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Dark Nocturne (Reboot) OOC

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Imperialisium
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Dark Nocturne (Reboot) OOC

Postby Imperialisium » Wed Jan 10, 2018 9:00 pm

"The only difference between us and the beasts at our doors is this thin veneer of being civil."


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IC

The Roleplay


The role play will be primarily character driven stressing the relationships between role player characters. Focusing on the military-political spectrum of the world and the numerous vying realms. The role play will feature random events conducted by the OP to help keep things moving. Such as plague outbreaks, piracy, raids, and NPC interaction to help move the story along. The military mechanics of the role play will focus on realism and as such armies are not really expected to exceed 30,000 at most. Campaigns are expensive, sieges are time consuming, and paying for soldiers is expensive. Raising levies may be an effective and cheap way to increase army size but a levy can only spend so much time away from their crops and wares before you begin suffering an economic downturn. Famine being a real threat in this world. You do not have to take on the role of possessing a faction as well. It is encouraged but you may alternatively opt to be a part of someone's realm in some capacity to engage in intrigue.

The Setting


The role play is set in 1354FC. Thousands of years in the future after a series of catastrophic events led to the total Malthusian collapse of Human civilization. Epidemic disease, warfare over resources, and agricultural collapse led to the deaths of billions. Genetic mutation, technology run amok, and all manner of horror transpired that led to the creation and rise of the other races. As time progressed and humanity limped on at the verge of extinction the other races came into their own. The Aos Si built a supremely advanced civilization over the ruins of Europe and also supposedly altered the very Earth itself. Thousands of years passed as humanity rebuilt and slowly retook much of Europe (the Continent) and surrounding lands for themselves once more. It is a brutal world were pogroms occur frequently and all manner of beasts stalk the forests, hills, and fields. Vargheists, Ghouls, Mutants, and all manner of horror on land, sea, and air exist.

As a result of this relatively dangerous and dark reality the Human population, global population, for that matter is rather sparse compared to the 21st Century. The estimated total population of Europe and adjacent lands (North Africa, Middle East) can be estimated to however around 45-65 million. As such proper cities are few and far between. Settlements tend to be rather small with large swathes of wilderness in between them. Travel is hard and arduous with relatively few roads and even scarcer stone roads (cobblestone) when one ventures far from a city.

Rules
1. No god modding or metagaming
2. You cannot be a Triarch
3. Rules subject to change
4. I reserve all OP rights to terminate characters and boot people from the role play
5. All NS site and Mod rulings are to be followed
6. No arcane stuff without my permission
7. Medieval level tech unless permission from the OP is given (basic gunpowder weapons will probably appear)



Code: Select all
[box][b]Character App[/b]
[b]Name:[/b] [floatright][img](imagegoeshere500x500)[/img][/floatright]
[b]Gender:[/b]
[b]Age:[/b]
[b]Species:[/b]
[b]Personality:[/b]
[b]Physical Description:[/b]
[b]Biography[/b]
[b][u]DO NOT REMOVE:[/u] 3486[/b][/box]


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Faction App
Name:
Governing Ideology:[/b
[b]Leader(s):

Territorial Claims: (These must be adjacent to one another.)
Population:
Armed Population:

History:
Culture:
Theme: (Optional, this helps apply an overall outlook like if a nation is Greek or Sumerian inspired. Or has some other trait people can broadly associate with it)

DO NOT REMOVE: 9312
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Character App
Name:Amelia
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Gender: Female
Age: Unknown
Species: Nightkind
Personality: Amelia is much a combination of the other two Vampire Triarchs in personality. She is a brave, capable warrior and military strategist like Vlad; while also being politically astute and learned like Markusz Aurelian. Bridging the gap between the two who are very much contrasting personalities. As such Nightkind who trace their lineage back to her often display themselves as shrewd and brave. Her defining character flaw would be her sense of justice. Not that it is absent. But that it is overbearing. Swift and just in dispensing it while ruling this may draw the ire of both parties who see themselves as wrongly being punished while others view her methods as wise.

Amelia is often a quiet, solemn soul, spending many a night alone in her private chambers or out riding in the nearby woodlands under the pale moon. She prefers a quieter crowd to that of chattering ballrooms and promenades. Engaging in social appointments and affairs only out of necessity or keen interest.
Physical Description: Amelia stands at 6ft and is lithe, muscles for her build, but also slender. Her body seeming to capture the stereotypical beauty of a woman. Smooth skin, pure white teeth, and bright eyes with flowing raven black hair. Her bosom full and body possessing the right curves in the right places. However, remaining firmly athletic.
Biography Amelia emerged at the same time as the other two Nightkind Triarchs in ages past. Alternating in the Fourth Cycle of the Sun with the creation of The Chain. Two Triarchs hibernate while one rules. Thus she has leap frogged through time for centuries. Alternating as peacekeeper and warlord. She has embraced several individuals and rumors abound about the Elder Princess as she is sometimes called even having biological offspring. Which, given her extremely long life is probable that she had taken a lover or lovers at some point in time.

Her reign in the Fourteenth Century, the last 53 years, has remained tense. The Great War had not solved anything between the various realms of the Continent. Only weakening most and putting everyone back at each others throats once the dust cleared. Nocturne itself once unified is now in a precarious state with the Provinces exercising increasing autonomy at the expense of the Elder Council's power. She is also the only Triarch to hold a feudal title and is Voivode of Transylvania.
DO NOT REMOVE: 3486


Faction App
Name: Realm of Nocturne
Governing Ideology: City-State of Valeria is Meritocratic but the provinces vary between such and feudalism. The Legislative Arm of Valeria is the Elder Council which is made up of the city's districts. The Judicial Arm is made up of Triarchs appointed and Council approved Magistrates. The Triarchs fulfill the executive arm of government.
Leader(s): Amelia
Territorial Claims: Nocturne (1) on the map.
Population: 1.2 Million in the City-State of Valeria with the provinces providing another 7 Million.
Armed Population: Few thousand Nightguard (all vampire), 15,000 peacetime Valerian Guard (all human), and provincial standing forces create a number approximate to 20-25 thousand at any given time.
Nightguard appearance
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Valerian Guard
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History: Nocturne has occupied a central history to the Continent in that its position has led it to be involved in numerous wars, subject to invasions, and economic prosperity. Sitting on the main land routes for North to South and West to East the city of Valeria is often teeming with foreign merchants peddling their wares. Exotic animals and possesses several minority neighborhoods. Throughout history the Nightkind of built a surprisingly tolerant and egalitarian society. Possessing the largest population and city in the world it is a small wonder when the Nightkind or anyone from Nocturne speaks highly of their homeland.
Culture: Culturally Nocturne is religiously tolerant and socially egalitarian. Though in reality this is not uniform throughout the provinces. Some provinces like Transylvania, Magyan, and Westmark are extremely religious and patriarchal while others like Balatora, Morhemia, and Veiern are not. This extends into political and social spectrums as well. The provinces of Transylvania, Magyan, Balatora, and Westmark are extremely feudal. The province of Tyrstria is organized much like a republic. But they all consider themselves a part of Nocturne.

Currency of Nocturne

Sun: Golden coin at 24 carats
Moon: Silver coin at 12 carats with four making a Sun
Half Moon: small silver coin at 8 carats with ten making a Sun or five making a Moon.
Copper Penny: 100 pennies make a Moon and 300 makes a Sun.

Theme: (Optional)

DO NOT REMOVE: 9312
Last edited by Imperialisium on Thu Mar 22, 2018 5:57 pm, edited 6 times in total.
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Races Lore

Postby Imperialisium » Wed Jan 10, 2018 9:00 pm

Major Races


Humanity


Humanity is the most numerous race on the Continent and can be found in practically every locale. From the nomadic desert tribes in Magna Isla and Sahara to the cannibalistic tribes from the Nilor. From the cold winds whipping across Northern Britaia to the Golden Coasts of Valenzia. Humanity numerically outstrips all the other major races combined and is extremely diverse in anything from language, appearance, to local customs and government style. From feudal states to republics to nomadic tribes Humanity has colonized practically every region of the map. Forming the majority of the nation-states.

Kindreds


The Kindred, or Alders, Elderfolk, or incorrectly termed Elves, are arguably the oldest race on the Continent aside from the Nightkind. The three present Kindreds trace their lineage back to the original single group of their race: The Aos Si, the People of the Sun, and once ruled the entirety of the known world. Described as attractive to the eyes of humans, fair faced with a disproportionately high number of fair haired persons among their race (brown haired Kindred is unheard of, and black hair is exceedingly rare), and on average taller than humans. However, only the Aos Vaelle seem to be on average noticeably taller by generally a few inches, while the Aos Sidhe and Svaer are usually just generally more lithe and lean than the average human. Since the Cataclysm of Solace the Kindred, including their once unified language of Kindarin, has since broken up into three distinct cultural-linguistic groups. The Aos Vaelle founded Valkyria and incorporated the Normerik humans moving into the area during the Migration period. As such Normeros is typically very tolerant of non-humans and many humans speak Vaedarin, the Vaelle's version of Kindarin, mutually with their own Normerik tongue. Kindred are also rather long lived compared to the other races, averaging about 200-400 years of age.

Aos Vaelle (People of Fire)

The Vaelle, Post-Cataclysm, followed an individual known as Prince Vaehrenhil to the location of what is now Valkyria and founded the eponymous city. Forming the core of what would become the Kingdom of Normeros. They carried on their former civilizations Pantheon of Gods and Goddesses (Odan, Zaeius, Helian, Keres, Horus, Hira, Vena, Tartus, Artema, Athenea, Tor, Tyr, and Apollos) which the incoming Normerik humans took for their own. They got their name for the fact that the great valley Valkyria is located in, along the shores of Lake Evendyn, is ringed with Volcanoes called the Thirteen Fires. It also the only known location where the Valkur, or Dragons, breed in terms of natural habitat. The older Aos Si had managed, through complex techniques largely lost, to tame and ride the great beasts who were surprisingly quite intelligent if not sapient to a degree. Their succeeding Kindred possess the ability to tame and ride them to a degree, but only managing to successfully domesticate a few since hatching, and are generally too valuable to be sent into battle for fear of losing them or rampaging.

Aos Sidhe (People of Fae/Earth)

The Sidhe were once the most numerous of the Kindreds and either isolationist or existing in small communes/districts within tolerant regions. They are valued for their textiles, trapping, furs, archery, and stealth. Primarily preferring woodlands and mountains the Sidhe are generally a peace loving folk. Not nearly as Warlike as the Vaelle and Svaer. But when push comes to shove many an army has been ambushed by a well coordinated strike of Sidhe Rangers operating unseen. Unfortunately the latter reputation has led to them being persecuted on and off by many Human realms. Deeming them untrustworthy or worse. The Zeljuuks paradoxically value male Sidhe as assassins and female's as concubines though offspring from such intimate relations are usually disinherited and sent to join some other organization.

Aos Svaer (People of Shadow)

The Aos Svaer have a rather dark reputation among the peoples of the Continent. After the Cataclysm of Solace the Svaer operated as militant pirates and brigands before relocating to the Islands of the Inner Nostrum, Sea of Herakon, and Basilisk Isles. Operating primarily as mercenaries, pirates, and bandits. Svaer primarily view the other races, especially humans, as inferior and largely deserving of slave status if not outright genocide. Seeing as all the lands of which Humanity occupies as rightfully their own. However, being the fewest in number and not united in any shape or form the Svaer are left to operate on the periphery. In appearance they resemble Sidhe except for the fact that out of all three Kindreds the Svaer sport significant numbers of black haired individuals.

The Dwellers


The Dwellers are one of the native races to Continent and resemble humans except being more squat and muscular. Not generally shorter than Humans, at least by a significant margin, they possess upper body strength like no other. Indeed if a Dweller challenges you to a game of arm wrestling you would do well to reconsider saying, "Ye." However, Dwellers have notoriously sensitive eye sight and feeling to their thermal environment. Often having to sport darkened goggles on the surface to not be blinded by the Sun and when they do remove them often suffer nearsightedness or blurred vision. Able to detect the most subtle of air currents under ground this swiftly can become disorienting on the surface due to the more free flowing air. Dwellers not accustomed to extreme heat or cold typically do not fair well as a result of this impaired thermal sensitivity above ground.

Dwellers are valued as miners and engineering siege warfare. Able to tunnel under or even through enemy defenses with uncanny accuracy and skill. To being excellent close range melee troops above or below the surface. But again above ground their impaired eyesight does prove a problem and even sporting armored goggles cannot fully remove the danger.

Sea-Dwellers


The ocean going cousins to the Dwellers living on the Continent. They call themselves the world's best swimmers and supposedly retain the skills to build submersibles. Though this may just be myth borne of the fact that Sea-Dwellers can breath underwater via gills in their necks and accordingly their webbed hands and feet allow them to travel underwater at incredible speeds. A Sea-Dweller war party rising from the incoming waves on a beach has been many a fisherman's worst nightmare. Aside from raising Sea-Dwellers often have a presence in or nearby major harbors. Selling goods and artifacts recovered from beneath the ocean's waves.

