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Doregon: A World of Storm and Stone [OOC|Open|Fantasy]

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The Starlight
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Doregon: A World of Storm and Stone [OOC|Open|Fantasy]

Postby The Starlight » Mon Dec 28, 2015 6:56 pm

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Doregon: A World of Storm and Stone

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Where the best laid plans of Gods and elves oft go astray.



Long ago, when the world of Doregon was simply barren rock, a lonely man, or shall we say god lived above. His name was the Stormfather, a name that he had given himself and planted in the hearts and minds of all those who dwelt upon that land. The Stormfather, having created Doregon, created children for his enjoyment, whom he named the Aedar, of whom there were 13. The Aedar rejoiced in Doregon and created hills, mountains, forests, rivers, valleys and the like. For many years of mortal reckoning (for the Stormfather and his children do not concern themselves with time) they were delighted by it. But there was one thing made certain to all the Aedar, that the Stormfather was the ruler of this world. The Aedar would've left and created realms of their own to rule, save for the fact that none of them had the necessary power.

Bitterness towards their father grew among the Aedar, save one, whose voice was overwhelmed by the Aedar shouting for rebellion. And rebel is what they did. 12 Aedar sliced their father into 12 Shards of himself, Shards being remnants of the Stormfather, containing his conscience, being, and power, in a seemingly ordinary pieces of metal, the 12 Shards being hidden within Doregon. As for the 13th Aedar, her fate is unknown.

And so, the Aedar ruled Doregon, squabbling among themselves over the years for dominance and power. But they discovered that there was no point in ruling plants and valleys. Nay, they wanted living beings to worship them, to deify them. And so the elves and dwarves were created and placed upon Doregon after a great many experiments. And the Aedar were worshiped and they were content. But this worship was not out of love, but fear, for the Aedar had come down upon Doregon to the elves and dwarves when they were first created, slaying a great many of them to display their power before demanding worship, or else they would come again. The Aedar caused jealousy and strife among the two races when they put an entrance to their realm, Shaev, in the forests of the elves, guarded by an elf the Aedar had made immortal, the finest swordsmaster ever seen. His name was Gavrilrest.

The elves and dwarves fought over the right to host the entrance for the gods for many generations, until they did not even know what they were fighting over anymore. And the Aedar, growing bored, (for they delight in war and chaos and death) introduced a new race to mix things up: man. And there was war between the three races, a great many wars. Men today call them the Desolation Wars, and a chill seems to come over the air when that name is spoken.

Most often, it was men who lost the battle and the war, giving themselves up as slaves to the elves or dwarves, or their women and children. But one day, everything changed. A child named Arrenis Stone was born. He was no swordsmaster, no charmer, no farmer, but he was lucky. For Arrenis found the 1st Shard of the Stormfather, and was granted awesome power. Man spoke with the father of the Gods, and he was taught how to utilize that power, and moreover, where the entrance to Shaev was.

And with the 1st Shard in hand, Arrenis strode through the green forests of the elves, slaying all who attempted to stop him. And the elves eventually fled before him, thinking him to be an Aedar, all, save one. The immortal guardian of the gate, Gavrilrest, stood in his radiant armor, not fearing the power of Arrenis. And so, elf and man fought, and such a battle has not been seen upon Doregon since, their battle becoming the stuff of song and legend. But the power of the 1st Shard could not overcome, and Arrenis pierced the heart of Gavrilrest with. However, to the surprise of the few elves who watched, Arrenis did not dishonor the body, but placed it among the stars, and that is the most revered star of the elves. But elvendom has never recovered.

And so it was that Arrenis went up to Shaev, and he fought the gods. He would've slain them, but gods cannot be killed forever, and so, Arrenis, being the victor after a battle that lasted beyond our understanding, split the Aedar into 36 shards of themselves, to lessen their power. There are now 12 gods of elves, 12 of the dwarves and 12 for men. The Aedar went mad from their division into several versions of themselves, and shift personalities randomly, causing them great pain, and making their 3 personalities wage against each other. And thus, the Aedar have been silent for generations.

And Arrenis committed one more act, an act that changed the tides of the War: he cast a spell that turned nearly every elf into wood, and nearly every dwarf into stone. In that moment, man was victorious, and the wooden elves and stony dwarves fled to deep holes and deep places.




And there has never been a War of the Races since, and today, the sight of a dwarf or elf is exceedingly rare. The elves who remained with flesh bodies still fight whatever humans they find, a guerilla group in the dark forests. Slightly more dwarves possessing flesh remain and they burrow in the north Mountains of Kaeldor, and it is said that a dwarf never comes out in the sun.

But Arrenis' victory over the gods had overseen consequences, consequences that would not be realized until many years later. For the Aedar, despite their love of chaos, also kept balance over the earth, the sky, and the sea. But split into shards, they could not fulfill their role, and slowly, the primordial forces of the world fell into chaos. Recently there have been tales of creatures that we now call beastmen, stealing away children, food, and cattle. Storms roll over the lands of Doregon ever so often, wrecking havoc, destruction and death. Hurricanes, lightning tornadoes, and highstorms smash at the coast and travel inland, and seem to have no end. The Shards must be found, or Doregon will fall.

Parts of the tale of Arrenis are known to few, though he is exalted mostly as a hero. The whole tale is known to only one today, that being myself. For I am Captain Aelin Stone of the Ydwyr Army, 12th descendant of Arrenis. And the power of the Shards has manifested itself in me.

In every prophecy I have read, in all the ancient tomes and books of lore, one thing is repeated over and over again:

The Everstorm cometh.



The World of Doregon
As of recent years, the climate of Doregon has been permanently altered by the natural world falling into chaos. As such, several storms ravage Doregon every few days, or at least every week.

There are highstorms, fierce weather systems that travel Doregon from any direction. Highstorms can be separated into two stages. The first, also the most dangerous, is the stormwall. Stormwalls are massive waves of water, reaching several hundred feet in height, throwing debris into the air. Some gusts can pick up and toss large objects, hurling them hundreds of feet. The second stage, called the riddens, is simply a light rain. This storm occurs infrequently, but at least twice a month, though they have been happening with alarming frequency as the days and months go by.

Highstorms, and other storms have dramatically altered how cities are built, and the natural world. A badly placed city not protected by a wall of rock, nor by the mountains can be completely destroyed. The flora have adapted so that they can recede and emerge out of the ground at the slightest sign of danger to them, in turn effecting herbivores, whose food source is almost unattainable now.

Another new storm system are what we would call lightning tornadoes. They are exactly as the name suggests, tornadoes charged with lightning, though the people of Doregon prefer to call them tempests. A tempest begins with pitch black clouds gathering, these clouds quickly spewing out rain. In order for a tempest to occur there must be two fronts of wind, which spin the rain, and itself into a self-propelling funnel shape. Then, other clouds gather, this time charging the tempest with electricity.

All of Earth's other natural disasters/storms also occur upon Doregon, but highstorms and tempests are among the most dangerous. In winter, instead of natural disasters or any of the storms listed above, there are ice blizzards, which can last for weeks, if not the entirety of winter. An ice blizzard occurs when it is so cold that the snowflakes and snow pellets freeze upon impact with anything, including trees, houses, and people. To be outside during an ice blizzard is almost certain death.

