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That Which Is Unholy [FanT/PT, OOC, Open]

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Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

That Which Is Unholy [FanT/PT, OOC, Open]

Postby Tasuirin » Sat Dec 15, 2018 8:26 am

That Which Is Unholy
MapIC

Image
The realm of Meridia, formerly a realm of wars and suffering, has been outwardly at peace for many generations. The peasantry has flourished, crops have doubled their yields even in the least prosperous areas, and the wealth of the lords who live in the Realm has only increased, bringing up the towns and cities of the region in their wake. Scholarly guilds have flourished too, arriving in Meridia bringing knowledge, science, advancement and technology. For most within the region, life is good, peaceful, and a source of contentment for those who live there.

But in the night, people sometimes go missing. Wives leave the house, never to return. Husbands go outside, found later, dead, pale and drained of all life. Children play in the fields, and some return outwardly normally save for a ravenous appetite for meat and a penchant for leaving the house of a night time. Every peasant in the land would say their life has improved, but the price of improvement does not go unnoticed by all. Those who go missing are noticed by some, and the ones who rule over their lands are not always as normal as they appear.

Recently, a group of rabble rousers have stirred up trouble in some of the cities, towns and villages of Meridia. A group calling themselves The Followers of Truth. They have disavowed many of the lords of the realm, some earning a price on their heads, others simply a knock on the door with a warning. But they always go after some lords, and never others, some individuals and not others. And their claims are equally as odd as their actions - they make the claims that the lords are not always what they seem. That some are, in fact, not of the same stock as the peasants and men of Meridia.

Most reject their claims as foolish. After all, wouldn't people have noticed if these claims were true? But rising up to meet them are a strange group - The Society of the Black Cloak. They are even more shrouded in secrecy than the Followers of Truth, and rumours abound as to their activities and members.

Conflict emerged first and foremost when the headquarters of the Association of Peace was destroyed in a battle between these two major organisations. The Association of Peace, longtime protectors of the realm from the danger of all-out war between all involved parties, thus became defunct. Some successors have attempted to reform the organisation since the event, but no unified force has ever managed to reach the level of power enacted by the Society.

With two rival groups who each have mysterious and intriguing natures, histories and practices, the realm of Meridia, even if not on the surface, looks fit to blow underneath the surface, where darkness lies and unholy things come out to play at night, and those who take it upon themselves to defend the light shall clash with them. That which is unholy shall return, and those who deem themselves righteous shall defend against them.



Welcome to That Which Is Unholy, a low-fantasy, medieval-themed nobility and supernatural character roleplay. The realm of Meridia is a realm where the absolute rule of nobles is protected, where noble family carries status, and where there be monsters of many kinds, even in amongst the nobles and leading figures of the world. Meridia has seen unrivalled prosperity and peace, and yet due to the actions of those fighting for or against unholy things, war may break out, under or on the surface, between the groups. Not all people know about the activities that go on overnight, with many who have an inkling of knowledge simply repressing their ideas to keep up the idea of a stable peace, and those who do know often refusing to take sides for fear of reprisal. Very few have heard from the Emperor, who often stays out of noble affairs, thus leaving the nobility to their own devices, having to control their own laws and destinies, and with two rival organisations vying for control against the backdrop of the political intrigue. The realm is prosperous, but for how long can that last? The crops bring bountiful harvests and coffers overflow, but will the prosperity last a sustained assault by those who wish to cause chaos? Take your place in Meridia, and shape the history of this region to your command.



Races:

Humans:
The usual residents of the realm of Meridia, down from the smallest peasants to the highest lords. According to many humans themselves, they are all that exists within the realm. There are no such things as supernatural beings. However, a wolf's howl in the night, or a tale of the spiritual will set the hairs on the back of their necks stand on end. Do not underestimate the tenacity of humans - they may not have the raw brute strength or long enduring lifespans of some of the... Higher beings, but they have strength aplenty in their numbers, and keen minds that help them to discern facts about the universe that many would deem dangerous, but which humans always have a knack of using. Some humans with a knack for inward reflection opt to learn the ancient magical arts, and while some, such as court wizards, use their power to help human causes, others, such as covens of mages and witches, tend to use their power to assist the supernatural beings of Meridia.

Lycanthropes:
Tales of the Howling have endured throughout history. The howls of many beasts that hunted through the region, preceding the discovery of a mangled corpse or a field of slain livestock. The causes of the Howling are lycanthropes, otherwise known as werewolves. Some say that werewolves began with a hunter, known for over-hunting in the lands, who was punished by being forced to become a beast every night. Whether this is true or not, lycanthropes may become wolf-men every night while others rest. Lycans may choose what nights to engage in this behaviour, though are forced to transform on the night of a full moon. If they refuse to transform for too many nights, they may lose even more self control on a full moon night than usual. They may also transform during the day, but this tires them out at a very high rate and causes a massive dip in energy afterwards. They are physically stronger than humans, even in their humanoid form, and often have a penchant for red meats and hunting, though personalities differ between individual lycanthropes.

Vampires:
Some call them 'Nosferatu', others call them bloodsuckers, and yet others call them vampires. Vampires, unlike their mythic counterparts, cannot become bats, but they are functionally immortal, and consume copious amounts of blood. Most are quite diplomatically skilled, though this is not a universal truth, and they have an aversion to sunlight and bright lights in general, which tends to hurt their sensitive eyes and burn their skin at a higher rate than humans. Notably also, they possess elongated canine teeth, used for attacking their prey, be that human or animal, and drink the blood.

Changelings:
Often considered the least harmful of the races, but also the rarest, changelings are born with the ability to become a single animal at will. They usually take on the characteristics, both physical and mental, of the animal they may change into. While most of the races above carry dominant genes when interbreeding with humans, changelings tend to only produce other changelings when breeding amongst their own. Changelings are the least influential of the races of Meridia, though receive just as much of a stigma as the others. Generally, Changelings may transform into only one animal in their lives, though some skilled Changelings have managed to steal others' forms also, and some are born with a predisposition towards more than one animal also, but this is much rarer than regular changelings.



