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The Four Wardens (OOC, Closed)

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Quazin the Great
Diplomat
 
Posts: 765
Founded: Mar 14, 2014
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The Four Wardens (OOC, Closed)

Postby Quazin the Great » Tue May 26, 2015 12:51 pm

The Four Wardens
Hey yall. This isn't going to be a very good op cause it's closed so yeah.
This rp takes place in a Got-like universe. There's magic but it generally has more of a play in legend and story than actual life. Like, it’s there but its not nearly as ingrained in the culture as it was in Clash. If it's prominent and known in your house, than other people would probably view it as superstition or something, and even then it's still an alien thing that people are superstitious about.
All of you are part of a large kingdom that's set up in a blend of feudalism and mercantilism. There's a king (described in full later) and 4 major houses (y'all), each of which were established at the creation of the kingdom to fend off some sort of opposition or evil. The lords of these houses were originally established as wardens for their prowess in battle and closeness to the king or w.e.
There is a warden in the east, the west, the north and the south, and each of them has roughly a quarter of the kingdom's army. There are a few other lesser lords but they're unimportant.
You'll make your house, your warden, his relation to the king, and the enemy they defend against. The enemy may be a continuous threat or a dormant threat that once existed and may or may not still exist.

The king of Lothille (that’s the name of the kingdom) is a strong and courageous man, kind of heart and sharp of mind. It was he who lead the original rebellion, the spark that grew into the flame of insurrection and gathered together the peoples of Lothille to rebel against a cruel and unjust empire. Long story short: they won, and he’s a good king. He’s good to his people, he’s fair, he’s loved by the populous and he has held the empire together. That being said, He is very anti-expansionist. He prefers to keep the borders of Lothile in the same place and protect those borders, rather than conquer neighboring people’s.


Rules

1. No God-modding, Power-gaming or Meta-gaming (Power gaming to a small extent is ok for plot development, in the same way that god-modding is ok to an extent if you talk with people and play out the scene beforehand.)
2. All houses must fit into the cumulative history of the kingdom.
5. Houses must pass my ultimate scrutiny.
6. I am the mediator, judge, and winner of all arguments. Even if you are right, I concede, and shit goes your way, I am still the winner.
7. If a defendant fears that his house is being denied due to a misunderstanding then he can claim the 7th and then attempt to find out where that misunderstanding lies, fix his bio, and then resume the ceremony of passing.
8. At least attempt to ask for approval instead of forgiveness.
9. No pressuring people to post, continue their personal arcs or arcs that you yourself are not a part of. The punishment for pressuring is being pressured.
9. Title stuff so Drakmah doesn't burst into flame. This rule may not matter because Drakmah has grown old and tired and no longer trifles with such inflammatory conduct.
* I am god. I am omnipotent. None shall oppose me.

App (delete parentheses)
Code: Select all
[b]House Name:[/b]
[b]Warden:(may or may not be original leader. It’s been like 20 years so they might have died. Generally houses go by bloodline but that’s not a requirement)[/b]
[b]House Layout:[/b]
[b]Society Layout:[/b]
[b]Military Doctrine:[/b]
[b]Major Resource (material contribution to Kingdom/ mercantile export):[/b]
[b]House History:(the past 20 years)[/b]
[b]Warden bio:[/b]
[b]The Enemy:(What your house is defending against. Monsters, desert ppl, a different empire, w.e.)[/b]
[b]Additional Information:[/b]
[b]Theme song:(absolutely required, no exceptions)[/b]
Last edited by Quazin the Great on Tue May 26, 2015 6:35 pm, edited 9 times in total.
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Drakmah
Ambassador
 
Posts: 1371
Founded: Mar 14, 2014
Left-Leaning College State

Postby Drakmah » Tue May 26, 2015 1:28 pm

tag so i can navigate back here without having to search through the chat
Quazin the Great wrote:Rules
9. Title stuff so Drakmah doesn't burst into flame. This rule may not matter because Drakmah
has grown old and tired and no longer trifles with such inflammatory conduct.

