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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21991
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Thu Mar 18, 2021 3:22 am

Great Confederacy of Commonwealth States wrote:
Essential Details

Name of Realm: The Principality of Avion

Rulers: Hameld XII Hameldion, Duke of Avion, Duke of South Seher

Cultures and Races:
Avionians – Avionian Humans inhabit the region of Avion, east of Avencor. Avionians, or Avionii, generally keep to the outer farmlands, where mainly barley and hops are cultivated. There are some Avionians in the regional capital of Avion-upon-Oldo. They are divided into clans with fierce loyalties and rivalries.

Avencori – Hailing from the Old Kingdom, Avencori humans mainly inhabit the city of Avion, which at various times has served as a secondary harbour for the Old Kingdom’s interior. Avencori make up the bulk of the Convocati population in the city, as well as many more administrative functions, and they also maintain leading positions in the city’s guilds.

Goblar Avione – The goblin clans living in harmony with the Avionians, often in sister-clans that have been allied for generations or even centuries.

Dalberdi – The Seher Haflings, or Dalberdi in their own language, have a majority in the Dalberd Valley, and have significant villages outside. They trade with the surrounding human settlements, but have no interest in allowing humans into their midst, and as such form a largely independent community within the Duchy of Seher.

Seher – A generalised name for all the human groups originally from southern Seher, but all with distinct dialects. Two people from East and West Seher might not speak mutually intelligible languages and have vastly different customs, but their language has the same root and their cultures are at least somewhat bound. The eastern interior are home to low-intensity sheep herding, while the river valleys grow flax and food crop. The cities are largely based around the export of undyed or bleached fabrics and other crops.

Derrenels – Humans from the duchy of Derrenel to the south of Seher. The border between Seher and Derrenel has always been porous and undefined, and some villages stray the bounds between the two principalities.


Religion: Avione religion bears the influence of all who have inhabited the region; the Elves, the Avione humans, the later Avencori settlers, and even the Avione Goblar who live spread throughout the region. The main religious and cultural belief in Avion centres around ancestor worship; not just familial, but cultural. Some families with prestigious lineages are revered by others and seen as guided by their ancestors, while those ancestors are venerated as wise sages of the afterlife. Constant pressure lies on families to live up to their venerated ancestors, while other families and clans desperately want their place in the lime-light. This belief clashes somewhat with the religion of the Avencori still living in Avion-upon-Oldo.

History: Avion history, at least the written history, starts with the establishment of the Elvish Aavyone Monastery; a small fortified settlement built from the white-grey rocks of the distinctive Avione cliffs. These Elves sought solitude, and only had limited interactions with the Avione clansmen of the surrounding region, with whom they traded food in return for their particular brew of ale. The Elves of Aavyon also performed medicinal magic for those who sought their aid, although they had no interest in teaching humanity or caring for anyone outside the immediate surroundings. When the clansmen asked the Elves for their magical secrets, the Elves shut them out entirely.

It was this isolation that probably saved the monastery from the Elfenblight of 421, but it was to be wondered whether death would have been a preferable alternative. Instead, Elves from cities and villages all along the Dorvost Sea flocked to it for refuge, as their lands had become unliveable and the surrounding humans were unwilling to aid them, not even in return for the secrets of magic. While relations between Aavyone and the human clans of the region were cold, there was not the animosity that had resulted from a few hundred years of tyrannical rule. In 438, then, the humans of Avion received Elvish texts on magic. In return, humans would grow their food in service of the monastery.

During the Calima period the city of Avion would grow. With the Empire having been shattered, each successor state required their own magical colleges, and this led to a growth in the number of those institutions. This was the beginning of the Successor Renaissance, when the warring successor states tried to outdo one another in the scientific and magical fields as much as on the fields of battle. Avion came to house one of these new institutions; a broad College not focussed on any one field, but teaching in many different fields of what was then the Canon, now the Old Canon. It was during the Calima Renaissance that what we now know as Avion was built: Alchemists used their magic to create buildings directly into the cliff face. Gradually, the city moved from atop the cliff to into the cliff, giving the city it’s distinctive appearance.

The city rose in prominence until the Dragonwrath. Most of the elvish and human mages of any prominence rode to the aid of Firandar and his host, and were destroyed by the dragon Zaheriel. Having lost the cream of its magical crop, the Avion College was in no state to oppose the Convocation and join the Decapole Collegiate. Because of its mixed history, it remained firmly in Convocation hands. Not only that, but the Avion College had a questionable relationship with haematurgy, and while not officially taught at the college, the Diabolists of the Avione Clans were often-seen guests in the city, which cast doubt on the purity of that institution.

The city, having had a democratic and republican governance ever since its foundation by Elfenblight refugees, lost its practical independence after the Dragonwrath, when Calima slowly faded into nothingness. In its place came various human warlords that would form the kingdom of Avencor. Avion was conquered by Avencor two centuries into the Middle Season, by the aid of one of the Avionian clans. Their leader was made duke, and started the line of Hameldion. Hameld I married the sister of the king of Avencor, which cemented the eternal alliance between the kingdom and the city and its environs. Hameld I at first tried to despoil the city and destroy it to the last brick, taking away his prize to the tribal fiefdoms and monasteries of the hinterlands. But upon his arrival, the last of the half-elven city council presented him with a scroll. It is said that the contents of his scroll, a poem, so captured the emotions of Hameld that he could no longer destroy the city, and instead, he made it his capital, taking on many of the customs of the Elves and taking to learning their long and fabled history. Of course, much to the dismay of the Convocation, he would also take his council of Diabolists, and haematugry became a regular practice in the old Elvish city.

Hameld VII was spared the Noxtide due to his belief in his Ancestors, and Everlasting Life in the Beyond. Haematurgy too spared him the enticement of the Pale Lord, but when he passed away suddenly, his son Hameld VIII was less fortunate. He fell under the sway of the Noxtide, drawn to its incredible power and promises too good to be true. Under the Nocturnal Empire, the city of Avion would become a Shadow City; evil blood magic and vampirism of the Noxtide combined into a truly horrific science, and this is remembered as one of the darkest periods in history. The body of Hameld VIII is the only one of his family not to be buried in the Grand Tomb, deep inside the clifface. His destruction freed the city and had dire consequences, leading to the creation of the Blood Court: a ducal administration that kept the haematurgs in check and rooted out any signs of abnormal or heretical research, while counselling the duke on all matters mystical.

It was on the death-day of Hameld XI, and in his honour, that a bull was sacrificed inside the city of Avion. Its blood splattered on one of the Avione banners, and on its crest, created a stain in the form of Old Avencor. Both Diabolists and Seers of the College debated the portents, but they all agreed as to its meaning: the Northern Bull would aid Avion in uniting the whole of former Avencor under its rule. While the Seers warned that this would be a future of blood, the Diabolists informed the new duke Hameld XII that this future of blood would be their future, a future for their people, and a chance for him to live up to his ancestors.

After forging a secret alliance with Nekhur, and waiting until the former invaded Seher, the new duke of Avion marched his banners north, marching along the Royal Road through Avencor into Seher, the Old Kingdom being in no position to stop its vassal from its undertaking. The Duke of Avion took no Seers or Convication mages in his entourage, rather depending entirely on his most practiced Diabolists. At first the nations of Seher did not take this invasion seriously. The first towns fell without much opposition, but the army would crumble under the first opposition. They were amazed when Hameld XII destroyed the army of Cadorn at the battle of the Riverbend, where the smaller Ducal force defeated the trained Cadorn army. Hameld XII was quick to attribute his victory over the prestigious Cadorn army to blood magic. More accurately, it can be said that most of the practiced army of Cadorn had moved against Nekhur, where it was faring better. Moreover, the ducal army had outmanoeuvred the Cadorn force, practically placing it at an advantage before the battle had ever been fought.