Societies:
Note: Membership of an organisation is not required for applicants. Many will likely be independent, even amongst the supernatural beings, especially those who wish for peace.
Major Societies
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Followers of Truth:
The Followers of Truth are less of an organisation geared towards knowledge, and more a religious, military and propaganda machine, an organisation of humans with extreme prejudice against supernatural beings. The idea of following truth means to expose the supernatural nature of many lords of Meridia, and the organisation's military arm, known for sporting white surcoats with golden sun patterns, organises purges of supernatural beings, usually those who are amongst the peasantry, though their aims recently have expanded to include more violent protestations of lords, but nothing yet has come of this. The Followers of Truth are, arguably, fanatics, geared towards removing all witches, lycanthropes, vampires and changelings from Meridia (with some even going as far as all magic users). They are human supremacists, and are the main human-only faction in Meridia.

There are two major chapters or subfactions within the Followers of Truth:
  • The Novasectatorial Chapter - Otherwise known as the 'New Followers', the Novasectatores are the chapter lead by Reinhardt Geraldson, which generally advocates for violence in the pursuing of safety for humans. The Novasectatorial Chapter is responsible for many of the battles that the Followers have been involved in during their recent history, and they carry the majority of the sway within the Followers' ranks.
  • The Ghautierite Chapter - Colloquially known as the 'Old Guard', many of the Ghautierites advocate for campaigns of information, attempting to bring to light the fact of nonhumans in positions of power, though some also advocate for an upholding of peaceful methods within the Followers. However, the Ghautierites are often dragged, either willingly or not, into the Novasectatorial campaigns of violence.

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Society of the Black Cloak:
Formed mainly as a foil to the Followers of Truth, the Society of the Black Cloak is an organisation of allied supernatural beings. While some supernatural beings consider other races to be their enemies, by simple virtue of their own race, Black Cloak members are all united against the threat of the Followers of Truth. However, their actions also are geared towards a lessening of human power as a whole, with many members having no qualms with attacking innocent humans or their livestock for food, or even just entertainment. Black Cloak members tend to draw mostly from lycanthropes and vampires, though some witches and changelings are included in their ranks. They are notable for the black cloaks they wear.

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Scholarly Guild:
The Scholarly Guild is a manly human organisation, but is much more accepting of outsiders. It is a technological and scientific guild, one with the purpose of expanding scientific knowledge. The Scholarly Guild does not answer to any of the other major guilds, instead preferring to remain on the sidelines, offering shelter to all non-fanatics who come to them.

Other Extant Societies
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Brotherhood of the Sacred Claw:
A lycanthrope-supremacy organisation, the Brotherhood of the Sacred Claw arose from a hunting lodge run by werewolves to become a full-out human-hunting organisation. They care not for the plight of other supernatural beings, and will happily tear through changelings and vampires in order to achieve their aims.

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The Sanguine Hand:
A vampire-supremacy organisation, the Sanguine Hand has aims to eradicate or enslave all humans and other supernatural beings. This makes them by far the most radical of all organisations.

The Forest Pact:
Less of a supremacy organisation and more of a changeling-isolation group, the Forest Pact was formed of disillusioned changelings who wished to leave society. They will defend their independence, however, and those who infringe upon their rights or territory can expect a summary death. They have no official symbol, but sometimes place red crosses on trees to signal "keep out".

The Grand Coven:
Witches who all work in unison to bring about an end to the peace within Meridia. They focus mainly on chaos. While many magic folk amongst the humans have caused prosperity with their magic, the Grand Coven wishes to undo all of that. They have no official symbol.

Defunct Societies
The Association of Peace:
The Association of Peace was the organisation which kept the peace throughout Meridia, allowing supernatural beings to live alongside humans peacefully. However, in a battle between the Society of the Black Cloak and the Followers of Truth at the location of the Association's main headquarters, the headquarters was destroyed, and the Association sent into disarray. Since its demise, some have attempted to reform the Association, but none have achieved much more than a loose alliance of independent lords.



Apps:

Code: Select all
[blocktext][box][align=center][size=150][b]That Which Is Unholy | Character App:[/b][/size][/align]
[size=120]Character Details:[/size]
[b]Name of Character:[/b]
[b]Noble House:[/b] (if no noble house, put "none")
[b]Rank/Position of Character:[/b] (if no rank or position anywhere, put "none")
[b]Faction of Character:[/b] (if no faction, put "none")
[b]Loyalties of Character:[/b] (a noble house, a town, a city, a subrealm, a faction etc. Place in order of prominence)
[b]Race of Character:[/b] (human, human (mage), werewolf, vampire, changeling)
[b]Age of Character:[/b]
[b]Sex of Character:[/b]
[b]Dimensions of Character:[/b] (height, weight, any other useful dimensions)
[b]Appearance:[/b] (description/picture/both of character in any forms they may have)

[size=120]Personal Details:[/size]
[b]Alignment:[/b] (lawful, chaotic, good, evil, etc.)
[b]Personality:[/b]
[b]Combat Skills:[/b] [list][*](detail how skilled character is at combat, and what forms)
[*]
[*][/list]
[b]Non-Combat Skills:[/b] [list][*](detail what character can do outside of battlefield)
[*]
[*][/list]
[b]Strengths:[/b]
[b]Weaknesses:[/b]

[size=120]Life Details:[/size]
[b]Bio of Character:[/b] (include whether they were their race since birth or otherwise, major life events etc.)

[size=120]Your Details:[/size]
[b]NS Name:[/b]
[b]RP Sample:[/b] (if none, please write a two paragraph sample in character below the app)
[b]Do you agree to the rules?[/b]
[b]TWIUAPP010 - DO NOT REMOVE[/b][/box][/blocktext]
Code: Select all
[blocktext][box][align=center][size=150][b]That Which Is Unholy | Noble House App:[/b][/size][/align]
[size=120]House Details:[/size]
[b]Name of House:[/b]
[b]Main Race of House:[/b] (human, human (mage), werewolf, vampire, changeling)
[b]Description/Image of House Insignia/Crest:[/b]
[b]House Motto:[/b]
[b]Loyalties of House:[/b] (a town, a city, a subrealm, a faction, the peasantry etc. Place in order of prominence)
[b]Name of Subrealm they control:[/b] (the demesne of the house)

[size=120]Individual Details:[/size]
[b]Head of House:[/b] (please at least write a character app for this individual)
[b]Other House Members:[/b]

[size=120]Historical Details:[/size]
[b]History of House:[/b] (include prominent members, founding instant, times when their race has changed etc.)

