Intrigue in Court II
This roleplay is reboot of the former Intrigue in Court, with modifications.
In the largest landmass in the known world, which is called Myyr, lies the Empire of Vexia, the single largest and strongest nation in the world. The Empire was built on the backs of the oppressed, guided with an iron rod by several generations, and cultivated by the sword. For over three hundred years, the Empire has maintained its greatness through vastly superior technology, advanced military tactics, and through revolutionary administrative methods.
The Empire's golden age, however, would abruptly come to an end during the final years of the late Emperor Jakar Vixis III, when disease, invasion, social unrest, and political strife became abundant throughout the land. The proud easterners of the Steppes, once a countless number of squabbling tribes, were now united as a single tribe: The Khuphate, and seeks to conquer Vexia. To the north, the wild northerners pillage as they please without worry from the Imperial Army, or from the Golden Falcon, the Empire's elite. To the south, the Southern Kingdoms plot against the Empire, though the full extent of their plans is unknown. In the mainland itself, the roads are unsafe to travel, crime is frequent, and the people secretly curse the ruling classes.
With the death of the late Emperor, the throne falls into the hands of Brandon Vixis, a newcomer in the political world. With his coronation, he summons courtiers and administrators from across the continent to occupy his court in the capital, Windstard, to help him govern the vast Empire on the verge of collapse, but perhaps he made a terrible mistake? With the unknown men and women occupying his court, it's hard to say what they desire to do with their newfound positions. Do as they were told to do, or something else, something more... ambitious? Will they seek to undermine the Emperor and seize the throne for themselves and climb the political ladder, or will they loyally attempt to bring back the golden age of the Empire? Regardless of their ambition, or the fate of the Empire itself, this makes for an epic tale of intrigue.
The Empire's golden age, however, would abruptly come to an end during the final years of the late Emperor Jakar Vixis III, when disease, invasion, social unrest, and political strife became abundant throughout the land. The proud easterners of the Steppes, once a countless number of squabbling tribes, were now united as a single tribe: The Khuphate, and seeks to conquer Vexia. To the north, the wild northerners pillage as they please without worry from the Imperial Army, or from the Golden Falcon, the Empire's elite. To the south, the Southern Kingdoms plot against the Empire, though the full extent of their plans is unknown. In the mainland itself, the roads are unsafe to travel, crime is frequent, and the people secretly curse the ruling classes.
With the death of the late Emperor, the throne falls into the hands of Brandon Vixis, a newcomer in the political world. With his coronation, he summons courtiers and administrators from across the continent to occupy his court in the capital, Windstard, to help him govern the vast Empire on the verge of collapse, but perhaps he made a terrible mistake? With the unknown men and women occupying his court, it's hard to say what they desire to do with their newfound positions. Do as they were told to do, or something else, something more... ambitious? Will they seek to undermine the Emperor and seize the throne for themselves and climb the political ladder, or will they loyally attempt to bring back the golden age of the Empire? Regardless of their ambition, or the fate of the Empire itself, this makes for an epic tale of intrigue.
So, what is this?
In this character-based roleplay, you are a member of the fictional Emperor Brandon Vixis' royal court, in a period similar to the Late Medieval and Early Renaissance eras. Whether you are a renown councilor seated at the round table, a rich knight seeking glory, a servant, a bodyguard to the Emperor, or a courtier sent against your will to attend his court, you play a role in the functionality of his court, and in the outcome of the Vexian Empire. You will do as you please, kill those who try to remove you from the Emperor's graces, blackmail to gain advantages, or plot to destroy the Empire, you do as you will. Ambition is the one thing that is deeply rooted in the court, and many deaths have resulted because of squabbling nobles seeking to gain more power. Enemies lurk everywhere, in the light and the dark; no man or woman can be trusted in this deep web of politics. Your actions will determine the future of this story, and can certainly affect others.
Character locations are not limited to the court alone, and note that you are able to travel away from the royal court so long as in-character circumstances permit it.
Death comes for all of us, and it can come to your character sooner if you fail to consider the consequences. In the event your character does perish, however, you will be able to continue as a different character.
The lore of this roleplay is NOT strict, and addition to the lore will be acceptable as long as it follows the basic foundations of the world. The entirety of this story is driven by YOU, the author, and many paths can be taken. Eager to rough up those easterners? Or perhaps you wish to get drunk and start a bar fight? Again, you are the author.
(The addition of lore to the basic plot is primarily created by the imaginative authors of the story; should you feel at a loss due to the additions of lore, please do ask for some help in OOC, and we shall enlighten you.)
The basic plot has been laid out, and is ready to commence. Are you ready to enter the dark ages of Vexia?
I am the OP, what I decide is considered done.
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NS rules always apply; PG-13.
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Be realistic in your roleplaying endeavors.
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A maximum of two characters can be played at any given time, anything above is not tolerated.
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One-liners are not tolerated, nor are short posts; please use common sense when determining how much content should be put into a post.
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Large changes in lore should be approved in OOC by the OP, minor ones should be acceptable unless said otherwise.
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Going AWOL for over 2 weeks results in the deactivation of your character's storyline.
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Metagaming is prohibited. All actions taken in the story will have consequences, please take that into consideration.
*
Respect other authors in the OOC; Keep OOC in OOC.
*
NS rules always apply; PG-13.
*
Be realistic in your roleplaying endeavors.
*
A maximum of two characters can be played at any given time, anything above is not tolerated.
*
One-liners are not tolerated, nor are short posts; please use common sense when determining how much content should be put into a post.
*
Large changes in lore should be approved in OOC by the OP, minor ones should be acceptable unless said otherwise.
*
Going AWOL for over 2 weeks results in the deactivation of your character's storyline.
*
Metagaming is prohibited. All actions taken in the story will have consequences, please take that into consideration.
*
Respect other authors in the OOC; Keep OOC in OOC.
Royalty
This class consists of indirect/direct members of the Vixis family, and from those with rich family backgrounds, or former ruling houses of territory that was forcibly taken by the Empire. They are trained from birth to take the lead in the numerous affairs of the nations, and given training by numerous diplomats, as well as scholars. They usually command respect from the other classes, but are generally disliked by the Nobility class.
+3 Stewardship
+2 Diplomacy
+4 Renown
Nobility
The class consists of the wealthy in particular. They are the ruling social class in the Empire, and exercise authority over many political offices, as well as petty to medium military posts. They aren't particularly liked by the Peasant class, and tensions will likely heighten if a nobleman is left without a guard around with an angry peasant.