The defeat of Cadorn and the subsequent sack of the city made a clear message to the rest of Seher. When Nekhur defeated the Seher alliance at the battle of Belhm, killing or capturing most of the force, there was little to hold Hameld XII back. The southern Seher forces, separated from Nekhur by a river, decided to surrender to the Duke instead, hoping to gain more favourable terms. In this manner, Hameld XII managed to enrich himself tremendously, while expanding his realm tenfold. He was crowned duke of Seher soon after.

However, Seher is a difficult beast to control. The Duke has not yet once returned to Avion; instead, traveling from city to city with his army to keep his new vassals in line. Even though they elected Avion over Nekhur, their dismay over the sudden Avione attack is apparent, and Hameld is forced to use all his diplomacy, his wit, and his force of arms against those who would oppose him, ruling southern Seher with an iron fist. Meanwhile, the blood mages at his behest grow evermore in power, granting Hameld the nickname ‘Lord of Blood and Iron’, a title which he has taken upon himself with pride. In the distance, Avion, left in the capable hands of Hameld’s younger brother Hemvald, grows more and more restless, the even hand of Hemvald soliciting treasonous whispers in the ancient city.

Meanwhile, Hameld XII dreams of more. The prophecy foretold that he would rule Avencor, not Seher. Strengthened by his victory over Seher, and with his army bolstered, he seeks to re-establish the Old Kingdom of Avencor to its former glory, with its capital at Avion. He desires a place along the greatest in history, and wants his kingdom to be counted among the greatest of the Southern Realms. Knowing that Nekhur cannot be trusted, he hopes to achieve a favourable position to ally himself with the greater powers, should the Bull of the North ever come south. In the meanwhile, he is content to milk his alliance for all that it is worth, and still seeks the Silver Crown of his own kingdom.



Assets


Notable Cities: Avion, Cadorn

Economy: The economy of the city of Avion is mostly in travel, export and manufacture. The city and its college are a destination for scholarly travellers in the area, especially from the courts of former Avencor. The city exports mostly beer and ale, as well as some food frown in its hinterlands. The beer is brewed by the monasteries of the hinterland, made from local barley and hops.

Population: Avion is comparable to Italian city states, while Seher is more comparable to northern England or early medieval France.


Military


Command: The duke is traditionally and practically the head of his own army. The cities have their own civil defence forces, but are also forced to provide levies and equipment for the ducal army if called upon. The core of the Ducal retinue is formed by knights, although a lack of horses means many of these knights fight on foot, and the ducal army needs mercenary horsemen and light horsemen to beef up cavalry numbers. These knights act as officers for the various banners of levies that are called upon when the duke so requests; and when that happens, the duke makes ad hoc arrangements for leadership. Currently, the army has been under banners for almost a full year.

Strength: I am having severe trouble with this, and I cannot think of a reasonable number. Will get back to this.


Diplomatic Relations

Interests: Uniting the Old Kingdom of Avencor under the Avion banner, and claiming its kingship for his dynasty.

Rivals: Avencor, the other breakway vassals, eventually Nekhur.


Other Information

Location: 1 and 1B, Avion

The city of Avion: http://corwyn.wdfiles.com/local--files/ ... KOMAND.jpg



Essential Details


Name of House: The House Hameldion

Leader: Hameld XII Hameldion (in Seher), Hemvald Hameldion (in Avion, temporarily)

Family Members:
Hameld XII Hameldion, duke of Avion, duke of Seher
Hemvald Hameldion, Princely Count, Regent of Avion
Ladeleine Hameldion, Princely Countess, Envoy
Demnane Hameldion, Dowager Duchess

History: The Histories of Avion


Assets

Home: Hameld's Keep in northern Avion, Mabrod House in Avion proper

Fiefs: Duchy of Avion, County of Mabrod, Duchy of Seher

Retinue: The Haeman Guard, a group of hand-picked knights both posessing ancestral Blood Weapons (weapons forged from the iron of the blood of Man) and training in haematurgy, as well as having some loyalty to the House Hameldion. A band of 30 form the Haeman Guard, and to be picked for the position is an incredible honour.



Essential Details

Name of Organization: The Corpus Haematurgical, colloquially known as the 'Blood Court'

Leader(s): Officially Hameld XII, but practically his tasks as chair of the High Council of the Corpus are perfomed by the Secretary of the High Council, who sets the agenda and decides when meetings are to be held, and acts as vice chair. This structure used to be far more flexible, but after the Noxtide the organisation of the Corpus was codified in the Corpus Codifex. This united all the representatives of the different counties of Avion into one body, which governed their own matters and codices.

Description: The Corpus Haematurgical is the collection of officially sanctioned Blood Mages, or Diabolists, in Avion. It used to be a purely academic description, as the organisation of the Corpus was decentralised at best, an nonexistant at worst. Back in the Olden Days, before the kingdom of Avencor conquered Avion, the various clans of Blood Mages warred with one another, and would often sacrifice members of the other clans in horrific rituals. Hameld I first united the different clans of mages in his push to capture the city of Avion, and while the conflicts remained, the Corpus generally had no internal wars as such. Although, there was an incredibly strict discipline, and every other offence was punished by the death penalty by manner of human sacrifice.

Nowadays, after the Reforms of duchess Haema I Hameldion, the Blood Mages form an organisation akin to the Convocation. While their magic is not taught inside the city, due to the complaints of the Convocation, the schools outside the city hold great influence in the running of the duchy itself. They perform experiments and teach the noble houses of the duchy in the arts of haematurgy, while also operating the Great Forge.

Assets: The Blood Court has its main base in the Castle Hearting, a few hours travel from the city of Avion, but they uphold various temples and castles throughout the land, as well as operating from the castles of the Avione nobility.

Strength: (I.e. Employees, soldiers, ships, etc.)

Relations:


Name: The Red Armour of Avion
Image or Description: https://www.princearmory.com/wp-content ... e-bg04.png
Function: Protect its wearer from common magical attacks, as well as give physical enhancement to the person wearing it
Users: It is held and used by Hemald XII Hameldion and was handed down from generation to generation. It requires the Blood of Hameld in your veins to be able to properly use it, and it requires it wearer to be practiced in the arts of the Diabolists
Creation: While Blood Magic had been practiced in Avion for Time Immeasurable, this was and still is the most advanced form of the art. Imbuing weapons and armour with magic is nothing new, of course, as it has been done since the days of Firumbar. And imbuing weapons with Blood Magic is older than history. However, the Red Armour of Avion has not simply been imbued with Blood Magic: it has been forged from iron obtained from the blood of 2000 victims; namely those among the living who took the side of Hameld VIII during the Noxtide. While Hameld's own blood was blackened and corrupted, many of his followers, powerful mages, were still among the living. After the purge of Avion their red blood was collected and the iron and carbon required was obtained from it, and used to forge a magical set of plate armour, as a constant reminder to those who would join the ranks of the Pale Lord and oppose the Duke of Avion. However, it was also a message from the Diabolists at the Blood Court that they were not to be trifled with, and that they held great power behind the Ducal throne. The suit was forged by Haema Hameldion, the oldest of three daughters of Hameld VIII.
Purpose: Hameld XII wants to wear it on the many campaigns he envisions himself undertaking, but as the suit grows old, and he growns more ambitious, he might want to reforge it sooner rather than later, at least before he accepts the Silver Crown.


