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Remnants of Exilvania
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Founded: Mar 29, 2015
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Postby Remnants of Exilvania » Wed Mar 25, 2020 9:08 am

Tags for the Tag God!

Apps for the App Throne!
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Woodhouse Loyalist & Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Reverend Norv
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Founded: Jun 20, 2014
Ex-Nation

Postby Reverend Norv » Wed Mar 25, 2020 9:12 am

Great Confederacy of Commonwealth States wrote:Yes, still here, ready to start posting again!
Remnants of Exilvania wrote:Tags for the Tag God!

Apps for the App Throne!


Join me in the north. Let us stare down the Great Bull together.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

A God who let us prove His existence would be an idol.
Dietrich Bonhoeffer

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Liecthenbourg
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Founded: Jan 21, 2013
Civil Rights Lovefest

Postby Liecthenbourg » Wed Mar 25, 2020 9:35 am

Reverend Norv wrote:
Great Confederacy of Commonwealth States wrote:Yes, still here, ready to start posting again!
Remnants of Exilvania wrote:Tags for the Tag God!

Apps for the App Throne!


Join me in the north. Let us stare down the Great Bull together.

I am personally offended you ignore the Sun and Moon : (
Impeach the Mayor of Lego City Legalise Falling into the River The Rescue Helicopter Needs to be Built! HEY!
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

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Remnants of Exilvania
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Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Wed Mar 25, 2020 10:10 am

Liecthenbourg wrote:
Reverend Norv wrote:
Join me in the north. Let us stare down the Great Bull together.

I am personally offended you ignore the Sun and Moon : (

Don't worry, I'll read everything first ;)
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Woodhouse Loyalist & Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Ublia
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Founded: Jun 04, 2012
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Postby Ublia » Thu Mar 26, 2020 4:19 pm

Excellent. I am just dealing with some students and once I am done that I will post the rest of my APP.
A Canadian Green Tory and Nationalist, who loves History, Sci-Fi, Fantasy and is always down to RP

"'Whither is God?' He cried; "I will tell you. We have killed him- you and I.'"- F. Neitzsche, The Gay Science
Economic Left/Right: -6.38
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Reverend Norv
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Founded: Jun 20, 2014
Ex-Nation

Postby Reverend Norv » Fri Mar 27, 2020 1:38 pm

There's my post up. A little politics, a little diplomacy, a little (very unsportsmanlike) battle, even a little romance.

I assumed that an attack on a single supply convoy, like an attack on a single column of Balorenes, did not require back-and-forth RPing. But if I overstepped, I will of course change it.
Last edited by Reverend Norv on Fri Mar 27, 2020 1:39 pm, edited 1 time in total.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

A God who let us prove His existence would be an idol.
Dietrich Bonhoeffer

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Reverend Norv
Minister
 
Posts: 3495
Founded: Jun 20, 2014
Ex-Nation

Postby Reverend Norv » Fri Mar 27, 2020 1:54 pm

Also, a little bit of worldbuilding that wasn't in my app: about the Black Banner that the Markers keep mentioning.

The Ironmark has no national flag. Generally, the clans all have their own banners, and whichever clan controls the position of Warden uses that banner as the Mark's de facto flag. At the moment, this would be the winged sword of the Brandlings.

But when the Ironmark goes to war as a country, and all the clans are called to fight and die as one, the Warden raises the Black Banner - which is, as the name suggests, just a plain black flag. Because of this, it can represent all Markers of every clan completely equally. And since the Mark musters all of its forces only in a true emergency, the Black Banner has another meaning too: under the Black Banner, the army of the Ironmark does not retreat. It either avoids battle, or fights to the death when battle is joined, but it does not ever flee the field. In part as a result, no Ironmark army riding under the Black Banner has ever been decisively defeated on the field of war.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

A God who let us prove His existence would be an idol.
Dietrich Bonhoeffer

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Liecthenbourg
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Posts: 12971
Founded: Jan 21, 2013
Civil Rights Lovefest

Postby Liecthenbourg » Fri Mar 27, 2020 5:53 pm

Reverend Norv wrote:There's my post up. A little politics, a little diplomacy, a little (very unsportsmanlike) battle, even a little romance.

I assumed that an attack on a single supply convoy, like an attack on a single column of Balorenes, did not require back-and-forth RPing. But if I overstepped, I will of course change it.

Lovely post!

I'll do my best to get an app tomorrow. It will be dealing with a lot of unknowns, i.e. the course of action taken by the defenders and armies near Folven, but rest assured I will run it all by Krugmar first.
Impeach the Mayor of Lego City Legalise Falling into the River The Rescue Helicopter Needs to be Built! HEY!
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

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Remnants of Exilvania
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Posts: 11008
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Mon Mar 30, 2020 3:01 pm


Essential Details

Name of Realm: The Fallen Realm of Embweald

Rulers: Officially none. However Dread Princess Elizabeth Palemoor, adopted daughter of the Pale Lord claims rulership over the Palemoor Loyalists and by extension Embweald and her father's intended Empire while Lord Miklós Kiraly is the strongest official and recognised claimant to the title of Lord of Embweald as well as the puppet of Nekhur.

Cultures and Races:
  • Humans: The humans in Embweald are a frightful bunch yet also hardy bunch. They are riddled by disease, mutation and madness and every single day is a fight for survival in the dark land as they attempt to wrest the few resources left in nigh infertile ground. They are very superstitious and by extent one could call them religious too...unless one lists their "religion" as superstition as well in which case they only appear even more superstitious. But they have good reason to as all manner of strange and terrible things can happen just outside of the safety walls, outside of the light of the warm fireplace, after the lights of the sun have gone down.

    Given the hardships of trying to live an honest life in Embweald, few even try. Crime is rampant and just the slightest sign of weakness or the faint promise of even just a few coins can let you end up dead in some swamp, relieved of all your belongings. Especcially smugglers thrive in this dangerous land, smuggling contraband through this country where the law is barely enforced and the authority of the lords only extends as far as their lackeys dare to ride. Loyalties among the people of Embweald is easily bought or forced though treachery in favour of darker masters from older times is a common occurance and a danger to keep in mind, the slavish devotion to these cruel beings of the night borne both of fond legends of the old times and fear of what these creatures may do.

    Not that the humans of Embweald and visitors have to contend just with their own villainy. Many who seek to escape the jaws of justice seek shelter in Embweald, hoping that the dangers of the region would stave off their pursuers. Often enough, the dangers spell the end of their flight, though in ways they certainly had not imagined. However, some survive nonetheless, adding their own numbers to the plethora of shady characters stalking the land. Warlocks are common, as are Diabolists, Witches and Necromancers who overstepped the boundaries of what could be considered right. Serial Killers, Assassins, Usurpers and the like can be found within the taverns of Embweald or at the courts of those who call themselves nobility in this land.

    The people of Embweald are ruled by an odd assortment of human lords in service to foreign nations, bandit leaders and Palemoor Loyalists ever since the demise of the Pale Emperor. No one group can truly claim to control the entire region and even the parts they do control cannot be considered truly secured as none have the forces or power at their disposal to truly and lastingly secure the region. After many decades of squabbling among each other, each trying to vie for supremacy, the many rulers of Embweald have inofficially agreed on an unwritten truce. Now they all sit in wait, observing their adversaries for any weaknesses to exploit and waiting for mistakes to be made. Embweald is a powder keg ready to explode.
  • The Éjszakai (Vampires)
  • Farkasember (Werewolves)
  • Árnyék (Ghouls)
  • Various undead creatures such as Headless Horsemen, Will o' Wisps, Banshees, and all kinds of ghosts
  • Bilwiss (Goblins)

Religion: There is but one thing in Embweald that can call itself a religion, though it is more of a cult. A leader cult around the former sovereign of the nation, the Pale Lord as the common people refer to him.

This worship of the Pale Lord takes on many forms within the society of Embweald and follows no specific code or rite. Anyone can or will revere the Pale Lord in their own way, wether by fervent pleas or prayers daily, begging for their lives, a good day, a decent harvest and plain mercy or by ritual sacrifices and monuments built the Pale Lord's image.

The worship of the Pale Lord as a divine figure within Embweald has three reasons from which it originated. One was of course that the former "good old days", when the region had been thriving and relevant on the world stage, had been days under his reign and rule. Then there was of course the fact that the Pale Lord had openly revealed himself to be something more than human while also denouncing all other gods and religions. And lastly and perhaps most importantly...the religion is actually effective. The prayers actually work in some way.

Why is that? Well, it is not because of the Pale Lord actually being a god, no. But Embweald is a dangerous region to live in, made dangerous through the war that ravaged it a long time ago. Dangerous due to the Pale Emperor's total war mindset and the horrors he unleashed to sway the odds in his favour. And although many of these horrors have been slain, many still remain and stalk the lands. Since many of them are bound by pacts or deals with the Pale Emperor or creations of his own laboratory, they have certain sets of commands ingrained into the terms that bind them or hardcoded into their very instincts. Since it served no purpose to the Pale Emperor if his subjects were to slay one another during the war, his bound and created allies were made to be capable of serving alongside his regular forces. As such the prayers, pleas and pledges of loyalty to the Pale Lord still serve to make the beasts, that may beset the locals, withdraw.