☠ Just your friendly neighborhood Necromancer

R.I.P. Tony the Possum - May 29th, 2017

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Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Ex-Nation

Postby Pavlostani » Tue May 26, 2015 1:58 pm

House Name: House Quickfinger
House Emblem/Coat of Arms:
Image

Warden: Lord Pavel "The Shardwielder" Quickfinger
House Layout: House Quickfinger is split into two branches, the Bleakfen branch based out of Bleakfen Keep, and the Blackston branch based out of Castle Blackston. The Quickfingers are mostly united, as the two branches exist harmoniously with the house of the White Knight Karden Quickfinger subservient to the Shardwielder in Bleakfen.
Society Layout: Motherfucking feudalism
Military Doctrine: The purpose of the military is officially for the defense of the South. However, unofficially, Quickfinger armies have been trained for more offensive purposes and is designed for rapid movement without much occupation.
Major Resource: Motherfucking salt
House History: Pavel Quickfinger ascended to wardenship after his father suffered a mysterious death. Pavel assumed the investigation of the death of Lord Evyn Quickfinger, which ultimately was declared "natural causes". Not all of the lesser nobles under the aegis of Quickfinger accepted this explanation, and House Balwyck raised its armies and marched on Bleakfen Keep. Pavel responded by quickly organizing Quickfinger loyalists and trapping the Balwyck army at the Battle of Wyminster Plains. The battle was ultimately won when Balwyck's allies, House Pefal, switched sides mid-battle and crushed the Balwyck army. Pavel proceeded to publicly flay all of the Balwycks alive and place their bodies on display. The War of Pavel Quickfinger's Legitimacy was quickly over, and few if any were willing to challenge Pavel after the events of the war.

Shortly after the end of the war, a travelling merchant appeared on the doorstep of Bleakfen Keep. Among his wares was a hand-and-a-half sword called the Shard of M'Tara. He warned that only a true warrior could wield the Shard. Pavel took the sword and slew the merchant on the spot. Declaring himself a true warrior, Pavel waited for a time to put that to the test. That test came in the Great Siege of Bleakfen. A rival house, formerly tied to Balwyck by marriage, attempted to rebel and overthrow Pavel. In an attempt to break the siege, the doors of Bleakfen were thrown open and the armies marched forth, even as Quickfinger loyalists closed on the other end of the rebel armies. However, things looked bad for Quickfinger until Pavel himself marched before the troops carrying the Shard of M'Tara. As if magic, a wave of fear and hopelessness rolled over the sieging army. Pavel strode into battle and slew over two hundred as his forces once again took the upper hand. Together, Pavel and the Quickfingers broke the siege and executed the traitors. Seeing Pavel's power, House Shatterstone and House Vaene forged powerful alliances with each other and House Quickfinger, creating the power bloc known as The Three.

Two years after the Siege of Bleakfen, Lord Blackston died of food poisoning without an heir, leaving his lands and his possessions to the head of House Fenn. The potential of a Blackston-Fenn superpower forming to rival the Three was unacceptable to Pavel, who immediately began the War of the Blackston Succession to put a Quickfinger into power in Blackston lands. Led by Karden Quickfinger "The White Knight", The Three collectively invaded Blackston and Fenn lands. The powerful Fenns repelled near constant Vaene attacks for three years before the Shatterstones and Quickfingers arrived from Blackston territory to defeat the Fenns. The White Knight himself wielding the Shard led the assault on the Fenn castle, Batun Tower. With Fenn power broken and Karden put on the seat of Blackston as a cadet branch of House Quickfinger, Pavel breathed a sigh of relief.

Possibly WIP
Warden bio: Pavel Quickfinger was not expected to become the Lord of Bleakfen. Rather, a fourth son of the first Warden, Evyn Quickfinger, Pavel rapidly ascended to power following the mysterious deaths of his siblings and his father. Cue the rest of the history in the last section.
The Enemy: The evil goddess M'Tara and her army of demons
Additional Information: Pavel Quickfinger is a guy who take a trip
Theme Song: The First Movement
Last edited by Pavlostani on Thu May 28, 2015 1:32 pm, edited 4 times in total.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

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Ben M
Minister
 
Posts: 2867
Founded: Mar 14, 2014
Ex-Nation

Postby Ben M » Tue May 26, 2015 3:51 pm

Trip Trip Trippity Trip Old Trippin Balls.
Personality type: INFP-A
Economic Left/Right: -6.25
Social Libertarian/Authoritarian: -6.26
Never play a direct democracy. Fat people can be KING. Moles in space are fearsome. Magical Vikings wreck shit. Spies are Difficult. Stereotypes kill Zombies. Robots hurt society. Nerds can lead super people. Anti-socialites have demons. Stuck up Snow Elves don't interact well. HRE in Space tends to get complicated. Superheroes can be very orthodox. Fanatics don't make friends... even in space.