Giants


The Giants are a rare sight, and often exaggerated to impractical proportions. Most are about eight feet tall and proportional, surprisingly gentle, and extremely pacifist in regards to violence. Only attacking aggressively when needed and usually stories of them attacking Human settlements is due to the truth being simple: The Humans tried to kill them or encroached on their land. They are by far the rarest of the races on the Continent and not unified in any shape or form. Preferring small clans of roughly a dozen or two dozen individuals at most.

The Fenrir


The Fenrir, Garhrim, Lykos (Among themselves), Lycans, or Werewolves originated in the central region of the Continent a century or so after the emergence of the Nightkind according to the annals of Nocturne. The Fenrir organize themselves internally by packs under an Alpha. The King of Neostria, the realm that they founded in the beginning of the Fourth Cycle of the Sun, must always be an Alpha among the Fenrir. The Fenrir cannot have children to pass on their condition of being able to turn into a Werewolf. They must instead submit an individual to The Change. Which is a process both Nightkind and Fenrir can conduct too genetically change an individual to become part of their race. The Fenrir version involves, much like the Nightkind, drinking or having their blood put on an open wound. Allowing the Fenrir genome to spread and multiply. Mutating the hosts cells in a rather violent, week long, change at the cellular level. The process carries a 75% death rate when not being cared for continuously while the process occurs. Even then the process only lowers to 50% fatality due to how traumatic The Change is. Once Changed a Fenrir can expect to live up to 150 years of age.

The Nightkind


The Nightkind, Lords of the Night, Nightfolk, or Vampires as they are commonly known derogatively are the founders of Nocturne. The Vampires are not like the typical mythos in that they do not burst into flames from Sunlight. They can walk about during the day, the caveat being that prolonged exposure or being malnourished leads to what is called 'Sun Sickness'. A really bad reaction to the UV radiation of the suns rays that weakens them, blotches their skin, and will eventually kill them like someone took being heatstroke times a thousand. In addition the Vampires are a generational race. The three Triarchs are the oldest of their race and of which all Nightkind trace their lineage back too. This is followed by the Elders and Purebloods (Nightkind that are biologically born or turned by the oldest Elders or Triarchs). Followed by the regular third generation Nightkind. Half-bloods and Quarter-bloods form the fourth and fifth generation Nightkind. Like the Fenrir the Nightkind can turn an individual through the Change but can also rarely produce natural offspring. A natural birth being a celebrated event in many Nightkind households. The term Elder itself is just a title which may be confusing to those who hear it. It must be bestowed by the reigning Triarch or by a vote of the Elder Council (the ruling legislative council of Nocturne) who can only be comprised of Elders.
Last edited by Imperialisium on Wed Jan 10, 2018 9:05 pm, edited 1 time in total.
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Postby Imperialisium » Wed Jan 10, 2018 9:00 pm

Faith of Thirteen


The Kindred primarily worship the Faith of Thirteen. A Pantheon of Gods representing different aspects of the cosmos. Odan, Zaeius, Helian, Keres, Horus, Hira, Vena, Tartus, Artema, Athenea, Tor, Tyr, and Apollos. Odan is the God of Knowledge, Future, and Valor; Zaeius is God of the Sky; Helian is the Sun God and Fire; Horus, Lord of Rebirth and Honor; Hira, Goddess of Fertility, Hearth, and Home; Vena, Goddess of Love and Prosperity; Tartus, God of Death; Artema, Goddess of Nature, Hunting, and the Moon; Athenea, Goddess of Victory and female aspect of Wisdom; Tor, God of Storms, Courage, and Strength; Tyr, God of War; Apollos, God of Music, Art, and Water. Each God and Goddess has their own priesthood with numerous local variations and places of worship. In Germania it is common to worship outside at hallowed Oak trees. While in Normeros temples and shrines are common place. Some human realms have adopted this faith for their own.

This is faith is widespread in Normeros, Brittaia, Eire, Germania, Volhynia-Polen and significant populations in Livuria and Nocturne.

Faith of the Argent Shroud


The Faith of the Argent Shroud emerged in the Fourth Cycle of the Sun in Legania. In the city of Torin built over ancient ruins. Believing in a Triadic dynamic of one God expressed in three ways. The Shroud that stands for a literal shroud over a corpse symbolizing a promised afterlife. The metaphorical Shroud of the unknown. The second point is the Almighty Spirit which is often symbolized with a Burning Flame. Followed by the Sacred Death symbolizing a female figure hanging upside down on a crescent moon. This Faith has numerous sects and variations such as the extremely zealous Church of the Burning Flame centered in Valenzia along with an internal Inquisition (Inquisitors of the Holy Lance) that hunts down heretics and deviants. The Faith despite variation does have a head in Legania called the Holy Patriarch which rules from the city of Torin.

The Argent Shroud is widespread in Legania, Latina, Occitania, Katalunie, Zardinia, Barcelon, Aquataynia, Dalmatia, Armorica, Jherulestine and significant populations in Brittaia, Jel, Livuria, Nocturne, and Benelux.

Isla


Isla is a Diacratic Faith with a God of Light named Al-Isla and a Satanic figure called Zoros. Locked in an eternal struggle over the world. Islaists and adherents of the Argent Shroud are often locked in bloody religious wars in recent centuries. It is a decentralized faith with many heads of state also fulfilling theocratic roles.

Widespread in Magna Isla, Andaluz, Farsi, Levant, Zyria, Anatolia, and significant populations in Tripolegytus, Numida, Cartha, and Nilor.

Church of Prostopos


A Syncretic Faith formed by merging the beliefs of the Argent Shroud with the native Konstantian Polytheistic Faith of Five. Whereby instead of being Triadic like the Faith of the Argent Shroud it has Five aspects. Life, Death, Rebirth, Afterlife, and Light/Dark. It is not as centralized as the Argent Shroud but the state religion of the Konstantian Empire with the Emperor being the chief clergyman.

This faith is only widespread in Konstantia, Ionia, Grecia, Tyrrhenia, Romuva, Novoro, and Oermenia.

Earthism


Earthism is primarily worshipped among the Dwellers. It is a simple faith stressing connection with the Earth as not only physical but spiritual and that every action has both metaphysical and real implications. As such many ardent Dwellers who could be garnered as Zealots live in imposed poverty, live charitably, and belief in pacifism. Since the Dwellers have no nation for their own their is no ordained clergy or hierarchy for this belief system.

Ancestor Worship & Sun-God


The Aziaria primarily worship their ancestors and living beyond death in a Spirit World adjacent to our own. But still able to interact with the mortal world. The Sun-Emperor also possesses the Mandate of the Sun which places him as a God-Like figure that is the link between the Mortal Realm and the Spiritual. As such many Aziari worship the Sun-Emperor as a god, and the local Daimyo leaders of the twenty-two Aziari clans respect the Emperor despite his real authority being determined by their own competence, and Daimyo willingness.

Shamanism


Shamanism traces its routes to the tribal ancestor and nature beliefs of the nomadic lords of the steppes. The Rosskayans, Belargans, and Kazani to the far East. It is a simple belief system of ancestors looking after or cursing the living. Tribal unity. And the spiritual ability of a tribes Shaman to communicate with the deceased.

Worshipped by the Rosskaya, Belargan, Kaukazen and Kazana.
Last edited by Imperialisium on Mon Jan 15, 2018 6:10 pm, edited 2 times in total.
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Postby Imperialisium » Wed Jan 10, 2018 9:06 pm

Nocturne Timeline
Encyclopedia Terra et Nocturnis
The dates listed herein are given by the reckoning of the Realm of Nocturne by Council Commission. Conflicting dates and other sources are appropriately listed. -Virgil

The Time of Ancients
21st and 22nd Centuries are held as part of this era. Also the first of the Immortals appear (Vampires, Fenrir (Lycans), and later the Aos Si, Dwellers, Giants, and numerous others are mentioned). Vampires form The Covenant which organizes them under Three Elders in a civilization centered in central/eastern Europe at the fortress of Noctis Mons.

Once birds of steel and horses of iron roamed the lands. Great castles of glass and magical substance covered entire forests. Great beasts coursed across the land bellowing breath the color of dragon fire. A time of wonder now lost to the sands of time. Only a few scant ruins remain, crumbling, withered away or consumed by nature. Occasionally happened upon by unwary travelers or fishermen stuck on the spires of sunken towers. Their top spines, whatever purpose they served lost to us, a hazard resting below the waves for those unused to certain routes in dangerous waters. None know when exactly this time came to an end. Only that the most ancient of records of which are few, and almost all second hand sources copied down generation to generation by hand, or wrote by the scholars of the Aos kindreds themselves can only be deemed as partially accurate. The Aos Si, the precursors to the three current Kindreds, themselves an ancient and lost civilization even to us account the Ancient Era as long passed. What we can only speculate is that it came to a violent, turbulent, apocalyptic end at least several thousand years ago. However, there is several likely and probably mutually contributive reasons for the demise of this epoch.
Aos Si records attest to the Ziccara Virus, to them known as Mallaichte Cursed Bás or the Cursed Death, to the peasants it is the Plague of Unlife which attributed greatly to the end of this era. The dreaded disease that kills and reanimates the corpses of the recently deceased into shambling hordes of cannibalistic killers. Only seeking to acquire more hosts for the virulent disease. The most ancient of texts give that the Virus arrived from the South-East and spread to The Continent by Sea. Currently the disease is a rare sight and usually put down with all due haste before it develops further. For the disease is known to instill a sort of group consciousness among its infected to coordinate unseeingly against the living. Yes, for those late in the disease's stages lose the ability to see their future prey.
The second is attributed to climate change as given in the Prose Aimsir (lit: Prose on Climate) written by the Aos Si Eldraed aes Darthwen who also wrote about the Dwellers alongside a scholar of their own known only as Kuzden. Eldraed and Kuzden's work occurred over two thousand years before the present and despite their literature being well respected by current scholars it is still likely derived almost entirely by secondary accounts and educated guesswork based on present observations. As they postulated that The Continent experienced what could only be said as an Ice Age or Age of Frost as quoted from their work. That lasted for hundreds of year if not a thousand and devastated any civilization existing at the time.
The third likely source is that of mutual destruction from internecine warfare. This was probably in conjunction with one if not both of the previous examples of what befell The Ancients. The only account of which comes from partially translated fragments of Ancient text in the Encycloia Britaia. A dense series of texts preserved in Valkyria, themselves well worn and nigh unreadable for the most part, detailing events of great fires and heat. A possible metaphor for whatever faith or faiths The Ancients believed in.


The Elder Days
I weep for the passage of the Elder Days, when the magic fades, and the age of mystery gives way.-Script on one of the pillars of Valkyria's Temple of Zaeius which was constructed at the end of this era

The Elder Day's beginning is up for debate among various scholars. Only that is follows the Time of Ancients and is the period of which the various races aside from Humanity arrived or appeared on The Continent. A time that is believed to have lasted approximately five thousand years though it may have actually be lesser or greater. A time when the Aos Si where the most advanced and dominant civilization of the Continent. Ruling over beautiful cities and wielding knowledge that could only be explained as arcane. Some say they even were able to bend the elements to their will. It was during this time that the Aos Si tamed Dragons and made alliances with the Giants and Dwellers, or subjugated them ruthlessly. What can be accurately said is that by the last centuries of this era the Aos Si where in stagnation if not outright decline. Population decline, internecine struggles, economic downturn, and the arrival of Humanity (or possible reappearance) onto the Continent from the West and East likely all were causes. But the true nail in the coffin would not be till the next age for the Aos Si civilization.

The Faith of Thirteen is the largest religion across the Continent. Only challenged by Earthism worshipped by the Dwellers and the cults of personality centered around the Vampire Elders (later Triarchs).

The Age of Migration
Humans arrive, spread, and populate most of the Continent. The Reign of Terror perpetrated by Galahad Gilzen and his cohorts lead to the spawning of many creatures like Vargheists, Ghouls, and other horrors. All three Vampire Elders awaken and manage to reportedly kill Gilzen. Most of his lieutenants and horrors are slain in the later half of this period. The Faith of Thirteen and other indigenous religions are increasingly marginalized, replaced, or accepted by expanding human populations.

Humanity calls this period the Age of Migration, to the Aos Si it is Uair de Tráth Mairg (Lit: Time of Woe) and the Dwellers Tempo de Ai which would translate the same as the Aos Si version. This era is extremely short compared to the previous and succeeding Epoch. Lasting approximately 100-200 years depending on point of reference. Humanity arrived (or returned) in waves from the East and West. From the East they arrived by land, while from the West they came by Sea, and encroached upon the declining Aos Si civilization. Their demeanor a variation of peaceful and warlike depending on leader or group. The Aos Si, eventually, took to war with Humanity for some reason long lost. Driving them to the brink until the Cataclysm of Solace, Solace being their primary city and hub of their civilization, which ruined the city and fractured their civilization. Reducing their already struggling people to a shadow of their former glory. Allowing humanity to fill the vacuum, for none of the other races had the strength or desire to fight, and spread rapidly across the Continent. Diversifying and establishing numerous polities. Humanity, perhaps even more than any of the other races, showed a remarkable tendency for internecine warfare and mixed attitudes to the other races. One ruler might be particularly tolerant of other races or a select race; while another launches brutal pogroms against non-humans.