History:
  • 453 AC: Following the Dragonwake, the ambitious Lord Embweald, a renowned Dragonslayer and hero of the people of the local province, created the land of Embweald. Using the chaos and confusion created by the dragons which had toppled the kingdom previously ruling these parts, Lord Embweald was able to not only bring the core Embweald lands under his reign but also the lands of Gadon, Maront, Torvost and Palatin, making him a rival to Avencor, which at the time still comprised not just of its core lands but also Amerenne and Derremel as well as to the Balorenes to the East and Seher in the north.
  • 479 AC: Lord Embweald passed, leaving his realm to his three children which almost immediately squabbled among each other and started the great Embweald civil war. The oldest son had inherited Embweald itself. And while not ambitious, he was stubborn and would not budge from what he saw as his. The second oldest, a daughter, made her way to Gadonian Seher, ruling there over it and Palatin and styling herself as a Seafarer. She was, while not ambitious, incredibly vain and could not accept her dirty, boring brother to sit the throne above her and command her, nor her younger brother to rule. In the south the youngest of the three, another son, took up rule of Torvost and Maront as well as Peresan and Gadon. He was a pathologically ambitious and cruel man, suffering from schizophrenia and paranoia and coveted the throne for himself and would have only been truly at peace had both his siblings been dead.
  • 501 AC: Among the Bloodsworn, a particularly intelligent and well studied diabolist searched for a way to gain immortality utilizing blood magic.
  • 503 AC: Having been discovered for his depraved science and forced to flee from the Bloodsworn, this specific Bloodsworn, though much changed from his search for immortality, travelled westwards to escape any possible pursuers.
  • 504 AC: A strange, pale mercenary had an audience with Lord Embweald II, who was on the losing end of the civil war. The mercenary offered salvation, victory and glory for Embweald if given command of the armies of the Lord. Swayed by the strangers charm and words, Lord Embweald II agreed to the deal.
  • 510 AC: Following years of a long successful holding action, the mercenary wass finally content with the state of the army he had to command, having ensured their morale and loyalty as well as adequate training and equipment. He started a military campaign against Gadonian Seher in the west.
  • 512 AC: Following the siege of the capital which fell to the troops of Embweald at night, as some traitor opened the gates, the self declared Queen of Seher and Embweald was put to the sword by the pale mercenary to the cheers of his troops. Lord Embweald II was shocked by this development, having been a decent man at heart and never truly able to hurt his siblings, which was why he had been losing the war. He sent a strongly worded letter to the mercenary, threatening consequences should he do such a thing again.
  • 512 AC: With the Army of Embweald in Gadonian Seher, the younger brother launched a campaign from Maront into Embweald itself, managing to take the capital swiftly as he offered his brother, who hated fighting so much, free passage if he were to surrender the city. Instead he had him riddled with arrows when he attempted to leave the city. Now proclaiming himself as the new lord of Embweald while his troops razed and plundered the country, Lord Embweald III sent a letter to the pale mercenary and the army of Embweald in Gadonian Seher, offering mercy and a title as Lord of Gadon within his realm if he would surrender now that he was the only pretender left. The pale mercenary sent back the messenger's head.
  • 515 AC: The war finally came to an end, with the last Embweald pretender being dethroned by the pale mercenary and thrown off the highest spire of the capital. Having the support of the people who cheered him as a liberator, and with all possible rivals dealt with, the mercenary crowned himself as the new lord of Embweald, though he took a new residence in Palemoor, naming his dynasty after the place. Dissidents who claimed that the new Pale Lord had actually left Lord Embweald II defenseless on purpose and taken his time in Gadon so the universally hated Lord Embweald III could take Embweald were quickly silenced. This year marked the ascension of the Pale Lord and the beginning of the golden age of Embweald.
  • 561 AC: Due to blatant mismanaging since the end of the Dragonwake, the Kingdom of Severa was stricken by famine and social unrest. When a peasant rebellion arose and forced the local royal family into exile in Embweald, the Pale Lord pledged his support to reclaiming their throne. Embweald troops invaded Severa shortly after and crushed the poorly organised peasants, reinstalling the rightful ruling family once more which in return pledged allegiance to the Pale Lord. Voices arose again about how the royal family seemed to have returned...changed. How no one saw them ever again during the day. But these voices too were quickly silenced and Severa quickly basked in a similar golden age as Embweald, with a strong hand guiding all that happened and holding the reigns firmly in place.
  • 614 AC: Following a power struggle in Gataash as well as growing decentralisation, Embweald forced the former Gataashi vassals Amerenne and Derremel into a relation of dependence to Embweald for goods and protection. Over the following decades they were bound ever closer to Embweald, soon turning into little more than vassals of it instead of Gataash.
  • 655 AC: First death of the Pale Lord after a suspiciously long reign which saw Embweald enter into a golden age. Rumours circulate that he was Bloodsworn, hence his long life. His seemingly identical son took the throne as Lord Palemoor II.
  • 695 AC: Death of Lord Palemoor II. He was succeeded by Lord Palemoor III, a once again clearly identical looking son. Rumours started going around in the courts of Embweald.
  • 735 AC: Death of Lord Palemoor III. An identical son ascended the throne as Lord Palemoor IV. By now rumours started floating around even abroad, that the same man had been sitting on the throne of Embweald for 120 years. Questions were asked why the reign of every Palemoor lasted exactly 40 years. But those who asked vanished in the nights as though they never existed.
  • 775 AC: Death of Lord Palemoor IV. Lord Palemoor V took the throne. This Lord Palemoor had a vested interest in magical artifacts and all kinds of plunder. He hired mages, adventurers, guilds and corporations, thieves and assassins to go around the known world and acquire artifacts of great power for him which should raise his prestige and power on the world stage. His obsession with artifacts was well known but few paid mind to it as it was not necessarily uncommon for men of power or craving power to seek out such artifacts.
  • 815 AC: Death of Lord Palemoor V: Lord Palemoor VI ascended to the throne. He not only shared the physical similarity with all the Pale Lords before him but also remained stubbornly focused on magical artifacts of all kinds. What was before just rumours now became unspoken certainty that the Lord of Embweald was indeed not human. Though people were not yet alarmed. Perhaps he was a wayward Rag'ned? That wouldn't be that bad, right?
  • 1255 AC: People were already expecting Lord Palemoor XVI to die. It had already become a sort of ritual for everyone to expect the death of the Pale Lords in the 40th year of their reign. But things went different this time, the Pale Lord having invited all the nobles of his land and the lands under his thumb to a great feast at his fortress. Once everyone had been assembled, he revealed that not only had he ben the very first Lord Palemoor, the saviour of Embweald, but also that he had in fact, not been human as everyone had already known. But he had also not been Bloodsworn...anymore. He held a fiery speech before the assembled nobles, about the stupidity of the short lived mortal races, about the divisive nature of religions, about their need for a strong, guiding hand that could do so over great lengths of time. At the end he announced his intention to become the immortal Emperor of all that lived in the known world and beyond. He announced that many would not understand, that many would not wish for it but that it was for the betterment of all. And he asked them for their loyalty.

    The nobles were silent for a while. But then the royal family of Severa, which had similarly to the Pale Emperor seemingly born only identical children, bent the knee and hailed the Pale Emperor, baring their fangs for all to see. More and more nobles followed their example, at first even more vampires which had been turned by the Pale Emperor, showing their true colours. Then the humans joined in, first those who truly believed, then those who knew the Pale Lord's uncompromising attitude and last those who saw opportunity within what the Pale Emperor promised. In the end only a few nobles remained standing, steadfast in the face of the Emperor and his lackeys.