[size=120]Your Details:[/size]
[b]NS Name:[/b]
[b]RP Sample:[/b] (if none, please write a two paragraph sample in character below the app)
[b]Do you agree to the rules?[/b]
[b]TWIUAPP020 - DO NOT REMOVE[/b][/box][/blocktext]
Code: Select all
[blocktext][box][align=center][size=150][b]That Which Is Unholy | Subrealm App:[/b][/size][/align]
[size=120]Subrealm Details:[/size]
[b]Name of Subrealm:[/b]
[b]Noble House of Subrealm:[/b]
[b]Rank of Subrealm:[/b] (see a list of noble titles for a guideline if you are confused)
[b]Description/Image of Subrealm Insignia/Crest:[/b] (if same as that of noble house, put "none")
[b]Are they vassals to another subrealm already present?[/b]

[size=120]Location Details:[/size]
[b]List of Locations:[/b]
[b]Location of Subrealm on Map:[/b]

[size=120]Economy Details:[/size]
[b]Major Production:[/b]
[b]Main Exports:[/b]
[b]Main Imports:[/b]

[size=120]Historical Details:[/size]
[b]History of Subrealm:[/b] (include notable wars, founding instant, when current house came to control it, when settlements were founded etc.)

[size=120]Your Details:[/size]
[b]NS Name:[/b]
[b]RP Sample:[/b] (if none, please write a two paragraph sample in character below the app)
[b]Do you agree to the rules?[/b]
[b]TWIUAPP030 - DO NOT REMOVE[/b][/box][/blocktext]
Code: Select all
[blocktext][box][align=center][size=150][b]That Which Is Unholy | Location App:[/b][/size][/align]
[size=120]Location Details:[/size]
[b]Name of Location:[/b]
[b]Subrealm where it is located:[/b] (if none or unknown, put "none")
[b]Type of Subrealm:[/b] (city, castle, shrine, other - please specify)
[b]Population of Location:[/b] (if populated)

[size=120]Geography Details:[/size]
[b]Describe the Geography of the Location:[/b] (if a major populated area. If not, put some information in about the layout)
[b]Location on Map:[/b] (if shown on map in another app, indicate which shown location is this one)

[size=120]Historical Details:[/size]
[b]History of Location:[/b] (include instant of construction, notable events etc.)

[size=120]Your Details:[/size]
[b]NS Name:[/b]
[b]RP Sample:[/b] (if none, please write a two paragraph sample in character below the app)
[b]Do you agree to the rules?[/b]
[b]TWIUAPP040 - DO NOT REMOVE[/b][/box][/blocktext]


Major Required Positions:
  • Archon of the Society of the Black Cloak
  • Chief Scholar of the Scholarly Guild
Other Required Positions:
  • Chief of the Brotherhood of the Sacred Claw
  • Grandmaster of The Sanguine Hand
  • Archmage of the Grand Coven



Map:
Image
Click image to see larger map.



Rules:

  1. Standard roleplaying rules apply, as well as the rule to not be a dick.
  2. Minimum of two paragraphs of approx. 4 lines in length. At some point, I may set up a discord to facilitate co-writing for long periods of single-line interactions, but I will see how that goes first.
  3. You may have as many characters and individual locations as you feel comfortable with. While the same is true of noble houses and subrealms, try not to spam the map with these too much.
  4. When claiming territory, claim reasonably, and within the non-grey area. Please show your locations when you claim on the map.
  5. Don't be too overpowered when making your character. It's tempting, yes, but it's much more fun to have weaknesses as a character.
  6. If you will be absent, please let us know so we don't assume you have just lost interest.
  7. Have fun, most importantly, and allow others to have fun too.
Last edited by Tasuirin on Sun Dec 23, 2018 2:09 am, edited 20 times in total.
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Sat Dec 15, 2018 8:26 am

Accepted Characters:

Humans:

Followers of Truth
Followers of Truth


Humans (mages):

none
none


Lycanthropes:

none
none


Vampires:
Society of the Black Hand


Changelings:
The Forest Pact


Bridgeguard


Accepted Noble Houses:




Image
Humans
none
(to add later)
Human, Changeling
Image
Lycanthropes
Image
Humans







Locations:

Image
Click to see full size map

Forts:
The Hall of the Faithful:
The main headquarters of the Followers of Truth, the Hall of the Faithful is a massive castle built atop a mountain. From there, the Followers of Truth plan all of their major activities, as well as shore up defensive resources and train new recruits to their cause. There is a chapel within the castle, as well as lots of classrooms for dealing with supernatural beings, and a dungeon below where many supernatural beings themselves are kept.

Galthorn Castle:
Once the noble seat of the prominent Galthorn family of Vampires, Galthorn Castle came under the control of the Society of the Black Cloak upon the Galthorn family's death during the Battle at the Shrine to Peace. It is a tall imposing building, with many impressive ramparts and black banners, hidden on a cliffside position far from most populated centres of Meridia.

The Shrine to Peace:
A name that has now taken an almost synonymous and ironic association with the eponymous battle, the Shrone to Peace was once the The Association of Peace's main base of operations. However, the Followers of Truth and the Society of the Black Cloak, long past the idea of peace and set on the warpath, chose this as their destination in which to battle, causing the shrine, an impressive stone building more akin to a grand temple, to be ruined. It is still an important area, and while it is currently unoccupied, owning it would lend great legitimacy to either side's cause.

Other:
Blackclaw Lodge:
A hunting lodge on the outskirts of a major town, Blackclaw Lodge is the headquarters of the Brotherhood of the Sacred Claw. Named after a massive black talon that was found by the lodge's members, it acts as a hunting base where werewolves hunt humans and other beings.

