The Armed Republic of Dutch Coolness wrote:I will have to get familiar with the lore first, haha!
It's always best to do that first yes
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by Everhall » Fri Jun 15, 2018 1:21 pm
The Armed Republic of Dutch Coolness wrote:I will have to get familiar with the lore first, haha!
by Everhall » Fri Jun 15, 2018 1:33 pm
The Olog-Hai wrote:So it returns.
Summer comes, too, so free time for me.
by The Armed Republic of Dutch Coolness » Fri Jun 15, 2018 1:35 pm
P2TM Mentor
by Everhall » Fri Jun 15, 2018 1:37 pm
The Armed Republic of Dutch Coolness wrote:I'll probably go with a spy-ish type from the Order of the Phoenix!
by The Armed Republic of Dutch Coolness » Fri Jun 15, 2018 1:39 pm
P2TM Mentor
by Everhall » Fri Jun 15, 2018 1:43 pm
The Armed Republic of Dutch Coolness wrote:If the character doesn't have grey skin, its existence is sin.
by Ithalian Empire » Fri Jun 15, 2018 2:21 pm
The Armed Republic of Dutch Coolness wrote:If the character doesn't have grey skin, its existence is sin.
by The Armed Republic of Dutch Coolness » Fri Jun 15, 2018 2:22 pm
P2TM Mentor
by Everhall » Fri Jun 15, 2018 2:34 pm
by Everhall » Fri Jun 15, 2018 2:48 pm
Olthenia wrote:Well, this seems interesting!
by Ithalian Empire » Fri Jun 15, 2018 2:56 pm
by The Armed Republic of Dutch Coolness » Fri Jun 15, 2018 3:07 pm
P2TM Mentor
by Everhall » Fri Jun 15, 2018 3:08 pm
Brusia wrote:Tag and a quick lore question: Do the Reachmen have normal human livespans, or do they live longer due to their Eldyaar ancestry (like the Dunedain in LotR)?
by Brusia » Fri Jun 15, 2018 3:11 pm
Everhall wrote:Brusia wrote:Tag and a quick lore question: Do the Reachmen have normal human livespans, or do they live longer due to their Eldyaar ancestry (like the Dunedain in LotR)?
They have normal human lifespan. In the early days they probably were like the Dunedains, but enough time has passed that most Reachmen can't live past 100. I can see nobles with more pure elven blood living longer, but not by more than 150 years
by Everhall » Fri Jun 15, 2018 3:37 pm
Brusia wrote:Everhall wrote:They have normal human lifespan. In the early days they probably were like the Dunedains, but enough time has passed that most Reachmen can't live past 100. I can see nobles with more pure elven blood living longer, but not by more than 150 years
Gotcha, and thanks, I'll get started on an app
by Great Confederacy of Commonwealth States » Fri Jun 15, 2018 4:19 pm
by Everhall » Fri Jun 15, 2018 4:27 pm
Great Confederacy Of Commonwealth States wrote: Mozbaudh the Hammer(Image)
Race: Orcish
Gender/Sex: Male/Male
Age: 34
Class: Knight
Equipment:
Equipment of the Far GuardPersonal Equipment
- Heavy Renstone armour
- Orcish long bow
- Mace
- Round shield
- Hip quiver & arrows
Skills: Unlike what many people believe, the Hammer did not get his nickname from his favourite weapon. Of course not, his favourite weapon is the mace. In his homeland, he was actually a proponent of peaceful construction, building roads, way stations and outposts to improve trade and commerce among the Orcish tribes of Middle and Far Orcinium. He is an administrator at heart, with a love for ledgers, accounting and trade. However, life has hardened him, both his exile in Far Orcinium and his eventual exile out of Orcinium entirely. He is a proven battle commander with an intimidating presence, someone who knows how to use his name in his favour. Both in a civil capacity and in a military one, he knows how to lead and rule, especially by example.
- Banner of a prince of Orcinium
- Warg hair helmet
- Steel Circlet of a prince of Orcinium
- A load of gold
- His father’s embalmed remains
Weaknesses: Mozbaudh has one and only one goal: to claim the throne of Orcinium for himself, and to unite all the Orcs under a single banner. He believes his rightful throne was stolen from under him, and he will stop at nothing to get it back. Even if he already rules a reasonable exclave outside Orcinium, it is never enough. He is willing to risk his own life and the lives of his subordinates to get the throne he belongs is rightfully his. Some in his court believe it would be better for him to settle with what he has, but Mozbaudh’s ambition does not know bounds, not even those of reason. He is prone to fits of rage when he feels that his rightful position is questioned or threatened.
