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Kaledoria
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Postby Kaledoria » Thu Mar 12, 2020 3:35 am

The Twelve Isles wrote:Hmm. I like the way you're thinking about it. I still like the idea of giving everyone the chance to be anyone they want to within the story, (so long as it fits in the world of course,) seeing as I'm hoping to go for a more heroic fantasy sort of vibe rather than classic epic fantasy. After all, the world itself is fairly down to earth, with much of the conflict having to do with politics and war rather than an all out fight for global supremacy between good and evil. There are no true good guys, but on the other hand there are also no true bad guys either. But, having people be important members of the different nations, factions and groups would probably help to move the story along better, giving people more power to actually make real change in the world, either for better or for worse. (...)

There is nothing wrong with writing about middle and low tier powers (or rather "powerful individuals" then "organizations/nations") but in this case you should have the players start all together and give them a plot to follow right from the start -> Plot-driven. If you want it character-driven, that the goals and ambitions of the characters drive the story, then they need to be in positions where they naturally affect each other, where they are adversaries or allies in each other's personal goals. And if they are allowed to spread out over the whole continent, this means they have to be top tier actors.

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Benuty
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Postby Benuty » Thu Mar 12, 2020 4:52 am

So the religious situation, is that completely settled?
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The Twelve Isles
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Postby The Twelve Isles » Thu Mar 12, 2020 9:48 am

UniversalCommons wrote:The blight does not necessarily have to be evil. It could be a neutral mutagen that is shaped by the energy put into it. For example it might lawful things more lawful and evil things more evil... A tool that easily can go out of control... and become dangerous... The more it is shaped, the more it takes on the shapers aspect, demonic, angelic, fire, cold, etc.


Thats actually pretty much what the Blight is. They arent inherently an evil force, though they are destructive. Blight is sorta like a natural disaster, incredibly dangerous, indiscriminate in their destruction, and hard to predict when it will happen, but its not actually malicious or hateful. Blight just comes when it comes, and leaves when it leaves.

Thats why I think they are more likely to be a tool rather than an outwardly malicious force. I still gotta write down the lore for them, but the basic concept is that there is a sort of otherworldly figure who is the embodiment of the Blight itself, and once they are killed, the surviving wights, blight born and undead that arise from a Blight kinda scatter to the wind. Essentially they are a hive mind, until the central figure of the Blight, or the brain of the hive mind, is killed. So if someone is able to find a way to take control of the Blight, making themselves essentially the new hive mind, then they would have a very powerful tool on their side. But until then, the surviving creatures of the Blight are stuck just sort of rampaging around because thats all they know how to do without clear direction given to them.

Kaledoria wrote:
The Twelve Isles wrote:Hmm. I like the way you're thinking about it. I still like the idea of giving everyone the chance to be anyone they want to within the story, (so long as it fits in the world of course,) seeing as I'm hoping to go for a more heroic fantasy sort of vibe rather than classic epic fantasy. After all, the world itself is fairly down to earth, with much of the conflict having to do with politics and war rather than an all out fight for global supremacy between good and evil. There are no true good guys, but on the other hand there are also no true bad guys either. But, having people be important members of the different nations, factions and groups would probably help to move the story along better, giving people more power to actually make real change in the world, either for better or for worse. (...)

There is nothing wrong with writing about middle and low tier powers (or rather "powerful individuals" then "organizations/nations") but in this case you should have the players start all together and give them a plot to follow right from the start -> Plot-driven. If you want it character-driven, that the goals and ambitions of the characters drive the story, then they need to be in positions where they naturally affect each other, where they are adversaries or allies in each other's personal goals. And if they are allowed to spread out over the whole continent, this means they have to be top tier actors.


I see what you're saying. I'll have to work at it a bit, but I should be able to find a way to make things work. For the story I'm hoping to tell, I definitely think it might be better to go for the whole Character Driven, larger players type of model. People can obviously be whoever they want, but if they want to have a real impact it would be better to go for a more important figure. I'll see, but I can probably work something out.

Benuty wrote:So the religious situation, is that completely settled?


Not entirely sure what you mean by that. Could you clarify?
Last edited by The Twelve Isles on Thu Mar 12, 2020 9:56 am, edited 2 times in total.
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Benuty
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Corrupt Dictatorship

Postby Benuty » Thu Mar 12, 2020 12:38 pm

The Twelve Isles wrote:
UniversalCommons wrote:The blight does not necessarily have to be evil. It could be a neutral mutagen that is shaped by the energy put into it. For example it might lawful things more lawful and evil things more evil... A tool that easily can go out of control... and become dangerous... The more it is shaped, the more it takes on the shapers aspect, demonic, angelic, fire, cold, etc.


Thats actually pretty much what the Blight is. They arent inherently an evil force, though they are destructive. Blight is sorta like a natural disaster, incredibly dangerous, indiscriminate in their destruction, and hard to predict when it will happen, but its not actually malicious or hateful. Blight just comes when it comes, and leaves when it leaves.

