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TERMINATED Irdenvahl: Escape from the Spyres (OOC/Interest)

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Erhialam
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Founded: May 23, 2013
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TERMINATED Irdenvahl: Escape from the Spyres (OOC/Interest)

Postby Erhialam » Thu Aug 25, 2016 6:19 pm

Image

"They chain’d us each to a column stone,
And we were three—yet, each alone;
We could not move a single pace,
We could not see each other’s face,
But with that pale and livid light
That made us strangers in our sight:
And thus together—yet apart,
Fetter’d in hand, but join’d in heart..."
~ from "The Prisoner of Chillon" by Lord Byron


The year is 1262 in the medieval kingdom of Irdenvahl, which has been for generation upon generation ruled by the Raleth Dynasty, a family of shrewd and tyrannical men and women who will stop at nothing to see that their rule never ends. The current ruler is the newly-crowned King Ronan Asederik Raleth; beside him sits his queen, Queen Consort Ralina Lizsienna Raleth, whom some claim is the King's own sister, wed to him in secret so as to breed an heir with both the mother's talent with sorcery and the father's ruthless strength.

The youngest of his brood, Ronan rose to power on a staircase of his brothers' corpses, eager to prove to his father that he was no weakling while simultaneously cementing his rise to power. He is the living personification of ambition, and it would not take a soothsayer to predict that he will be the most merciless ruler yet. Already he has plans laid for great and unspeakable feats that will require much work to complete. And so he turns his eyes to The Spyres...

The Spyres is a massive prison fortress built especially for Raleth enemies, built some ways into a dark, bleak area of the Renneth Mountains where the sun only shines through black clouds. The Raleth family so rarely orders the execution of their captured enemies, and it has been that way always; men and women are but pawns to be used, and prisoners are no exception. Even if they rot away their lives in cells, they are still more useful than their corpses, if only to provide an example. Would it be less draining on resources to simply kill them? Perhaps. But the Raleths do not see it that way. And so The Spyres has, for many years, been a place where enemies of the kingdom have been simply locked away and forgotten.

Until now.

For the King Ronan needs manpower to fuel his ambitions. And The Spyres will provide it to him. He has ordered all criminals from all provinces brought in chains to the Spyres, where they are held until they are dragged in gangs and set to work building, fighting, or otherwise manually serving their glorious Irdenvahl. Oh, and even the most petty crimes are punishable in such a way.

You are one of these prisoners, and whether you are newly captured or a veteran of the Spyres, you will soon hear that you are to be taken and put on a crew, building a new war fortress on the border; your new king wishes to expand his kingdom into an Empire via conquest. This is as good a time as ever to join with your fellows and make your desperate escape. Will you succeed against all odds? If you should somehow break free, will you return to your old life? Or will you rise up in rebellion against those who have wronged you, or even against the Dynasty itself? Only time will tell...
~~~~~

Some Notes About Geography, Culture, and Whatnot
Irdenvahl is a largish kingdom bordered by land on three sides and the Renneth mountains on one of those three, the Northern side. To the west is the cold Sea of Kyrengaud and its storm-swept Kyren Coast.

It is split into five Provinces: Auerumn, (pronounced OW-rum-uhn) the shining province of the capitol, City Auerumn. The wealthiest province and home to the Noble Houses. It is the closest thing a 'beautiful' area that Irdenvahl has had since the Raleths took over and darkened the land with their magics, although it is slowly crumbling from the inside out. Falened is a densely-wooded forest, home to loggers and the hidden Druid Mystics that the Raleth Dynasty has pushed almost to oblivion. Greystone is a vallied area of hard-shelled miners who mine and work the ore of Irdenvahl Earth into weaponry. Kyren is the coastal province, home to sailors, fishermen and other singers of chanties. Fairplains encircles Auerumn and is an area of vast grain fields and skilled horsemen. The Spyres are in no province at all.

Humans are the only race to inhabit this world, although people with magic in their blood can acquire very strange physical mutations, like strange eye or hair color or abnormal height. ("Elf" is the nickname for someone who has acquired slightly pointed ears as a mutation, but they are still very much human.)

Ah, and Magic. A rare thing indeed, outside of the Noble Houses. Through careful breeding, Nobles have kept Magical power hereditary, mostly, and hone the gift in their children from a young age. If one is born poor and with magic talent, it is usually considered bad luck, as it will provoke the wrath of the Aristocracy. Besides that, it is usually very weak. One might only be able to conjure small illusions or become invisible for a few moments, or perhaps conjure a small gust of wind, but even those will be considered stigma. Those with great magical power are almost exclusively Raleth, and they can work wonders. An exception would be the Druids, the Earthworkers of Falened, but they are currently in hiding, having been almost wiped out by the last few generations of Raleth.
~~~~~
Character Name:
Character Age (Should not be under 18 unless in a very rare case. TG me if you have an idea for a younger character. I must approve them if so.):
Character Gender:
Character Origins and Backstory:
What is Your Crime?:
How Long Have You Been Imprisoned?:
Image of Character Appearance: (FOR THE LOVE OF ALL THAT IS GOOD do not use anime pictures, please. Thank you.)
Optional Theme Song Link:
Magic? Please Describe in Detail:
*Also, remember that magic is RARE AS HECKYDARNS here. Please, keep the magic-users to a minimum.*
#279923 (This is here for tracking purposes).


~~~~~
Rules and Stuff
- Do not be a jerky-jerk. If you are being one, I will use my OP powers and make you disappear.
- Questions? Comments? TG me!
- Do not feel pressured to spend all day here. RL comes first. The RP will still be here.
- Yuoz gud grammerz (see what I did there? :) ) and try to make your posts at least a paragraph long.
- Anything to add? TG me as well for that.
- I didn't ask for an RP sample because I trust y'all, but seriously. Try to make your posts quality.
- Have fun! You remember what happened to that one guy who didn't have fun, right?!? ... :twisted: ...
~~~~~
Accepted Characters

