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To Fell an Empire 3.0 [Medieval Fantasy/OOC/Semi-Open]

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The Starlight
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Founded: Jan 11, 2014
Ex-Nation

To Fell an Empire 3.0 [Medieval Fantasy/OOC/Semi-Open]

Postby The Starlight » Sat Jan 17, 2015 10:44 am

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To Fell an Empire


Welcome to the collaborative medieval feudal fantasy RP in the Game of Thrones/Pillars of the Earth/Saxon Tales/The Witcher/Dragon Age/Way of Kings tradition, To Shred an Empire's third installment. The RP, originally begun by the National Dominion of Hungary, carried on by Of the Quendi and presently OP'ed by yours truly, The Starlight, is a collaborative joint story-telling effort that we refuse to let die. So let us begin, once again!




The Empire of Pandyssium is in decay...


These lands have always been troubled... ever since the first realms of elves and dwarves fought for dominance, ever since the collapse of the Elven Empire, and ever since, these lands have always been divided, be it by race, by culture and by greed. Many would-be conquerors learned the hard way that Pandyssium was not prone to peace and unity. Yet, for the last 437 years Pandyssium has been under a single banner, been driven by a single purpose and followed a single leader. Indeed, great men have always strived to do the impossible, and the name of this particular man was Titus Rahtis. A military and poltitical genius who brought the warring nations of Pandyssium to heel, conquering them one by one. Does the end always justify the means? Does the death of hundreds upon hundreds of thousands somehow means less in exchange for achiveing more or less, lasting peace? Lasting peace is a noble goal but when does the blood price become too much? Regardless of what one may think of it, he brought peace forcibly to Pandyssium, and became Emperor of his newly forged Empire. And so, Titus Rahtis would forever be known as Titus the Great, 398 years after his death, all men, women and children across Pandyssium, elf or orc, noble or beggar, still speak his name. His line, the House of Rahtis has ruled the Empire built by their forbear ever since, for better or worse through war and peace. Through ages of gold and ages of ash.

The House of Rahtis has a long history, known far and wide across the world through the deeds of Emperors and Empresses both great and good, managing to hold their diverse Empire together for over four centuries through cunning, negotiation and when honeyed words or poisoned wines had failed, through sheer brutality. Bolstered by centuries of relative peace on the continent of Pandyssium, a developed and robust military, and thriving commerce between ethnically diverse provinces, the Rahtis Empire was a leading political, economic, and cultural force in the world. The line of Titus Rathis ruled with relative peace and prosperity, but within 50 years, mismanagement and political infighting become the norm. In more than one case, wars are fought over the throne, including for example the War of the Bleeding Heart. Periods of internal strife came in between decades of peace and growth and the occcasional war with foreign powers such as the Empire of Augrilac.

For the last decades however the Empire has been in a period of decay. Emperor Silus was a drunkard, as long as the roast suckling pigs were delivered to his tables and the exotic courtesans to his bed he was happy as could be, his son Emperor Pelargius was not much better, the grandson however... His Imperial Majesty, Emperor Orius was certainly an exceptional persona when compared to his father and grandfather. This Emperor of Pandyssium, Lord Paramount of Pandyssia, Sovereign of Pontium and Makhras, and Senior Protector of Angren, Riverdell and Ellander was a firm and decisive ruler, as perhaps one should expect from someone so abundantly titled. He was the kind of man who, when hit, made a sound suggesting he was forged of steel and not molded of bird dung. Being unmarried, he led a rather casual private life. And his unfortunate death caused by riding over a cliff while hawking has made the realm's future uncertain as he has no trueborn children. There is of course his first daughter, Cassyndra, fathered upon a common serving wench that the Emperor took away from the mother and raised as his own, but never legitimized. A comely twenty-and-two year old girl with green eyes and dark red hair. The girl is however mentally retarded, much closer to a child then a young woman in her mind. Yet, Cassyndra is not the late Emperor's only child. There are two small children, a son and a daughter, fathered with his noble-blooded mistress and living with their mother in her castle.

Now, as the Emperor's body has been carried back to the Imperial Palace the noble houses of the Empire, both great and small have begun plotting and scheming, sharpening swords and daggers, for a time of great turmoil is doubtlessly descending upon Pandyssium, and much blood will have flowed before it is at an end.

To solve this debate of succession, the Lord High Steward has called every house of Pandyssium, great and small, to the first Caer Aard Gathering in a century, where the Lords and Ladies of the realm shall decide who shall carry on the legacy of Pandyssium and rise to the Imperial Throne. Someone must sit on the Imperial Throne, for the Empire of Augrilac to the west across the sea is always lurking, waiting for that moment of vulnerability, so that they may board their ships, and bring death and ruin to Pandyssium.

What role will you play in these coming days of darkness?


Before you apply you should know this isn't the usual run-of-the-mill RP. It's more a joint storytelling/worldbuilding effort. All significant events such as who wins a battle will be planned out by the players and what happens is decided on the basis of what is best for the story. You may not try to "pull a fast one" on other players to get the upper hand. We also work on a fluid timeline. There is a general "present" but players are allowed to do flashback posts. Finally, this is a heavy character RP. You would control multiple characters that you develop. Exploring your character's thoughts, feelings, fears and motivations is a requirement. If any of these isn't your thing then don't apply.



Men: I trust I do not need to explain much of this. Though here for thousands upon thousands of years, Men are relatively new to the continent having journeyed here across the seas from a faraway land now forgotten and probably destroyed. When they arrived they split away from each other forming many different tribes that went on to form into nations. These nations soon supplanted those of the elder races, turning mankind into the dominant species of the world. The Kingdom, later Empire of Pandyssium is one of them. Humans may not have the agility of elves of cunning of goblins, but they have numbers, adaptability and ingenuity which has allowed their realms to supplant those of the elder races. Lifespan is same as IRL.

Elves: Distinguished by their lithe, slender bodies and pointed ears. Physically, they are weaker than men but more agile. They also have longer lifespans. Elves are known for their affinity with nature. Like all races, Elvish culture varies depending on the region but they can be divided into two major ethno-cultural groups, the Edalie in the west and Drualie to the east, there is much bitterness between the two as their brutal civil war broke the great Empire of the elves and allowed the human realms to expand and further weaken the successor states of the elven Empire, most of whom were annexed by expanding human kingdoms within a span of three centuries. Most Men consider the elves to be highly attractive creatures. Average Lifespan-150 Years

Dwarves: Many live underground mining the different precious metals of Varia which they use to craft items of great quality. Though there are many surface Dwarves as well who can be found working the forges of different towns. They are short in stature but are burly, muscular people. Broad in shoulder and wide in girth, with big hands and broad feet. they are ideally adapted to cope with hard and demanding work. This also make them strong frontline fighters in any armed force when serving as heavy infantry. The Dwarf language is called Khazalid. It is an ancient language that has remained unchanged over many thousands of years both in its spoken and written runic form. Khazalid is kept a "secret language", and is rarely spoken in the company of other races, except for their feared and infamous battle cries. Average Lifespan-100 Years

Orcs: These beings are generally stronger and larger than men and more susceptible to their passions. You may call them barbarians, but if history is to speak, it shall say that the Orcs have never sought the destruction of any nation, nor forced any belief on any man. Indeed, it can be said that the Orcs have sought nothing more than a good fight. They do make excellent warriors though lack discipline. Due to their gray skin, bulging eyes and large canine teeth men generally consider them to be grotesque beings. The Orcs are the outcasts of Pandyssian society, without any true homeland, their villages are spread far and wide across the Empire. Their only redeeming quality in eyes of the public over the recent centuries having been the contribution of the Orcish tribes in the Imperial Campaigns. Average Lifespan- 70 Years

Goblins: Goblins are small, green, vicious, mean-spirited and generally unpleasant lifeforms. Clues to the nature of the Goblin mentality can be found in their tiny, pointed teeth, beady, glinting eyes, scrawny, grasping hands, and general demeanour of a beaten dog. To give them their due the Goblins are quite prolific, there are always lots of them and no matter how many die or run away there is always plenty left. The preferred way of fighting among the Goblins is to shoot the enemy in the back from a safe distance. They are rather decent marksmen but generally poor melee fighters. They are however quite dangerous in large numbers and more than capable of overwhelming a better force with sheer weight of numbers. Average Lifespan- 30 Years

It should be noted that all these races are capable of interbreeding but the offspring will on take on the race of the male though receives traits from both (hair color, eye color, skin tone etc.) Also, the sentient races are set.
Of course you are allowed to create your own language or languages in your realm. But there is in official language in the Empire, High Fulrian. It is the language of the first Men to come to Pandyssium. Mostly the aristocracy, diplomats, learned men and traders can speak/read/write it while some commoners arcoss the Empire can speak a little basic High Fulrian.
The aristocratic hierarchy in the Empire is as follows.

Lord: Head of a Great House, owes fealty to the Emperor and rules a realm in his name.
Duke, Count, Baron: Head of a lesser house, must be a vassal to a Great House. Dukes are wealthier and hold more lands/command more troops than Counts who hold more than barons.
Knight: Can be a Hedge Knight or a Sworn Knight. Sworn Knights hold a manor or keep at most while Hedge hold no lands. Both may have a small company of men at arms.
The Imperial Magistratium.

Lord High Steward: The first minister of the realm, head of the Imperial Magistratium, answers only to the Emperor.
Lord Provost Marshal: Deals with the administration of Imperial Justice and serves as the judicial expert of the Magistratium.
Lord High Treasurer: Deals with the finances of the Empire. Overseas the budget, controlls the mint and administers the tithes.
Lord Master/Mistress of Shadows: Head of the Empire's spies and assassins, provides intelligence to the Emperor and Magistratium.
Lord High Militant of Pandynosa: Provides advise to the Magistratium and Emperor on military matters. May be given the command of armies in times of war.
Lord High Chamberlain: Deals with the administration of communications of the council, farming, food, cisterns, drains, buildings, construction, health, and overall day-to-day administration of the Empire. Knowledgeable in history, science and medicine. Head of the Council of Chamberlains.

Arch Cardinal of the Faith: A seat is reserved for one of the most important religious figures in the Empire.

The Council of Chamberlains is a council that serves under the Lord High Chamberlain aiding in day-to-day administration. There are nine positions. (You may vie for open court positions in the IC.)

The Emperor's Blades is an order composed of 100 knights who are sworn to protect the ruler and the Imperial family. The order is composed of some of the greatest knights and warriors in all of Pandyssium who's vows are taken for life. They must renounce their claim on all titles and lands, they may bear no children in their service and cannot marry.
-Commander of the Emperor's Blades- self explanatory, answers only to members of the Royal family.
-Up to 10 member slots open. Rest will be filled with NPCs.
There are two prevailing faiths in Pandyssium. The first is simply known as The Faith, and revolves around respect for ancient traditions, and praying to a Godess simply known as the Creatrix, followers of the Faith worship a great many saints which represent various things and aspects in life. These saints answer to the Creatrix, the powerful and benevolent deity of The Faith. The Faith is well established with many cathedrals, churches, parishes and monasteries dotting the lands of the Empire and the Arch-Cardinal of the Faith is a powerful individual indeed. The Faith also deals with civil matters such as officiating marriages and organizing religious festivals.

The second religion is known as the Abbey of the Darkness, and worshipers pray to a God known as the Shade. Abbey doctrines center on the belief that the universe is unknowably vast and swarming with all manner of dangerous spirits and forces, most of which are hostile to man's existence. The primary goal of the Abbey is to pray to the Shade for protection from these, but it is also tasked with civil matters, such as officiating marriages and regulating the Imperial Calendar and New Year´s Celebration. It also places special importance on astrological and cosmological movements.

In all realms there are also small minorities that follow ancient faiths, elves following their ancient Pantheon, dwarves following their ancestor gods, men following old pagan beliefs.

For both religions, players can make up the contents and overall formation, however as of now just keep the discussion in the OOC so we can have a singular following of the religions.
Undead: Through ancient curses of powerful dark magic the dead sometimes rise again. Undead are mindless, reanimated corpses though capable of wielding weapons albeit poorly. Etheareal undead like wraiths and banshees can only be killed by magic, silver weapons or enchanted weapons.