Name: The Sword of the Thousand
Image or Description:
(Image)
Function: The magic in the sword makes it easier to wield: feeling lighter to the user, but dealing more damage to the opponent. Its magic also acts like a kind of poison to those not of the Blood of Hameld; small cuts become irritated and inflamed, larger cuts might lead to disease, or might make wounds impossible to fully heal without magical means.
Users: It is the ancestral sword of Hameld XII and his kin.
Creation: It was created by the same process as the Red Armour, though it requires constant 'updating' with blood magic, since its aggressive nature makes it wear out easily.
Purpose: Hameld XII wants the Sword of the Thousand to become a microcosm of his victories: fuelled by the enemies whom he defeated, and symbolising his conquests in the Book of the Blade.


Hey, with the IC online, could you have a look at my app? I am still looking at it and making tweaks, but this is the basis.
Last edited by Great Confederacy of Commonwealth States on Thu Mar 18, 2021 3:23 am, edited 1 time in total.
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.
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The Twelve Isles
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Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Thu Mar 18, 2021 4:41 pm

Gotta say this looks quite interesting. Will probably app soon.
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Krugmar
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Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Thu Mar 18, 2021 5:49 pm

Great Confederacy of Commonwealth States wrote:-snip-

Hey, with the IC online, could you have a look at my app? I am still looking at it and making tweaks, but this is the basis.


Consider it accepted. My apologies, had it in my head that I had accepted it earlier.
Liec made me tell you to consider Kylaris

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Union Princes
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Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Thu Mar 18, 2021 8:09 pm

My apps are now completed.
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Of the Quendi
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Founded: Mar 18, 2010
Civil Rights Lovefest

Postby Of the Quendi » Fri Mar 19, 2021 4:30 am

Krugmar wrote:IC has been launched.

Waah I am nowhere near done with my nation app. :blush:

I will try to hurry up and at least finish the dynasty soon.
Nation RP name
Arda i Eruhíni (short form)
Alcarinqua ar Meneldëa Arda i Eruhíni i sé Amanaranyë ar Aramanaranyë (long form)

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

Postby Remnants of Exilvania » Fri Mar 19, 2021 4:54 am

Of the Quendi wrote:
Krugmar wrote:IC has been launched.

Waah I am nowhere near done with my nation app. :blush:

I will try to hurry up and at least finish the dynasty soon.

Take your time. It's not like the IC being launched closes the RP to newcomers.

Union Princes sent you a TG.
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Of the Quendi
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Founded: Mar 18, 2010
Civil Rights Lovefest

Postby Of the Quendi » Fri Mar 19, 2021 12:02 pm

Remnants of Exilvania wrote:Union Princes sent you a TG.

I know, I have responded.
Nation RP name
Arda i Eruhíni (short form)
Alcarinqua ar Meneldëa Arda i Eruhíni i sé Amanaranyë ar Aramanaranyë (long form)

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Krugmar
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Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Fri Mar 19, 2021 5:20 pm

Union Princes wrote:-snip-


All apps accepted.
Liec made me tell you to consider Kylaris

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Ceystile
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Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Fri Mar 19, 2021 7:51 pm

I'm stuck on how to post, y'all.

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Of the Quendi
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Founded: Mar 18, 2010
Civil Rights Lovefest

WIP

Postby Of the Quendi » Sat Mar 20, 2021 7:58 am


Essential Details


Name of House: The ruling family of the Kingdom of Valamir bears a number of names some of which it has a greater claim to than others. Before he took the throne Valamir Lord Imrys maeb Gwyrthyrn (born Hrothbert son of Thankrad) called himself a Son of Wôtanaz thus proudly announcing his Seapeople heritage and his primacy among that nation. The name remains commonly used by supporters of the family as it takes pride in its origins, yet having secured the throne of Valamir Imrys, marrying into the native ruling family and building the legitimacy of his reign on this union took to using the names Valamir/Valamirya and benn Aerouant of his family to declare its right to rule over the old kingdom of Valamir. The right of the descendants of Imrys maeb Gwyrthyrn to use these ancient names to refer to themselves is however hotly contested and opponents (foreign and domestic) of the new dynasty who aren't willing to concede legitimacy conferred by such names often refer to the family as Gwyrthyrnings or Thankradingers, in reference to Imrys maeb Gwyrthyrn's father (and the first known ancestor of the family in the male line).

Leader: Uthyr maeb Imrys faeb Wôtanaz benn Aerouant

Family Members:

The Sons of Wôtanaz
  • Imrys maeb Gwyrthyrn faeb Wôtanaz (†)
    by his wife Angharad vaerch Seren faerch Valamir (87)
    • Uthyr maeb Imrys faeb Wôtanaz benn Aerouant, the King Most High of All Valamir (63)
      by his first wife Ygryny vaerch Angharad faerch Valamir (62)
      • Morygwasse vaerch Ygryny faerch Wôtanaz (30)
      • Medrawt maeb Uthyr faeb Wôtanaz (†)
        by his wife Morwynna vaerch Gwynhwyfach faerch Pwyll (23)
          Medrawt maeb Medrawt faeb Wôtanaz (1)
      • Ylayne vaerch Ygryny faerch Wôtanaz (26)
      by his second wife Morygwen vaerch Ygryny faerch Valamir (43)
      • Ysleut vaerch Morygwen faerch Wôtanaz (16)
      • Nymueh vaerch Morygwen faerch Wôtanaz (16)
      by his concubine Gwyar vaerch Gwynllyan (40)
      • Artwyrys maeb Uthyr (22)
      Gwydyon maeb Imrys faeb Wôtanaz, Warden of Alagos (†)
      by his wife Pressyne de Tervain, sister of Imrian VII of Tervain (44)
      • Gwydry maeb Gwydyon faeb Wôtanaz, Warden of Alagos (25)
      • Melusine varech Pressyne faerch Wôtanaz (24)
        by her husband Guiramund de Montsombre, a nobleman of Tervain (29)
        • Lynette de Montsombre (3)
        • Lyonesse de Montsombre (1)
      • Melior vaerch Pressyne faerch Wôtanaz (23)
        by her husband Elynas de Broceliande, a nobleman of Tervain, slain at Imbar (†)
        • Elynas de Broceliande the Younger (3)
      • Palatyne vaerch Pressyne faerch Wôtanaz (21)

The Later Valimariya
  • Prydery maeb Pwyll (†), claimed thirteen generation descendant of High King Gwyltaz the Glorious
    by his wife Gwynllyan vaerch Gwyndolyn (†)
    • Gwyrlys maeb Prydery (†)
      by his wife Ygryny vaerch Angharad faerch Valimir (62)
      • Morygwen vaerch Ygryny faerch Valamir (43)
        by her husband Uthyr maeb Imrys faeb Wôtanaz benn Aerouant (63)
        • Ysleut vaerch Morygwen faerch Wôtanaz (16)
        • Nymueh vaerch Morygwen faerch Wôtanaz (16)
      • Ygweyn maeb Gwyrlys (†)
    • Gwynhwyfach vaerch Gwynllyan (44)
      by her husband Culhwych maeb Llywarch faeb Valamir (†)
      • Morwynna vaerch Gwynhwyfach faerch Valamir (23)
        by her husband Medrawt maeb Uthyr faeb Wôtanaz (†)
        • Medrawt maeb Medrawt faeb Wôtanaz (1)
    • Gwyar vaerch Gwynllyan (40)
      by Uthyr maeb Imrys faeb Wôtanaz (63)
      • Artwyrys maeb Uthyr (22)

History: (If their history is outlined in a nation's history, feel free to blank this with a referral)


Assets

Home:

Fiefs: A feudal realm the Kingdom of Valamir is divided into a variety of fiefdoms and provinces ruler over by powerful nobles only answerable to the central power in few and limited respects.