The Red Fountain:
A secluded marble fountain with mysterious red water, which some have suggested indicates a high iron content, the Red Fountain is a meeting place of the Sanguine Hand. Due to the organisation's incredibly fierce reputation, the Red Fountain is almost completely undetectable to those not in the know.

The Hall of Learning:
The Hall of Learning is the main base of operations for the Scholarly Guild. Originally acting as a form of university, it now holds host to many refugees of the underlying conflicts in Meridia, but still engages in their usual aims of bringing technology to all in Meridia.

Within Subrealms:


Last edited by Tasuirin on Sun Dec 23, 2018 2:08 am, edited 15 times in total.
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Sat Dec 15, 2018 8:26 am

Final tag, just in case.
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Khasinkonia
Negotiator
 
Posts: 6473
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Sat Dec 15, 2018 11:56 am

Tag

User avatar
Chrominus
Bureaucrat
 
Posts: 64
Founded: Dec 09, 2018
Ex-Nation

Postby Chrominus » Sat Dec 15, 2018 12:12 pm

Tag

User avatar
Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Sat Dec 15, 2018 6:06 pm

That Which Is Unholy | Character App:

Character Details:
Name of Character: Reinhardt Geraldson
Noble House: none
Rank/Position of Character: Grandmaster of the Followers of Truth
Faction of Character: Followers of Truth
Loyalties of Character: Followers of Truth, humanity
Race of Character: Human
Age of Character: 65
Sex of Character: Male
Dimensions of Character: 180cm tall, 80kg
Appearance:
Image

Reinhardt Geraldson is a grey-haired man who leads the Followers of Truth. He has deep blue eyes, and while some might say he appears simply like an old man with nowhere left to go from here, he has an air of vitality about him. He is usually seen in his Grandmaster's uniform - a white surcoat over mail, with a golden sun emblazoned on it, often with a helmet that blocks his head and face from view. He carries a bastard sword, which he uses for both one-handed and two-handed combat, and is almost always seen with a book, which contains information about supernatural beings and their weaknesses.

Personal Details:
Alignment: Lawful neutral
Personality: Grandmaster Geraldson is a stern man, one who does not abide fools or evils. He sees himself as a crusader for freedom and goodness, though sometimes his actions line up more closely with those of a fanatical human-supremacist, not just wanting to bring about the end of the evil supernatural beings, but to eliminate them all. He is highly religious, following a doctrine which prioritises purity over peace, and while not too keen to engage just yet in all-out war, he has ambitions to eventually engage in that. He can be kind to his allies, but fierce to his enemies, and has no moral qualms with guilting any neutral parties into joining his cause. He is somewhat arrogant, and often shows his belief that nothing can defeat his organisation and their plans.
Combat Skills:
  • Sword fighting: Reinhardt Geraldson is an impressive swordsman, one who has spent much of his life fighting, both against supernatural beings and other humans. He is adept at this, and retains much of his skill, even in his older age. He tends to put a lot of force behind his blows, and while this makes him somewhat less quick on the whole, he knows when to attack and defend with relative accuracy.
  • Crossbow: When Reinhardt is not fighting with a sword at closer range, he uses his trusty crossbow at a much longer range. He has taken down many opponents with it, and has a very accurate aim.
  • Hand to Hand: Reinhardt is fairly strong while hand to hand fighting. As he was born a peasant, he learnt at a young age that strength was an asset he could not afford to overlook. As such, he developed decent hand to hand combat skills, learning how to throw punches and use such skills while fighting with weapons also.
Non-Combat Skills:
  • Leadership: Reinhardt is an inspiring leader, one who takes morale and the concerns of his lessers into account when making decisions.
  • Erudition: Reinhardt is an avid reader, both of classic religious texts and important tomes to assist in defeating supernatural beings. He reads often, and suggests members of the Followers of Truth do the same.
  • Public Speaking: Grandmaster Geraldson has a knack for swaying public opinion by making grand speeches and pontificating to crowds of people, both within his organisation and without.
Strengths: Combat skills, his convincing rhetoric and his somewhat amicable personality.
Weaknesses: Single-minded drive to end all supernatural beings, arrogance.

Life Details:
Bio of Character: Reinhardt Geraldson was born to a farming family in Meridia. He grew up with his parents, and was content on the farm where he lived. However, when he was nine, his family were killed by members of the Sanguine Hand, who could not find him in the hiding place his parents put him into. It was this event which solidified his hate for supernaturals. He was picked up by members of the early Followers of Truth, who came to investigate the house and discovered him. He joined their ranks, quickly proving to be an adept fighter and public speaker. The Grandmaster of the time, a man named Lawrence Ghautier, took Reinhardt on as a protegé, and he increased his skills and knowledge many times over.

The Followers of Truth at the time were most interested in outing potential threats so that they did not remain as threatening to humans. While they did not hold the closest of relationships with the Association of Peace, they did share a common purpose in keeping people safe. However, while the Association of Peace wanted to do so covertly, the Followers of Truth had no qualms with making known all dangers to society. However, Reinhardt took issue with the Followers' supposedly soft approach to supernatural threats, a point of view that Ghautier noticed quickly and thus tried to soften Reinhardt's opinions of supernatural beings so that he did not attack them so vitriolically. However, Ghautier was not able to see this through to completion, as another event which further solidified Reinhardt's hate of supernaturals took place - an attack on the Hall of the Faithful by the newly founded Society of the Black Cloak, who were enraged by the number of human vigilantes who sometimes managed to kill their members, and thus took out their anger on the Followers.

Reinhardt took this to mean that his opinions of supernatural beings was absolutely correct. He won an election for Grandmaster with vitriolic rhetoric, that supernatural beings were dangerous and not to be trusted, and that they should begin a process of radicalising the Followers of Truth, bringing more members into the organisation and making them ever more military than they even were. Most members found this convincing enough to recruit him, though some members of the old guard, people who believed more in the ways that Ghautier had tried to instill, left the organisation, either returning to quieter lives or joining the Association of Peace fully. Meanwhile, Reinhardt's new Followers began to militarise, culminating in the Battle at the Shrine to Peace, where members of the Society of the Black Cloak and the Followers of Truth inflicted many deaths upon each other, destroying the Shrine to Peace in the process. Since then, the Followers of Truth have begun taking action, as far as killing individual vampires and lycanthropes in lynchings and vigilante executions. Reinhardt has seen this as a good thing for the most part, and would very much like to continue in his campaign of killing supernatural beings.