Trolls: Very large, physically powerful creatures with very low intelligence. Trolls are able to communicate albeit poorly. They usually roam alone or with a mate. Whether a Troll is dangerous depends on the Troll itself. Their behavior towards sentient races range from avoiding them, interacting with them on a regular basis or outright hostility.

Worg: Larger then the common Wolf the Worg is a pack hunter known for it's saber fangs and powerful jaw. Their head is crowned with a bone plate making the skull highly durable. The creature is known to hunt in pacts, occasionally taking on creatures three times their size. The Worg is a predator always in search of prey, once it finds a mark it will never let off the trail. Rumors abond that senting ones self with Wolfsbane can drive them off though such has been largely untested. Travelers are warned to keep to the roads and avoid hilly woodlands at night.

Ghouls: A horrible, low, and nasty beast, this abomination nests in cemeteries, old burial mounds, necropolises, and on battlefields. Disgusting in form and character, it emerges to feed usually during the full moon, and well-rotted corpses are a delicacy for it. When driven by hunger, the ghoul will not hesitate to prey on the living. Ghouls are said to have been humans who were once forced into cannibalism and, after many years spent in dark crypts, underwent a horrifying transformation.

Shrieks: They burrow tunnels, climb trees, and are vicious when ambushing their prey, they does so with many of their kin. Now you have a good idea of what a shriek is. These primitive creatures are the bane of the wilderness - they inhabit forest villages and animals give their nests a wide berth. Shrieks are social creatures, gathering in something akin to tribes, for they can only repel the attacks of stronger assailants en masse.

Succubus: Demons who take the form of a extremely attractive women to seduce men and feed on their life force. These creatures keep to the wilds and are extremely malevolent. Although there are very few who prefer not to kill their victims. Some are even bold enough to venture into the population centers of the sentient races to hunt. Yet, there are tales of wizards who have been known to preform rituals to bind a succubus to them for their ability to manipulate those weak of will. The ritual causes the succubus to fall uncontrollably in love with her master, despite the obvious... benefits. This occurrence is not always to the master’s advantage, though, for a devoted succubus can be prone to fits of extreme jealousy, especially when her master deals with those of the opposite sex.

The Leviathan: Larger then the size of three triremes, the Leviathan is a monster said to haunt the depths of Pandyssium's waters, guarding treasures of old. Described most often as possing the body of a great serpent, the head of a dragon, and paws like a dog. Other discriptions insume and various dipictions though it is generally preseved that it's true form is so awe inspiring that no mortal words can conjure a fitting image. The sightings are rare, but Sailors are foreworned to beware and pray for favorable winds.

Dragons: These massive, powerful creatures capable of communicating with men and are highly intelligent. There are some stories of heroes of legend slaying dragons or finding wisdom from them as Dragons are incredibly wise creatures. They can be benevolent and malevolent though for the most part stay out of sight. Dragons can live up to eight hundred years but there are very few of them. In fact there are only three known Dragons for a total of five in the whole world. Where they reside is a mystery. These creatures are barely seen for a Dragon reaches maturity at the age of fifty and afterwards hardly has to feed. Further, Dragons go through lengthy period of hibernation lasting months and even years.

The Dragons (Name, Age, Known/Unknown)
-Baeldron, 657, Known. The oldest, wisest and most powerful of the Dragons. Baeldron's silver scales were last seen sixty years ago flying across the seas by a merchant ship. He is known for being benevolent and harmless towards the sentient races. In fact, Baeldron is drawn towards especially good hearted souls in need and will at times show up to give them guidance.

-Phaedron, 464, Known. The green scaled scholar Dragon. He shows up once in a while at major cities to demand books and scrolls which he spends countless hours reading for devouring knowledge is his only desire. Sometimes Phaedron will seek out a learned man which he will carry away to discuss science and the arts and return them back unharmed. He was last seen about twenty years ago.

-Vexil, 237, Known. A bit of a troublemaker with yellow scales. In his early years Vexil was known to torch a village once every few years. Now he finds enjoyment in stopping lone travelers along the road and pitch riddles to them. If Vexil is pleased with their wit in answering his riddles he will grant them a favor. If not, he will eat them.

-Rhagas, 97, Unknown.

-Urgasht, 48, Unknown.

The RP Commandments and Guidelines (Read before applying.)
1. I am the OP, your Master, and thou shalt obey your elected primus inter pares whose decisions are subject to peer review by the participants in the RP.
2. Thou shalt have fun.
3. Thou shalt not Godmod, people who do not know what this means do not belong in this thread.
4. Thou shalt not flamebait, troll or otherwise be a douche.
5. Thou shalt recognize that we put a lot of thought into our RPs so if you join we appreciate it if you do planning to be here for the long haul. No throwing up an app because you feel like it.
6. Also, thou shalt not sit around waiting for things to happen, we'll try and guide the RP but it is up to you to be active in creating an interesting storyline for your house/realm/characters.
6. Thou shalt stick to the medieval/GoT-ish theme
7. Thou shalt remember that the armies are feudal armies.
8. There shalt be no gunpowder. No Greek Fire. No weapons, equipment, devices or technology that did not exist in RL medieval times.
9. The total military size of thy realm shalt not exceed 5% of the population, and troop quality must be beliveable.
10. The total military size for vassals shalt not exceed 4000 for Dukes, 3000 for Counts, 1000 for Barons and 300 for Knights.
11. Thou shalt make long, detailed posts. Do not neglect your characters. This is primarily a character RP even though you control faction.
12. Thou shalt give me friendship, intrigue, drama, romance and character stories. War will be just a fraction of what this RP is about.
13. None shalt be allowed to have the "best" anything, you can have superb, excellent, awesome and great but not the undisputed best.
14. The prevalence of Magic shalt be low and uncommon. A realm might house a dozen or so mages living in the middle of nowhere/Great House may have a court wizard and one or two magical items for instance.
15. Magical users/items in your nation have to be kept on a leash. No raining fireballs with them or creating catastrophic earthquakes. The extent of their power will be kept fairly low.
16. While this is a 'fantasy' RP we stick to conventional medieval armies and navies. The only exception is there would be different sentient races within the ranks. So no Dragon or Gryphon rider units, no magical ships that travel underwater or fly.
18. At least 65% of the population of your realm must be Men. (I will accept 2-3 realms with 35% human population, first come first serve. One of those shall be me.
19. At least two sentient races other than Men must be prevalent in your realm.
20. The Emperor's two younger children will be controlled by the player playing the House that the Empror's mistress was from, Princess Cassyndra will be controlled by a Co-Op/me until a House committs itself to support her claim. The player of that House will take controll of the Princess.
21. Realm 5 is the Province of Pandyssium itself, ruled by the Imperial Family, thus it stands without Rulership. Those who apply for realm 5 will be a House that has been raised up as stewards until there is a monarch, but will you relinquish your power?
22. Thou shalt adhere to all rules. Unless you don't feel like it in which case you may propose amendments or changes.

Military Guidelines (Read before applying.)
1. Thou shalt consider travel time and your army's ability to maneuver. No "Surprise! My whole army is at your capital and you didn't even know it! XD"
2. Thou shalt consider logistics. Putting armies in the field costs resources, you need to feed/pay/arm the troops etc. Its an undertaking which should not be done on a whim.
3. These are feudal armies, in other words armies that are mobilized and formed when war is all but imminent. You will only have a fraction of your forces active in peacetime and your total troop count is unlikely to be more than a few percentages at best. (Various garrisons/Household Guard forces etc.)
4. Thou shalt be reasonable.
5. Victories and defeats will be decided by all of us coming to an agreement on what is best for the story.
6. Military magic: Use of magic in warfare should be supplements. You do not rely on it, it is not the core of your strategy. In fact its only a teeny-tiny part. You rely on conventional RL medieval means.


Yes, I know it's a big app. Too bad for you. :p
Great House + Realm Application. Delete everything in parenthesis.
Code: Select all
[b]NS Nation Name: [/b]
[b]House Name:[/b]
[b]House Banner: (Describe or post picture.)[/b]
[b]Description of House: (History/Customs etc.)[/b]
[b]What is House's view on the Empire?:[/b]
[b]Description of Head of House (name, age, and sex and any other info you want to describe, like a short summary):[/b]
[b]Description of Relevant House Members: (name, age and sex and any other info)[/b]
[b]Court Position Request: (Family member, position)[/b]
[b]Seat of Power: (Name, location.)[/b]

[b]Realm Number: (See map)[/b]
[b]Realm Name:[/b]
[b]Realm Description: (Geography, history, note that north is colder/south is warmer.)[/b]
[b]Capital City:[/b]
[b]Population: (Be realistic)[/b]
[b]Race Composition (Percentage of each sentient race):[/b]
[b]Status of the races other than men:[/b]
[b]Majority Religion: (Minorities of other two will exist.)[/b]
[b]Description of the people and culture:[/b]
[b]Description of Economy (Include major imports/exports):[/b]
[list][*][b]Exports:[/b]
[*][b]Imports:[/b][/list]
[b]Major Cities (max six):[/b]
[b]Major Citadels/Fortresses (max six):[/b]

[b]Military Description:[/b]

[b]Strengths/Weaknesses: (Must have several of both)[/b]
[list][*]Total Numbers

[*]Navy

[*]Army[/list]

[b]Other:[/b]
[b]RP Sample:[/b] (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
[b]Did you read everything?:[/b]
[b]Time Zone:[/b]
[i]#TFAE3.0[/i] (Leave this here, this is for identifying apps. [b]Do not remove.[/b])


Vassal House Application.
Code: Select all
[b]NS Nation Name: [/b]
[b]House Name:[/b]
[b]House Banner: (Describe or post picture.)[/b]
[b]House Rank:[/b]
[b]Description of House: (History/Customs etc.)[/b]
[b]What is House's view on the Empire?:[/b]
[b]Description of Head of House (name, age, and sex):[/b]
[b]Description of Relevant House Members: (name, age and sex)[/b]
[b]Court Position Request: (Family member, position)[/b]
[b]Vassal to which House:[/b]

[b]Name of Holding:[/b]
[b]Seat of Power: (Name, location.)
[b]Description: (Geography/History.)[/b]
[b]Description of Economy (Include major imports/exports):[/b]
[list][*][b]Exports:[/b]

[*][b]Imports:[/b][/list]

[b]Military Description:[/b]

[list][*]Total Numbers

[*]Navy

[*]Army[/list]

Strengths/Weaknesses:(Must have several of both)[/b]
[b][/b]

[b]Other:[/b]
[b]RP Sample:[/b] (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
[b]Did you read everything?:[/b]
[b]Time Zone:[/b]
[i]#TFAE3.0[/i] (Leave this here, this is for identifying apps. [b]Do not remove.[/b])


Character Application (This is for if you're playing a character and not their entire house. Also, if you're applying as a house and if that small section wasn't enough for you, then this is what you can use as well. However, don't make a dozen of these, only your really important characters. If you don't want to do this, that's fine too.)