+2 Intrigue
+3 Stewardship
+3 Renown
Military
The members of this class have been trained to understand one thing: war. Whether it be soldiers or the strategists commanding them, they are a formidable force to be reckoned with, and have been trained hard in the art of war. The members of this class have inner connections within army outposts throughout the Empire.
+5 Martial
Clerics
The members of this class have been trained by the members of their religion to uphold their codes and laws. Majority of the time, these people are known to be charismatic, influential people who work for the best interests of the common people, and keep them soothed. The members of Royalty are quite fond of the members of this class, but the members of nobility despise the clerics for their influence over both the masses, and the Royal class.
+3 Diplomacy
+4 Renown
Scholars
Scholars have the privilege of learning many sorts of knowledge, much more so than all the other classes in the Empire. Their extensive knowledge gives them an upperhand in negotiations. Scholars have also been known to study books of intrigue, and may be looked at with suspicion by the nobility class. Their extensive knowledge also comes with intriguing contacts.
+3 Diplomacy
+2 Intrigue
+1 Renown
Peasants
Peasants make up the largest population in the Empire, and are a nightmare to any ruler when they're upset. They are particularly deadly in mass numbers. Peasants will do anything to survive, whether it be from working the fields or sticking up another peasant who has a loaf of bread. They have numerous contacts in the underground world.
+3 Martial
+2 Intrigue
???
The members of this class usually keep to themselves, but as it is, hardly anything is known about them. Are they a league of drunkards? A group of assassins? A resistance group? Not enough is known about them for anyone to care, mere rumors swimming upstream.
+5 Intrigue
This class consists of indirect/direct members of the Vixis family, and from those with rich family backgrounds, or former ruling houses of territory that was forcibly taken by the Empire. They are trained from birth to take the lead in the numerous affairs of the nations, and given training by numerous diplomats, as well as scholars. They usually command respect from the other classes, but are generally disliked by the Nobility class.
+3 Stewardship
+2 Diplomacy
+4 Renown
Nobility
The class consists of the wealthy in particular. They are the ruling social class in the Empire, and exercise authority over many political offices, as well as petty to medium military posts. They aren't particularly liked by the Peasant class, and tensions will likely heighten if a nobleman is left without a guard around with an angry peasant.
+2 Intrigue
+3 Stewardship
+3 Renown
Military
The members of this class have been trained to understand one thing: war. Whether it be soldiers or the strategists commanding them, they are a formidable force to be reckoned with, and have been trained hard in the art of war. The members of this class have inner connections within army outposts throughout the Empire.
+5 Martial
Clerics
The members of this class have been trained by the members of their religion to uphold their codes and laws. Majority of the time, these people are known to be charismatic, influential people who work for the best interests of the common people, and keep them soothed. The members of Royalty are quite fond of the members of this class, but the members of nobility despise the clerics for their influence over both the masses, and the Royal class.
+3 Diplomacy
+4 Renown
Scholars
Scholars have the privilege of learning many sorts of knowledge, much more so than all the other classes in the Empire. Their extensive knowledge gives them an upperhand in negotiations. Scholars have also been known to study books of intrigue, and may be looked at with suspicion by the nobility class. Their extensive knowledge also comes with intriguing contacts.
+3 Diplomacy
+2 Intrigue
+1 Renown
Peasants
Peasants make up the largest population in the Empire, and are a nightmare to any ruler when they're upset. They are particularly deadly in mass numbers. Peasants will do anything to survive, whether it be from working the fields or sticking up another peasant who has a loaf of bread. They have numerous contacts in the underground world.
+3 Martial
+2 Intrigue
???
The members of this class usually keep to themselves, but as it is, hardly anything is known about them. Are they a league of drunkards? A group of assassins? A resistance group? Not enough is known about them for anyone to care, mere rumors swimming upstream.
+5 Intrigue
Council Administration
Chancellor [MAX: 1]
The Chancellor has been appointed as head over the Emperor's Council, and can exercise authority the rest of the council. The Chancellor handles diplomatic relations, and acts as an overseer. Some may see the Chancellor as a threat. The Chancellor office is given to those with superior diplomatic skills, those with reason, and those able to solve conflicts with words, rather than swords.
The Emperor's Fist [MAX: 1]
The individual has been appointed as The Emperor's Fist, the one he trusts the most out of all his other courtiers. He gives this person the ability to enforce his will, immunity from the law, and authority second only to his own. He answers directly to the Emperor. Though not given a seat in the council, the individual may be looked at with intense hate, or suspicion. The individual appointed this office has been selected because of his/her ability to enforce the Emperor's will, either through diplomatic means or through force. This person has also been selected primarily because of their reputation of trustworthiness.
Royal Steward [MAX: 1]
The steward manages the Emperor's household, and appoints additional stewards across the Empire to collect taxes. The steward has access to treasure houses across the Empire, and into the Royal Treasury situated in the court. The Chancellor looks at the Royal Steward with suspicion, for the most part. This office is given to an individual with the necessary stewardship skills who is capable of running the Empire's finances without fail.
Marshal of the Royal Army [MAX: 1]
The Marshal is the head of the Royal Army, and has access to several captains and generals stationed across the realm. The Marshal is looked at with respect, but some may be concealing suspicion as well. The office is only for those with quick, decisive, strategic thinking abilities, and is deemed capable to lead the Royal Army.
Golden Falcon Marshal [MAX: 1]
This individual is the head of the elite division known as the Golden Falcon, the Emperor's personal military division that he controls directly through the Marshal. The Marshal's job is to oversee security in the palace, and ensure the safety of the Emperor. The position makes this person prestigious, but it also brings danger from both inside, and outside threats. Only those who have past intense loyalty programs and militaristic programs are selected for this office, and are personally selected by the Emperor himself.
Other Court Positions
Vassal [MAX: 3]
These persons have been given direct vassalship under the Emperor. They own land, and soldiers that they lend to the Emperor when he calls for them.
OTHER:
(If you desire another role in court, please input a new role into your application.
Chancellor [MAX: 1]
The Chancellor has been appointed as head over the Emperor's Council, and can exercise authority the rest of the council. The Chancellor handles diplomatic relations, and acts as an overseer. Some may see the Chancellor as a threat. The Chancellor office is given to those with superior diplomatic skills, those with reason, and those able to solve conflicts with words, rather than swords.
The Emperor's Fist [MAX: 1]
The individual has been appointed as The Emperor's Fist, the one he trusts the most out of all his other courtiers. He gives this person the ability to enforce his will, immunity from the law, and authority second only to his own. He answers directly to the Emperor. Though not given a seat in the council, the individual may be looked at with intense hate, or suspicion. The individual appointed this office has been selected because of his/her ability to enforce the Emperor's will, either through diplomatic means or through force. This person has also been selected primarily because of their reputation of trustworthiness.