Your Details:
NS Name: Tasuirin
RP Sample: I am OP! My puny RP sample nonsense needn't be posted!
Do you agree to the rules? I wrote them, I should hope so.
TWIUAPP010 - DO NOT REMOVE
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Sat Dec 15, 2018 10:06 pm

WIP Apps

That Which Is Unholy | Subrealm App:

Subrealm Details:
Name of Subrealm: The March of Braemell
Noble House of Subrealm: Clan Delnach
Rank of Subrealm: Duchy
Description/Image of Subrealm Insignia/Crest: Quarterly, 1st and 4th Azure, a songbird displayed Argent armed Sable, 2nd and 3rd Argent, a tree blasted and eradicated Sable (The insignia is divided into four equal sections. The top right and bottom left sections are copies of the insignia of Clan Delnach. The top left and bottom right sections display a leafless black tree on a white background.)
Are they vassals to another subrealm already present? No, unless you count Meridia itself

Location Details:
List of Locations:

- Briar Hill (Capital of Braemell, a moderately sized town overlooked by a large hill, on which sits Delnach Keep.)

- Delnach Keep (Seat of Clan Delnach, overlooks the town of Briar Hill.)

- The Larder (A secret underground structure located within the hill underneath Delnach Keep. The Delnachs keep their victims captive there, carefully draining them of their blood to ensure as much as possible is extracted.)

- Gallowood Forest (Just to the west of Briar Hill, a thick forest of mostly birch trees and thorny plants. The Delnachs use Gallowood Forest as their private hunting grounds. Poachers from Briar Hill often try to hunt in the forest, and when they are caught by the Delnachs, they are either hung within the forest itself as a warning, or taken to the Larder.)

- Coldcross (A town far to the north of Briar Hill, straddling the Iceblood river, which acts as a trading post between Meridia and the uncivilized lands beyond it. Coldcross is as isolated from the rest of Braemell as Braemell is from Meridia.)

Economy Details:
Major Production: Lumber, livestock, coal
Main Exports: Lumber, coal
Main Imports: Luxury goods, grain

Historical Details:
History of Subrealm: The history of Braemell dates back to the ancient Blackhand Confederation, a tribal state that competed with the rising Empire of Meridia for dominance. Meridia defeated the Blackhands in a series of wars, killed the High Chief, and occupied the territory that they once controlled, establishing "marches" and incorporating the various Blackhand clans into the Meridian feudal system. The largest of these marches was the March of Braemell, situated in the traditional territory of Clan Delnach. Clan Delnach had turned against the Confederation and allied with Meridia midway through the last of their wars, and was rewarded with large swathes of land and suzerainty over many of the more rebellious clans.

The Delnachs ruled peacefully for some time, occasionally putting down small anti-Meridian revolts. However, when the Meridian armies were distracted with internal politics in the southeast, a coalition of Northmen tribes from the lands beyond the Iceblood invaded Braemell. The tribes occupied most of Braemell for several years, unsuccessfully assaulting the walls of Delnach Keep several times. Lord Marcher Brennus "the Bloody" repulsed these sieges, hanging captured Northmen raiders from the ramparts of Delnach Keep by their wrists so they would die of exposure. The tribesmen were eventually driven out by a Meridian army. Strangely, Lord Brennus and his family were described as appearing "well-fed" by a Meridian soldier, despite the fact that most of the food had run out months ago. Since then, nothing much of import has happened in Braemell, as it is distant from the Meridian capital and thus isolated from southwestern politics.


That Which Is Unholy | Noble House App:

House Details:
Name of House: Clan Delnach
Main Race of House: Vampire
Description/Image of House Insignia/Crest: Azure, a songbird displayed Argent armed Sable (A silvery-white songbird with a black beak and talons with its wings outstretched on a blue background.)
House Motto: "Keener than most"
Loyalties of House: Their own survival, vampirekind, the Lordship of Braemell, the Society of the Black Cloak, Meridia
Name of Subrealm they control: the Lordship of Braemell
Individual Details:
Head of House: Lord Marcher Brendan "the Bastard" Delnach
Other House Members: Lady Baobhan Delnach
Historical Details:
History of House: The extant members of Clan Delnach claim to descend from the pre-Meridian Chiefs of Clan Delnach within the Blackhand Confederation, and more specifically Duncan Delnach, who is said to have seen a vision of Meridia's victory and thus pledged loyalty to them rather than the Blackhands. Others have claimed, however, that the current line descends from a Meridian soldier who fought against the Blackhands and was ceremonially adopted by Duncan as a condition of the Delnach's surrender to Meridia. Either way, the current Delnachs owe their current influence and power to the Meridian monarchy.

During the reign of Lord Marcher Brennus, a coalition of northern tribes occupied Braemell and besieged Delnach Keep. Brennus fought heroically to defend the castle, but food stores dwindled and his family began to starve. Brennus sought increasingly frantically for a way to break the siege or at least prevent its inhabitants from starving, but could not find a way to do so. When his daughter Baobhan's ribs could be seen through her skin, Brennus was desperate enough to consult the prisoners of Delnach Keep's dungeon. One of the prisoners was a shaman from an isolated village, who had been imprisoned for leading a revolt against the crown and against Brennus. She was seen as mad because she claimed to be as old as the Blackhand Confederation. While the other prisoners starved and degraded from the effects of the siege, she remained as healthy as ever.


That Which Is Unholy | Character App:

Character Details:
Name of Character: Brendan "the Bastard Delnach" Delnach
Noble House: Clan Delnach
Rank/Position of Character: The Delnach, Lord Marcher of Braemell
Faction of Character: the Society of the Black Cloak
Loyalties of Character: Clan Delnach, the Society of the Black Cloak
Race of Character: Vampire
Age of Character: 31
Sex of Character: Male
Dimensions of Character: 6'0, 200 lbs
Appearance:
Image


Personal Details:
Alignment: (lawful, chaotic, good, evil, etc.)
Personality:
Combat Skills:
  • (detail how skilled character is at combat, and what forms)
Non-Combat Skills:
  • (detail what character can do outside of battlefield)
Strengths:
Weaknesses:

Life Details:
Bio of Character: (include whether they were their race since birth or otherwise, major life events etc.)