Fourth Cycle of the Sun

First Century

The first century marked the first reign of Vlad and the founding of many important historic cities like Valeria, Valkyria, Konstantia, and Saris. Many human settlements of this period are built over the ruins of older more ancient cities. The realm of Nocturne at the time comprised only the surrounding environs of Valeria. The Fenrir are united under Wolf-King Amerin I of Neostria at some point in this century comprising much of central, northern, and eastern France. The Aos Vaelle would later unite in the later half of this century under Aimlaith I na Nymeris while the Aos Svaer primarily feud amongst themselves. The Sun-Emperor Jaseon and his descendants would unite most of Aziaria by the end of the century. The Aos Sidhe are driven by invading humans to the North-East of Eire and most of their realms are destroyed or marginalized.

1FC: Founding of Valeria by the Vampire Triarchs, the former three Elders, and make the title of Elder given to a leader of Vampirekind. Council of Thorns re-organizes Vampiric society and leads to the establishment of Nocturne. The Chain is formed by the Triarchs with Vlad ruling first while the other two Triarchs go into hibernation.

5FC: Valkyria is built by the Aos Vaelle. King Bartoslav I of Volhynia and King Ion of Romuva enter an alliance with Vlad of Nocturne in response to the encroaching Belargan and Rosskayan nomads to the East.

11FC: Coronation of August Maximus as Emperor of Konstantia. Start of the Konstantian Empire from the Republic which had prospered around the Bosphorus for two hundred years. August being a popular general who managed to conquer all of Ionia, Grecia, and Novoro.

28FC: High King Taedhil ap Eiren, Lord of the Aos Sidhe, is slain fighting human tribes in the Battle of Green Hills.

33FC: The Faith of the Argent Shroud spreads from central Latina into Tyrrhenia, Tuscovaro, and Samnia.

51FC: Emperor August Maximus dies and is succeeded by his nephew Tiberan. Emperor Tiberan subjugates all of the Bulgarian Wilderness up to the Danube and border with Romuva.

52-56FC: Romuva-Volhynia-Nocturne war against the Belargans and Rosskayans.

56FC: Treaty of Dniva settles the Belargans and Rosskayans in what was once known as the Ukraine and White Russia. These lands become known as the Belargan Khanate and the Rosskayan Tzardom.

73-93FC: Daimyo Wars are waged by the Imperial armies of Sun-Emperor Rohiko and his sons Kohero against the regional warlords of the twenty-two Aziari Clans to unite the Islands of Aziaria.

80FC: The Dwellers under Kurzdun Grim-Iron complete their underground city of Zer-Daram. Their largest underground city stretching beneath the Alps.

94FC: Sun-Emperor Kohero unites the Islands of Aziaria under the Chrysanthemum Throne.

100FC: Vlad goes into hibernation. Amelia awakens to begin her reign.

Second Century

The Second century, following the calamities of the Migration Era and the First Century was remarkably peaceful in contrast. The occasional war, campaign, or battle was fought. But not to the extent of the preceding three centuries. The Aos Sidhe managed to consolidate themselves in Eire and Britaia while the Aos Svaer primarily raided the Southron lands and the Eastern Inner Nostrum. Nocturne at this time would incorporate Balatora, Karpathia (name changed to Magyan in the Tenth Century after the Magyan invasion), and Morhemia.

140-166FC: Emperor Hadrian I conquers all of Anatolia and Zyria. Plague however sweeps through the Empire and across the Continent. Valeria closes its gates for the Winter of 177 to prevent infection.

166-200FC: Zyrian Plague causes outbreaks through Anatolia and the Continent.

Third Century

The first reign of Markusz Aurelian is a time of prosperity and crisis. The Zyrian Plagues had severely underpopulated much of the Continent following the widespread wars of the Age of Migration. The population of the known world is at an all time low of 12 Million and largely stagnate throughout the century. Markusz does incorporate the territory of Veiern into Nocturne.

227FC: Veiern is incorporated into Nocturne.

228FC: Emperor Hadrian II, having reigned for forty-eight years in prosperity is murdered by his wife Faustina. Her lover Kadoukas is installed on the throne. This causes the rebellion of a number of Grecian cities that form the Achaian League. The Emperor sends Admiral Naxos and General Kortizoukas to crush the league but are sharply defeated in the land battle of Thermos and the sea battle of Thyra. Encouraging most of Grecia to rebel including the Islands of the Aegeian Sea.

231FC: Kadoukas is murdered by troops loyal to Admiral Naxos while in his private baths. Faustina is hanged from the walls of the Imperial Palace and Hadrian II's son who escaped the purges of Kadoukas solidification of power is installed on the Ameythst Throne.

232FC: Emperor Adrian I strikes a deal with the Achaian League and they voluntarily return to the Empire with additional local autonomy.

240'sFC: Markusz Aurelian begins building the Librarium Nocturnal. It would be the largest library in the known world spanning over eight million articles and museum pieces by its three hundredth anniversary in the 6th Century.

259-260FC: Aos Svaer pirates led by Dread-King Eredren Crow's-Eye sack the cities of Karalis and Syracuesa before crossing the Path of Herakon into the Sea of Herakon, Beyond the Pillars, and to the Western Isles.

Fourth Century

Vlad rules in Nocturne and makes war against Germania. Nocturne having suffered repeated raids for centuries. Devastating the region, hanging babies by umbilical cordes, throwing women into spiked pits, and slaughtering the menfolk of entire towns. Germania supposedly lost two-thirds of its population as a result. Even going so far as to drag the corpse of the High King, Tasilo III, back to Valeria via chariot. Tasilo's single surviving nephew Bryn pledges revenge. The Faith of the Argent Shroud becomes the largest minority religion in the Konstantian Empire.

300-315FC: Scouring of Germania by Vlad.

334FC: High King Bryn leads a Germanian army into Nocturne that swiftly moves through Morhemia. Even seizing the capital for a short period of time before withdrawing in the face of superior Nocturne forces. The Germanians exact a heavy toll on the Morhemians which furthers their mutual hatred for each other.

378-386FC: Building of what will once be the inner walls of Nocturne. The Serpentine Walls.

390'sFC: Faith of the Argent Shroud spreads to Aquatayne, Occitania, and Dalmatia by the close of the century.

Fifth Century

The Crisis of the Fifth Century speaks to the Ziccara Outbreak of 444, the Religious Schisms of the Konstantian Empire between the growing amount of Argent Shroud followers and native Konstantian Polytheism. Ultimately leading to the Council of Kalcedon which forms the syncratic Church of Prostopos. Amelia reigns during these troubling times and manages to increase the size of Nocturne by launching the Tyrstrian Wars.

410-13FC: Aos Sidhe under Princess Finubar Tauraehil settle in Volhynia at the invitation of Queen Mira. Valeria soon boasts a small Sidhe minority in the Hroehil neighborhood and forests of Karpathia.

414FC: Beginning of the Konstantian Religious Schism.

416FC: Amelia launches the Tyrstrian Wars as a campaign of conquest against the Tyrstrian Republic. This conflict is fought in two stages between 416-417 and 482-499 with the ultimate conquest and pacification of Tyrstria. The War was famous for such engagements like the Battle of the Venici Canal and the 600-day siege of Visigath. The difficulties of the siege and Nocturne's lack of a Navy at the start of the war causes the Council to begin financing a Naval force which ultimately leads to the storming of the city of Venezia and surrender of Visigath.

444FC: Ziccara Outbreak leads to the quarantine of four districts in Valeria. End of the Konstantian Religious Schism. Council of Kalcedon forms the syncratic Church of Helenes.

Sixth Century

Markusz Aurelian reigns in the Sixth century and builds several refuges in the Carpathian Mountains housing libraries and armories alike. The Sixth Century saw the formation of the first Baltik City-States like Brezlau and Gottenburg. The Konstantian Empire under Emperor’s Adrian IV, Aurelius II, and Konstantos III of the Grecon Dynasty expand the Empire by conquering Yerapatra, Cyra, and the entirety of Anatolia. The Aos Vaelle under Aimhir II unite all of the region of Normeros into the Kingdom of Normeros---formally. Balkora is organized into Nocturne.

Seventh Century

Vlad Reigns in Nocturne and conquers Western Transylvania. Wars with the Kingdom of Dalmatia in the Pannonian War. Temporarily conquering the entire territory until the Balkan revolts that formed the modern Kingdom of Dalmatia and Principality of Slavurya in the Eighth and Tenth Centuries. While in the beginning of the Seventh Century the Kontantian Empire annexes all of what would become Kosarbia.

626-629FC: Nocturne invades and conquers the Kingdom of Dalmatia.

Eighth Century

Amelia Reigns and at the plea of the East Transylvanian Voivodes she enters the regional conflict to counter the expansion of Romuva under King Kaion VI Ilenescu. The forces of Nocturne and the various Transylvanian Voivodes drive the Romuvan’s back over the Carpathians. Amelia however refuses to invade Romuva proper and exits the conflict. Meanwhile the Konstantian Empire begins colonizing Tripolegyptus. Sacking and conquering numerous Corsair cities. Inadvertently safeguarding much of Inner Nostrum for decades. In the North the Kingdom of Normeros under Tearlach I, would annex Livuria and establish outposts around the Baltiche region. Even establishing secret outposts in Britaia and trading heavily with the surrounding realms.

706-720FC: First Balkans Revolt begins a lengthy guerrila war between the forces of Nocturne and local Dalmatians. Eventually at the urging of the Elder Council, Amelia, reluctantly withdraws Nocturne military forces from the region.

772FC: Nocturne intervenes in the Romuvan-Transylvanian conflict.

780FC: Amelia builds the hunting lodge and later also castle-refuge of Vaeghorod in the Carpathian mountains in Western Transylvania.

Ninth Century

Markusz Aurelian reigns during when the Magyan’s arrive in Rosskaya and Belarga. Establishing the realm of Atelkoszen in their midst while rumors spread about the fierce horsemen from beyond the steppes. In the far North in Normeros the Aos Vaelle build the refuge of Oronorin. In Britaia King Godwin II of Mercia, Harold I of Kornwall, Alfred IV of Esex, Allaex I of Umbria, and Boudara of Northumbria along with Duke Aethelus VII of Kaent and Count Teodor I of Anglia form the Heptarchy by signing mutual alliances. Setting aside centuries of bickering due to the threat of a Fenrir invasion of Britaia under Hugh Blackmane, King of Neostria, after the Lycans took the Channel Islands and landed scouting forces in Esex. However, the invasion never materialized due to problems on the continent arising from the Aziari colonizing the Biscay coast between Armorica and Aquatayne. In Konstantia the Emperor’s of the Ionian Dynasty: Adrianikos I, II; Eraklion I, Erene, and Konstantius IV conquer Jherulestine while holding the Levant and Oermenia as vassals. In the North the reign of Uaillean III of Normeros saw a pause in the growing power of the Kingdom as the Ziccara virus swept through the region from the East.

814FC: Formation of the Heptarchy

Tenth Century

Vlad Reigns as the Magyan’s cross the Carpathians and invade the Nocturne province of Karpathia. Fighting a brutal war for years until they are allowed to settle in the territory that would be renamed after them. Vlad also authorized the formation of the Konstantia Coven, due to the relative tolerance of the Imperial Throne over matters concerning non-human minorities in the city. The Konstantian Empire reaches its zenith as the Emperor Bazilian I and his successor sons Ionnos II and later Bazilian II of the Marescedon Dynasty wage war against Tyrrhenia. Completely conquering that Empire and ending the First Tyrrhenian Empire. In Normeros the succession of Aimhir IV would see a return of Aos Vaelle expansionism with the invasion of Britaia. The Britaian’s would call it the First Great Elvish War and the Normeran army as the Great Northern Army while the Aos Vaelle would call it the Britaian War. Waged off an on for much of the century it led to the Aos Vaelle at times ruling most of human lands before the conflict see-sawed back and forth. The combined armies of the Heptarchy barely able to hold off the Normerik military. While Aimhir IV skillfully enlisted the aid of the Kingdom of Gwyndor and Sidhe mercenaries. However, Gwyndor would later switch sides after the careful diplomacy of Orana of Mercia and Godwinson IX of Kornwall convinced the King of Gwyndor, Argyll aech Maehowdh, that the defeat of the Heptarchy would also doom the human realm of Gwyndor to Aos domination. Gwyndor, which also by marriage had ties to the Sidhe, led to the latter exiting the conflict and Sidhe mercenaries marching home. Creating a rift between the two kindreds (Vaelle and Sidhe) for centuries and ultimately allowing the Heptarchy to push Normeros out of Britaia.