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Ben M
Minister
 
Posts: 2867
Founded: Mar 14, 2014
Ex-Nation

Postby Ben M » Tue May 26, 2015 5:03 pm

House Name: Kalt
House Emblem/Coat of Arms:(picture) Image
Warden:Warden Leto
Great Enemy of the North: Dragons.
House Layout: The Kalt family rules over the lesser houses as they go about the duties. The master of the Kalt family resides only in the male line, with females being strictly banned from ruling the house except, interestingly, if they have a better claim, they can claim the Warden's seat if there are no direct Male descendants. All family funds lie in Halkfard, the primary seat of the Warden.
Society Layout: Standard medieval feudalism.
Military Doctrine: Honor and Chivalry rule all.
Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.
Thou shalt love the country in which thou wast born.
Thou shalt not recoil before thine enemy.
Thou shalt make war against thine enemy without cessation and without mercy.
Thou shalt perform scrupulously thy feudal duties.
Thou shalt never lie, and shalt remain faithful to thy pledged word.
Thou shalt be generous, and give largesse to everyone.
Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.

Major Resource (material contribution to Kingdom/ mercantile export): Timber, Furs, and Hardy Steeds.
House History: The House Kalt was established thousands of years ago. It was originally a tribal leadership. However, it was conquered by the kingdom. House Kalt bent the knee after being defeated, honorably knowing when beaten. House Kalt was allowed to stay in power. It was shortly after the kingdom arose in the north that the dragons came, searching for gold. House Kalt took it upon themselves to fend off these dragons, waging a never ending war. The worst blow came from a behemoth named Questral. Questral actually killed The leader of House Kalt and his eldest son. The youngest managed to slay the beast at the battle of Red Water, a last ditch attempt to stop the dragon from swarming into the west. In more recent years the Kalt house has faced harsher winters than usual, and discontent that goes along with it. A rebel family, named the Kalingers, claim the Wardenship as descendants of a son born to the eldest brother slain by Questral, hundreds of years ago. They have taken the eastern part of the region, and have plans to take the rest. Warden Leto and his son Martin have ridden to meet them in battle.
Warden bio: Traditional Lordy lordy schtuff.
[spoiler=HONOR!]https://www.youtube.com/watch?v=qr7u1-HDKbY[/spoiler]
Additional Information: Eh.
Last edited by Ben M on Mon Jun 01, 2015 9:07 am, edited 10 times in total.
Personality type: INFP-A
Economic Left/Right: -6.25
Social Libertarian/Authoritarian: -6.26
Never play a direct democracy. Fat people can be KING. Moles in space are fearsome. Magical Vikings wreck shit. Spies are Difficult. Stereotypes kill Zombies. Robots hurt society. Nerds can lead super people. Anti-socialites have demons. Stuck up Snow Elves don't interact well. HRE in Space tends to get complicated. Superheroes can be very orthodox. Fanatics don't make friends... even in space.

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Quazin the Great
Diplomat
 
Posts: 765
Founded: Mar 14, 2014
Ex-Nation

Postby Quazin the Great » Tue May 26, 2015 6:02 pm

Ben M wrote:Warden:Warden Leto
House Layout: Leto commands. Others follow.

No.
No Leto.
Change this and I will reconsider.
Last edited by Quazin the Great on Tue May 26, 2015 6:04 pm, edited 1 time in total.
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Drakmah
Ambassador
 
Posts: 1371
Founded: Mar 14, 2014
Left-Leaning College State

Postby Drakmah » Tue May 26, 2015 6:30 pm

House Name: The Order of the Raven

House Emblem/Coat of Arms:

Image


Warden:Warden Masyaf Al Firenze

House Layout: The Order of the Raven is structured in such a way to facilitate learning. At the head is Masyaf Al Firenze. He had absolute power over the order and is considered to be the highest level of knowledge on the everything related to the order. He has 10 people below with the title of master. They oversee the training of the other recruits, delegating certain tasks to lower ranked people.