    The Pale Emperor would shake his head in disappointment at those who did not join him willingly, calling each of them by their name before flicking his fingers, a sign to which the assembled Royal Darkguard swiftly beheaded every single one of them with unholy speed and strength. When the bodies hit the floor and the blood fountains sprayed upon his guests, the Pale Emperor shook his again head before brandishing something, a scepter made from what appeared to be blackened, metal bones, a skull with fangs at its top and strange gems laid within it. It was the Sceptre of Death, an artifact of immense power, created by the Pale Emperor over the course of many years and through the usage of plenty of human sacrifices, gathered magical artifacts, including an ancient artifact he had brought with him from his home and a nigh immeasurable skill in the arts of necromancy, enchanting, artifice and blood magic. But few outside of the Pale Emperor's inner circle knew of its true, which was raising the dead en masse. The Pale Emperor though, knowing what effects the magic of the sceptre could have on the land he ruled, tainting it and taking the very natural life from it and giving only unnatural life in return, did not decide to reveal its true use yet instead instructing his loyal nobles on what to do. War was coming.
  • 1256 AC: After waiting and preparing, ordering his land anew and giving his subjects some time to get used to the new hierarchy and the new realities, the Pale Emperor openly declared his Nocturnal Empire and invaded Gataash, troops of the Empire quickly making ground.
  • 1257 AC: With the western front going well, Imperial troops from Amerenne and Severa crossed the border into the Serebyani Dominion, greatly threatening the north of the Dominion while the Dreadfleets, black ships under the flag of Embweald, attempt to breach the Serebyani Gulf.
  • 1258 AC: With multiple attempts to navally invade Gataash from behind to quickly end the war in the west foiled by fleets from Marion, Tenail and Tirard, the Dreadfleets are redirected from the Serebyani Dominion towards the island realms. Naval battles raged across the ocean as the Dreadfleets attempted time and again to penetrate the naval defenses and land troops on the islands yet beyond some limited raids, they did not accomplish much as they could not truly breach the naval blockade.
  • 1259 AC: Troops from Embweald marched north, crossing the great border river in force and penetrating deeply into Kasavar while waging a fruitless guerilla war with the Balor tribes in the mountains. Troops gathered in northern Severa and a host occupied Amasa. The plan was to envelop the Ironmark and attack it from the south, the north and the west. The dwarven city of Colborn always remained one of the Pale Emperor's primary targets to eradicate.
  • 1260 AC: Despite a rather unsuccessful campaign into the Balor tribes' domain, the Pale Emperor committed his forces to the attack on the Ironmark, troops from Severa and Amasa as well as Maront and Embweald invading the Mark with utmost brutality. At the same time forces from Gadon attempted to cross the northern border river at Vamon into Seher, aided by troops attacking from Kasavar. The attack against Nekhur was a suicidal attack, that would undoubtedly have long lasting consequences and many within the ranks of the Pale Emperor's nobles thought it foolish to do so merely to secure more ports from which to strike against the island realms.
  • 1261 AC: A joint campaign by the Ironmark and the Serebyani Dominion against the forces of the Empire saw the Imperial troops deep in the Ironmark and stationed in eastern Severa and Amasa cut off. The army surrendered during the winter of the same year, having been harassed by the Ironmark's riders all the time. It was the first truly major defeat of the Nocturnal Empire, major because unlike prior defeats, it had lasting effects on politics in the Empire and the losses were not as easily replaced as before. Where the saying used to be valid that once you killed one Imperial, 5 more would take his place, it now seemed like the opposite was the case. That was in part because the many years of constant, total war were starting to have an effect on society. The treasuries of many nobles were empty and with so many troops in the field, the Pale Emperor could not afford to replace them as he needed every single possible hand to keep the economy supporting this war alife, heck, he technically even needed to withdraw troops from the front to return to their farmsteads if he didn't want to face a famine.
  • 1263 AC: The troops of Nekhur lifted the sieges of Letyir and Kalinayr. Imperial troops are routed and flee southward, towards the border river.
  • 1264 AC: Due to pressure from Amasa, the Ironmark and the Serebyan Dominion the Kingdom of Severa was at an end. A famine and the hopeless situation on the eastern front after the end of the Imperial Eastern Army started the fires of revolt within the people of Severa and their vampiric Nightlords were deposed, either killed or routed back deeper into the Empire. Serebyan and Ironmark troops were hailed as liberators as they advanced further.
  • 1265 AC: Led by the fleet of the Serebyani Dominion and aided by the fleet of Nekhur the fleets of the island realms inflicted a crushing blow against the Dreadfleets, lifting the naval blockade of the besieged city of Dubron which had been close to capitulation, having survived constant assaults and starvation for 4 years. The Dreadfleets were crippled and became incapable of any further major naval operations for the rest of the war.
  • 1266 AC: Nekhur reached the border of the Nocturnal Empire at Vamon. Imperial troops were however still on Nekhur soil, continuing to lay siege to Dubron though the situation there had stabilized, with supplies now coming in steadily through the sea. A combined campaign of Kasavar, Nekhur and the Ironmark saw the Imperial host in Balor cut off as the troops of the Nocturnal Empire were driven out of the Ironmark and western Balor. The Imperial Commander and his troops quickly flooded out of the mountains, surrendering en masse to the troops of Nekhur and the Ironmark, fearing captivity and retribution by the Balorese as they had done plenty of harm to them and their people during the Balorese's guerilla war.
  • 1267 AC: An invasion of Torvost by Severa and the Ironmark saw the opportunistic ruler quickly switching sides, knowing full well that the Pale Emperor's Nocturnal Empire was in the decline. This led to the Imperial Troops in Amerenne and the northern Serebyan Dominion being cut off once again. Faced by threats from all sides and traitors in the back, the Imperial Forces in Amerenne decided to abandon the land and retreated northwards, burning what was in their path, both to deny it to their enemy and as retribution for the treachery of Torvost, the sovereign of which was found as a deadly ghoul in his chambers shortly after his betrayal. The people of Amerenne, not exactly fond of the Pale Emperor both for having forced their nation into his as well as for the destruction the Imperial Troops wrought on the retreat, welcomed the Serebyan troops with open arms.
  • 1268 AC: Both the northern and the southern front had completely collapsed, especcially as troops from Nekhur finally lifted the siege of Dubron, crossing the sea/river onto the island under heavy fire by Imperial troops and overcoming the Nocturnal Host. Still, the front stabilized for a while along natural boundaries and a series of fortresses the Pale Emperor had created to protect the borders of his central realm.
  • 1270 AC: A concerted effort by Nekhur, Kasavar, Amerenne, Torvost, Severa, the Ironmark, the Serebyan Dominion, Marion, Tirard and Tenail broke through the Pale Emperor's defenses along the border river in the north, invading Gadonian Seher, and in the south invading Maront. Imperial troops fought hard and made the invaders pay for every city, every castle and every bridge but were consistently driven back into an ever more narrow corridor connecting occupied Gataash and Embweald. Having seen the danger, the Pale Emperor ordered the retreat of his troops in Gataash and Derremel and the Imperial Hosts retreated towards Embweald, Palatin and northern Maront in an orderly fashion. Gataash was thus finally liberated and welcomed its liberators accordingly.
  • 1271 AC: In the winter, before the invasion of Embweald proper could begin, the Pale Emperor finally decided to use the last weapons at his disposal. Using the Sceptre of Death, the Emperor raised countless undead legions in his name, an unliving host of a size never seen before in recorded history. Many mortal men who were still with him were repulsed by this but others saw in it a show of almost deific power and literally worshipped the Pale Emperor as though he was a god come unto man. With these legions the Pale Emperor led the assault. In the winter when the nights were long and supply difficult, the unliving legions and their Vampire overlords proved to be a terrible foe as they descended upon the armies surrounding them. Gadonian Seher was overrun within a month, the troops of Nekhur being put to flight by the terrifying host that descended upon them. Similar scenes played out all over Gataash, Marmont and the Ironmark as the dead legions crashed onto them and the Vampires ravaged the armies.
  • 1275 AC: After years of flight, of terrible battles against the undead foes and the dark influence of Embweald encroaching upon the world around it, the allies of convenience seemed to have finally put a stop to the expansion of the undead legions. The northern border river had proven to be a good obstacle for the undead, as had the mountains of Balor and the river in Severa. Few could now deny the evil of the Pale Emperor and only his most fanatical followers, the vast majority of which was concentrated in Embweald, still willingly supported him.
  • 1276 AC: In another attempted Winter Campaign, trying to catch the allies by surprise again and avoid their defensible positions, the Pale Emperor personally led his troops from Maront into the Ironmark. There he was met on the field by the sons of the Mark as well as the troops of Nekhur, who had anticipated that he would most likely assault their positions here, in this least defensible gap. The battle, fought under a full moon, would rage long and hard, with neither side seeming to gain an advantage for a long time. However, neither side was willing to give up either and abandon the field and this was what would lead to the Pale Emperor's defeat. As the sun rose on the next morning, the Vampires under his command were burned to cinders. The Pale Emperor himself started burning like a torch, losing the focus he needed to use the Sceptre of Death and so the undead armies crumbled before the united hosts of Nekhur and the Mark. Only through the help of his loyal mortal subjects from Embweald, who quickly covered their Emperor up, rolling him into a tent before loading him into a box and fleeing off the battlefield with him while the majority of them fought a hopeless delaying battle against the united forces, did the Pale Emperor escape death or imprisonment that day.
  • 1277 AC: Having been heavily burned that day, the Pale Emperor was greatly weakened and confined to his city, Palemoor. The war itself was now left in the hands of his vampiric and human subjects, who, both through their squabbling and due to their lack of mortal troops were quickly pushed out of the occupied territories again.
  • 1278 AC: The Pale Emperor returned, healed enough to once again lead his troops, just as the allies would be pushing into Embweald itself to cut out the black heart of the beast that was the Nocturnal Empire. Infuriated, the Pale Emperor pulled every string he possibly could. Although his burning by the sun had greatly diminished his power, he could still use the Sceptre of Death to some effect, marring the land that was Embweald deeply with the magic used for it, letting the people who perished here never rest easy if at all. Willow o' Wisps would lead invaders away from safe paths, to die in some swamps or fall off cliffs, the Dark Riders would attack the invaders on sight untill they were finally brought down by magic, banshees and all manner of ghosts haunted ruins and other places where battles had been fought or people died brutally, letting none rest easy. The campaign in Embweald progressed slowly and tore at everyone's nerves. From the laboratories deep below Palemoor the Pale Emperor unleashed yet another terrible curse upon the invaders, setting free the lycanthropes, entire packs of bestial wolf-men which prowled the forests and beset the invaders or their supplies, sometimes even attacking in coordination with the half-crazed humans of Embweald or the Vampires and their Ghouls.
  • 1280 AC: With none of the Pale Emperor's methods showing any sign of actually stopping or pushing back the tide of invasion forces, instead only slowing them down to a crawl, the Pale Emperor decided to use one final but risky card. A massive summoning was attempted by himself as well as a circle of Warlocks which had flocked to his banner following his promise of acceptance of their craft. The idea was to summon a dozen demons at once that would simply vaporize all of his enemies and their kingdoms. The Pale Emperor knew full well that in doing so, they would most likely also accidentally destroy Embweald yet he did not care. This world would either be ruled by him or not be at all.

    As expected, the ritual went horribly wrong. The topmost spire of Palemoor was blown apart in one massive magical explosion that could be seen far across the land, tearing through the fabric of reality. And behind that tear lay the Pale Realms, laid bare for all in the area to see. A great shadow, with gleaming red eyes rose from the ruined spire of Palemoor, as though it wanted to consume all that was below it. However, as it rose higher and higher and higher, it became clear that the shadow was inevitably being sucked into the Pale Realms. One final screech was all that remained of the Pale Emperor, echoing across the land. And then the tear closed itself, having taken the one it wanted to take.

    Following this event, the Nocturnal Empire was no more. Many of those who remained surrendered to the allies. Many of those who were blinded beyond helping or who could not expect any mercy from the invaders fled, trying to hide out in the wilderness. Many of the less intelligent creatures felt the will of their master which had driven them onward fading, losing their boldness in attacking the invaders and instead slinking back into the shadows. The city of Palemoor was left untouched for powerful magical fallout surrounded it, proving a danger to anyone who dared to approach. And the Sceptre of Death? It was assumed lost, probably taken together with the Pale Emperor into the Pale Realms.
  • 1281 AC: In the Council of Galaza the Fate of the Nocturnal Empire and its lands was decided. Many of the smaller realms, that were not part of Embweald originally, were returned to their independent status. They were regarded as territories which had been conquered by the Pale Lord through guile rather than force of arms. Among these realms were Severa, Amerenne and Derremel. Then there was the issue of Embweald itself. To ensure that it could not rise again, it was partitioned multiple times. As such realms like Marmont and Torvost, Gadon and the Palatin received their independence. Only a rump province remained that could call itself Embweald and it was a province so terribly deformed by the war and the magic cast within it that none wished to have it. Instead Nekhur and the Ironmark as well as Gataash maintained marionettes within it, locals who were willing to keep an eye on things in the province and act in the interest of their backers should the need arise. The Serebyani Dominion, which had participated for most of the war both on the ground and in the sea, but most importantly of all, had provided the coin to pay many of the allied hosts as well as the supplies they consumed on a daily basis, was also rewarded in the form of vast reparations, collected from the territories which formerly made up Embweald.
  • 1281 AC-1436 AC: Following the Council of Galaza, the land of Embweald lost most of its power and was left with a marred and defunct province, incapable of ever rising again and instead going into a downward spiral, becoming a repugnant or pitiful land in Minilar that few wished to have and even fewer to live in. Yet it was still there and it remained there, and so did its few people.

    In the last decades the spectre of the Pale Lord haunts Embweald again. Rumours go around about vampires abound in the countryside. The dead stirr again and the werewolves howl in the forests while in the swamps the Bilwiss are gathering again. Strange goods are being smuggled through the land and the paranoid humans look over their shoulder more often than ever, as though they have something to hide.



    Assets


    Notable Cities:
    • Palemoor: The former capital city of Embweald. During the reign of the Pale Lord it became a sprawling and rich city, a hub for trade, art and science in western Minilar, far renowned across the known world. But already back then darkness bred within it. Far below the Pale Lord had deep catacombs excavated, providing him with a resting place for himself and his kin, a place to retreat to, a place from where to plot and scheme in secret, a place to experiment and cast undisturbed and a place to gather his followers.

      The Pale Emperor's war took a heavy toll on the city itself, first forcing many of its able bodied population into service and eventual death in foreign lands and later, when the war came ever closer to its doorstep, the city teetered on the edge of extinction with the very real threat of either being razed by the advancing enemy armies or by whatever new scheme the Pale Lord had cooked up going horribly wrong.

