. Aptitude for numbers and logical structures. Complex drives him to seek a perfectionist approach, which can be exploited as a means of motivation. -Strong self-survival instincts and risk aversion. Soldier will not be prone to acts of heroics, but can be relied on with proper motivation. (see above) -Average social skills, avoids being center of attention. Will unconsciously seek acknowledgment in others.
Medical Examination: No physical or psychological disorders. Scarring on right side of face and neck. Cybernetic right arm (see note MO#004 – Update on Soldier Status). Nicotine addiction. Medical history shows signs of substance abuse in the past. Verdict: Fit for service.
Supervisor’s note: Above-average intelligence and strong patriotic sentiment increase value as an asset, however low self-esteem makes him unsuitable for officer positions. Not recommended for further promotion.
(Addendum: After training accident described in MO#004 and loss of arm, soldier seems to have toughened up. With combat experience may become useful as NCO)
Cpt. Zogin, Personnel Assessment Center
Military Record: Mark Illyan was born on New Alexandria, a prosperous, but not overly important world in the Cerol system. His parents were well-off: Mark's mother was a hydraulics engineer and his father was a retired officer, working as an editor in the local state media. Though war was raging throughout the galaxy, Mark received what he needed to lead a comfortable childhood. He finished high school at the top of his class, which allowed him to sign up for university instead of being drafted like most teenagers that graduated. Mark’s father considered this a godsend, claiming that that service in the army would ruin his life.
He’d always had a way with electronics and computers, so Mark decided to study computer science, hoping that he could one day use his skills to aid the Empire. Everything was going well, but a year later his father committed suicide. This set the young man on a downward spiral and he could barely finish the following semesters. He struggled for a while longer, but quit during his third year. Amidst increasing talk of the war getting closer and thousands of worried news reports pouring in from all over the galaxy, Mark decided to go ahead and enlist.
His mother was naturally furious – she told Mark that the army had stolen her husband and that it would now steal her son as well. Her angry words fell on deaf ears; out of a misguided sense of patriotism or perhaps in a veiled effort to redeem himself before his father, Mark was firmly set on his course. He signed the papers, swore the oath and never looked back.
Basic training passed with little of note; he adapted to the soldier’s life quickly enough. A tour of duty to a nearby moon followed, but during his one year stay Mark saw no action. By this time he had begun wondering if he had made the right choice by joining, but one look at the news was enough to convince him of the looming threat.
Once he was back planetside, Mark applied for advanced training quickly. His university background and technical aptitude made him an ideal candidate for a demolitions expert. During a training exercise however, he misjudged his skills and ignored his instructor’s advice. The resulting explosion cost him an arm and covered his left side in burns. It also earned him his nickname.
After undergoing surgery and acquiring a cybernetic replacement, Mark was determined to do better this time. He applied for advanced training again and eventually graduated with flying colours. The Coalition was getting ever closer and the entire sector was put on high alert; as soon as Mark got out of training, he, along with thousands of others, were assigned to their new units and shipped off to the Fortress World of Cerol.
Now with the rank of Specialist, Mark went on to join the 8118th. He had barely spent half a year with his new squad when the first wave of Coalition ships appeared in orbit. Suddenly he found himself on the frontlines of the very war he had heard so much about. As he would soon find out, nothing could have prepared him for it…
Equipment:
Standard-issue ACS Rifle
APP-3 Pistol
Combat knife
Electron Grenade x3
Cybernetic arm with some self-made modifications focusing on precision and fine motor skills.
Integrated software pack, which allows the operator to interact with standard-issue detonator interfaces remotely. It also has a scanning feature that is able to identify most common explosive ordinance in use by the UEE and Coalition. The information is fed to the helmet’s HUD and can optionally be relayed as warning signals to nearby squadmates.
Det-Plast blocks x 4 – the blocks can be primed individually or combined for a bigger explosion. Once planted, the charge can be activated remotely.
Vapo-Disc – like the Det-Plast remote detonation is supported, as well as the ability to adjust the blast range from a distance.
Not quite sure what sort of demolitions technology we have to work with, I guess C4 and stuff like that is long gone? Will fill out those gaps when I have some more info.
Oh wow, this looks incredibly interesting. I'll get started on a CS right away. In terms of combat roles, I'm thinking either explosives or just an ordinary rifleman.
So yeah, officially stating my interest here - this looks like such a cool idea. Let's get this party started!
Got some ideas for a character hailing from Prosgard, I'm not too familiar with Japanese culture and the like, so I think a foreigner would suit me just nicely.
"I love the fabric of everything intertwined with itself" -> I bet you contemplate that while going on those walks through the woods. Well, that's what I do at least. (actually more like sitting on a rock somewhere starring into nothingness)
Anyway, hope you find the right kind of RP for you here, see you around. :)
STATUS: Taking a break from RP'ng and sorting out my life. May be back some day, who knows?
----------------------
24 year old dude living in Sofia, Bulgaria. I'm a studying for a bachelor's degree in informatics and I work as a programmer. I'm not much of a sports person, but I enjoy swimming and biking, although I have less and less time for them these days it seems. I also love travelling and generally discovering new peoples and cultures. I have a weak spot for video games and even though I don't have much free time, I usually manage to sneak in an hour or two when the opportunity presents itself :P
Naturally, I love reading and writing. My favourite genres of books are sci-fi (especially the New Wave era) and fantasy, although I don't like limiting myself, so I pretty much read anything. Same goes for music, I love classic rock and metal, but I listen to a lot of techno, minimal, trance, hip-hop...whatever really, as long as it "sounds right" to me.
I don't consider myself a very good writer to be honest and I'm always eager to learn new writing techniques and styles. That's why I love RP boards, in the past they've helped me improve tremendously, not only specifically for writing, but for everyday English as well. Hence why I tend to view RP's as a challenge and I enjoy getting into the deep end. The RP's themselves have to be character-driven to get me going, I view the setting (fantasy/sci-fi/modern/whatever) as just a backdrop for the real important thing - character development. Everything else is just fluff.
I'm always eager to hear out ideas for RP's or just talk about writing, literature and other assorted bullshit. Just hit me up!
<div style="white-space:pre-wrap;">STATUS: Taking a break from RP'ng and sorting out my life. May be back some day, who knows?<br><br>----------------------<br>24 year old dude living in Sofia, Bulgaria. I'm a studying for a bachelor's degree in informatics and I work as a programmer. I'm not much of a sports person, but I enjoy swimming and biking, although I have less and less time for them these days it seems. I also love travelling and generally discovering new peoples and cultures. I have a weak spot for video games and even though I don't have much free time, I usually manage to sneak in an hour or two when the opportunity presents itself :P <br><br>Naturally, I love reading and writing. My favourite genres of books are sci-fi (especially the New Wave era) and fantasy, although I don't like limiting myself, so I pretty much read anything. Same goes for music, I love classic rock and metal, but I listen to a lot of techno, minimal, trance, hip-hop...whatever really, as long as it "sounds right" to me. <br><br>I don't consider myself a very good writer to be honest and I'm always eager to learn new writing techniques and styles. That's why I love RP boards, in the past they've helped me improve tremendously, not only specifically for writing, but for everyday English as well. Hence why I tend to view RP's as a challenge and I enjoy getting into the deep end. The RP's themselves have to be character-driven to get me going, I view the setting (fantasy/sci-fi/modern/whatever) as just a backdrop for the real important thing - character development. Everything else is just fluff. <br><br>I'm always eager to hear out ideas for RP's or just talk about writing, literature and other assorted bullshit. Just hit me up! </div>