As for geography, North are the Kaeldor Mountains, and slightly below them is Valond. Ildis is bordering Valond, to Valond's southwest. The Kaeldor Mountains, after encompassing the north, swing down Southwest, forming a barrier between Ildis, to the east of the mountains, and Ydwyr, which is to the west of the mountains. Northeast of Ydwyr are the Forests of Nardual. In the far Northeast of Doregon is Nargelond. Directly south of Ildis is Airaldan, and it's right smack center of Doregon. To its Southeast is the Republic of Simbyr, which also borders Ydwyr. To the southwest of Airaldan is Meragia. The west border of Airaldan are the Fell Mountains, which also stretch north. On the other side of the Fell Mountains is Aelvale, and its west border is the Sea.
  • Airaldan: This is by far the largest and longest-lasting nation. Airaldan is ruled by three groups. The Priesthood, the Magisterium, and the Noble families. The official ruler is the Grand Magister, who is King, High Priest, and leader of the Magisterium. Grand Magister Adolinar has ruled for an unprecedented 7 years now, and his banner is of a red field and a horse. Airaldan is set upon the plains, allowing them to be the breadbasket of Doregon, and also enabling them to field an armor heavily dependent on cavalry, in particular, their horseback knights, whom are unmatched in all of Doregon.
    There are dozens of noble families and houses in Airaldan. Magical ability is an unspoken requirement for power, and so, noble families war in the shadows for the position of Grand Magister, conjuring fell beings and assassinating foes in their sleep.
    Thus, the capital of Airaldan, D'imaeris, is recognized as one of the most dangerous places upon Doregon, along with making the Airaldan court the most interesting and full of intrigue.
    The Magisterium is a group of magicians who wield enormous influence over the realm. Airaldan is the largest nation on Doregon because of its large amount of magical users.
    The Priesthood are in power due to their power over the people. Airaldan has invented its own gods, with the splitting of the Aedar, now called the Alar.
  • Ydwyr: Ydwyr is quite smaller than Airaldan, but wield considerable influence over Doregon. It is a matriarchal Queendom, where women are the ruling gender. Their queens is known as a Marai, and thus, the current queen is Marai Arryn, nicknamed the All-Mother. It is rumored that Arryn is partially elvish, though this rumor seems to be untrue, based upon the fact that Ydwyr is currently battling a remnant of elves over the Forests of Nardual, which provide Ydwyr's main export of wood. The Ydwyr army specializes in defensive infantry and shock troops, as a result of their strategic location with the Forest of Nardual to the south and an outstretch of the Kaeldor Mountains.
  • Nargelond: The bitter and twisted land that Nargeler rules over with an iron fist, lots of grey. Slavery abounds.
  • Afyrien: Afyrien is a desert land, to the far south, populated by dark-skinned people. It has a sort of council, with elected officials based on wealth and influence(how much water they possess). The nation is well known for its lack of water, and the scorching sands in which a person can easily die, or be caught in a deadly sandstorm. Its main export are horses, specifically desert horses, the swiftest horses upon Doregon, the most famous of those horses being the Deaystrian horse, which are most rare. In Afyrien, water is everything. It is their currency, their precious resource. Afyriens are most often garbed in specially designed suits, made to preserve as much water from their bodies. Their saliva, urine, and sweat are all converted into water, and once an Afyrien dies, their water stores are shared, or stolen. The desert sun has made Afyriens hardy, and they have evolved to the point that their bodies can go without water for a week, at great cost, that is. Their capital city is Shuraz.
  • Valond: Valond is the northernmost nation, and so, it is more often than not the bearer of ice blizzards, which occur almost the whole year. As water is to Afyrien, so fire is to Valond. Its denizens have created a sort of anti-freeze liquid, which they slather over their roofs and clothing, and its ingredients are fiercely guarded. It should be noted that this anti-freeze is nowhere close to being 100% infalliable, and it has a pungent, oily smell. Valond is very much a communal nation, as resources and meat must be shared. Valond is a kingdom, with the kingship being passed down the generations within House Tarembor, though there have been usurpers. Their king is known as a Firelord, and while ordinary citizens struggle not to die of frostbite, it is said that the current king, Nueron, dwells in his castle with fires blazing merrily in every room and corner. And as the ice blizzards get worse and worse, murmuring has begun, and it is thought that a rebellion will soon break out.
  • Ildis: Ildis is a medium-sized, hilly kingdom. It is there that many old castles from the days of the Desolation Wars can be found, and Ildis is where all treasure hunters go. The Ildians are generally quiet in the area of international politics, but they possess the finest archers of Doregon, which have made them far too much of a nuisance for any other nation to conquer. Currently, they are led by the old King Erdanen, who is nigh death. His three sons are at odds with one another, and it seems like a civil war will soon ensue.
  • Aelvale: Aelvale is a small, autonomous nation that broke off from Airaldan not too long ago, when Airaldan was mired in a silver war. Aelvale is within a valley, with its back to the Fell Mountains, (the second largest mountain range in Doregon, and one where beastmen and all sorts of fell creatures roam). Aelvalemen became known for their hardiness, and their determination. Their main export are mercenaries, the mercenary group being named the Swords of Aelvale. They have a reputation as the finest mercenaries on Doregon, and every Sword of Aelvale is said to have the worth and skill of at least ten ordinary soldiers. Swords are trained deep within the Fell Mountains, and are forbidden to marry, or drink. Aelvale is also renowned for its West Watch, a group of warriors who guard the Fell Mountains, and the sea near it, to protect Doregon from any invasions. They have allegiance to no nation, and they were formed after an overseas attack from an empire from another continent. The nations, with some difficulty, repelled the invasions, and it is thought that the other continent from whence the invasion came fell into a Dark Age and was completely destroyed by the largest highstorm known to man.
  • Republic of Simbyr: Many years later, during the Desolation Wars, a human ship captain called Aderyk Simbyr got lost after a sea battle, and his ship crashed 50 miles west off the coast of Airaldan. What the crew of the ship had found was a dead volcano, forming a completely unsettled rocky and dark island. The men lived here for a few months while waiting for rescue, but as they returned, the news of a safe haven flew all around the nations. Soon, the first settlers arrived, using the infrastructure that the seamen built before to build a city of their own, and after the first man who stepped foot on the island, Simbyr, were the island, the city, and later the city state called.

    The people who flocked to Simbyr weren't aristocrats or mages - they had no reason to leave their comfy homes - but rather the common folk, and, more often than not, the absolute lowest classes. Refugees of war, halflings, disabled. There was next to no discrimination within the first arrivals - they all were disenfranchised, and they all knew they only had each other to help. By the end of the first year, Simbyr housed six thousand inhabitants. The ash-riddled land turned out to be quite fertile, and as the shores were not as safe and quite steep, the caldera - the collapsed crater of the former volcano - housed the center of the town.

    The population grew at a rapid rate with new arrivals chipping in, and as days and decades passed, new generations were being born and the immigration slowed down. The island was quite big - it could easily house a few hundred thousand people, no less - so it wasn't a problem yet. The people of Simbyr developed quite a few techniques to improve their island - longer wells brought heated water for baths and defense against siegers, the southern part of the island was a great natural port, while Archeus Vivikrus constantly experimented with the plentiful Simbyrian grey dust, accurately predicting it's combustive properties.