Aurel Ludor
Player: Ceannairceach

Alosin Rains
Player: Erhialam

Oer-Barad-Oer
Player: Great Confederacy Of Commonwealth States

Ran "Raider" Kastor
Player: Yuzhou

Gwendolyn Tallow
Player: Beiarusia

"King" Valarr "Lord of Cinder" Goldfyre
Player: The Valyria Empire

Andros Turner
Player: Altegonnia

Blodeuwedd, Queen of Powys
Player: Nuridia

Neridis
Player: Transoxthraxia

Antonius Turner
Player: Sarejo

May
Player: Aidannadia
Here be IC
~~~~~
Last edited by Erhialam on Sat Sep 10, 2016 7:22 pm, edited 24 times in total.
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." - The great Terry Pratchett

~
Erhialam is also known as Interstellar Australia. Apparently.

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Cresadine
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Postby Cresadine » Thu Aug 25, 2016 6:45 pm

Very, very interested.
He forbead þa heortas swylce eac þa baras, swa swiðe he lufode þa headeor swilce he wære heora fæder

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Erhialam
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Founded: May 23, 2013
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Postby Erhialam » Thu Aug 25, 2016 8:14 pm

Cresadine wrote:Very, very interested.


:) I'll be in touch if this goes anyplace. Haven't OP-ed anything for some time so I just hope my skills are up to par.
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." - The great Terry Pratchett

~
Erhialam is also known as Interstellar Australia. Apparently.

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Erhialam
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Posts: 976
Founded: May 23, 2013
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Postby Erhialam » Thu Aug 25, 2016 8:46 pm

Some More Info

Specifically, how things work in The Spyres, which may be useful to y'all.

The Spyres is usually guarded by people who were dishonorably discharged from the military and/or war criminals. They would be prisoners anyhow. Sometimes, if it seems that there aren't enough guards, particularly cruel or brutal prisoners will be recruited for the task. Jailers are also recruited from the ranks of the imprisoned, usually the meeker/broken souls who would not let everyone out at the earliest opportunity. There are hundreds of prisoners in the Spyres, so there are many Jailers who give prisoners sustenance, empty waste buckets, and help round up work crews when the time comes.

Two people to be particularly aware of are Ennevire Syros, the Overwarden of the Spyres, and Lux, the Head of Tortures.

Ennevire is of noble birth has used immense magic to keep herself looking young; were she to relax the glamor, she would appear to be in her fifties. She is a stern and cold woman of few words who was chosen as Overwarden for her ability to organize and reason coupled with her seemingly utter lack of sympathy for anyone or anything aside from herself.

Not much is known of Lux other than his being a dishonored nobleman whose tongue was cut out of his mouth. In his chamber in the very bowels of The Spyres is responsible for carrying out torture under Raleth order for those particularly unfortunate prisoners. His name is synonymous with terror.

The Spyres has a massive courtyard in the center for gathering prisoners; it is usually used to assemble them for work crews. On the ground floor is the guard barracks; just below the ground is the kitchen and the Jailers' quarters, which are essentially glorified cells. Up in the western tower is the Overwarden's office, and in the lowest Dungeon is the torture chamber.

Guards patrol the halls, the ramparts, and the edges of the courtyard. They do operate in shifts.

Meals are given to prisoners twice daily and thrice if they are to be marched away on a work crew soon. Most are given time to walk in the courtyard on a semi-regular basis, but other than that, do not leave their cells all that much.
Last edited by Erhialam on Thu Aug 25, 2016 8:55 pm, edited 2 times in total.
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." - The great Terry Pratchett

~
Erhialam is also known as Interstellar Australia. Apparently.

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Yuzhou
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Founded: Jul 23, 2014
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Postby Yuzhou » Thu Aug 25, 2016 8:54 pm

+1 for interest
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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Ceannairceach
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Postby Ceannairceach » Thu Aug 25, 2016 9:29 pm

Character Name: Aurel Ludor
Character Age: 27
Character Gender: Male
Character Origins and Backstory: Aurel Ludor was born in a port city in Kyren, to a penny prostitute and a foreign sailor. To say neither wanted him would be a vast understatement, for the sailor departed the port three days after she was showing, and his mother abandoned him at the whorehouse and fled for greener pastures. Young Aurel was raised by the working women of that city, where he was doted on in the way only whores could, never wanting for affection, however false it was.

Despite these rudimentary pleasures of home and hearth, Aurel lacked a formal education, instead learning from the girls whatever they thought relevant to teach. Some showed him the business aspect of a criminal enterprise, while others shared with him the news of the day, freshly learned from their suitors. Other times he sought conversation with these men, learning from them what he could of life beyond his meager home.

Eventually, as he entered his later youth, Aurel was able to venture out and experience life. He wandered the streets freely, roaming from place to place without purpose, often not returning home for days at a time. He would find places to sleep in the streets, befriending a local vagrant who knew the best shelters or hiding in an empty alley. This led to Aurel making the strangest of acquaintances, from wandering mystics to high class thugs, whoever called the back roads their home. Eventually he began wandering outside the city, along the major roads, finding himself amidst traders and travelers. He would work for pay as he needed doing whatever he knew - moving goods, guarding stalls, small accounting - and would find work with the underground as well, taking messages and joining a posse or two for extra coin.

When this did not satisfy him at the age of eighteen, he set sail with a small merchant ship, the Resplendent, a runner of goods between Irdenvahl's many ports. Aside from fish and timber, the Resplendent also ran in contraband, narcotics and weapons mainly. Small fish in a large sea, but criminals nonetheless. This was Aurel's first taste of serious crime, but to him in those formative years, it was nothing more than honest work for honest pay. He sailed goods to shore and sold them fairly, what was wrong with that, he wondered. It was an experience that would shape the man to come.

After returning to his home he fell in with local thugs and thieves. He became increasingly thuggish himself, although mainly superficially, wearing it as an armor against others like him who might exploit his weakness. His prostitute benefactors evicted him, but by then he no longer had need for a home, preferring the comfort of common houses and tavern floors. He found work enforcing for various gangs, eventually gaining their trust and participating in robberies and racketeering. Some days he would waylay a paymaster, others he would break into a shop in the dead of night. He was popularly known as an enforcer, breaking bones to convince storekeepers to hand over protection money.

This life did not sate Aurel's desire to know the world, though. He yearned for more, for better things. He decided to return to the place where things made sense once, where his occupation was that of adventure and constant work. He would return to the sea, to the smuggling and the trade and the open water. He enlisted on a modest cog called the Merry Swordsman, which traded in fabrics, liquors, and fish, as well as illegal weapons, banned literature, foreign products and outlawed narcotics. It was a smuggling ship that made the rounds on the coast, south to north and back again, trading in whatever goods were easy to sell in each port. The ship would make two dozen successful runs.

The twenty fifth was where Aurel was captured by the King's Navy. The ship was making a return trip to its home port, when it was intercepted by a royal battle hulk. Aurel had fought smaller patrol vessels before who had happened on their missions before, but never a Royal warship. The crew surrendered, and all were taken into custody. Originally, they were all to be hanged as pirates. The executioner's rope was cut, however, when the King's decree came forth that all men in chains should be brought to the Spyres immediately, forgoing any other punishment. Aurel was spared death for a much darker fate.