Retinue: (If a ruling family, only if they are considered separate from the nation's military i.e. in a coup they would always side with their benefactors)
Last edited by Of the Quendi on Sun Mar 21, 2021 4:05 am, edited 2 times in total.
Nation RP name
Arda i Eruhíni (short form)
Alcarinqua ar Meneldëa Arda i Eruhíni i sé Amanaranyë ar Aramanaranyë (long form)

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The Holy Dominion of Inesea
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Posts: 14676
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Mon Mar 22, 2021 9:13 am

Name: Zolotoi Arsenal
Image: Think Venetian Arsenal
Population: 20,000 laborers, craftsmen, and artisans
Location: Arsenal District, Zoloto, Serebyan
Description: The Zolotoi Arsenal is the backbone of Serebyani naval and maritime dominance. The Zolotoi Arsenal is a massive, 150 acre shipyard and drydock. It constructs galleys, galleasses, and galiots for the navy. The production capacity of the Arsenal is immense, capable of producing two ships a day during production rushes. The average production rate is about a ship a day. The arsenal is noted for its use of proto-industrial/mass-production construction techniques. Despite many initiatives in the past, the arsenal does not construct cogs or carracks as the yardmasters feel that they are too different from the galley base. The arsenal manufactures ships for private and government entities. Wood for naval ships is drawn from specially cultivated stands of trees deep on Latuyn Island. The wood is treated and enchanted by Sages employed by the arsenal. At great cost a private ship can have its wood enchanted by the Arsenal Sages. Depending on the ship, artificers assist in the construction of the ship. The arsenal also handles naval weapon construction. Enchanters and artificers work to craft magical war engines that are outfitted on the larger ships. These can range from mundane weapons like catapults and rams enchanted for durability and strength to great focusing devices to augment the power of the rare naval evokers. One of the greatest weapons of the Dominion, crafted only at the Arsenal, is the great Serelyodan Fire. Artificers and enchanters craft pumping and spraying devices that are capable of handling the heat of Serelyodan Fire and spraying it at distance. This portion of the arsenal is situated well away from the production lines, as an accident with Serelyodan Fire would burn most of the ships under construction.
I'm really tired

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The Holy Dominion of Inesea
Postmaster-General
 
Posts: 14676
Founded: Jun 08, 2012
Inoffensive Centrist Democracy

Postby The Holy Dominion of Inesea » Mon Mar 22, 2021 9:49 am

Name: Khanilov's Silver Cauldron
Image or Description: A large three-legged silver cauldron with various gemstones embedded in it. There is also a prayer written in temple script.
Function: It enhances the potency of potions and tinctures created in the cauldron. A skilled alchemist can also use the power of the cauldron to create regular potions without all the needed ingredients.
Users: Khanilov's Silver Cauldron has been held by the Regius of the Archducal College for the Alchemical Studies for generations. Khanilov is held to have been the teacher of the first Regius of the college. It can be used by Professors and Readers of the college with permission from the Regius. Rarely a Lecturer has been allowed to assist the Regius in its use.
Creation: Created by Gavril Khanilov Antonovich, the Blue Sage of Takova, in the years of the Elfenblight. A collection of artificers, alchemists, chirurgeons, and enchanters gathered in Takova to create a device to help them cure the Elfenblight. They sought to create a tool to help them enhance the curative powers of the concoctions used by alchemists and chirurgeons that had so far been unable to treat the disease. The device worked, but there was a traitor in the midst of the sages. A young artificer had converted to the new Cult of Kynd Ascendant, the then-Faith of the Martyr, and sabotaged the cauldron. The elven sages were killed when they first used the cauldron, their mana being absorbed by the cauldrons. But the Kynd sages were not wholly spared either, with many losing their magic to the device. A squabble arose over what to do to the traitor and the cauldron, with only Khanilov emerging alive and with some semblance of his magic intact. Later in life Khanilov taught Igor Nabatov, the founder of the Sages' College on Serebyan Island. He passed the cauldron on to him, as well as a message of tolerance towards elves and to be cautious of the religious radicals.
Purpose: Unknown yet, mostly making this for flavor right now. Might use it as a nexus of conflict between mages and the church.
I'm really tired

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Benuty
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Posts: 37334
Founded: Jan 21, 2013
Corrupt Dictatorship

Postby Benuty » Mon Mar 22, 2021 4:44 pm

Wait this is back?
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King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity. Please be aware my posts in NSG, and P2TM are separate.

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Lunas Legion
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Posts: 31089
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Mar 22, 2021 5:00 pm

Benuty wrote:Wait this is back?


Yes, yes it is.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Benuty
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Posts: 37334
Founded: Jan 21, 2013
Corrupt Dictatorship

Postby Benuty » Mon Mar 22, 2021 5:04 pm

Lunas Legion wrote:
Benuty wrote:Wait this is back?


Yes, yes it is.

I genuinely thought it was a gravedigger at first.
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King of Madness in the Right Wing Discussion Thread. Winner of 2016 Posters Award for Insanity. Please be aware my posts in NSG, and P2TM are separate.

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Grande-Louisiane
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Posts: 28
Founded: Apr 16, 2020
Ex-Nation

Postby Grande-Louisiane » Mon Mar 22, 2021 6:36 pm


Essential Details

Name: Ktesias ten'Exiode (TEE-see-us te-NEKS-y-ode) lit. Ktesias of the House of Houses (surname of all royal bastards)

Appearance:
Image


Age: 46

Gender: Male

Legacy

Allegiance: Marad/Cult of the Sun and Moon

Profession: Mercenary/Explorer, Captain of the 8th Goldspear Phalanke

Background:

Of the 12 sons and five daughters of the late Dakar, father of the reigning Eliskid II, Ktesias was the fifteenth, born of the Dakarial concubine Jenessa, a Half-elf peasant rumored to have caught the Dakar's attention with her mastery of the Old Magics. Of the three sons she would bear the Dakar, Ktesias would become his favorite. The boy was small by Maradim standards, but fit and with bright, intelligent amber eyes. He would grow into an impressive boy, impetuous and restless, but bright and athletic. By the time he was a teenager, he had become close with his halfbrother, the future Eliskid II, who became a favorite sparring partner. As was common in his family, Ktesias entered the ranks of the Goldspears anonymously, bound to experience the life of a common mercenary to strengthen both his skill in battle and his understanding of the harsh realities that lurked beyond the Deskariad's marble walls.

He was a natural warrior. The spear, the emblematic weapon of the Maradim, was his strengh, his lithe frame and strong arms able to balance the deceptively simple weapon alongside a shield. He saw action first in Tervain, where his regiment came under the employ of Nekhur in its aims to subjugate its newly conquered territories. It was a brutal campaign, rife with all the worst savageries war posed. Not enemy warriors, impressive and strong, but ragtag village militias, women and children stood at the end of his spear. It was where he truly learned the utility of his kind; the Maradim Goldspears served to spill blood for coin, to be the savage embodiment of a foreign prince's will, recipient of both plunder and blame.

