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The Legends of Eroris: Brotherhood [OOC/Fantasy Medieval]

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Olthenia
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Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Fri Jun 15, 2018 5:18 pm

Everhall wrote:
Olthenia wrote:Well, this seems interesting!

Welcome to the RP! What race you fancy?


Honestly? None. The all seem rather bland, I'm sorry to say.

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Everhall
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Postby Everhall » Fri Jun 15, 2018 5:21 pm

Olthenia wrote:
Everhall wrote:Welcome to the RP! What race you fancy?


Honestly? None. The all seem rather bland, I'm sorry to say.

Eh. Most fantasy is built upon or derived from what Tolken did. In the end, it matters not if the races have been seen before, it matters what story you can tell with them. (Though I do wish I was more original with my races)

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Haedros 92712
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Postby Haedros 92712 » Fri Jun 15, 2018 5:59 pm

Can I make a character who’s a little bit of his and a little bit of that when It comes to race (hybrid)
"Dying is not very sex." - Some idiot, 2020

I prefer she/they pronouns, and I enjoy not having to debate people over whether or not they should respect that. If they/them pronouns aren't something you're cool with, just use she/her. Thanks! -That same idiot, 2020

Without further ado:
ANIME TIME :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3

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Everhall
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Postby Everhall » Fri Jun 15, 2018 6:02 pm

Haedros 92712 wrote:Can I make a character who’s a little bit of his and a little bit of that when It comes to race (hybrid)

What races are you combining?

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Ormata
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Iron Fist Socialists

Postby Ormata » Fri Jun 15, 2018 6:02 pm

Volker Hietala
Image

Race: Nord
Gender/Sex: Male
Age: 32
Appearance:
    Volker Hietala stands at 7'4", a veritable giant of a person whose physique is as capable as any Nord. His musculature is rather impressive, that of a man who is used to holding a shield in the wall, of wielding a battle axe in the midst of combat as though it was light and easy, of wearing heavy plate for long times. This is centered about his stomach and arms, though Volker's legs are not twigs. The man's blond hair is long, kept at times braided though otherwise is let loose, and his green eyes are the shade of the fields he has never lived in. Overall his face has rather hawklike, with a piercing nose and heavy brow. Volker’s body has several scars, many from recent years, many centered about the arms. One scar is upon the man’s face, on his cheek.
Class: Battlemage
Equipment:
    Armor:
    • Head: He wears a curious manner, combining the style of many Nordic helms with the slightly peaked helm and eye guards characteristic to Nord raiders with a Reachmen style, utilizing a series of flexible plates about the neck for protection there and flexible cheek guards in the same style of flexible plates, these being able to be tightened with a thick string. The eye guards are reinforced with a fine mesh of metal, holes providing relatively good vision for the lord, and his face is protected with a piece of chainmail. The helmet is inscribed with a series of runes in a circling manner, meant to dispersee hits against the helmet in a redirecting manner, causing far more glancing blows than would normally be expected.
    • Chest: Volker wears a gambeson of quilted cloth underneath chainmail in the fashion of a hauberk, the mail about his arms and down to his knees. His chest has a silversteel breastplate, thick and strong despite it's normally light construction and nature, while his shoulders are protected by flexible plates. Over this ensemble is a silk cloak, patterned with reds and blues and greens, meant to catch arrows as they come in. The breastplate features, upon the inside, runic inscriptions which capture the energy of hits upon the metal, transferring this power into Volker's arms for extra stamina and power in his blows.
    • Hands: His hands are protected by two silversteel gauntlets of flexible construction, thick cloth between the fingers and thick metal. Spikes along the knuckles of the gloves make for a heavy, concentrated punch, while coins of lead might be attached to the gloves to provide for extra force and heft when delivering a blow. The outside of these gauntlets features a series of runes upon them which stores the energy of small, lesser-noted movements over time, utilizing them in a singular vast burst of energy if that energy is built-up over a period of time or is utilized after an especially rapid portion of movement.
    • Feet: Volker wears a pair of plated boots, hobnailed to provide for extra traction and of also heavy design, though not much at all do these look to be of special nature. Inside of the metal, however, there is a series of runes which allow the wearer to make rapid bursts of speed, though this has lesser frequency of use and the direction of movement, once the boots are initiated, cannot be changed. The boots can move the user for twenty feet in a quarter of a second.
    Armament:
    • Estlyndr: Standing at 6 feet in length, this two-handed sword is a beast to behold. Featuring a blood groove along it's length and a dual convex edge upon both it's sides, the blade is made of silversteel with a high carbon content, as well as a heavy crossguard and basket-hilt to encompass both the hands. The pommel is thick and heavy for use in striking.
    • Steel Warhammer: With a vicious head and oaken shaft, the warhammer is of a small size as most normally are. The head is textured in the front, as though it would be used to tenderize meat, and in the opposite direction features a slightly curving spike for use in penetrating armor. Lead is incorporated into the design to generate more heft with the weapon, allowing for far more deadly blows against enemy armor and skulls. It should be noted that the haft of the warhammer is longer than normal, though still allowing for one-handed use.
    • Steel Arming Sword: Of medium length and with a moderate quality, this blade has little difference from those blades issued to the men-at-arms underneath Volker's command. With a study crossguard, the blade is, despite it's cheapness of production, nothing to be laughed at.
    • Knetti: A silversteel shield in the style of traditional Nord protections, this is both thick and immensely capable in the protection of it's wielder. Featuring a center handle and boss, it's flexible in combat for the redirection of enemy blows, though this is not it's most impressive trait. Along the inside of the shield there is a series of encircling runes which capture and hold the energy of the impacts against it, storing the energy inside for use in devastating lightning strikes against enemy formations. When activated, a bolt of lightning is generated from the shield's edge, striking targets within the wielder's sight and possibly arcing between them.
    Other:
    • Woolen Cloak
    • Commoner's Clothes
    • Traveling Pack
    • Journal & Writing Materials
Skills:
    Martial:
      Volker is well-skilled in the rough-and-dirty style of fighting many a mercenary would utilized, capable of uncouth and underhanded tactics such as attacking when an enemy is weakest, when their back is turned, of engaging at a range so that they might not engage you until it is too late, and other such manners. The more formal skills have never visited Volker and as such he simply doesn't know them. In terms of unarmed combat he is just as capable if not more so, implementing his legs for rapid kicks against an enemy that might aim to break their leg, to disadvantage them in that same manner, or perhaps simply to kick their skull into unconsciousness or death.
    Arcane:
      The man is able in engaging an enemy at range with fireballs, in creating vast gusts of wind to create drafts or dust storms, and in the development of directing lightning. He is able in creating vortexes of air through pressure and heat differences, though these are not implemented in combat due to the difficulty in forming and keeping them, as well as the effort that must be used to simply cause the adequate conditions. It is far more often that the magic utilized by Volker is implemented in healing actions, though most certainly is not unknown for him to throw an occasional fireball.
    Other:
      Volker is mildly skilled in singing, though nothing to brag about and really nothing of massive notation therein. With his large size, the man is unsurprisingly able to make a great deal of noise for an extensive period of time, though that’s nothing to brag about either when one is seven foot tall.
Weaknesses:
    Volker's fighting style is that of a tank, well and fully capable of causing crushing blows yet overall lesser-equipped to deal with fast and ranged attackers, save for implementing his magic. He approaches with caution against enemies, keeping his position for enemy to assault him and either get murdered in a counter strike or worn-away. The man's style of combat with a blade is also unable to deal with dexterous fighters of the more formal nature, the man being trained in a mercenary's manner of war and not a noble's. Rapid strikes against an enemy with a fast blade can, by Volker, really only be countered by a raising of his shield, as well as arrows against him. His size also presents a mild issue, as while he is a rather intimidating figure he is also well and fully able to be hit with relative ease. This necessitates his style in combat, a defensive posture at most times. Lastly, the man’s physique is such that long runs of most periods, aside from the initial sprint, can tire easily and with his bulk, Volker avoids such runs altogether when in dangerous situations.