What is Your Crime?: Smuggling, Piracy, Assaulting a King's Man
How Long Have You Been Imprisoned?: 17 Days
Image of Character Appearance: Located here.
Last edited by Ceannairceach on Thu Aug 25, 2016 10:15 pm, edited 1 time in total.

@}-;-'---

"But who prays for Satan? Who in eighteen centuries, has had the common humanity to pray for the one sinner that needed it most..." -Mark Twain

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Erhialam
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Founded: May 23, 2013
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Postby Erhialam » Thu Aug 25, 2016 10:23 pm

Ceannairceach wrote:Character Name: Aurel Ludor
Character Age: 27
Character Gender: Male
Character Origins and Backstory: Aurel Ludor was born in a port city in Kyren, to a penny prostitute and a foreign sailor. To say neither wanted him would be a vast understatement, for the sailor departed the port three days after she was showing, and his mother abandoned him at the whorehouse and fled for greener pastures. Young Aurel was raised by the working women of that city, where he was doted on in the way only whores could, never wanting for affection, however false it was.

Despite these rudimentary pleasures of home and hearth, Aurel lacked a formal education, instead learning from the girls whatever they thought relevant to teach. Some showed him the business aspect of a criminal enterprise, while others shared with him the news of the day, freshly learned from their suitors. Other times he sought conversation with these men, learning from them what he could of life beyond his meager home.

Eventually, as he entered his later youth, Aurel was able to venture out and experience life. He wandered the streets freely, roaming from place to place without purpose, often not returning home for days at a time. He would find places to sleep in the streets, befriending a local vagrant who knew the best shelters or hiding in an empty alley. This led to Aurel making the strangest of acquaintances, from wandering mystics to high class thugs, whoever called the back roads their home. Eventually he began wandering outside the city, along the major roads, finding himself amidst traders and travelers. He would work for pay as he needed doing whatever he knew - moving goods, guarding stalls, small accounting - and would find work with the underground as well, taking messages and joining a posse or two for extra coin.

When this did not satisfy him at the age of eighteen, he set sail with a small merchant ship, the Resplendent, a runner of goods between Irdenvahl's many ports. Aside from fish and timber, the Resplendent also ran in contraband, narcotics and weapons mainly. Small fish in a large sea, but criminals nonetheless. This was Aurel's first taste of serious crime, but to him in those formative years, it was nothing more than honest work for honest pay. He sailed goods to shore and sold them fairly, what was wrong with that, he wondered. It was an experience that would shape the man to come.

After returning to his home he fell in with local thugs and thieves. He became increasingly thuggish himself, although mainly superficially, wearing it as an armor against others like him who might exploit his weakness. His prostitute benefactors evicted him, but by then he no longer had need for a home, preferring the comfort of common houses and tavern floors. He found work enforcing for various gangs, eventually gaining their trust and participating in robberies and racketeering. Some days he would waylay a paymaster, others he would break into a shop in the dead of night. He was popularly known as an enforcer, breaking bones to convince storekeepers to hand over protection money.

This life did not sate Aurel's desire to know the world, though. He yearned for more, for better things. He decided to return to the place where things made sense once, where his occupation was that of adventure and constant work. He would return to the sea, to the smuggling and the trade and the open water. He enlisted on a modest cog called the Merry Swordsman, which traded in fabrics, liquors, and fish, as well as illegal weapons, banned literature, foreign products and outlawed narcotics. It was a smuggling ship that made the rounds on the coast, south to north and back again, trading in whatever goods were easy to sell in each port. The ship would make two dozen successful runs.

The twenty fifth was where Aurel was captured by the King's Navy. The ship was making a return trip to its home port, when it was intercepted by a royal battle hulk. Aurel had fought smaller patrol vessels before who had happened on their missions before, but never a Royal warship. The crew surrendered, and all were taken into custody. Originally, they were all to be hanged as pirates. The executioner's rope was cut, however, when the King's decree came forth that all men in chains should be brought to the Spyres immediately, forgoing any other punishment. Aurel was spared death for a much darker fate.
What is Your Crime?: Smuggling, Piracy, Assaulting a King's Man
How Long Have You Been Imprisoned?: 17 Days
Image of Character Appearance: Located here.


Awesome. Accepted.
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." - The great Terry Pratchett

~
Erhialam is also known as Interstellar Australia. Apparently.

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Erhialam
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Founded: May 23, 2013
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Postby Erhialam » Fri Aug 26, 2016 4:25 pm

Okey doke. Figured I'd put up an app now rather than later in the interest of generating some more activity.


Character Name: Alosin Rains (pronounced Ah-LOW-sinn)
Character Age: 32
Character Gender: Female
Character Origins and Backstory:
Alosin Raninas was born the middle child of mid-powered noble family from Auerumn with the obvious seed of magical power within her, something her power-seeking parents sought to hone from her very childhood; the Raninas family was envied for its concentration of arcana in the blood. She was destined for a mage's robes, it seemed, and her family could not imagine her with any other lot in life.

As soon as she came to grips with her decided fate, however, young Alosin did everything in her power to shirk it. She began to ignore her magical arts tutors, refusing to attend lessons altogether; when she was old enough to attend an elite arcane school, she cut her expensive robes to pieces in protest and ran away not even a week past her arrival. Her chagrined family tried every trick they could come up with to shame their daughter into walking the road they had laid for her, and it was a great emotional drain to refuse them, but Alosin refused. On coming of age, she paid a powerful sorcerer from another noble house to perform a dread ritual upon her; he drained her soul of all but the barest magical power with which she had been born, which was impossible to wipe away. Alosin then severed her ties to her house and left Auerumn to forge her own way in the world.

What life could be further from the life of a mage than the life of a warrior? Reinventing herself, Alosin Raninas enlisted in the Irdenvahl military, eager to prove to herself and the world that she would excel in the way that she saw fit. The grueling training was hard on the body of a woman who had never in her life been focused much on the physical, but she took this as an added challenge that she was willing to accept. She worked her way up to the level of the most capable and vicious recruits and was soon able to give even the veterans a challenge. Her captains noticed her ferocity and capability; soon she was put in command of a squad during every mock battle.

Alosin performance in true battle was no less impressive, and she soon climbed to the rank of Lieutenant with several decorations to her name. It was around this time, however, that she began to question her orders. The Raleths were ordering her to torture and to destroy beyond any just level, even in wartime standards. She was being slowly brutalized, forced to act upon the most basic and cruelest of instincts. The screams of the innocent had begun to echo in her ears. One night, Alosin doffed her armor, stole a horse, and fled her post.

She lay low for quite some time, passing between the provinces doing odd jobs that still required her military physique, such as slaughtering bandit gangs or even helping peasants with their labors from time to time. Eventually, she began to offer her services as a mercenary, adopting the name Alosin Rains; the surname was a corruption of her old one, which she cast off so as to leave her past fully behind her. Her hatred for the Raleth Dynasty became known to certain rebel pockets, and they offered her work more and more as time went on.