Code: Select all
[b]NS Name:[/b]
[b]Character Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Race:[/b]
[b]Image:[/b]
[b]House, if any:[/b]
[b]Personality:[/b]
[b]Biography/Background:[/b]
[b]Court Position Request, if any:[/b]
[b]Character's view on the Empire?:[/b]
[b]Equipment:[/b]
[b]Strengths:[/b]
[b]Weaknesses:[/b]
[b]Theme Song:[/b] (Hint, hint, Two Steps from Hell is one of my favorite bands. Optional, I guess, but it's fun, so why not do it?)
[b]Other:[/b]
[b]RP Sample:[/b] (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
[b]Did you read everything?:[/b]
[b]Time Zone:[/b]
[i]#TFAE3.0[/i] (Leave this here, this is for identifying apps. [b]Do not remove.[/b])


New Rule: Everyone must post in the IC at least every 3 or 4 days. TG me if you cannot meet this requirement. If you are interacting with someone and you mysteriously disappear, I will RP as your character if you're gone too long. Warnings will be sent out if someone does not meet this, and after two warnings, your character or house will be put in stasis, and I may allow another Rper to take your place.
Last edited by The Starlight on Thu Mar 12, 2015 5:11 pm, edited 11 times in total.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
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Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
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The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 10:44 am

Accepted Applications

The High and Mighty.
The Grey Wolf: House of Wolfson, Lords of Wolfsland (1) (Quit)
Katyuscha: House Viridis, Lords of the Viridium Isles(1)
Sil Arion: Clann Nessa of the Fianna Fáil, Lords of Lia Fáil (2) Part I Part II Part III
Kaledoria: Lords of The Grand Republic of Röken and the Kopper March (3)
Paketo: House Camp, Lords of Grecia (4)
Annihilators of Chan Island: House Tellegara, Lords of Imperial Heartlands (5)
Neo-Assyrian Empire: House of Thezardül, Lords of Szalen'dar (6)
Gunrado: House of the Thoront, Lords of Gunrado (7)
Alleniana: House of Venor, Lords of Rivemia (8)
The Starlight: House Tarembor, Lords of Vallorion (9)
Mesrane: House Eriadunn, Lords of Eriadha (10)
Soviet Union Of Mother Russia: House Sar-Shazzar, Lords of Ninurtusur(11)
Lorellion: House Nelkadian, Lords of Mereldar (12)
Der Kaiser Mikey III:House Coeptus, Usurping Lords of Mereldar (12)
Ghondra: House Ranger, Lords of the Esterlands (13, above 3)

The Lesser Lords
Slakonian: House Threnhold, Dukes of Sahrnia, Vassals of House Tarembor(9)
Nasaira: House Acuilis, Vassals to House Eriadunn (10)
Kisinger: House Stagwood, Vassals to House Venor (8)

Characters

Kaledoria: Götz von Bernstein


The Imperial Magistratum.

Lord High Steward: Duke Belrond Garcius Tellegara
Lord Provost Marshal: Domnall Eriadunn
Lady High Treasurer: Poctara
Lady Mistress of Shadows: Lady Ellyn Tarembor
Lord High Militant of Pandyssium:
Lord High Chamberlain:

Chamberlain 1: Garcias Sigmund Tellegara
Chamberlain 2:
Chamberlain 3: Walther von Stecken
Chamberlain 4:
Chamberlain 5:
Chamberlain 6:
Chamberlain 7:
Chamberlain 8:
Chamberlain 9:

The Emperor's Blades
-Commander of the Emperor's Blades: Pannonius Lancaster
- Blade 1: Tyler
- Blade 2: Edward "The Black" Ranger
- Blade 3: Sir Maekar "the Grey Griffon" Lollard
- Blade 4:
- Blade 5:
- Blade 6:
- Blade 7:
- Blade 8:
- Blade 9:
- Blade 10:


Summary of Events
With the Emperor dead, a Caer Aard was called to settle the matter of succession. As the voting took place, Garcias Tellegara, seeing that the vote was not swinging in Cassyndra's favor, arranged for the prisons of the city to be opened, so that the prisoners could cause chaos. He partially succeeded. Once the prisonbreak was taken care of, the lords and ladies of the realm reassembled to finalize their votes. With some interrogation, Pannionus Lancaster, Knight-Commander of the Emperor's Blades discovered that it was Garcias who had ordered the prisoners to be realized. Next, Teren was elected Emperor, and Belrond called for a close for the night. Several houses met with Belrond, while the lords of Eriadha and Vallorion dined and plotted together. However, the lord of Sar-Shazzar intiated a riot, provoking anger against the ruling lords and ladies, causing the people to attack the estates. The main action was at the Tarembor Estate, where Red" Jenny Dάndzialf, daughter of a duke of Vallorion, ordered the elven guards to hang the corpses of the many that they had slain under Jenny's hall on the gates of the estate. As Saerondr and Eriadunn headed to the Tarembor Estate, they beheld the hanging corpses. Jenny was swiftly reprimanded, and after the corpses were taken down, they all went inside.

For a ransom, Grieve the assassin successfully kidnapped Jenny, but failed in his overall goal. And then, the Fianna Fáil arrived, the lord of Vallorion and of Lia Fáil having been great friends. Edward Ranger and Pannonius Lancaster confronted Garcias and saw him put into prison. Sir Maekar Lollard obtained an arrest warrant for Edward Ranger and Pannonius Lancaster and they fought. Maekar was slain, and then Tyler Tellegara came upon the fight and ordered the end of it, dueling with Pannonius and getting a hatchet in the foot, before he was able to knock out Pannonius. At the Caer Aard, Edmond Ranger demanded a trial by combat for the arresting of his son and an argument began, however, Belrond suspended the investigation until after the vote for regent. Belrond won by a close margin, and Ellyn Tarembor, Lady Mistress of Shadows, informed the lords and ladies of the situation with Augrilac, along with some intel, before putting forth a daring plan to slay the Emperor of Augrilac. Several of the Fianna Fail have joined her. Belrond issued forth the required minimum levies for both the Augrilac and Ninurstur campaigns.
Last edited by The Starlight on Sun Apr 19, 2015 5:20 pm, edited 25 times in total.
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The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 10:45 am

To all newcomers: We also have need of vassals, and replacements for those who have quit.

Votes for the next Emperor/Empress

The Cassyndra supporters:
Tellegara, Lichtenburg

The Teren supporters:
Venor, Ranger, Camp, Tarembor, Thoront

Abstentions
Sar-Shazzar, Eriadunn, Wolfson

Need to Vote!
Thezardul, Nelkadian

Belrond Tellegara will be Regent for around 15 years.


Very Useful Stuff

Regarding Currency
Kaledoria wrote:
Every realm has the right to mint own coins. The value of coins is directly dependent on the metal used. Commonly there is gold, silver and copper. Gold is 65 times as expensive as silver and silver is 42 times as expansive as copper. There are local differences but we can just assume that someone makes a save yet minimal income shipping rare metals from one place to another to level those local differences, already.

Now the punchline: There are imperial standard coins: The 14 gram gold coin, the 9.1 gram silver coin and the 3.82 gram copper coin.

50 copper coins would be, what an average farmer on an averaged one-person-farm can makes in month, if he sells what he does not need to eat himself and buys only essential thinks and has no extraordinary expenses (sickness, a drunk Orc who breaks into your house and smashes your stuff, ...).
This is also round about the price for a pig or similar sized animal or a decent spear (axes are 1-3 silver, swords start at 5 silver but can get much more expansive, depending on quality)

Because of the weights for the coins 1 imperial gold coin = 100 imperial silver = 10.000 imperial copper coins and we have a nice decimal system.

There could furthermore be easy nonstandard coins like the half-silver (a 4.55 gram silver coin) the double silver or the 5-copper.
It does however also leave room for exotics like the Röken 15 gram silver, leaving you with an ugly value of 1,64835165 standard silver coins. ... Now how many Grecian 5 gram-copper pieces do I get back, if the pig costs 50 imperial copper coins? Welcome to an authentic medieval currency situation.


Concerning Scale...
Kaledoria wrote:And we need a scale, not only for the map but for a general idea of how fast one gets from A to B.

France in 1000AD had 6.5 million people and is approximately square with just below 1000 km both east-west and north-south.
We could compare that to Imperial Heardlands + Gunrado + Grecia. Should probably a bit more with the huge bay but just for measurement how sounds:

Northernmost tip of the Heartlands to southernmost point of Grecia: 1000 km (~621 miles)
Westernmost point of the heartlands to easternmost point of them: 1300 km (~808 miles)
Once across the whole empire, (Mereldar to the Kopper March or Wolfsland to Ninurtusur) would be about 3000 km:
About the distance Detroit to Los Angeles.
Or from Lisbon to Stockholm...
Whow, this is really the same distance? The United Staates are large!

Maybe better to scale down the above numbers by ~0.75. Thus:

Heartlands west to east: 1000 km
Heartlands north to Grecia south: 750 km.
Once across:
Lisboa to Berlin
or Houston to New York


Concerning the Passage of Time:
Mesrane wrote:FY (Free Years): Denoting all the centuries upon centuries of early history before the rise of the Elven Empire. This would probably serve as a formative period for many cultures and precursor states, although I'm sure not everyone wants their house to originate this early. Counts down to zero.

EY (Elven Years): Denoting the three hundred or so years during which the Elven Empire dominated the continent. Counts upward from zero to 317.

IR (Imperial Reckoning): Denoting two things. First, the century-long interregnum between the fall of the Elven Empire (Have we a better name for this?) and the end or near-end of Titus Rathis' conquests. Many realms would have probably been independent kingdoms during this century, until they submitted to Titus. Second, the 437 years of unified Rathis rule over Pandyssium, which I suppose with 102 years of interregnum, would put us at 539 IR.


RealmPlayerPopulationArmy numbersNavyPercentage
1: WolfslandThe Grey Wolf1,500,00030,00015 ships.2%
2: Lia FáilSil Arion1,000,00036,00040 dragonships.036%
3: Grand republic of Röken and the Kopper marchKaledoria1,999,99959,00012 warships, 2,000 merchant ships2.95%
4: GreciaPaketo1,500,0005,000 Standing Retinue, 13,000 Full Force25 ships.03% for SR, .87% for FF
5: Imperial HeartlandsAnnihilators of Chan Island5 mill as Stewards, 2 mill as not stewards100,000, 45,00035 ships, 10 ships.2%,.225%
6: Szalen'darNeo-Assyrian Empire567,00015,00020 ships.264%
7: GunradoGunrado700,00020,00040 ships.286%
8: RivemiaAllenania3,000,000~50,00017 cogs.17%
9: VallorionThe Starlight3,000,00052,00013 ships.173333%
10: EriadhaMesrane1,200,00034,30030 ships2.86%
11: NinurtusurThe Soviet Union of Mother Russia2,722,00080,000(includes levies and reserves)34 ships.2939%
12: MereldarLorellion900,00020,0008 ships.2222%
13: The South PlainsGhondra725,00032,50015 ships.448%


Note: Vassals are a smaller chunk of forces. Percentages may be a bit off, due to rounding.


Beyond Pandyssium

The Kingdom of Sahelia lies south of Pandyssium, behind the wild lands of the southern tribes. It's mostly inhabited by humans.

The People: The humans of Sahelia have dark, almost jet black skin and black hair. They are however not a unitary people: They split up 3 main ethnics: The strong, large river-people of the Northwest, the smaller nomadic people of the South and the people of the east, that are easily distinguishable by their usually straight hair (whereas the former two ethnics have short curly hair).
Sahelians are a very peaceful nation with good relations to all it's neighbors. It holds active profitable trade relations with them.
They follow an own version of the Faith, acknowledging the Creatrix as the source of everything there is but basically the similarities end there. Unlike the Faith in Pandysium, the list of Saints to be praised is short, canonical across large areas and they are called "Prophets".

The Landscape: Sahelia is not blessed with the most fertile landscape: Most vegetation in the open Savannah is just small grass and there are few agricultural crop, that grows well in this heat. It is a very flat land and large rivers flow slowly but steadily through the Kingdom and hold it together as a nation. There are virtually no major cities but the density of villages along the rivers is rather high, often within line of side of another.

History: The first contact between the Pandyssians and Sahelians happened in the Early days of the Empire. Explorers were surprised to see another human people, especially one so different from themselves. In the beginning the name given to the land was "Empire" of Sahelia, translating their name based on the large area they hold but in later generations, the realm was classified as a kingdom, based on it's population (of just above 6 million) and the feudal structure, that lacks the necessary depth of an Empire. While the Empire of Pandysium expanded, the Sahelian Kingdom densified: When the city state of Röken acquired dominance over the south and started building ships like crazy, they send forth merchants to the friendly backwardish people of the south but found and exceptionally stable and wealthy realm, and well educated people able to barter on their level.

Given the difference in physical build, language and culture, it's certain, that the Sahelians did not came with the humans that conquered Pandyssium. Whether they arrived on the continent earlier or later is lost in history.


Trade: Sahelia's economic power goes from it's good position but also from it's salt and gold mines. At times, ivory and slaves are traded, too. (The later are rare nowadays since the main source of slaves used to be wars and the Kingdom has not seen a really great scale war for two generations). It's main import are cloth and oil.

Military: The Sahelians have a small but well equipped knightly caste. Most knight however do not own own holdings but rather serve the local lords. Most of them are mounted on either horses or a local animal called camel. The male population is shown the use of weapons only quickly during two winters between the Age 15 and 20, but they are not allowed to own weapons. Raising the population as levies has not been necessary for a while.
They do not have a navy. Calling their ship-building primitive is an insult to primitives with boats. They travel their rivers a lot, but on simple rafts and these rafts are not build for the open sea (even using them next to the coast would be dangerous).