Society Layout: Everything is very secretive and based around the training. Those who come in train with different teachers to learn different skills based on what they show the most aptitude for. Society in the Order completely revolves around this training for the recruits, and completing missions and killing targets for those who are working through the applicable portion of their training. There are several spots within the capital the members of the order stay. There are the small amounts of housing within the capital sanctuary for the masters and for Masyaf, with the other recruits staying in various inns around the city. Those who are being moved to other cities and regions stay in inns and taverns in their region, all on the kings coin.

Military Doctrine: They have no coordinated military operations except for the assassination of targets at purely the kings request. There exists a small portion of the Order who will perform assassinations for money but these transactions are unknown to Masyaf and to the King.

Great Enemy: Undead, Vampires, Witches, and Werewolves

Major Resource:Being a small Order they do not have a major resource, but they do provide a large amount of funding to tavern owners by station people there and have saved many an inn from closing by stationing people there.

House History: Established with the creation of the Wardens, The Order of the Raven is a secret group of hunters and assassins created to hunt the many evil things masquerading within the capital city. It began with the current warden of the Order Masyaf, who handpicked 10 people to train under him. Once they reached a level where he was unable to teach them he dubbed them mentors and commanded them to find their own recruits and train them as he had done for them. This was the standard practice for almost 20 years before the Order was commanded to address the growing need for their Order outside of the city as cases of those they hunted began to surface in other regions outside their sphere of influence. They have just now finished their project of expanding their influence to the other regions through the making of sanctuaries within the capital cities in the other regions and are now expanding out to meet the demands of their work and cull the rise of evil hiding in the nation.

Warden bio: Trained in the Royal Guard from birth, Masyaf showed his extreme aptitude for bringing death very quickly, mastering several weapon classes. His favorite and best weapon class was the dagger, to which he wielded two of. In sparring matches he was the quickest to ever fight and quickly toppled the latter of other royal guard members that had been established. Once he had fully completed his training he was assigned directly to the king as his personal tool for taking out political enemies and others. When threats arose in the capital he was tasked with removing them. He chose 10 people from the streets of the city and trained them to the fullest extent. After letting them off to train others he resigned to managing the new Order that was established by the king when the Warden system was put in place. Ever since the foundation of the order he has only been on 2 missions, both having been completed flawlessly.

Additional Information:
Induction into the Order of the Raven is a very honorable thing and those who are recruited are sworn by penalty of death to keep silent of all actions that go on within the order even before they begin any initiations. Those who pass the initial training are first paired with a adept member and then later, once they themselves become an adept member, are assigned to a Master and are given a novice to teach. The Master stays with them until they are eligible to take their Masters test but are assigned to another adept whether or not they pass the test. Because the mastery test is so difficult most of the members of the Order are of that rank, and it is not uncommon for someone to watch someone they trained go on to pass them out in skill.

Theme song: No One Knows
Last edited by Drakmah on Fri May 29, 2015 10:30 am, edited 5 times in total.
Quazin the Great wrote:Rules
9. Title stuff so Drakmah doesn't burst into flame. This rule may not matter because Drakmah
has grown old and tired and no longer trifles with such inflammatory conduct.

☠ Just your friendly neighborhood Necromancer

R.I.P. Tony the Possum - May 29th, 2017

User avatar
Quazin the Great
Diplomat
 
Posts: 765
Founded: Mar 14, 2014
Ex-Nation

Postby Quazin the Great » Wed May 27, 2015 11:56 am

Ben M wrote:House Name: Kalt
House Emblem/Coat of Arms:(picture) (Image)
Warden:Warden Leto
Great Enemy of the North: Dragons.
House Layout: The Kalt family rules over the lesser houses as they go about the duties. The master of the Kalt family resides only in the male line, with females being strictly banned from ruling the house except, interestingly, if they have a better claim, they can claim the Warden's seat if there are no direct Male descendants. All family funds lie in Halkfard, the primary seat of the Warden.
Society Layout: Standard medieval feudalism.
Military Doctrine: Honor and Chivalry rule all. Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them (Respect and defend all weaknesses).
Thou shalt love the country in which thou wast born.
Thou shalt not recoil before thine enemy.
Thou shalt make war against thine enemy without cessation and without mercy.
Thou shalt perform scrupulously thy feudal duties, if they be not contrary to the laws of thine Land.
Thou shalt never lie, and shalt remain faithful to thy pledged word.
Thou shalt be generous, and give largesse to everyone.
Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.