    However, the turn of the island's fate came with the rise of a particular man - Almodeus Tanistos. Tanistos was a well-known trader who decided to lead the Simbyrians to a new age. The city was still defenseless, and had to declare allegiance to whoever came here with more than ten armed men. Tanistos ordered the construction of the so-called "Tanistrian Wall", an array of top-notch defenses around the city, as well as constructed a navy and used his contacts to lift up Simbyr's trade capabilities in the area and redirected quite a few trade routes. Simbyrian granite, for example, ended up as the revered material for architects all over Doregon. The most important addition, however, was the foundation of the merchant Republic of Simbyr. Sovereignty was acquired.

    That's not to say that he did this all only of good will, though - Tanistos immediately became the first Doge and used his position to elevate his family's interests. The Tanistos family, even though their founder died 250 years ago, is still the most wealthy and powerful merchant family in the Republic.

    Now, today. The Republic of Simbyr is one of a few, in the sense that it's leaders do not ascend through birthright, but rather by popular election. The Doge is the head of the state, equivalent of Kings in human kingdoms, but he does not hold absolute power. He is elected by the Common Council - the legislative body of the Republic. The Common Council, in turn, is elected by the citizens of Simbyr, at least by eligible citizens - children, women, foreigners and prisoners cannot vote. This equates to about 40,000 people electing 50 councillors for a term of five years (The Doge has no term, rules until death) - 40 thousand from a population of 200 thousand. While it is theoretically possible for a common man to become a Councillor or even a Doge, the cost of campaigning and gathering support to make it means only the wealthy can try to compete.

    Living on an island and being separated from the continent by a strait, quite a few reefs and open sea means that the Simbyrians don't pay much attention to what happens elsewhere - that doesn't mean they are not a force, though. The Army is small, but professional. The most famed are the Simbyrian crossbowmen - they have perfected the art of using this complicated, but powerful weapon, and often serve for other realms as mercenaries. The city state is also famous for it's expertise in siege equipment, like onagers and scorpions. However, the main bulk of the Republic is it's famous and feared navy. The Fleet of the Doge is a flotilla of 80 heavy ships, all armed with all kinds of weird, but deadly weapons - onagers, Simbyrian fire, explosive mixtures of Simbyrian grey dust and other stuff, and, obviously, the crossbows. (No cannons yet, right?)

    The Republic of Simbyr does not have many magically powerful people, but it definitely is a materialistic force. Being a major trade hub and having contacts across all of Doregon, the city state is incredibly wealthy, a center of culture, education and world economy and more. The merchant families of the nation endorse many talented writers and painters for prestige and fame, the Doge is an important player in Doregon affairs, and the saying "All ships hail from Simbyr" is quite an accurate representation of the state's trade influence. Doge Mannuel Hanza built the Great Academy, and released a law of compulsory education for the wealthy. The Great Academy is where scholars can share their findings, discoveries and work together for education and science.

    Unlike most of the world of Doregon, the Republic is not a really religious state. The first settlers actually had to run away from the wars created by the supposed gods. The nation is a tolerant one, but quite a few people don't embrace any religion or at least don't bother to practice it. However, what the people do look up to is history. The greatest Doges of the past - Almodeus the Great, Ishar Sayyid (second Doge after Almodeus, successfully defended Simbyr from Aidalran forces), Mannuel the Enlightened and S'buta Makassar (expanded the Fleet of the Doge, instituted artistic patronage laws and renewed the Code of Law) are revered as heroes, images from their lives are common artistic themes and their birthdays are celebrated as national holidays.

    As a nation born from fleeing refugees, the Republic of Simbyr is a tolerant one, although relatively. It is still mainly a men-ruled state, with whatever additions of elves and dwarves from the first settlers having apparently dissipated. This does mean that many Simbyrians, despite identifying as humans, have traces of elven or dwarven origins, and it's sometimes visible in different hair or body shape - for example, Mannuel the Enlightened had pointy elvish ears.
  • Meragia: For many centuries, the Merag people were weakened through political division. The Merags were divided between a dozen petty kingdoms and independent counties that struggled mightily to resist foreign invaders when their independence was threatened. As Airaldan grew increasingly powerful and became more of a threat to the Merag Counts, the need for unity was obvious.

    Such unity was eventually provided by Tomislav the Great, who's campaigns of conquest unified the disparate polities over twenty or so years into one kingdom under his rule. While not especially large, Tomislav's kingdom placed the Merags under one banner and allowed them to more easily resist foreign incursions with their famed light cavalry. Presently, Meragia is ruled by the young king Krešimir, the grandson of Tomislav.
  • Trauneas: Trauneas is a port city, led by a council of ship-captains and merchants. It is the nexus for maritime trade throughout Doregon, and is also a hub of art of all kinds. The greatest theaters, museums, and galleries can be found here. Its navy rules supreme, so much so that their anthem is titled "Trauneas rules the waves." Their navies protect trade routes against pirates, and they are very much the middleman in trade, leading to some resentment, and the development of navies in other nations. Trauneas, despite being a city-state, has aggressively expanded its maritime empire, conquering many small islands and converting them into bases.
  • Tarvaron: The ancient dwarven city of Tarvaron lies nestled high among the Kaeldor Mountains, keeping it mostly safe from the increasingly dangerous weather of Doregon and protecting it well from hostile assault. Dwarven settlement has existed in some form here for nearly ten thousand years, and the city itself is so old that most dwarves regard the general area as the place of "original" dwarven inhabitance, going back to the days of myth when the Aedar placed dwarvenkind in the world. Whether or not this is true, most dwarves believe it with a firm certainty that is very hard to shake.

    Over the millennia, Tarvaron developed an almost religious significance to many dwarves, which allowed it to develop into the race's informal capital even as the dwarves themselves dwindled in number. Although separate dwarven settlements maintained practical independence, the King of Tarvaron became recognized as the de jure leader of the dwarven people. The Tarvaron dwarves burrowed deep and uncovered vast hordes of jewels and precious metals. Most of this they horded for themselves, but they also engaged in limited trade with nearby human polities. This, of course, only made them richer. The tremendous skill of the city's Forge Guild smiths became widely known throughout Doregon, such that emissaries would trek half way across the world to acquire arms and armor made in Tarvaron.

    However, as the dwarves dwindled, they became less able to defend their vast tunnel networks. Evil crept under the mountains and into the mines and caverns. The lower levels became the haunts of fugitives, bandits, necromancers, and far worse things (TBD what those are I guess). With great effort, a handful of mines were kept open, ensuring that Tarvaron remained moderately wealthy.

    Some sixty years ago, a power struggle ensued between the city's royal family, the Vollmers, who had reigned as kings for the previous five hundred years, and the increasingly powerful Forge Guild, which controlled most of the city's trade by that point. The Vollmers were dethroned and banished, with much of the dynasty slain in the process.

    While not exceedingly bloody, the brief struggle lowered the city's population yet further and made it even harder to police the mines. Now, only the ancient citadel and the level immediately below it remain inhabited and safe in any degree. Just four mines remain open for business. As the dwarves struggle to remain relevant in the world, many wish for the return of the scattered and exiled House Vollmer.

  • Tarbys: Found deep within a volcanic island off the coast of Doregon, the Dwarven city of Tarbys is as culturally isolated as it is physically isolated. Tarbysian dwarves claim that they possess the greatest number of ancient Dwarven relics, and intentionally emulate their interpretation of the ur-Dwarf culture.