      Scant records exist of what actually happened for few people ever wrote down their experiences of the final days within the city. And what was passed down orally was lost in time or became fables among the superstitious populace. All that is known these days is that the city is cursed and all who dare to travel there enter the maws of death. However, it is also rumoured to be the primary base of operations of the Palemoor Loyalists and folk living nearby the city's general area often report strange comings and goings there, sightings of things in the mists and of lights in the dark spires.
    • Coldmist: A city located in the west of Embweald, it is the primary residence of Lord Miklós Kiraly and the greatest city after Palemoor. Most certainly the most populous city by now. Though by the standards of other great nations it may seem rather laughable. Regardless, it is the largest city and the primary trade-hub within the region, concentrating much of its wealth here as well as large amounts of foreign travellers, wether they be merchants, smugglers or otherwise.
    • Marrow: A city far in the east of Embweald, it is the primary residence of Count Stepan Veres, a marionette in the service of the Ironmark. Due to its close connection to the people of the Mark and its proximity to them, it is considered one of the safest havens in the entire region. It was however always an especcially poor part of the region and the genera worsening of the environmental situation in the region did not make things better for it. The city is highly dependent on food imports from the Mark, something they trade with Werewolf pelts and Bilwissheads. The city is home to excellent hunters who eagerly hunt for the foul creatures in the border region, preventing their migration into the Mark.

    Economy: The economy of Embweald is in overall poor shape due to the aftereffects of the war long before. Magical fallout has made much of the soil hardly fertile, making farming a hard job. Beasts and other creatures prowling the woods and marshes beset the few herds. Few mines are still operational, many having been given up due to a lack of miners, others due to ghosts haunting them or others again simply because they caved in due to having been excavated in an irresponsible manner to extract the ores needed to fuel the Pale Emperor's war machine. The roads through the province, having once been its great pride, are now in a poor state, having been destroyed first by the Pale Emperor's forces to slow the advance of the enemy forces and later reclaimed by nature now that the people to rebuild and maintain them were lacking. Coupled together with a dangerous wildlife and so trade and travelling through the province has become a difficult thing to do.

    Most coin really circulates through Embweald via illegal activities. People who need safe passage for themselves or their goods, past customs or guards may or may not find that in Embweald...but regardless of it, they always leave a hefty sum of money behind for the smugglers charge a lot and it would take good coin to make anyone venture out into the wild of Embweald. Then there is of course the constant cycle of murder and theft as well as the money illegally being acquired being spent again, perhaps to drink oneself under the table in a tavern and for once forget the many sorrows of this accursed land or just to buy the supplies needed to survive a little longer.

    Population: Around 500.000 humans live in Embweald. The non-human/undead population makes out a just as large portion although among them the many types of undead are the most numerous, followed by the Bilwiss, then the Werewolves and Ghouls and finally the Vampires.


    Military


    Command: Let's use a bad graphic to explain things a bit.

    • At the top of the hierarchy stands the Lord of Embweald. Given that the position is technically vacant or claimed by multiple as of the moment though, it exists more or less multiple times now, with the loyalties among the lower ranks divided between them or entirely indepedent.
    • Standing in a way outside of the regular command structure is the Királyi Sötet Garda or Royal Darkguard, the all female vampire bodyguard of the Pale Lord and the Lord of Embweald, that currently being the Dread Princess for them as they do not recognise Lord Király's claim. They take orders only from the Lord of Embweald and are allowed to requisition whatever resources are necessary to fulfill these orders. They also have an integrated band of assassins, should the Lord of Embweald need them for more...inconspicuous services. Those are the Nightshroud Assassins. The commander of the Royal Darkguard is Etheltryth Zakatos.
    • Standing also outside of the regular command structure are the Sötet Iovasok or Dark Riders as they are commonly known. They were created under the Pale Lord's reign out of criminals of the worst kind, their mortal bodies being beheaded and their corpses raised to serve the people they have harmed before once again as a proponent of justice. Yes, the deals and contracts that bind the Dark Riders even beyond the Pale Lord's death make them forever patrol Embweald and uphold the law as the Pale Lord had written it. They never tire, they never die, they never stop carrying out the duty they are bound to. The only one who can command them is the rightful Lord of Embweald and currently none has managed to fully assume that title. Few are left of their number anyways, many having been destroyed by the advancing armies or by the occasional Magician coming to these lands to rid it of yet another evil.
    • Being situated above the mortals in the realm are the Éjszakai Urak or the Nightlords,the Vampires sired by the Pale Lord from among those he trusted, liked or thought their skills too great to die with them. Their word is practically considered law by all mortals within the realm, despite what the old laws of the Pale Lord say. This is why the Nightlords tend to sometimes get in conflict with the Dark Riders, who obviously see breaches of said law within the Nightlords' demeanor. Originally the Nightlords were intended to replace the mortal nobility and rule the lands with the wisdom and consistency that could come with immortality but the mortals proved to be useful beyond a doubt so many could keep their posts and were to deal with the day to day activities while their immortal Overlords slept and concentrated on the bigger things. Which does not change the fact that the Nightlords outrank them and can overrule them...except of course where the Nightlords had been deposed following the Pale Emperor's defeat.
    • Following the Nightlords, we have the Aristocrats and the Grand Executor. The Aristocrats are generally primarily concerned with keeping their lands running, doing most of the civil administration. Meanwhile the Grand Executor coordinates the logistical and organisatoric efforts for military mobilisation and campaigning. The Night Lords are practically a fusion of the Executors and the Aristocrats, commanding both the civil administration and the military where they rule. Due to many Executors having sided with the Palemoor Loyalists and the Nightlords having been deposed in many parts of the country, the Aristocrats now combine these powers within them as well.
    • The High Executors and the Polgármesters are the ones in charge of military efforts within cities or sometimes even entire regions when it comes to the former. The latter generally just run the day to day affairs of whatever settlement they were appointed to run these affairs in.
    • The Executors are Captains within the military forces of Embweald and actually have boots on the ground and lead the troops in battle, unlike their predecessors, the High and Grand Executors which are more concerned with the military logistics and organisation of campaigns than the battle itself. Magistrates on the other hand are merely officials serving underthe Polgármesters to handle the daily affairs of the citizens. Around that same rank are the regular, low class Vampires. Descendants of the Nightlords who didn't get any other position yet. They are much weaker than their bloodfathers but are generally still well respected for their superhuman powers.

    Strength:
    • Lord Király has about 1.000 men under arms at all times. In times of crisis he can quickly levy another 9.000 under his service. Should a war drag on and he not lose too much of the arms and armour he has during it, he could feasible call another 10.000 to arms. All of these are relatively crap tier militia equipped with spears, shields, helmets, bows and a tabbard.
    • Count Veres has about 200 men under arms at all times. In times of crisis he can levy another 300 under his service. Most of them are crap tier militia but the standing force consists out of a considerable amount of very good hunters and marksmen who use bow and crossbow to as well as nature itself around them to their advantage to strike unseen and kill swiftly.
    • Dread Princess Palemoor has atleast 50 members within her Royal Darkguard, around 10 of them are rumoured to be Nightshroud Assassins. Atleast 3 Nightlords have pledged themselves to her and probably around 150 additional vampires with a retinue of atleast 1.000 Ghouls. Several packs of Werewolves and scores of Bilwiss have also pledged their allegiance to the Dread Princess, giving her around 300 Werewolves atleast and perhaps around 50.000 of the cowardly Bilwiss. Of the humans she also commands great respect, having a standing force of around 3.000 but probably being able to raise atleast 50.000 under her banners should she require it.
    • Other Lords within Embweald have a combined force of around 5.000 and are most likely able to raise another 20.000 to their banners.
    • Scores of Werewolves, Bilwiss and ghosts dot the countryside, with their allegiance given to no one but those who can force it. Their combined numbers supposedly reach beyond 100.000. 12 Dark Riders roam the lands.


Diplomatic Relations

Interests: The Unification of Embweald and the Purging of the Foreigners from it. The Unification of all races under one banner and the wise guidance of their betters, the Vampires. The end of all religion.

Rivals: The Ironmark. Nekhur. Gadon. Maront. Avencor. The Bloodsworn Confederacy.


Other Information

Location: In Embweald.


@Reverend Norv, The Holy Dominion of Inesea

I'd be glad if the two of you could check the history, especcially during the Middle Season when the Pale Emperor starts his war. Mainly because both of you are bearing a lot of it.

EDIT: Race Apps will be following later. Wanted to get this out of the way first.


Essential Details


Name of House: Palemoor

Leader: Elizabeth Palemoor

Family Members:

-Pale Lord (deceased)
-Dread Princess Elizabeth Palemoor
-Nightlord Walter Serevar
-Nightlord Pierre Dervierre
-Nightlady Fleur Peresan
-Royal Darkguard Commander Etheltryth Zakatos

History: Tied heavily to the Embweald history.

Dread Princess Palemoor was the self chosen daughter of the Pale Lord, his very own blood flowing through her unliving veins. Having been sired just before the Great War, she is young compared to the other Nightlords. But her bond to her lost father figure is strong and her hate induced crusade against all who wronged her father has only just begun.

The Nightlords Serevar, Dervierre and Peresan are the former rulers of Severa, Derremel and Peresan, back when their lands were under the control or in league with the Pale Lord. The Pale Lord's blood does not flow in their veins, only stolen blood yet they are still vampires sired directly by him and as chosen to rule and as such they are regarded as connected to the bloodline in some way, even if each of them has started their own bloodline by now. Their respect of the Dread Princess' authority is fairly low, given that each of them holds seniority over her.

Royal Darkguard Commander Zakatos is also an older Vampire created by the Pale Lord himself. She however has no political ambitions and is usually ignored by the Nightlords for that. Something she does use to her advantage when protecting her charge and foiling the schemes of the Nighlords.


Assets

Home: City of Palemoor.

Fiefs: Although officially having ceased to exist and being completely disowned, the Palemoor bloodline continues to hold command of the cursed City of Palemoor and its Undercity.

Retinue: The 50 members of the Royal Darkguard are the only force close to the head of the bloodline, the Dread Princess. All other forces could technically be swayed to serve the Nightlords should they wish to coup. However, if loyalty towards the descendants of the Pale Lord and the Pale Lord himself is in question, then the entire force in the military section of the app given to Dread Princess Palemoor would always stand fully behind the Pale Lord.
Last edited by Remnants of Exilvania on Sun Apr 12, 2020 2:59 pm, edited 8 times in total.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Woodhouse Loyalist & Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Reverend Norv
Minister
 
Posts: 3495
Founded: Jun 20, 2014
Ex-Nation

Postby Reverend Norv » Mon Mar 30, 2020 4:39 pm

Oh, this is very cool. Perhaps that big climactic battle in the Ironmark is actually where the tradition of the Black Banner comes from: win or die, even if you have to stand with Nekhur to do it. Everything looks great to me.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

A God who let us prove His existence would be an idol.
Dietrich Bonhoeffer

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Latvijas Otra Republika
Minister
 
Posts: 3053
Founded: Feb 22, 2017
Iron Fist Consumerists

Postby Latvijas Otra Republika » Fri Apr 03, 2020 10:09 am

Very BIG WIP

I had this app planned out for a similar RP couple years back but then the creator decided to just ditch everything midway through, I ain't checked if anything correlates with your lore/world (probably really doesn't) but I'm just asking if this is a thematic chiefdom you could vibe with & if I should incorporate it here. Just asking, I don't want to waste any time (yours or mine). Cheers!