Thats why I think they are more likely to be a tool rather than an outwardly malicious force. I still gotta write down the lore for them, but the basic concept is that there is a sort of otherworldly figure who is the embodiment of the Blight itself, and once they are killed, the surviving wights, blight born and undead that arise from a Blight kinda scatter to the wind. Essentially they are a hive mind, until the central figure of the Blight, or the brain of the hive mind, is killed. So if someone is able to find a way to take control of the Blight, making themselves essentially the new hive mind, then they would have a very powerful tool on their side. But until then, the surviving creatures of the Blight are stuck just sort of rampaging around because thats all they know how to do without clear direction given to them.

Kaledoria wrote:There is nothing wrong with writing about middle and low tier powers (or rather "powerful individuals" then "organizations/nations") but in this case you should have the players start all together and give them a plot to follow right from the start -> Plot-driven. If you want it character-driven, that the goals and ambitions of the characters drive the story, then they need to be in positions where they naturally affect each other, where they are adversaries or allies in each other's personal goals. And if they are allowed to spread out over the whole continent, this means they have to be top tier actors.


I see what you're saying. I'll have to work at it a bit, but I should be able to find a way to make things work. For the story I'm hoping to tell, I definitely think it might be better to go for the whole Character Driven, larger players type of model. People can obviously be whoever they want, but if they want to have a real impact it would be better to go for a more important figure. I'll see, but I can probably work something out.

Benuty wrote:So the religious situation, is that completely settled?


Not entirely sure what you mean by that. Could you clarify?

I guess what I mean is that are people following more than one religion?

You have one present in the front of the OOC, but since this is a worldbuilding thread I hope we can make more.
Last edited by Hashem 13.8 billion years ago
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The Twelve Isles
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Postby The Twelve Isles » Thu Mar 12, 2020 1:32 pm

Benuty wrote:
The Twelve Isles wrote:
Thats actually pretty much what the Blight is. They arent inherently an evil force, though they are destructive. Blight is sorta like a natural disaster, incredibly dangerous, indiscriminate in their destruction, and hard to predict when it will happen, but its not actually malicious or hateful. Blight just comes when it comes, and leaves when it leaves.

Thats why I think they are more likely to be a tool rather than an outwardly malicious force. I still gotta write down the lore for them, but the basic concept is that there is a sort of otherworldly figure who is the embodiment of the Blight itself, and once they are killed, the surviving wights, blight born and undead that arise from a Blight kinda scatter to the wind. Essentially they are a hive mind, until the central figure of the Blight, or the brain of the hive mind, is killed. So if someone is able to find a way to take control of the Blight, making themselves essentially the new hive mind, then they would have a very powerful tool on their side. But until then, the surviving creatures of the Blight are stuck just sort of rampaging around because thats all they know how to do without clear direction given to them.



I see what you're saying. I'll have to work at it a bit, but I should be able to find a way to make things work. For the story I'm hoping to tell, I definitely think it might be better to go for the whole Character Driven, larger players type of model. People can obviously be whoever they want, but if they want to have a real impact it would be better to go for a more important figure. I'll see, but I can probably work something out.



Not entirely sure what you mean by that. Could you clarify?

I guess what I mean is that are people following more than one religion?

You have one present in the front of the OOC, but since this is a worldbuilding thread I hope we can make more.


Oh, in that case yes. The Church is the largest religion, and for that reason holds the most political clout, but there is no reason for there not the be other religions out there.
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Kaledoria
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Postby Kaledoria » Thu Mar 12, 2020 3:19 pm

So, what you are saying is, that there is plenty of space both for heathens and heretics? :twisted:

Also, I've been doodling around, I guess I'll have some time on Sunday to make a real map, if you give me good directions and size-comparisons (and maybe a few more actual names (I invented some here) until then. I like both island-groups quite well by now but the continental shape is still not great.

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The Twelve Isles
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Postby The Twelve Isles » Thu Mar 12, 2020 3:47 pm

Kaledoria wrote:So, what you are saying is, that there is plenty of space both for heathens and heretics? :twisted:

Also, I've been doodling around, I guess I'll have some time on Sunday to make a real map, if you give me good directions and size-comparisons (and maybe a few more actual names (I invented some here) until then. I like both island-groups quite well by now but the continental shape is still not great.


I mean, of course. If there was no room for heathens and heretics, who would the Inquisitors have to hunt down and burn at the stake?

And as for the map, its looking pretty good. A few things to shift around a little, but for the most part I think this'll do great.
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The Twelve Isles
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Postby The Twelve Isles » Fri Mar 13, 2020 10:59 am

Posted a bit more country information. Kriglind is finished, and most of the Confederacy is as well.
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Kaledoria
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Postby Kaledoria » Sat Mar 14, 2020 6:06 am

Btw, the Discord invitation in the OP is invalid. Is there a Discord?