    Tarbys was founded by Dwarven explorers from the mainland Kaeldorian city of Tarelon, who ruled it as a colony for centuries. However, when Tarvaron rose as the preeminent cultural and political Dwarven center, Tarelon attacked Tarvaron in order to contain it. Tarelon lost the war badly, and was forced to become a tributary of Tarvaron. Tarbys was distant from Tarvaron, and thus Tarvaron granted it independence, caring more about weakening Tarelon than obtaining distant island colonies.

    The newly-independant Tarbys promptly conquered and unified the island chain on which it was based, then turned its eye to coastal regions of the mainland, forming a vast trade empire supported by the twin pillars of the Dwarves' innate skill with precious metals and a uniquely Tarbysian seafaring prowess. This was not to last, however. Tarbys fell into decline, its colonies burned and its people fleeing. It is a nigh-universal belief that it was the rise of Arrenis and his curse that destroyed the Tarbysian empire, but due to the fog of ages (and the general lack of texts from the area and time period, due to the aforementioned burning.) this cannot be confirmed or denied.

    Tarbys recovered from its collapse and managed to take back control of its volcanic island chain, and establish control over many sea trade routes, but due to the dwindling of the Dwarves and the overthrow of the Tarvaronian monarchy (whom the Tarbysian Patricians were allied with.) Tarbys will never reclaim its former lands and has fallen into another, slower, state of decline.

    Tarbys is ruled by a Patrician (or Matrician, succession is gender-neutral) elected by the Elder Council. The Elder Council is made up of the city's oldest and most respected citizens, in theory anyone over the age of 75 can join but there is some corruption. Patricians have almost always come from the four most eminent Tarbysian families: Mauis, Qhadis, Etanis and Xandis, due to their prestige amongst the community, better publicity, and ability to bribe people.
  • The City of Sakurai:

    Total Population - 300,000
    Neighbouring holdings - Nine villages, Five coastal villages, Three towns, One port town.

    History
    The city of Sakurai is a place unique in Doregon. A province of humans, their exotic features from the other humans of Doregon makes them distinguishable at first sight. The males have smaller eyes, and often keep their hair short, or tied to the back. The females have skin paler than most of Doregon, and their hair exists in black and silver. Smaller in stature, legend says that they are a people who traded their physical build for much stronger internal strength and resilience. The males adopt a warrior culture, often going on raids and pillages or engaging in inter-clan war, while the females often serve as courtiers or shrine maidens. Those who do not engage in the listed occupations work the economy and industry which feeds every city in Doregon.

    Many years ago, the War of the Winds happened, and Sakurai was nearly torn apart when the clans of Shimakaze, Yukikaze, Hamakaze and Kamikaze engaged in a civil war so brutal that the population was effectively decimated. Each clan head vied for the position of Shogun, the head of the civil and military government of Sakurai, and the lesser clans were not spared. One significant event which happened during the opening stages of the war was the Blow of Death, when over forty clan leaders were killed in a single sweep by the Kamikaze Clan's assassins. While the leadership was dealt a death blow, Clan Kamikaze assimilated the forty clans' troops, and set about eliminating potential opponents and dissidents. Almost every clan lost 8 out of 10 people, and Sakurai turned into a ghost city overnight.

    The war would continue for a whole year, until all four warring clans were exhausted and destroyed by a popular uprising. The warriors of this uprising, the samurai, were hailed as heroes by the populace, and are showered with gifts and tributes. The next few months were spent rebuilding what was destroyed, and the samurai continued to provide protection for the people. However, as stability returned and peace restored, these warriors had little work, thus losing their source of income. Many pledged themselves to the Shogun as retinue troops, while others continued their service as independent mercenaries.

    Today, the Sakurian military is a well trained army of horse archers, who also excel in melee combat with katanas and polearms. Every soldier is trained with a bow first, before moving on to melee weapons. Although the Shogun controls the most powerful retinue, the clans under his rule often engage in clan wars, keeping their soldiers in form for battle.

    Sakurian culture is still a mystery to most of the world, as they are a very inclusive people. A patriarchal society, Sakurians are ruled by a Shogun, who is elected by ten major clan heads in times of peace. The Shogun has the ability to choose his son as a successor, but no one could guarantee his safety from assassins of rival pretenders. Usually voted by the might of one's House, intimidation and political leverage is common, as common as clan wars, and assassinations.

    Traders often come to purchase their exotic teas, wines and metalwork. Sakurian clothes are especially valued in Doregon, as well as their weaponry, whose standard quality is a notch above the rest of the world. Sakurians often work as farmers and miners, fueling an industry and economy highly reliant on metals and building materials.

    The Ouroboros Sinkhole

    Recently, a sinkhole appeared within the mining network near Sakurai, where creatures of evil appeared and attacked the miners. While the beasts are easily contained, there seemed to be no end to them. Looking into the sinkhole, one would see naturally formed steps allowing one to enter it safely. However, the vast caverns and tunnels below crawled with danger, promising death at every turn. Only the bravest of adventurers should venture inside, to see what treasures await...
Religion
  • The Group of Rine: Several cults/religions still worship the Aedar, that is the 12 Gods of Men. The largest cult of these is the Group of Rine, and they have spread their influence most prominently in Airaldan, as the Priesthood. Those cults call these Aedar the Alar. The first is Aedion, God of Storms, accounted as being the most powerful, and the most wrathful. The next is Felaen, Goddess of Pride, who instills pride and honor in the hearts of men. The next is, Bleazar, God of Ice. Next to Aedion, Bleazar is the god most feared, due to his ice blizzards. There is Ariel, Goddess of Destruction, and it is said that she loves war. Kasdum, Lord of the Sun, accounted as the most kind, and the creator of life. His brother is Enlolfin, God of Law, who strives always with Ariel in Shaev. But Enlolfin's law is not necessarily just or fair. Maelach is God of Death, to the Group of Rine, and he is both loved and hated, and it is his name most invoked in curses. Kielik, Goddess of the Sea, is most prayed to by sailors and merchants to keep their ships safe, and her rage is great and terrible, with sea monsters of the deep at her command. Nama, Lady of Nightmares is a goddess, though she is most thought of as a monsters, whose realm is the night and sleep. Wulea is the Goddess of Poison, Maerar, the God of Stone, and Euslar is the Goddess of the Lost.
  • Iloranism: This is the worship of the Stormfather, Iloran being another name for the Stormfather. Its main tenet is that one day, the Stormfather will return to Shaev and destroy the Aedar. Some sects of Iloranism say that the Stormfather, during the Desolation Wars, created a group of Knights, the Heralds of Aeryc (Aeryc being another name for the Stormfather), to fight the elves and dwarves, and other fell creatures. It is said that he gifted them with great power, but for they were all tragically killed, all save Arrenis, whom was the head of that order. Many historians dispute this claim, however.
  • Vorinism: Vorinism is a religion deeply focused on works, and merit. In layman's terms, it says that those who work and fight for the cause of Vorin, Goddess of Honor, will attain glory, and will ascend to Shaev, to join a battle against the splintered Aedar which has lasted ever since The Wanderer(Arrenis), the 1st Paladin first fought them. Vorin is said to be the 13th, lost Aedar, and Vorinism teaches that this battle, this Dagor Dagorath is fought by the Paladins and the Vorins in order to keep the Aedar from returning to Doregon and destroying men. Vorinism also teaches that in the last days, the Paladins will fail, and the Aedar will descend down upon Doregon, and there will be the greatest battle in all of history, called, Wyrdmar, in which the dead will rise and ally with the heroes to kill the Aedar once and for all.
  • Solnarem: This is the worship of Talneth, Lord of the Desert, most prevalent in Afyrien. Its tenets are that Talneth must be begged, in order for the desert sun to relent, and that it will take hundreds of more years for the desert to spring forth water because Talneth is most displeased with those of Afyrien. To sate him, a little water must be poured out onto the sand once it is obtained. Many Afyriens are desperate enough that they will actually do this, while a small minority dismiss this as madness.
  • Empyrism: This is the worship of Vardaelia, Lady of the Flame, most common in Valond. Empyrism teaches that every day and every night, Vardaelia fights Warek, Monster of Ice, and his minions to keep the ice blizzards at bay. However, she is defeated every time because the prayers of the Valonians are not enough, and they do not truly believe that Vardaelia can win. However, it is said that the only chance Vardaelia has of defeating Warek forever is during the summer solstice, and that Valonians must do everything in their power to aid her. Only then, says Empyrism, will the ice blizzards cease.
  • Arrenism: This is the worship of Arrenis Stone. Its followers believe that when Arrenis defeated the Aedar, he transcended, becoming the only god, a God of Glory and Might. Many soldiers follow Arrenis, in the hopes that they will join Arrenis in his glorious halls of Valwar in the event of their hopefully glorious death, to feast and dine with him forever.