Major Resource (material contribution to Kingdom/ mercantile export): Timber, Furs, and Hardy Steeds.
House History: The House Kalt was established thousands of years ago. It was originally a tribal leadership. However, it was conquered by the kingdom. House Kalt bent the knee after being defeated, honorably knowing when beaten. House Kalt was allowed to stay in power. It was shortly after the kingdom arose in the north that the dragons came, searching for gold. House Kalt took it upon themselves to fend off these dragons, waging a never ending war. The worst blow came from a behemoth named Questral. Questral actually killed The leader of House Kalt and his eldest son. The youngest managed to slay the beast at the battle of Red Water, a last ditch attempt to stop the dragon from swarming into the west. In more recent years the Kalt house has faced harsher winters than usual, and discontent that goes along with it. A rebel family, named the Kalingers, claim the Wardenship as descendants of a son born to the eldest brother slain by Questral, hundreds of years ago. They have taken the eastern part of the region, and have plans to take the rest. Warden Leto and his son Martin have ridden to meet them in battle.
Warden bio: Traditional Lordy lordy schtuff.
Additional Information: Eh.

Just add song and u good.
EDIT: and delete the parentheses
Last edited by Quazin the Great on Wed May 27, 2015 1:09 pm, edited 1 time in total.
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Quazin the Great
Diplomat
 
Posts: 765
Founded: Mar 14, 2014
Ex-Nation

Postby Quazin the Great » Wed May 27, 2015 1:48 pm

House Name: Tormaigh
House Emblem/coat of arms: this but in a diff language
Warden: Kaidan Tormaigh
House Layout: The fief of House Tormaigh spans the edge of a great dark forest. Between the forest and the fief is a chest-high loosely packed stone wall. on the opposite side lies a much smaller forest, which is much brighter and pleasant, and there are actual paths through it that lead to the fields beyond. The dark forest is called the forest of Mar and the lighter forest is the forest of Gwyr. At the center of the forest of Gwyr lies the Tormaigh estate and the Alvar, the force of men and women of whose job it is to guard the villages of house Tormaigh and the rest of the realm from the Mar.
Society Layout: There's much less discrimination in house Tormaigh than in other parts of Lothille. Men and women have equal opportunity, equal rights, and do much of the same jobs. The villages themselves are usually very quiet and peaceful, there hasn't really been any danger in quite a while and the Alvar have taken the majority of the fighting to the other side of the stone wall. Both forests are regularly avoided at all costs by the village people, all except the farmers and travelers, although they never stray off the path in Gwyr. Law and order is usually conducted by traveling judges that Lord Tormaigh himself has personally chosen, although people break the law very rarely, considering there's technically no poverty (technically they don't have much money but there's enough food for everyone). Lord Tormaigh has pretty much designed the house so that he doesn't have to do much in it and can focus on Mar.
Military Doctrine: The Military of Tormaigh is pretty powerful, although they aren't very high in number and they can't afford to take more than a bit of their force away from their duties of guarding the wall and stuff.
Major Resource: They mainly export food and little odd things that you can't find anywhere else. They don't really need much so merchants don't often bother coming their way.
House History:Long ago the forest of Gwyr and the forest of Mar were equal in size and power. Niether had the upper hand and niether grew larger, there was balance. But then the wood cutters came, and the chopping of the Gwyr began. The trees, being the source of power of the spirits of Gwyr, dwindled in number, and the Mar began to grow. Wheras they were once on equal footing, the Gwyr was now fighting with all it's strength to fend off the threat of Mar and provent it from destroying them entirely.
Warden bio:WIP
The Enemy: Forest spirits that sometimes manifest as beasts and stuff. The ones in the Mar are bad, the ones in the Gwyr are good and are used to fight the Mar, but there are less of them. The people are unaware of the Alvar's use of the spirits, and the spirits themselves are more a matter of superstition than anything else. The Alvar are a mysterious and respected figure for the public.
Additional Information:WIP
Theme song: This and This
Last edited by Quazin the Great on Fri May 29, 2015 11:22 am, edited 4 times in total.
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Garfunclia
Envoy
 