Your Details:
NS Name:
RP Sample: (if none, please write a two paragraph sample in character below the app)
Do you agree to the rules? Yep.
TWIUAPP010 - DO NOT REMOVE
Last edited by Utceforp on Tue Dec 18, 2018 7:46 pm, edited 7 times in total.
Signatures are so 2014.

User avatar
The Frozen Forest
Ambassador
 
Posts: 1958
Founded: Sep 12, 2016
Ex-Nation

Postby The Frozen Forest » Sat Dec 15, 2018 11:00 pm

Tag! App in the works.
Add 3,981 to my Post Count

User avatar
Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Sun Dec 16, 2018 12:06 am

That Which Is Unholy | Subrealm App:

Subrealm Details:
Name of Subrealm: Tawillon
Noble House of Subrealm: Jagest
Rank of Subrealm: Duchy
Description/Image of Subrealm Insignia/Crest:
Image
Are they vassals to another subrealm already present? No

Location Details:
List of Locations:
  • Velet (capital)
  • Sharroton
  • Woodcross
  • The Arm
  • Fort Harkon

Economy Details:
Major Production: Wood, grain, apples, game meat, fish, pelts
Main Exports: They have largely cut off most exports.
Main Imports: Metals, livestock, wool, leather, precious stones.

Historical Details:
History of Subrealm: The region now known as Tawillon was once a small county, the County of Velet, with the fort, now city, of Velet as the capital of the region. Through careful marriages and warfare, the surrounding lands came under direct control or vassalisation to the County, soon large enough to become a Duchy, which became known as the Duchy of Tawillon, after the Tawillien River on which the Duchy's Eastern border lies. The land has always been controlled by the Jagest family, a dynasty known for their love of hunting and an efficient military presence. Tawillon continued to prosper long into the current era of Meridia, with the presence of large orchards and hunting grounds from which Tawillon gains most of its income.
TWIUAPP030 - DO NOT REMOVE

That Which Is Unholy | Noble House App:

House Details:
Name of House: House Jagest
Main Race of House: Werewolf
Description/Image of House Insignia/Crest:
Image
House Motto: True and sure.
Loyalties of House: The Duchy of Tawillon, the cause of neutrality and peace, lycanthrope-kind, Meridia
Name of Subrealm they control: Duchy of Tawillon

Individual Details:
Head of House: Duke Lothair Jagest
Other House Members:
  • Duchess Georgina Jagest
  • Callan Jagest
  • Luca Jagest

Historical Details:
History of House: The House of Jagest was founded in the castle, later city, of Velet, a city on the Tawillien River, to the Western border of their lordship. For as long as could be remembered, the House of Jagest have been Lycanthropes. Historically, thanks in part to their Lycan nature, the House of Jagest has been highly militaristic, with various campaigns against the other Lords of the realm. However, in recent years, partially due to the widespread peace in Meridia, the House of Jagest has renounced their violent ways in the aim of peace and prosperity rather than division and bloodshed. As such, the House of Jagest has received threats of violence from many sides in the conflict now emerging in Meridia, from the Followers of Truth, who still wish to eliminate their kind, from the Society of the Black Cloak who dislike them for not joining their cause, and from the Brotherhood of the Holy Claw, who refuse to accept that any peace may be had between Lycans and other races. They were ardent supporters of the Association of Peace, but after that dissolved with the onset of all-out war between the major organisations and the former Patriarch of the House, Johann Jagest, being killed in the battle, the House of Jagest has tried to remain as isolated as they can, hoping to sit out the storm long enough in the eventuality of either side winning.
TWIUAPP020 - DO NOT REMOVE

That Which Is Unholy | Location App:

Location Details:
Name of Location: Velet
Subrealm where it is located: Tawillon
Type of Subrealm: City
Population of Location: 26,000

Geography Details:
Describe the Geography of the Location: The City of Velet lies on a tributary of the Tawillien River called the Veleti River, giving the city its name. The river itself runs through the centre of the city, with the city's very new stone walls arching over the river to allow the river under it. The city is large and sprawling, with a castle upon a low hill in the centre. The streets are paved and the various bridges over the river facilitate decent carriage travel. The city is notably surrounded by a great stone wall, one with ramparts and machicolations, as well as two massive gatehouses, one to the North and one to the South, which are the only gates into or out of the city.

Historical Details:
History of Location: The city was founded on the site of Castle Velet, the ancient seat of House Jagest. During its storied history, it has been destroyed twice during wars, though has always been rebuilt. House Jagest has spent much of their own income on making the city a decently self-sustaining city, understanding that, in the case of war, they may have to remain besieged inside the city limits.
TWIUAPP040 - DO NOT REMOVE

That Which Is Unholy | Location App:

Location Details:
Name of Location: Sharroton
Subrealm where it is located: Tawillon
Type of Subrealm: City
Population of Location: 12,000

Geography Details:
Describe the Geography of the Location: The City of Sharroton lies away from both the Tawillien and Tevosarial rivers, on the border of a large forest, named the Sharrowwood, giving Sharroton its name. The city is a smaller city than the comparatively larger Velet, and while it does have a large wall, it is not as well-kept as the wall of Velet.

Historical Details:
History of Location: The city was founded long after House Jagest's conquest of the region, by orders of Hermann Jagest, who decided that a town to exploit the wood resources of the Sharrowwood was required. As such, Sharroton was founded as a small village, which continued to grow over many generations of Jagest rulers. Now, it has become the second city of the entire Duchy of Tawillon.
TWIUAPP040 - DO NOT REMOVE

That Which Is Unholy | Location App:

Location Details:
Name of Location: Woodcross
Subrealm where it is located: Tawillon
Type of Subrealm: City
Population of Location: 6,000

Geography Details:
Describe the Geography of the Location: The City of Woodcross is a city on one side of the Southern edge of the Tawillien river. The city is built around a bridge to the mainland, which has since been destroyed. The city has a small wall around it, as it was never intended as a defensive city, but one for facilitating trade and development. It has an abundance of markets and shopfronts within its city walls.