Slavery
The most slaves, by far, can be found in Nargelond. In Airaldan, it's quite commonplace, Ydwyr, it's heavily frowned upon but not totally banned, in Afyrien it's visible, but not encouraged. In Ildis, it's quite commonplace as well, Valond has no use for slavery, and in Aelvale, it's banned. In Simbyr, it's rather commonplace.


To be expanded...
On Doregon, there are 12 Shards of the Stormfather, at least, that is what the stories and legends say. Arrenis wrote extensively of the Shard that he had, though only two copies of his memoirs exist, one in the Great Library of Saeros, and another with the descendants of Arrenis. It is thought, by historians, that Shards are pieces of what appear to be metal, but, unless the observer is very close, will appear to be something else, in order to hide the Shard. Also, it is assumed that a wielder of a Shard can commune with the Stormfather, and have some sort of awesome power, the power to both shape and break worlds.
First of all, check out my Laws of Magic article in the P2TM Times, here.

And here's the rest, for this RP:

Not everyone has magic. Some people may not have magic at all, due to not having any magic users in their bloodlines. Secondly, here, blood is everything.The more magic users you had as forefathers and foremothers, the more powerful you will be. However, sometimes, magic can manifest in people with no magic users in their bloodline, for reasons unknown. But all magic manifests itself, in all users, for the first time, when they are in grave danger. That can lead to people, as they do in Airaldan, to attempt and harm themselves in order to unlock their magic. Noble families sometimes beat their own children to the point of death in order to see if they are magic users. Magic is very limited. For most, at least. In this world, magic can alter small things. It alone cannot win a battle and it is finite. People who try to use magic in large amounts may fall unconscious or die. The wise do not trifle with magic. Magic is here to add another aspect to our journey, not to solve every problem. It is not a get-out of jail free card. There are quite a few magic users, but very little masters. It takes years, if not a lifetime to master magic.
  • Humans: These are by far the most dominant race, though halfings of Humans and other races may occur, though they are despised and hunted down. I trust that I need not describe them further.
  • Elves: Most were converted into wood. In these wood forms, they can move, albeit it very slowly, and their speech is slow and difficult to understand. Those that were not converted into wood form a type of resistance, attacking all and any humans upon sight. With the defeat of Gavrilrest, and Arrenis' curse, the great elven empire of Vallorion was shattered, along with the smaller kingdoms of Menevrion, Alfveir and Valmarr. And since, the elves have only provided a united front against mankind ever since, in the Restoration War. There, a descendant of Gavrilrest's brother(Glorvan) united the elven villages and duchies. Elves once again sharpened their fair swords and looked over their old tomes of magic. Elves of flesh, and even elves of wood united, and Saerondr the Restorer, Descendant of Glorvan led them into battle against the young nation of Aradan(the predecessor to Airaldan). But it was not to be, and the humans won the war, and a descendant of Arrenis slew Saerondr in a great battle atop the Kaeldor Mountains. The Elves call that war, Weeping Sorrows, and elvendom is splintered, divided, a people, brought low. Many now engage in guerilla warfare, attacking groups of men before disappearing into the woods like smoke. It is said that many, small elven villages remain, hidden by the mountains, or by the forests.

    There are different types of elves as well. There are the Valma elves possessing long, black hair, those we would account to be high elves, expert crafters, builders, and wagers of war. There are the Silma elves with silvery hair and eyes, whom are elves of the sunlight and moonlight, and they possessed great magical power over light in their greatest days. There are also Yulnar, with blue eyes, elves that delight in the water, and fish, and boating. There are the Fae, elves of fire, and their temper is thought to be great, along with their ability to wield fire as magic. Their most recognizable trait are their fiery red hair. And finally, there are the Mae, the woodland elves, delighting in nature, and wildlife, possessing brown hair, for the most part.

  • Dwarves: As stated previously, most were converted into stone. Those that were not fled to the Kaeldor Mountains and are predominantly peaceful, to the extent that some kingdoms have reengaged with trade. It is said that these Dwarves live deep underground, and conspiracy theorists claim that the Dwarves have built tunnels that encompass every single nation, though most dismiss this claim as outlandish and false...
  • Limeo: They are humanoid slugs, think of mermaids but slug like half bodies. They reside in bodies of water like rivers and the sea and lives in small fishing villages. Their technology and way of living is quite primitive and tribal, however they are friendly towards outsiders. They also descended from elves who sought refuge in bodies of water and when Arrenis cursed the elves, instead of turning into living wood, they turned into slug like people. Magic is also present but uncommon, mostly related to water magic and clairvoyance. They needed to be always hydrated and soaked with water to be alive but when travelling on ground they develop a thin coating of mucus to protect them until they can find a wet environment.
  • Centaurs: There are less than a hundred centaurs left upon Doregon, and they are indeed a dying race, being unable to reproduce since Arrenis' Curse. During the Desolation Wars, elves and centaurs formed an alliance, and for the first time, centaurs allowed another to ride upon their backs. But Arrenis' Curse turned most of them into dumb beasts, horses. The centaurs that are left are spread far and wide, though they are most prevalent in Afyrien.


Rules
1. You are under my command. What I say goes. Quite obvious, this. Anger me, and you'll face my sword. Or my boomstick. Your choice.
2. No god-modding, meta-gaming, and all that stuff.
3. If you're terribly confused, tell me!
4. Respect each other.
5. Have fun! Lots of fun!
6. No one-liners! For dialogue posts, accompany them with descriptions, emotions! I won't set a paragraph or line limit, but if your post is too short I reserve the right to give you a light slap on the wrist and tell you to spruce it up.
7. And no, this is not a Game of Thrones RP.


Note: All images are not mine and credit should be given to their creators.