Other neighbors: To their south starts forest once again, a great forest at that, separated into multiple small Kingdoms of Beastmen (diverse humanoid races). Magic runs naturally in those people and Sahelian merchants make good profit from buying magical trinkets from those neighbors and reselling them to Röken merchants at their western ports.
Further to the east, the Savanah turns into a dry, sandy desert. Only the bravest Sahelien men settle there, and they share the desert with another two sentient races. First is a large tough humanoid called "Leatherskins" by the Saheliens. Pandysian Explorers speculated them to be a distant relative of the common Orc but if this is the case, there is even more racial diversity among Orcs then among Humans. Second is a race of humanoid insectoids, spending most of their days buried in the sand.

Little is known about the Empire to the west of Pandyssium, as the knowledge has been hidden and suppressd by Pandyssium's emperors. As a result, the commn people have made up fearful images of barbarians sailing across the sea, plundering and raiding. However, the Empire of Augrilac is much more complicated than that. The west of it, are mainly comprised of seafaring people. Their capital, Sealanding, is located there, on the shore of the Great Sea dividing Augrilac and Pandyssium. However, the position of Emperor changes hands often, as the Augrilacs are a warring people, and its various realms often rebel and instate their own emperors upon the throne. The north of Augrilac is bitterly cold, and their hardiest and strongest warriors come from there, possessing the ability of bloodlust and berserking. They fear neither man nor beast, and have to be injured many times before they fall. The east of Augrilac is mainly mountainous, and their smiths dwell there, especially Human-dwarven halfbloods. But that is what we know, about Augrilac, for the spies and historians sent over the Great Sea rarely return. However, it is certainly true that the Emperors have agents within Pandyssium, spying on the state of the realm. Long ago, in the days of Titus Rahtis, they invaded, crossing the Great Sea in their great boats, and it was a bitter war, before Rahtis prevailed due to trickery and strategy. They keep a watchful eye and ear to the doings of Pandyssium, and if Pandyssium grows weak, they will assuredly strike, for our metals and goods they desire, along with our land.

Badafar wrote:NS Nation Name: Badafar
House Name: Elvish Kingdom of Arasukhat
House Banner: The flags commonly used around the kingdom depict a large oak tree set on a brown shield on a green backing.

Description of House: The ancient Elvish Kingdom of Arasukhat are, as the title implies, a kingdom of elves that has been around for an estimated time of at least two thousand years, how old the kingdom is, no one is for certain due to the complete lack of records kept or written over the years. The kingdom consists entirely of a race of elves that settled a long time ago in a thick, dense forest along the northern coast close to the Esterlands. It is very xenophobic and has very little trust for outsiders of other races, even other elves, this is due to the long history of isolation and lack of contact with other civilisations and settlements. The kingdom has only recently come to light in the view of the Empire but very little is known about them, the only communication between the Elves and outsiders is done through various diagrams depicting objects or situations. This has worked for the most part, with a small trade link exchanging various exotic goods and foods in trade for the elves amazingly detailed handmade sculptures and artwork. The Kingdom consists of a large network of buildings built up in the trees, connected by bridges and ropes, the main settlement is built around a large oak tree in the centre of the forest while some smaller settlements surround it. The Kingdom is led by a monarchy, a single king sits upon the throne, he controls decisions with guidance from the great prophet.

What is House's view on the Empire?: They have very little understanding of much outside their community in the woods, an existence of the Empire is out of their knowledge.

Description of Head of House: King Autharet Khajerata is a tall elvish man standing at 7'1" tall, age 51.
King Autharet took control of the Kingdom following the death of his father, Hartúra Khajerata, he is well respected by the elves of the kingdom and his recognized for his strength and intelligence, like his father he is firm but fair regarding dealing out punishment and is a strong believer of the ancient code that the elvers are obligated to follow. Most of the time he is found in his throne room at the top of the Great Wood tree, conversing with his family or the prophet on making decisions and keeping the Kingdom at peace with the men who threaten to break the ceasefire they had managed to put in place following an armed expedition into the elvish lands. His Khajusaka mask is decorated with extremely intricate scrolls and patterns depicting nature and wild life, two Antlers point outwards from the sides to signify his authority.

Description of Relevant House Members: (name, age and sex and any other info)

Bhakatut Khajerata, age 49: The brother of the King, Bhakatut is trusted with overseeing the ceremonies and rituals during the great annual 'Luhajii' festival of the forest spirit that supposedly inhabits the Great Wood tree in which the capital is build around, he works closely with the prophet to ensure the people of the kingdom are taught the ways and the words of the great spirit. He is the current heir to the throne and will replace the king once he dies. His mask resembles one of the many great birds of the forest, it is decorated with a variety of colourful feathers and detailed markings and dye works.

Hassateye Garët, age 89: The prophet of the Great Wood spirit, the speaker of the forest and the only man who can speak to the Great Wood spirit, he is possibly the most well known man in the entirety of the woods along side the king, he is tasked with relaying the words and messages that the god of the forest speaks, many people come to him for guidance and upon his death, another elf of the kingdom is chosen to take his place through a ceremony guided by the spirit energy that flows from and around the Great Wood tree. His mask is made from the wood from the great tree and is arguably the most well made in the Kingdom, it is the same mask that has been handed down by each prophet since the first settlers came to the tree, or so the stories go. It depicts no facial features and is decorated with carvings of the Great Wood tree and bound with vines.

Juhar Muyatha, age 35: The protector of the woods, the guarding of the spirit and its followers. Juhar plays the role of keeping the kingdom safe from invaders and bandits, he controls and leads the army of elves and his daily tasks usually include him drawing up defensive plans and working on managing patrols and training and building the army. While the Kingdom prefers peace, they are very territorial and anything that threatens their lands or their Great Wood tree calls for action and Juhar is in charge of doing such. He is renowned for being a great warrior, as proven many times in duels and in battle, and for being very persuading and charismatic.

Court Position Request: None.
Seat of Power: Darkthereye Ahga, a fortress to the south of the capital containing the Kingdom's army.

Realm Number: (See map) Just put me east of the Esterlands
Realm Name: The Ancient Wood of Arasukhat
Realm Description: The ancient woods of Arasukhat are very large and dense, with huge sprawling oak trees which stand hundreds of meters high. Even with only a few trees being removed annually, more than enough wood is produced and used. Removing a tree is done with a ritual to avoid angering the spirits of the forest, and a new seed is planted immediatly after to grow once more. The ground has been left by the elvish inhabitants, the rock and minerals have been untouched by man or elf, the land itself as a result, is very rich in ores and metals which men have always had a lust for, however the defensive nature of the elves have managed to put them off. Large hills and rough terrain is common in the woods, making the ground hard to settle on. Meaning the elves resorted to building their homes and settlements high up in the trees, this also provides protection from both men and roaming predators. Several large rivers and streams run through the land from the coast, with a large resevoir lake of water in the woods which provides a sustainable supply of fish for eating and fresh water for drinking. Due to the diverse wildlife and vegetation, many strange herbs and plants are found throughout the forest, these can be either beneficial or hazardous.
Capital City: Behatante, the Great Wood Spire.
Population: (Be realistic) 770,000
Race Composition : 100% Elf.
Status of the races other than men: Non existent.
Majority Religion: The religious beliefs of the people are centered around a very old tree in the centre of the woods, a huge sprawling oak tree that is estimated to be thousands of years old. The people of the ancient woods believe that it is the incarnation of their creator, a great, superior ancient being. They base most of their rituals around the tree, with large annual ceremonies being conducted there to please the god. The religion isn't exactly organized, however. Little is known about the god they worship, only using the tree as an idol to base life upon. The oldest elf in the woods, an ancient man is believed to be able to talk to the tree and convey the messages to the elvish people, whether what he says is true is not known, but his words are relied upon by a large majority of the population.

Hunting for fun and sport is regarded as blasphemy and goes against the ancient code of the woods, all animals are to be treated with the same respect as elves and are to be only killed on special hunting occasions for providing food during ceremonies. Upon killing an animal, all of its body is to be used and none to be thrown away and left out of a sign of respect. As a result, meat is only eaten on special occasions and the elves consume fruit and vegetables either grown in farms or grown naturally in the local area.

Description of the people and culture: The Arasukhatian culture is, to say the least, very unique and varied. All elves of the Arsukhat are known to be extremely beautiful to such an extent that they are almost perfect, as a result, they all look very similar and it can be hard to tell them apart from each other. And so, the people of the ancient woods developed the Khajusaka, a completely unique mask that each elf of the ancient woods wears to provide an identity for themselves, the masks are hand crafted by each person when they are young, and they all are different in their own way, they can represent the elves personalities, traits and attributes. The masks range in all sorts of dyed colours and sport diverse, fine patterns and details. Warriors of the ancient forests all bear a similar mask however, it depicts anger and war, it's grey and is usually marked with feathers as a tally for how many people they have slain. The masks are always worn, even upon death, as it is the only symbol the people hold that dates back to the early settler tribes hundreds of years ago.

Music in the ancient woods is a very popular past time, with collections of wooden instruments being very common in the tree top homes of the elves in the woods, the soft notes of their playing can be heard echoing through the night and day with equal intensity, music playing has over time, become a large part of ceremonies and gathering and especially with occasions like marriage events and funerals. Wood work is another major part of the lives of the elves of the ancient woods, sculptures, tools and furniture are commonly used for boasting about their wood work and techniques, trading of such have also become popular with the humans living close to the ancient woods, providing the people of the forests with a steady supply of luxuries and exotic foods and spices that the elves cannot obtain in the ancient woods. Life with the Arasukhat is simple, there is no form of politics in the woods, a monarchy system is in place however where a leader is naturally picked from the royal family to lead and make decisions in the land. Trade and economics is unimportant to the elves, only caring for equal trade and barter rather than coins. The elves cherish the land and using unsustainable materials like metals goes against their ancient code, however a single mine was recently set up on the edge of the forest to provide a method of upgrading the military arsenal, while it goes against their code, it is agreed upon that it is needed.

Due to long, isolated life in the ancient woods, the elvish people have forgotten the ancient tongue the original settlers of the land spoke, and has such formed their own language of the years. Known as 'Valletari', the language itself is complicated to understand by the humans who live on the edge of the forest, and communication between the elves and the men usually consists of lots of drawn diagrams and frustration. The people of the woods do not however allow the men to enter past a certain point into their lands, this is deemed as enterable only by elves of the ancient forest, however they are willing, with some consideration, to allow elves of other lands to come inside their
Description of Economy (Include major imports/exports): The Kingdom has no major trade route established outside of their own lands in the Ancient Woods, they live off the vegetation and food that is grown there in either farms or naturally. Some of their products are sold to the men bordering the forest however in order to import luxury goods that are unable to be found in the forest.
  • Exports:
    -Handcrafted wooden sculptures and artwork
    -Longbows
    -Crossbows
    -Arrows
    -Medicinal herbs
    -Fruit and vegetables
    -Wood
  • Imports:

-Spices
-Velvet/Silk
-Wine
-Livestock

Major Cities : Arasukhat Aubörah, Arasukhat Nihatara, Arasukhat Khinjak.
Major Citadels/Fortresses: Darkthereye Ahga

Military Description: The Military is comprised of very skilled warriors who are picked at random from birth where they train for years until they become proficient enough, the army consists of a large amount of very skilled archers, crossbow men and longbow men. A force of spearmen also make up a large part of the army, they use a special type of spear called the 'Luithi' that can be thrown or used as a polearm. All soldiers are trained in the use of their weapon until they have mastered the art of combat. Due to their lives up in the trees, the men use the height to their advantage, using ambush tactics to rain down arrows upon their enemies without them expecting it, or to use large traps and spike pits in the ground.