Posts: 257
Founded: Mar 14, 2014
Ex-Nation

Postby Garfunclia » Thu May 28, 2015 2:19 pm

House Name: The House of Garfuncle's Quill
House Emblem/Coat of Arms:
Image

Warden: Warden Selene II
House Layout: The House of Garfuncle's Quill the Eastern House of the Kingdom, and is split into three different Residencies. The first Residence (The Residence of Dawnrise) is the Northern Residency, and is led from Dawnrise Grotto. The second Residence (The Residence of Mount Advent) is the Island Residency, and is led from Fort First Light. The third Residence (The Residence of the Reaching Falls) is the Southern Residency, and is led from Castle Midnight Sun. All of the Residencies live in harmony, with each Residence representing a different geographical part of control zone of The House of Garfuncle's Quill.
Society Layout: Any form of discrimination or attempts to deny people of their rights for any reason whatsoever is absolutely illegal, and can be punishable by exile from The House of Garfuncle's Quill. Intolerance is not allowed, with belief in equal rights for people regardless of race or gender strongly enforced along with laws protecting freedom of speech and freedom of religion. The people and government alike take great care in the conservation of nature, and enjoy nature to the fullest extent. They are also fond of the arts, including music and literature. Law is enforced by the Residency Courts, and the High Court of The House of Garfuncle's Quill. All who cannot afford to live a comfortable life are assisted by the government. War is highly frowned upon by the people.
Military Doctrine: The military of the House of Garfuncle's Quill is entirely focused on defense, with the largest of cities in each Residency protected by massive walls with guards constantly stationed on the battlements.
Major Resource (material contribution to Kingdom/ mercantile export): The House of Garfuncle's Quill is a major producer of paper, quills, and ink, and also exports many sculptures, paintings, manuscripts, and novels.
House History:
For as long as it has existed, the Eastern potion of the kingdom has been led by mostly benevolent leaders. In the beginning, there were only rogue tribes living off of the land. Even before language or civilization existed, the people would never pass a moment to laugh at a good joke or admire the view off a mountain summit or to watch the sun rise above the numerous lakes. A simple stroll through any cave in the East will hold many ancient, dust and stone covered paintings of animals, natural beauty, and handprints.

Civilization began after it was learned from peoples of the West and the South, with the foundations of the massive cities of today placed on mountaintops, inside valleys, and on the sides of beaches. Large, rolling hills of wheat and other common crops could be seen for miles. Almost as soon as written word developed, written stories and manuscripts and fairytales and scientific theories began to develop. Paper production soared, and book production became the highest off all the regions. Musical instruments began to pour out the sounds of hours of late night work of the many composers, pages of books began to display the long nights of tedious thinking and wrist cramping, and tapestries began to replay just a moment where someone had their breath taken away from a captivating sight.

Originally, the government of the East was a direct democracy, a form of government highly uncommon for the times. As they do today, all people had equal rights and equal opportunities, regardless of any insignificant factors. The democracy crumbled, however, when invaders from the West arrived at the crudely built walls of the first cities. One by one, each city surrendered, attempting to avoid bloodshed at all costs. The democracy ended, and feudal rule took over.