Royal Steward [MAX: 1]
The steward manages the Emperor's household, and appoints additional stewards across the Empire to collect taxes. The steward has access to treasure houses across the Empire, and into the Royal Treasury situated in the court. The Chancellor looks at the Royal Steward with suspicion, for the most part. This office is given to an individual with the necessary stewardship skills who is capable of running the Empire's finances without fail.
Marshal of the Royal Army [MAX: 1]
The Marshal is the head of the Royal Army, and has access to several captains and generals stationed across the realm. The Marshal is looked at with respect, but some may be concealing suspicion as well. The office is only for those with quick, decisive, strategic thinking abilities, and is deemed capable to lead the Royal Army.
Golden Falcon Marshal [MAX: 1]
This individual is the head of the elite division known as the Golden Falcon, the Emperor's personal military division that he controls directly through the Marshal. The Marshal's job is to oversee security in the palace, and ensure the safety of the Emperor. The position makes this person prestigious, but it also brings danger from both inside, and outside threats. Only those who have past intense loyalty programs and militaristic programs are selected for this office, and are personally selected by the Emperor himself.
Other Court Positions
Vassal [MAX: 3]
These persons have been given direct vassalship under the Emperor. They own land, and soldiers that they lend to the Emperor when he calls for them.
OTHER:
(If you desire another role in court, please input a new role into your application.
(If you wish to create a location for public roleplay use, please refer to the LOC. APP.)
Empire
Windstard
The Empire started with humble beginnings, and originates in the capital city of Windstard, located in a mountainous region in the deep west, along the western coast. The city is arguably the largest in the world, with a population of roughly 2.3 million inhabitants both inside and outside the sturdy walls. Windstard is famous for hosting the Vexian Court in the Crystalis Palace, and for being the capital of the Empire. Poverty runs deeply on the inhabitants of the city, both inside and on the outskirts; it is not recommended for members of the court to explore the city without an escort. The city serves as a main hub for land based trade and sea trade; the markets of the city are usually clogged with merchants and people buying their wares. The city is too clogged with internal affairs to worry about receptions. City fortifications and the city streets are heavily guarded by the Golden Falcon.
Bargainton
The large village of Bargainton lies just past the mountain pass leading to Windstard, on the main road. It receives most people warmly, and makes a profit through hosting travelers heading to Windstard. Though the streets are warm in the day, Bargainton reveals its sinister life at night; thieving is common at night, man and woman sneak out to backrooms for privacy, and murder is common among traveling richfolk. Bargainton is lightly guarded by the Royal Army, but as it is, security of the village is not priority, but the security of the large bank hosted by the village is of priority to the few guards stationed in the village. Inns dot the village, as well as pubs. Bargainton's population has been surveyed to have 94,365 populace.
Eastern Front
Vexia's military forces are established along the diminishing eastern front, struggling to prevail against the ruthless Khuphate. The front is dangerous for any common citizens of the Empire; skirmishes are common between the Empire and the Khuphates. Fortresses and outposts dot the front, and the very essence of law is hardly present among the troops. Troops of the Royal Army usually visit the villages on the front to cause mischief. Pillaged villages dot the area, with non-affected villages cowering with fear over the possibility that they may be the next to hear the sound of thunderous hooves at their doorstep. The people of the eastern front are likely to warily welcome citizens of the Empire. The military roughly estimates that over 300,000 non-military citizens still inhabit the front.
Northern Territories
The northern territories of the Empire are loosely collected into villages, and small military outposts. The territories are considered to be the most dangerous for commoners, and has resulted in several migrations to the south, where military coverage is decent. The trade of fur is abundant in the territories, and many depend on trade to support themselves; these men and women are a hardy people, and have chosen to remain despite the raids. A warm reception is not likely. Non-government officials estimate the populace to be dwindling to an estimate of 70,000, including both citizens and hostile tribesmen.
Kingdom of Tha a Tuath
South of the Northern Territories, the Kingdom of Tha a Tuath acts as the "border" between the savage winter lands and the Empire. The kingdom is one of the largest in the Empire, however is one of the most spread out, thus population is low. Due to the cold winters, they, like the people of the Northern Territories, are fairly hardy. The Kingdom was independent hundreds of years ago until Xeon 'the Swift' Vixis defeated the last Ice Emperor, and brought Tha a Tuath into the Vexian Empire. With this, the house of Greystark has ruled over the land ever since, and would later become close with the house of Vixis in recent years when the late Emperor wed his sister to King Janos Greystark.
Tha a Tuath is the last stable land of the Empire before reaching the Northern Territories thus becoming the key migration spot for many people from the territories. When the Emperor is unable to assist the territories, the King is responsible for assisting the territories. The kingdom's capital is The Wolf's Den, a fairly large castle in the center of the kingdom. There are not many villages, with only two major cities where a lot of the population live. Empire surveyors estimate the populace to be at about 1.2 million citizens spread out sparsely across the land.
Kingdom of Brennaberg
A kingdom in the western part of the Empire, its borders have been untouched by the wars of the east, north, or south. In the past, it was one of the most powerful kingdoms of the land, before being subjugated by the Empire after the decisive Battle of the Ice, where the Vexian forces lured the Brennabergish king and his whole army onto a frozen lake before using siege weapons to break the ice under them. The kingdom is one of the safer, more stable realms in the Empire, rich in lush farmlands and home to numerous bustling trading posts of wealthy merchant princes. Its capital is the old city of Brennaberg, (of which the kingdom is named after) a moderately wealthy fortress city notable for its ideal position on the Vertner River, a river that has historically been vital for trade and commerce in the region. Brennaberg officials have surveyed the populace of the area, and it has been estimated there are 4.5 million inhabitants of the kingdom.
Khuphate
Khuliph
The Khuliph is the largest nomadic capital ever known to man; it has been estimated that it hosts a population of over a million inhabitants, and remains in one location for about two months. The wild, but organized people, bustle in the muddy streets. The outskirts of the camp are guarded by patrols of horsemen, wielding both swords and bows, and are highly suspicious of any daring to enter the camp without some sort of eastern background. Fighting in the streets is common to occur, and murder is seen as common by the people. Not much else is known about the city, its defenses, or about the ruling Khuphate family. It receives citizens of the Empire with the sword.