Bio: Orcish clans operate differently in terms of kinship from what one might expect from a family unit. In most human family units, alliances are forged in matrimony. A daughter of one family marries the son of another, and the two families are joined. A ceremony is held, wine is drunk together, and if all goes well, nobody turns purple or is perforated by crossbows. The Orcs of Middle Orcinium, however, do things differently. There is a strict class system that the clans have to adhere to, and to befoul the blood of one clan with that of a lower clan is bordering on blaspheme. Classes intermarry along the lines of their own class. A farmer does not marry a miner. It would not work in the generally egalitarian society of the Orcs, since a matrimonial couple is supposed to work together after marriage. Instead, allegiance between clans of different classes is arranged through adoption. The lower class offer one of their own, be it a capable son or a daughter, to the higher strata. This way, through selective adoption, the higher classes can maintain their numbers even though they are breeding less. Also, in this way, the most capable still rise to the top, in what can be seen as a very crude meritocracy.
Thus it came to be that at age 16, Mozbaudh was ‘gifted’ as a son to Bruzrau, King of the Middle Orcs. His family was destitute nobility, and in exchange for a sizable donation from Bruzrau they would give him one of their own, and their eternal loyalty. So, at the ripe age of 16, Mozbaudh was separated from his loving family into the arms of the fat, impotent king Bruzrau, who was King of the Orcs only in name. He had a lot of money to his name, which is how he bribed the Elder Council to make him king in the first place, but he had neither a hand for strategy nor one for ruling. He liked gambling, sexual encounters with both sexes and warg races held for his pleasure. Ruling was very much second to the hedonism, and the other nobles generally only accepted him as nominal king to be invited to the great banquets he gave. Mozbaudh had a tough time at court. The three biological daughters and the biological son of Bruzrau saw him as an outsider, and were content to keep him outside of their group. Mozbaudh was very much alone.
Mozbaudh, however, was eager to show his worth. He had little other choice. He knew that being useful was the best way to keep alive. Besides that, he did have his heart in the right place. Being a part of a destitute noble house, he had seen suffering from up close, both within his own family and with the poor. The rigid class system was a heavy burden on many areas, with most mining towns being hamstrung by constant problems of poverty. To fix those problems would be his prime motivator. So, when he reached maturity at age 20, Mozbaudh slowly began helping his adopted father with matters. Helping, in this sense, mostly meant taking over for him in certain matters of state. Bruzrau was happy to let his adoptive son do something useful, and he bragged a lot about the abilities of his child. Mozbaudh did his best to balance the books of his father’s household, although the gaps caused by the constant feasting were almost insurmountable. This is where his adoptive siblings came in handy. While not as versed in matters of economics or management, the four were very capable warriors, as was expected of princes and princesses of the kingdom. They were quite open to suggestions containing bloodshed, and though hesitant at first, they soon came to respect, if not their adoptive brother, at least his talents for management. The four first set out to collect from the king’s debtors, with a violent hand if necessary. Then, they went after the many bandit groups that plagued the land. After that came re-establishing order, at least in the heartlands of the kingdom that were the property of Bruzrau. The tax flow was re-established within a few years, giving Mozbaudh some space to invest.
Soon, this unofficial regency council became the prime power in the heartlands of the kingdom. Most nobles still did not accept factual overlordship from the king, but at least his own lands were secure. The king himself did all the traditional matters and the ceremonies, while the Council of Five managed the true affairs. They also learned from one another, as each had their own unique talents. In this, they came to respect one another. At least, until the inevitable happened. Bruzrau, having spent his days whoring, drinking, smoking and eating, finally had his lifestyle overtake him. He died of a heart attack in his sleep when Mozbaudh was 25. The mandatory and traditional month-long mourning period started well. The regency council would stay in place, until the Elder Council could elect a new king or queen, either from among the five or from among pretenders of equal rank. Mozbaudh and his sisters agreed at first that the title would just make one First among Equals, and that the council should stay in place, but his brother Krulgu did not agree. He saw the regency council as a sign of weakness for the king, and wanted the prestige of kingship to be reinstituted. Also, he saw no position of power for an adoptive son, rather wanting to share power with his biological sisters with whom he had grown up. While Mozbaudh was still in morning, forbidden by tradition to leave his father’s side, Krulgu gathered allies. Using his father’s treasure he bribed his way through the Elder Council, and when the Moot was convened within the same month, which generally was seen as a faux pas, Mozbaudh and his sisters could not attend, and Krulgu was elected king.