    Volker is furthermore incapable in the use of the bow, as while he was trained he was never fully able to master the greater ranges and abilities that would be required of long-range archery. It simply never took with him. Throwing weapons are not much better at all, though can be implemented in extremely short-ranged encounters. As such, Volker is incapable of engaging enemies at extreme to long range.

    His magical capabilities require the use of one hand to perform the characteristic hand-weaving patterns, necessitating that Volker must temporarily unseat his hand in the shield, using his arm in the strap and therefore lacking the fine capabilities to control his shield, or to sheath his sword or warhammer in order to make the actions. The magic, furthermore, has a limited range, only approximately thirty feet.

Bio:
    Born in Flintholt, Volker’s father had been one of the founding figures of the House itself, a man who had brought prosperity to the small island and small fortress to it's full height. His upbringing was that of a mercenary's son, the family knowing what lavish spending did to noble families, how wealth gained could rapidly be wealth lost if one was too stupid to realize the greater joys that they had with that wealth. He would be trained in swordsmanship by the soldiers under his father's command in the courtyard, along the docks, trained in the arts of kicking and fighting with the legs by the sailors, trained in the art of the bow by the archers. His skills were developed by the experiences given during war, not by the finely-tuned tutorials and books of teachers. A rapid learner, the boy had a great deal of joy from his training with the older, rougher men of the army and navy.

    His skills, however, would be greatly expanded with the discovery of his skills. As the traders began to arrive to the city, quicker and quicker, richer merchants began to visit the port of Flintholt and with them came rich merchants daughters. Upon one day, one such daughter arrived in a rather beautiful little dress with beautiful little locks of hair and, on the impulse of seeing this creature, Volker created a little gust of wind to see things he would otherwise likely not. That encounter went rather well, though the young man kept this to himself for obvious reasons and instead fabricated his own method for discovery. While magic was looked down on for being that of a pansy's art, the young man implemented his own method for training. Other mages might use their magic and their magic alone; he integrated it into an already robust dirty fighting style. His teachers, who had been shipped-in from the Reachmen, found this to be unorthodox to the greatest degree. Volker would often train his magic while fighting-off one of his father's men-at-arms, blocking and parrying while controlling his magic onto a static, wooden target.

    This training would continue and grow, Volker eventually learning to fight-off a man-at-arms while sending his magic off against moving targets. Eventually, the Reachmen would be sent-off and replaced by battlemages and spellswords of his father's, men who had trained just as Volker had. His power would grow as he aged as well, the young man capable of massive blasts of wind, of curving it and causing such pressure differences and temperature differences to create hurricanes on a limited scale, of letting-fly fireballs against enemies. With time, upon his eighteenth birthday, Volker was allowed into the deepest vault, allowed to read the ancient books and practice those secret ways. He was only allowed to perform this, of course, in secret.