Image



Essential Details

Name of House: Mēldi


Leader: ᚱorsūkeld ᚢijkild Mēldi 'the Eldest' (68)


Family Members: Bolerᛚas ᚱorkild Mēldi 'of the Wild', Eldest son of ᚱorsūkeld. (42)
Jaurūndas ᚱorkild Mēldi, Middle son of ᚱorsūkeld. (37)
Oudᛚ ᚱorkild Mēldi, Youngest son ᚱorsūkeld. (26)

īar Bolkild Mēldi, Son of Bolerᛚas. (17)
ᚱesᛚal Jaukild Mēldi, Son of Jaurūndas. (15)

ᚱevrdarnᛚ ᚢijkild Mēldi 'the Drunk', Brother of ᚱorsūkeld. (63)
Evllēma Revmild Mēldi, Last & formerly third daughter of ᚱevrdarnᛚ. (28)

History: The Mountfoot Chronicles begin it's recollection of the Mēldi Clan with the tragedy of Mēldimans 'the Brave', according to the legendary text Mēldimans became the second chief of Lessaros after his childless mentor Chief ᛒeld passed away leaving behind a council of wise men to decide their next ruler. They selected him as their next leader, despite his brutish behaviour that dispelled any stewardship skills, due to to their respect of the will of ᛒeld. During the initial years of his rule not a lot was written or passed down, except for mild crop yields and distant rumbles stemming from the neighbouring mountains that are surrounded in myth. What is known of this peaceful period is that he wedded his beloved woman, Asāra, and that he gained a male heir named ᛦold . His rule is dated to have begun in 223 BCE, taking the title of Chief at roughly the estimated age of 32.

In around 196 BCE there came reports of burnt down dwellings in the north of the Chiefdom, a rumour travelled to Mēldimans' ear that a Wyvern had come to dwell near the foothills of the mountains. In the following year families had already left their native Northern frontier out of fear of what they now called ᚵurdar 'the Black', the north once again became a desolate place under the hunts that Wyvern committed. Mēldimans could not summon an native army for they would not handle such a beast, his court held no esteemed warrior, so he himself decided to hunt ᚵurdar out of, what some might say, blind pride. Countless nights he dwelt under the stars, away from home, with only a spear and dry meat. One morning he was seen walking forward in front of the morning's horizon, blood spilt and wasted, by a maiden looking across the plains. Mēldimans perished a day later upon a commoners bed, in dazed fever he retold his story of stumbling upon a cave that he had marked with the same ashy symbol that he had burnt upon his palm; he had mumbled of slaughtering the children of ᚵurdar and killing her with no greater spear than grief. His last words were said have been 'monster'.

His descendants ever afterwards bear his burnt mark as the symbol for their clan, stating that it is the will of the earth for their clan to protect their people and be brave. Chief ᛦold, out of the prestige his father accumulated after his death, decided to rename the title of Chief to 'High-Wyvernbane'. The Clan of Mēldi have always remained undisputed on their position of power, since laying claim to the title of High-Wyvernbane of Lessaros requires to be a descendant or to be a slayer of a Wyvern. Despite the Clan's symbol, the cave has not yet been found.

Currently, a rivalry remains within the Clan; High-Wyvernbane ᚱorsūkeld ᚢijkild Mēldi is despised by ᚱevrdarnᛚ ᚢijkild Mēldi. His mothers larger love and care for ᚱevrdarnᛚ, the lack of land given to ᚱevrdarnᛚ has made way for the feud. This jealousy and lack of power has rumoured to have made ᚱevrdarnᛚ an alcoholic, adding to his never ending bitterness.



Assets

Home: Castle Valingis


Military Strength: 6,000 Battle fit men possible to raise.
56 Cavalry of Horses
10 Cavalry of Ponies (for young warriors or supplies)
150 Active troops (Land orientated, roughly split between: Archers, Axe men and Pike men)

8 Large row boats available



Relations

Allies: TBA


Rivals: TBA


Image


Essential Details

Name of Realm: Lessaros (Ancient Osk tongue: Lᛂᛋᛋᛆrᚢᛋ)


Rulers: ᚱorsūkeld ᚢijkild Mēldi 'the Eldest' (1053 CE - Present)
------------------------------------------------------------------------------------- Most recent prior rulers
ᚢijāloks ᛒēakild Mēldi 'the Lax' (1020 CE - 1053 CE)
ᛒēaᛏor ᚱuskild Mēldi 'the Southernmost' (994 CE - 1020 CE)
ᚱussakeld Olākild Mēldi (950 CE - 994 CE)


Culture: Lesarian is a culture founded on the nomads of the bleak Northern Uratos regions, It was only in 640 CE that this ethnic identity was firmly confirmed and named by scholars which came from the more Southern merchant kingdom. Their culture mainly relies on cuisine based on fishing and subsistence farming, a typical dessert is usually berries due to their native terrain. The harsher northern weather of their land has made them socially cold, concepts such as sympathy are hard to relate to as their main priorities are survival and defence. Old-Lesarian, the decaying predecessor of Lesarian, is the father of the culture and still currently lives within the Mēldi dynasty and the most rural Northern regions of the Chiefdom. The difference between the two stems from Lessaros' culture slowly adapting the customs of foreign merchants and cultures due to the increased trade during the last century, while Old-Lesarian remains firm in their ancient mindset and traditions.

Old-Lesarian itself takes it's roots from the almost mythical language and culture of ᚧᛋᚴ (Osk), which is said to have come from the domain of giants. Some believe these beings had inhabited the continent, under the rule of ᚧᛋᚴ which man slayed upon his arrival. The vocabulary, letters and even the names of days have been passed down from ᚧᛋᚴ despite it's unknown origins and age. The ancestors of ᚧᛋᚴ are near enough impossible to trace due to the limited sources of authority available to scholars, the only evidence of prior northern Uratos civilisation in the region is a marked star shape upon the boulder that the town of Kage was founded beside.

Some notable traditions are common place in the culture, days include: ᚠorla (Summer solstice), ᛒerr (Tending to the forests, October 6th), ᚤūdel (Day of the ancestor's cold spirit, February 5th), ᛋov (Night of the Wyvern sky lights, December 20th). These celebrations priorities well being, a care for native land, a love of ancestors and the appreciation of both the familiar and extraordinary. On these occasions it is common for a feast to occur with an abundance of alcohol spirits for drinking.


Religion: The concept of religion is ill-defined and vague in Lessaros, rather than specific deities with organised churches or temples the inhabitants instead believe in 'spirits' of the deceased and a life force existing within every object and creature. The paranormal, dark supernatural superstitions, is heavily intertwined with their everyday spiritual beliefs. This fact is exemplified by shamans being an integral part of the typical Lessaro's village.

Despite the nonexistence of defined monotheism or a set group of godly beings within their faith, Lessaronians believe in sets of powerful ancient symbols which transcend all of visible reality in their power. Ancient Osk symbols that have been found, engraved in stones, are perceived to be these incomprehensible beings which shape their reality and ultimate destiny.


History:


Assets

Resources:


Strongholds: (If it is a castle, the castle will have its own ruling house which you'll have to detail including locations)


Towns: (Name and detail locations of towns)


Military

Military Commanders:


Military Strength:


Special Troop: (Realm's best military unit, can be a bodyguard unit or spy unit)


Diplomatic Relations

Allies: (You can leave blank and fill in later)


Rivals: (You can leave blank and fill in later)



Other Information

Location: (Name continent nation is on and be specific)
Free Navalny, Back Gobzems

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Fahran
Post Marshal
 
Posts: 19479
Founded: Nov 13, 2017
Democratic Socialists

Postby Fahran » Fri Apr 03, 2020 10:34 pm

It's time for an epic, heart-warming adventure about a couple of friends travelling through the wartorn countryside, ripping off decent, unassuming farmers until, one day, quite by accident, they manage to steal an important item from a well-connected court alchemist. An item that might prove crucial to transfiguring lead into gold. Now it's a less heart-warming adventure about a couple of friends running for their lives from some king and his pet alchemist who really, really want their mcguffin, which neither of our unlikely heroes can even use by the way, back.


Essential Details

Name: Amelis

Appearance: Amelis is a short, slender elf who sticks out prominently in most crowds owing to her cascade of exceedingly well-groomed auburn tresses, distinctive, horn-like ears, and the numerous azure tattoos that dance from her shoulders down to her wrists. Her eyes are brown flecked with warm hues of amber and gold. The cheek-bones sit high and regal, giving an impression of delicacy, but her freckled nose is knobbed and bent from having been broken several times. A dimple sits in the center of her chin. One brief glance at her physique suggests a dancer or acrobat, and the abundant bracelets and trinkets confirm this suspicion - as it is not uncommon for circus performers or musicians to carry the full measure of their accumulated wealth on their person. Her casual wear consists of an unassuming, tattered sheep-skin cloak. A fiddle and an assortment of colorful balls are ever at Amelis's side.

Age: 134

Gender: Female


Legacy

Allegiance: Amelis is steadfastly loyal to both her heritage and to her partner-in-crime Leo.

Profession: She makes her living as a travelling performer and musician, dancing, juggling, playing merry melodies on her fiddle, and, most shockingly, eating and spitting fire. This earns a decent keep but the real bundle comes from Leo's less scrupulous line of work, picking the purses and pockets of patrons who've had a bit too much to drink and gazed a bit too long at the performance to notice their pants fitting a little lighter. Needless to say, their shared profession hasn't made them favorites in towns that can remember their faces.

Background: WIP


Beliefs

Religion: Amelis mutters quiet prayers to the old deities of Dhor-e Qalanthe, in particular the goddess of dawn and mercy whose name is unutterable except in the low flickering of dying embers, whenever she wakes from a fretful dream or witnesses some horrid atrocity, of which she's seen more than a few. Despite proudly claiming to keep the faith of her ancestors, she tends to frequent local shrines and temples to make donations, much to the chagrin of Leo. She jokes that she's "hedging her bets." Another of Amelis's popular musings is that "a coin tossed to a beggar is a hundred prayers uttered."