906-909FC: Two hundred years to the day of the First Balkan Revolt, the Second Balkan Revolt begins, and the invasion of the Magyan at the same time leading Vlad grudgingly granting autonomy to the territory that

908-955FC: Magyan migration and invasion as the horse-lords erupt out of the East and begin to progressively move towards and then into central Nocturne.

913-997FC: First Great Elvish War/Britaian War is waged across much of the Heptarchy and Gwyndor.

999FC: Vlad invades and conquers Westmark.

Eleventh Century

Amelia Reigns and during this time the legend of her slaying a wild Drake in the mountains of Transylvania begins. She would remain moot on the topic but shortly thereafter the Transylvanians would swear fealty for her. Becoming Voivode of Transylvania and the only Triarch to hold a feudal title. In Normeros the succession of the first ruling Queen, Easaeidh I na Nymeris, an energetic ruler who rebuilt Valkyria while also holding millennial celebrations for the Kingdom occurred. She would later die of suspicious circumstances and her two children Aimhir and his sister Seasaidh would fight the Kin-War when half the realm’s nobles supported the latter. Only ending in 1064 with the imprisonment and death of Seasaidh along with the coronation of Aimhir V. The beginning of the Wars of Faith between the followers of the Argent Shroud and its various sects against various others would spark at the end of the century. In Konstantia the Empire is dealt a serious defeat by the Zeljuuk’s who had conquered the ancient realms of Farsi and accepted the vassalage of the desert tribes in Magna Isla. The Battle of Syros-Alepta would lead to not only the death of the reigning Emperor and his eldest sons but also the loss of the bulk of the best Imperial troops in the East. Leading to the loss of the Levant, Eastern Anatolia, and Zyria while Konstantian General Quintion valiantly clung on to Jherulestine. The resulting Imperial Civil War over the throne further weakened the Empire and led to the loss of the Tyrrhenian territories when the Aos Vaelle King of Normeros Saimhir I allowed an expedition by his daughter Erenhaidh Tinuvala and other nobles that sailed through The Pillars and landed along the Path of Herakon. Conquering Tyrrhenia and forming the Second Tyrrhenian Empire by intermarrying with local nobles.

Twelfth Century

Markusz Aurelian Reigns in Nocturne while the Wars of Faith rage about the Continent. The Aziari and Neostran Crusades with mixed results, followed by the Eastern Crusades which led to the establishment of the Crusader states in Jherulestine and Zyria. The Zeljuuk Sultanate subjugates Oermenia and the Kaukazen region until the mid-century when internal civil wars fracture it into several competing states.

1130FC: Council’s of Torin in Legania lead to the launching of the Aziari and Neostran Crusades in 1131 and 1142. As the Holy Patriarch, a position created from the Council of Torin as a centralization of the mainline Argent Shroud faith into a cohesive organization. The Inquisitors of the Holy Lance (Inquisition for short) begins an internal purge of the faith.

1131-1036FC: The Aziari Crusade leads to clashes with the Sun-Emperor Orohito battles across Aziaria. It however ends in failure and the Crusaders leave. Concurently Oermenia is subjugated by the Zeljuuk Sultanate.

1142FC: Neostran Crusade launches and leads to the Treatise of Amions which grants freedom of pilgrimage between Argent Shroud adherents and peace with Neostria.

1143FC: Zeljuuk Sultanate begins to fracture as internal civil wars begin to commence involving power struggles between the ruling family and local emirs. Oermenia regains independance along with the Kaukazen region.

1150-1160FC: Loss of Jherulestine by the Konstantian Empire Zyrian to the Zeljuuk emirs.

1166FC: Eastern Crusades are launched after local emirs launch pogroms against Argent Shroud adherents in the region. The Crusade lands in Yerapatra after being granted safe passage by the Emperor of Konstantia, Koronos I, for resupply before moving on.

1167FC: Eastern Crusade landes in Zyria and conquers the region. Annihilating a Zeljuuk army near the coastline and head South. Conquering all of Jherulestine. The Crusaders, with their new riches, could have pressed on but instead divided up the spoils and territories into several new realms for their own.

1170FC: Zeljuuk Sultanate stabilizes under Zorahadin who is the last ruler to reign over not only the Zeljuuks but also Zumeraq, Farsi, and Tripolegyptus. Surrounding the Crusader states. Eventually devastating them in the Battle of Lake Galor in 1198 and capturing the Holy City of Jherae in 1199.

Thirteenth Century

Vlad Reigns in Nocturne during what would be known as the Century of Iron. The increasing alliances and political marriages between the nations of the Continent eventually spark the Great War in 1205 following the Bloodmyre Massacre. The Massacre of the Neostran King Ammerian XI and his court in neutral Valloon. The Fenrir blame Nocturne and invade Westmark and Veiern. Their alliance with the Germanians, Occitans, Dalmatians, and Romuvans bring them into the war. Nocturne’s allies of Volhynia-Polen, Valloon, Benelux, Normeros, and Legania enter the conflict as well. The war eventually draws in most of the nations on the Continent from Konstantia in the East, Normeros in the North, Valenzia in the West, and Tyrrhenia in the South. Devastating entire regions and weakening all the realms involved for decades. Ending in a stalemate and Nocturne’s central authority weakened. In the East Zorahadin in the first two decades of the Thirteenth Century manages to conquer much of Anatolia before his death in 1221. His empire fragments into their current borders. However, the Ionian Revolt in 1227 leads to their succession from a gravely weakened Konstantian Empire. The Kosarbian Independance war of 1240 lasts two weeks with the Konstantians retreating from the territory.

1205-1273FC: The Great War.

1275-1283FC: Livurian Crusade is launched leading to the formation of Livuria by increasing animosity between the followers of the Argent Shroud and the Faith of Thirteen.

Fourteenth Century
Amelia Reigns and the regions of the world are at an uneasy calm.

Current Year is 1354FC


Maps

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Last edited by Imperialisium on Thu Feb 15, 2018 12:14 pm, edited 3 times in total.
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Imperialisium
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Democratic Socialists

Postby Imperialisium » Wed Jan 10, 2018 9:08 pm

reserved
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Max Empire
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Father Knows Best State

Postby Max Empire » Wed Jan 10, 2018 9:08 pm

Tag.

Ready for another round Ma'am. :bow:
Economic Left/Right: 2.38
Social Libertarian/Authoritarian: -5.44
23 year old Pansexual Swiss Male from Switzerland, loves history, economics and politics


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Jhet
Chargé d'Affaires
 
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Ex-Nation

Postby Jhet » Thu Jan 11, 2018 3:40 am

Tag

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Warg the Immortal
Ambassador
 
Posts: 1718
Founded: Nov 20, 2015
Ex-Nation

Postby Warg the Immortal » Thu Jan 11, 2018 9:27 am

tag
Gender: Male
Location: Canada
Keirsey Temperament: Mastermind/Architect (INTJ)
The Empire of Warg is a Class Z9 Nation
Emperor: Walker Alexander Ross Graves III
Crown Prince: Walker Alexander Ross Graves IV
Field Marshal: Valus Artyom Regulus Graves
Grandmaster of the Order of Algol: Booker Roland Oxley Graves
Pro: Libertarianism, LGBT, Abortion, Religious Freedom, Refugee Aid
Anti: Conservatism, Totalitarianism, SWERFs/TERFs, Theocracies
5D Political Test: Left-Leaning Pro-Government Interventionist Humanist Libertine

Collectivism score: 17%
Authoritarianism score: 17%
Internationalism score: 33%
Tribalism score: -67%
Liberalism score: 83%


Threat Level: ALPHA, BETA, GAMMA, DELTA, EPSILON

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Imperialisium
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Democratic Socialists

Postby Imperialisium » Thu Jan 11, 2018 6:23 pm

I’ll have OP app up soon
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Imperialisium
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Democratic Socialists

Postby Imperialisium » Sat Jan 13, 2018 10:47 pm

app up
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Finsternia
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Founded: May 01, 2015
Democratic Socialists

Postby Finsternia » Tue Jan 16, 2018 9:46 pm

TAG TAG TAG TAG TAAAAAAAAAG!
Random stuff here. Random stuff there. Bla bla bla. Whatever I don't care.

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Strala
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Psychotic Dictatorship

Postby Strala » Tue Jan 16, 2018 9:57 pm

TAG

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Imperialisium
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Democratic Socialists

Postby Imperialisium » Wed Jan 17, 2018 10:18 am

Very enthusiastic tags
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Corsaiir
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Ex-Nation

Postby Corsaiir » Wed Jan 17, 2018 8:11 pm

Tag
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Insaeldor
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Inoffensive Centrist Democracy

Postby Insaeldor » Wed Jan 17, 2018 8:20 pm

>Sees who's in this thread
>gets saltier than Anowa when Dera is talking.

jealous memes aside, I'll keep an eye on this and and hope it does well.
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Imperialisium
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Democratic Socialists

Postby Imperialisium » Thu Jan 18, 2018 6:53 pm

bump
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Segmentia
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Psychotic Dictatorship

Postby Segmentia » Sat Jan 20, 2018 12:42 pm

Character App
Name: Viktoria Tinuvala
Gender: Female
Age: 630
Species:Nightkind Pureblood
Personality: Often warm and friendly enough, she is nonetheless an Empress, and her actions can be quite brutal when needed. However she is often one to try diplomatic approaches first.
Physical Description: Tall, pale skin, well developed. Here

Biography Viktoria had a unremarkable early life, other then being a daughter of an old but minor noble family in the east of Nocturne. Her true life began when old rivals of her family sought to eliminate the Smythes' all at once. Three dozen soldiers stormed the small Smythe estate, not even bothering to try and hide themselves and attacking in the middle of the day. Those few guards the Smythes' could afford and any member of the family trained with a weapon joined the battle, but after a few minutes only Victoria remained of the fighters. She held off six attackers, slaying the last with her final bout of energy as she collapsed from the wounds she had endured and the loss of blood. She would have died there, the end of the Smythe name, except for distant relations, had it not been for the timely arrival of Amelia, a Triarch of Nocturne. Feeling pity for the girl, or perhaps seeing her skill with a blade, the Triarch turned Viktoria. It took a few years for Viktoria to embrace her new life as a vampire, under the tutelage and care of a Triarch no less, but eventually she threw herself into her studies to distract herself. A near mother-daughter formed between the two, and Victoria became a trusted confidant and advisor to Amelia in a few decades.

Viktoria became a well regarded Nightkind through out Nocturne, and was often consulted by those who wished to speak with the Triarchs, becoming a bit of a secretary for the ruling Triarch, as her work for them gave her decent insights as to how they would react to a proposal. That was not to say she did not have her disagreements with the Triarchs, most notably Vlad, but still managed to be an influential individual in the upper ranks of Nocturnes government. So trusted was she that in the Eleventh Century and the forming of the second Tyrrhenian empire to the south, that her 'Mother' Amelia saw an opportunity to cement and alliance with the young empire...by marrying Viktoria to the third son of the ruling monarch. It was seen as a safe way by both nations to form an alliance, and with little threat of the third son ever inheriting the throne.

Viktoria protested, not wanting to be married off, but Amelia did not relent. It impacted their relationship quite badly, but Viktoria went off and wed. It was an awkward relationship with her new husband, living in a foreign land, with even more foreign people who themselves were getting used to ruling over the region. However, things became even more confusing when the first son inherited the throne, and not a decade later was slain in battle. He had always been hungry for glory in battle, but seven arrows saw him to the grave. The second son then became Emperor, and though he was married and had several affairs he never produced a child. He abdicated the throne after a century.

And thus the third son became Emperor, with Viktoria right beside him. It was a time of some political chaos, several nobles not liking the idea of Viktoria so close to the throne, but her husband silenced them easily enough. Though the two could never have children, her husband did have children with other women, not that Viktoria minded, after all it was only natural to want children, and it would be nearly impossible for Viktoria to produce a child. Still, she became something of a step-mother to the children and found some happiness in it.

But as was destined to happen, her husband got older, his body failed to protect against sickness as well, and in the early thirteenth century he passed. This lead to a short but confusing political crisis in the empire, as he had no legitimate heirs for the throne, and there was not enough noble support for any of them to place one upon the throne, which left Viktoria upon the throne of Tyrrhenia, and much to her surprise the nobles more or less agreed to it, as over the centuries Viktoria had become a well known and generally well liked figure among most classes, even the nobles.

Thus Viktoria became the second Empress of Tyrrhenia in the early part of the thirteenth century. She inherited a fairly powerful realm, both militarily and economically, with the Tyrrhenian navy having a strong grasp on the Tyrrhenian Sea, protecting and promoting trade, which further increased the Empires wealth.