Strengths/Weaknesses: (Must have several of both) While the men of the ancient Kingdom are very skilled archers and warriors, the only armour they actually wear consists of leather and cloth materials due to the honouring of their code, the elves can communicate and send messages through the forest quickly with a network of messengers using bird calls.
  • Total Numbers
    -37,000 total men in the army.
  • Navy
    -75 large fishing boats
    -27 smaller fishing boats
  • Army
-17,000 Archers
-10,000 spearmen
-10,000 swordsmen

Other:
RP Sample: (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
Did you read everything?:
Time Zone:
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)
Last edited by The Starlight on Sun Apr 19, 2015 5:20 pm, edited 18 times in total.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
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The Grey Wolf
Post Czar
 
Posts: 32675
Founded: May 19, 2013
Ex-Nation

Postby The Grey Wolf » Sat Jan 17, 2015 11:07 am

NS Nation Name: The Grey Wolf
House Name: Wolfson
House Banner: (Describe or post picture.)
Image

Description of House: founded by a beggar who saved an emperor's daughter from drowning, the Wolfson's have always been known for their... temperamental nature and penchant for violence, which isn't made much better by their fatalism. While their house was originally very minor, their rise to power came when, after a vicious quarrel with another house over debt, they tricked them into attending a church, and burning the building to the ground with them inside. Due to the debts owed, their possessions were turned over to the Wolfsons, who had managed to make sure no one learned of their culpability in the crime.

The patriarch of the family has recently come down with a life threatening illness, stemming from an old hunting accident, and while he is not meant much longer for this world, his only child, a sickly girl reported to have the ability to consult spirits, is the only one who can succeed him, the first time that a woman has assumed control of their house.

What is House's view on the Empire?: the Wolfson's are mainly concerned with their own business, and rarely get involved in political matters outside their domain, giving the appearance of hard workers with a no-nonsense work ethic, which is not as positive as it seems to be: they're more focused on their racketeering and other shady activities.

Recently, however, many Wolfsons have been looking to expand, the youngest members of the House being the biggest supporters. While Matilda, though young, supports isolation from the mass body of inter-political conflict, she has no means of controlling those who do, especially with her father about to die.
Description of Head of House (name, age, and sex): Wolf Wolfson, a fifty year old man, the eighth successor of his name, not destined much longer for this world.
Description of Relevant House Members: (name, age and sex)
  • Matilda, the fourteen year old daughter of Wolf, and heir apparent to House Wolfson, born sickly, but believed to have the ability to communicate with spirits.
  • Johnnie, the cousin of Matilda, nineteen years old, he idolizes his uncle Wolf, imitating his habits and characteristics, and is rumored to be grooming himself for position as his successor.
  • Dick, called "Dirty Dick of Wolfshore," he is the brother of Wolf, and inherited the main harbor city of Wolfsland. Due to his treatment of dissent, some have nicknamed him "the Butcher."
  • Willie, called "Willie of Wolfshire," he is the nephew of Wolf, son of his deceased brother, and considered by some to be the "finest fighting man of Wolfsland." respected for his pious religious beliefs.
    Court Position Request: Sandy Wolfson - Chamberlain
    Seat of Power: Wolfshire is the ancestral home of the Wolfson, but due to being on the north-western border, Wolf has relocated to Wolfsburgh in his weakened state.

    Realm Number: 1
    Realm Name: Wolfsland
    Realm Description: the geography of Wolfsland is a mixture of flat and rugged land, and due to the poor soil and deforestation, livestock has often been the main source of food and commerce.
    Capital City: Wolfsburgh, located in the center province
    Population: (Be realistic) 1,500,000
    Race Composition (Percentage of each sentient race): 82% human, 8% elf, 6% goblin, 4% orc
    Status of the races other than men: historically, the Wolfson's have never had a fond relationship with the other races living under their domain. While the vast majority are ill treated and barred from most holdings, goblin troops are well respected for their marksmen skills. Several goblins, whilst not being treated entirely as equals, have become extremely loyal to House Wolfson due to finding employment, a decent salary, and a respected social status as soldiers.
    Majority Religion: there is not a singular name for the religion that most Wolfsons follow, it's probably fair to say they themselves think very little about overall dogma. It has generally been gathered that they believe in "Heaven," that decrees all things to happen, and various demigods, spirits, and demons who live in this (and other) world, as well as transmigration of the soul.
    Description of the people and culture:

    The strongest bond that unites the people are blood ties, dying is seen as an inevitable occurrence and thus, blood is all that matters in the end. Fatalism is easy to find in the Wolfsland, and House Wolfson is noted for their fatalistic attitude.

    One author, who had stayed in the country for several months, later wrote a commentary on them. The normal height of an adult was 5'5 to 5'7, fair skin and dark hair are extremely common (although blonde and light brown are not uncommon either.) the women "are not known for their chastity," and men are "small, fearsome, and bold."

    Animal breeding is where the Wolfsland excels. The horses and ponies are famous for their sturdy breeding and hardiness. Their dogs are also heavily prized animals, rumors abound that they cross them with wolves.
    Description of Economy:
    • Exports: Livestock, steel, steeds, dogs
    • Imports: Grain, oil, wine
    Major Cities (max six):
    • Wolfsburgh
    • Wolfshire
    • Wolfshore
    • Tyresburgh
    Major Citadels/Fortresses (max six):
    • Fenris Keep
    • Volfshalle
    • Freki's Gate

    Military Description: the military is noted for their cavalry, but the spearmen is where the army truly prevails. It's a requirement that all adult men own a pike, and the wardens and mayors oblige that all men must show up during times of war for weapon showings, although only the best are picked to field a schiltron, as a way to avoid disrupting the economy as much as possible.

    Strengths/Weaknesses: while the Wolfsland troops are known for their decent weapons, their lack of armor and poor logistics can be the death of them. Their reliance on cavalry means armor must be scant even for those who can afford it. The various schiltrons have a hard time coordinating, unless under the command of a strong leader.

    • Total Numbers
    • Navy - 15 ships
    • Army -
      20,000 pikemen
      6,000 archers
      4,000 cavalry
Did you read everything?: Yes
Time Zone: ET
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)


I apologize for any errors, and plan on editing my app. Just been up for around 24 hours so wanted to post it before I fell asleep and forgot.

User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 11:11 am

The Grey Wolf wrote:
NS Nation Name: The Grey Wolf
House Name: Wolfson
House Banner: (Describe or post picture.)
Description of House: founded by a beggar who saved an emperor's daughter from drowning, the Wolfson's have always been known for their... temperamental nature and penchant for violence, which isn't made much better by their fatalism. While their house was originally very minor, their rise to power came when, after a vicious quarrel with another house over debt, they tricked them into attending a church, and burning the building to the ground with them inside. Due to the debts owed, their possessions were turned over to the Wolfsons, who had managed to make sure no one learned of their culpability in the crime.

The patriarch of the family has recently come down with a life threatening illness, stemming from an old hunting accident, and while he is not meant much longer for this world, his only child, a sickly girl reported to have the ability to consult spirits, is the only one who can succeed him, the first time that a woman has assumed control of their house.

What is House's view on the Empire?: the Wolfson's are mainly concerned with their own business, and rarely get involved in political matters outside their domain, giving the appearance of hard workers with a no-nonsense work ethic, which is not as positive as it seems to be: they're more focused on their racketeering and other shady activities.

Recently, however, many Wolfsons have been looking to expand, the youngest members of the House being the biggest supporters. While Matilda, though young, supports isolation from the mass body of inter-political conflict, she has no means of controlling those who do, especially with her father about to die.
Description of Head of House (name, age, and sex): Wolf Wolfson, a fifty year old man, the eighth successor of his name, not destined much longer for this world.
Description of Relevant House Members: (name, age and sex)
  • Matilda, the fourteen year old daughter of Wolf, and heir apparent to House Wolfson, born sickly, but believed to have the ability to communicate with spirits.
  • Johnnie, the cousin of Matilda, nineteen years old, he idolizes his uncle Wolf, imitating his habits and characteristics, and is rumored to be grooming himself for position as his successor.
  • Dick, called "Dirty Dick of Wolfshore," he is the brother of Wolf, and inherited the main harbor city of Wolfsland. Due to his treatment of dissent, some have nicknamed him "the Butcher."
  • Willie, called "Willie of Wolfshire," he is the nephew of Wolf, son of his deceased brother, and considered by some to be the "finest fighting man of Wolfsland." respected for his pious religious beliefs.
    Court Position Request: Sandy Wolfson - Chamberlain
    Seat of Power: Wolfshire is the ancestral home of the Wolfson, but due to being on the north-western border, Wolf has relocated to Wolfsburgh in his weakened state.

    Realm Number: 1
    Realm Name: Wolfsland
    Realm Description: the geography of Wolfsland is a mixture of flat and rugged land, and due to the poor soil and deforestation, livestock has often been the main source of food and commerce.
    Capital City: Wolfsburgh, located in the center province
    Population: (Be realistic) 1,500,000
    Race Composition (Percentage of each sentient race): 82% human, 8% elf, 6% goblin, 4% orc
    Status of the races other than men: historically, the Wolfson's have never had a fond relationship with the other races living under their domain. While the vast majority are ill treated and barred from most holdings, goblin troops are well respected for their marksmen skills. Several goblins, whilst not being treated entirely as equals, have become extremely loyal to House Wolfson due to finding employment, a decent salary, and a respected social status as soldiers.
    Majority Religion: there is not a singular name for the religion that most Wolfsons follow, it's probably fair to say they themselves think very little about overall dogma. It has generally been gathered that they believe in "Heaven," that decrees all things to happen, and various demigods, spirits, and demons who live in this (and other) world, as well as transmigration of the soul.
    Description of the people and culture:

    The strongest bond that unites the people are blood ties, dying is seen as an inevitable occurrence and thus, blood is all that matters in the end. Fatalism is easy to find in the Wolfsland, and House Wolfson is noted for their fatalistic attitude.

    One author, who had stayed in the country for several months, later wrote a commentary on them. The normal height of an adult was 5'5 to 5'7, fair skin and dark hair are extremely common (although blonde and light brown are not uncommon either.) the women "are not known for their chastity," and men are "small, fearsome, and bold."

    Animal breeding is where the Wolfsland excels. The horses and ponies are famous for their sturdy breeding and hardiness. Their dogs are also heavily prized animals, rumors abound that they cross them with wolves.
    Description of Economy:
    • Exports: Livestock, steel, steeds, dogs
    • Imports: Grain, oil, wine
    Major Cities (max six):
    • Wolfsburgh
    • Wolfshire
    • Wolfshore
    • Tyresburgh
    Major Citadels/Fortresses (max six):
    • Fenris Keep
    • Volfshalle
    • Freki's Gate

    Military Description: the military is noted for their cavalry, but the spearmen is where the army truly prevails. It's a requirement that all adult men own a pike, and the wardens and mayors oblige that all men must show up during times of war for weapon showings, although only the best are picked to field a schiltron, as a way to avoid disrupting the economy as much as possible.

    Strengths/Weaknesses: while the Wolfsland troops are known for their decent weapons, their lack of armor and poor logistics can be the death of them. Their reliance on cavalry means armor must be scant even for those who can afford it. The various schiltrons have a hard time coordinating, unless under the command of a strong leader.

    • Total Numbers
    • Navy - 15 ships
    • Army -
      20,000 pikemen
      6,000 archers
      4,000 cavalry
Did you read everything?: Yes
Time Zone: ET
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)


I apologize for any errors, and plan on editing my app. Just been up for around 24 hours so wanted to post it before I fell asleep and forgot.

No problem, and I don't see any errors. Accepted!
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

User avatar
Kazarogkai
Powerbroker
 
Posts: 8071
Founded: Jan 27, 2012
Moralistic Democracy

Postby Kazarogkai » Sat Jan 17, 2015 11:21 am

I may join this again though I would change some things about my original character, I will wait and see before I commit.
Centrist
Reactionary
Bigot
Conservationist
Communitarian
Georgist
Distributist
Corporatist
Nationalist
Teetotaler
Ancient weaponry
Politics
History in general
books
military
Fighting
Survivalism
Nature
Anthropology
hippys
drugs
criminals
liberals
philosophes(not counting Hobbes)
states rights
anarchist
people who annoy me
robots
1000 12 + 10
1100 18 + 15
1200 24 + 20
1300 24
1400 36 + 10
1500 54 + 20
1600 72 + 30
1700 108 + 40
1800 144 + 50
1900 288 + 60
2000 576 + 80

User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 11:22 am

Kazarogkai wrote:I may join this again though I would change some things about my original character, I will wait and see before I commit.