During the Revolution, the Western cities acted as fortresses for the soldiers and officials of change. Due to fears of further invasion, the cities built massive walls, and these walls later served to protect the revolutionaries fighting for change. When the war ended, democracy was returned to the East, and The House of Garfuncle's Quill was established, along with the other houses. Warden Selene I was elected to be the first Warden of the East.
Warden bio: Warden Selene II was elected to power from a list of potential candidates given to the King to the House of Garfuncle's Quill. Given the region's history of direct democratic government, this method is the most preferred to keep the Kingdom from separating again and to keep the West a loyal ally. Selene II was chosen as a candidate by the King due to her storied accomplishments in the arts. She has written many of the modern Great Works of the Kingdom, with her writing skills unmatched by all. Her mother, Selene I, and her father, Elcnufrag VI, both acted as generals during the revolution, and this has contributed to Selene II's popularity with the King. It us unknown, however, if she will be a strong leader like her mother and father, as she is largely untested with the task of government leadership. She has been known to care greatly for the poor and the sick, and to dedicate vast amounts of her time to help them in any way possible.
The Enemy: The Shadows are the main enemy of The House of Garfuncle's Quill. It is unknown exactly what The Shadows are, but they torment the people in their dreams, creeping back into the consciousness at any given time to remind them important, yet preferably tucked away moments from their past. It is said they wage war against The Memories, monsters that wish to break the foundations of what the East is. It is unknown, however, what The Memories are.
Additional Information: The People of The House of Garfuncle's Quill place a high value in emotional pursuits, and place the beauty of nature, morality, and emotionality above values of strictly logical importance
Theme song:
Formal: Dirty Paws
Informal: What If
Last edited by Garfunclia on Tue Jun 02, 2015 5:21 pm, edited 10 times in total.
This was once a quote of Ben M saying something stupid, but he unfortunately made me change it because he has my password. Just know that what he said was highly stupid. Also, I did all the grammar editing for him in the Lull RP. Not even that could save it.

Political Compass:
Economic Left/Right: -8.0
Social Libertarian/Authoritarian: -8.97

Personality Type: INFP-T
"Heavy stones fear no weather..." -Of Monsters and Men

TALK BERNIE TO ME

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Ben M
Minister
 
Posts: 2867
Founded: Mar 14, 2014
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Postby Ben M » Sat May 30, 2015 7:33 pm

Someone POST
Personality type: INFP-A
Economic Left/Right: -6.25
Social Libertarian/Authoritarian: -6.26
Never play a direct democracy. Fat people can be KING. Moles in space are fearsome. Magical Vikings wreck shit. Spies are Difficult. Stereotypes kill Zombies. Robots hurt society. Nerds can lead super people. Anti-socialites have demons. Stuck up Snow Elves don't interact well. HRE in Space tends to get complicated. Superheroes can be very orthodox. Fanatics don't make friends... even in space.

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Garfunclia
Envoy
 
Posts: 257
Founded: Mar 14, 2014
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Postby Garfunclia » Sat May 30, 2015 11:42 pm

someone make the ic
This was once a quote of Ben M saying something stupid, but he unfortunately made me change it because he has my password. Just know that what he said was highly stupid. Also, I did all the grammar editing for him in the Lull RP. Not even that could save it.

Political Compass:
Economic Left/Right: -8.0
Social Libertarian/Authoritarian: -8.97

Personality Type: INFP-T
"Heavy stones fear no weather..." -Of Monsters and Men

TALK BERNIE TO ME

User avatar
Ben M
Minister
 
Posts: 2867
Founded: Mar 14, 2014
Ex-Nation

Postby Ben M » Sun May 31, 2015 4:33 am

Garfunclia wrote:someone make the ic

It is made.
Personality type: INFP-A
Economic Left/Right: -6.25
Social Libertarian/Authoritarian: -6.26
Never play a direct democracy. Fat people can be KING. Moles in space are fearsome. Magical Vikings wreck shit. Spies are Difficult. Stereotypes kill Zombies. Robots hurt society. Nerds can lead super people. Anti-socialites have demons. Stuck up Snow Elves don't interact well. HRE in Space tends to get complicated. Superheroes can be very orthodox. Fanatics don't make friends... even in space.

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Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Ex-Nation

Postby Pavlostani » Sun May 31, 2015 9:47 am

Ben M wrote:
Garfunclia wrote:someone make the ic

It is made.

...SOMEONE POST THE FUCKING IC.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

User avatar
Ben M
Minister
 
Posts: 2867
Founded: Mar 14, 2014
Ex-Nation

Postby Ben M » Sun May 31, 2015 9:56 am

Personality type: INFP-A
Economic Left/Right: -6.25
Social Libertarian/Authoritarian: -6.26
Never play a direct democracy. Fat people can be KING. Moles in space are fearsome. Magical Vikings wreck shit. Spies are Difficult. Stereotypes kill Zombies. Robots hurt society. Nerds can lead super people. Anti-socialites have demons. Stuck up Snow Elves don't interact well. HRE in Space tends to get complicated. Superheroes can be very orthodox. Fanatics don't make friends... even in space.