Motivation: Despite the hardships of the road and the constant scams she runs with Leo, Amelis's dearest wish is to become a court alchemist like her father. She has clung to a dusty book, smuggled from the library of her family's patron, for around fifty years and has acquired a beginner's knowledge of alchemical equations despite lacking any formal training. In spite of her numerous fevered attempts to transfigure coppers into silver or gold coins, she has never successfully performed a transfiguration, whether this is due to a lack of magical affinity, errors in her equations, or an absence of necessary chemicals and substances remains unclear.


Inventory


Items: Fiddle, Juggling Balls, Gold Bracelets, Gold Trinkets, Narinhur Crystal Locket, Tome of Transfiguration

Skills: WIP

Magical Ability: WIP



Essential Details

Name of Race: Narinhur | Flame Elves | Soot Sprites

Appearance:
Image


Description: The Narinhur bear a close resemblance to their distant cousins, the Tsovamar and Avazmar, standing between 5'6" and 6'2" tall, having slender, willowy frames, and sporting pointed ears that easily distinguish them from both humans and other elves due to their peculiar, horn-like length. They possess the most varied range of skin-tones among the subspecies of elves due to significant admixture from neighboring populations, though olive, bronze, and ruddy brown complexions are most common. The Narinhur wear intricate tattoos known as brands. These are burned onto the skin with ritual fire-songs beginning at the inception of puberty and can represent family, allegiance, profession, aspirations, aesthetics, social status, or shirking by the community. Brands come in a variety of colors - with red, blue, purple, yellow, and orange being common.

The Narinhur have been described as haughty, xenophobic, hot-tempered, and passionate, and have a well-known dislike of the Tsovamar in particular owing to the sack of their ruined capitol at Dhor-e Qalanthe close to a century ago. They have an implicit understanding of and love for fire to the extent that some have called them pyromancers or magicians. However, importantly, the fire-songs of the Narinmar do not constitute a formal school of magic but a more technical set of skills and cultural practices. These, together with an almost compulsive affinity for tinkering with objects, have made them marvellous metallurgists, alchemists, and artificers when they have the magical aptitude and social connections to obtain sponsorship in formal education. The majority of the population, however, often occupies the peripheries of society, living as vagrants, musicians, circus performers, prostitutes, or bandits.

They have become a rare sight in the last hundred years due to their lack of a homeland, knack for running afoul of local authorities, and absorption into surrounding populations, with as few as three thousand remaining.

Location: Scattered to the wind, like so many embers.
Last edited by Fahran on Fri Apr 03, 2020 10:50 pm, edited 3 times in total.
"Then it was as if all the beauty of Ardha, devastating in its color and form and movement, recalled to him, more and more, the First Music, though reflected dimly. Thus Alnair wept bitterly, lamenting the notes which had begun to fade from his memory. He, who had composed the world's first poem upon spying a gazelle and who had played the world's first song upon encountering a dove perched upon a moringa, in beauty, now found only suffering and longing. Such it must be for all among the djinn, souls of flame and ash slowly dwindling to cinders in the elder days of the world."

- Song of the Fallen Star

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Liecthenbourg
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Postby Liecthenbourg » Sat Apr 04, 2020 3:01 pm

Fahran wrote:-snip-

Hey!

I'm fine with there being resentment between the Narinhur and Tsovamar, but I'd recommend placing the sack of Dhor-e Qalanthe a lot further back, because in recent living memory (for an elf) the Kingdom of Relya would not have gone to war with another Elven state given the clear expansionist drives of Nekhur, which was usually to the detriment of non-humans.

I'd suggest making it a point of antiquity, even, if you still desire it.

An alternative measure could be that there could have been an alliance between the two groups, that splintered and fell apart following Relya submitting to Nekhur.

I'd also ask if you could have any place for 'The Wayward Wind' or Arevlusin in your depiction of these other elves, but its fine if not.
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Fahran
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Postby Fahran » Sat Apr 04, 2020 3:37 pm

Liecthenbourg wrote:An alternative measure could be that there could have been an alliance between the two groups, that splintered and fell apart following Relya submitting to Nekhur.

I wouldn't mind having Nekhur sack Dhor-e Qalanthe if the person behind the nation in question is willing to play that role. The enmity would instead arise from the severing of the alliance between Relya and the Narinhur city-state. It could create some interesting tension and characterization later on down the road.

Liecthenbourg wrote:I'd also ask if you could have any place for 'The Wayward Wind' or Arevlusin in your depiction of these other elves, but its fine if not.

Could you explain the Wayward Wind a little bit more. I saw a rather brief description of it in your application but I'd like to know as much as possible. On principle, there's no reason I can't incorporate it into my portion of the lore - in fact I would prefer to that if possible.
"Then it was as if all the beauty of Ardha, devastating in its color and form and movement, recalled to him, more and more, the First Music, though reflected dimly. Thus Alnair wept bitterly, lamenting the notes which had begun to fade from his memory. He, who had composed the world's first poem upon spying a gazelle and who had played the world's first song upon encountering a dove perched upon a moringa, in beauty, now found only suffering and longing. Such it must be for all among the djinn, souls of flame and ash slowly dwindling to cinders in the elder days of the world."

- Song of the Fallen Star

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Liecthenbourg
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Postby Liecthenbourg » Sun Apr 05, 2020 1:10 pm

Fahran wrote:
Liecthenbourg wrote:An alternative measure could be that there could have been an alliance between the two groups, that splintered and fell apart following Relya submitting to Nekhur.

I wouldn't mind having Nekhur sack Dhor-e Qalanthe if the person behind the nation in question is willing to play that role. The enmity would instead arise from the severing of the alliance between Relya and the Narinhur city-state. It could create some interesting tension and characterization later on down the road.

Liecthenbourg wrote:I'd also ask if you could have any place for 'The Wayward Wind' or Arevlusin in your depiction of these other elves, but its fine if not.

Could you explain the Wayward Wind a little bit more. I saw a rather brief description of it in your application but I'd like to know as much as possible. On principle, there's no reason I can't incorporate it into my portion of the lore - in fact I would prefer to that if possible.

Unfortunately, my ideas are all over the place at the moment for the Wayward Wind and I was looking to expand it ICly whilst writing. Its a philosophy more than religion, with constant belief of a collective soul as a its key tenant.

It isn't innately religious, but most Tsovamar ascribe that the Goddess Arevlusin is the origin of this collective soul, maintains it, moulds individuals and "blows life" into them.
Impeach the Mayor of Lego City Legalise Falling into the River The Rescue Helicopter Needs to be Built! HEY!
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

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Krugmar
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Postby Krugmar » Sun Apr 05, 2020 3:20 pm

Sorry for my absence. the lockdown, regional stuff, and more recently the release of Bannerlord have eaten at my time and focus.



Ublia wrote:-Kingdom of Solace-


Looking good so far.

Remnants of Exilvania wrote:-Embweald and Éjszakai-


Accepted. As we have discussed them consider the racial apps conditionally accepted.

How long do the Éjszakai live?

Latvijas Otra Republika wrote:Very BIG WIP

I had this app planned out for a similar RP couple years back but then the creator decided to just ditch everything midway through, I ain't checked if anything correlates with your lore/world (probably really doesn't) but I'm just asking if this is a thematic chiefdom you could vibe with & if I should incorporate it here. Just asking, I don't want to waste any time (yours or mine). Cheers!


Both apps look good and will certainly fit.

Fahran wrote:It's time for an epic, heart-warming adventure about a couple of friends travelling through the wartorn countryside, ripping off decent, unassuming farmers until, one day, quite by accident, they manage to steal an important item from a well-connected court alchemist. An item that might prove crucial to transfiguring lead into gold. Now it's a less heart-warming adventure about a couple of friends running for their lives from some king and his pet alchemist who really, really want their mcguffin, which neither of our unlikely heroes can even use by the way, back.

-apps-


Both apps accepted, on condition that their lore lines up with what Liec has mentioned.

Dhor-e Qalanthe can certainly be sacked by Nekhur. All the various dynasties of Nekhur are on the timeline, so pick whichever one suits you best.



Will look to update the OPs, make an app for Mnesus, and work on a post for the IC. I also believe I owe Liec and Norv a strategic map of Tervain and a list of armies and their strengths.
Last edited by Krugmar on Sun Apr 05, 2020 3:22 pm, edited 1 time in total.
Liec made me tell you to consider Kylaris

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Benuty
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Postby Benuty » Sun Apr 05, 2020 9:02 pm

I am back from my mandated vacation so I hope to post again.
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Diahon
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Postby Diahon » Sun Apr 05, 2020 9:16 pm

This interests me. Will return with an app or two.

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Fahran
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Postby Fahran » Sun Apr 05, 2020 9:19 pm

Any ideas on where Amelis and Leo should start off? If you're RPing a kingdom and want a minor headache and/or subplot to pursue, especially if you're RPing a less well-off kingdom, that'll probably be ideal for the story I want to tell. I'm thinking that I'll make Leo hail from somewhere in the south while Amelis is originally from the north. I haven't made up my mind about where they are now though. I'm asking because I want both characters to be grounded into the world that y'all have built thus far.
"Then it was as if all the beauty of Ardha, devastating in its color and form and movement, recalled to him, more and more, the First Music, though reflected dimly. Thus Alnair wept bitterly, lamenting the notes which had begun to fade from his memory. He, who had composed the world's first poem upon spying a gazelle and who had played the world's first song upon encountering a dove perched upon a moringa, in beauty, now found only suffering and longing. Such it must be for all among the djinn, souls of flame and ash slowly dwindling to cinders in the elder days of the world."

- Song of the Fallen Star

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Reverend Norv
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Postby Reverend Norv » Mon Apr 06, 2020 12:25 pm

Fahran wrote:Any ideas on where Amelis and Leo should start off? If you're RPing a kingdom and want a minor headache and/or subplot to pursue, especially if you're RPing a less well-off kingdom, that'll probably be ideal for the story I want to tell. I'm thinking that I'll make Leo hail from somewhere in the south while Amelis is originally from the north. I haven't made up my mind about where they are now though. I'm asking because I want both characters to be grounded into the world that y'all have built thus far.


The Ironmark is a military powerhouse but economically pretty poor. It's also located in the middle of a lot of our ongoing plotlines. And it has a long tradition of racial pluralism - dwarves have been integral to the Mark since its inception, and halfling communities are key to its agriculture - so it would make sense for Narinhur to find refuge there.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

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Remnants of Exilvania
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Postby Remnants of Exilvania » Tue Apr 07, 2020 2:00 am

Krugmar wrote:Sorry for my absence. the lockdown, regional stuff, and more recently the release of Bannerlord have eaten at my time and focus.



Remnants of Exilvania wrote:-Embweald and Éjszakai-


Accepted. As we have discussed them consider the racial apps conditionally accepted.

How long do the Éjszakai live?

Eh, that's understandable. The lockdown does affect us all in very different ways. Some end up with more time and nothing to do, others with less and more stress.