After impressing his commanders, Ktesias was recalled to Spithica to be trained as a Windrider, or Seahwak Rider. It was flight that really sparked his already adventurous spirit. The freedom and puissance of open air would change his outlook significantly, the world before and below him far too wide and strange to spend the rest of his days carting between Spithica and the continent to execute the will of the highest bidding prince.

Relief would come soon enough, again the benefit of his royal blood. After the ascension of his brother Eliskid and considerable lobbying, he was granted command of a sea-worthy carrack Larissa and a few hundred Goldspears, free to explore and seek employment in the south. He's spent the last decade doing just that, learning through successes and failures how to captain a band of occasionally unruly mercenaries.

From their temporary base in Iavila, Ktesias looks to the tumult of the south with eagerness. The Maradim were cavalier towards violence, and the young half-prince saw opportunity where others saw chaos brewing out of the Ilkhanate.


Beliefs

Religion: Nominally Cult of the Sun and Moon

Motivation: Discovery, and gold to feed and pay his men, even if monetary gain isn't a primary personal motive


Inventory


Items: Maradim Armor (segments of plate metal on the knees, shoulders, and breast bound together over a thick leather tunic)
2x Sunspears (long-bladed shortspears emblematic of Maradim warriors, richly adorned but deadly sharp)
A small fortune and accompanying trivialities

Larissa- Elven Carrack recently refitted and modernized, mounts a light ballista on the bow.

Skills: Spear-fighting, Seahawk ridership, tactics (sea and land), card games, basic business practices of a mercenary company, negotiation.

Magical Ability: No
Christian - Humanist - Progressive

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Ceystile
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Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Mon Mar 22, 2021 7:01 pm

Alright, I've been stuck on an opening which is why I haven't posted...I'll probably open up with Zerzi performing somewhere (I also got an idea for a third character).

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

Postby The Twelve Isles » Mon Mar 22, 2021 7:33 pm


Essential Details

Name of Realm: The Rotha Nomads

Rulers: There is no one head of state for the Rotha, rather, the individual caravans are all lead by their own specific person. However, there are five Great Caravans, of which all other caravans are considered to be offshoots of, and it is the caravan heads for these five that are considered to be the ultimate authority of Rotha law, as well as the ones who ensure that all members of Rotha culture are treated fairly, and who decide weather a group is considered an enemy of the Rotha and if so what to do about it.

Cultures and Races: There are many things that the Rotha consider to be culturally significant, such as travel and the plays they put on to earn money. However, ask any Rotha and they will tell you that the two most important things in their culture are their caravan, and their wagon. A caravan to a Rotha is similar to a clan to other cultural groups. Often they are very large, with upwards of 100 people in them, and they stay together for their whole lives, though some may leave to explore the world for a time. Each caravan has a name, with the five most well respected being the Mio-Fen, the Lorael, the Mistos, The Carn-Laer, and the Leand. It is said that these, the Five Great Caravans, were founded by the children of Fio-Tir, and as such are the most well respected. Most Rotha believe that though conflict with another caravan can be forgiven, to betray or hurt ones own caravan is the greatest crime, and will lead to expulsion and being considered no longer Rotha. If the crime is particularly severe, one may be sentenced to The Flaying, in which the accused is tied to a tree and slowly flayed for days and days, with it only stopping when they finally die.

The second most important thing for a Rotha is their wagon. Each wagon is like a small home, and can generally fit about three people comfortably, or five if you push it. As a result, an average family will likely have two or three wagons, one for the parents, the other for the children, and a possible third for the supplies of the family. The wagons run in a Rotha's family, and will be handed down for generations. It is not uncommon for a Rotha family to be able to trace their wagons back for upwards of ten generations. Traditionally, the parents wagon comes from the husbands side of the family, and the children's coming from the wife's. The supply wagon, if they own one, can be built by them or taken from either side of the family, or occasionally gifted by friends upon a wedding, and will one day become the wagon of the eldest child. Often, the wagons are beautifully carved and painted, covered in magnificent blues and oranges and greens, and carved with legends from ones family. To disrespect ones wagon is to disrespect them, and is a good way to land yourself in a fist fight very very fast. Also, it should be noted, that though orange, green and blue are significant colors to Rotha as a whole, each caravan generally distinguishes itself with its own colors. For instance, the colors of the mage Siona O'Callaigh's caravan are black, gold and red.

A third important aspect of the Rotha, are their abilities with swords. Though a sword is not as important as the wagon, almost all families have an ancestral saber. Typically, it is passed down from father to eldest child, regardless of gender, just like the third wagon. Rotha swords come in all shapes and sizes, and are treated as a last resort, but one which they are willing to employ without question if it means protecting their wagons, and protecting their caravan. The swords are easily one of the oldest parts of Rotha culture, and stem from the very origins of the Rotha, when they were nomadic bands of warriors and raiders, before the enslavement of their people. Though after this their culture had shifted to a more pacifist stance, the ideals of honor and loyalty still held strong, and the swords were kept on as a reminder of their proud past and as a means of defense against those who would do them harm.

Lastly, the Rotha are famed for their story telling abilities. They are raised with grand stories and epics, about the rises and falls of empires and kingdoms throughout history, grand warriors and hero's, and the incredible feats of mages and monsters. For this reason, most like to think of Rotha as traveling historians, who will either know or know someone who knows the history of any region they are in. Ask a Rotha for a story, and they will ask you to choose what kind you want. Ask for them to tell you history, and they will ask you to tell them what era you want. In short, if you want a story, and a good one to boot, its a Rotha you should ask.

As a side note, the Rotha are very particular in their naming conventions. A proper Rotha name includes the name of the individuals caravan, as well as the great caravan it is attached to. A proper Rotha name would be written as first their personal name, then their family name, then their caravan name and then the name of their great caravan. So for instance, a full Rotha name could be written as Caene Kallyann, of Tenfel Caravan, of Mio-Fen Caravan.

Rotha are also known to unquestioningly adopt abandoned babies brought to them as their own. These children are known as Foundlings, but are treated and raised as Rotha through and through, regardless of background, ethnicity or race. Despite their mischievousness reputation, at their core the Rotha are a highly loving society, believing strongly in the ideals of family and community, and desire to spread this love and kindness to those who need it. This practice as well has led to the Rotha frequently appearing in fairy tales, where princesses or princes are abandoned by evil stepmothers or dark sorcerers, only for them to discover their true identities and return to their kingdoms as triumphant heroes.

Religion: The Rotha practice a form of spirit worship, believing that there is a world outside of the mortal realm where spirits reside, and rule over all things in the material world. Foxes are believed to be messengers of the spirits, and any place where foxes are not present are believed to be corrupt and evil places, where holy light and spiritual guidance is not able to come through.

Of these spirits, one spirit in particular is believed to be the most important, Amachfear. Amachfear is believed to have been the first and oldest spirit, and the king of time, magic, the realms of existence and free will. Below him are several other powerful spirits, said to be his most trusted lieutenants. These spirits are Erian The True Mother, Lifir The Soul Watcher, Beathea and Eag Bringers Of Life And Death, Cernon Lord Of The Wild Things, Callaigh The Trouble Bringer, Merriga Mother Of Fate, Aeolon The Lover and Sessi The Heartbroken.