With Vlad in command of Nocturne relations quickly became icy, as the two were quickly at odds. Vlad wanted deals and agreements that heavily favored Nocturne and expected Viktoria to deliver them, seeing her as little more then a subject of the Elders will. When the Great War begins Viktoria initially keeps Tyrrhenia out of the war, but eventually is forced to bring the Empire into the war, as an enemy of Nocturne.

While the Tyrrhenian navy was easily able to cut off all sea-based trade to Nocturne and defeat the Nocturne navy rather handily, brutal battles took place in the regions of Verona and Tusconovo, resulting on more or less a stalemate for almost the entire war, with Tyrrhenia unwilling to undertake an offensive and Nocturne unwilling to do the same.

When the war ended relations remained icy between Tyrrhenia and Nocturne, though any doubt the people had of Viktoria being a Nocturne puppet were dispelled, and she set about rebuilding the Tyrrhenia economy and trade empire.

With the dawn of the Fourteenth century, and her 'Mother' regining again, both nations have begun the attempt to bridge relations, though it is unknown how that will fare, especially with the way the Elders rotate in their rule.
DO NOT REMOVE: 3486


Faction App
Name: The Empire of Tyrrhenia
Governing Ideology: The Emperor/Empress holds absolute authority over all aspects of government, however regions are managed by Governors appointed by the Empress, and who in turn set up regional governments to manage their regions. Governors usually have a free hand in how they do this, so long as the Core of Laws are being upheld and followed. Governors can be removed at any time by the Empress, and for any reason.
[b]Leader(s): Empress Viktoria Tinuvala
Territorial Claims: 12 on the map
Population: Around 4 million
Armed Population: 20,000 professional soldier broken down into 4 Legions of 5 thousand each. Civilian auxiliary forces can bolster the number to around 40,000 in times of great need while maintaining a high quality fighting force. Beyond that the quality of the Legions begins to decline.

The navy has around 30,000 sailors and marines, this number also includes crews of merchant ships that are directly owned by the Empire. The Tyrrhenian Navy is the largest and best naval force in the region, though at times can be spread thin in its anti-piracy missions and generally keeping trade flowing.

History: The history of the second Tyrrhenian Empire is brief in most terms, founded only in the Eleventh Century. It was a surprisingly unbloody affair, with the conquerors only having to wage a brief war against the armed population before they began intermarrying the local nobility and other persons of influence. After a few decades of consolidating the regions under their rule, the Aos Vaelle rulers mustered their forces and began expanding, which turned into decades of slow and methodical expansions and consolidation. An early semi-alliance was struck with Nocturne through a marriage between the highly ranked Viktoria Smythe and the third brother of Erenhaidh Tinuvala, which allowed for the empire to expand more or less unopposed by serious threats in the region.

Over the centuries Tyrrhenia carved out a decent sized empire for itself, conquering the regions of Cicilia, Samnia, Latina, and Zardinia, and along with them it slowly gained naval dominance over the Tyrrhenian Sea, which greatly increased the economy of the empire, as they were able to charge tariffs on trade, and manipulate the flow of trade into their own ports over those of the other nations, though it bought them few friends, none could challenge the Tyrrhenian navy enough to change the situation.

The first half of the twelfth century was one of local unrest, as two successive emperors proved to be short lived in their rules. The first died in battle after only a decade of rule, and the second was on the throne for most four decades, and unable to produce and heir he abdicated in shame. This allowed the third brother, and Viktoria, to ascend to the throne. It was this that caused the most unrest, as the nobility were concerned about Viktoria's loyalties, if they were to the Empire or to Nocturne. It was touch and go, but Viktoria proved to be a powerful and well loved ruler alongside her husband. As with time however, and the near impossibility for Viktoria to have children, her husband died. A council was formed to try and find an heir, a direct discendant of the Tinuvala blood line, but all potential candidates found were considered highly unsuitable. And thus Viktoria ascended to the throne, supported by the majority of the nobility, and th vast majority of the citizenry.

The thirteenth century saw any doubts of her loyalty to her own realm ended, as the Great War broke out across the continent. At first Viktoria kept Tyrrhenia neutral, though soon enough her disagreements with the Elder Vlad saw Tyrrhenia quickly becoming hostile towards Nocturne, and in 1221, Tyrrhenia declared war on Nocturne.

The Tyrrhenian navy quickly took control of the seas, as was expected, as the Nocturne navy went to port rather then looking to battle such a superior force. This wasn't a total protection, as the Tyrrhenian navy had a small amount of ships armed with early cannons, which allowed them to bombard both the ships in port and the coastal cities themselves, which although shook morale in those areas quite badly, caused only moderate damage thanks to the general unreliability of such early black powder artillery.

Victory on land would elude the Tyrrhenian Legions, however. Three Legions marched north, with the plan to march north through Verona and set up positions to strike at the south of Nocturne, however their original element of surprise was lost. Verona militiamen, hostile to the idea of an army march across their land, went and warned the Nocturne forces of the marching legions. Nocturne sent accomplished general Valihar Zyarian and a rushed together force south.

They met the Second Legion, under command of Legatus Vibius Cerialis. The Legion was just crossing a river as the Nocturne forces attacked. Surprised by the attack and caught in a bad position, the battle quickly turned into a route. A lack of communication lead to the two other Legions, the Third and Fourth, marching on either flank of the Second by a fair few miles, being defeated in the coming days, the Third after it had crossed over the river, and the Fourth as it continued it's marched north and was ambushed. These two other battles, while defeats, were not routes, and the Third and Fourth Legions retired in good order.

The front became a stalemate shortly after, with both sides building fortresses across the river valley from each other, well out of range of any siege equipment or early artillery that may potential be brought to the front. There were a few more engagements over the course of the war, each side winning and losing, but these were skirmishes more then anything.

As the Great War drew to a close, the hostility remained between Nocturne and Tyrrhenia, and the Tyrrhenian navy maintained a semi-blockade on Nocturne until the last decade of the century. Tensions remain icy, though with a new Elder reigning, it is yet to be seen if relations will recover.


Culture:
Theme: Roman Empire ish
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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Jan 20, 2018 5:18 pm

Segmentia wrote:
Character App
Name: Viktoria Tinuvala
Gender: Female
Age: 630
Species:Nightkind Pureblood
Personality: Often warm and friendly enough, she is nonetheless an Empress, and her actions can be quite brutal when needed. However she is often one to try diplomatic approaches first.
Physical Description: Tall, pale skin, well developed. Here

Biography Viktoria had a unremarkable early life, other then being a daughter of an old but minor noble family in the east of Nocturne. Her true life began when old rivals of her family sought to eliminate the Smythes' all at once. Three dozen soldiers stormed the small Smythe estate, not even bothering to try and hide themselves and attacking in the middle of the day. Those few guards the Smythes' could afford and any member of the family trained with a weapon joined the battle, but after a few minutes only Victoria remained of the fighters. She held off six attackers, slaying the last with her final bout of energy as she collapsed from the wounds she had endured and the loss of blood. She would have died there, the end of the Smythe name, except for distant relations, had it not been for the timely arrival of Amelia, a Triarch of Nocturne. Feeling pity for the girl, or perhaps seeing her skill with a blade, the Triarch turned Viktoria. It took a few years for Viktoria to embrace her new life as a vampire, under the tutelage and care of a Triarch no less, but eventually she threw herself into her studies to distract herself. A near mother-daughter formed between the two, and Victoria became a trusted confidant and advisor to Amelia in a few decades.

Viktoria became a well regarded Nightkind through out Nocturne, and was often consulted by those who wished to speak with the Triarchs, becoming a bit of a secretary for the ruling Triarch, as her work for them gave her decent insights as to how they would react to a proposal. That was not to say she did not have her disagreements with the Triarchs, most notably Vlad, but still managed to be an influential individual in the upper ranks of Nocturnes government. So trusted was she that in the Eleventh Century and the forming of the second Tyrrhenian empire to the south, that her 'Mother' Amelia saw an opportunity to cement and alliance with the young empire...by marrying Viktoria to the third son of the ruling monarch. It was seen as a safe way by both nations to form an alliance, and with little threat of the third son ever inheriting the throne.

Viktoria protested, not wanting to be married off, but Amelia did not relent. It impacted their relationship quite badly, but Viktoria went off and wed. It was an awkward relationship with her new husband, living in a foreign land, with even more foreign people who themselves were getting used to ruling over the region. However, things became even more confusing when the first son inherited the throne, and not a decade later was slain in battle. He had always been hungry for glory in battle, but seven arrows saw him to the grave. The second son then became Emperor, and though he was married and had several affairs he never produced a child. He abdicated the throne after a century.

And thus the third son became Emperor, with Viktoria right beside him. It was a time of some political chaos, several nobles not liking the idea of Viktoria so close to the throne, but her husband silenced them easily enough. Though the two could never have children, her husband did have children with other women, not that Viktoria minded, after all it was only natural to want children, and it would be nearly impossible for Viktoria to produce a child. Still, she became something of a step-mother to the children and found some happiness in it.

But as was destined to happen, her husband got older, his body failed to protect against sickness as well, and in the early thirteenth century he passed. This lead to a short but confusing political crisis in the empire, as he had no legitimate heirs for the throne, and there was not enough noble support for any of them to place one upon the throne, which left Viktoria upon the throne of Tyrrhenia, and much to her surprise the nobles more or less agreed to it, as over the centuries Viktoria had become a well known and generally well liked figure among most classes, even the nobles.

Thus Viktoria became the second Empress of Tyrrhenia in the early part of the thirteenth century. She inherited a fairly powerful realm, both militarily and economically, with the Tyrrhenian navy having a strong grasp on the Tyrrhenian Sea, protecting and promoting trade, which further increased the Empires wealth.

With Vlad in command of Nocturne relations quickly became icy, as the two were quickly at odds. Vlad wanted deals and agreements that heavily favored Nocturne and expected Viktoria to deliver them, seeing her as little more then a subject of the Elders will. When the Great War begins Viktoria initially keeps Tyrrhenia out of the war, but eventually is forced to bring the Empire into the war, as an enemy of Nocturne.

While the Tyrrhenian navy was easily able to cut off all sea-based trade to Nocturne and defeat the Nocturne navy rather handily, brutal battles took place in the regions of Verona and Tusconovo, resulting on more or less a stalemate for almost the entire war, with Tyrrhenia unwilling to undertake an offensive and Nocturne unwilling to do the same.

When the war ended relations remained icy between Tyrrhenia and Nocturne, though any doubt the people had of Viktoria being a Nocturne puppet were dispelled, and she set about rebuilding the Tyrrhenia economy and trade empire.

With the dawn of the Fourteenth century, and her 'Mother' regining again, both nations have begun the attempt to bridge relations, though it is unknown how that will fare, especially with the way the Elders rotate in their rule.
DO NOT REMOVE: 3486


Faction App
Name: The Empire of Tyrrhenia
Governing Ideology: The Emperor/Empress holds absolute authority over all aspects of government, however regions are managed by Governors appointed by the Empress, and who in turn set up regional governments to manage their regions. Governors usually have a free hand in how they do this, so long as the Core of Laws are being upheld and followed. Governors can be removed at any time by the Empress, and for any reason.
[b]Leader(s): Empress Viktoria Tinuvala
Territorial Claims: 12 on the map
Population: Around 4 million
Armed Population: 20,000 professional soldier broken down into 4 Legions of 5 thousand each. Civilian auxiliary forces can bolster the number to around 40,000 in times of great need while maintaining a high quality fighting force. Beyond that the quality of the Legions begins to decline.

The navy has around 30,000 sailors and marines, this number also includes crews of merchant ships that are directly owned by the Empire. The Tyrrhenian Navy is the largest and best naval force in the region, though at times can be spread thin in its anti-piracy missions and generally keeping trade flowing.

History: The history of the second Tyrrhenian Empire is brief in most terms, founded only in the Eleventh Century. It was a surprisingly unbloody affair, with the conquerors only having to wage a brief war against the armed population before they began intermarrying the local nobility and other persons of influence. After a few decades of consolidating the regions under their rule, the Aos Vaelle rulers mustered their forces and began expanding, which turned into decades of slow and methodical expansions and consolidation. An early semi-alliance was struck with Nocturne through a marriage between the highly ranked Viktoria Smythe and the third brother of Erenhaidh Tinuvala, which allowed for the empire to expand more or less unopposed by serious threats in the region.

Over the centuries Tyrrhenia carved out a decent sized empire for itself, conquering the regions of Cicilia, Samnia, Latina, and Zardinia, and along with them it slowly gained naval dominance over the Tyrrhenian Sea, which greatly increased the economy of the empire, as they were able to charge tariffs on trade, and manipulate the flow of trade into their own ports over those of the other nations, though it bought them few friends, none could challenge the Tyrrhenian navy enough to change the situation.