Sounds good.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

User avatar
Aeyariss
Negotiator
 
Posts: 5088
Founded: Mar 26, 2010
Civil Rights Lovefest

Postby Aeyariss » Sat Jan 17, 2015 11:45 am

This looks promising.

User avatar
Annihilators of Chan Island
Ambassador
 
Posts: 1676
Founded: Mar 01, 2014
Ex-Nation

Postby Annihilators of Chan Island » Sat Jan 17, 2015 11:56 am

Tag
This nation is modeled on being my absolute worst dystopia imaginable. In no way do the Annihilators reflect my opinions, in fact I am totally against almost every single policy they enact.
I support insanely high tax rates, do you?

I honestly really like to write issues.

Proud member of The Anti Democracy League

User avatar
Paketo
Postmaster-General
 
Posts: 12281
Founded: Jul 31, 2010
Ex-Nation

Postby Paketo » Sat Jan 17, 2015 11:56 am

we are allowed to use the same apps correct?
I'm a Pinarchist, sue me North Carolina is best Carolina States rights is best rights
Emilio Aguinaldo wrote:
Paketo wrote:
Oh god, the universe will explode, everyone to your bunkers

Yep, this is the type of "discussion" we have over here. Serious people beware, this place is filled with these things.

User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 12:12 pm

Paketo wrote:we are allowed to use the same apps correct?

Sure, just make sure to include the few new parts I added in the end.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

User avatar
Paketo
Postmaster-General
 
Posts: 12281
Founded: Jul 31, 2010
Ex-Nation

Postby Paketo » Sat Jan 17, 2015 12:40 pm

NS Nation Name: Paketo
House Name: Camp
House Banner: a Yellow bow on a black shield
Description of House: The house Camp stems from a Legendary bowman named Werner so the legends say. He was an accomplished hunter and was said to be able to defeat the mightiest of monsters with a single arrow. Of course, his skill reached the ear of nobility and a request was sent out to him to confront a dragon who was terrorizing the countryside. No knight had been able to stop the dragon so they turned to the mighty hunter. Werner accepted the task and set about hunting the dragon for months until he finally found the dragon's lair. What happened next is unknown but Werner left the cave with a chest of Jewels and the dragon did not appear again. For his great deed, Werner was granted a small castle on the banks of a river next to a forest. That very castle is still the site of the Camp's holding today with a thriving village being built around the castle. A succession was to happen within the realm in the next 20 years and many lords threw their support behind Werner. the faction behind Werner eventually won the war placing him on the throne of Grecia and his descendants rule to this day.

The house is renowned for their bowmen who are trained since the age of 5 in the spirit of the legendary bowman Werner. All members of the family must acquire the great skills of the bowman whether male or female but the practice of yeoman is used across the rest of the realm to raise archers with them being trained since the age of five and given a small plot of land to sue as their own in exchange for their service
What is House's view on the Empire?: the house of Camp holds a stance of neutrality on the empire willing to break away if necessary but have no plans to
Description of Head of House : Maria Camp is a very attractive female and head of the family at the age of 35. Her long blonde hair and striking blue eyes set her apart from the rest of the vassals even further being one of the few women to lead a house. A skilled Bowman just as the rest of her family but she is declared to possibly be the best in the empire.
Description of Relevant House Members: Cruz, 40 year old husband of Maria
Wilhelm, 30 year old brother of Maria and marshal of Campia
Flamina, 18 year old wife of Wilhem,
Werner, 14 year old son of Maria and Heir
Julia, 12 year old daughter of Maria
Thor, 12 year old son of Wilhelm to a previous wife
Gregor, 32 year old male dwarf chancellor
Court Position Request: none
seat of power: The Castle and town of Campia, at the mouth of the river in 4.

Realm Number: 4
Realm Name: Grecia
Realm Description: The realm of Grecia is a rather warm realm with many fields churning out agricultural products
Capital City: Campia
Population: 1.5 million
Race Composition: 70% human, 20% percent dwarfs, 8% elf, 2% other races.
Status of the races other than men: Dwarfs and Elfs are in equal standing with humans in Grecia
Majority Religion: The Faith
Description of the people and culture: The people of Grecia are united mostly by patriotism in their way of life. They are a rather simple realm though they take pride in what they do and insult it can lead to fights in almost any region of Grecia. The main trade of farming and the fertile land of Grecia leads to it to be one of the Grain baskets of the empire.

A male is usually around 5'6-5'9 with sturdy strong builds while women span from 5'3 to 5'8 on average. Fair skin is common among the people along with brown and black hair though that does not mean that their are not cases of the others. The men are described as "hearty, durable, and strong" while the women are usually described as "hard working and simple"
Description of Economy: The economy of Grecia revolves around agriculture mostly with most regular raw goods imported from abroad
Exports:Furs,Fish,Wine,grain, food stuff
Imports:iron, Stone, Marble, wood

Major Cities (max six):
Campia
Ritea
Farsh
Yanra
Major Citadels/Fortresses (max six):
Campia
Rigeo
Cardal

Military Description:
the forces of Campia are rather small but well trained consisting mainly of bowmen with a few being mounted. The rest of the forces are a mix of foot soldiers and knights whose main duty is to protect the archers.
Total Numbers
Navy
1000 standing sailors
-10 Barque type ships
-15 viking longship type
Army
standing retinue:
2000 Archers, 1000 mounted archers, 1500 foot soldiers, and 500 Cavalrymen
total forces able to be raised:
5500 Archers, 1600 mounted archers, 4700 foot soldiers, and 1200 Cavalrymen

Strengths/Weaknesses: Strengths: Skilled Bowman, hit and run tactics using mounted archers, smaller size so easier to supply and defensive siege warfare Weaknesses: weak in melee, smaller force, offensive siege warfare.

b]Other:[/b] the pop was a shot in the dark so totally willing to lower it or increase it
RP Sample:
Did you read everything?: yes
Time Zone: EST
#TFAE3.0


1st draft of my app here. Basically used my old app but made it a major house in another region :p
Last edited by Paketo on Sat Jan 17, 2015 8:26 pm, edited 3 times in total.
I'm a Pinarchist, sue me North Carolina is best Carolina States rights is best rights
Emilio Aguinaldo wrote:
Paketo wrote:
Oh god, the universe will explode, everyone to your bunkers

Yep, this is the type of "discussion" we have over here. Serious people beware, this place is filled with these things.

User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 12:44 pm

Paketo wrote:
NS Nation Name: Paketo
House Name: Camp
House Banner: a Yellow bow on a black shield
Description of House: The house Camp stems from a Legendary bowman named Werner so the legends say. He was an accomplished hunter and was said to be able to defeat the mightiest of monsters with a single arrow. Of course, his skill reached the ear of nobility and a request was sent out to him to confront a dragon who was terrorizing the countryside. No knight had been able to stop the dragon so they turned to the mighty hunter. Werner accepted the task and set about hunting the dragon for months until he finally found the dragon's lair. What happened next is unknown but Werner left the cave with a chest of Jewels and the dragon did not appear again. For his great deed, Werner was granted a small castle on the banks of a river next to a forest. That very castle is still the site of the Camp's holding today with a thriving village being built around the castle. A succession was to happen within the realm in the next 20 years and many lords threw their support behind Werner. the faction behind Werner eventually won the war placing him on the throne of Grecia and his descendants rule to this day.

The house is renowned for their bowmen who are trained since the age of 5 in the spirit of the legendary bowman Werner. All members of the family must acquire the great skills of the bowman whether male or female but the practice of yeoman is used across the rest of the realm to raise archers with them being trained since the age of five and given a small plot of land to sue as their own in exchange for their service
What is House's view on the Empire?: the house of Camp holds a stance of neutrality on the empire willing to break away if necessary but have no plans to
Description of Head of House : Maria Camp is a very attractive female and head of the family at the age of 35. Her long blonde hair and striking blue eyes set her apart from the rest of the vassals even further being one of the few women to lead a house. A skilled Bowman just as the rest of her family but she is declared to possibly be the best in the empire.
Description of Relevant House Members: Cruz, 40 year old husband of Maria
Wilhelm, 30 year old brother of Maria and marshal of Campia
Flamina, 18 year old wife of Wilhem,
Werner, 14 year old son of Maria and Heir
Julia, 12 year old daughter of Maria
Thor, 12 year old son of Wilhelm to a previous wife
Gregor, 32 year old male dwarf chancellor
Court Position Request: none
seat of power: The Castle and town of Campia, at the mouth of the river in 4.

Realm Number: 4
Realm Name: Grecia
Realm Description: The realm of Grecia is a rather warm realm with many fields churning out agricultural products
Capital City: Campia
Population: 1.5 million
Race Composition: 70% human, 20% percent dwarfs, 8% elf, 2% other races.
Status of the races other than men: Dwarfs and Elfs are in equal standing with humans in Grecia
Majority Religion: The Faith
Description of the people and culture: The people of Grecia are united mostly by patriotism in their way of life. They are a rather simple realm though they take pride in what they do and insult it can lead to fights in almost any region of Grecia. The main trade of farming and the fertile land of Grecia leads to it to be one of the Grain baskets of the empire.

A male is usually around 5'6-5'9 with sturdy strong builds while women span from 5'3 to 5'8 on average. Fair skin is common among the people along with brown and black hair though that does not mean that their are not cases of the others. The men are described as "hearty, durable, and strong" while the women are usually described as "hard working and simple"
Description of Economy: The economy of Grecia revolves around agriculture mostly with most regular raw goods imported from abroad
Exports:Furs,Fish,Wine,grain, food stuff
Imports:iron, Stone, Marble, wood

Major Cities (max six):
Campia
Ritea
Farsh
Yanra
Major Citadels/Fortresses (max six):
Campia
Rigeo
Cardal

Military Description:
the forces of Campia are rather small but well trained consisting mainly of bowmen with a few being mounted. The rest of the forces are a mix of foot soldiers and knights whose main duty is to protect the archers.
Total Numbers
Navy
N/A
Army
standing retinue:
2000 Archers, 1000 mounted archers, 1500 foot soldiers, and 500 Cavalrymen
total forces able to be raised:
5500 Archers, 1600 mounted archers, 4700 foot soldiers, and 1200 Cavalrymen

Strengths/Weaknesses: Strengths: Skilled Bowman, hit and run tactics using mounted archers, smaller size so easier to supply and defensive siege warfare Weaknesses: weak in melee, smaller force, offensive siege warfare.

b]Other:[/b] the pop was a shot in the dark so totally willing to lower it or increase it
RP Sample:
Did you read everything?: yes
Time Zone: EST
#TFAE3.0


1st draft of my app here. Basically used my old app but made it a major house in another region :p

Accepted.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

User avatar
Paketo
Postmaster-General
 
Posts: 12281
Founded: Jul 31, 2010
Ex-Nation

Postby Paketo » Sat Jan 17, 2015 12:48 pm

The Starlight wrote:
Paketo wrote:
NS Nation Name: Paketo
House Name: Camp
House Banner: a Yellow bow on a black shield
Description of House: The house Camp stems from a Legendary bowman named Werner so the legends say. He was an accomplished hunter and was said to be able to defeat the mightiest of monsters with a single arrow. Of course, his skill reached the ear of nobility and a request was sent out to him to confront a dragon who was terrorizing the countryside. No knight had been able to stop the dragon so they turned to the mighty hunter. Werner accepted the task and set about hunting the dragon for months until he finally found the dragon's lair. What happened next is unknown but Werner left the cave with a chest of Jewels and the dragon did not appear again. For his great deed, Werner was granted a small castle on the banks of a river next to a forest. That very castle is still the site of the Camp's holding today with a thriving village being built around the castle. A succession was to happen within the realm in the next 20 years and many lords threw their support behind Werner. the faction behind Werner eventually won the war placing him on the throne of Grecia and his descendants rule to this day.