History: The exact origins of the Rotha are unknown, but what is known is that they came first from the north, and were a much different sort of people than who they became. First arriving during the time of the Empire Of Severa, the Rotha were for a long time bands of nomadic warriors and raiders, who would attack the northern edges of Severa from horseback, raid outlying settlements, forts and towns, before retreating back into the deserts where they could be safe. Much of what would become Rotha culture however did come about from this period however, though often they originated for much darker reasons. For instance, the Rotha practice of unquestioningly adopting abandoned children comes from often taking the young children of those they killed to be raised as their own. The stories the Rotha are so fond of were first legends and tales about their own exploits and acts of destruction, and the deep seated, almost fanatical loyalty to ones caravan arose from a need for mutual defense not only from the Severans, but also often from other Rotha bands.

However, though the Rotha were for a time a force to be reckoned with, their lack of overall unity and disparate nature proved to be their downfall. Their constant conflict with the Severans could only be ignored for so long, and in time, the Severan military began to sit up and take notice of their enemies, deploying more and more soldiers to the border regions to stop the attacks of the Rotha, until finally one day, they were even able to mount a series of campaigns against the nomadic raiders to their north. It was a long war, but in time, the Rotha were defeated, and most of those who survived were brought south as slaves, a role which they filled for many generations. Though they were now subservient to new masters, the freedoms they once experienced lived on in tales, and the Rotha dreamed of one day being freed from their bonds to wander the earth again.

When the Elfenblight came, and the Empire began to fracture, the Rotha slaves began to grow antsy, repeated uprisings beginning to spread throughout the Empire. It was the splitting of the Empire however, and the rapid collapse of Harmendil however that allowed for a full scale uprising by the Rotha to have some at least marginal success. With the Empire in complete disarray, there was little central authority to rally forces against the revolting Rotha, and many were able to escape into the wilderness, hiding among the forests and telling their stories to maintain moral and inspire hope for a better future. This period saw a constant ebb and flow between the Rotha and the successor states to Harmendil, as the Rotha continued to wage increasingly successful revolts and the kingdoms continued to engage in mass killings or successfully recapturing of Rotha. Many Rotha however were still enslaved (though in less numbers) to the south in Forannor to the south.

However, what truly allowed the Rotha to throw off their shackles for good was the next great cataclysm to affect the world, the Dragonwrath. During this period of massive strife, a single Rotha slave named Fio-Tir was said to have come to the king of Tulcar and asked for the freedom of herself and her people, a request which she was denied. Never one to give up, she instead chose to offer a deal with the King. Fio-Tir made a wager, that if she could stop the dragons, then her people would be allowed to go free. But if not, then she would allow herself to be used as an example, to crush the spirits of the Rotha. The King agreed, arming Fio-Tir with a sword, and sending her into the world to defeat the dragon menace. By communing with the foxes, and learning their tricks, Fio-Tir was able to craft seven magical lamps, which would be used to kill the dragons who looked upon them. Setting traps the world over, Fio-Tir lured dragons to supposed treasures and conquests, only to ambush them with her lamps and cast them out of the world with their light. In time, she was able to defeat the dragons, along with the help of her retinue of seventy three fox spirits, killing those who opposed her and driving the rest back into the mountains, before returning to the King to demand he people be set free. The King, in his anger at having been beaten and having to give up his slaves, denied Fio-Tir's wager, her children had been sold and her people were still not free. In anger, Fio-Tir turned her lamps against the king, and burned his palace to the ground, and freed her people.

In reality, it is widely believed that this is just a myth, the Dragonwrath having lasted far longer than the legend says, and the downfall of Tulcar having been a far longer process, though it is believed that Fio-Tir was a real woman. In reality however, her role in the freedom of the Rotha was minimal, she was only there due to her role in the end of Tulcar, as a symbol and revolutionary who inspired the enslaved Rotha to rise up against their masters as Tulcar crumbled, and to escape and join their people in the forests who had already achieved freedom. Her actions in leading the Rotha away from the destruction of Tulcar led to the final remaining slaves to either rise up and escape, or be killed trying, most scattering into the wind as disparate caravans and groups of wanderers, trying to make it in this devastated world.

As the middle season came, the Rotha began to settle into a new position in the societies of the world. They were a transient people, embracing their freedom with gusto, gathering swords once more, and relishing in the ability to tell their stories openly again without fear of persecution for their shows of individuality. They were hard to pin down, rarely in one place, and mostly attempting to stay to of the way of larger and more powerful groups. However, the long history of storytelling among them did have its uses, and many would pay to hear tales of the Rotha. And people would pay even more to hear tales of their own people. The Rotha, ever crafty and ever resilient, saw an opportunity and pounced on it. They began to almost religiously gather and search for tales and stories, especially the most exciting ones, which could be turned into plays and shows to entertain others in exchange for money. The Rotha cultivated all manner of showmanship, such as juggling, fire breathing, music, poetry and anything in between to embellish the plays they would put on. And many caravans began to take specific routes, looking to capitalize on people knowing their routine, and saving up to be able to afford their services.

But, despite having found a place in society, the Rotha were still outsiders, and the stink of slavery never left them. They had been slaves for so long, that it was nearly impossible for them to avoid being seen as lesser. Sure, people would pay for their shows, but outside of that, they were in many ways disliked and distrusted. They must have been slaves for a reason after all, at least so people thought. They must have been untrustworthy and dangerous, hence why they had to be kept in their place. Their strong cultural association with foxes did little to persuade people otherwise, not to mention that though the Rotha were never cruel, the mistreatment they faced caused many to view themselves as not being above mischief either. What they couldn't earn through performance many were willing to earn through trickery, conning local children out of allowances and sweets in childhood games, hustling men in darts at inns, and pickpocketing those who were not careful when visiting their camps. They were careful never to do anything that may land them in serious trouble or lead to violent retribution, but certainly did little to save themselves from distrust. It didn't matter though. The Rotha had each other, and that was all that mattered.


Assets


Notable Cities: The Rotha are a nomadic people, and therefore do not live in cities, though they do often visit them to sell their wares or perform their shows.

Economy: the Rotha occupy a strange place in the societies of the world, operating in both entertainment, as well as often filling the strange gaps that most people don't want to fill. Everything is a hustle for the Rotha, and they are more than happy to fill those positions. While most of their money comes from telling stories and putting on plays about regions local legends and histories, this doesn't always pay all the bills. And when it doesn't, the Rotha are quite adept con artists, thieves, tricksters and when the pay is good enough, often times even spies. They swear allegiance to no one but themselves, and therefore, are considered both dangers and assets to most other societies.

Population: The exact population of the Rotha is unknown, however, it is generally agreed that it hovers at about 2 million


Military


Command: The Rotha do not have a standing military per se, instead, most caravans worry about defending themselves. Swords are very common among the Rotha, in particular sabers, being used both for fashion but also for function, to defend their people against any who would do harm to them, their families and their caravans. In general, a Rotha war band is usually lead by whoever is in charge of their caravan, or whoever the caravan head appoints to lead its people into a battle. However, though the Rotha are skilled fighters individually, they rarely are involved in wars, outside of occasionally acting as mercenaries for the highest bidder. Therefore, there is no real command structure in place, and there is no real hierarchy of ranks outside of the basics of a caravan head leading those who are abled bodied in battle, should one occur.