Southern Kingdoms
Sha'beesh
The city is the capital of the largest Southern Kingdom as of present. The culture is rich and diverse, with many traditions that the Empire views with confusion and disgust. The city is located in the center of a large desert, with few water sources located inside the stone walls. Camels travel along the trade route to other parts of the kingdoms, and into the Empire; the markets are bustling with trade, and the streets are well-maintained. The city trades diamonds and gemstones, and makes a large profit when trading with foreigners. A large palace rises above the city, and hosts the Sunt'eesh Dynasty. Reception of Empire inhabitants is insulting. The overall population has been estimated by Empire officials to be 1.4 million inhabitants.
Empire
Windstard
The Empire started with humble beginnings, and originates in the capital city of Windstard, located in a mountainous region in the deep west, along the western coast. The city is arguably the largest in the world, with a population of roughly 2.3 million inhabitants both inside and outside the sturdy walls. Windstard is famous for hosting the Vexian Court in the Crystalis Palace, and for being the capital of the Empire. Poverty runs deeply on the inhabitants of the city, both inside and on the outskirts; it is not recommended for members of the court to explore the city without an escort. The city serves as a main hub for land based trade and sea trade; the markets of the city are usually clogged with merchants and people buying their wares. The city is too clogged with internal affairs to worry about receptions. City fortifications and the city streets are heavily guarded by the Golden Falcon.
Bargainton
The large village of Bargainton lies just past the mountain pass leading to Windstard, on the main road. It receives most people warmly, and makes a profit through hosting travelers heading to Windstard. Though the streets are warm in the day, Bargainton reveals its sinister life at night; thieving is common at night, man and woman sneak out to backrooms for privacy, and murder is common among traveling richfolk. Bargainton is lightly guarded by the Royal Army, but as it is, security of the village is not priority, but the security of the large bank hosted by the village is of priority to the few guards stationed in the village. Inns dot the village, as well as pubs. Bargainton's population has been surveyed to have 94,365 populace.
Eastern Front
Vexia's military forces are established along the diminishing eastern front, struggling to prevail against the ruthless Khuphate. The front is dangerous for any common citizens of the Empire; skirmishes are common between the Empire and the Khuphates. Fortresses and outposts dot the front, and the very essence of law is hardly present among the troops. Troops of the Royal Army usually visit the villages on the front to cause mischief. Pillaged villages dot the area, with non-affected villages cowering with fear over the possibility that they may be the next to hear the sound of thunderous hooves at their doorstep. The people of the eastern front are likely to warily welcome citizens of the Empire. The military roughly estimates that over 300,000 non-military citizens still inhabit the front.
Northern Territories
The northern territories of the Empire are loosely collected into villages, and small military outposts. The territories are considered to be the most dangerous for commoners, and has resulted in several migrations to the south, where military coverage is decent. The trade of fur is abundant in the territories, and many depend on trade to support themselves; these men and women are a hardy people, and have chosen to remain despite the raids. A warm reception is not likely. Non-government officials estimate the populace to be dwindling to an estimate of 70,000, including both citizens and hostile tribesmen.
Kingdom of Tha a Tuath
South of the Northern Territories, the Kingdom of Tha a Tuath acts as the "border" between the savage winter lands and the Empire. The kingdom is one of the largest in the Empire, however is one of the most spread out, thus population is low. Due to the cold winters, they, like the people of the Northern Territories, are fairly hardy. The Kingdom was independent hundreds of years ago until Xeon 'the Swift' Vixis defeated the last Ice Emperor, and brought Tha a Tuath into the Vexian Empire. With this, the house of Greystark has ruled over the land ever since, and would later become close with the house of Vixis in recent years when the late Emperor wed his sister to King Janos Greystark.
Tha a Tuath is the last stable land of the Empire before reaching the Northern Territories thus becoming the key migration spot for many people from the territories. When the Emperor is unable to assist the territories, the King is responsible for assisting the territories. The kingdom's capital is The Wolf's Den, a fairly large castle in the center of the kingdom. There are not many villages, with only two major cities where a lot of the population live. Empire surveyors estimate the populace to be at about 1.2 million citizens spread out sparsely across the land.
Kingdom of Brennaberg
A kingdom in the western part of the Empire, its borders have been untouched by the wars of the east, north, or south. In the past, it was one of the most powerful kingdoms of the land, before being subjugated by the Empire after the decisive Battle of the Ice, where the Vexian forces lured the Brennabergish king and his whole army onto a frozen lake before using siege weapons to break the ice under them. The kingdom is one of the safer, more stable realms in the Empire, rich in lush farmlands and home to numerous bustling trading posts of wealthy merchant princes. Its capital is the old city of Brennaberg, (of which the kingdom is named after) a moderately wealthy fortress city notable for its ideal position on the Vertner River, a river that has historically been vital for trade and commerce in the region. Brennaberg officials have surveyed the populace of the area, and it has been estimated there are 4.5 million inhabitants of the kingdom.
Khuphate
Khuliph
The Khuliph is the largest nomadic capital ever known to man; it has been estimated that it hosts a population of over a million inhabitants, and remains in one location for about two months. The wild, but organized people, bustle in the muddy streets. The outskirts of the camp are guarded by patrols of horsemen, wielding both swords and bows, and are highly suspicious of any daring to enter the camp without some sort of eastern background. Fighting in the streets is common to occur, and murder is seen as common by the people. Not much else is known about the city, its defenses, or about the ruling Khuphate family. It receives citizens of the Empire with the sword.
Southern Kingdoms
Sha'beesh
The city is the capital of the largest Southern Kingdom as of present. The culture is rich and diverse, with many traditions that the Empire views with confusion and disgust. The city is located in the center of a large desert, with few water sources located inside the stone walls. Camels travel along the trade route to other parts of the kingdoms, and into the Empire; the markets are bustling with trade, and the streets are well-maintained. The city trades diamonds and gemstones, and makes a large profit when trading with foreigners. A large palace rises above the city, and hosts the Sunt'eesh Dynasty. Reception of Empire inhabitants is insulting. The overall population has been estimated by Empire officials to be 1.4 million inhabitants.
LARCONISM
LARCONISM is the predominant and official religion of the Empire. It is a monotheistic faith dating back almost two thousand years, which contains both a deep mystical tradition and important legalistic elements.