Soon, Rains had gathered a large collective of of fairly loyal mercenary comrades under her leadership. One night, the collective received a very treacherous offer from a rebel leader. The time to strike was now, the leader claimed. The rebellion needed competent men and women to lead an attack on several small kingdom outposts. The large sum of money that was attached to this offer convinced even the most reluctant member of Alosin's band to agree. Alosin herself had no doubt. It was finally time to act justly, to act upon her hatred of the Dynasty and its cruelty.

With a combination of rebel fighters and numerous networks of mercenaries, the attack was carried out on a crucial Greystone outpost, with Alosin and her band leading the charge. The battle seemed, miraculously, to favor the ragtag group of rebels. However, their estimates of how long it would take for reinforcements to arrive was far too generous. Soon, the rebellion group was mostly slaughtered, and the remainder was forced into surrender on their knees. All of them were dragged to The Spyres, including Alosin, who feels foolish and sick at heart, angry with her prideful assumption that she could take on the world. Beneath her new shell of bitterness, however, the fire of rebellion still burns, though she's been trying to quell it out of fear that the past may repeat itself.

What is Your Crime?: Carrying out an attack on an outpost.
How Long Have You Been Imprisoned?: A month
Image of Character Appearance: This picture right here
Optional Theme Song Link: Maybe I'll add one later...Can't think of a good one right now.
Magic?: Alosin can, with the little magic she has left, increase her speed and dexterity slightly in combat.
#279923
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." - The great Terry Pratchett

~
Erhialam is also known as Interstellar Australia. Apparently.

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21991
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Fri Aug 26, 2016 4:55 pm

Owww... Owww... Owww...

Alright then...
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Sanabel
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Founded: Nov 10, 2014
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Postby Sanabel » Fri Aug 26, 2016 5:04 pm

Thanks for drawing my attention to this by posting, Mr. Usari.

I am tagging, for now.
The interregnum is over- I am once again the OP of the Land of the Free RP


I am a Radical Centro-Transhumanist and a National Globalist.
If you don't have a high enough IQ to know what those are, then we can't be friends.

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Great Confederacy of Commonwealth States
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Democratic Socialists

Postby Great Confederacy of Commonwealth States » Fri Aug 26, 2016 5:42 pm

Character Name: Oer-Barad-Oer (OOr-Ba-rád-OOr)
Character Age: 61
Character Gender: Male
Character Origins and Backstory: See the Magic subsection. I sort of went off on a drift there, so it combines both magic and his backstory. My most humble apologies.
What is Your Crime?: Being a Druid Mystic, murder
How Long Have You Been Imprisoned?: Twenty years
Image of Character Appearance:
Image
Optional Theme Song Link: https://www.youtube.com/watch?v=gTKsHwqaIr4
Magic? Please Describe in Detail: Aye, Oer-Barad-Oer is a descendant of a long line of Druids of his tribe. He was trained from a very young age and, unlike lady Alosin, accepted this gift with grace and virtue. As a Druid, he did not learn how to cast fireballs or how to tear down lightning from the skies. No, he learned instead to read the signs of nature, to communicate with animals in basic ways, and to brew potions of health and recovery. Never was his gift to be used in anger or aggression, that was strictly prohibited by the Druid Order. Under his guiding hand, the people of his tribe lived in peaceful harmony with nature. Never did they overhunt the area, and their crops grew large and strong. The Order of Druids kept a peaceful watch over the lands of Falened, making sure all needs were met. In time, Oer-Barad-Oer would succeed his spiritual father and predecessor to become a leading man in his own tribe. It was a say he would forever rue.

For it was during his rule over the tribe that the Kingdom began to encroach upon their borders. Loose contacts had always been sustained with the Kingdom, ever since these men began to conquer the fringe regions of the forests. The tribes had seen an increase in refugees fleeing from the violence. However, the Tribe thought itself safe under the guiding hand of the Druids. The Order kept a perimeter of thorny bushes and wild animals at their borders, hoping to discourage the encroachment of the Kingdom. This worked, at first. But the greedy hands of men could not be put to rest. First, the Forest-Runners came, adventurers in search of cities of gold. Then, following in their footsteps, came the first loggers. And when the loggers had settled, the army came to protect them. And with the army came General Antonius Heret, governor of the Falened Forestlands. He had come with the permission of the King to bring order and justice to the ‘wild lands’, and to subjugate any barbarian tribe. His methods were a mixture of ruthless and giving, paradoxically. His allies he loaded with gifts and compliments, while his enemies were slaughtered to the last man, woman and child. It was in this way that he kept the peace as his men tore through the forests.

When the Men of the Kingdom came, however, the deer started disappearing. The hard-won balance between man and beast had been broken by the crossbow hunt and the large-scale deforestation. Careful agriculture run by Druid magic made way for large-scale farms fuelled by the excrement of cattle. No longer were the Druids and their nuanced rituals needed to feed the tribes. Modern equipment, spades, plows, and oxen now cared for the Tribes. Slowly but surely, the Druids lost their position and their prestige. They remained as healers and mystics, but even those positions were now taken over. When finally the doctors started setting up shop, there was no longer a place for Druids in their societies. They retreated deeper and deeper into the forest, trying to find yet unclaimed areas. Eventually, they found a grove hidden away in a mountainous area, where they set up a secluded refuge for those running from the Kingdom. In their hour of desperation, resentment and doubt began to creep up on the Druids. One group, with Oer-Barad-Oer being a notable proponent, wanted to take back their lands from the governor and his men. The others, however, the older and wiser druids, favoured a more peaceful approach. Through meditation and talk they wanted to combat their enemy.

Eventually, a splinter group under Oer-Barad-Oer led an attack upon the colonial village where the governor was stationed. With the help of wild beasts, fire, the wrath of nature and general panic, the Druids managed to successfully launch an assault on the village. Many houses caught flame, although not many were injured. The governor, however, was viciously mauled by wolves and bears, his torn-apart carcass strewn about the village for all to see. Before the watch could regroup to counter-attack, the Druids had vanished back into the night, using their magic to be rendered untraceable by the troops of the governor. The group was proud of their actions, thinking they rid the area of her greatest scourge. However, the worst was still to come. The governor was replaced by another general, this one far more vicious and fare less clever than his predecessor. He vowed vengeance upon the Druids, and swore to put an axe through all their necks. For his deed, Oer-Barad-Oer was expelled from his order. This was a great shame, of course, but might have actually saved his life. Not many months later, the Order was found out and slaughtered to a man.

Oer-Barad-Oer eventually found his way back to his own village, where he wanted to pick up life as a regular man. However, when he arrived, he found the whole place desolate and abandoned. Every last house was burned down, hundreds of trees chopped, destroyed to make room for farmland and livestock. In the middle of the village, he found a smouldering pile of bones and ash, around which he felt the aura of so many people he had known. There, he collapsed in on himself, and he was found the next day by patrolling cavalrymen. As a Druid, he was shipped off to the Spyre, where it was hoped his magical knowledge would be of some use. It would not, however. Oer-Barad-Oer secluded himself in his chambers, only taking his time to eat, drink, and meditate. He would not talk, not even under great torture. Oer-Barad-Oer became a pet project of the Torturer, his unwillingness to speak something which he wanted to break down desperately. Oer-Barad-Oer did not break, however. He sat, he meditated, and he mourned the losses he had caused. He wished nothing more than to die there, as the last remnant of his once proud Order. He still mourns his own faithful actions, having sworn off violence from the moment he saw the charred pile of bodies. And if he is to die helping other escape… That is more virtue than he believes himself to be deserving.