If Kriglind is in the center of the continent, what is west of it? Is it Nordaline?

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The Twelve Isles
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Postby The Twelve Isles » Sat Mar 14, 2020 9:46 am

Kaledoria wrote:Btw, the Discord invitation in the OP is invalid. Is there a Discord?

If Kriglind is in the center of the continent, what is west of it? Is it Nordaline?


Yeah, Nordaline, La Royeux and the Southern Lords are all in roughly the same cultural group, with Nordaline being the northernmost kingdom of the Altace speaking peoples. Additionally, Pescala would be around the northeast of Kriglind, roughly where the Roosklinds are now, and the Roosklinds is the land taking up the space between Kriglind and the City States/Free City.

And I'll get on it fixing the discord link.

EDIT: OK, Discord link is fixed. It shouldnt expire anymore.
Last edited by The Twelve Isles on Sat Mar 14, 2020 12:39 pm, edited 3 times in total.
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The Twelve Isles
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Postby The Twelve Isles » Sat Mar 14, 2020 11:37 pm

The beginnings of the Magic section is up, giving an overview of the different schools of magic and what they are capable of, as well as (eventually) the steps required to perform these difference schools of magic.
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Nea Videssos
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Postby Nea Videssos » Sun Mar 15, 2020 9:05 am

Seems interesting. Definitely getting some Dragon Age vibes. The name Aelmen made me think of the Aiel from the Wheel of Time as well, though that's probably unintentional. :p
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The Twelve Isles
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Postby The Twelve Isles » Sun Mar 15, 2020 11:50 am

Nea Videssos wrote:Seems interesting. Definitely getting some Dragon Age vibes. The name Aelmen made me think of the Aiel from the Wheel of Time as well, though that's probably unintentional. :p


Definitely unintentional. Aelmen just came as a plural of Aels, which I made up as an origin for the word Elves.

But Dragon Age is definitely a big inspiration for me in the creation of the world. I also took a lot of inspiration from the Elder Scrolls, The Witcher, Dishonored (especially for the religion) and Mistborn, (which I shamelessly ripped off the idea for the sky being "burned" from.)
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The Twelve Isles
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Postby The Twelve Isles » Sun Mar 15, 2020 7:20 pm

Alright guys, lemme run some ideas by you. This is a fantasy world, so obviously magic is going to be present, but I've been having trouble creating a magic system which I feel is both free enough for the players to have fun with, but still has some level of clear system.

I know that I want it to have the four basic elements, and have other schools of magic be drawn from the combination of these four basic elements, but I'm not entirely sure if it fits in with this world very well. So far every time I have tried to throw something together, its felt like it would fit better in a, say, school based RP, where the goal was to learn the skills and not a more grand, epic fantasy we're working for here.

So, I'm wondering, what do you guys think? Would you like a more set in stone, clear cut magic system with clear rules and regulations, or should we instead let everyone self regulate and be more creative with the magic present? Personally, I'm starting to lean more towards the second option, but I wanted to run it by people first.

I'm going to post this in the Discord server as well, just so everyone can see it, but I figured I should ask here as well.
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Postby UniversalCommons » Sun Mar 15, 2020 7:25 pm

Even if we have a self created magic system, there should probably be a clear sense of progression in it. I am not sure that people should start with very powerful magic to start, they should seek it out and develop it. It should cost effort over time.

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The Twelve Isles
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Postby The Twelve Isles » Sun Mar 15, 2020 7:29 pm

UniversalCommons wrote:Even if we have a self created magic system, there should probably be a clear sense of progression in it. I am not sure that people should start with very powerful magic to start, they should seek it out and develop it. It should cost effort over time.


I agree, but the issue I run into with that is that I worry it would then make the focus of the RP more on progressing ones magical prowess, and take away from the thing which I really want it to be focused on which is politics and shifting cultures.

I've got a good magic system worked up, but I'm struggling because I dont know if it really fits with the RP as well as it might fit with story writing. And I dont want the focus to shift towards magic and magi, instead of the bigger picture conflicts.
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Kaledoria
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Postby Kaledoria » Mon Mar 16, 2020 6:11 am

You say that "The calendar, which is often called the Equinoxal Calendar due to the importance of equinoxes in it."
But how are they important? With the Time out of Time happening all at once after the winder, equinoxes are rather unevenly distributed.
Something like:
1st of Rebirth: Spring equinox
30th of Fields: Summer solstice
29th of Harvest: Autumn equinox
28th of Frost: Winter solstice.
Wouldn't it make more sense to spread them out, having one day between each season and an additional one before before Spring (Actually, that could be the 1st of the new year) This way it would be (like):
1st of Rebirth: Spring equinox
1st of Fruit: Summer solstice
1st of Whaling: Autumn equinox
1st of Wind: Winter solstice.