Larconism originated along the western coast of Myyr - the heartland of what became the Empire of Vexia - in the late Bronze Age. It evolved out of the traditional polytheism of the coastal tribes, who worshiped gods of stone, fire, war, agriculture, and other natural or human phenomena. These gods were local variations of archetypes known all across Myyr. Over the course of several centuries, nine prophets appeared along the coast, preaching that one of these archetypal gods - the Nameless God of sea, sky, and other unlimited spaces - was actually the supreme divinity, and that all others were His servants. The greatest of these ancient prophets was Larcon, after whom Larconism is named, and the teachings of Larcon and his fellow prophets were recorded in the sacred NINE BOOKS. The elevation of the Nameless God to supremacy, and the demotion of the other gods to the status of angels, marked the birth of a new faith.
The key theological innovation of Larconism was to associate INFINITUDE (the sea, sky, etc.) with order. Order flows from limitations; only limitless power could impose limits on the rest of the universe; therefore God, being infinite, alone could create the limitations and therefore the order that pervades both nature and society. This dichotomy - limitless/limited, infinite/finite, orderer/ordered - characterizes all of Larconist thought; even the Nameless God's creation of the world is understood as an act of limiting, by which God separated a finite creation from His own infinitude. After death, Larconists "return to the Infinite." Men and women of faith and virtue experience this return as eternal bliss, because they are happy to abandon their finite existence; sinners, who are too wedded to the limitations of the material world, experience the infinity of the afterlife as agony.
Larconist priests have always regarded themselves essentially as scholars rather than as mystics. Through analysis of the Nine Books, the natural world, and the ancient traditions of their faith, priests seek to understand the divine and moral law that regulates all of Creation. Over the course of two thousand years, after careful peer review, their findings have been collected in a set of commentaries and legal tracts collectively known as the HARIDUS. Now millions of pages long, and requiring a lifetime of study even to comprehend, the Haridus contains arguments and doctrines on every conceivable subject, from banking to astronomy to sexual morality. Crucially, many of the teachings of the Haridus are mutually contradictory, which allows different groups of priests to propose substantially different interpretations of religious law. But the Haridus is regarded, in a collective sense, as sacred and binding: it is the sacred legal tradition of Larconism, the system by which Vexian society has always been organized, the product of two millennia of work, and the physical embodiment of the sacred importance of human finitude in the face of divine infinity.
Today, as for much of the three centuries that followed the rise of the Vexian Empire, Larconism is a faith divided between two distinct traditions: the ACOLYTES and the PURITANS. Both of these traditions are deeply grounded in the Haridus, and in thousands of years of Larconist scholarship.
Theologically, the key bone of contention between these two concerns the role of the angels - who are still worshiped as gods in their own right by northern tribes, eastern horsemen, and southern traders alike. Acolytes regard the angels as, in some sense, partners or servants of the Silent God. They are beings of lesser power who remain "infinite" in the same sense as God: they are uncreated, have no beginning or end, and can "speak the binds" - the classic Larconist definition of divinity. Acolytes also believe that the angels, being intermediate between God and man, can communicate with both. This has given rise to a mystical tradition that reveres prophetic figures known as Awoken Saints: holy men and women who abstain from sex or eating meat or making money, and who speak in unknown tongues because they have been enlightened by angels. Despite this seemingly disruptive tradition, though, Acolytes are in the broadest sense conservative: they are deeply focused on personal piety and private mysticism, and therefore pay little attention to political or social problems. As a result, they have traditionally been allies of the Imperial government, which sees Acolytism as a useful way to keep the public's attention focused on the "return to the Infinite" rather than on conditions in this world. Moreover, Acolytes' reverence for the angels gives them common ground with foreigners, who worship those same ancient deities as full-fledged gods. As a result, Acolytes tend to be tolerant of other faiths, and unlikely to stir up trouble with neighboring countries.
The Puritans, on the other hand, believe that the angels are just as limited as human beings - just limited in different ways. They are not infinite in nature; God created them, imposed finite boundaries upon their power, commands their wills, and can destroy them at will. Therefore, what mystical communication is for the Acolytes, predestination is for the Puritans. Everything in the world, either angelic or human, operates ultimately as an extension of God's will; virtue consists in trusting in this will, which allows one to overcome the challenges that God has commanded to be placed in one's way. The extreme personal piety of the Acolytes, displayed in chastity and vegetarianism, has no place in Puritanism - because no one has a special line of communication to God. In its place is a steady and everyday kind of virtue, a trust in the pervasiveness of God's will that lends a moral seriousness to every aspect of ordinary life. As a result, Puritans are often social troublemakers: to see an ethical imperative in day-to-day activity makes it impossible to ignore social problems like poverty or exploitation. Puritan priests are often blamed for peasant unrest or social upheaval, because some of them are fearless in condemning the opulence of the Imperial Court. And because Puritans see the angels as finite beings just like humans, they also see the worship of those beings in neighboring countries as idolatry. This intolerance, together with the paradigmatic Puritan assertion that "there are no small sins," has given this tradition its reputation for intolerance.
Generally speaking, Acolytes believe that only men should be priests, because they are specially sensitive to the angels. Puritans believe that both men and women can be ordained. Each tradition is permitted to ordain priests according to its own beliefs. Broadly speaking, Puritanism is popular among merchants, small landholders, soldiers, and prosperous peasants; Acolytism is popular with the nobility and with the very poor.
These two traditions are united within a single religious body, known simply as the VEXIAN CHURCH. The Church is a vast organization of almost unfathomable complexity. It includes local parish churches, tended by priests, which serve as worship spaces and community centers and basic schools for Hariduic studies. It includes reclusive and contemplative monastic orders (associated with the Acolytes) and organizations of friars who travel and preach (associated with the Puritans). It includes the Inquisition, a generally Puritan organization devoted to seeking out violations of the Haridus and exposing their perpetrators for public shaming or punishment by the Imperial authorities. It includes dozens of universities, the primary centers of scholarship in the Empire, associated with both factions and dedicated to expanding the Haridus - which is seen not merely as a religious law code, but as a compilation of all human knowledge about the universe. It is immensely wealthy, owning vast areas of lands, lucrative mines, and even its own trading companies. It makes huge amounts of money from donations, especially pilgrims' gifts to the great cathedrals that house the tombs of the Nine Prophets.
At the highest level, the Church is governed by the Sophic Congress: a group of the most respected Hariduic scholars that includes the heads of all the major universities and religious orders, as well as the bishops of the nine cathedrals and the head of the Inquisition. The Congress is the final authority on all matters of doctrine. It chooses the High Presbyter, who officially is merely the executor of the Congress's decisions. In practice, the High Presbyter is really the chief executive of the Church, responsible for managing its finances, its internal discipline, its communications, and its political role. While his influence over theology is limited, the High Presbyter's authority over the Church's day-to-day operations is more or less complete. He even has a seat on the Imperial Council.