The house is renowned for their bowmen who are trained since the age of 5 in the spirit of the legendary bowman Werner. All members of the family must acquire the great skills of the bowman whether male or female but the practice of yeoman is used across the rest of the realm to raise archers with them being trained since the age of five and given a small plot of land to sue as their own in exchange for their service
What is House's view on the Empire?: the house of Camp holds a stance of neutrality on the empire willing to break away if necessary but have no plans to
Description of Head of House : Maria Camp is a very attractive female and head of the family at the age of 35. Her long blonde hair and striking blue eyes set her apart from the rest of the vassals even further being one of the few women to lead a house. A skilled Bowman just as the rest of her family but she is declared to possibly be the best in the empire.
Description of Relevant House Members: Cruz, 40 year old husband of Maria
Wilhelm, 30 year old brother of Maria and marshal of Campia
Flamina, 18 year old wife of Wilhem,
Werner, 14 year old son of Maria and Heir
Julia, 12 year old daughter of Maria
Thor, 12 year old son of Wilhelm to a previous wife
Gregor, 32 year old male dwarf chancellor
Court Position Request: none
seat of power: The Castle and town of Campia, at the mouth of the river in 4.

Realm Number: 4
Realm Name: Grecia
Realm Description: The realm of Grecia is a rather warm realm with many fields churning out agricultural products
Capital City: Campia
Population: 1.5 million
Race Composition: 70% human, 20% percent dwarfs, 8% elf, 2% other races.
Status of the races other than men: Dwarfs and Elfs are in equal standing with humans in Grecia
Majority Religion: The Faith
Description of the people and culture: The people of Grecia are united mostly by patriotism in their way of life. They are a rather simple realm though they take pride in what they do and insult it can lead to fights in almost any region of Grecia. The main trade of farming and the fertile land of Grecia leads to it to be one of the Grain baskets of the empire.

A male is usually around 5'6-5'9 with sturdy strong builds while women span from 5'3 to 5'8 on average. Fair skin is common among the people along with brown and black hair though that does not mean that their are not cases of the others. The men are described as "hearty, durable, and strong" while the women are usually described as "hard working and simple"
Description of Economy: The economy of Grecia revolves around agriculture mostly with most regular raw goods imported from abroad
Exports:Furs,Fish,Wine,grain, food stuff
Imports:iron, Stone, Marble, wood

Major Cities (max six):
Campia
Ritea
Farsh
Yanra
Major Citadels/Fortresses (max six):
Campia
Rigeo
Cardal

Military Description:
the forces of Campia are rather small but well trained consisting mainly of bowmen with a few being mounted. The rest of the forces are a mix of foot soldiers and knights whose main duty is to protect the archers.
Total Numbers
Navy
N/A
Army
standing retinue:
2000 Archers, 1000 mounted archers, 1500 foot soldiers, and 500 Cavalrymen
total forces able to be raised:
5500 Archers, 1600 mounted archers, 4700 foot soldiers, and 1200 Cavalrymen

Strengths/Weaknesses: Strengths: Skilled Bowman, hit and run tactics using mounted archers, smaller size so easier to supply and defensive siege warfare Weaknesses: weak in melee, smaller force, offensive siege warfare.

b]Other:[/b] the pop was a shot in the dark so totally willing to lower it or increase it
RP Sample:
Did you read everything?: yes
Time Zone: EST
#TFAE3.0


1st draft of my app here. Basically used my old app but made it a major house in another region :p

Accepted.


thank you. Are we going to wait for all regions to be filled before starting the IC?
I'm a Pinarchist, sue me North Carolina is best Carolina States rights is best rights
Emilio Aguinaldo wrote:
Paketo wrote:
Oh god, the universe will explode, everyone to your bunkers

Yep, this is the type of "discussion" we have over here. Serious people beware, this place is filled with these things.

User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 12:53 pm

Paketo wrote:
The Starlight wrote:Accepted.


thank you. Are we going to wait for all regions to be filled before starting the IC?

Most of them, I think.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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New Roman Empire
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Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Sat Jan 17, 2015 12:59 pm

Hey Starlight :)
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
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I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

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The Starlight
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Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 1:11 pm

New Roman Empire wrote:Hey Starlight :)

Hello there. Can you join?
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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New Roman Empire
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Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Sat Jan 17, 2015 1:14 pm

Hell yeah lol now that I am on my comp I can make an app lol
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

User avatar
New Roman Empire
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Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Sat Jan 17, 2015 1:33 pm

NS Name:New Roman Empire
Character Name: Arno Kanic
Age: 26
Gender:M
Race:Man
Image:ArmorImage
House, if any:Former House of Kanic
Personality: Just, Kind, serious at times, tactical and kind of pessimistic
Biography/Background: Arno was Born in house Kanic which fell twenty years ago and rumors were spread that none of the family members are still alive. House Kanic was betrayed by the Captain of the local guard who accused them of treason and bribed the others. One night the captain lead the bribed guards into the manor and killed all of them in their sleep. Arno was the youngest out of an older sister and a brother only two years older than him. Arno only escaped because of his tutor who became a second father to him, though he died when Arno was 18. Arno at the age of 22 finally took his revenge and killed the captain and all of his conspirators. Since then, he has lived in the ruins of an old watch tower not far from the capital. For the last four years, he has been doing odd jobs here and there amassing some coin to keep his equipment back into shape.

Though the last two years have been more of trying to reestablish his family's name in the Empire. But he knows that may never happen or at least not in his lifetime, but he has several ideas on how to regain his families titles. Though few remember House Kanic, and few who worked for them are still alive. He has traveled the Empire doing his jobs and has learned a few things and obtained a few items that would help him blend into the nobility were he should be. Though his first name is well known around the capital, only he knows his last name and will not reveal it until the time is right.
Court Position Request, if any:N/A
Character's view on the Empire?: Believes that it could fall at any moment and have been weakened significantly over the last few years.
Equipment: Kanic Crest, Kanic Family Ring , spear and longsword
Strengths:combat and knowledge of the land in the Empire
Weaknesses:Over confident and alcoholic
Theme Song:https://www.youtube.com/watch?v=OGPD0ZBiMs0
Other:Plan to have him eventually reveal that House Kanic lives on...we will see how that goes.
RP Sample: (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
Did you read everything?:Yes
Time Zone:EST
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 1:47 pm

New Roman Empire wrote:NS Name:New Roman Empire
Character Name: Arno Kanic
Age: 26
Gender:M
Race:Man
Image:Armor(Image)
House, if any:Former House of Kanic
Personality: Just, Kind, serious at times, tactical and kind of pessimistic
Biography/Background: Arno was Born in house Kanic which fell twenty years ago and rumors were spread that none of the family members are still alive. House Kanic was betrayed by the Captain of the local guard who accused them of treason and bribed the others. One night the captain lead the bribed guards into the manor and killed all of them in their sleep. Arno was the youngest out of an older sister and a brother only two years older than him. Arno only escaped because of his tutor who became a second father to him, though he died when Arno was 18. Arno at the age of 22 finally took his revenge and killed the captain and all of his conspirators. Since then, he has lived in the ruins of an old watch tower not far from the capital. For the last four years, he has been doing odd jobs here and there amassing some coin to keep his equipment back into shape.

Though the last two years have been more of trying to reestablish his family's name in the Empire. But he knows that may never happen or at least not in his lifetime, but he has several ideas on how to regain his families titles. Though few remember House Kanic, and few who worked for them are still alive. He has traveled the Empire doing his jobs and has learned a few things and obtained a few items that would help him blend into the nobility were he should be. Though his first name is well known around the capital, only he knows his last name and will not reveal it until the time is right.
Court Position Request, if any:N/A
Character's view on the Empire?: Believes that it could fall at any moment and have been weakened significantly over the last few years.
Equipment: Kanic Crest, Kanic Family Ring , spear and longsword
Strengths:combat and knowledge of the land in the Empire
Weaknesses:Over confident and alcoholic
Theme Song:https://www.youtube.com/watch?v=OGPD0ZBiMs0
Other:Plan to have him eventually reveal that House Kanic lives on...we will see how that goes.
RP Sample: (Post in spoiler, unless you were in TSAE 2.0, then you don't need to do this.
Did you read everything?:Yes
Time Zone:EST
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)

Rather exquisite armor...
Accepted.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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New Roman Empire
Postmaster-General
 
Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Sat Jan 17, 2015 2:12 pm

I can change it if you want lol
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 2:16 pm

New Roman Empire wrote:I can change it if you want lol

It's fine.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

User avatar
New Roman Empire
Postmaster-General
 
Posts: 10619
Founded: Nov 23, 2011
Ex-Nation

Postby New Roman Empire » Sat Jan 17, 2015 2:16 pm

Like the theme song?
“Venimus, Vidimus, Vicimus"
Member of the:IRON Alliance
Xirvo Corporation "Contractors of the future."
[/floatright][floatleft]
I use 1% of my population: 83,720,000
Budget:41,607,720,541,369.43

User avatar
Lorellion
Diplomat
 
Posts: 834
Founded: Jun 18, 2014
Ex-Nation

Postby Lorellion » Sat Jan 17, 2015 2:24 pm

NS Nation Name: Lorellion
House Name: House Nelkadian
House Banner: A dark red gem upon a royal blue field.
Description of House: House Nelkadian is an ancient house descending from the lines of the old Dwarven Empire. Its rulers have always held to a strict adherence to the ancient customs of the ancient dwarves. Most of House Nelkadian's ancestors have held a deep distaste for elves and often refused to let go of their old traditionalist ways. They were one of the last houses to submit to Titus Rahtis and only did so once their underground cities ran out of supplies. House Nelkadian has built a strong reputation for being amazing smiths capable of building most anything. The dwarven smiths loyal to the Nelkadians often boast that their steel is the best in the realm. House Nelkadian is notable for being rather isolationist and rarely take part in the conflicts of the Empire. They see the conflicts of the South as foolish and would rather tend to their own affairs instead of getting involved. However they are easily offended and often headstrong, but their fiery tempers can be smoothed with a cask of any sort of mead or ale. They can often be heard speaking Khazalid within their own courts. Until very recently, only dwarves lived in the Nelkadian's realm of Mereldar. When Mekdar took the throne, he opened the great Korek Gates of Mereldar to welcome all races into the realm.
What is House's view on the Empire?: House Nelkadian has no feud with the Empire, but can often be heard insulting the Southerners for their petty feuds.
Description of Head of House: Taslon Nelkadian, male dwarf, 24 years of age. Taslon is the first-born son of Mekdar and Heldraa Nelkadian. Unlike his father, Taslon is headstrong and stubborn much like most dwarves. All of his life, he trained to be a warrior and is one of the most talented Dwarven fighters in the Empire. Taslon has been spoiled by his mother all of his life and was raised as the "perfect lord." He is by no means a scholar and is no where near as innovative as his late father was, but many traditionalists believe he will be effective after many years of having a more liberal ruler. He has only just been crowned as the Lord of his ancestor's realm, and all wait to see what kind of ruler he will be.
Description of Relevant House Members: (name, age and sex and any other info)
Heldraa Nelkadian, female dwarf, 42 years of age. Heldraa is the widow of Mekdar and the mother of Lord Taslon. Heldraa was born from a prominent family within the realm and was arranged to be married to Mekdar Nelkadian. Heldraa is by no means a warrior, but it has always been said that she could kill a man with her stubbornness. She is rarely seen happy, and many whisper that it is due to her unhappy marriage. Now that her husband is dead, it is her that holds sway over her son.

Poctara Nelkadian, female dwarf, 22 years of age. Poctara is the sister of Taslon. She is more like her father than any of her sibilings and was rumored to have been the closest to him. She is disgusted by the traditionalist dwarves and disagrees with their policies of isolation. Before her father died, she left the realm and traveled to the Imperial capital to serve under the Emperor. Due to her knowledge and innovation, she was raised to the position of High Lady Treasurer.

Golstan Nelkadian, male dwarf, 53 years of age. Brother of Mekdar and General of the Nelkadian forces.

Hadron Nelkadian, male dwarf, 17 years of age. Brother of Taslon and Poctara.

Altar Orentius, male dwarf, 76 years old. Blacksmith of Mereldar. People come from all over for his steel.

Lyeria Kaldara, female elf, 88 years of age. Lyeria is the court mage of Mereldar. She was one of the first elves to come to the dwarven civilization and became one of the closest advisors to Mekdar. It was said that she was also his mistress which has led to a feud between her and Heldra. She is immensely wise and worldy, for she has spent her life travelling the world. She is a powerful mage, but many distrust her on the account that she influenced Mekdar's liberal reforms.