#279923
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Platypus Reborn
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Founded: Jul 06, 2013
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Postby Platypus Reborn » Fri Aug 26, 2016 6:29 pm

Tag!
The Quackers are coming...

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Erhialam
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Founded: May 23, 2013
Ex-Nation

Postby Erhialam » Fri Aug 26, 2016 7:05 pm

Great Confederacy Of Commonwealth States wrote:Character Name: Oer-Barad-Oer (OOr-Ba-rád-OOr)
Character Age: 61
Character Gender: Male
Character Origins and Backstory: See the Magic subsection. I sort of went off on a drift there, so it combines both magic and his backstory. My most humble apologies.
What is Your Crime?: Being a Druid Mystic, murder
How Long Have You Been Imprisoned?: Twenty years
Image of Character Appearance:
(Image)
Optional Theme Song Link: https://www.youtube.com/watch?v=gTKsHwqaIr4
Magic? Please Describe in Detail: Aye, Oer-Barad-Oer is a descendant of a long line of Druids of his tribe. He was trained from a very young age and, unlike lady Alosin, accepted this gift with grace and virtue. As a Druid, he did not learn how to cast fireballs or how to tear down lightning from the skies. No, he learned instead to read the signs of nature, to communicate with animals in basic ways, and to brew potions of health and recovery. Never was his gift to be used in anger or aggression, that was strictly prohibited by the Druid Order. Under his guiding hand, the people of his tribe lived in peaceful harmony with nature. Never did they overhunt the area, and their crops grew large and strong. The Order of Druids kept a peaceful watch over the lands of Falened, making sure all needs were met. In time, Oer-Barad-Oer would succeed his spiritual father and predecessor to become a leading man in his own tribe. It was a say he would forever rue.

For it was during his rule over the tribe that the Kingdom began to encroach upon their borders. Loose contacts had always been sustained with the Kingdom, ever since these men began to conquer the fringe regions of the forests. The tribes had seen an increase in refugees fleeing from the violence. However, the Tribe thought itself safe under the guiding hand of the Druids. The Order kept a perimeter of thorny bushes and wild animals at their borders, hoping to discourage the encroachment of the Kingdom. This worked, at first. But the greedy hands of men could not be put to rest. First, the Forest-Runners came, adventurers in search of cities of gold. Then, following in their footsteps, came the first loggers. And when the loggers had settled, the army came to protect them. And with the army came General Antonius Heret, governor of the Falened Forestlands. He had come with the permission of the King to bring order and justice to the ‘wild lands’, and to subjugate any barbarian tribe. His methods were a mixture of ruthless and giving, paradoxically. His allies he loaded with gifts and compliments, while his enemies were slaughtered to the last man, woman and child. It was in this way that he kept the peace as his men tore through the forests.

When the Men of the Kingdom came, however, the deer started disappearing. The hard-won balance between man and beast had been broken by the crossbow hunt and the large-scale deforestation. Careful agriculture run by Druid magic made way for large-scale farms fuelled by the excrement of cattle. No longer were the Druids and their nuanced rituals needed to feed the tribes. Modern equipment, spades, plows, and oxen now cared for the Tribes. Slowly but surely, the Druids lost their position and their prestige. They remained as healers and mystics, but even those positions were now taken over. When finally the doctors started setting up shop, there was no longer a place for Druids in their societies. They retreated deeper and deeper into the forest, trying to find yet unclaimed areas. Eventually, they found a grove hidden away in a mountainous area, where they set up a secluded refuge for those running from the Kingdom. In their hour of desperation, resentment and doubt began to creep up on the Druids. One group, with Oer-Barad-Oer being a notable proponent, wanted to take back their lands from the governor and his men. The others, however, the older and wiser druids, favoured a more peaceful approach. Through meditation and talk they wanted to combat their enemy.

Eventually, a splinter group under Oer-Barad-Oer led an attack upon the colonial village where the governor was stationed. With the help of wild beasts, fire, the wrath of nature and general panic, the Druids managed to successfully launch an assault on the village. Many houses caught flame, although not many were injured. The governor, however, was viciously mauled by wolves and bears, his torn-apart carcass strewn about the village for all to see. Before the watch could regroup to counter-attack, the Druids had vanished back into the night, using their magic to be rendered untraceable by the troops of the governor. The group was proud of their actions, thinking they rid the area of her greatest scourge. However, the worst was still to come. The governor was replaced by another general, this one far more vicious and fare less clever than his predecessor. He vowed vengeance upon the Druids, and swore to put an axe through all their necks. For his deed, Oer-Barad-Oer was expelled from his order. This was a great shame, of course, but might have actually saved his life. Not many months later, the Order was found out and slaughtered to a man.

Oer-Barad-Oer eventually found his way back to his own village, where he wanted to pick up life as a regular man. However, when he arrived, he found the whole place desolate and abandoned. Every last house was burned down, hundreds of trees chopped, destroyed to make room for farmland and livestock. In the middle of the village, he found a smouldering pile of bones and ash, around which he felt the aura of so many people he had known. There, he collapsed in on himself, and he was found the next day by patrolling cavalrymen. As a Druid, he was shipped off to the Spyre, where it was hoped his magical knowledge would be of some use. It would not, however. Oer-Barad-Oer secluded himself in his chambers, only taking his time to eat, drink, and meditate. He would not talk, not even under great torture. Oer-Barad-Oer became a pet project of the Torturer, his unwillingness to speak something which he wanted to break down desperately. Oer-Barad-Oer did not break, however. He sat, he meditated, and he mourned the losses he had caused. He wished nothing more than to die there, as the last remnant of his once proud Order. He still mourns his own faithful actions, having sworn off violence from the moment he saw the charred pile of bodies. And if he is to die helping other escape… That is more virtue than he believes himself to be deserving.

#279923


AHHH YESS....I love it when people flesh out the world a little more in their apps...Well done. Much accept. Such pleased.
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." - The great Terry Pratchett

~
Erhialam is also known as Interstellar Australia. Apparently.

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Yuzhou
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Founded: Jul 23, 2014
Ex-Nation

Postby Yuzhou » Sat Aug 27, 2016 3:59 pm

Starting my app now.
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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Yuzhou
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Posts: 1016
Founded: Jul 23, 2014
Ex-Nation

Postby Yuzhou » Sat Aug 27, 2016 6:59 pm

Character Name: Ran "Raider" Kastor
Character Age: 36
Character Gender: Male
Character Origins and Backstory: Ran was born in a neighboring kingdom to Rothford "The Dusk Lord" Kastor. His father was somewhat of a larger than life figure in his homeland, having easily fought off some border disputes against Irdenvahl and even slayed an uncle of the newly crowned King Ronan. As a result, Ran, the eldest of three sons, was expected to follow in his father's footsteps. These steps included military service, and eventual appointment as shield of the king.

But the young heir to the Kastor house had other plans in mind. When he wasn't being drilled or trained, he spent most of his time playing with the peasant kids and exploring the surrounding countryside. Eventually, he stopped listening to his instructors or father altogether and went about his own business, knowing full well that anything he accomplished would be drowned out by his father's legacy. In fact, a challenge that stalked him through life was separating himself from his father's name. Everywhere he went, people only saw the heir of Rothford Kastor and not Ran Kastor, the coming man. The only time he could remember when his father's shadow did not cover him was those days crossing the land with fellow children from the village.