Bannerlord, eh? Good way to spend time though I hear the factions tend to steamroll even without player input.


As for the rest...well...technically it was still WIP and I was gonna tell you when you could look at it in earnest but...well, I am just gonna continue making the remaining racial apps.

The sheer amount of racial apps I had to make took the wind out of my sails a bit.

Fahran wrote:Any ideas on where Amelis and Leo should start off? If you're RPing a kingdom and want a minor headache and/or subplot to pursue, especially if you're RPing a less well-off kingdom, that'll probably be ideal for the story I want to tell. I'm thinking that I'll make Leo hail from somewhere in the south while Amelis is originally from the north. I haven't made up my mind about where they are now though. I'm asking because I want both characters to be grounded into the world that y'all have built thus far.


If it is about less well-off kingdoms, Embweald is probably the most desolate and poor place you can get. Problem is, it is probably too bad for your purposes.
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Remnants of Exilvania
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Postby Remnants of Exilvania » Tue Apr 07, 2020 3:29 pm

Starting another post for all my races and creatures because apparently I reached the character limit on the old post.


Essential Details

Name of Race: The Éjszakai

Appearance: The Éjszakai can appear much like their old human selves, though they always tend to have a certain, unnatural beauty and elegance to them. Their skin is pale as snow and so too tends to be their hair, what little colour is in there usually being acquired only through drinking blood. Drinking blood returns the colour to their bodies, returns their youth, returns their strength. The Éjszakai are known to feature bloodshot red eyes and fangs in their mouths.

Description: The Éjszakai are the descendants of the Pale Lord, the creatures he sired either through his bite or through his blood. The Pale Lord himself was originally a Bloodsworn, but through dark rituals utilizing blood as conduit, he enhanced his own body to gain eternal life. But the blood magic used to achieve such would always demand more blood, more and more and more.

The creation of an Éjszakai is anything but simple and there are but two ways to achieve it.

The simplest yet also rarely working way is to simply suck someone dry of all their blood, untill they would die from their immense blood loss. The method is simple. The method even increases the power of the master who sires his new offspring. Yet it carries an immense risk. For only few who have died at the teeth of an Éjszakai, have become one themselves. No, the vast majority turns into Árnyek, pitiful undead creatures slavishly subservient to their sires and with a neverending hunger for flesh, living, fresh or rotten. Only a few, though those capable of using magic have a higher probability, turn into actual Éjszakai. These Ejszakai awaken when darkness falls next or within 24 hours when they were within perpetual darkness and need to feed immediately (2-3 hours), lest they, empty of all blood, fall and die, turning into a normal corpse again. They are very weak in that short timespan between awakening and their first feeding, easily repulsed by anyone grown into adulthood. Hence why they either often depend on familiarity, fear and wonder to aid them in subduing their prey or have the help of their master in getting their first meal.

The other way is sure yet also far more difficult and rare way. It is to share the master's, the Pale Lord's blood with a mortal. It is a sure way to turn the recipient of the blood into a powerful Éjszarai upon death and eliminates the need to feed immediately upon awakening. Those who have taken the blood will remain human untill their death, upon which they will die and then, before awakening again, their bodies will return to the age at which they have taken the blood. However, as mentioned this process is difficult and rare. The former because giving one's blood is a difficult thing to do for an Éjszakai, greatly weakening them untill they have replenished their losses with stolen blood. The latter because the only one in whose veins the Pale Lord's blood runs is the Dread Princess Elizabeth Palemoor, with whom the Pale Lord had shared his blood to turn her. All the other Éjszakai do not share his blood and their blood is only the stolen blood of other mortals, without any special properties to it.

The blood or the spit of the Pale Lord or subsequent Éjszakai reacts with their mortal bodies, giving them a strange unlife yet also rapidly disintegrates their bodies. To counteract this, the Éjszakai have to steal blood, have to drink it and let that stolen blood stave off their dissolution just that bit longer. It sustains them. Each day they have to consume atleast 1 litre of blood to keep their own bodies intact and youthful as well as to keep their power from waning. Should they miss out...well...they age approximately 1 year in the span of a single day, a sign of the rapid deconstruction process going on within their bodies. The consumption of new blood after a lengthy time of abstinence can halt and reverse that process again but grand amounts of blood are needed to return the lost years and come back to the state one was in before. Another sign of this decomposition process within them is their breath, which is absolutely rancid and smells of old, stale blood and rotting flesh. Technically, so long as an Éjszakai keeps to their diet, they are able to live without an end. It must also be noted that the bodies of the Éjszakai may hold far more blood than should be physically possible.

It must also be noted that with each person an Éjszakai drain completely, their physical power is augmented by that of the person they drained at the time of their draining. It should also be noted, that even if one survives the feeding of an Éjszakai, death is almost sure to come due to blood poisoning. Another interesting fact are their regenerative abilitiesy. The consumption of new blood heals wounds almost instantaneously and so long as the Éjszakai is not living on a minimal diet, it is able to regenerate suffered, non-fatal wounds comparatively rapidly. Sicknesses are also not a problem for these walking corpses anymore, their biological bodies not functioning anymore as they should anyways. And their limitation to darkness, their vision is not impaired in dark places, wether it is in deep caverns or out in a starless night. Advantageous for the hunters they are, the Éjszakai are also very well geared towards finding their prey. They can smell open blood from great distances. They can hear the thudding of beating hearts and the rush of blood within the veins of their victims allowing them to locate them even when they hide.

All Éjszakai are in theory capable of practicing blood magic, which is to use the blood they have stolen to cast magic. However, few engage in it due to two factors. One being a lack of knowledge in both blood magic and magic in general, the other being the fact that it forces them to use up the very resource that sutains them. Hence why only the truly powerful Éjszakai, those who have lived long and fattened up on the blood of their victims far beyond what they need to sustain themselves, truly engage in their craft. However, they are truly terrible magical foes. Their knowledge goes deep, bolstered by centuries of studies enabled to them through their unnaturally long lifespans. And their magical reserves are often far greater than those of the mortals and easily replenished so long as there are victims around them.

Such powerful creatures of course come with their fair bit of drawbacks. The greatest among them all being the sun. The sired Éjszakai are even more vulnerable to the light of the sun than their master, the Pale Lord, was. Their weakness is infact so great, mere contact with sunlight immediately burns through skin, flesh and bone beneat it with a flashing bright, phosphorizing flame, leaving only ashes behind within a matter of seconds. Hence why the Éjszakai tend to live underground.

Their second greatest weakness is their cursed existence. As I said, they need to take in blood regularly lest their powers wane. Expending blood, either through siring another Éjszakai, engaging in blood magic or suffering deep wounds, can greatly diminish their stores weakening them quickly. When an Éjszakai's blood reserves starts falling, rapidly so, they get desperate for both body and mind start craving the sweet nectar of life. Like a drug addict, they will eventually lose all reason and knowledge of their surroundings, instead only focusing on those sweet, pulsing veins on the necks of their victims. Hence why it is not a bad idea to fight an Éjszakai and wound it with conventional tools, even when the wounds regenerate, for the Éjszakai will quickly turn into a rabid beast with little regards for its own safety.

The third greatest weakness is gold or as the Pale Lord used to call it, the "Sun's Hardened Rays". Much like the rays of the sun itself, gold burns the Éjszakai wherever it touches them, leaving behind only ashes for as far as someone pushes it into them. Wounds made by gold are difficult for the Éjszakai to mend though not impossible, requiring merely blood, copious amounts of it. Most certainly though these will not heal quickly and instead at a much more...human pace. This great fear of gold is why the currency in Embweald is entirely silver based...and the Pale Lord had collected all gold ages ago, hence why there persist rumours about a great vault, a great treasure hidden away somewhere, including all the golden plunder from the lands the Nocturnal Imperial Troops had ransacked in the Great War. To this day it draws adventurers to Embweald who try to find it.

But what do when it is night and you have no gold at hand nor the resources or time to go dance to try and let the Éjszakai expend his blood reserves? Well, while few wounds are fatal to the Éjszakai, there are two spots that definitely work. One is to destroy the rotten heart, pumping stolen blood through their decomposing veins. Once that is done, the Éjszakai will rapidly decompose and turn into a withered corpse and eventually nothing but a skeleton as the unnatural infection the Pale Lord gave to them eats their body away. The other is to remove the head, having much the same result albeit much slower for the body while the head decomposes rapidly. Do note that it is necessary to remove the head, not destroy it. So long as the head remains connected to the heart, the dark intellect of its owner will continue to act and the head be restored. Only when head and heart are disconnected will the body stop moving and the head start decomposing.

Location: Primarily in Embweald and the regions to its south and west (Universal).



Essential Details

Name of Race: The Farkasember

Appearance: Massive wolf-men, muscle packed Wolfes with clawed hands rather than paws, as capable of standing and walking upright as on all fours.

Description: The Farkasember as they are called in Embweald are a relatively new race...though race is perhaps the wrong word for it. In the final years of the Great War, when the Pale Emperor was confined to the walls of Palemoor due to his wounds suffered in the Ironmark, he worked on a great many projects which could hopefully help him turn the tide of the war. Among these was a project in the bellows of Palemoor, which had as its main purpose to combine the versatility and intelligence of man with the murderous ferocity of the feral wolves which called Embweald their home. The result was finished in 1278 AC and ready for deployment. The Farkasember.

They were the miserable remains of the labrats, mostly prisoners of war. In endless experiments their minds were broken and their bodies altered. Enchanting of the highest order, a curse, the curse of lycanthropy found its way into existence deep down in the bowels of that accursed city.

The Farkasember are, for all intents and purposes, like a crossing between a silverback gorilla, a wolf and a human. They retain most of their wolf like traits, have immense strength and ferocity but also a certain intelligence, a certain guile to them that puts them above most animals or monsters. Most terrifying about them though is that their curse can spread. Farkasember bite wounds, if not treated quickly with wolfsbane, may fester untill the next full moon, during which the afflicted turns into a Farkasember themself.

Farkasember do have their own free will, although twisted and perverted into an aggressive, predatory human intelligence. But they were created as weapons of war by the Pale Lord and as such had a set of commands hardcoded into their curse to aid the Pale Lord's control over them as well as to minimize conflict between them and his human forces for example. As such the Farkasember, unless it has gone rabid, will not or rarely attack someone or a group of people if they believably show their loyalty to the Pale Lord.

Among the weaknesses of the Farkasember are both Silver and Wolfsbane, the former well known as the "Hardened Rays of the Full Moon", has a similar effect on the Farkasember as the gold has on the Éjszarai. The latter, the Wolfsbane, is not only a cure for the Farkasember's bite but also serves as quite the good repellent, its stench scaring off the Farkasember who cannot stand it with their good nose. Apart from that, the Farkasember can be hurt like any other creature and heal almost normally, though their size and ferocity makes it usually much more difficult to hurt them.