    His father, eventually, grew old enough that the man stopped being able to lead the Breaker's Guard in the keep and as such quietly retired, an oddity for soldiers and lords. Volker took the position and since then has lead Flintholt and those within it to victory.

RP Sample: Shared Stories

Personality:
    Volker is a quiet individual, reserved in most things in life in a style of watching all things about oneself. He prefers observation to unthinking, blind action, something unsurprising considering his earliest teachers were ones who preached such tenants with gusto. He has a distaste towards torture and brutality before the battlefield, not on the principles of morality or that they had no lot in the war or whatever they might fight, but based upon the idea that it would be far more difficult to find a place to sleep if all about you were ready and willing to plunge a knife into you. Volker’s pride has since been swallowed, beaten-down after so many years of sparring with commoners just as capable as he.
Likes:
Dislikes:
Voice:
Theme Song: Wir sind des Geyers Schwarzer Haufen
1738! - Don't Remove; For Tracking


Breaker’s Guard
Image

Ruler: Volker Hietala
Noble House: House Hietala
Province: Norravägg
Domain: Flintholt
Population: 4,500
Army:
    With a total force of 1,600, the Breaker’s Guard is well-armed and well-trained. With a historically mercenary base, the units operate with a strong emphasis on heavy armor and heavy weapons, tight-fitting formations using testudo-style tactics to maneuver close into the enemy and implement boar spears. Throwing axes immediately before a charge is an especially favored tactic. The Breaker’s Guard utilizes warbows of the heaviest nature in order to engage enemies at range in the field, often using runes to vastly increase their arrows’ destructive power. While in the fortress, the Breaker’s Guard has access to a large array of ballistas in order to engage enemy warships.
Navy:
    Operating a total of ten longships, the Breaker’s Guard navy is neither imposing nor a particularly greatly flamboyant force. Upon their vessels there are no brightly colored shields, nor vastly painted sails, only steel plating over the hull and only an array of magi to burn and blast whatever enemy might come. Mounted along the length of the hull are three mounts in a barbette-style manner, able to be rotated to bring their weaponry to bear, of which each mount has a single ballista. These are often coupled with runic bolts of which are most often of the fire variety.
Short History:
    The Breaker’s Guard was formed during the War of the Black Phoenix, a time where royal decrees and other such interesting aspects were thrown-about in order to make all due haste in whatever schemes that lay for royal families. In particular, this guard was formed with the express purpose of rewarding a series of loyal followers by Azelian the Great, to grant them a measure of power in order to crush what enemies there might lay. They would, during that greater conflict, prove to be adept at the destruction of enemy light forces, skirmishers, and very capable in the hunting of spies within the cities. They became known as breakers, men and women able to extract whatever information that might lay in a person with only the most skilled of efforts, and breakers for their abilities to utilize this information in many a siege. The fall of many a city was attributed to the Guard, though over the years and over the war’s time they became something other than an organization devoted towards the deaths of the enemy.

    A member, one Veli Toivonen, caught a spy, and through that spy learned of information he found very, very useful. The location of a vault, a place where a faction within the others had hoped to keep their deepest interests, was given and found. Toivonen brought the entirety of the books there back to Tarnak, where the Breaker’s Guard was stationed. This was kept a secret, a deep secret, and the Guard told none of it. When the war was over, when the dead were counted and the Proving was made fact, the Breaker’s Guard was given a choice of location for their home. Many thought it would be a sunny place, a place of easy living and fat bellies, of wheat fields and lovely women. Instead a small island, occupied nearly entirely by a mountain, was chosen. Some found it to be a smart move, as the island controlled the Grey River’s mouth. Others found it foolish. The area was already occupied by a fortress to control the region, though never was it considered to be a region which might be the sole territory of a lord.

    They set sail, made their fortress at the mountain theirs, and named it Flintholt. It was there that a vault was built, there that the Nords of the Guard laid to rest the tomes they had discovered, and there that they learned over the years the secrets in those books. The Breaker’s Guard has, since then, become well-known for unique, deadly magics that few others possess or fully understand, as well as a reputation for acting in mercenary groups to learn more of the world and the experiences there. Despite the mercenary reputation, however, they have always proven to be loyal to Flintholt and, as such, have been known to retire home if two groups should be on opposite sides of the battlefield. The fortress of Flintholt has grown to a trading city, though the walls are still manned and the ballistas are still trained. A heavily-equipped navy is also stationed at the fortress, under the command of the Breaker’s Guard.

Allies:
Enemies:
Goals:
420 - Don't remove, for tracking
Last edited by Ormata on Wed Jun 20, 2018 8:00 pm, edited 11 times in total.

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The Hierophancy
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Founded: Oct 24, 2016
Ex-Nation

Postby The Hierophancy » Fri Jun 15, 2018 6:05 pm

taggo

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Brusia
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Founded: May 22, 2007
Inoffensive Centrist Democracy

Postby Brusia » Fri Jun 15, 2018 6:09 pm

I didn't see much in the lore section on the lands south of the Jagged Peaks, so I created some lore for the area to work into my character's background, but if that's not alright let me know and I can change things around:

Anirion Alden
Image

Race: Reachman
Gender/Sex: Male
Age: 39
Class: Templar
Equipment: After returning from the crusade, the Arch-Primate ordered a set of exquisite armor and weapons from the finest blacksmith in all of Eroris to see that the new Grandmaster would be well protected and hopefully avoid the fate of his predecessor. The gear was forged from finest silversteel, and each piece of equipment included a rune dedicated to one of the Eight Divines:
The Shield of Kuruth: The runes in the Shield of Kuruth absorb and reflect incoming magic, sending spells intended to harm Kuruth's Champion back at those who fired them.
Sword of Adeus: The runes in the Sword of Adeus bathe the flame in Phoenix fire; a sight which is not only intimidating, but which can drain health from a foe upon striking them to heal wounds suffered by the blade's bearer, that they may rise in victory from the ashes of what would otherwise cause defeat.
Dagger of Sokva: The runes in the Dagger of Sokva inflict an insidious poison upon those the blade strikes, speeding their journey to Sokva's realm.
Helm of Ceros: The runes in the Helm of Ceros grant the wearer a Holy Aura which has a chance of shielding them from an otherwise fatal blow.
Cuirass of Ryenar: The runes in the Cuirass of Ryenar increase the strength of the wearer, aiding them in tournaments and battles.
Greaves of Geia: The runes in the Greaves of Geia can calm many beasts that would normally be hostile towards the wearer, thus helping to maintain harmony with nature.
Gauntlets of Subelia: The runes in the Gauntlets of Subelia enable the wearer to heal minor injuries in others by laying hands on them.
Boots of Aorr: The runes in the Boots of Aorr increase the speed and agility of the wearer, that they might deliver justice more swiftly.

Additionally, Anirion has in his possession a horse and a satchel containing various herbs, bandages, and medical equipment for treating serious injuries.
Skills: Very intelligent and well educated, talented physician and battlefield surgeon, good swordsman and tactician
Weaknesses: The losses of so many friends during the crusade has left Anirion somewhat cold and reserved, and he is slow to make new friends for fear of losing them.
Bio: Anirion was born in the city of Lenora, and was the son of one of the most talented physicians in the Reach. His father was wealthy enough to hire an accomplished tutor to ensure that Anirion was well educated, and in addition personally instructed his son in the art and science of Medicine. Anirion took full advantage of his education and learned a great deal from both his tutor and father, and grew to particularly love the tales he was told of gallant warriors and of magnificent far away lands, and began to develop a wanderlust that only grew stronger as he began to become bored working day in and day out at his father's clinic.

An opportunity to get out and see the world was soon to come knocking however, as Borathor, the second son of the elder Count of Lenora, approached the Arch-Primate with a proposition: he had heard tales from Solitude merchants of a land outside of Eroris, far south of the Jagged Peaks, that was said to possess great riches, and more importantly was believed to have a scale from none other than Kuruth himself on display in one of their museums. As these people were not followers of the Eight Divines however, they did not understand the full importance of the scale, and as such leaving it in their pagan hands seemed sacrilegious to Borathor. The Arch-Primate agreed, and with her support the Order of the Dragon was formed, and a crusade was called to recover the scale and bring the true faith to the peoples of this far away land. Recruiters were sent out far and wide throughout the lands of the faithful, and many joined the crusade to appease the gods (or, more commonly, in the hopes of claiming some of the riches of the unknown land for themselves). Finally seeing a chance for an adventure of his own, Anirion quickly left his father's clinic and signed on to join the Order as well.

Though he signed up as a physician, the Order trained him alongside all their other recruits in various combat techniques and basic tactics. Anirion proved to be an extremely quick study, and Borathor, now the Grandmaster of the Order, took a personal interest in him. When the Order launched on a fleet of vessels out of Solitude, Borathor trained the young physician in more advanced combat techniques and tactics, and Anirion took to them like a fish to water. This training would prove to be critical in the coming years, as the Order found itself facing heavy opposition immediately after landing from the strange foreigners, and fighting on the crusade would prove to be far more frequent brutal than anyone had anticipated. The Order won several victories in the first few years of the campaign and captured a good deal of riches from the enemy, but they had sustained heavy losses in the process.

Anirion learned a great deal about both combat and medicine during these years, the former from the seemingly ceaseless fighting and the latter from an enemy surgeon the Order had captured whom Anirion spent a considerable amount of time talking with and learning from. From these talks, Anirion also learned that the land they were in was known as Aramachia, and that the warriors therein had honed their skills through years in battle with each other as their lords fought for dominance of the land, until the arrival of the Order united the lords in the common cause of repelling the invaders. Anirion reported this to Borathor, but the Grandmaster believed the prisoner to be lying and ordered him to be executed.

As the fighting dragged on, Anirion continued to impress the Grandmaster with his skill in both medicine and combat over the course of the many battles they fought together. Eventually, despite the heavy resistance they faced, the Order finally made it to the city that was said to have the scale, and a brutal battle broke out once the Order's trebuchets had brought down a section of the city's walls and the order was given to storm the city. At one point during the battle the Grandmaster was severely wounded by an enemy archer, but was saved when Anirion led a charge through heavy enemy opposition to his position and treated Borathor's wound. As Borathor was in no shape to get back to the fight however, Anirion took command and lead the Order's forces to victory.

When the dust settled, the museum the merchants spoke of was located and sure enough, a great scale from Kuruth himself was found within. The sacred relic was placed within a golden chest, blessed by the Arch-Primate herself, and kept safe and secure near the Grandmaster at all times. The Order enjoyed a brief period of relative peace after capturing the city as Borathor needed time to recover from his injuries, and when the Grandmaster had returned to good health he decided to make Anirion his second-in-command both due to his success in leading the Order's forces to capture the city and in gratitude for saving his life. Anirion was extremely grateful for the promotion, but was soon to have his first disagreement with his mentor and the man he considered his friend when Borathor became greedy and decided he wished to continue pushing further into Aramachian territory to capture more of their riches, despite the fact the crusade had already accomplished its objective of capturing the scale.