When the day came that he was old enough, Ran left the castle of his father for good, giving up his claim to the family lands to his next eldest brother. He had no plans, he had no path, his only goal was to venture the world. This he excelled at. He learned to live solely off the land and rarely ventured into civilized society.
During one of the few time he did enter a township, he met his future wife and travel partner.

The two would spend over a decade trekking across the landscape. During abundant summers they had no wants of food nor supplies, but during harsh winters they sometimes had to resort to stealing a farm animal or hiding out in unused buildings. Still, this was the happiest time of Ran's life, as he was totally free. The craggy borderlands between his home kingdom and Irdenvahl would become his official home.

Unfortunately, through various means and measures, the adventuring duo made some enemies along the way. Many, Ran took care of personally, but the result of such actions lead to trouble with local law enforcement and the two were forced to cross the border into Irdenvahl.
Perhaps more unfortunately, Irdenvahl was a land under marshal law, and the occurrence of troops even in the outskirts was far more heavy. The traveling couple were inevitably taken for bandits and stopped by a patrol of soldiers.
It was at this moment that Ran's life would change forever.

Unable to escape, Ran essentially sacrificed himself to let his loved one get away. In a surge of luck and focus, he was able to draw back on the lessons he learned as a child, and pair that with his experience learned after many years in the wild to aid him in the conflict. He managed to down three men before being wounded and captured. The charges brought against him were the three dead guardsmen (though one later survived) plus three other murders committed across the border. The local authorities had correctly guessed he was responsible for a slew of trespassing incidents across the border, and charged him for each that they could find via word of mouth. They threw on a theft charge since he was mistaken for a bandit. Of course, they had no real interest in persecuting criminals for crimes done in the lands of other nations, but instead used these are justification for maximum sentencing. In this case: To the Spyres.

Kastor was sent off to Irdenvahl's greatest hellhole. There he has remained for four entire years. He has received no word from the outside, and now his hopes and dreams rest on bygone days. His only true use to anyone anymore is as a strong arm for physical labor. At least he was used to living off little food.


What is Your Crime?: Murder (x6), Trespassing (x15), Theft
How Long Have You Been Imprisoned?: four years
Image of Character Appearance: Here.
Optional Theme Song Link: Plop.
Magic? Please Describe in Detail: N/A

#279923 (This is here for tracking purposes).
Last edited by Yuzhou on Sat Aug 27, 2016 7:01 pm, edited 1 time in total.
I have been previously known as Apfeldonia and Thimbyrland

Oh way down south in the land of cotton...

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Erhialam
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Posts: 976
Founded: May 23, 2013
Ex-Nation

Postby Erhialam » Sat Aug 27, 2016 9:27 pm

Yuzhou wrote:Character Name: Ran "Raider" Kastor
Character Age: 36
Character Gender: Male
Character Origins and Backstory: Ran was born in a neighboring kingdom to Rothford "The Dusk Lord" Kastor. His father was somewhat of a larger than life figure in his homeland, having easily fought off some border disputes against Irdenvahl and even slayed an uncle of the newly crowned King Ronan. As a result, Ran, the eldest of three sons, was expected to follow in his father's footsteps. These steps included military service, and eventual appointment as shield of the king.

But the young heir to the Kastor house had other plans in mind. When he wasn't being drilled or trained, he spent most of his time playing with the peasant kids and exploring the surrounding countryside. Eventually, he stopped listening to his instructors or father altogether and went about his own business, knowing full well that anything he accomplished would be drowned out by his father's legacy. In fact, a challenge that stalked him through life was separating himself from his father's name. Everywhere he went, people only saw the heir of Rothford Kastor and not Ran Kastor, the coming man. The only time he could remember when his father's shadow did not cover him was those days crossing the land with fellow children from the village.

When the day came that he was old enough, Ran left the castle of his father for good, giving up his claim to the family lands to his next eldest brother. He had no plans, he had no path, his only goal was to venture the world. This he excelled at. He learned to live solely off the land and rarely ventured into civilized society.
During one of the few time he did enter a township, he met his future wife and travel partner.

The two would spend over a decade trekking across the landscape. During abundant summers they had no wants of food nor supplies, but during harsh winters they sometimes had to resort to stealing a farm animal or hiding out in unused buildings. Still, this was the happiest time of Ran's life, as he was totally free. The craggy borderlands between his home kingdom and Irdenvahl would become his official home.

Unfortunately, through various means and measures, the adventuring duo made some enemies along the way. Many, Ran took care of personally, but the result of such actions lead to trouble with local law enforcement and the two were forced to cross the border into Irdenvahl.
Perhaps more unfortunately, Irdenvahl was a land under marshal law, and the occurrence of troops even in the outskirts was far more heavy. The traveling couple were inevitably taken for bandits and stopped by a patrol of soldiers.
It was at this moment that Ran's life would change forever.

Unable to escape, Ran essentially sacrificed himself to let his loved one get away. In a surge of luck and focus, he was able to draw back on the lessons he learned as a child, and pair that with his experience learned after many years in the wild to aid him in the conflict. He managed to down three men before being wounded and captured. The charges brought against him were the three dead guardsmen (though one later survived) plus three other murders committed across the border. The local authorities had correctly guessed he was responsible for a slew of trespassing incidents across the border, and charged him for each that they could find via word of mouth. They threw on a theft charge since he was mistaken for a bandit. Of course, they had no real interest in persecuting criminals for crimes done in the lands of other nations, but instead used these are justification for maximum sentencing. In this case: To the Spyres.

Kastor was sent off to Irdenvahl's greatest hellhole. There he has remained for four entire years. He has received no word from the outside, and now his hopes and dreams rest on bygone days. His only true use to anyone anymore is as a strong arm for physical labor. At least he was used to living off little food.


What is Your Crime?: Murder (x6), Trespassing (x15), Theft
How Long Have You Been Imprisoned?: four years
Image of Character Appearance: Here.
Optional Theme Song Link: Plop.
Magic? Please Describe in Detail: N/A

#279923 (This is here for tracking purposes).


Accepted. This RP is off to a great start. We'll wait on one more and then get the IC up and rollin'.
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." - The great Terry Pratchett

~
Erhialam is also known as Interstellar Australia. Apparently.

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Beiarusia
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Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Sat Aug 27, 2016 9:34 pm

Too interesting a concept to pass up. Will try to get an app up tomorrow night if at all possible.

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Erhialam
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Posts: 976
Founded: May 23, 2013
Ex-Nation

Postby Erhialam » Sat Aug 27, 2016 9:35 pm

Beiarusia wrote:Too interesting a concept to pass up. Will try to get an app up tomorrow night if at all possible.

Sweeeet. Welcome aboard!
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." - The great Terry Pratchett

~
Erhialam is also known as Interstellar Australia. Apparently.

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Beiarusia
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Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Sat Aug 27, 2016 9:36 pm