Historical Details:
History of Location: The City of Woodcross was founded in ancient times as a bridge city, one which would facilitate trade between the Tawillien river region and the surrounding area. It continued in this capacity for many centuries, but never reached the eminence of either Velet or Sharroton. However, in recent times, House Jagest severed the bridge for defensive purposes, causing the city to lose much of its function.
TWIUAPP040 - DO NOT REMOVE

That Which Is Unholy | Location App:

Location Details:
Name of Location: The Arm
Subrealm where it is located: Tawillon
Type of Subrealm: City
Population of Location: 5,000

Geography Details:
Describe the Geography of the Location: The City of The Arm was built in the location of the splitting between the Tawillien and Tevosarial rivers. It was a trading town, and had bridges over both rivers, though they have since been destroyed. It is much better defended than Woodcross, with larger walls and a more meandering set of roads, stopping most siege weapons from moving through the city.

Historical Details:
History of Location: The City of The Arm was founded by a long-dead Jagest family member, who realised the strategic value of controlling the point where the Tawillien and Tevosarial rivers meet. It was a trading city for most of its history, though the bridges it sported across both rivers have since been destroyed, again in the interests of defending Tawillon.
TWIUAPP040 - DO NOT REMOVE

That Which Is Unholy | Location App:

Location Details:
Name of Location: Fort Harkon
Subrealm where it is located: Tawillon
Type of Subrealm: Fort
Population of Location: 4,000 (soldiers mostly)

Geography Details:
Describe the Geography of the Location: Fort Harkon is a fortress on the Southern border of Tawillon. It is a defensive fort, one with a large number of defenses making it almost impenetrable. It is the base of operations for the entire Duchy, as well as the fort which the noble family intends to escape to should war or prejudice come to their doorstep.

Historical Details:
History of Location: Fort Harkon is an ancient fortress, and has always been a seat of power in Tawillon. It was built by the House of Harkon, and is one of the only notable locations within Tawillon which House Jagest had to take from an enemy who held it as their capital. It was never turned into a town or village as with other captured settlements, as House Jagest realised its defensive potential, hoping to use it in its current capacity, as a base of operations and command centre, as well as the largest barracks in Tawillon.
TWIUAPP040 - DO NOT REMOVE


Character apps incoming. Also, there is now a map. Do with that what you will.
Last edited by Tasuirin on Sun Dec 16, 2018 12:28 am, edited 1 time in total.
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Sun Dec 16, 2018 8:36 am

That Which Is Unholy | Character App:

Character Details:
Name of Character: Lothair Jagest
Noble House: House Jagest
Rank/Position of Character: Duke
Faction of Character: none
Loyalties of Character: The defence of his homeland, the cause of neutrality and peace, House Jagest, the Duchy of Tawillon, Lycanthrope-kind, Meridia
Race of Character: Werewolf
Age of Character: 27
Sex of Character: Male
Dimensions of Character:
Human formLycan form
Height:6'1"8'3"
Weight:100kg200kg

Appearance:
Image
Duke Lothair in his human form.
Image
Duke Lothair's approximate appearance as a werewolf.


Personal Details:
Alignment: Neutral-Good
Personality: Lothair is not a cruel man or beast, by any means. Running somewhat counter to the whole idea of werewolves in many people's views, Lothair is a gentle man, with a love of art, music, poetry and peace over warfare, though to say that he is lacking in martial ability would be a lie. He is headstrong and aware of his capabilities, but also cautious, wanting to keep his family, subrealm, people and kind safe. Even in his beast form, he retains full awareness of his actions, a skill that some lycanthropes neglect, except for on the full moon, where his mind becomes similar to the beast he appears like.
Combat Skills:
  • Swordfighting: Lothair is an excellent swordfighter, being taught by his father at a young age, in order to defend himself. He uses a one-handed sword more often than not, often carrying a shield with it, some would say to remind him of his vow to protect his house and all around him, though others say it is due to the fact that he is excellent at using it alongside his sword.
  • Hand-to-hand: To say nothing of Lothair's skills in his beast form, Lothair has honed his skills with regular hand-to-hand fighting also. Many of these skills, he learnt while a child, play-fighting with his brothers. He is an expert wrestler, as well as adept at forms of fist-fighting.
Non-Combat Skills:
  • Stewardship: Lothair is a good leader and organiser. His father tasked him with the unenviable task of readying the entire Duchy for what could amount to a siege, and he completed his task quickly and efficiently. He is known for keeping tabs on almost all money going in and out of his treasury, and for spending lots on improving the infrastructure of the whole duchy, as well as its capital cities.
  • Arts: Lothair may not be the most adept at diplomacy, but he does have an appreciation for the arts, as well as a certain flair for creating art pieces, especially pieces of music.
Strengths: Excellent fighter, self control, good at stewardship and money-keeping.
Weaknesses: Emotional trauma, not adept at diplomacy, stresses sometimes.

Life Details:
Bio of Character: Lothair was born a werewolf to a werewolf father and mother. His father, Johann Jagest, was very active within the Association of Peace, and instilled the values of peaceful coexistence into Lothair at a very young age. His father taught him many valuable lessons about running a subrealm, including the importance of infrastructure, being on top of the money at all times, and ensuring that you do not become an absentee ruler, as so many supernatural beings ended up becoming. Even if the populace discovered the secret that House Jagest tried to hide, it was better than to not have the people on your side. As such, Lothair, while never the best at public speaking, learnt some of his most important lessons thanks to his father's insistence on getting one's hands dirty.

Lothair was always the eldest amongst his brothers - there were none before him, and two younger brothers after him. As such, he took on responsibilities from an early age, looking after his brothers and ensuring that they learnt what they needed to. When his father was away on business, usually with the Association of Peace, Lothair was tasked with looking after the younger pups, instilling into them respect for all, the same values his father taught him. During this time, he met Georgina, another Lycanthrope from a neighbouring region, and as an individual also cared for peace, and they married when Lothair was 23.