On topic of nations...
La Royeux

New and less icky name (Seriously, the Kingdom of Royal? Who would call a land like that?): Eudesaine (adjective: Eudesain, demonym: Eudesanian)
Description: The great kingdom of the west prides itself as the cultural and intellectual leader of the continent (a claim contested by some Southern Lords and Arelenian Lord Mayors). The Eudesain society is divided by a strong contrast between the old and traditional nobility, living a good life on the back of their rural serfs and the rising caste of influential and progressive freemen living in the cities.
The landscape is diverse, with the warm, grain-covered "Plains of Cinquetang" in the south being the most well-known.
Government Type: Feudal Monarchy
Head Of State: King
Capital: Gaillard
Culture: Eudesain Culture is passionate, expressionistic. Arts and literature have an important value in the cultural identity.
Fashion-wise they regard themselves as standing in between the overstatement of the South and the bland pragmatism of the Kriglinders. While they hold jewelry and acessoirs in low regards, expansive fabrics and dyes are a symbol of status and since the fashion changes faster then anywhere else, the rich elite does have to invest regularly or be counted as outdated (Noncoincidental, Eudesaine also has the best and largest textiles production).
Eudesain military strategists often depict the Southerners with a spear, Kriglinders with a flail and their own soldiers with a sword and in fact, swordplay has a cultural significance in Eudesaine that it lacks in the neighboring nations. Lightly armored duels to the first blood are a means of conflict resolution (duels to the death are generally outlawed but happen in some extreme circumstances nevertheless). The archetypal heroic epic of Eudesain literature is a character of virtue and contrasts: Academic yet pious, poetic yet violent, traditional yet practical.
Language: Altace.
Naming Conventions: Eudesain Names typically resemble traditional French names.
Other Information: Eudesain knights still have a great reputation especially in regards to their mounted charges; yet Kriglinders often whisper, that the Eudesian knights are too focused on their jousting tournaments and have lost track of the suboptimal environmental constraints of actual warfare.


Principally of Nordaline

Description: Nordaline is a meritocratic principally bordering Eudesaine and Krieglind in the south but also with historically good ties to the Northern Isles. It's a crafty, resourceful nation, known for its influential traders and valiant men-at-arms. The countryside is dominated by hills and mountains but there are also forests and fields both coasts of the peninsular the nation is located on.
Government Type: Constitutional Monarchy (The constitution only restricts the king in regards to the treatment of nobles and -to a lesser degree- church officials; common folk might just as well live in an absolutism or feudal state)
Head Of State: Prince
Capital: Zwijnaarde
Culture: Nordaline is fundamentally materialistic. True to the motto "work hard - party hard" they celebrate the start of each season in spectacular matter and make little distinction between the castes these days. Actually for a caste-basted society, the social mobility is quite high in Nordaline with inter-caste-marriages and -adoptions happening quite often (and then usually payed for heavily by the lesser party, in coin and/or land). By the reports of the church elders, the nation is rather pious with little to no heresy able to find a foothold but truth is, that the local church's measure is more forgiving then elsewhere. Overall the population is not very religious at all, mostly just going to church out of social norm rather then conviction.
Language: Nord-Altace. (Nordalinians can understand proper Altace and, if they concentrate, most can speak it sufficiently understandable, too)
Naming Conventions: Names in Nordaline typically resemble traditional Flemish (or Belgian?) names.
Other Information: While Nordaline has a very decent military for a nation of its size, it has little in terms of warrior aristocracy. Most men-at-arms are freemen, while the nobility specializes in jobs of administration, trade or similar business.
Freemen make up the mayor part of the society, serfdom is seen as only a temporary restriction to a person's freedom in case of poverty. The low nobility is larger then average and thanks to the Coronation Charter, the low nobilitys rights towards the small elite of high nobility is rather substantial.
Last edited by Kaledoria on Mon Mar 16, 2020 6:23 am, edited 2 times in total.

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The Twelve Isles
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Postby The Twelve Isles » Mon Mar 16, 2020 10:57 am

Kaledoria wrote:You say that "The calendar, which is often called the Equinoxal Calendar due to the importance of equinoxes in it."
But how are they important? With the Time out of Time happening all at once after the winder, equinoxes are rather unevenly distributed.
Something like:
1st of Rebirth: Spring equinox
30th of Fields: Summer solstice
29th of Harvest: Autumn equinox
28th of Frost: Winter solstice.
Wouldn't it make more sense to spread them out, having one day between each season and an additional one before before Spring (Actually, that could be the 1st of the new year) This way it would be (like):
1st of Rebirth: Spring equinox
1st of Fruit: Summer solstice
1st of Whaling: Autumn equinox
1st of Wind: Winter solstice.