Erhialam wrote:
Beiarusia wrote:Too interesting a concept to pass up. Will try to get an app up tomorrow night if at all possible.

Sweeeet. Welcome aboard!

Thanks for having me.

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Beiarusia
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Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Sat Aug 27, 2016 11:35 pm

Character Name: Gwendolyn Tallow
Character Age: 18
Character Gender: Female

Character Origins and Backstory:
    Gwendolyn was the youngest of three children. Born on the outskirts of Auerumn, her parents were lacking in material wealth and often struggled to feed the good natured yet poor family. As one could expect nights without supper were not uncommon. Despite this Gwendolyn was a relatively happy child that brought joy to those around her. Too poor for a proper education, the cheerful girl would instead seek odd tasks around town to earn whatever she could, but pay was low and work rare for someone still so young. Eventually the girl would find employment cleaning the shop of a local tailor. The old man was kind, and though he did not pay well he offered a continued wage. Times were looking up for the family. But things could not last. A fire would destroy the shop and with it Gwendolyn's jovial persona. Though seen as a stroke of misfortune the girl knew the truth as no one else did, and for some time would manage to hide it well from those around her. She had caused the fire, somehow and without meaning to, but to say as such would be to ostracize herself for the crime. The now sullen girl would continue on with life until another such fateful event some years later: the burning down of her family home. Again, the action was an accident, but it exposed her for what she was and, worse than any punishment previously conceived in her mind, her loving family turned their backs as if witnessing something vile. She was a bad omen. A witch. Nothing good would come of such a wretched child. At age fourteen Gwendolyn would be without home or family or love.

    A vagrant, the girl would find work difficult to find as word had spread of her wicked ways. She was a pariah. With little choice she left the town that had forever been her home, taking to the main roads and heading to where not even she knew. The first night had been terrible, and with the rain Gwendolyn was quite certain that she would catch her death of cold. The second night wasn't much better. On the third night a traveller came upon her and offered a warm meal, for a price. Gwendolyn resigned herself to the sad life of a prostitute if only to fill her empty stomach, but before the deed could be done a change of heart stole the girl's feet, and with it the man's coin. The world had shown itself to be cruel and so Gwendolyn would do away with the conventions of a civil society. A thief and a whore both ate well but one still held their dignity. Thus forward this stretch of road would be plagued by a young girl who preyed mercilessly on the follies of man. That was until a bounty was placed on the head of the thief. With guards and men in need of money now prowling the roads it was no longer safe for Gwendolyn and so she returned to the place that she had originally sought to leave.

    Not long after her return to Auerumn Gwendolyn would be set upon by thugs after stealing from their pockets. In a panic, she would accidentally set ablaze the loft where she had been sleeping, an act that caught the eye of the gang's leader who immediately offered an olive branch. Gwendolyn joined the gang as the leader's pet but she was protected and fed so long as she played her part. Few would dare go against a gang with a witch on their side. In time the girl took to her new life and embraced it fully, and at times would be the leading force behind a show of power. Arson solved many of the gang's problems, and Gwendolyn was all too eager to indulge. It soon became a compulsion that only the gang's leader could control as only he held the girl's leash.

    The girl, now a young woman, would be responsible for many of the unexplained fires throughout the town and surrounding countryside, it being a tactic of fear and extortion used by the gang to further its influence. At this time the crown was striving hard to put down the various gangs, thugs, and undesirables whose existence until now had been little more than an irritation, but as the problem escalated so did the response. This in turn created a sour taste in the mouths of the criminals who had lived their lives free of the rule of law. They, like so many, became caught up in the fervor that was a brewing rebellion against the Raleth Dynasty. Gwendolyn did not care what she burned so long as something was ash and embers by morning, so when her gang joined the others in plotting she, too, was eager to raise her fists. It started small. A burning here; an arson there, but as time went on the gang grew more and more ambitions. The local governor became their target, and in the dead of night they sought to make an example of the unjust laws that would claim to govern them. Sadly the idea of a rebellion was strong but not widely organized. The plan ended in disaster with much of the gang being killed or captured, but not before the governor's mansion had gone up in flames. The governor himself escaped with his life but his wife, and several others with the misfortune of being present that night, were not so fortunate. Gwendolyn escaped initially but, alone and increasingly unstable, would be captured several weeks later, at which point in time the very thought of open rebellion had been quashed. The dynasty was making new foes for which to distract the people. Gwendolyn was spared a cursory execution and sent instead to the Spyres where she likely won't survive for long.
What is Your Crime?:
    • Arson
    • Assault
    • High Treason
    • Murder
    • Thievery
How Long Have You Been Imprisoned?: 3 Days
Image of Character Appearance: Here.
Optional Theme Song Link: Forsaken ~ Adam Hurst

Magic? Please Describe in Detail:
    Gwendolyn was born with an innate ability to conjure fire, though this skill is dependent on several factors and in most cases she is unable to do more than create a sizable spark that is unlikely to do much damage without some form of kindling. At her strongest she could easily burn down a small cottage, but again this relies on the structure being readily burnable. The flames are low intensity and no more powerful than one would expect of a campfire. Humans do not burn easily, however, their clothing may be set alight but this is unlikely to do much other than to alarm said individual. Gwendolyn is more a danger to wooden structures than to people. Her magic works best when she is well rested, eating well, and focused.
#279923


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The Valyria Empire
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Posts: 5071
Founded: May 26, 2016
Ex-Nation

Postby The Valyria Empire » Sun Aug 28, 2016 1:27 pm

Character Name: "King" Valarr "Lord of Cinder" Goldfyre
Other Title: "King of Gold"
Character Age: 29
Character Gender: Male
House Sigil: House Sigil
Dynasty History:
The Goldfyre dynasty can be traced back centuries ago. Around the year, 471 there were many petty kingdoms in the areas surrounding Irdenvahl. However at the star of the year in 568, the Raleth dynasty began to expand, their first sight was the "Kingdom of Golden Dragons", The Kingdom of Lathron. The Kingdom of Lathron was ruled by House Goldfyre, they were known to be quite vicious and greedy as they desired to obtain and create gold from the many gold mines in their land. Their sigil is a three headed golden dragon on a black background. While the Goldfyre were able to hold up a defense against Irdenvahl they eventually succumbed to the overwhelming forces of House Raleth. House Goldfyre eventually went into hiding for many years.

Then in the year of 643, the first Goldfyre rebellion happened. It was a minor rebellion that was put down before the year ended, with the Goldfyre King's head being put on a spike for all to see as the Goldfyre King's incompetence and enviousness led to their downfall. There wouldn't be another rebellion till 1182 when the Goldfyre rebels took a different approach and used their smaller forces to do "hit and run" tactics. However, they were eventually discovered thus many rebels and Goldfyre members were killed. This rebellion was led by Valarr's grandfather, Artorias Goldfyre II.

Finally in the year, 1261 the Goldfyres attempted one last rebellion. Led by Valarr's bastard brother, Baelor he attempted to make Valarr King much to the protest of Valarr. Baelor would go on to win a few battles, however Ronan Raleth personally saw that the rebellion was put down and killed Baelor in single combat during the "Battle of Gold". With Baelor's death Valarr made his forces surrender and go into hiding while he gave himself up.