At first Mozbaudh tried to reconcile with his brother, which seemed to work, but slowly the traps closed around them. The city was filling up with mercenary bands, as Krulgu was increasing the weight of his troops around the capital. As the body of a former monarch had to be embalmed and entombed by his successor, there was strife. Mozbaudh declared the whole Elder Council a scam, and was supported by some of the more moral religious figures, and said Krulgu was no real monarch, and could therefore not entomb his father. Krulgu saw this as an act of treason, technically not possible among family members, and tried to have Mozbaudh arrested. Aided by his sisters, however, he fled the country the night before his arrest, the embalmed body of his father born on a cart. He headed north-west, to Far Orcinium, where his economic reforms had done some good and had granted him allies. In secret, he travelled from fortress to fortress, gathering bands of loyal Orcs looking for a fight. He could never hope to match Krulgu, however, with only forces from Far Orcinium. He would need more troops, more supplies, and most importantly, more gold. So, with the semblance of an army in tow, Mozbaudh went north, then east through Norravägg, south, until they reached the southern plains on the Reach. There the group encamped, settling in a fertile field along a river.
Over the next few years, more refugees would flock to the banner of Mozbaudh. These were mostly political dissidents, religious figures, and Far Orcs. One of his sisters, Oshna, joined up with him too, although their other sisters had decided to remain with their biological brother, for better or for worse. The refugees founded the fortress of Karrack-Burdum, the Fortress of Law, hoping it would prove to be a rallying place for all who stood against Krulgu. As the numbers swelled, Mozbaudh found a way to make money to fund his future campaign. He would sell his Orc army as mercenaries to all kinds of people, to fight in all kinds of wars. The demand from Mozbaudh: the wars had to be just. If you gave money, or weapons, or other kinds of supplies, Mozbaudh’s Band would gladly fight for you. Since then, Mozbaudh has been gathering allies and resources to eventually make a bid for the throne of his homeland.
Theme Song: https://www.youtube.com/watch?v=-23XCzB4CvQ
1738! - Don't Remove; For Tracking
Karrack-Burdum
Ruler: Mozbaudh the Hammer
Noble House: N/A
Province: The Reach
Domain:
(Image)
Army: The army of Karrack-Burdum is roughly divided into three types of units: Far Guard, Middle Guard, and Near Guard, separated along lines of heritage. The units from Near Orcinium are generally arranged as pike phalanxes, with incredibly long Orcish pikes at their disposal. The Orcish strength allows them to wield pikes that would be unfit for humans, and that means that in a straight pike melee the Orcs usually come out on top. These units form the centre of the force. Those from Middle Orcinium are armed with Orcish long bows, renstone armour and the feared double-handed war hammer, as well as a short sword that comes in handy when the hammer is lost. The most feared units, usually kept in reserve to break through the weakest enemy point, is the Far Guard. This unit is smaller, but filled with gritted, heavily-armoured Orcs that fight with all sorts of weapons. They call carry Orcish long bows, but apart from that, the only thing that makes them seem a unit is their usage of blackened renstone armour, with helmets shaped in various distinct shapes. They bristle with boar tusks, spikes and other scary appendages. They wear jewellery made from trophies cut from enemies, and generally tally the number of enemies they killed on the front of their breastplates.
Navy: None but a few transport barges
Short History: See biography above
Allies: Whoever pays, and is worthy of the help of the Orcs
Enemies: Whoever is on the other side of a contract
Goals: To reclaim the throne of Orcinium for Mozbaudh
420 - Don't remove, for tracking
by The Armed Republic of Dutch Coolness » Fri Jun 15, 2018 4:49 pm
P2TM Mentor
by Everhall » Fri Jun 15, 2018 4:53 pm
The Armed Republic of Dutch Coolness wrote:Llavesa Faryon(Image)
Race: Valyar / Dark Elf
Gender/Sex: Female/Female.
Age: 47
Appearance: As seen. Pierced nose, curly black hair, grey skin, red eyes. Relatively tall for a Valyar, although not extremely so. More lithe than curvaceous - combined with her length making for a mostly regal figure (if dressed appropriately, of course!). Attractive for a Dark Elf, although not to some sort of extremity where it is hard not to notice her. Such would be most inconvenient with her occupation, after all! A heavy dosage of makeup for when attending courts or other noble gatherings, and a much smaller amount when such is not the case. Several scars on her back, obviously inflicted by a whip, and a swirling tattoo on her right side are the only marks of interest on her body.
Class: Nightblade. Destruction magic, light armor, swords and daggers, acrobatics, athletics, and various other uses of magic, as well as a smooth, silver-lined tongue!
Equipment:Skills:
- Enchanted steel blade - sharper than a regular blade, and far less likely to break.
- Two daggers, similarly both fashioned out of steel. One is enchanted to light its target on fire, should the bearer so desire, the other to shock them.
- Three throwing knives.
- Leather armor.
- Alchemical kit, used for the creation of potions and poisons alike.
- A whole host of dresses, clothes, and other assorted garments, both befitting of the nobler types and of the poor and downtrodden. Excessive amounts of make up.
- A significant amount of gold.
Weaknesses:
- Skilled with blade and dagger - primarily when whoever she's using it against isn't looking or is otherwise caught by surprise.