On topic of nations...
La Royeux

New and less icky name (Seriously, the Kingdom of Royal? Who would call a land like that?): Eudesaine (adjective: Eudesain, demonym: Eudesanian)
Description: The great kingdom of the west prides itself as the cultural and intellectual leader of the continent (a claim contested by some Southern Lords and Arelenian Lord Mayors). The Eudesain society is divided by a strong contrast between the old and traditional nobility, living a good life on the back of their rural serfs and the rising caste of influential and progressive freemen living in the cities.
The landscape is diverse, with the warm, grain-covered "Plains of Cinquetang" in the south being the most well-known.
Government Type: Feudal Monarchy
Head Of State: King
Capital: Gaillard
Culture: Eudesain Culture is passionate, expressionistic. Arts and literature have an important value in the cultural identity.
Fashion-wise they regard themselves as standing in between the overstatement of the South and the bland pragmatism of the Kriglinders. While they hold jewelry and acessoirs in low regards, expansive fabrics and dyes are a symbol of status and since the fashion changes faster then anywhere else, the rich elite does have to invest regularly or be counted as outdated (Noncoincidental, Eudesaine also has the best and largest textiles production).
Eudesain military strategists often depict the Southerners with a spear, Kriglinders with a flail and their own soldiers with a sword and in fact, swordplay has a cultural significance in Eudesaine that it lacks in the neighboring nations. Lightly armored duels to the first blood are a means of conflict resolution (duels to the death are generally outlawed but happen in some extreme circumstances nevertheless). The archetypal heroic epic of Eudesain literature is a character of virtue and contrasts: Academic yet pious, poetic yet violent, traditional yet practical.
Language: Altace.
Naming Conventions: Eudesain Names typically resemble traditional French names.
Other Information: Eudesain knights still have a great reputation especially in regards to their mounted charges; yet Kriglinders often whisper, that the Eudesian knights are too focused on their jousting tournaments and have lost track of the suboptimal environmental constraints of actual warfare.


Principally of Nordaline

Description: Nordaline is a meritocratic principally bordering Eudesaine and Krieglind in the south but also with historically good ties to the Northern Isles. It's a crafty, resourceful nation, known for its influential traders and valiant men-at-arms. The countryside is dominated by hills and mountains but there are also forests and fields both coasts of the peninsular the nation is located on.
Government Type: Constitutional Monarchy (The constitution only restricts the king in regards to the treatment of nobles and -to a lesser degree- church officials; common folk might just as well live in an absolutism or feudal state)
Head Of State: Prince
Capital: Zwijnaarde
Culture: Nordaline is fundamentally materialistic. True to the motto "work hard - party hard" they celebrate the start of each season in spectacular matter and make little distinction between the castes these days. Actually for a caste-basted society, the social mobility is quite high in Nordaline with inter-caste-marriages and -adoptions happening quite often (and then usually payed for heavily by the lesser party, in coin and/or land). By the reports of the church elders, the nation is rather pious with little to no heresy able to find a foothold but truth is, that the local church's measure is more forgiving then elsewhere. Overall the population is not very religious at all, mostly just going to church out of social norm rather then conviction.
Language: Nord-Altace. (Nordalinians can understand proper Altace and, if they concentrate, most can speak it sufficiently understandable, too)
Naming Conventions: Names in Nordaline typically resemble traditional Flemish (or Belgian?) names.
Other Information: While Nordaline has a very decent military for a nation of its size, it has little in terms of warrior aristocracy. Most men-at-arms are freemen, while the nobility specializes in jobs of administration, trade or similar business.
Freemen make up the mayor part of the society, serfdom is seen as only a temporary restriction to a person's freedom in case of poverty. The low nobility is larger then average and thanks to the Coronation Charter, the low nobilitys rights towards the small elite of high nobility is rather substantial.


To be honest, I'm terrible at math and sciences, and much better with history and the humanities, so I wasn't really sure how exactly to work out the locations of equinoxes. But, I have no issues with swapping things around to make them more cohesive. Also, I like your ideas for Nordaline and La Royeux, (though Eudesaine is a much better name. Royeux was mostly a placeholder name that never got changed.)

Anyhow, I'll add those in to the OP, and I'll make sure to credit you with writing them up as well.

In addition, I particularly like your concept for Nordaline. Initially I planned to base them on the Normans, but I think Flanders and the Flemish language is much more fitting, as it still keeps them being at least a cousin to the Southern Lords and Eudesaine, but without being a third France inspired nation.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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Dragos Bee
Minister
 
Posts: 2375
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Thu Mar 19, 2020 12:17 am

My ASOIAF RP died, so I might have time to join this.
Sorry for my behavior, P2TM.

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Thu Mar 19, 2020 9:54 pm

More country descriptions are up. I will finish the final factions tonight, as well as a faction app example.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Thu Mar 19, 2020 9:54 pm

Dragos Bee wrote:My ASOIAF RP died, so I might have time to join this.


Sounds cool, would be glad to have ya.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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Kelmet
Powerbroker
 
Posts: 8603
Founded: Dec 07, 2012
Civil Rights Lovefest

Postby Kelmet » Fri Mar 20, 2020 7:52 am

Sorry for the short absense.