Character Origins and Backstory: Valarr Goldfyre was born in the year of 1233. His father was "King of Gold" at the time, with the rebels in hiding. Valarr's childhood unlike his father's was easy and good to him. Valarr was able to learn, study and read unlike his father who was forced to support Valarr's grandfather's rebellion. Valarr was never one to use a sword, he preferred to his words and knowledge to win battles unlike his brother Baelor thus he is very weak. When Valarr was 16 his father passed away of an illness along with his mother. Thus Baelor and Valarr became the last surviving members of House Goldfyre with Valarr becoming King. With the growing discontent of House Raelth, Baelor thought it was time for one more rebellion while Valarr thought it would be better to search for new land instead.

Thus after many years of training and recruiting, Baelor finally had an army almost equal in size to fight Irdenvahl. The rebellion, dubbed "The Golden Fire Rebellion" raged on for half a year, until the "Battle of Gold" where Valarr witnessed Ronan kill his only brother and friend. With that Valarr knew the rebellion was over, he had not the martial knowledge or prowess to lead the men to victory. Thus Valarr surrendered himself so his army could escape and go into hiding.

Instead of being executed, Ronan had better plans for Valarr and sent him to The Spyres. There Valarr has been worked, and tortured almost dying several times. Ronan to mock Valarr and his rebellion has dubbed Valarr, "Lord of Cinder" after seeing to it that all that he loved and cared for was burned.

What is Your Crime?:Taking up arms against the Crown, High Treason
How Long Have You Been Imprisoned?:Six months
Image of Character Appearance: Image
Optional Theme Song Link: "Lord of Cinder"
Magic? Please Describe in Detail: Very weakly skilled in magic. Can make a small flame as a light, to help illuminate dark areas but is too weak to damage anyone.

It's usually created by snapping his fingers and the flames appear on his thumb and index finger.
#279923 (This is here for tracking purposes).

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Rygondria
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Posts: 6431
Founded: Nov 12, 2012
Inoffensive Centrist Democracy

Postby Rygondria » Sun Aug 28, 2016 1:33 pm

Would a merchant who was arrested for Embezzling royal funds be acceptable.

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Altegonnia
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Posts: 663
Founded: Mar 07, 2015
Ex-Nation

APP

Postby Altegonnia » Sun Aug 28, 2016 8:11 pm

Character Name: Andros Turner
Character Age: 31
Character Gender: Male
Character Origins and Backstory: Andros Turner was the son of a smuggler in Kyren. His father mostly smuggled cheap alcohols and slightly over-ripe food to people with the coin to buy it. This was an extremely dangerous profession as avoiding the crown's harsh taxes on goods is taken very seriously by the authorities. However due to protection from criminal and innocent alike his father although not wealthy made a livable profit off the trade of keeping people drunk and fed, even apprenticing his son Andros into the family business. But his son who'd grown around the criminals and vagabonds his father worked with had different ambitions. Eventually just due to the overreaching grip of the crown, Andros's father was arrested around when he was 19. Andros took over the smuggling trade but made some.....changes to the business practice. Andros's father never did anything immoral, he only smuggled booze and food to people in Kyren. However andros began smuggling anything people would pay him to smuggle. Cash crops, stolen jewelry, weapons, people and much more. And with this his profits skyrocketed. He then began hiring other criminals to smuggle for him, to double his capacity to make profit and to take his fingers out of the crime directly so he did not end up like his father. He saw much success with this and lived contently on his ill-gotten gains until in his 21st year in this world he was approached with a business offer. A large guild of criminals called the Smiling Crux's wanted Andros's smuggling profit and influence in the criminal word of Kyren in their collective and as such they offered him a large bullion to join them as their official Kyren member. Andros was honestly flattered that the largest group of organized criminal big shots from each realm wanted him to be their main member in Kyren, he couldn't say no to the offer (or the gold). With their help and patronage Andros found himself branching into new "markets" and pushing out "competition". He stopped being a smuggler Baron exclusively and began getting into Robbery, thuggery, extortion, gambling, moonshine distribution, illegal products production and gang patronizing rackets. This was not special treatment however as the Smiling Crux's did this in every other realm as well, they would find a big fish in that province and would then make them a member of the organization and then would grow their power in that province by growing that member's power. It was as such while many criminals worked for the Smiling Crux's, Only five men actually were members (one for each province.)

But in a Tyrannical Country no one is safe, not even the criminals at the top of the food chain. The Crown launched an effort to curtail and destroy the Smiling Crux's guild by taking out their leadership. Any thug or smuggler can be replaced by one of the countless souls starving or homeless in the streets looking for any work but the members of the Guild were a cut of a different cloth. They were actual experienced criminals who knew how to run an organization. The Smiling Crux's were prepared for assault by the Crown, they temporarily dispersed and hid themselves and their assets down the darkest holes they could find. Many low ranking smugglers, thugs, thieves, ect. were arrested of course as the five members of the guild could replace them thus they willingly let them be expendable. However the messenger sent from the Guild to warn Andros Turner of the oncoming raid of Kyren was intercepted and wasn't able to inform him to retreat to his personal hole. When the soldiers came marching into the town searching for the "Drunken Ship" pub many thugs knew what was up. A riot broke out in the streets as Smiling Crux's gangsters and thugs armed with swords and other assorted weapons began attacking the soldiers to try to buy their boss some time to escape. However they were nothing against the might of the army and some units managed to break through the chaos and storm the Pub. Andros' personal bodyguards were of a higher tier of fighter than most thugs in the organization and put up a decent fight however they were outnumbered and cut down. When they rushed Andros' Office he surrendered instantly, valuing his life much more than dying in the blaze of glory.

He has been in the Spyre for four years now. The Smiling Crux's organization has likely come out of hiding by now but even for such a large organization of criminals they lack the resources or the men to break out Andros and some of his lieutenants who got locked up with him. Andros is biding his time, looking for an opportunity to get him and his boys out of jail. He is confident one day he will get out as an incoming prisoner who was a Smiling Crux gangster told him that his Lieutenants were managing his business and the Guild still considered him a member. He's held on to that fact every day, always amusingly imagining an army of thugs charging the prison trying to free him.

After several years through bribery and his other criminal rackets he and the Smiling Crux's organization came to be the main criminal group plaguing the region just like they do in the other five provinces as well (I say "main" because its impossible to own 100% of the crime somewhere. Just a large cut through organized crime). He was set up in his home town which had bustled in population simply due to the illegal wealth he poured into the town to make it fit more to his new ego. He had his headquarters on the second floor above his large pub/secret gambling Den the "Drunken Ship" where he worked out of and managed the Smiling Crux's Kyren territory.
What is Your Crime?: Smuggling, several counts of murder, robbery, gambling, avoiding taxes on produced goods, harboring criminals, conspiracy to commit crimes, organized criminal affiliation, ect.
How Long Have You Been Imprisoned?: four years
Image of Character Appearance: image
Optional Theme Song Link: here ya go
Magic? Please Describe in Detail: none
#279923 (This is here for tracking purposes).

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Sun Aug 28, 2016 8:41 pm

I'm in two RPs for now and I start college tomorrow but this looks super interesting.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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