Another Note: This RP is still in the worldbuilding stage, and I would love to have some help from you fellows. So please chip in, the more ideas floating around, the better.
Last edited by The Starlight on Sat Jan 30, 2016 9:13 am, edited 19 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.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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

Postby The Starlight » Mon Dec 28, 2015 6:56 pm

Additional Information about Doregon
Maninot fer y Drivasil op Nundaril
The Knights of the Stormfather and the Holy Shards


It was in the end, when Arrenis the Great felt the Darkness of his days coming, that he began his Last Great Purpose. No-one but the Thirteen and One have eternal life, not even the Elf Gavrilrest was not truly granted Time Immemorial. All mortal beings come to dust, whether it be sooner or later. This was a divine vision seen by Arrenis the Great in the years before his passing, said to be given unto him by the Stormfather as a final token of divinity. In his waning days, Arrenis did no longer look at the Present for guidance. He looked back for wisdom, and ahead for salvation. What wisdom he found is unknown, but what he did for Salvation is known well by the Order of Arrenis, keepers of his legacy.

For it was in these days, when humanity truly ruled the world, that the Great Warrior founded the Order of Arrenis, Maninot fer y Drivasil op Nundaril. The Knights of the Stormfather and the Holy Shards. Arrenis knew, in all his wisdom, that his keeping of the First Shard would have to pass down somewhere in order to keep the peace and security of his empire, to keep the 12 at bay should they return from their Self-imprisonment. He also knew that there was only to be grand salvation when the Stormfather was released from his Bonding Eternal. So, with all the wisdom given unto the Founder, he gave these knights a simple directive. Keep the Shards safe, and prepare for the coming of the One.

In the last years of Arrenis, the duty of these knights was more of a guarding nature. Arrenis, old and dying, travelled the world for a last time to seek for the Shards, and to ask forgiveness from those he wronged. He visited many a grave, paid homage to the two Dwarven cities, laid flowers at the Wood Army where the Elves had once walked. His guards learned his ways, protected their master, accompanied him and gained much wisdom from the travels. These thirteen guards, a reference to the Thirteen and One divines, would later become the Thirteen Grand Masters, the First of the Order.

Image

The night before his demise, Arrenis was laid on his tombstone, a tomb that was made to serve as his final sarcophagus. With him were the Thirteen, the First of the Order, and the first generation of his descendants, those who had gone to call themselves Stone. The moon rose slowly over the distant mountains, caressing the darkened land in a silver shroud of light. The life drained slowly from the body of Arrenis the Great, who had gone through such great lengths to search for the Shards, be it in vain. Just before the moon reached her full potential, and traversed above the tower itself, Arrenis handed over two books. The accounts of his travels and his works, and descriptions of the Shard itself. The two books were identical, there was not a fault between them. Not only were they identical, but when the daughter of Arrenis left a tear on the Book of the Family, the Book of the Order gained a small wet spot. These books were such perfect copies that they repelled each other when near, and they had to be held at opposite sides of the tower.

After handing over his accounts, the moon reached her high point above the tower, a stance she would only reach once in many lifetimes. It was at that very moment that Arrenis the Great, slayer of Gods and conqueror of the World, turned to stone on his own sarcophagus, becoming the guardian of his own empty tomb. The knights then vowed allegiance to the Stone family, before taking the tomb of Arrenis and transporting it with them to their castle at Cair Transdertan, where they put him to a final rest among the members of the Order, protected by them all as the First Shardbearer. The Book of the Order, the copy of the Accounts of Arrenis, formed the basis of a great library that was to be constructed near Cair Transdertan, along the River Saeros.

The Order has changed over the twelve generations since the death of Arrenis. As the library at Saeros grew with myths and wisdom, along with many accounts of the many kingdoms and cities of the World, so did the importance of the Order change. The Order, no longer fulfilling their duty as guards to Arrenis, lost their militaristic edge, and became a more monastic order, more in tune with the magical world beyond. The armour and the Winged Helmets made room for robes and books. The sword, however, has never left the side of the Knights, and they are still adept swordsmen, be it more refined and elegant than the brutish ways of their forbearers. They seek out knowledge among the world, travel the many kingdoms and libraries in search for hints of knowledge from the other Shards. Some Knights seek the wilderness, some travel the deep Dwarven chasms for rumours of what they seek.

However deeply hidden, the loyalty of the Order has not changed. Still, they serve the Stone family, and it is the only loyalty they hold higher than their loyalty to the Stormfather. The oath they take, be it in the most ancient language of Man, still says that they are bound by Stone Blood before they are bound by the Divivne. The Castle at Cair Transdertan has transformed to a monastery of forts, her hillsides overgrown with flowers in various patterns and gardens of many sorts. They still keep the library at Saeros Bridge, and are very weary for outsiders coming close to their homeland.

The ranks of the Knights are filled by a process that some would call immoral, but it is a necessary part of keeping the Order alive. Agents of the Order travel far and wide to find children that are magically inclined. When these children are found, they are taken in the nights, with a compensation left for them in their crib. This compensation can take many forms, from simple currency to gems and precious stones, sometimes even long-lost items or memories of times gone by. These children are raised by the order, taught in the most prestigious library that exists in the Land, until they reach a certain age. Then, they enter the catacombs, the Ever-winding steps down to the tomb of Arrenis. The trails are dangerous, many unholy beasts guard the way down to the sarcophagus. These children, often aged twenty-something, undergo great peril at the hands of the ancient guardians, and are told to go and read whatever text is written on the lid of the sarcophagus. This is written in runes of an ancient nature, older than humanity itself, and what it says is different for everyone going down there.

During these dangerous travels, the Adepts often discover their magical ability through their great fear and danger, and their magic is unlocked through this process. What they find on the sarcophagus is different for each person, but it is often deeply personal and it reaches deep into the hearts of those entering the tomb. When they get back, they have to recite what they have read, and that is their access into the order. From the moment those words are spoken, they are members of the Order. The beginning of a long career of searching the globe for signs of wisdom and old artefacts that could help them. With the dangers of the world rising from the very depths of hell, they have taken on themselves to save the world from whatever evil is coming their way, whatever storm approaches them from beyond.
The first is singular, second is plural.
  • Airaldan - Airaldanian, Airaldanians.
  • Ydwyr- Ydwyran, Ydwyrans.
  • Valond- Valonian, Valonians
  • Ildis- Ildian, Ildians
  • Nargelond- Nargeon, Nargeons.
  • Afyrien- Afyrien, Afyriens
  • Aelvale- Valeman, Valemen
  • Simbyr- Simbyrian, Symbreans
  • Trauneas- Traun, Traunean
  • Tarvaron- Tarvar, Tarvaran
  • Tarbys- Tarbyean, Tarbys
  • Sakurai- Sakurian, Sakurians
  • Meragia- Merag, Merags
Song of the Valiant

In times long ago, there was but One
Who walked the Heavens high above
By Magic itself his name was sung
He was made from power, life and love

The One formed the mountains High
He carved the rivers deep and true
The secret to life was burning in His Eye
Through wisdom decided what was to do

Though, power is naught if not been seen
Even the divine needs a watching gaze
So, the One, marked as Good and Keen
Created from his Hairs subjects to amaze

First was the Storm, like Fire on High
A man he made, both fierce and strong
He crowned him Prince of all the Sky
And in his Power, named him Aedion

An arrow may fly far, but flies it straight?
Strength means nothing without a guiding spine
From his heart he formed this maid
And in his virtue named her Felaen

Where warmth is absent, there is only ice
The cold reaches deep, and it reaches far
A powerful force to cut and slice
And in his temperance, he named him Bleazar

Where two souls meet, strife occurs
Thousands perish before the hatchet’s burial
She was to know and see where the line blurs
And in his wrath, he named her Ariel