The first half of the twelfth century was one of local unrest, as two successive emperors proved to be short lived in their rules. The first died in battle after only a decade of rule, and the second was on the throne for most four decades, and unable to produce and heir he abdicated in shame. This allowed the third brother, and Viktoria, to ascend to the throne. It was this that caused the most unrest, as the nobility were concerned about Viktoria's loyalties, if they were to the Empire or to Nocturne. It was touch and go, but Viktoria proved to be a powerful and well loved ruler alongside her husband. As with time however, and the near impossibility for Viktoria to have children, her husband died. A council was formed to try and find an heir, a direct discendant of the Tinuvala blood line, but all potential candidates found were considered highly unsuitable. And thus Viktoria ascended to the throne, supported by the majority of the nobility, and th vast majority of the citizenry.

The thirteenth century saw any doubts of her loyalty to her own realm ended, as the Great War broke out across the continent. At first Viktoria kept Tyrrhenia neutral, though soon enough her disagreements with the Elder Vlad saw Tyrrhenia quickly becoming hostile towards Nocturne, and in 1221, Tyrrhenia declared war on Nocturne.

The Tyrrhenian navy quickly took control of the seas, as was expected, as the Nocturne navy went to port rather then looking to battle such a superior force. This wasn't a total protection, as the Tyrrhenian navy had a small amount of ships armed with early cannons, which allowed them to bombard both the ships in port and the coastal cities themselves, which although shook morale in those areas quite badly, caused only moderate damage thanks to the general unreliability of such early black powder artillery.

Victory on land would elude the Tyrrhenian Legions, however. Three Legions marched north, with the plan to march north through Verona and set up positions to strike at the south of Nocturne, however their original element of surprise was lost. Verona militiamen, hostile to the idea of an army march across their land, went and warned the Nocturne forces of the marching legions. Nocturne sent accomplished general Valihar Zyarian and a rushed together force south.

They met the Second Legion, under command of Legatus Vibius Cerialis. The Legion was just crossing a river as the Nocturne forces attacked. Surprised by the attack and caught in a bad position, the battle quickly turned into a route. A lack of communication lead to the two other Legions, the Third and Fourth, marching on either flank of the Second by a fair few miles, being defeated in the coming days, the Third after it had crossed over the river, and the Fourth as it continued it's marched north and was ambushed. These two other battles, while defeats, were not routes, and the Third and Fourth Legions retired in good order.

The front became a stalemate shortly after, with both sides building fortresses across the river valley from each other, well out of range of any siege equipment or early artillery that may potential be brought to the front. There were a few more engagements over the course of the war, each side winning and losing, but these were skirmishes more then anything.

As the Great War drew to a close, the hostility remained between Nocturne and Tyrrhenia, and the Tyrrhenian navy maintained a semi-blockade on Nocturne until the last decade of the century. Tensions remain icy, though with a new Elder reigning, it is yet to be seen if relations will recover.


Culture:
Theme: Roman Empire ish


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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Mon Jan 22, 2018 8:56 pm

bump
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Cuprum
Senator
 
Posts: 3664
Founded: Jun 21, 2013
Ex-Nation

Postby Cuprum » Mon Jan 22, 2018 11:31 pm

Character App
Name:
[img]Cyrus[/img]

Gender: Male
Age: 21
Species: Human
Personality: Power hungry apathic nihilist with machiavellic issues.
Physical Description:
Image

Biography Cyrus was the son of Emperor Xerxes III, and succeeded his father as ruler after the latter's death. When the adolescent Cyrus was still crown prince, he committed a crime and was severely punished for it. The Prime Minister of the realm was just then implementing his authoritarian reforms to the laws of Farsi and he insisted that the crown prince should be punished for the crime regardless of his royal status. His father approved of the draconian punishment and Cyrus's tutors had their noses cut off for neglecting their duties in educating the crown prince while Cyrus was banished from the royal palace.

In his youth, while still a prince, he strove to demonstrate what he was capable of, and he proved capable of much. At the end, he was running to the other end of the world from the executioner's axe. He was not granted a fief because the state of Farsi employed a system of meritocracy that demanded that even princes earn their own lands through national service. He was dispatched to the state of Zumeraq to serve as a political hostage. He served as a mercenary, and later as a spy. He himself recalled being ashamed of the things he has done, including robbing people and killing. He studied the martial and liberal arts, becoming proficient with the spear and sword, as well as studying the religions of the continent before returning to his realm.

DO NOT REMOVE: 3486


Faction App
Name: Farsi Empire
Governing Ideology: Efficient Jingoism
Leader(s): Cyrus
Territorial Claims: #55
Population: 2.2 million
Armed Population: 10,000 (Times of peace); 200,000 (War time).
History: The Farsi government was highly bureaucratic, and was administered by a hierarchy of officials, all serving the Emperor. The Farsi put into practice the teachings of the scholars, allowing the First Emperor to control all of his territories, including those recently conquered. All aspects of life were standardized, from measurements and language to more practical details, such as the length of chariot axles.

The states made by the emperor were assigned to officials dedicated to the task rather than place the burden on people from the royal family. The Emperor and his advisers also introduced new laws and practices that ended feudalism in Farsi, replacing it with a centralized, bureaucratic government. Under this system, both the military and government thrived, as talented individuals could be more easily identified in the transformed society.

Farsi rulers actively pursued legal, economic social reforms after struggling with other regional powers. When Emperor Cambyses came to the throne of Farsi, he issued an announcement calling forth men of talent (including scholars, administrators, theorists and militarists) from other states to enter Farsi and help him with his reforms, promising rewards of high offices and lands in return.

These foreign talents successfully conducted a series of reforms in Farsi with the support of the Emperor, despite facing strong opposition from several Farsi politicians. Direct primogeniture was abolished, with all slaves granted citizenship rights. Many were resettled in new clusters focusing on increasing agricultural output. Meritocracy was practised in the military, with soldiers and officers receiving due rewards according to their contributions, regardless of their backgrounds. However, tough and strict laws were imposed as well, with draconian punishments being meted out for the slightest of offences, and even the nobility and royalty were not spared. After decades, the reforms strengthened Farsi economically and militarily and transformed it into a highly centralized state with an efficient administrative system.

One of the most obvious results of the reforms was the change in the military. Previously, the army was under the control of the nobles and comprised feudal levies. After Cambyses' reforms, the aristocracy system was abolished and replaced by one based on meritocracy, in which ordinary citizens had equal opportunities as the nobles to be promoted to high ranks. In addition, military discipline was strongly enforced and the troops were trained to adapt better to different battle situations. Farsi's military strength increased largely with the full support of the state. It also increased labour for numerous public works projects aimed at boosting agriculture, and made it possible for Farsi to maintain and supply an active military force.

Culture: In the past the Farsi consisted of warring tribes, who sometimes cannibalized their enemies. Monogamy, polygyny, and polyandry coexisted among the government officers and among commoners. Often, polygamy involved siblings until inbreeding issues started to appear. Taking another partner usually was acceptable if the first mate knew about the relationship and sanctioned it. Secret relationships were not approved of, however, although the discovery of such a relationship usually was disruptive only temporarily.

The role of the family is very important. There is also the belief that a lot can be learned from having three generations living under the same roof. By having household members treat and assist grandparents will strengthen the bond within the family, and within oneself. Extended family also plays a crucial role.

Theme: Persian - Islamic

DO NOT REMOVE: 9312

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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Jan 23, 2018 7:06 pm

Cuprum wrote:
Character App
Name:
([url=Cyrus]Image[/url])

Gender: Male
Age: 21
Species: Human
Personality: Power hungry apathic nihilist with machiavellic issues.
Physical Description:
Biography Cyrus was the son of Emperor Xerxes III, and succeeded his father as ruler after the latter's death. When the adolescent Cyrus was still crown prince, he committed a crime and was severely punished for it. The Prime Minister of the realm was just then implementing his authoritarian reforms to the laws of Farsi and he insisted that the crown prince should be punished for the crime regardless of his royal status. His father approved of the draconian punishment and Cyrus's tutors had their noses cut off for neglecting their duties in educating the crown prince while Cyrus was banished from the royal palace.

In his youth, while still a prince, he strove to demonstrate what he was capable of, and he proved capable of much. At the end, he was running to the other end of the world from the executioner's axe. He was not granted a fief because the state of Farsi employed a system of meritocracy that demanded that even princes earn their own lands through national service. He was dispatched to the state of Zumeraq to serve as a political hostage. He served as a mercenary, and later as a spy. He himself recalled being ashamed of the things he has done, including robbing people and killing. He studied the martial and liberal arts, becoming proficient with the spear and sword, as well as studying the religions of the continent before returning to his realm.

DO NOT REMOVE: 3486


Faction App
Name: Farsi Empire
Governing Ideology: Efficient Jingoism
Leader(s): Cyrus
Territorial Claims: #55
Population: 2.2 million
Armed Population: 10,000 (Times of peace); 200,000 (War time).
History: The Farsi government was highly bureaucratic, and was administered by a hierarchy of officials, all serving the Emperor. The Farsi put into practice the teachings of the scholars, allowing the First Emperor to control all of his territories, including those recently conquered. All aspects of life were standardized, from measurements and language to more practical details, such as the length of chariot axles.

The states made by the emperor were assigned to officials dedicated to the task rather than place the burden on people from the royal family. The Emperor and his advisers also introduced new laws and practices that ended feudalism in Farsi, replacing it with a centralized, bureaucratic government. Under this system, both the military and government thrived, as talented individuals could be more easily identified in the transformed society.

Farsi rulers actively pursued legal, economic social reforms after struggling with other regional powers. When Emperor Cambyses came to the throne of Farsi, he issued an announcement calling forth men of talent (including scholars, administrators, theorists and militarists) from other states to enter Farsi and help him with his reforms, promising rewards of high offices and lands in return.

These foreign talents successfully conducted a series of reforms in Farsi with the support of the Emperor, despite facing strong opposition from several Farsi politicians. Direct primogeniture was abolished, with all slaves granted citizenship rights. Many were resettled in new clusters focusing on increasing agricultural output. Meritocracy was practised in the military, with soldiers and officers receiving due rewards according to their contributions, regardless of their backgrounds. However, tough and strict laws were imposed as well, with draconian punishments being meted out for the slightest of offences, and even the nobility and royalty were not spared. After decades, the reforms strengthened Farsi economically and militarily and transformed it into a highly centralized state with an efficient administrative system.

One of the most obvious results of the reforms was the change in the military. Previously, the army was under the control of the nobles and comprised feudal levies. After Cambyses' reforms, the aristocracy system was abolished and replaced by one based on meritocracy, in which ordinary citizens had equal opportunities as the nobles to be promoted to high ranks. In addition, military discipline was strongly enforced and the troops were trained to adapt better to different battle situations. Farsi's military strength increased largely with the full support of the state. It also increased labour for numerous public works projects aimed at boosting agriculture, and made it possible for Farsi to maintain and supply an active military force.

Culture: In the past the Farsi consisted of warring tribes, who sometimes cannibalized their enemies. Monogamy, polygyny, and polyandry coexisted among the government officers and among commoners. Often, polygamy involved siblings until inbreeding issues started to appear. Taking another partner usually was acceptable if the first mate knew about the relationship and sanctioned it. Secret relationships were not approved of, however, although the discovery of such a relationship usually was disruptive only temporarily.

The role of the family is very important. There is also the belief that a lot can be learned from having three generations living under the same roof. By having household members treat and assist grandparents will strengthen the bond within the family, and within oneself. Extended family also plays a crucial role.

Theme: Persian - Islamic

DO NOT REMOVE: 9312


Your image is broken

Not sure what you mean by efficient jingoism in terms of normal jingoism. Everything else looks good though you could elaborate on the crime committed perhaps? Seems like a major character development point that was glossed over
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Tundra Terra
Ambassador
 
Posts: 1038
Founded: Sep 23, 2014
Corporate Police State

Postby Tundra Terra » Wed Jan 24, 2018 7:54 pm

Character App
Name: Lord Jakkar
Image

Gender: Male
Age: Unknown to Public (Nightkind Pureblood)
Species: Unknown to Public (1200)
Personality:Dark. Ancient. Patient. Powerful. Jakkar is known as a master swordsman, strategist, mercenary, and an even better spymaster. Surprisingly he is not cold, but rather lively and warm to those around him. His word while honorable is often contradicted by the dishonorable and secretive nature of his methods. He loves to constantly gain an edge over his opponents while draining them dry of all resources. If he's not putting others off-balance he is always ensuring the loyalty of those around him whenever possible as most people in Veiern look to him as a father figure.
Physical Description: A towering 7ft tall figure who's face and other parts of his body is constantly cowled from view. He is never seen without wearing some form of full clothing as to the true reason for such is unknown. In public he is hard to miss as outlandish styled plate armor promotes a level of intimidation to his opponent with specially located curves to twist the opponents blades with his movements. He is also almost never seen without his greatsword even when separate accounts talk of his little need for it. Not known to most he has hidden knives for emergencies....but otherwise his burgundy clothing suggests a level of wealth and comfort.
Biography It has been known for several centuries that the mysterious head of the House of Shadows was a man by the name of Jakkar. However know one seems to have actually seen the leader with an except few underneath his helmet and the suit of armor to ever confirm the true identity of such an individual let alone get a meeting without being a member of his House. Not much is known about his activities except for the tales villagers have spread of a masked individual who willingly did the service of any townsfolk willing to hire him for his martial prowess. While one trader would speak of a true assassin, another trader might insist that he was instead a wandering spy sent to collect information by a rival, and sellswords would instead speak of a mercenary who would heartlessly cut through any and all to fill his contract no matter how small. In truth Jakkar is all of these combined: being an assassin is a quick way to earn gold and friends among the nobility, he did spy on others for an interested party...himself, and finally being known among all of the realms as both the best mercenary and therefore in some areas the most wanted criminal.