I'm back and ready to contribute.
Call me Kel
Captain US Army Intelligence

Co-OP and OP Experience

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Fri Mar 20, 2020 8:15 am

Kelmet wrote:Sorry for the short absense.

I'm back and ready to contribute.


Ah, thats fine, not a whole lot has changed. I've just been slowly chugging along in trying to finish up all the lore, (which was more than I originally anticipated.)

Anyhow, Coronavirus might be a blessing in disguise for this RP though, as it will give me time to actually work on it without getting bogged down in IRL work.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Fri Mar 20, 2020 8:53 am

Faction descriptions are now finished for anyone who is interested. I'll be done with the nations descriptions hopefully by tonight, and will give an overview of the other two important religions in this world, the Nordling Pantheon, and the Church Of The Holy Flame hopefully by tomorrow or the day after. Once that is finished, we should be able to get started on RP.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

User avatar
Kaledoria
Ambassador
 
Posts: 1614
Founded: Jul 06, 2010
Ex-Nation

Postby Kaledoria » Sun Mar 22, 2020 1:19 pm

《◊ Character Basics ◊》


Character App
Name: Roland de Vilaine (born as Baichmir)
Nickname/Alias: Hrodland (Northern Isles), Rolan (Arelenia), Thurintor (Aelmen)
Gender: male
Age/Birthdate: 52 / Last of the Nameless Days before the Month of Rebirth
Race: Half-Elf but appears human
Moral Alignment: Lawful Neutral
Personality: Analyting, rational and cool-headed, Roland is not easy to anger but he can hold a grudge for long. His strong force of willpower projects outward and makes him impressive or intimidating to the weak-spirited.

Occupation: Headmaster of Bellevieu College Of The Arcane

《◊ Physical Traits ◊》


- Height: 6'2" (1.88m)
- Weight: 203 lbs. (92 kg)
- Unique Traits: The Mark, Connection Rune Tatoo on the chest, Metalic Runes for all 7 forms on the arms
- Any Illnesses: No
- Appearance: Image

《◊ Background ◊》


- Mother/Father Names: It's complicated... Bio-Father: Frederic de Bellefeuille, Bio-Mother: Banethlass, Adoptive father: Alain de Vilaine
- Siblings/Other Relatives: Some Half-siblings biologically, none officially
- Looks Like Mother Or Father More: That is even more complicated.
- Noble?: Yes, secretly bastard son of a Comte, adoptive son of a Mage-Chevalier.
- Nation Of Origin: Eudesaine
- Langues Spoken: Native Altace, proficient in Kriglinder, Galt and Elvish, conversational in Arelenian and Mournlyish
- Biography: Born as a Bastard from an Eudesain noble and his Elven servant at dusk of the last day of the Time out of Time. Destined to die before midnight, an adventurous mage stole the baby and raised it as his own, concealing the Half-Elven ears with a crude operation and some healing magic. They moved a few times to conceal that the boy, who was now known as Roland, aged rather slowly. He did have a good aptitude for magic. After learning from his father and his father's mentors, Roland joined the Bellevieu College Of The Arcane. He acquired the rank of Mage, then traveled the continent for a while, ending the quests his father had started but had become to old to pursue. When he returned to the College he started to teach and to study on his own, rising in academic prestige. Now he has become the Headmaster and has the resources of the school at his disposal, he seeks new quests.


《◊ Affiliation/ Additional Info ◊》


- Affiliation: Headmaster of Bellevieu College Of The Arcane, respected Arch-Magister of the College Magi. Secret Contacts to the Last Light of the Aelmen (just an associate, no member)
- Specialties: Magic, obviously, especially the more theoretical parts. To a lesser degree other academic fields.
- Magi?: Yes
- Schools Of Magic: As Headmaster, Roland knows the entire curriculum to a point with the exception of potion making. His specializations are in the fields of thaumaturgy (Aetheral and Aethan magic and the trans-essential manipulation of the elements Water, Air and Earth), illusions, divination and enchantments.
- Owned Equipment:
- Bansword "Guisne": A fine sword that is enchanted threefold: For one, it's almost indestructible; second, it's very effective against summoned beings and third it's connection to it's owner causes it to appear on his astral body during a dream walk. Enchanted by Roland himself over the years.
- Magestaff: A powerful artifact Roland found in an old ruin in the Final Woods. It is an Oaken staff with a head that combines all alchemical metals and a large quartz crystal. It can absorb and supply specific forms of magic. This allows Roland to temporarily suppress another mages access to a chosen form of magic, or to supply himself for one or two spells, if he is cut of from energy in a similar way. The staff usually holds Aethan Mana, since this allows Roland to cast a teleportation spell.
- Deathtrap-amulet: An amulet that reacts to any death-spells cast directly at Roland and tries to counter them.
- Spellbook: A book holding some of Rolands more complex and less-frequently used spells. It's enchanted with simple fire and water magic to make if proof against those elements.
- Telescope: A nice, rather expensive telescope to see the stars.
- Multiple sets of good clothes: Fine suit, casual clothes, academic robes, formal magic robes, noble clothes, travelers outfit, reinforced robes (leather and gambeson)
- Personal magic tools (chalk, spare metal pieces, gems, alchemical ingredients (salt, sulphur, etc.), alchemist's bowl.