But from the Darkness, light doth grow
And in its light does the flower bloom
He created a Sun under which to sow
And in his kind warmth, he named him Kazdum

The group was growing, order would need to maintain
A hand was needed to separate good from sin
To save Shaev from grief and pain
And in his Order, he named him Enlolfin

What the Sun brings up, the dusk drags down
Death covers the world in his darkened sack
To rule over demise, Seven he would crown
And in his grief, he named him Maelach

The great expanse of waters below
Now needed ruling, from a will grown thick
A great queen he crowned, fair as a meadow
And in his Vastness, he named her Kielik

Wisdom knows not only light
The One was not beyond his drama
A beast he made for that out of sight
And in his fear, he named her Nama

Lingering from creating such a fell beast
The One thought of another big idea
He created a lady to bitter each feast
And in great mystery, he named her Wulea

After created such powers for temptation
The One sought resilience, a standing star
A force to stand tall over his creation
And in his fortitude, he named him Maerar

Not all can stay, some things must ever part
And, to finish of the Great Aedar
He created a goddess, caring and smart
And in his foresight, he named her Euslar

So, it is not for us to fear what is ahead, or far behind
For what is beyond is not readily known
Our task in life is merely to find
The seeds that the One has sown
Name: The Forged Knights, though 'The Forged,' or 'Knights' will generally do.
Appearance:
Image

Origin: The origin of the Forged lies far back in the annals of history, dating back all the way to the second War of Races. Humans, as per standard, were losing. In fact, the entire human city of Aidelbaum had been slaughtered by the elves, but one thing remained-- the restless souls of the Order of the Kraftig, Aidelbaum's knights. The Order composed several thousand squires, knights, lords and staff. The final ruler of Aidelbaum, a powerful archmage by the name of Kapricus Cyrde, watched as the city under his rule was razed to the ground. However, as the elves worked their way into the throne room, Cyrde performed one last spell. A spell that altered the fabric of the realm. The spell cost him his life, and the entire city of Aidelbaum. He bound each of the souls from the order into a suit of armor, animating them. Returning the Order to life as deathless reapers. Aidelbaum's once lush plains was quickly turned into a vast unforgiving desert, all life sucked into the spell. The Forged Knights quickly dispatched the unprepared elven force, reclaiming the ruins of the once proud Aidelbaum for themselves.

A Forged Knight needs not food nor sleep. However, they are not without need for sustenance. They need considerable amounts of magical energy imbued into them every month or so, or else the armor will disintegrate and become lifeless once more. There are several ways to go about this-- the first is by far the simplest, all it requires is a living soul. The knight then consumes it, killing the owner and leaving them a lifeless husk, though this method can also be used to produce a new Knight instead, binding the soul to a suit of armor. The second method is by far harder-- it requires a special material, an exceedingly rare stone imbued with the power of Doregon itself. Torchstone. Torchstone was created by an exceedingly long and complex alchemical creation, which has long since been lost to the sands of time and as such, the ore has become rare. Because of the difficulty of the second method, the first is more common amongst Knights and as such they're generally seen as harbingers of death and destruction, despised as demons and shunned from society.

The life of a Forged One is hard, but not without redemption.


Character Aplication
Code: Select all
[b][u][size=150][color=#0000BF]Character App[/color][/size][/u][/b]

[b]Character Name:[/b]

[b]Age:[/b]

[b]Gender:[/b]

[b]Race:[/b]

[b]Nationality:[/b]

[b]Appearance:[/b](links please, or a very, very detailed description.)

[b]Biography:[/b]

[b]Skills/Magical Ability:[/b] (if any. I don't want too many magic users, and any magic users shouldn't be very powerful at all.)

[b]Equipment:[/b]

[b]Additional Information:[/b]

[b]RP Sample:[/b] (Post a link to one of your posts)
[u]
[b]Optional Stuff:[/b][/u]
[list][*][b]Likes:[/b]
[*][b]Dislikes:[/b]
[*][b]Theme Song:[/b][/list]

#AWOSAS - For finding apps, DO NOT remove, thanks.


Character App
Character Name: Captain Aelin Stone

Age: 24

Gender: Female

Race: Human

Nationality: Ydwyr

Appearance: A combination of this, this, and this. Battle armor.

Biography: The Stone family has always been one of prestige, and its bloodline is fiercely guarded. Though offshoots of the family have spread throughout Doregon, the true Stone family has remained in Ydwyr, even when it was not known by that name. Stones have taken on various professions, though there have always been great expectations of them due to the legacy Arrenis Stone left.

Aelin was born upon the Stone estate, groomed by her father and mother to become a refined woman who could stand up for herself. Thus, she had an extensive education, and while she is not close to being masterful in all fields of study, she is adept at many. When she was 12, her magical power as a result of the Shards(for every Stone since Arrenis has had some magical ability) manifested itself as telekinesis. After attending the nation's University, she joined the army, over the course of 5 years, rising to the rank of Captain. Aelin has always been a marked woman, examined at every turned, and has so has a defensive, yet kind and loyal personality, enjoying to read and draw as her hobbies.

Currently, she leads the Ydwyr army in their campaign against the elves inhabiting the Forests of Nardual. There, the elves have sought to kill her at all costs, recognizing the Stone banner, a silver stone on a green field. But Aelin has proven herself resourceful enough to turn that to her advantage, drawing the elves into traps and ambushes.

Magical Ability/Skills: Aelin possesses the magical ability of Telekinesis, and can currently lift the equivalent of a horse without harming herself. Her skills include painting, swordsmanship, tracking, and spearmanship.

Equipment: One longsword, two silver daggers, her battle armor, a warm blue cloak, a small, worn book and painting materials.

Additional Information:

RP Sample: Here.

Optional Stuff:

  • Likes: TBD
  • Dislikes: TBD
  • Theme Song: TBD

#AWOSAS - For finding apps, DO NOT remove, thanks.
Last edited by The Starlight on Thu Dec 31, 2015 10:24 am, edited 9 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.
P2TM: Infinite Justice | ✎ Member - ℘ædagog | adhouse

IJB: RE | Arcs

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

Postby The Starlight » Mon Dec 28, 2015 6:57 pm

And reserved. You all can post now.
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
Tomia
Postmaster-General
 
Posts: 14921
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Mon Dec 28, 2015 7:08 pm

YAY!!! Tag!!

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

Postby The Starlight » Mon Dec 28, 2015 7:09 pm

Tomia wrote:YAY!!! Tag!!

*waves*

Hey there, Tomia.
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
Tomia
Postmaster-General
 
Posts: 14921
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Mon Dec 28, 2015 7:11 pm

The Starlight wrote:
Tomia wrote:YAY!!! Tag!!

*waves*

Hey there, Tomia.

Hey Star, glad to see this finally up!

User avatar
Nuridia
Postmaster-General
 
Posts: 12756
Founded: Dec 28, 2011
Democratic Socialists

Postby Nuridia » Mon Dec 28, 2015 7:12 pm

I'm in three going on four RPs right now, hella busy but what the heck, tag!
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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New Rob Halfordia
Minister
 
Posts: 3131
Founded: Jul 01, 2015
Ex-Nation

Postby New Rob Halfordia » Mon Dec 28, 2015 7:13 pm

I hereby tag this thread.
Siliarba wrote:I stayed out of his way and let him do his thing, but the guy is a monster, a thing worse than cancer that needs to be removed and destroyed.