Though he argued with Borathor, Anirion would not disobey the Grandmaster and followed the order to assemble the men and press on. Borathor's greed would soon prove to be his downfall however, as the time he needed to recover from his wounds had given the Aramachians time to assemble a massive force and prepare a trap for the men of the Order. After capturing what he believed to be an unescorted merchant convoy, Borathor soon found heard a series of blood-curdling shouts, as the enemy's massive force charged out of the desert and towards the Order's forces from all sides; soon unleashed a brutal slaughter against the unprepared crusaders. Though he fought valiantly, Borathor was killed when the enemy General managed to kill his horse, trapping the Grandmaster under his own steed where he could not escape as the Aramachian General took his head.

By the time Anirion saw what was going on, the General was already holding his friend's head aloft for all his army to see. Sent into a terrible fury at the sight, Anirion cleaved his way through a dozen enemy soldiers to reach the General, whom he brutally beat to death with the hilt of his blade. As his bloodlust subsided, Anirion quickly surveyed the battlefield and could see that the situation was hopeless, but also noticed that the loss of the enemy's commander had apparently disoriented the foe, and a small gap had opened in their lines. After recovering Kuruth's scale from Borathor's saddle-bag, Anirion sounded the retreat and rode off on the enemy General's horse alongside the surviving crusaders to safety. The battle was an absolute disaster, and the Order's force of thousands was reduced to few dozen. Now the Acting-Grandmaster of the Order, Anirion ordered the crusade to an end, and lead the retreat back to their waiting fleet; narrowly keeping one step ahead of their pursuing foes.

As they returned home, the few soldiers remaining on the eerily empty ships begged Anirion to leave out the truth of what happened to their comrades, fearing they'd be punished for continuing the crusade after it was supposed to have come to an end. Anirion refused to lie to the Arch-Primate however, and after docking back at Solitude, the other survivors fled with what treasures they could grab to avoid any punishment. Though now on his own, Anirion continued the journey back to Lenora, and upon arriving presented Kuruth's scale directly to the Arch-Primate and recounted to her the full truth of the events of their crusade, proclaiming he would accept full responsibility for Borathor's failure if she felt there should be punishment for it. To Anirion's surprise however, the Arch-Primate not only didn't punish him, but lauded him for his truthfulness and bravery, proclaiming him a Champion of Kuruth and officially declaring him the new Grandmaster of Order of the Dragon. A mix of both shocked and grateful, Anirion thanked the Arch-Primate and immediately began setting about the daunting task of rebuilding the Order from scratch to help defend the faith from whatever threats the future may hold...
RP Sample: viewtopic.php?p=32218354#p32218354

Personality: Anirion is an honorable and chivalrous man, greatly devoted to the Order and his faith.
Likes: The Eight Divines, honorable people
Dislikes: Dishonorable people, Aramachians
Voice: https://www.youtube.com/watch?v=jZOywn1qArI
Theme Song: https://www.youtube.com/watch?v=02PxQmHIQ5o
1738! - Don't Remove; For Tracking
Last edited by Brusia on Sat Jun 16, 2018 5:21 pm, edited 4 times in total.

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Everhall
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Posts: 4258
Founded: Sep 23, 2014
Left-Leaning College State

Postby Everhall » Fri Jun 15, 2018 6:20 pm

Brusia wrote:I didn't see much in the lore section on the lands south of the Jagged Peaks, so I created some lore for the area to work into my character's background, but if that's not alright let me know and I can change things around:

Anirion Adama
Race: Reachman
Gender/Sex: Male
Age: 39
Class: Templar
Equipment: Full suit of plate armor and chainmail, Bastard sword, heater shield, dagger, horse, satchel with various herbs, bandages, and medical equipment
Skills: Very intelligent and well educated, talented physician and battlefield surgeon, good swordsman and tactician
Weaknesses: The losses of so many friends during the crusade has left Anirion somewhat cold and reserved, and he is slow to make new friends for fear of losing them.
Bio: Anirion Adama was born in the city of Lenora, and was the son of one of the most talented physicians in the Reach. His father was wealthy enough to hire an accomplished tutor to ensure that Anirion was well educated, and in addition personally instructed his son in the art and science of Medicine. Anirion took full advantage of his education and learned a great deal from both his tutor and father, and grew to particularly love the tales he was told of gallant warriors and of magnificent far away lands, and began to develop a wanderlust that only grew stronger as he began to become bored working day in and day out at his father's clinic.

An opportunity to get out and see the world was soon to come knocking however, as Borathor, the second son of the elder Count of Lenora, approached the Arch-Primate with a proposition: he had heard tales from Solitude merchants of a land outside of Eroris, far south of the Jagged Peaks, that was said to possess great riches, and more importantly was believed to have a scale from none other than Kuruth himself on display in one of their museums. As these people were not followers of the Eight Divines however, they did not understand the full importance of the scale, and as such leaving it in their pagan hands seemed sacrilegious to Borathor. The Arch-Primate agreed, and with her support the Great Order of Kuruth was formed, and a crusade was called to recover the scale and bring the true faith to the peoples of this far away land. Recruiters were sent out far and wide throughout the lands of the faithful, and many joined the crusade to appease the gods (or, more commonly, in the hopes of claiming some of the riches of the unknown land for themselves). Finally seeing a chance for an adventure of his own, Anirion quickly left his father's clinic and signed on to join the Order as well.