《◊ Optional Info ◊》


- Theme Song: https://www.youtube.com/watch?v=zcPV88NgnpA
- Strengths: Roland is an exceptional mage and scholar, while also being physically fit
- Weaknesses: Despite being in a leadership role at his magi college, Roland is no born leader.
- Fears: Roland has kept his Half-Blood status a well-guarded secret (even used magic to improve his beard-grows in his 40s) and fears somebody might uncover it.
- Dreams: Codify the College and Free Magi under a unified set of rules.
- Personal Beliefs: Any magic is a valid tool when wielded with a strong will and sharp mind but for weaker minds the access to magic has to be restricted. The notion of birthright nobility is a scam, a meritocratic, elective government would be better for the realms.
- Anything Else: (Optional)

Please do not remove
Seven Lamps, To Guide Us Towards Salvation



Supportive Characters:
«? Character Basics ?»


Character App
Name: Ferrant
Nickname/Alias: Ferrandin
Gender: male
Age/Birthdate: 35 / 15th of Whaling
Race: Human
Moral Alignment: Neutral good
Personality: Open, lively, fun. Optimistic and kind, sometimes boasting but not competitive. Romantic, heroic and honorable, he values honor and truthfulness in others as well.

Occupation: Bodyguard

«? Physical Traits ?»


- Height: 1.82
- Weight: 98 kg
- Unique Traits: Scar on the chin from his first duel
- Any Illnesses: No
- Appearance:
Image


«? Background ?»


- Mother/Father Names: Liliola and Éduin
- Siblings/Other Relatives: Sister Doulce, Wife Isabea, Sons Baudri (9) and Guinand (7), daugther Hunna (3)
- Looks Like Mother Or Father More: Mother
- Noble?: No
- Nation Of Origin: Eudesaine
- Langues Spoken: Altace (native), Castan Mare (conversational)
- Biography: Father was Peon turned levy turned wannabe mercenary turned guard of Alain de Vilaine. Ferrant went to the sword-school of Isembard de Manata for three years where he learned etiquette, reading and writing, Castan Mare and a whole to of sword (and to a lesser degree other weapons) fighting. At 19 he finished summa cum laude and became a junior bodyguard to Roland de Vilaine, who was about to start going on his first expedition to the North.
Ferrant stayed Roland's bodyguard through all his expeditions and beyond. As Roland came back to Bastien and became a teacher at the college, Ferrant met his future wife Isabea and a year later they were married had awaited their first child.

«? Affiliation/ Additional Info ?»


- Affiliation: Roland de Vilaine's Bodyguard and best friend
- Specialties: Swordmanship, Carousing
- Magi?: No
- Owned Equipment:
"Guardhand": An enchanted sword that glows reddish if someone with murderous intent is nearby (as usual with Neuromantic enchantments, there is some degree of error)
Baton: A blunt weapon to beat people into submission instead of killing them
Main-Gauche: A left-hand dagger for situations when a shield is not appropriate
Round-shield: A shield (strapped or center-gripped) for when a main-gauche offers not enough protection
Personal suit of armor: An armor of Brigardine and chain maile, with a Barbute Helmet.
A nickel-cobalt ring, enchanted to make Ferrant resistant to magic (can also be put on a mage's finger to severely cripple his channeling ability)


«? Character Basics ?»


Character App
Name: Naddodr de Vilaine
Nickname/Alias: Nadalger, "Nad"
Gender: male
Age/Birthdate: 24 / 13th of Wind
Race: Human
Moral Alignment: Neutral good
Personality: Curious, adventurous, impulsive, ambitious

Occupation: Mage

«? Physical Traits ?»


- Height: 1.82
- Weight: 90 kg
- Unique Traits: Connection rune, Runic inlays gold I, silver II and iron square on his left arm, tin hexagon on the right arm.
- Any Illnesses: No
- Appearance:
Image


«? Background ?»