Finally, the Vexian Church is united by a shared aesthetic tradition. Its Gothic cathedrals, with their soaring vaults and enormous windows, are intended to evoke the infinite expanse of the sacred sea and sky. The book, symbolizing the innumerable tomes of the Haridus, is the key religious symbol of Larconism. Music - in particular beautiful multipart harmony - has a key place in worship, while art does not: stained glass and paintings are rare, though sculpture is somewhat more common. Particularly zealous Larconists will memorize immense quantities of the Haridus or the Nine Books, or even tattoo whole sections of the sacred texts upon their bodies. Blue is regarded as a sacred color, reflecting the symbolic importance of sea and sky; a fitted blue robe is the mark of the Larconist priesthood. And great preaching is revered as the mark of a truly blessed priest; a well-crafted homily has changed Vexian history in the past, and may yet do so again.
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LARCONISM is the predominant and official religion of the Empire. It is a monotheistic faith dating back almost two thousand years, which contains both a deep mystical tradition and important legalistic elements.
Larconism originated along the western coast of Myyr - the heartland of what became the Empire of Vexia - in the late Bronze Age. It evolved out of the traditional polytheism of the coastal tribes, who worshiped gods of stone, fire, war, agriculture, and other natural or human phenomena. These gods were local variations of archetypes known all across Myyr. Over the course of several centuries, nine prophets appeared along the coast, preaching that one of these archetypal gods - the Nameless God of sea, sky, and other unlimited spaces - was actually the supreme divinity, and that all others were His servants. The greatest of these ancient prophets was Larcon, after whom Larconism is named, and the teachings of Larcon and his fellow prophets were recorded in the sacred NINE BOOKS. The elevation of the Nameless God to supremacy, and the demotion of the other gods to the status of angels, marked the birth of a new faith.
The key theological innovation of Larconism was to associate INFINITUDE (the sea, sky, etc.) with order. Order flows from limitations; only limitless power could impose limits on the rest of the universe; therefore God, being infinite, alone could create the limitations and therefore the order that pervades both nature and society. This dichotomy - limitless/limited, infinite/finite, orderer/ordered - characterizes all of Larconist thought; even the Nameless God's creation of the world is understood as an act of limiting, by which God separated a finite creation from His own infinitude. After death, Larconists "return to the Infinite." Men and women of faith and virtue experience this return as eternal bliss, because they are happy to abandon their finite existence; sinners, who are too wedded to the limitations of the material world, experience the infinity of the afterlife as agony.
Larconist priests have always regarded themselves essentially as scholars rather than as mystics. Through analysis of the Nine Books, the natural world, and the ancient traditions of their faith, priests seek to understand the divine and moral law that regulates all of Creation. Over the course of two thousand years, after careful peer review, their findings have been collected in a set of commentaries and legal tracts collectively known as the HARIDUS. Now millions of pages long, and requiring a lifetime of study even to comprehend, the Haridus contains arguments and doctrines on every conceivable subject, from banking to astronomy to sexual morality. Crucially, many of the teachings of the Haridus are mutually contradictory, which allows different groups of priests to propose substantially different interpretations of religious law. But the Haridus is regarded, in a collective sense, as sacred and binding: it is the sacred legal tradition of Larconism, the system by which Vexian society has always been organized, the product of two millennia of work, and the physical embodiment of the sacred importance of human finitude in the face of divine infinity.
Today, as for much of the three centuries that followed the rise of the Vexian Empire, Larconism is a faith divided between two distinct traditions: the ACOLYTES and the PURITANS. Both of these traditions are deeply grounded in the Haridus, and in thousands of years of Larconist scholarship.
Theologically, the key bone of contention between these two concerns the role of the angels - who are still worshiped as gods in their own right by northern tribes, eastern horsemen, and southern traders alike. Acolytes regard the angels as, in some sense, partners or servants of the Silent God. They are beings of lesser power who remain "infinite" in the same sense as God: they are uncreated, have no beginning or end, and can "speak the binds" - the classic Larconist definition of divinity. Acolytes also believe that the angels, being intermediate between God and man, can communicate with both. This has given rise to a mystical tradition that reveres prophetic figures known as Awoken Saints: holy men and women who abstain from sex or eating meat or making money, and who speak in unknown tongues because they have been enlightened by angels. Despite this seemingly disruptive tradition, though, Acolytes are in the broadest sense conservative: they are deeply focused on personal piety and private mysticism, and therefore pay little attention to political or social problems. As a result, they have traditionally been allies of the Imperial government, which sees Acolytism as a useful way to keep the public's attention focused on the "return to the Infinite" rather than on conditions in this world. Moreover, Acolytes' reverence for the angels gives them common ground with foreigners, who worship those same ancient deities as full-fledged gods. As a result, Acolytes tend to be tolerant of other faiths, and unlikely to stir up trouble with neighboring countries.
The Puritans, on the other hand, believe that the angels are just as limited as human beings - just limited in different ways. They are not infinite in nature; God created them, imposed finite boundaries upon their power, commands their wills, and can destroy them at will. Therefore, what mystical communication is for the Acolytes, predestination is for the Puritans. Everything in the world, either angelic or human, operates ultimately as an extension of God's will; virtue consists in trusting in this will, which allows one to overcome the challenges that God has commanded to be placed in one's way. The extreme personal piety of the Acolytes, displayed in chastity and vegetarianism, has no place in Puritanism - because no one has a special line of communication to God. In its place is a steady and everyday kind of virtue, a trust in the pervasiveness of God's will that lends a moral seriousness to every aspect of ordinary life. As a result, Puritans are often social troublemakers: to see an ethical imperative in day-to-day activity makes it impossible to ignore social problems like poverty or exploitation. Puritan priests are often blamed for peasant unrest or social upheaval, because some of them are fearless in condemning the opulence of the Imperial Court. And because Puritans see the angels as finite beings just like humans, they also see the worship of those beings in neighboring countries as idolatry. This intolerance, together with the paradigmatic Puritan assertion that "there are no small sins," has given this tradition its reputation for intolerance.
Generally speaking, Acolytes believe that only men should be priests, because they are specially sensitive to the angels. Puritans believe that both men and women can be ordained. Each tradition is permitted to ordain priests according to its own beliefs. Broadly speaking, Puritanism is popular among merchants, small landholders, soldiers, and prosperous peasants; Acolytism is popular with the nobility and with the very poor.