Kiris the korrupter wrote:Article 1 yb REMOVE new rob halfordia for being annoying cunt new rob halfordia toxic poster rob interaction like injecting toxic into eye

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The Starlight
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Postby The Starlight » Mon Dec 28, 2015 7:14 pm

New Rob Halfordia wrote:I hereby tag this thread.

Hey there. An unexpected, but more than welcome guest.

Nuridia wrote:I'm in three going on four RPs right now, hella busy but what the heck, tag!

That's the spirit!
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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Atlannia
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Postby Atlannia » Mon Dec 28, 2015 7:15 pm

taag
...!?!

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Mesrane
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Postby Mesrane » Mon Dec 28, 2015 7:16 pm

And a taggity-tag-tag, tagaroo. :p
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The Starlight
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Postby The Starlight » Mon Dec 28, 2015 7:17 pm

Mesrane wrote:And a taggity-tag-tag, tagaroo. :p

Who are you, Tigger? :p

Atlannia wrote:taag

Glad to see you too, Atl.
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 Rob Halfordia
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Postby New Rob Halfordia » Mon Dec 28, 2015 7:18 pm

The Starlight wrote:
New Rob Halfordia wrote:I hereby tag this thread.

Hey there. An unexpected, but more than welcome guest.

Nuridia wrote:I'm in three going on four RPs right now, hella busy but what the heck, tag!

That's the spirit!

My favorite game of all time is Elder Scrolls: Morrowind. Fantasy is my jam. Even my Foundry Arc in IJ has some Tolkien-esque elements to it, on a basic level.
Siliarba wrote:I stayed out of his way and let him do his thing, but the guy is a monster, a thing worse than cancer that needs to be removed and destroyed.

Kiris the korrupter wrote:Article 1 yb REMOVE new rob halfordia for being annoying cunt new rob halfordia toxic poster rob interaction like injecting toxic into eye

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Nuridia
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Postby Nuridia » Mon Dec 28, 2015 7:18 pm

Totally making somebody from Ydwyr, it sounds totally awesome.
Uru, Queen of Diamonds.
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Mesrane
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Postby Mesrane » Mon Dec 28, 2015 7:18 pm

Nuridia wrote:Totally making somebody from Ydwyr, it sounds totally awesome.

But not pronounceable. :p
Obligatory pros and antis:
Pro: Libertarianism, Protestantism, Gay Rights, 2nd Amendment, Scottish and Welsh Independence, Free Market
Anti: Communism, Socialism, General Authoritarianism, Welfare State, Feminism, EU, Controlled Economy, Gun Control, Justin Bieber, Utter Ridiculousness


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HAIL NEREVAR, PRAISE THE HORTATOR


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Prusslandia
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Postby Prusslandia » Mon Dec 28, 2015 7:19 pm

Yo.
Add 7000 to 8000 posts to my post count.
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Tomia
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New York Times Democracy

Postby Tomia » Mon Dec 28, 2015 7:20 pm

Will read over all the lore tonight and tomorrow and get an app up after that.

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The Starlight
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Postby The Starlight » Mon Dec 28, 2015 7:21 pm

New Rob Halfordia wrote:
The Starlight wrote:Hey there. An unexpected, but more than welcome guest.


That's the spirit!

My favorite game of all time is Elder Scrolls: Morrowind. Fantasy is my jam. Even my Foundry Arc in IJ has some Tolkien-esque elements to it, on a basic level.

I thought metal was your jam? Huh, never noticed, I'll have to look over it again.

Nuridia wrote:Totally making somebody from Ydwyr, it sounds totally awesome.

Yup. If any of you have ideas for nations, lore, or other stuff, just lemme know.

Mesrane wrote:
Nuridia wrote:Totally making somebody from Ydwyr, it sounds totally awesome.

But not pronounceable. :p

Yid- weir? The wier being like you saying weird without the d?

Yee-weird?

Prusslandia wrote:Yo.

Glad to see you, after you contributed lotsa ideas to this.

Tomia wrote:Will read over all the lore tonight and tomorrow and get an app up after that.

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

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Shyluz
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Founded: Mar 13, 2015
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Postby Shyluz » Mon Dec 28, 2015 7:40 pm

I was summoned for a good looking RP, which this definitely is. Tag. :D

And is it just me, or are the Ydwyr-ians strikingly similar to Vaulters?
Last edited by Shyluz on Mon Dec 28, 2015 7:53 pm, edited 1 time in total.
Otherwise known as Nornsmark for official, region-ey things.

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Tomia
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Postby Tomia » Mon Dec 28, 2015 7:55 pm

Star is it cool if I come up with background for one of the nations? Also, are any notable wars and conflicts going on that you've already decided on?

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The Starlight
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Postby The Starlight » Mon Dec 28, 2015 7:59 pm

Tomia wrote:Star is it cool if I come up with background for one of the nations? Also, are any notable wars and conflicts going on that you've already decided on?

Yup, sure. And no, I haven't decided on any wars save Ydwyr vs Elves, so feel free to go wild.


Shyluz wrote:I was summoned for a good looking RP, which this definitely is. Tag. :D

And is it just me, or are the Ydwyr-ians strikingly similar to Vaulters?

'fraid I'm not seeing the resemblance.
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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Mesrane
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Founded: Apr 13, 2014
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Postby Mesrane » Mon Dec 28, 2015 8:04 pm

I'll work on a major dwarven city, if that's alright.

Also, would I be correct in assuming that dwarves live to be a couple hundred years old, similar to LOTR? Or are they just a little more long-lived than humans?
Last edited by Mesrane on Mon Dec 28, 2015 8:04 pm, edited 1 time in total.
Obligatory pros and antis:
Pro: Libertarianism, Protestantism, Gay Rights, 2nd Amendment, Scottish and Welsh Independence, Free Market
Anti: Communism, Socialism, General Authoritarianism, Welfare State, Feminism, EU, Controlled Economy, Gun Control, Justin Bieber, Utter Ridiculousness


Unapologetic Elder Scrolls Fanatic
HAIL NEREVAR, PRAISE THE HORTATOR


Chicago Cubs Fan. Yay?

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Shyluz
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Founded: Mar 13, 2015
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Postby Shyluz » Mon Dec 28, 2015 8:06 pm

Yesh... but canonically, they're only ever led by red-headed women from the House of Zulya, and society is kinda-maybe-Dwarvish-esque, with spacefaring tech and an axe fetish.
Otherwise known as Nornsmark for official, region-ey things.

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The Starlight
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Postby The Starlight » Mon Dec 28, 2015 8:07 pm

Mesrane wrote:I'll work on a major dwarven city, if that's alright.

Also, would I be correct in assuming that dwarves live to be a couple hundred years old, similar to LOTR? Or are they just a little more long-lived than humans?

Yep, that's fine. Just keep in mind that there will only be a few hundred dwarves in this city.

Let's put it at 150, and I think elves will be around the same. Those that weren't converted to stone or wood, that is.

Shyluz wrote:Yesh... but canonically, they're only ever led by red-headed women from the House of Zulya, and society is kinda-maybe-Dwarvish-esque, with spacefaring tech and an axe fetish.

Ah, I see.
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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Elderowa
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Posts: 3660
Founded: Nov 22, 2013
Ex-Nation

Postby Elderowa » Mon Dec 28, 2015 8:09 pm

Tag. Interested. Finds the lack of Races a bit saddening.

If you want, I could suggest some Race Ideas. :)

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