Strength: Once again, the Rotha are a cultural group and ethnicity, as opposed to a more traditional nation or kingdom, and therefore have no standing army. While most Rotha adults, both men and women, are taught how to use a sword and fight from a young age, it is rare to ever see much more than fifty or so on a battlefield, and even then, it is mostly because they have been hired as mercenaries. Though technically all 2 million of them could potentially take up arms together and go to war, the likeliness of this is so infinitesimally low as to be pretty much impossible. To do so would required all thousands of Rotha caravans to 1.) agree that there is an enemy who must be fought by all Rotha and 2.) actually manage to gather and organize the disparate and transient Rotha people into an actual army.


Diplomatic Relations

Interests: The Rotha are interested in one thing and one thing only, money to feed their bellies. If there is an opportunity for profit one should not be surprised to find Rotha there.

Rivals: The Rotha have no true rivals, as they don't believe themselves to have any true enemies. Rather, they see other groups as business opportunities, and hold no ill will to any so long as they do not harm the Rotha unduly.


Other Information

Location: The Rotha roam much of the world, however, they are most commonly found in the territories where Calima, Erdelon and Tulcar once were.
Last edited by The Twelve Isles on Mon Mar 22, 2021 8:14 pm, edited 1 time in total.
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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Krugmar
Minister
 
Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Tue Mar 23, 2021 3:27 pm

The Holy Dominion of Inesea wrote:-snip-


The Arsenal is accepted. What is Serelyodan fire?

The Holy Dominion of Inesea wrote:-snip-


Accepted

Grande-Louisiane wrote:-snip-


Accepted

The Twelve Isles wrote:-snip-


Accepted, although the Rotha would have been more indentured servants and a low caste, rather than slaves, in the Severan Empire and its successors.
Liec made me tell you to consider Kylaris

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

Postby The Twelve Isles » Tue Mar 23, 2021 6:35 pm

Still heavily WIP, tweaking and reworking the bio to fit this world, as well as working on skills and schools of magic.

"What is history? If not just the best stories?"
In Our Talons



Essential Details


"Fix your hair Siona, you look like an urchin"
" . . . Fine ma. . ."


Name: Siona Ó'Callaigh, of Súilleabháin Caravan, of Fio-Fen Caravan. (Often referred to as the Black And Gold in stories, or simply as Sio by friends.)

Appearance:
Image

Age: 28

Gender: Female


Legacy


"Home is where you make it, not where you're from."


Allegiance: Rotha Nomads, the pursuit of knowledge

Profession: Scholar, anthropologist, wandering mage and mercenary

Background: Siona Ó'Callaigh was born on the day her mother died, in a small, cold town in the Ironmark. Her father, a lesser Lord who owned a small estate and several small mines blamed his newborn daughter for the death of his wife. And as if to add insult to injury, he had always wanted a son anyways. So summoning one of his knights, her father had Siona sent away. "I dont care where," he said, "throw it of a cliff if you want to. Just get the child out of my sight." The knight, never a truly cruel man, and not really suited to the life of a soldier despite his skill with a sword, couldnt bring himself to just toss a newborn out into the world with such callous resentment. But his lords orders were his lords orders, and so the knight did the next best thing he could think of, and brought the baby girl south, searching for Rotha. Rotha, he knew, took in children abandoned by their parents, cared for them and raised them as their own without questions. It was cultural for them. So he came to the first Rotha caravan he could find, late at night as it was, long after most had gone to bed and knocked on the little door to the first wagon he came across, a small and shabby one slightly apart from the rest. A woman answered, her husband on guard duty that night, and when she asked what this was all about the knight handed the baby off and told her to figure out what to do with it, before riding off into the night again, to find his fortunes. The woman, and her husband, decided that they had enough room for one more, and so took the girl in, naming her Siona, Fox Child in the language of the Caravans.

Not that Siona would ever remember any of this. She was only a newborn when it happened, hardly more than a month old. But she knew a knight had dropped her off, and she knew the colors he wore, blue and yellow. Which lord he represented however, well, that was a mystery in and of itself.

She was a smart child, and was well loved by her family and by the caravan, who all made sure she was fed and happy, though she was also more than a little bit of a troublemaker. She played with the other children, quickly establishing herself as their unofficial leader, and began to lead them on various missions to get sweets whenever they were in a town. They would steal from food carts, sneak into farms and take chickens, and snag what few coins local children had by hustling them in various childhood games. In the towns their families visited for trade, the children of the caravan, and Siona in particular, were despised. There were many occasions when local guards and angry shopkeepers would tan the hides of the kids, but as far as Siona was concerned, there was safety in numbers for them. A shopkeeper could only catch one of them at a time, and with fifteen or so kids it greatly increased ones chance to escape with their plunder of sweet rolls and fruit.

For the first ten years of Siona's life she lived as a rather normal Rotha child, though her black hair and pale skin made her easy to pick out among the sea of red hair and tan skin that made up a Rotha caravan whenever shopkeepers came to find the sneak thief who stole their wares. Until one night however, she had a particularly vivid dream, one she can remember even still all these years later. She went to bed, and then woke up again in the dream, though at first she could have sworn it was really morning. Her wagon appeared the same, though it was chilly, and her siblings were already out. But when she opened the door, she found herself gazing out at a strange and mysterious landscape, filled with odd fragments that seemed to be pieces of time itself, past present and future. Unsure of what to do, and strangely drawn to this place, Siona stepped out from the wagon and wandered for what felt like days, though she always saw her wagon in the background, until at last she rounded a corner and found another living being. He sat, lounged in the crevice between a petrified tree and a stone of shining obsidian, wearing the most beautiful clothing Siona had ever seen, eating an apple. He turned to Siona, and though Siona knew that he had a face, she could not comprehend it, it was as if the face of every living person was all cycling through in a rapid procession, making it impossible to pin down what he actually looked like. Siona was left in awe, unable to move as he stood, took her hands in his own, pressing his thumbs into her palms and placing a finger on her forehead. And just like that, she woke up again, in her own bed, the birds chirping outside as if nothing had even happened.

Not long after, things began to change for Siona. She found that she could set things alight with her mind, or cause the leaves on tree's to freeze and wither. It scared her, and she was worried she would be seen as a freak, until she went to her mother, who told her that what she was doing was magic. Her mother was a magi, though not a very proficient one, and when Siona wasn't out running with the other children or trading with her father, Siona's mother was helping to teach her to control her magic. It was slow going at first, but eventually she managed to learn to keep her magic in check, and began to buy (or often times steal) books on magic from local towns. She would practice on her own when the caravan was stopped, learning to control the wind, create fire at her fingertips, and even practice lucid dreaming, the first step to be able to peer into the Aether itself.

When Siona was 17, she continued to travel, trade and swindle, but knew that sooner or later, her mothers training would reach its limit, and she would have to find somewhere else to continue her practice of magic. That day came when, while setting up on the outskirts of town she and her sister Caira went to the market to see what there was to see. They wandered around the town, and in time, came to the local inn, where they hoped to meet the local menfolk. Siona, never one to let festivities go on without her, dazzled the crowd with what magic she knew. They were simple Small Folk, and though she was hardly any better most had never seen real magic before, and thought that she was far more powerful than she truly was. But in the crowd was another Magi, unbeknownst to Siona. A College Magi. Seeing her display of (rather limited) skill, he approached her, and introduced himself. Named Valentin Gregorvin, he was an adept attending the University Of Svodbodnyy Dom, in the Free City. If Siona was interested, he was willing to help her attend. And Siona certainly was interested. She struggled with informing her family of her new plans, but it didnt take long before Caira spilled the beans of who they had met in town. Caira had never been one for keeping secrets. And when she was pressed on weather she really wanted to go, to attend this college and learn the arcane arts, Siona finally relented, and told her family that it was what she wanted.