Location: Primarily Embweald though they have bled a little across the borders.



Essential Details

Name of Race: The Bilwiss

Appearance: Small, child-like pale creatures with hideously big heads and sharp rows of teeth, a long nose and even longer ears

Description: The Bilwiss are small, cowardly creatures but can trace their heritage back to ancient days of glory, to the old Kingdom of Urguz itself. However, with the fall of Urguz, the orcs were scattered, some among them making their way as far north as Embweald where they would live in direct conflict with the humans for many centuries. Untill the Pale Lord came. It was one of his great projects of prestige, to end the Orcish menace and free Embweald of the brutes, a task he successfully completed, killing or enslaving all orcs within his borders with extreme prejudice.

Those slaves came to the city of Palemoor, in particular they were used to erect the deep undercity, the catacombs that the Pale Lord had planned. And once it was completed, many decades and countless dead orcs later, these catacombs would become their prison.

The orcs were the first to fall victim to the Pale Lord's experimental wiles. Through many breeding experiments and the application of magic, the unliving Pale Lord managed to carefully control the growth of the orcs and manipulate it into bringing to light an entirely different species. The great, burly greeen orcs vanished and in their stead emerged a small, pale and cowardly race. A race that was shackled to the will of the Pale Lord like none other, worshipping him like a terrible god-like entity. In a way it was right since he very much was their creator and below Palemoor he was the good for all listened to his commands.

The small creatures he had created would go on to be lab rats for testing purposes. Lab assistants for...assisting purposes. Sewer maintenance workers. Utility workers. All in secret in the Underbelly of Palemoor. They proved to be quite useful. Small, bred like rabbits, needed little sustenance, intelligent and could easily be guided towards greater goals by greater minds such as the Pale Lord's. It did not take long for their number to grow exponentially untill the undercity of Palemoor was filled to the brim with them.

It was during the closing stages of the Great War, when the Pale Lord was wounded, that the small creatures were finally let out and used for the war because the manpower of the Empire had dwindled greatly and every spear counted. Their contribution however amounted to relatively little. The cavalry charges of anyone scattered them and unless the whips of their masters didn't tear up their backs, a steadfast infantry line or a volley of arrows could easily turn them to flight.

Following the demise of the Pale Lord, the Bilwiss lost their master and as such much of their drive. Never having been very suitable for open warfare or generally the surface after centuries of being kept deep below, they quickly fled away from the cities and the roads, camping out in the misty marshes, abandoned mines or ruins. Though the greatest concentration of them remains below and around Palemoor, where there had always been a sizeable force to work in the underground. They gather around chieftains now, leading their different tribes in the different spots they have chosen to hide in, still praying to the Pale Lord like the broken, crooked race they are.

The Bilwiss are a small and weak race, about the height and strength of 10-12 year old children though with an intelligence exceeding that. The sun is...not a friend and the Bilwiss curse and hate it. It blinds them, burns their skin which quickly develops sunburns, and just generally makes them sweaty and weak. Which is why they often remain where the sun does not shine and only come out when the hot sunlight has been replaced by the amenable moonlight.
Location: Primarily in Embweald though some may have bled across the border into neighbouring territories.



Essential Details

Name of Creature: Sötet Iovasok or Dark Rider

Appearance: Pale, undead horsemen clad in black and riding black, unliving mares. Most notably lacking their heads but at times making do with carved pumpkins filled with a strange unlife.

Description: Once the Dark Riders started out as normal humans. Many centuries ago they were the foremost criminals and crooks of Embweald, exploiting the people, murdering, stealing, blackmailing. They were the third group after the contenders for the throne and the local orscs, which got to feel the Pale Lord's wrath. Criminals under his reign were rounded up and punishments were fair but harsh. A thief who had only become a thief because he was starving could often expect relative mercy, losing perhaps only a hand. But a professional thief? They lost their lives. And so the Pale Lord slowly destroyed each and every single criminal organisation within Embweald, fear of losing their head keeping the people in line while the upstanding citizens praised the Pale Lord for his harsh treatment of society's refuse.

Yet their punishment was not to end and their example was to be far greater. Many of the worst criminals which had lost their heads, were raised by the Pale Lord through necromantic arts into a new unlife. Their pacts were long and confusing yet at the same time simple. Service to the Pale Lord and service to the realm and its people by upholding the laws of the Pale Lord.

To effectively do so, the Sötet Iovasok were provided with mares that would bring them swiftly from any point in the realm to another. These great mares of course didn't just come from nowhere but were in fact Hwiða, stolen from the Ironmark under the guise of Nekhur. Tormented and twisted in the secret laboratories under Palemoor, these horses returned but an unliving, soulless shadow of their former selves. With these they would patrol all of Embweald and enact justice swiftly and decisively with the blades carried on them, preferring beheading over any other form of punishment.

During the Great War, they were thrown into the meatgrinder just like everything else once the allied armies encroached upon Embweald. Unlike the Undead Legions they were not dependent on the power of the Sceptre of Death so even after the Pale Lord collapsed, they remained standing, fighting for their twisted master. However, despite the difficulty of killing them, most of them were but a drip of water in an oven, eventually getting destroyed through the use of magic. Only few survived and that only because they were on patrol along routes the allies did not take.

The Dark Riders are monstrosities. They feel no remorse, no pity in their task, which they complete without hesitation. No distance is too far, no obstacle too great. In the end either the Dark Rider is destroyed or justice served. Despite their lack of a head, the Dark Riders still appear very capable of seeing and hearing what goes on around them, some would even say that they have become more proficient at it, searching out the life like moths drawn to a flame. Few wounds stop them, only broken legs can, for a limited time, untill whatever cursed pact the Pale Lord has made with them restores them and they resume on their path.

Of course they come with weaknesses. The fire scares them somewhat and burns them up quite nicely. Destructive magics can destroy them. Necromancers can free their souls from the pacts they were locked in. And hallowed ground, regardless of which religion, is ground they may not tread lest they return to the truly dead. The latter was among the reasons why the Pale Lord wished to end religion in his realm forever, ending up quite successful in doing so in Embweald.

Location: Embweald.



Essential Details

Name of Creature: In Embweald they're called Lidércfény. Elsewhere often Wisps.

Appearance: A small, skittish little light in the dark.

Description: The Lidércfény were a last ditch effort by the Pale Lord to slow the progress of the allies into Embweald. It is among the simplest necromantic creatures hence why their numbers tend to be very great. It is a simple, weak little piece of a soul dragged back from the abyss of death, not even given a real body, just using the own light of its own immortal soul and with a very simple set of instructions ingrained within it.

To lure travellers off their path. The Lidércfény hover or jump around above deep chasms, dangerous ground, ambushes and the like with the sole intention of making others look for them, follow them and then die by not having looked at the path and fallen prey to the environment they were lured in. They themselves never do anything directly and can hardly do so, being nothing but an incorporeal little light in the dark.

Of course the concept of the Lidércfény is not new. It is merely the name given to these creatures once they started showing up within Embweald by the local population. As some of the simpler necromantic accomplishments, they tend to be found quite often far outside of Embweald as literally every hedge necromancer could summon these. They are often called Wisps elsewhere.

The Lidércfény survived the fall of the Pale Emperor and are still found in great numbers within Embweald, making travels through the land a dangerous undertaking for any party involved.

Despite their simplicity, they are difficult to dispel. For one because they are incorporeal and for another because it is within their nature to flee before anyone that approaches, luring them deeper into their doom. Nonetheless it is possible. Enchanted weapon and magic can easily take them out if they hit them. A necromancer, even of the simplest kind can return the soulpieces and grant them rest. And even just holy men, of any faith, may bed these poor things to rest.

Location: Universal.
Last edited by Remnants of Exilvania on Wed Apr 08, 2020 12:30 pm, edited 4 times in total.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Woodhouse Loyalist & Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

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Great Confederacy of Commonwealth States
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Posts: 21325
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Wed Apr 08, 2020 6:23 am

Alright, I have been looking to make a second app, but I am in a very people-pleasing mood today. Is there any nation that needs filling for the grand strategic and political theatre? Any nation that is uncomfortably NPC?
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Remnants of Exilvania
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Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Wed Apr 08, 2020 7:05 am

Great Confederacy of Commonwealth States wrote:Alright, I have been looking to make a second app, but I am in a very people-pleasing mood today. Is there any nation that needs filling for the grand strategic and political theatre? Any nation that is uncomfortably NPC?

If you want action and grand political theatre, I recommend Minilar since it has the highest player density.

On the political map the realms of the Nekhur, Koinon, the Bloodsworn Confederacy, Zelmary, the Serebyani Dominion, Kerwick + The Mootland, Tamarask and Embweald are players. The Kniazite League and the Middle Kingdoms or Golden Empire lie just south of it and are also both players. In Nekhur, there's another player playing Relya.

Considering that one of the main plots is the Civil War in Tervain (now Nekhur) as well as trying to unite nations in southern Minilar against the Nekhur menace,something around there like Valamir or Imlihir could be good and important nations to play.

In the south Elerian's Tamarask is looking to expand its borders, taking control over one of the three NPCs down there could net you a nice conflict RP with him. Especcially Valore as he is now practically at war with it and Erimber is likely next on the table.

In the west there's a whole lot of petty kingdoms, duchies and whatnot. One could also play them though they come with the problem that one'd have to arrange themselves with me since I reckon I quite heavily incorporated my history into theirs. Still, countries like Severa, Avencor and Gadon could very well become quite important in whatever plot Norv's Ironmark has brewing against Nekhur while at the same time having to worry about their own domestic problems originating mostly from Embweald.

In the end the choice is really up to you though.

I also apologize if I just recommended a nation already taken by another player. I used the accepted list and don't know if any realms were already reserved or apped for but not in the list.
Last edited by Remnants of Exilvania on Wed Apr 08, 2020 7:08 am, edited 1 time in total.
Ex-NE Panzerwaffe Hauptmann; War Merit Cross & Knights Cross of the Iron Cross
Woodhouse Loyalist & Inactive BLITZKRIEG Foreign Relations Minister
REST IN PEACE HERZOG FRIEDRICH VON WÜRTTEMBERG! † 9. May 2018
Furchtlos und Treu dem Hause Württemberg für alle Ewigkeit!

User avatar
Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21325
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Wed Apr 08, 2020 8:17 am

Alright, I'm going for a Valamir app. I already asked what the country was intended to look like, so I'm going to give that some thought. A very centralised kingdom, like France under Francis I it will be.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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