User avatar
Pavlostani
Senator
 
Posts: 4705
Founded: Jun 09, 2012
Ex-Nation

Postby Pavlostani » Sun May 31, 2015 1:24 pm

Ben M wrote:http://forum.nationstates.net/viewtopic.php?f=31&t=342842&p=24766345#p24766345


Thank you friend.
Last edited by Pavlostani on Wed Feb 14, 2018 8:21 am, edited 2,742,950,128,932 times in total

User avatar
Ben M
Minister
 
Posts: 2867
Founded: Mar 14, 2014
Ex-Nation

Postby Ben M » Sun May 31, 2015 1:27 pm

Pavlostani wrote:
Ben M wrote:http://forum.nationstates.net/viewtopic.php?f=31&t=342842&p=24766345#p24766345


Thank you friend.


Anytime bud.
Personality type: INFP-A
Economic Left/Right: -6.25
Social Libertarian/Authoritarian: -6.26
Never play a direct democracy. Fat people can be KING. Moles in space are fearsome. Magical Vikings wreck shit. Spies are Difficult. Stereotypes kill Zombies. Robots hurt society. Nerds can lead super people. Anti-socialites have demons. Stuck up Snow Elves don't interact well. HRE in Space tends to get complicated. Superheroes can be very orthodox. Fanatics don't make friends... even in space.

User avatar
Garfunclia
Envoy
 
Posts: 257
Founded: Mar 14, 2014
Ex-Nation

Postby Garfunclia » Tue Jun 02, 2015 5:15 pm

Here's the map:

Image
This was once a quote of Ben M saying something stupid, but he unfortunately made me change it because he has my password. Just know that what he said was highly stupid. Also, I did all the grammar editing for him in the Lull RP. Not even that could save it.

Political Compass:
Economic Left/Right: -8.0
Social Libertarian/Authoritarian: -8.97

Personality Type: INFP-T
"Heavy stones fear no weather..." -Of Monsters and Men

TALK BERNIE TO ME

User avatar
Ben M
Minister
 
Posts: 2867
Founded: Mar 14, 2014
Ex-Nation

Postby Ben M » Tue Jun 02, 2015 5:22 pm

Image

The North
Personality type: INFP-A
Economic Left/Right: -6.25
Social Libertarian/Authoritarian: -6.26
Never play a direct democracy. Fat people can be KING. Moles in space are fearsome. Magical Vikings wreck shit. Spies are Difficult. Stereotypes kill Zombies. Robots hurt society. Nerds can lead super people. Anti-socialites have demons. Stuck up Snow Elves don't interact well. HRE in Space tends to get complicated. Superheroes can be very orthodox. Fanatics don't make friends... even in space.

User avatar
Garfunclia
Envoy
 
Posts: 257
Founded: Mar 14, 2014
Ex-Nation

Postby Garfunclia » Tue Jun 02, 2015 5:33 pm

Map of the House of Garfuncle's Quill:
Image

*All yellow dots are minor cities

Residence of Dawnrise:
-Dawnrise Grotto City: Westernmost red dot, capital city of the Dawnrise Residence
-Sunrise City: Easternmost red dot, main port city of the Dawnrise Residence
-Other Points of Interest: N/A

Residence of Mount Advent:
-First Light City: Red dot on large island, capital city of the Mount Advent Residence
Other Points of Interest:
-Small Island Yellow Dot: This dot is where the vigilante/ rebel group The Shadows operates out of
-Mount Advent: Mountain in the center of the large island

Residence of the Reaching Falls:
-City of the Midnight Sun: Capital of the Reaching Falls Residency and of the House of Garfuncle's Quill
-Other Points of Interest: N/A
Last edited by Garfunclia on Tue Jun 02, 2015 5:42 pm, edited 1 time in total.
This was once a quote of Ben M saying something stupid, but he unfortunately made me change it because he has my password. Just know that what he said was highly stupid. Also, I did all the grammar editing for him in the Lull RP. Not even that could save it.

Political Compass:
Economic Left/Right: -8.0
Social Libertarian/Authoritarian: -8.97

Personality Type: INFP-T
"Heavy stones fear no weather..." -Of Monsters and Men

TALK BERNIE TO ME


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