Siona's goodbye was a painful one for most, as the caravan had come to love her for her mischievous nature. She always brought a little extra experience to their lives, and one never knew what kind of trouble she would bring on them next. But it was almost always fun. She hugged and kissed her family goodbye, and her mother cried and insisted on sending Siona with plenty of home cooked food. She knocked around with the guards, before giving them all hearty hugs. Aeilain, the only one of the boys she knew who would openly cry, cried. Finally, with a wave over her shoulder, Siona set out on her own for the first time. Come sunset, a horse approached her from the direction she had come, her father sitting atop it. Siona met him in the middle of the road, and he handed her a sword, her families ancestral sword. Every Rotha family owned one, or at least, the vast majority did. And it was tradition for the father to give it to whichever of his children he felt would have the most use for it. Apparently he felt it was Siona. "The swords name is Amhrán Eala," he told her. "Keep it sharp. And learn to use it. Even Magi can use a little extra protection from time to time."

Siona walked east, meeting with Valentin a few towns over as they had discussed. The closer they got to the University, the chillier it got. "Its cold out there," Valentin informed her. "Something about the flow of the ocean currents. I dont understand it much, but the Natural Philosophers can explain it to you if you ask them." Siona tried to act like she was interested in the currents and why they made the temperature cooler, but she would be lying if she said she wasn't more interested in Valentin. He was, for lack of a better word, quite handsome, and quite charming. And when his good word helped her to get into the University, able to study and explore and learn to her hearts content, Siona found her attraction to Valentin only continuing to grow. But of course, there were so many other things to experience at the University besides her infatuation with Valentin. The more she studied, the more it seemed her skills only continued to grow. With the help of her teachers, Siona learned to Dream Walk properly, and learned the art of summoning. But in particular, she became increasingly regular at the library. Growing up with the Rotha, she had learned to appreciate stories above all else, viewing them as the keys to a true understanding of another people. Siona spent hours pouring over the books, writing long and detailed treatises on the importance of stories to culture and to society, and how they could be used to unite people. But, much to her frustration, her own particular area of study was of little concern to the professors, who all brushed off her ideas. They were far more concerned with the Planetes, or the relationship between the three realms, or trying to prove or disprove the existence of the All Father.

Angered by their dismissal of her hard work and research, Siona began to search for something, anything, that would earn her the reputation needed to bring attention to her own work. After three years attending the College, at the age of twenty, Siona finally grew too frustrated with the internal politics and what she perceived as her fellow Magi's indifference to the plight of Small Folk. Fed up with trying to work within their framework, Siona chose to leave, packing her clothes, books and magical supplies, and taking enough food to feed her for a few days, and headed east.

In her travels, Siona needed ways to make money to keep herself afloat, so she could continue to record and organize the tales and stories of the many cultures she wandered through. Though she always intended to just be a passive observer, in time, she inadvertently started to become the subject of many stories herself, as she stumbled from one job to the next. Some of her most famous deeds were the sealing of an ancient barrow lord in the Twelve Isles, defeating the leader of a violent gang of deserters in Kriglind, and hunting a Blight Carrier with the Black Cloaks in Eudasaine. All the while, she continue to frequent many of the other Colleges, looking to use their libraries and search for any other scholars interested in her studies into folklore and culture.

Siona is far from fond of her reputation as a heroic figure, but it is the way it is. She saw her family again in the seven years of her wandering, twice, and each time found herself moving from town to town with her childhood caravan again for a few months. But every time she left again, wanting to see more of the world and hear more of the stories to be found. Even among Rotha, Siona certainly was a wanderer.


Beliefs


"Stories are the root of any way of life."


Religion: Siona follows the religion of the Rotha, and is particularly devoted to Merriga, due to her association with both mages and knowledge in Rotha religion.

Motivation: Siona is at her core a scholar, and wants to write down the stories from every place she visits, and compile them into a series of books documenting the many legends, myths and other tales from around the world. She believes that stories are how one can truly understand another culture, and believes that to help bring peace the first step is to help the people of the world better understand one another.


Inventory


"Don't touch my sword"


Items: - Saber (Her families ancestral saber, named Amhrán Eala, or Swan Song.)
- A steel dagger
- Roughspun pants
- white cotton shirt
- Black silk cloak, with gold trimmings.
- x3 Changes of clothes
- Bronze earring
- Coins from several different nations
- Fine leather boots. (Now less fine, from all the walking Siona does.)
- Master Ias Alachi's Book of Spells (book)
- The Places Beyond, Studies Of The Wandering Sphere's And The Heavenly Bodies (book)
- The Book Of Shadows (Book)
- Jashe Miskatsonik's Book Of Creatures (Book)
- Writ of the Wraith (Contains Siona's contract with a wraith, sealed away, allowing her to summon it.)
- Writ of the Spirit (Allows Siona to summon a friendly spirit, who she has singed a contract with. Spirits name is Allain.)
- Writ of the Seven (Allows Siona to summon the spirits of seven knights, sealed away by a past Magi.)
- Writ of sealing (The sealed soul of an undead warlord from ancient times, named Aern Geoth.)
- Bag of salt (for some spells.)
- Vials of her blood (for summoning)
- Rabbits foot.

Skills:

Magical Ability: (Yes/No, if yes then what specialisations, grade, Convocation, Collegiate, or something else?)
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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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Wed Mar 24, 2021 2:12 am

Alright. I'll bite.

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Reverend Norv
Senator
 
Posts: 3816
Founded: Jun 20, 2014
New York Times Democracy

Postby Reverend Norv » Wed Mar 24, 2021 6:12 am

The Ironmark does not really have lords, knights, estates, mines, or even many towns in the conventional feudal sense, so Siona might make more sense if she came from somewhere else; this description sounds more like Valamir to me.
Last edited by Reverend Norv on Wed Mar 24, 2021 6:12 am, 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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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Wed Mar 24, 2021 6:21 am

Reverend Norv wrote:The Ironmark does not really have lords, knights, estates, mines, or even many towns in the conventional feudal sense, so Siona might make more sense if she came from somewhere else; this description sounds more like Valamir to me.


Alright cool, thanks for letting me know. I'll edit that when I'm off of 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
Of the Quendi
Post Marshal
 
Posts: 15447
Founded: Mar 18, 2010
Civil Rights Lovefest

Postby Of the Quendi » Wed Mar 24, 2021 9:14 am

The Twelve Isles wrote:
Reverend Norv wrote:The Ironmark does not really have lords, knights, estates, mines, or even many towns in the conventional feudal sense, so Siona might make more sense if she came from somewhere else; this description sounds more like Valamir to me.


Alright cool, thanks for letting me know. I'll edit that when I'm off of work.

Valamirean Alagos might work well. I imagine it a rough frontier region barely recovered from the Red Orc invasion where disreputable types might be able to get away with infanticide of girl children.
Nation RP name
Arda i Eruhíni (short form)
Alcarinqua ar Meneldëa Arda i Eruhíni i sé Amanaranyë ar Aramanaranyë (long form)

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Krugmar
Minister
 
Posts: 2248
Founded: May 06, 2012
Iron Fist Consumerists

Postby Krugmar » Wed Mar 24, 2021 10:12 am

Please note a Calendar and Timeframe for the year 1436 have been made. A Timeline will be coming soon.
Liec made me tell you to consider Kylaris

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