Though he signed up as a physician, the Order trained him alongside all their other recruits in various combat techniques and basic tactics. Anirion proved to be an extremely quick study, and Borathor, now the Grandmaster of the Order, took a personal interest in him. When the Order launched on a fleet of vessels out of Solitude, Borathor trained the young physician in more advanced combat techniques and tactics, and Anirion took to them like a fish to water. This training would prove to be critical in the coming years, as the Order found itself facing heavy opposition immediately after landing from the strange foreigners, and fighting on the crusade would prove to be far more frequent brutal than anyone had anticipated. The Order won several victories in the first few years of the campaign and captured a good deal of riches from the enemy, but they had sustained heavy losses in the process.

Anirion learned a great deal about both combat and medicine during these years, the former from the seemingly ceaseless fighting and the latter from an enemy surgeon the Order had captured whom Anirion spent a considerable amount of time talking with and learning from. From these talks, Anirion also learned that the land they were in was known as Aramachia, and that the warriors therein had honed their skills through years in battle with each other as their lords fought for dominance of the land, until the arrival of the Order united the lords in the common cause of repelling the invaders. Anirion reported this to Borathor, but the Grandmaster believed the prisoner to be lying and ordered him to be executed.

As the fighting dragged on, Anirion continued to impress the Grandmaster with his skill in both medicine and combat over the course of the many battles they fought together. Eventually, despite the heavy resistance they faced, the Order finally made it to the city that was said to have the scale, and a brutal battle broke out once the Order's trebuchets had brought down a section of the city's walls and the order was given to storm the city. At one point during the battle the Grandmaster was severely wounded by an enemy archer, but was saved when Anirion led a charge through heavy enemy opposition to his position and treated Borathor's wound. As Borathor was in no shape to get back to the fight however, Anirion took command and lead the Order's forces to victory.

When the dust settled, the museum the merchants spoke of was located and sure enough, a great scale from Kuruth himself was found within. The sacred relic was placed within a golden chest, blessed by the Arch-Primate herself, and kept safe and secure near the Grandmaster at all times. The Order enjoyed a brief period of relative peace after capturing the city as Borathor needed time to recover from his injuries, and when the Grandmaster had returned to good health he decided to make Anirion his second-in-command both due to his success in leading the Order's forces to capture the city and in gratitude for saving his life. Anirion was extremely grateful for the promotion, but was soon to have his first disagreement with his mentor and the man he considered his friend when Borathor became greedy and decided he wished to continue pushing further into Aramachian territory to capture more of their riches, despite the fact the crusade had already accomplished its objective of capturing the scale.

Though he argued with Borathor, Anirion would not disobey the Grandmaster and followed the order to assemble the men and press on. Borathor's greed would soon prove to be his downfall however, as the time he needed to recover from his wounds had given the Aramachians time to assemble a massive force and prepare a trap for the men of the Order. After capturing what he believed to be an unescorted merchant convoy, Borathor soon found heard a series of blood-curdling shouts, as the enemy's massive force charged out of the desert and towards the Order's forces from all sides; soon unleashed a brutal slaughter against the unprepared crusaders. Though he fought valiantly, Borathor was killed when the enemy General managed to kill his horse, trapping the Grandmaster under his own steed where he could not escape as the Aramachian General took his head.

By the time Anirion saw what was going on, the General was already holding his friend's head aloft for all his army to see. Sent into a terrible fury at the sight, Anirion cleaved his way through a dozen enemy soldiers to reach the General, whom he brutally beat to death with the hilt of his blade. As his bloodlust subsided, Anirion quickly surveyed the battlefield and could see that the situation was hopeless, but also noticed that the loss of the enemy's commander had apparently disoriented the foe, and a small gap had opened in their lines. After recovering Kuruth's scale from Borathor's saddle-bag, Anirion sounded the retreat and rode off on the enemy General's horse alongside the surviving crusaders to safety. The battle was an absolute disaster, and the Order's force of thousands was reduced to few dozen. Now the Acting-Grandmaster of the Order, Anirion ordered the crusade to an end, and lead the retreat back to their waiting fleet; narrowly keeping one step ahead of their pursuing foes.

As they returned home, the few soldiers remaining on the eerily empty ships begged Anirion to leave out the truth of what happened to their comrades, fearing they'd be punished for continuing the crusade after it was supposed to have come to an end. Anirion refused to lie to the Arch-Primate however, and after docking back at Solitude, the other survivors fled with what treasures they could grab to avoid any punishment. Though now on his own, Anirion continued the journey back to Lenora, and upon arriving presented Kuruth's scale directly to the Arch-Primate and recounted to her the full truth of the events of their crusade, proclaiming he would accept full responsibility for Borathor's failure if she felt there should be punishment for it. To Anirion's surprise however, the Arch-Primate not only didn't punish him, but lauded him for his truthfulness and bravery, proclaiming him a Champion of Kuruth and officially declaring him the new Grandmaster of the Great Order of Kuruth. A mix of both shocked and grateful, Anirion thanked the Arch-Primate and immediately began setting about the daunting task of rebuilding the Order from scratch to help defend the faith from whatever threats the future may hold...
RP Sample: viewtopic.php?p=32218354#p32218354

Personality: Amirion is an honorable and chivalrous man, greatly devoted to the Order and his faith.
Likes: The Eight Divines, honorable people
Dislikes: Dishonorable people
Voice: https://www.youtube.com/watch?v=jZOywn1qArI
Theme Song: https://www.youtube.com/watch?v=02PxQmHIQ5o
1738! - Don't Remove; For Tracking

I like what you've done with it so far. The name of the and is Aramach correct? I'm good with having a small land to the south-west of Eroris with that name. Akou is FAR to the south-east. Other than some other tweaks like you're Order's Name I can see you become a true advocate of the Arch-Primate in the face of Emperor's power over him. Accepted.