These two traditions are united within a single religious body, known simply as the VEXIAN CHURCH. The Church is a vast organization of almost unfathomable complexity. It includes local parish churches, tended by priests, which serve as worship spaces and community centers and basic schools for Hariduic studies. It includes reclusive and contemplative monastic orders (associated with the Acolytes) and organizations of friars who travel and preach (associated with the Puritans). It includes the Inquisition, a generally Puritan organization devoted to seeking out violations of the Haridus and exposing their perpetrators for public shaming or punishment by the Imperial authorities. It includes dozens of universities, the primary centers of scholarship in the Empire, associated with both factions and dedicated to expanding the Haridus - which is seen not merely as a religious law code, but as a compilation of all human knowledge about the universe. It is immensely wealthy, owning vast areas of lands, lucrative mines, and even its own trading companies. It makes huge amounts of money from donations, especially pilgrims' gifts to the great cathedrals that house the tombs of the Nine Prophets.
At the highest level, the Church is governed by the Sophic Congress: a group of the most respected Hariduic scholars that includes the heads of all the major universities and religious orders, as well as the bishops of the nine cathedrals and the head of the Inquisition. The Congress is the final authority on all matters of doctrine. It chooses the High Presbyter, who officially is merely the executor of the Congress's decisions. In practice, the High Presbyter is really the chief executive of the Church, responsible for managing its finances, its internal discipline, its communications, and its political role. While his influence over theology is limited, the High Presbyter's authority over the Church's day-to-day operations is more or less complete. He even has a seat on the Imperial Council.
Finally, the Vexian Church is united by a shared aesthetic tradition. Its Gothic cathedrals, with their soaring vaults and enormous windows, are intended to evoke the infinite expanse of the sacred sea and sky. The book, symbolizing the innumerable tomes of the Haridus, is the key religious symbol of Larconism. Music - in particular beautiful multipart harmony - has a key place in worship, while art does not: stained glass and paintings are rare, though sculpture is somewhat more common. Particularly zealous Larconists will memorize immense quantities of the Haridus or the Nine Books, or even tattoo whole sections of the sacred texts upon their bodies. Blue is regarded as a sacred color, reflecting the symbolic importance of sea and sky; a fitted blue robe is the mark of the Larconist priesthood. And great preaching is revered as the mark of a truly blessed priest; a well-crafted homily has changed Vexian history in the past, and may yet do so again.
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Full Name:
House (Family) Name:
Title (if any):
Sex:
Age:
Appearance:
Court Role:
Social Class:
Backstory:
Stewardship: (0-15)
Intrigue: (0-15)
Martial: (0-15)
Diplomacy: (0-15)
Renown: (0-15)
TRACKING PURPOSES: Indiana
There are a total of 20 points to distribute to the categories above, 15 being legendary status, 0 being horrible status. The amount of points you deposit into each category will reflect how good your character is on each skill, and will reflect how other authors react or see your character, and how you, the author, present your character into the storyline.
You may add additional points depending on which social class you pick.
House (Family) Name:
Title (if any):
Sex:
Age:
Appearance:
Court Role:
Social Class:
Backstory:
Stewardship: (0-15)
Intrigue: (0-15)
Martial: (0-15)
Diplomacy: (0-15)
Renown: (0-15)
TRACKING PURPOSES: Indiana
There are a total of 20 points to distribute to the categories above, 15 being legendary status, 0 being horrible status. The amount of points you deposit into each category will reflect how good your character is on each skill, and will reflect how other authors react or see your character, and how you, the author, present your character into the storyline.
You may add additional points depending on which social class you pick.
Example
Name of Place: Winelandia
Description: Winelandia is a brewery that has been declared a sovereign nation by the brewer, but ultimately the place was placed under Empire rule after the raid by city guardsmen. Winelandia has no security, and is vulnerable to thievery. The reception of Windlandia is warm, as the brewer wishes to take all your money.
Populace: 10
Part of: Empire
Name of Place:
Description:
Populace:
Part of:
Name of Place: Winelandia
Description: Winelandia is a brewery that has been declared a sovereign nation by the brewer, but ultimately the place was placed under Empire rule after the raid by city guardsmen. Winelandia has no security, and is vulnerable to thievery. The reception of Windlandia is warm, as the brewer wishes to take all your money.
Populace: 10
Part of: Empire
Name of Place:
Description:
Populace:
Part of:
Full Name: Brandon "Mariot" Vixis
House (Family) Name: Vixis
Title (if any): Emperor
Sex: Male
Age: 25
Appearance: Here
Court Role: Head of State
Social Class: Royalty
Backstory: Brandon "Mariot" Vixis was born in the Crystalis Palace during the summer season, as the son of Emperor Jakar Vixis III, during the healthy years of his reign. As a boy, he was always fascinated with the tales of powerful knights and legendary wars, and at that point his mind was set to take the lead in warfare. He was always urged on by his father to learn the ways of politics, but he always put him off, preferring to play stick fighting with his childhood companions. Despite his ambitions, his father forced him to be tutored by many prestigious scholars, but behind his back, he was also tutored by military strategists who nourished his ambition for the art of war. He maintained a steady relationship with his father, but was primarily close to his sister, Esmeralda. As he grew older, he witnessed the beginning strife of the Empire at the court, learning of the circumstances from the Emperor's many advisers. It was at this time he left to take command of the Royal Army on the eastern front, despite the wishes of his father. He fought on the front for over four years, learning first-handedly the cruelty of war, and the discipline required to keep his men in line. His relationships with his family deteriorated over the years, as he isolated himself from the rest of the world in his war tent, moving wooden pieces representing soldiers.
As he was nearing his fifth year of military service, he was informed of the death of his father, and of his inheritance. He at once departed for the capital, grieving for his father on the way, and vowed to re-establish the greatness of the Empire. Upon arriving at the capital, he no longer mourned, and was promptly coronated as Emperor of Vexia. Immediately, he summoned counselors and courtiers from across Myyr to bring the Empire back to its glory days.