It really all began with the formation of his Assassins Guild in the kingdom of Nocturne. Years were good and "Civilization" always kept making problems that could only be solved with a discreet blade. Although the Guild had never been caught...people knew who to blame all the same. So many times Nobles and different Tribes all waged war in an effort to stamp out the Guild and bring this menace to an end with vary little degrees of success. Who would've thought that Jakkar the most loved and despised criminal would walk up to the Elder Council offering his fealty and resources to support Nocturne. Faced with blackmail, local support from his clientele in all circles of society, and the sheer opportunities awaiting them the Elder Council could not refuse.

Ever since then Jakkar has been ruling over Veiern for at least three hundred years building his House's influence, spy networks, and of course their famous breweries. All the while keeping to his oath to fend off the Lycans from the border and to protect his subjects. During the Great War his beloved estate became another warzone to fight in as his people fought day and night to hold the enemy at bay for Nocturne reinforcements. Since then Jakkar has been using his accumulated wealth to repair the damage as his right hand Lyria spies and cuts down upstarts in and outside the border to prevent more battle. Also since the Great War Jakkar has become one of the main supporters of the rising Darkist Faith and helps it steer towards its course unerringly.

DO NOT REMOVE: 3486



Faction App
Name: House of Shadows (Formerly Assassin's Guild)
Governing Ideology Noble Estate (Feudal+Patrician elements)
Leader(s): Lord Jakkar
Territorial Claims: Veiern
Image

Population: 150,000
Armed Population: 15,000 with many militia, agents, assassins, Shadowmite sentinels, some archers/cav, and the occasionally hired mercenary army.
History: Veiern has always been a place of nightmares as things in the dark often attack the human and Nightkind populations such as Lycans in their night raids. This has made the people suffer and also become somewhat cynical in their lives and excellent at hiding in the dark whether to avoid or attack. Fighting what others consider monsters and forced to deal with an incompetent leader who also brings smugglers who steal the last of their coin for profit. It seemed they were going to suffer forever and die for pointless reasons. However during Vlad's reign Veiern received a new master: The House of Shadows. What seemed an even greater terror at the time as no one wanted to live with former assassins, but that view quickly turned in the following months. For the House seemed to terrorize the Lycans instead and bring back precious bounty to restore the burned farms, feed the starving, train the militia to fight even better, built mighty fortresses, and even turned around their finances for the better as a small brewery empire was established. Hope and prosperity it seemed had returned with interest.

Then the Great War came...

It was tactically brilliant and nightmarish to attack Veiern first when Nocturne became invaded. Destroying Nocturne's vassal spy network could have been a massive blow as the enemy could comfortably plan and battle for the duration of the war, but Veiern is the land of nightmares. As such massive battles and countless skirmishes were orchestrated between both sides as the Veierns constantly attacked night and day with poisoned blades and flasks of fire. Countless ambushes and traps within traps led to the slaughter of many as turncoats turned at opportune times to change the tide of battle while flaming skulls fired overhead. All to delay a far outnumbering enemy force until reinforcements could come. For the rest of the war the Veierns would be caught in a permanent tug-of-war for territory and deployed to sabotage the enemy lines as best they could.

Now...
Now they must rebuild once again and rise from the darkness ever stronger...perhaps so strong they might forge their own kingdom?
Culture: Veierns have become an increasingly distrustful people yet surprisingly tolerant of another's race, but not their faith. Centuries of battle against Lycans have turned them into a more nocturnal state as they comfortably fight in night raids to reclaim what was stolen or what they view as deserved. The main reason they have a higher tolerance than other fellow humans comes from trade, desire to spy or exploit, and also from the feeling of historically being constantly abandoned so they accept help wherever it comes from. once you get the past their hard shells they are very gossiping and warm people to know.
Theme: Lullaby of Woe
Religion: Darkism (Darkist/Shadowmite)
A twisted version of Argent Shroud (Christianity) that focuses on a very cynical and secretive form of living as the ultimate goal is to reach the realm of the Crow Father. Believing that secrets hold ultimate power will allow one to reach the fabled hidden side of God (Crow Father) and become an actual force of change or influencer of events. They also have many followers disgruntled with the ineffectiveness of the Argent Shroud's main church and thus operate on their own doctrine of the faith. This has put them at odds with others as they exhibit more zealotry, devote more of their efforts to their own churches or version of a holy order, and lastly share a willingness to go to great lengths whether to help others or fight infidels. The main head of the Shroud Faith has officially recognized them as a sect, but not an organized group. Fools...


DO NOT REMOVE: 9312
Last edited by Tundra Terra on Wed Jan 24, 2018 10:54 pm, edited 1 time in total.
Current Status: Tundra is rocking with the Krieg...
We are a PMT Military and no We don't use NS stats.Why?
because..."WAR IS ETERNAL!!!"
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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Jan 24, 2018 8:23 pm

Tundra Terra wrote:
Character App
Name: Lord Jakkar
Gender: Male
Age: Unknown
Species: Unknown
Personality:Dark. Ancient. Patient. Powerful. Jakkar is known as a master swordsman, strategist, mercenary, and an even better spymaster. Surprisingly he is not cold, but rather lively and warm to those around him. His word while honorable is often contradicted by the dishonorable and secretive nature of his methods. He loves to constantly gain an edge over his opponents while draining them dry of all resources. If he's not putting others off-balance he is always ensuring the loyalty of those around him whenever possible as most people in Veiern look to him as a father figure.
Physical Description: A towering 7ft tall figure who's face and other parts of his body is constantly cowled from view. He is never seen without wearing some form of full clothing as to the true reason for such is unknown. In public he is hard to miss as outlandish styled plate armor promotes a level of intimidation to his opponent with specially located curves to twist the opponents blades with his movements. He is also almost never seen without his greatsword even when separate accounts talk of his little need for it. Not known to most he has hidden knives for emergencies....but otherwise his burgundy clothing suggests a level of wealth and comfort.
Biography It has been known for several centuries that the mysterious head of the House of Shadows was a man by the name of Jakkar. However know one seems to have actually seen the leader with an except few underneath his helmet and the suit of armor to ever confirm the true identity of such an individual let alone get a meeting without being a member of his House. Not much is known about his activities except for the tales villagers have spread of a masked individual who willingly did the service of any townsfolk willing to hire him for his martial prowess. While one trader would speak of a true assassin, another trader might insist that he was instead a wandering spy sent to collect information by a rival, and sellswords would instead speak of a mercenary who would heartlessly cut through any and all to fill his contract no matter how small. In truth Jakkar is all of these combined: being an assassin is a quick way to earn gold and friends among the nobility, he did spy on others for an interested party...himself, and finally being known among all of the realms as both the best mercenary and therefore in some areas the most wanted criminal.

It really all began with the formation of his Assassins Guild in the kingdom of Nocturne. Years were good and "Civilization" always kept making problems that could only be solved with a discreet blade. Although the Guild had never been caught...people knew who to blame all the same. So many times Nobles and different Tribes all waged war in an effort to stamp out the Guild and bring this menace to an end with vary little degrees of success. Who would've thought that Jakkar the most loved and despised criminal would walk up to the Elder Council offering his fealty and resources to support Nocturne. Faced with blackmail, local support from his clientele in all circles of society, and the sheer opportunities awaiting them the Elder Council could not refuse.

Ever since then Jakkar has been ruling over Veiern for at least three hundred years building his House's influence, spy networks, and of course their famous breweries. All the while keeping to his oath to fend off the Lycans from the border and to protect his subjects. During the Great War his beloved estate became another warzone to fight in as his people fought day and night to hold the enemy at bay for Nocturne reinforcements. Since then Jakkar has been using his accumulated wealth to repair the damage as his right hand Lyria spies and cuts down upstarts in and outside the border to prevent more battle. Also since the Great War Jakkar has become one of the main supporters of the rising Darkist Faith and helps it steer towards its course unerringly.

DO NOT REMOVE: 3486



Faction App
Name: House of Shadows (Formerly Assassin's Guild)
Governing Ideology Noble Estate (Feudal+Patrician elements)
Leader(s): Lord Jakkar
Territorial Claims: Veiern
Population: 150,000
Armed Population: 15,000 with many militia, agents, assassins, Shadowmite sentinels, some archers/cav, and the occasionally hired mercenary army.
History: Veiern has always been a place of nightmares as things in the dark often attack the human and Nightkind populations such as Lycans in their night raids. This has made the people suffer and also become somewhat cynical in their lives and excellent at hiding in the dark whether to avoid or attack. Fighting what others consider monsters and forced to deal with an incompetent leader who also brings smugglers who steal the last of their coin for profit. It seemed they were going to suffer forever and die for pointless reasons. However during Vlad's reign Veiern received a new master: The House of Shadows. What seemed an even greater terror at the time as no one wanted to live with former assassins, but that view quickly turned in the following months. For the House seemed to terrorize the Lycans instead and bring back precious bounty to restore the burned farms, feed the starving, train the militia to fight even better, built mighty fortresses, and even turned around their finances for the better as a small brewery empire was established. Hope and prosperity it seemed had returned with interest.

Then the Great War came...

It was tactically brilliant and nightmarish to attack Veiern first when Nocturne became invaded. Destroying Nocturne's vassal spy network could have been a massive blow as the enemy could comfortably plan and battle for the duration of the war, but Veiern is the land of nightmares. As such massive battles and countless skirmishes were orchestrated between both sides as the Veierns constantly attacked night and day with poisoned blades and flasks of fire. Countless ambushes and traps within traps led to the slaughter of many as turncoats turned at opportune times to change the tide of battle while flaming skulls fired overhead. All to delay a far outnumbering enemy force until reinforcements could come. For the rest of the war the Veierns would be caught in a permanent tug-of-war for territory and deployed to sabotage the enemy lines as best they could.

Now...
Now they must rebuild once again and rise from the darkness ever stronger...perhaps so strong they might forge their own kingdom?
Culture: Veierns have become an increasingly distrustful people yet surprisingly tolerant of another's race, but not their faith. Centuries of battle against Lycans have turned them into a more nocturnal state as they comfortably fight in night raids to reclaim what was stolen or what they view as deserved. The main reason they have a higher tolerance than other fellow humans comes from trade, desire to spy or exploit, and also from the feeling of historically being constantly abandoned so they accept help wherever it comes from. once you get the past their hard shells they are very gossiping and warm people to know.
Theme: Lullaby of Woe
Religion: Darkism (Darkist/Shadowmite)
A twisted version of Argent Shroud (Christianity) that focuses on a very cynical and secretive form of living as the ultimate goal is to reach the realm of the Crow Father. Believing that secrets hold ultimate power will allow one to reach the fabled hidden side of God (Crow Father) and become an actual force of change or influencer of events. They also have many followers disgruntled with the ineffectiveness of the Argent Shroud's main church and thus operate on their own doctrine of the faith. This has put them at odds with others as they exhibit more zealotry, devote more of their efforts to their own churches or version of a holy order, and lastly share a willingness to go to great lengths whether to help others or fight infidels. The main head of the Shroud Faith has officially recognized them as a sect, but not an organized group. Fools...