Court Position Request: (Family member, position) Poctara, High Lady Treasurer
Seat of Power: (Name, location.) Tarolak, middle of 12. It is a sprawling city within a mountain and is one of the largest dwarven civilizations in the empire.

Realm Number: (See map) 12
Realm Name: Mereldar
Realm Description: (Geography, history, note that north is colder/south is warmer.)
Capital City: Tarolak
Population: (Be realistic) 900,000
Race Composition (Percentage of each sentient race): 62% Dwarf, 35% Human, 3% Elf.
Status of the races other than men: Dwarves are the dominant race of the realm and hold positions of high power. Humans have come to train under Altar. Elves are usually found as servants or magical advisors to dwarven nobles.
Majority Religion: (Minorities of other two will exist.) Ancestor Worship
Description of the people and culture: The people of Mereldar are intensely hot-blooded and boisterous. Mereldarian feast halls are known to be extremely festive and full of laughter. They are very loyal, often to a fault, and will fight for their beliefs to the death. They are stubborn and often very resistant to change. The majority of them are hardy dwarves with blonde hair.
Description of Economy (Include major imports/exports):
  • Exports: Stone, Iron, Gold, Precious Metals, Weapons, Armor
  • Imports:
Food, lumber, silk, livestock, spices
Major Cities (max six): Tarolak, Rarok, Lalsok
Major Citadels/Fortresses (max six): Kyrak, Stronghaven, Fort Ameril

Military Description: The Dwarven Legions of Mereldar are strong front-line warriors known for their proficiency with battle-axes. They are not very organized, but are incredibly fearsome warriors who fight to the death.

Strengths/Weaknesses: (Must have several of both)
Good heavy infantry
Good armor and weapons
Good defenses in the mountains

Bad strategy
Bad organization
Little to no calvary or archers.
  • Total Numbers
  • Navy- 8 ships
  • Army
20,000 in total

Other: N/A
RP Sample:
Alysanne Velaryon
King’s Landing
44 days AQD


“You have done well for yourself, haven’t you Aegon?” Alysanne looked around the king’s quarters admiring the immensity of the room. She was alone, but she knew that wouldn’t last long. In the meantime, she decided to take off her cloak and warm herself by the fire.

Aegon never responded to her letter, but she had decided to come to the city anyway. She had a number of ways to get into the city unnoticed, and she had utilized one of them. She looked down at her serving-girl’s gown in admiration.

A few days past, Alysanne received word that someone by the name of Deyna Mallister had called for an assassination on the king. Many of her agents knew of Alysanne’s Westerosi origin and warned her of the impending attempt on the king’s life. Alysanne looked into the details of the assassination and tried to warn Aegon, but her missives were intercepted. Desperately, she travelled to the capital under the guise of a serving woman and planned to foil the assassination herself.

As she sat in the chair beside the fire, she picked up a book sitting on the table and flicked through it, barely paying attention. Her thoughts were mostly on what was to come. She knew of Deyna Mallister, but why would she be trying to kill the king when the war in the Riverlands was finally ending? Did she really want more bloodshed?

Soon, Alysanne heard the door to the royal apartments open. She watched in her side vision as a serving girl made her way over to the king’s bedside table with a bottle full of wine. The serving girl never noticed Alysanne. Good.

Alysanne watched as the girl replaced the bottle that was already on the king’s bedside table with the one she was holding. The girl took the original bottle and started for the door. My time to strike.

Alysanne grasped her Valyrian steel dagger under her gown and stood up. The serving girl stopped in her tracks, her eyes wide. “Well, well, well. What have we here?”

“I-I was just delivering-”

“Stop your stammering girl,” Alysanne commanded, “I know what you were delivering. Poison.”

The girl shook her head. “No, I-I-” She paused and broke off into a run. Alysanne gave a little whistle. When the serving girl opened the door, she was faced with six burly Myrish guards, courtesy of the magister Alysanne had beaten into submission.

Two of the guards seized the girl and brought her back into the room. Alysanne strode over to the bedside table and seized the bottle of wine. She took the top off and took a whiff. “Poison.”

The girl was whimpering now. “No, it’s not poison. I swear it.” Alysanne whirled around and narrowed her eyes at the girl.

“Where is the real assassin?”

The girl continued to sob. “Please. I don’t know what this is all about.”

Alysanne stepped forward. “A real assassin would have escaped or killed himself by now. You didn’t escape and now you are whimpering. This is most likely the assassin’s back up plan, and you are his catspaw.”

“No, I swear-”

“Shut up. Where is the real assassin?”

“He’s one of the musicians here for the feast to honor Lord Medgar. Please let me go.” The girl was now shaking uncontrollably. Alysanne turned to her guards.

“Take the girl to the dungeon. I expect that King Aegon will want to see her.”

Her Myrish guards nodded and carried off the screaming girl. Alysanne turned to her other four guards. “The rest of you, come with me. We must warn the king.”


Elaena Tully
44 days AQD
King’s Landing


The Dornishman's wife was as fair as the sun,
and her kisses were warmer than spring.
But the Dornishman's blade was made of black steel,
and its kiss was a terrible thing.
The Dornishman's wife would sing as she bathed,
in a voice that was sweet as a peach,
But the Dornishman's blade had a song of its own,
and a bite sharp and cold as a leech.
As he lay on the ground with the darkness around,
and the taste of his blood on his tongue,
His brothers knelt by him and prayed him a prayer,
and he smiled and he laughed and he sung,
"Brothers, oh brothers, my days here are done,
the Dornishman's taken my life,
But what does it matter, for all men must die,
and I've tasted the Dornishman's wife!”

Elaena laughed and clapped as the musicians played “The Dornishman’s Wife.” She watched from the high table as several drunken Dornishmen and women danced in the middle of the floor. To Elaena’s surprise several other high lords and ladies joined in.

Her brother Medgar had arrived earlier that morning and Aegon had commanded a feast in his honor. She hadn’t had much time to converse with her brother, and thought she would have time here at the feast, but she was wrong. During the entirety of the feast, she had sat beside Aegon and was forced to smile and laugh at bad jokes from older lords and compliments from their wives. Several times she had caught sight of men mentally undressing her. The prospect of being queen was finally starting to sink in, but Elaena still wasn’t ready to put up with this on a daily basis.

As the song came to an end and the drunken Dornishmen called out for more, Elaena caught sight of Aegon and Medgar leaving the feast. She hadn’t even noticed them get up to leave. She frowned slightly. What are they discussing? Elaena turned to one of Aegon’s sisters Daneys.

“I shall be back in a moment.” Elaena pushed back her chair and picked up the trail of her elegant blue gown. She carefully stepped down from the dais and tried to appear inconspicuous as she made her way out of the feast hall. She managed to dodge Daemon Velaryon and his wife Jeyne Manderly, and merely nodded at Lord Merser in order to make it out of the hall.

She stepped out of the garden and watched Medgar and Aegon conversing from afar. Their conversation seemed to be rather intense and Elaena decided it would be imprudent to interrupt. She didn’t have to wait long however, because a serving boy interrupted the pair with news for Aegon. Aegon’s seemed rather surprised and went off with the serving boy.

Elaena watched them leave and walked forward to speak to her brother. “What was that about?”

Medgar looked up from his contemplation. “The page said that a woman named Alysanne wanted to speak with the king.”

Elaena frowned. “Alysanne? Alysanne Velaryon? She’s in exile across the Narrow Sea. Aegon was telling me a few days ago that he had received correspondence from her. He has been debating letting her come home to take over as the Master of Whisperers. I don’t recall him sending anything back to her.”

Medgar shrugged. “Well it’s no problem of ours.” He looked down again.

Elaena frowned. “What’s wrong, brother? We’ve won the war. I’m going to be queen. The days of turmoil are over.”

Medgar kept his gaze on the ground. “I don’t expect that it will stay that way, Elaena.”

“Did Aegon say something to you?”

Medgar looked up at her. “I can’t say. Too many people around.”

Elaena looked behind her. Ever since she had come into the garden, a collection of retainers, lords, servants, and even musicians had followed her. She guessed they wanted to speak with the future queen of the realm. She motioned to a few of the Tully guards from the courtyard and then turned back to Medgar. “Then how about we go for a walk down to Blackwater Bay? It’s my favorite spot in the capital.”

Medgar sighed. “Very well.” The two siblings started off for the precipice overlooking the bay with the men-at-arms trailing behind them.

“What did the king tell you?”

Medgar sighed deeply. “He received a message from Mekar Targaryen. Mother left the Tyrells and rallied some of Edmyn’s men.” He paused. “Edmyn was freed three days ago.”

Elaena stopped in her tracks. “It can’t be.”

Medgar nodded solemnly. “I’m afraid that it is. They were last seen boarding a ship in Saltpans. Nobody knows where they are going.”

“We can’t let them escape. They could challenge your claim if we let them go unnoticed.”

“That’s not the worst of it. Aegon says that there is no love between Mother and Margaery. If they don’t support either claimant to the throne, they could be planning to declare Edmyn as king.”

Elaena bit her lip. “But they wouldn’t have any supporters, would they?”

Medgar shrugged. “Mother has a lot of gold. They could find allies in Essos.” He paused and stopped walking. He looked behind him. “Where did the guards go?”

Elaena stopped and looked behind her. None of the guards were following them. She could have sworn they were there a moment ago.

Medgar drew his sword. “Elaena get back to the feast. Tell someone that-” He cut off as a crossbow bolt hit Medgar straight in the chest. He grunted and fell to his knees. Elaena screamed.

Medgar tried to stand up, but another bolt hit him in the stomach. Elaena was frozen with shock and panic. “Another Targaryen falls!” she heard a gruff voice yell. She couldn’t pinpoint his position. They think Medgar is Aegon. They’re trying to kill the king. She knelt down next to Medgar and tried to stop the bleeding.

Medgar’s eyes began to shut. She slapped him square in the face. “You stay with me. Do you hear me?” But he was already gone. Elaena let out a shrill shriek. Moments later, a crossbow bolt struck her directly in her right shoulder.

Elaena grunted and looked down with shock at the blood seeping down the sleeve of her dress. In desperation, she pried the sword from her brother’s dead hands and took off running as fast as she could towards Blackwater Bay. If she was lucky, she could find some guard or merchant for aid.

Her attempts were futile, however, because a bolt struck her back and she slumped to the ground. She turned around to watch as a green cloaked bard from the feast emerged from the darkness. He hefted a crossbow and a sick grin was painted across his face. He loaded another crossbow bolt into his weapon and aimed in at Elaena’s heart.

“Your mother sends her deepest congratulations for your engagement.”

Elaena’s face burned with fury. Fire kindled within her and with a final ounce of strength, she lunged upward and planted her brother’s blade right in the man’s gut. His eyes widened and he fired his crossbow one last time before he crumpled to the ground in a pool of blood.

Elaena dropped the blade and looked down at her stomach. A crossbow bolt laid imbedded in her gut as crimson blood seeped out and gathered around her in a pool.

The fire in her had not died down and the blood still seeped from her wounds, but a certain truth brought her peace. Fire and blood. I am a Targaryen. Just like I always dreamed.

With one last gaze over Blackwater Bay, she thought she could see a ship sailing out from the docks. She smiled slightly and whispered, “Petyr.” She closed her eyes and let the warmth of her fire wash over her.

Did you read everything?: Yes
Time Zone: EST
#TFAE3.0 (Leave this here, this is for identifying apps. Do not remove.)
Last edited by Lorellion on Sat Jan 17, 2015 2:29 pm, edited 2 times in total.

User avatar
The Starlight
Postmaster-General
 
Posts: 10422
Founded: Jan 11, 2014
Ex-Nation

Postby The Starlight » Sat Jan 17, 2015 2:33 pm

New Roman Empire wrote:Like the theme song?

My reaction was :meh:

Not good, not bad, just meh.
Call me Star
Best High Fantasy RPer of '14 and '15
"Life before Death. Strength before Weakness. Journey before Destination"
"Strength does not make one capable of rule. It makes one capable of service"
"The only thing necessary for the triumph of evil is for good men to do nothing"
"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world"
Tri: NS's Tolkien incarnate
Lith: Twinky-toes, Lord of Elves, and the only man to enter Tolkien's Holy of Holies
Neros: A Star Among Men and a Tolkien force of nature in relation to Elves and Asgardians.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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