- Competent with magic - primarily that of the sort that lights things on fire, or that makes her steps just a little more quiet. Certainly not on the level of a fully-fledged mage, but enough for it all to be of great use.
- A smooth tongue and a people person, meaning she's able to measure people with relative ease, and that she can indeed make for a persuasive type - frankly, it's something that one could consider required for her job!
Bio: Born in the city of Harmon on the southern coasts of the continent, in the Reach, Llavesa Faryon was the daughter of two immigrant Valyar, a merchant and his wife whom had traveled there for the wealth to be found within those lands. Raised in moderate wealth, and schooled as a child, Llavesa certainly had a good, bright future ahead of her. Those hopes would be crushed eventually, however, when her father got caught for committing tax fraud - while managing to stay out of prison, the fines were so high that to pay them off, the family had to sell most of their things and were reduced to poverty as a result. Stripped off of her rather luxurious, comfortable life, the young Llavesa was left with a longing to return to how things were long ago - although such wouldn't come to pass for quite some time.
- Physically rather weak - while quick and athletic enough, Llavesa has no great endurance nor is she particularly resistant to pain. Far from it, in fact.
- Possesses an unhealthy love for illicit substances. Can't do without for too long.
- Red eyes, ashen skin - these are things that can make her stand out when not surrounded by her people. Rather inconvenient, for a spy - and that'd be an understatement!
As fate would have it, it would be during the family's newly found impoverished state (although the parents were hard at work to see about fixing that, of course!) that Llavesa found herself suffering from the Arcanist's Fever. What little money the family had left went into relieving Llavesa of her ailments, and in paying for some teaching, at least to the extent that she would no longer accidentally light things on fire. A solid investment, naturally, but they never did regain their fortune. So it was that, as soon as she reached adulthood, the Dark Elf left the safety of her parents' home, so as to no longer be a burden on them financially, seeking her own path.
This would rather rapidly lead to her involvement with the local chapter of the Thieves' Guild. It was a home, albeit a temporary one, and it could lead her back into the wealth she so desperately longed for. For several years she worked with the Thieves' Guild - indeed, with her coin, she managed to afford a teacher to help her learn more about the usage of magic and how she could use the powers that were evidently at her disposal. She honed her crafts, be it skulking in the shadows, or lighting things on fire, and picked up on some bad habits, but as with all things, it must come to an end. At the age of 25, Llavesa was caught by the local authorities. Imprisoned, she found herself offered a most merciful choice - to either serve them, now, by ratting out some of her former colleagues, or to roy away in a prison cell. The Dark Elf took the most sensible choice, of course, and so it was that she was set free, shipped off to a distant, distant city indeed, while several of her former coworkers now populated Harmon's dungeons in her stead.
Llavesa, meanwhile, found herself arriving in the capital of the Ashen Empire itself, the city of Isnhrion. Apparently, not only had she been removed from the city as a 'reward' for her cooperation, she now also, in fact, found herself right on the path to joining the Order of the Phoenix - not as a heroic, well-armored guard, standing by the Emperor's side, but instead as one of the many spies the order has among its ranks. This would be an issue, of course, were it not for the fact that this offered her the opportunity to employ her talents completely within the boundaries of the law, as well as, at times, that life of wealth and splendor she so longed for, together with a very, very decent salary. All of this gave the Dark Elf more than enough reasons to be a perfectly loyal spy, and so it was that she received even further training in her craft, honing her skills, this time not only for the good of herself, but for indeed all of the Empire.
Since then, Llavesa has traversed across the Ashen Empire, from north to south and west to east, all for the greater good. Rooting out dissent, cautioning advice sent regarding vaguely rebellious lords - the occasional 'disappearance' where convenient, all in a hard day's (or as it happens, plenty of years) of work. As of 4E900, she has returned to the capital to continue her work there, posing as a Valyarian emissary in the royal court, keeping an eye out for both assassins among the attendants, and anyone getting just slightly too disloyal. Now, with a white hawk carrying grave news making its way towards Isnhrion, that seems to be more important work than ever - although the question shall be, of course, when is it treason, and to whom ought the people be loyal to? Llavesa couldn't possibly claim to know, but it's bound to get very, very interesting - and hopefully, profitable. After all, she has been a loyal subject for years, and such loyalty ought to be rewarded...
RP Sample: Pffffffft!
Likes: Valyarian Fire, sex, drugs,rock and roll, secret murder, an assortment of other generally not-so-pleasant things - essentially, her work. She picked it for a reason, after all. Time spent at courts, political intrigue - all more than lovely affairs.
Dislikes: Poverty. The weak and the meek. Bickering princes.
Theme Song: Link
1738! - Don't Remove; For Tracking
by The Valyria Empire » Fri Jun 15, 2018 4:57 pm
by Zanera » Fri Jun 15, 2018 5:12 pm
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