DO NOT REMOVE: 9312


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If you don't hear from me for a while...I'm inna woods.
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User avatar
Tundra Terra
Ambassador
 
Posts: 1038
Founded: Sep 23, 2014
Corporate Police State

Postby Tundra Terra » Wed Jan 24, 2018 11:01 pm

Character App
Name: Lord Jakkar
Image

Gender: Male
Age: Unknown to Public (Nightkind Pureblood)
Species: Unknown to Public (1200)
Personality:Dark. Ancient. Patient. Powerful. Jakkar is known as a master swordsman, strategist, mercenary, and an even better spymaster. Surprisingly he is not cold, but rather lively and warm to those around him. His word while honorable is often contradicted by the dishonorable and secretive nature of his methods. He loves to constantly gain an edge over his opponents while draining them dry of all resources. If he's not putting others off-balance he is always ensuring the loyalty of those around him whenever possible as most people in Veiern look to him as a father figure.
Physical Description: A towering 7ft tall figure who's face and other parts of his body is constantly cowled from view. He is never seen without wearing some form of full clothing as to the true reason for such is unknown. In public he is hard to miss as outlandish styled plate armor promotes a level of intimidation to his opponent with specially located curves to twist the opponents blades with his movements. He is also almost never seen without his greatsword even when separate accounts talk of his little need for it. Not known to most he has hidden knives for emergencies....but otherwise his burgundy clothing suggests a level of wealth and comfort.
Biography It has been known for several centuries that the mysterious head of the House of Shadows was a man by the name of Jakkar. However know one seems to have actually seen the leader with an except few underneath his helmet and the suit of armor to ever confirm the true identity of such an individual let alone get a meeting without being a member of his House. Not much is known about his activities except for the tales villagers have spread of a masked individual who willingly did the service of any townsfolk willing to hire him for his martial prowess. While one trader would speak of a true assassin, another trader might insist that he was instead a wandering spy sent to collect information by a rival, and sellswords would instead speak of a mercenary who would heartlessly cut through any and all to fill his contract no matter how small. In truth Jakkar is all of these combined: being an assassin is a quick way to earn gold and friends among the nobility, he did spy on others for an interested party...himself, and finally being known among all of the realms as both the best mercenary and therefore in some areas the most wanted criminal.

It really all began with the formation of his Assassins Guild in the kingdom of Nocturne. Years were good and "Civilization" always kept making problems that could only be solved with a discreet blade. Although the Guild had never been caught...people knew who to blame all the same. So many times Nobles and different Tribes all waged war in an effort to stamp out the Guild and bring this menace to an end with vary little degrees of success. Who would've thought that Jakkar the most loved and despised criminal would walk up to the Elder Council offering his fealty and resources to support Nocturne. Faced with blackmail, local support from his clientele in all circles of society, and the sheer opportunities awaiting them the Elder Council could not refuse.

Ever since then Jakkar has been ruling over Veiern for at least three hundred years building his House's influence, spy networks, and of course their famous breweries. All the while keeping to his oath to fend off the Lycans from the border and to protect his subjects. During the Great War his beloved estate became another warzone to fight in as his people fought day and night to hold the enemy at bay for Nocturne reinforcements. Since then Jakkar has been using his accumulated wealth to repair the damage as his right hand Lyria spies and cuts down upstarts in and outside the border to prevent more battle. Also since the Great War Jakkar has become one of the main supporters of the rising Darkist Faith and helps it steer towards its course unerringly.

To this day Jakkar remains a millennia old legend with an unknown agenda. His agents change their duties depending on the Current Triarch, but nonetheless collects information, secrets, treasures, and even kills. With his vast spy network, religious zealots, militia, and other resources he could potentially influence any nation...especially his own, but to what end?

DO NOT REMOVE: 3486



Faction App
Name: House of Shadows (Formerly Assassin's Guild)
Governing Ideology Noble Estate (Feudal+Patrician elements)
Leader(s): Lord Jakkar
Territorial Claims: Veiern
Image

Population: 150,000
Armed Population: 15,000 with many militia, agents, assassins, Shadowmite sentinels, some archers/cav, and the occasionally hired mercenary army.
History: Veiern has always been a place of nightmares as things in the dark often attack the human and Nightkind populations such as Lycans in their night raids. This has made the people suffer and also become somewhat cynical in their lives and excellent at hiding in the dark whether to avoid or attack. Fighting what others consider monsters and forced to deal with an incompetent leader who also brings smugglers who steal the last of their coin for profit. It seemed they were going to suffer forever and die for pointless reasons. However during Vlad's reign Veiern received a new master: The House of Shadows. What seemed an even greater terror at the time as no one wanted to live with former assassins, but that view quickly turned in the following months. For the House seemed to terrorize the Lycans instead and bring back precious bounty to restore the burned farms, feed the starving, train the militia to fight even better, built mighty fortresses, and even turned around their finances for the better as a small brewery empire was established. Hope and prosperity it seemed had returned with interest.

Then the Great War came...

It was tactically brilliant and nightmarish to attack Veiern first when Nocturne became invaded. Destroying Nocturne's vassal spy network could have been a massive blow as the enemy could comfortably plan and battle for the duration of the war, but Veiern is the land of nightmares. As such massive battles and countless skirmishes were orchestrated between both sides as the Veierns constantly attacked night and day with poisoned blades and flasks of fire. Countless ambushes and traps within traps led to the slaughter of many as turncoats turned at opportune times to change the tide of battle while flaming skulls fired overhead. All to delay a far outnumbering enemy force until reinforcements could come. For the rest of the war the Veierns would be caught in a permanent tug-of-war for territory and deployed to sabotage the enemy lines as best they could.

Now...
Now they must rebuild once again and rise from the darkness ever stronger...perhaps so strong they might forge their own kingdom?
Culture: Veierns have become an increasingly distrustful people yet surprisingly tolerant of another's race, but not their faith. Centuries of battle against Lycans have turned them into a more nocturnal state as they comfortably fight in night raids to reclaim what was stolen or what they view as deserved. The main reason they have a higher tolerance than other fellow humans comes from trade, desire to spy or exploit, and also from the feeling of historically being constantly abandoned so they accept help wherever it comes from. once you get the past their hard shells they are very gossiping and warm people to know.
Theme: Lullaby of Woe
Religion: Darkism (Darkist/Shadowmite)
A twisted version of Argent Shroud (Christianity) that focuses on a very cynical and secretive form of living as the ultimate goal is to reach the realm of the Crow Father. Believing that secrets hold ultimate power will allow one to reach the fabled hidden side of God (Crow Father) and become an actual force of change or influencer of events. They also have many followers disgruntled with the ineffectiveness of the Argent Shroud's main church and thus operate on their own doctrine of the faith. This has put them at odds with others as they exhibit more zealotry, devote more of their efforts to their own churches or version of a holy order, and lastly share a willingness to go to great lengths whether to help others or fight infidels. The main head of the Shroud Faith has officially recognized them as a sect, but not an organized group. Fools...


DO NOT REMOVE: 9312
Current Status: Tundra is rocking with the Krieg...
We are a PMT Military and no We don't use NS stats.Why?
because..."WAR IS ETERNAL!!!"
"If bloodlust vikings, dorve tanks to school, had PMT-FT tech with Chaos -like fanaticism, this would be it."
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User avatar
Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Thu Jan 25, 2018 7:01 am

Tundra Terra wrote:
Character App
Name: Lord Jakkar
Gender: Male
Age: Unknown to Public (Nightkind Pureblood)
Species: Unknown to Public (1200)
Personality:Dark. Ancient. Patient. Powerful. Jakkar is known as a master swordsman, strategist, mercenary, and an even better spymaster. Surprisingly he is not cold, but rather lively and warm to those around him. His word while honorable is often contradicted by the dishonorable and secretive nature of his methods. He loves to constantly gain an edge over his opponents while draining them dry of all resources. If he's not putting others off-balance he is always ensuring the loyalty of those around him whenever possible as most people in Veiern look to him as a father figure.
Physical Description: A towering 7ft tall figure who's face and other parts of his body is constantly cowled from view. He is never seen without wearing some form of full clothing as to the true reason for such is unknown. In public he is hard to miss as outlandish styled plate armor promotes a level of intimidation to his opponent with specially located curves to twist the opponents blades with his movements. He is also almost never seen without his greatsword even when separate accounts talk of his little need for it. Not known to most he has hidden knives for emergencies....but otherwise his burgundy clothing suggests a level of wealth and comfort.
Biography It has been known for several centuries that the mysterious head of the House of Shadows was a man by the name of Jakkar. However know one seems to have actually seen the leader with an except few underneath his helmet and the suit of armor to ever confirm the true identity of such an individual let alone get a meeting without being a member of his House. Not much is known about his activities except for the tales villagers have spread of a masked individual who willingly did the service of any townsfolk willing to hire him for his martial prowess. While one trader would speak of a true assassin, another trader might insist that he was instead a wandering spy sent to collect information by a rival, and sellswords would instead speak of a mercenary who would heartlessly cut through any and all to fill his contract no matter how small. In truth Jakkar is all of these combined: being an assassin is a quick way to earn gold and friends among the nobility, he did spy on others for an interested party...himself, and finally being known among all of the realms as both the best mercenary and therefore in some areas the most wanted criminal.

It really all began with the formation of his Assassins Guild in the kingdom of Nocturne. Years were good and "Civilization" always kept making problems that could only be solved with a discreet blade. Although the Guild had never been caught...people knew who to blame all the same. So many times Nobles and different Tribes all waged war in an effort to stamp out the Guild and bring this menace to an end with vary little degrees of success. Who would've thought that Jakkar the most loved and despised criminal would walk up to the Elder Council offering his fealty and resources to support Nocturne. Faced with blackmail, local support from his clientele in all circles of society, and the sheer opportunities awaiting them the Elder Council could not refuse.

Ever since then Jakkar has been ruling over Veiern for at least three hundred years building his House's influence, spy networks, and of course their famous breweries. All the while keeping to his oath to fend off the Lycans from the border and to protect his subjects. During the Great War his beloved estate became another warzone to fight in as his people fought day and night to hold the enemy at bay for Nocturne reinforcements. Since then Jakkar has been using his accumulated wealth to repair the damage as his right hand Lyria spies and cuts down upstarts in and outside the border to prevent more battle. Also since the Great War Jakkar has become one of the main supporters of the rising Darkist Faith and helps it steer towards its course unerringly.

To this day Jakkar remains a millennia old legend with an unknown agenda. His agents change their duties depending on the Current Triarch, but nonetheless collects information, secrets, treasures, and even kills. With his vast spy network, religious zealots, militia, and other resources he could potentially influence any nation...especially his own, but to what end?

DO NOT REMOVE: 3486



Faction App
Name: House of Shadows (Formerly Assassin's Guild)
Governing Ideology Noble Estate (Feudal+Patrician elements)
Leader(s): Lord Jakkar
Territorial Claims: Veiern
Population: 150,000
Armed Population: 15,000 with many militia, agents, assassins, Shadowmite sentinels, some archers/cav, and the occasionally hired mercenary army.
History: Veiern has always been a place of nightmares as things in the dark often attack the human and Nightkind populations such as Lycans in their night raids. This has made the people suffer and also become somewhat cynical in their lives and excellent at hiding in the dark whether to avoid or attack. Fighting what others consider monsters and forced to deal with an incompetent leader who also brings smugglers who steal the last of their coin for profit. It seemed they were going to suffer forever and die for pointless reasons. However during Vlad's reign Veiern received a new master: The House of Shadows. What seemed an even greater terror at the time as no one wanted to live with former assassins, but that view quickly turned in the following months. For the House seemed to terrorize the Lycans instead and bring back precious bounty to restore the burned farms, feed the starving, train the militia to fight even better, built mighty fortresses, and even turned around their finances for the better as a small brewery empire was established. Hope and prosperity it seemed had returned with interest.

Then the Great War came...

It was tactically brilliant and nightmarish to attack Veiern first when Nocturne became invaded. Destroying Nocturne's vassal spy network could have been a massive blow as the enemy could comfortably plan and battle for the duration of the war, but Veiern is the land of nightmares. As such massive battles and countless skirmishes were orchestrated between both sides as the Veierns constantly attacked night and day with poisoned blades and flasks of fire. Countless ambushes and traps within traps led to the slaughter of many as turncoats turned at opportune times to change the tide of battle while flaming skulls fired overhead. All to delay a far outnumbering enemy force until reinforcements could come. For the rest of the war the Veierns would be caught in a permanent tug-of-war for territory and deployed to sabotage the enemy lines as best they could.

Now...
Now they must rebuild once again and rise from the darkness ever stronger...perhaps so strong they might forge their own kingdom?
Culture: Veierns have become an increasingly distrustful people yet surprisingly tolerant of another's race, but not their faith. Centuries of battle against Lycans have turned them into a more nocturnal state as they comfortably fight in night raids to reclaim what was stolen or what they view as deserved. The main reason they have a higher tolerance than other fellow humans comes from trade, desire to spy or exploit, and also from the feeling of historically being constantly abandoned so they accept help wherever it comes from. once you get the past their hard shells they are very gossiping and warm people to know.
Theme: Lullaby of Woe
Religion: Darkism (Darkist/Shadowmite)
A twisted version of Argent Shroud (Christianity) that focuses on a very cynical and secretive form of living as the ultimate goal is to reach the realm of the Crow Father. Believing that secrets hold ultimate power will allow one to reach the fabled hidden side of God (Crow Father) and become an actual force of change or influencer of events. They also have many followers disgruntled with the ineffectiveness of the Argent Shroud's main church and thus operate on their own doctrine of the faith. This has put them at odds with others as they exhibit more zealotry, devote more of their efforts to their own churches or version of a holy order, and lastly share a willingness to go to great lengths whether to help others or fight infidels. The main head of the Shroud Faith has officially recognized them as a sect, but not an organized group. Fools...


DO NOT REMOVE: 9312


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If you don't hear from me for a while...I'm inna woods.
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