- Mother/Father Names: Mother Thjodhildr, father unknown. Adoptive father Roland de Vilaine
- Siblings/Other Relatives: No
- Looks Like Mother Or Father More: Mother
- Noble?: Yes, by adoption
- Nation Of Origin: Northern Isles
- Langues Spoken: Native: Galt, Fluent: Altace, Castan Mare, Novice: Kriglinder and Elvish
- Biography: Born to a Witch in the Northern Isles, his mother Thjodhildr connected him early to the arcane to teach him Magic. His mother had an affair with Roland de Vilaine, while the mage was in the north, learning the ways of Galdr and learning about Seidr. Roland wanted to make contact with a powerful spirit that had connections to a local grove and Thjodhildr was a powerful summoner, even though as a witch (or "Seithkona") she was the furthest apart from the college doctrine that free magic could be. After a few month, Roland was called to Svodbodnyy Gorod and had to leave Thjodhildr and her son. While he was away, the Witch was killed by a rival warlock. When Roland returned he crafted a connection rune between himself and Naddodr and gave the boy into the hands of a Magi-College of the North (despite the fact, that Naddodr was technically to young).
When Roland settled down in Bastien and started teaching at Bellevieu, he also invited Naddodr to live with him and learn at a proper College (the Nordish ones have kind of a weak reputation among mages). Naddodr accepted as he had nobody holding him back at Wuthrig anyway and was eager to learn more magic.
He learned Altace pretty fast (luckily he already know a good Castan Mare) and brought a "fresh, even though sometimes raw and undignified" wind into the classes he participated in.
After a year and a half, a few days before his 18th birthday, Roland came to Naddodr and asked him, if he could adopt him, following the example of his father, Alain, who had adopted Roland. Naddodr gladly accepted.

«? Affiliation/ Additional Info ?»


- Affiliation: (For here, put any factions or nations that they serve, as well as any possible ranks held. Additionally, if you wish to be a faction leader, please indicate so here, and state which faction if the positions is open.)
- Specialties: Flight: An advanced transmutation spell, that allows Nad to fly (he has some control where he flies but strong winds just blow him along). Geosense: A Geomancy spell that allows the caster to sense precious stones, metals, underground rivers and caves in the ground where he stands. It also allows to distinguish whether the ground is mostly stone, sand, clay or earth.
- Magi?: Yes
- Schools Of Magic: High level geomancy, novice in the other elements, advanced aetheriomancy, divination and transmutation magic
- Owned Equipment:
Mage-Staff of Telekinesis: A magic staff that allows Naddodr to lift and push heavy loads with telekinetic force. It lacks the impulse to meaningful "punch" someone and the fine precision to pick arrows out of the sky but can push aside slower, thrown weapons or even people.
Masterful short sword
Various clothes, usually wears rather plain robes that are reminiscent of the typical Galderman robes used by the Mages of Wuthrig
A talisman from his mother, surprisingly not magical.
Obligatory spell-book
Runic plates

- Personal side-quest: Naddodr had heard from his mother, that she had a connection rune unlike the ones the common mages use. The boy had not understood it at that time, he only knew that a copy of that rune was drawn on his talisman. It became a question for him while learning about runes first in Wuthrig and finally when he studied Runology in Bastien he started to get an understanding: The Rune seams to have connected not two mages but a Mage with a spirit. Probably a mighty servant of the Stranger, able to allow the witch access to the Aether in the same way that the connection to a marked mage could. Sadly, just from a non-magic copy of the rune, Naddodr was so far unable to find out who this spirit was and how to contact it. Nevertheless, he is determined to find out and wants to meet the Spirit and ask it, if he, too, could get such a connection rune.


《◊ Character Basics ◊》


Character App
Name: Jaques
Nickname/Alias: Blob
Gender: None
Age/Birthdate: Old
Race: Water Elemental
Moral Alignment: Neutral
Personality: Calm, distanced, alien.

Occupation: One of Roland's regular summons

《◊ Physical Traits ◊》


- Height: ~1 meter
- Weight: ~100 kg
- Unique Traits: It's an Amorpous blob of water, and very typical at that.
- Any Illnesses: No
- Appearance:
Image

- Langues Spoken: Speaks none but understands Castan Mare
- Biography: Rolands first greater Summon-and-Seal creature. Jaques, as Roland had called him for lack of any given name seams to be more or less content with the servant role (depending on the task, he is ordered to perform when summoned)


《◊ Character Basics ◊》


Character App
Name: Ariel
Nickname/Alias: -
Gender: Identifies as Female
Age/Birthdate: Old
Race: Sylphe (Higher Air Spirit)
Moral Alignment: Neutral Good
Personality: Lighthearted, mischievous but ultimately kind, Ariel like to play the harmless prankster. She has a short attention span and hates boredom. She is, however, also very emphatic and dislikes sadness even more then boredom.

Occupation: A regular summon and friend of Roland

《◊ Physical Traits ◊》


- Height: ~10-100 cm (can grow and shrink at will)
- Weight: negligible
- Unique Traits: -
- Any Illnesses: If she was a human, it would probably be ADHD but it's normal in her kind.
- Appearance:
Image

- Langues Spoken: Altace, Castan Mare and Elven, all fluent
- Biography: Ariel joined with Roland in the Elven lands near Haeldwen. He needed a spirit to guide him though some old ruin. She realized he was an interesting person to follow around (and that he was not of the Race he pretended to be) and kind of stuck with him. They worked out a Writ of Summoning so Ariel could hang around in the Aether during the boring times when Roland did not need her.
Last edited by Kaledoria on Thu Apr 02, 2020 2:17 pm, edited 5 times in total.

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