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Haedros 92712
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Postby Haedros 92712 » Fri Jun 15, 2018 6:24 pm

Everhall wrote:
Haedros 92712 wrote:Can I make a character who’s a little bit of his and a little bit of that when It comes to race (hybrid)

What races are you combining?


Most likely elf and human.
"Dying is not very sex." - Some idiot, 2020

I prefer she/they pronouns, and I enjoy not having to debate people over whether or not they should respect that. If they/them pronouns aren't something you're cool with, just use she/her. Thanks! -That same idiot, 2020

Without further ado:
ANIME TIME :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3

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Everhall
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Postby Everhall » Fri Jun 15, 2018 6:26 pm

Haedros 92712 wrote:
Everhall wrote:What races are you combining?


Most likely elf and human.

Then that's perfectly okay. Just don't go mixing beast folk and humans...

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Brusia
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Postby Brusia » Fri Jun 15, 2018 6:27 pm

Everhall wrote:I like what you've done with it so far. The name of the and is Aramach correct? I'm good with having a small land to the south-west of Eroris with that name. Akou is FAR to the south-east. Other than some other tweaks like you're Order's Name I can see you become a true advocate of the Arch-Primate in the face of Emperor's power over him. Accepted.

Thanks :) And I edited the land's name to Aramachia (since I thought that flowed off the tongue a little better) and changed Anirion's last name to fit better with the Anglo-Saxon naming convention for the Reachmen, though I haven't thought of a better name for the Great Order of Kuruth yet (and I'm definitely open to suggestions on that one ;) ).

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The Hierophancy
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Postby The Hierophancy » Fri Jun 15, 2018 6:29 pm

Are there more entries on the lore outside of the lore thread? Specifically interested in the magic systems, general culture / life in the different provinces and tech.

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Haedros 92712
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Postby Haedros 92712 » Fri Jun 15, 2018 6:34 pm

Everhall wrote:
Haedros 92712 wrote:
Most likely elf and human.

Then that's perfectly okay. Just don't go mixing beast folk and humans...


Thats a little something I like to call “nope material.”
"Dying is not very sex." - Some idiot, 2020

I prefer she/they pronouns, and I enjoy not having to debate people over whether or not they should respect that. If they/them pronouns aren't something you're cool with, just use she/her. Thanks! -That same idiot, 2020

Without further ado:
ANIME TIME :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3 :3

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Everhall
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Postby Everhall » Fri Jun 15, 2018 6:36 pm

The Hierophancy wrote:Are there more entries on the lore outside of the lore thread? Specifically interested in the magic systems, general culture / life in the different provinces and tech.

Yes, there is a wiki that there is a link to on the second post, though that is largely under construction. When it comes to culture it is generally a combination of several real world cultures with different regions in the provinces. You've read the magic article correct? I want to know if you have before I go in depth into how it works. Pandora is based of Ancient Egyptian/Arabic culture, Norravagg is based of Nordic/Germanic Culture, The Reach is based on Anglo-Saxon culture, Valyaria probably has the most defined lore you can see it here (Some of the dates are off because I haven't gone through to edit it, but most of it holds true). Eldrion is a sterotypically elven high society with a focus on arcane pursuits. Orsinium can be compared to the Eurasian Steppe in most cases with the more trade centric culture centered closer to the Divide becoming more barbaric as you move further away.

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The Hierophancy
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Postby The Hierophancy » Fri Jun 15, 2018 6:39 pm

Everhall wrote:
The Hierophancy wrote:Are there more entries on the lore outside of the lore thread? Specifically interested in the magic systems, general culture / life in the different provinces and tech.

Yes, there is a wiki that there is a link to on the second post, though that is largely under construction. When it comes to culture it is generally a combination of several real world cultures with different regions in the provinces. You've read the magic article correct? I want to know if you have before I go in depth into how it works. Pandora is based of Ancient Egyptian/Arabic culture, Norravagg is based of Nordic/Germanic Culture, The Reach is based on Anglo-Saxon culture, Valyaria probably has the most defined lore you can see it here (Some of the dates are off because I haven't gone through to edit it, but most of it holds true). Eldrion is a sterotypically elven high society with a focus on arcane pursuits. Orsinium can be compared to the Eurasian Steppe in most cases with the more trade centric culture centered closer to the Divide becoming more barbaric as you move further away.

Thanks for the info. Didn't know there was a magic article / where it is - a link or directions would be appreciated.

Is daily life comparable to your standard medieval Europe / fantasy? i.e human cities packed dirty and crime ridden but great for advancing in life, elven ones clean and orderly, peasants living a pretty garbage life no matter the region, etc.?

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Everhall
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Postby Everhall » Fri Jun 15, 2018 6:43 pm

The Hierophancy wrote:
Everhall wrote:Yes, there is a wiki that there is a link to on the second post, though that is largely under construction. When it comes to culture it is generally a combination of several real world cultures with different regions in the provinces. You've read the magic article correct? I want to know if you have before I go in depth into how it works. Pandora is based of Ancient Egyptian/Arabic culture, Norravagg is based of Nordic/Germanic Culture, The Reach is based on Anglo-Saxon culture, Valyaria probably has the most defined lore you can see it here (Some of the dates are off because I haven't gone through to edit it, but most of it holds true). Eldrion is a sterotypically elven high society with a focus on arcane pursuits. Orsinium can be compared to the Eurasian Steppe in most cases with the more trade centric culture centered closer to the Divide becoming more barbaric as you move further away.