Stewardship: 8(0-15)
Intrigue: 2 (0-15)
Martial: 9 (0-15)
Diplomacy: 5 (0-15)
Renown: 5 (0-15)
TRACKING PURPOSES: Indiana
Full Name: Mya Caster "Lily" Birdsong
House (Family) Name: Birdsong
Title (if any): Lady
Sex: Female
Age: 26
Appearance: Here
Court Role: Courtesan
Social Class: Nobility
Backstory: Mya Birdsong was born in the Northern Territories after her parents unknowingly sired her at an inn in Bargainton. She was an energetic child, always playing with the peasantry children in her father's land; she enjoyed arts, music, and dancing, always eager to improve her skill in one of those areas. She could be described as kind, joyful, and eager. She was known to be superbly kind to the peasantry, and easily earned the affection of her people at a young age. During her teen years, she began to study the ways of diplomacy, and the management of her house, placing her diplomatic studies first in her life. She enjoyed mingling, and organizing dances and festivals in her town square, plastering on herself an image of a princess that only comes from over-exaggerated stories. In her household, however, her and her family were regularly abused by her father, and at one time she had dealt a blow with the blunt of his ax, leaving a scar on her left cheek, and emotional scarring. She oftentimes threw herself in front of her siblings during those times, taking the beatings for them, always eager to protect her family, that is, until her troublesome brother was cut down in front of her, giving rise to her intense fear of blades. and violence.
A few years before she was sent to court in the days of Emperor Jakar Vixis, her village was raided by the northern tribe known as the "Saxxars", and the defense went poorly, leading to an overwhelming number of civilians and militiamen being cut down, as well as several homes and businesses burned to ash. She had hid during the few minutes of the raid in a barrel of wine under her family's estate, and emerged from her hidden place to see her estate in tatters, and her family lying motionless across her childhood home. As the last direct member of the Birdsong's, she automatically inherited the lands, and sought to make her lands safer. A few months after she inherited the lands, she was counseled to attend court to seek a wealthy, powerful husband, but resisted at first. Over the course of the next year, she had managed to fend off the small bands of the Saxxars on the outskirts of her lands with the help of the townsmen, until the decisive turning point when her village was once again raided by a larger Saxxar party, resulting in the desolation of her hometown. She barely escaped with the help of a childhood friend, only for him to be cut down in the process. With nobody left to defend, and not desiring to linger in a place filled with sorrow and death, she journeyed to the court upon the summons of the Emperor for courtiers. She hopes to put the past behind her, and to find a new purpose in the royal court as a lady-in-waiting to Lady Esmeralda Vixis.
Stewardship: 6(0-15)
Intrigue: 3 (0-15)
Martial: 0 (0-15)
Diplomacy: 11 (0-15)
Renown: 8 (0-15)
TRACKING PURPOSES: Indiana
House (Family) Name: Vixis
Title (if any): Emperor
Sex: Male
Age: 25
Appearance: Here
Court Role: Head of State
Social Class: Royalty
Backstory: Brandon "Mariot" Vixis was born in the Crystalis Palace during the summer season, as the son of Emperor Jakar Vixis III, during the healthy years of his reign. As a boy, he was always fascinated with the tales of powerful knights and legendary wars, and at that point his mind was set to take the lead in warfare. He was always urged on by his father to learn the ways of politics, but he always put him off, preferring to play stick fighting with his childhood companions. Despite his ambitions, his father forced him to be tutored by many prestigious scholars, but behind his back, he was also tutored by military strategists who nourished his ambition for the art of war. He maintained a steady relationship with his father, but was primarily close to his sister, Esmeralda. As he grew older, he witnessed the beginning strife of the Empire at the court, learning of the circumstances from the Emperor's many advisers. It was at this time he left to take command of the Royal Army on the eastern front, despite the wishes of his father. He fought on the front for over four years, learning first-handedly the cruelty of war, and the discipline required to keep his men in line. His relationships with his family deteriorated over the years, as he isolated himself from the rest of the world in his war tent, moving wooden pieces representing soldiers.
As he was nearing his fifth year of military service, he was informed of the death of his father, and of his inheritance. He at once departed for the capital, grieving for his father on the way, and vowed to re-establish the greatness of the Empire. Upon arriving at the capital, he no longer mourned, and was promptly coronated as Emperor of Vexia. Immediately, he summoned counselors and courtiers from across Myyr to bring the Empire back to its glory days.
Stewardship: 8(0-15)
Intrigue: 2 (0-15)
Martial: 9 (0-15)
Diplomacy: 5 (0-15)
Renown: 5 (0-15)
TRACKING PURPOSES: Indiana
Full Name: Mya Caster "Lily" Birdsong
House (Family) Name: Birdsong
Title (if any): Lady
Sex: Female
Age: 26
Appearance: Here
Court Role: Courtesan
Social Class: Nobility
Backstory: Mya Birdsong was born in the Northern Territories after her parents unknowingly sired her at an inn in Bargainton. She was an energetic child, always playing with the peasantry children in her father's land; she enjoyed arts, music, and dancing, always eager to improve her skill in one of those areas. She could be described as kind, joyful, and eager. She was known to be superbly kind to the peasantry, and easily earned the affection of her people at a young age. During her teen years, she began to study the ways of diplomacy, and the management of her house, placing her diplomatic studies first in her life. She enjoyed mingling, and organizing dances and festivals in her town square, plastering on herself an image of a princess that only comes from over-exaggerated stories. In her household, however, her and her family were regularly abused by her father, and at one time she had dealt a blow with the blunt of his ax, leaving a scar on her left cheek, and emotional scarring. She oftentimes threw herself in front of her siblings during those times, taking the beatings for them, always eager to protect her family, that is, until her troublesome brother was cut down in front of her, giving rise to her intense fear of blades. and violence.
A few years before she was sent to court in the days of Emperor Jakar Vixis, her village was raided by the northern tribe known as the "Saxxars", and the defense went poorly, leading to an overwhelming number of civilians and militiamen being cut down, as well as several homes and businesses burned to ash. She had hid during the few minutes of the raid in a barrel of wine under her family's estate, and emerged from her hidden place to see her estate in tatters, and her family lying motionless across her childhood home. As the last direct member of the Birdsong's, she automatically inherited the lands, and sought to make her lands safer. A few months after she inherited the lands, she was counseled to attend court to seek a wealthy, powerful husband, but resisted at first. Over the course of the next year, she had managed to fend off the small bands of the Saxxars on the outskirts of her lands with the help of the townsmen, until the decisive turning point when her village was once again raided by a larger Saxxar party, resulting in the desolation of her hometown. She barely escaped with the help of a childhood friend, only for him to be cut down in the process. With nobody left to defend, and not desiring to linger in a place filled with sorrow and death, she journeyed to the court upon the summons of the Emperor for courtiers. She hopes to put the past behind her, and to find a new purpose in the royal court as a lady-in-waiting to Lady Esmeralda Vixis.
Stewardship: 6(0-15)
Intrigue: 3 (0-15)
Martial: 0 (0-15)
Diplomacy: 11 (0-15)
Renown: 8 (0-15)
TRACKING PURPOSES: Indiana
The roster of all accepted characters and the status of them is located on the post below. Check if the desired position is available.