Thanks for the info. Didn't know there was a magic article / where it is - a link or directions would be appreciated.

Is daily life comparable to your standard medieval Europe / fantasy? i.e human cities packed dirty and crime ridden but great for advancing in life, elven ones clean and orderly, peasants living a pretty garbage life no matter the region, etc.?

I'd equate the technology to a pre-renaissance Europe with a middle Roman Empire-espe quality of life packed tightly into crime ridden cities great for advancing in life. The elven cities, the very large ones at least, aren't as clean as you would think. Yherion and Isnhrion have a very large non-elven minority from which most crime in the city is blamed (and they are kinda right in some ways). Though you will always have High Elven criminals.

viewtopic.php?f=31&t=381224&p=29071604&hilit=Sight#p29071604
Last edited by Everhall on Fri Jun 15, 2018 6:44 pm, edited 1 time in total.

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The Hierophancy
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Postby The Hierophancy » Fri Jun 15, 2018 6:47 pm

Everhall wrote:
The Hierophancy wrote:Thanks for the info. Didn't know there was a magic article / where it is - a link or directions would be appreciated.

Is daily life comparable to your standard medieval Europe / fantasy? i.e human cities packed dirty and crime ridden but great for advancing in life, elven ones clean and orderly, peasants living a pretty garbage life no matter the region, etc.?

I'd equate the technology to a pre-renaissance Europe with a middle Roman Empire-espe quality of life packed tightly into crime ridden cities great for advancing in life. The elven cities, the very large ones at least, aren't as clean as you would think. Yherion and Isnhrion have a very large non-elven minority from which most crime in the city is blamed (and they are kinda right in some ways). Though you will always have High Elven criminals.

viewtopic.php?f=31&t=381224&p=29071604&hilit=Sight#p29071604

Don't know how I missed that magic post, must be going blind - thanks again.

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Everhall
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Postby Everhall » Fri Jun 15, 2018 6:47 pm

Haedros 92712 wrote:
Everhall wrote:Then that's perfectly okay. Just don't go mixing beast folk and humans...


Thats a little something I like to call “nope material.”

You know now that I think of it... I may have just found the misconception in this world on how werewolves are made... :twisted:
Last edited by Everhall on Fri Jun 15, 2018 6:47 pm, edited 1 time in total.

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Eroris Historical Society
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Postby Eroris Historical Society » Fri Jun 15, 2018 6:52 pm

Tagging this just so I can keep track of the RP even while I'm working on Lore

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Durolatia
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Postby Durolatia » Fri Jun 15, 2018 6:56 pm

Would a member of a noble house with no lands need a noble app?
I have a Youtube Channel if you're interested; https://www.youtube.com/channel/UCuhHFN ... WxKDmTRz2w

On life itself;
Love yourself. This means to give yourself permission and the means(yes, this includes money), to be who you are REGARDLESS OF WHAT ANYBODY ELSE THINKS OR BELIEVES IS POSSIBLE. To give your body the care it needs and pleasure it deserves. Do not deny yourself the life you want to live because you're worried you aren't good enough or that you'll be judged or that it's too risky, because who does that benefit? No one. You are powerful. You are loved. You are surrounded by miracles. You're even a miracle yourself. Love yourself. Because you are a badass.

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Eroris Historical Society
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Postby Eroris Historical Society » Fri Jun 15, 2018 6:56 pm

Durolatia wrote:Would a member of a noble house with no lands need a noble app?

Would the house itself have no lands or just the character?

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Durolatia
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Postby Durolatia » Fri Jun 15, 2018 6:59 pm

Eroris Historical Society wrote:
Durolatia wrote:Would a member of a noble house with no lands need a noble app?

Would the house itself have no lands or just the character?

The character for sure wouldn't. Not sure about the House itself, I haven't really established it in my head yet.
I have a Youtube Channel if you're interested; https://www.youtube.com/channel/UCuhHFN ... WxKDmTRz2w

On life itself;
Love yourself. This means to give yourself permission and the means(yes, this includes money), to be who you are REGARDLESS OF WHAT ANYBODY ELSE THINKS OR BELIEVES IS POSSIBLE. To give your body the care it needs and pleasure it deserves. Do not deny yourself the life you want to live because you're worried you aren't good enough or that you'll be judged or that it's too risky, because who does that benefit? No one. You are powerful. You are loved. You are surrounded by miracles. You're even a miracle yourself. Love yourself. Because you are a badass.

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Eroris Historical Society
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Founded: Jun 16, 2016
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Postby Eroris Historical Society » Fri Jun 15, 2018 7:01 pm

Durolatia wrote:
Eroris Historical Society wrote:Would the house itself have no lands or just the character?

The character for sure wouldn't. Not sure about the House itself, I haven't really established it in my head yet.

If its a minor noble house with no land then no noble app is required. It it isn't then it is.

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Danceria
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Postby Danceria » Fri Jun 15, 2018 7:03 pm

Tag of tags
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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The Hierophancy
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Postby The Hierophancy » Fri Jun 15, 2018 8:37 pm

Are the Provinces military stats potential military force or their standing armies?

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