Shortly afterwards, his father hurriedly packed his bags and left for the Shrine to Peace, saying something about important business, and needing to go, hoping to be back soon. He left with his wife, Lothair's mother, after writing a note and telling Lothair in private only to open it if he didn't return, and they went to the Shrine to Peace. A week later, word reached Lothair through the Association's information network that Johann and his wife both died in the Battle at the Shrine to Peace, just two of the many casualties from the Association. Lothair opened the note, and read the instructions - "fortify the duchy, cut off ties, war is imminent". Lothair, thus, became the new Duke, unready, in his own eyes, to rule, and scarred by the way in which his father was killed though he had always stood for peace.

Lothair began his rule by destroying every bridge over the rivers which border most of Tawillon, and began the construction of a series of forts on the one border with no water surrounding it. He continued his work on the infrastructure, kept awake at night by his singular task, and relies upon his brothers' compliance in these tasks.
TWIUAPP010 - DO NOT REMOVE

That Which Is Unholy | Character App:

Character Details:
Name of Character: Georgina Jagest (née Hallows)
Noble House: House Hallows, House Jagest
Rank/Position of Character: Duchess
Faction of Character: none
Loyalties of Character: Her husband, the cause of peace, House Jagest, House Hallows, the Duchy of Tawillon.
Race of Character: Werewolf
Age of Character: 23
Sex of Character: Female
Dimensions of Character:
Human formLycan form
Height:5'4"7'9"
Weight:64kg172kg

Appearance:
Image
Duchess Georgina in her human form.
Image
Duchess Georgina's approximate appearance as a werewolf.


Personal Details:
Alignment: Lawful good
Personality: Georgina is a tender person, loving and gentle with both her husband and with many in the Duchy. She is known for generosity and charity, as well as soft-spokenness, which, even amongst the peace-loving family of Jagest, allows her to calm down conversations which get violent with relative ease. She does have a somewhat sterner side, however, one which comes out when conversations refuse to de-escalate.
Combat Skills:
  • Lycanthropy: Georgina is a fairly accomplished Lycanthrope, who has full control over her Lycan form.
  • Bowmanship: Georgina often carries a bow and arrows with her for hunting, and she is adept at using them for hunting small and larger animals.
Non-Combat Skills:
  • Diplomacy: Georgina is a soft-spoken but adept diplomat. She is well known for being able to calm violent conversations easily.
  • Charity: Georgina is known for her charity within and without of the Duchy of Tawillon. It has given her a very rounded understanding of the people, especially the peasantry, of Tawillon, which proves invaluable for her position as the Duchess. This also adds to her esteemed reputation.
  • Powerful voice: In addition to her diplomatic prowess, she possesses a very controlled and powerful voice, one which allows her to intimidate others or communicate over long distances.
Strengths: Diplomatic nature, reputation, knowledge of the peasantry, self-control.
Weaknesses: Not as adept at combat as others within House Jagest, somewhat divided loyalties.

Life Details:
Bio of Character: Georgina Hallows was born a werewolf to the minor House Hallows of The Crag as a full-blooded Lycan - father and mother both being Lycanthropes. As such, she learnt from an early age to control her lycanthropy. Her parents were never affiliated with any of the factions, not quite as dedicated to the cause of peace as the Association of Peace, not as human-hating as the Brotherhood of the Holy Claw. However, she received a full diplomatic education, learning logic and reasoning from a member of the Scholarly Guild who was recruited into House Hallows' household for that purpose.

She met Lothair Jagest while on a journey around neighboring Lycan lordships, and instantly they fell in love with each other, getting married not long after. It was just as well, as Lothair descended into a deep depression as a result of his father's untimely death soon after. Georgina assisted him in getting over it, alongside Lothair's brothers, Callan and Luca. She has been a companion to Lothair when he most needed it, and a voice of reason in times when he has given up.
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IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Cylarn
Postmaster-General
 
Posts: 14966
Founded: Nov 25, 2011
Left-Leaning College State

Postby Cylarn » Sun Dec 16, 2018 10:32 am

Intriguing.
✎ Member - ℘ædagog
If you are serving the US and its allies right now overseas, thank you for what you do.
Recipient of the Best Crime RP'er Award and the Best Crime RP Award for 2013 in P2TM. Recipient of the Best Crime RP'er Award of 2014 in P2TM.

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Toaslandia
Ambassador
 
Posts: 1315
Founded: Apr 29, 2017
Ex-Nation

Postby Toaslandia » Sun Dec 16, 2018 10:34 am

Tag. I'm in the middle of several RPs right now, so I'll probably join after I finish a few.
Founder of The United Imperial Provinces and proud colonizer of space!

A class 1.181 civilization according to this index

Just a Socialist trying to live in Trump America

User avatar
Toaslandia
Ambassador
 
Posts: 1315
Founded: Apr 29, 2017
Ex-Nation

Postby Toaslandia » Sun Dec 16, 2018 12:05 pm

That Which Is Unholy | Subrealm App:

Subrealm Details:
Name of Subrealm: Bridgeguard
Noble House of Subrealm: House Bridgeguard
Rank of Subrealm: Viscounty
Description/Image of Subrealm Insignia/Crest:
Image

Are they vassals to another subrealm already present? Nein

Location Details:
List of Locations: Bridgeguard Citadel, Stormmaw Harbor, and Grayshield
Location of Subrealm on Map: Very NW tip of map.

Economy Details:
Major Production: Fish
Main Exports: Fish, stone, and ice.
Main Imports: Wheat and gold.

Historical Details:
History of Subrealm: Bridgeguard was originally a small Northwestern outpost to guard the small bridge there, but soon grew into the city of Bridgeguard upon the arrival of House Bridgeguard. The people of Bridgeguard were extremely used to the cold and therefore made a living selling ice to the warmer parts of Meridia. The city, being in such a hostile climate, never worried off invasion and the denizens could build large structures such as Bridgeguard Citadel for the nobility, but they also train for battle since they are twelve so they can defend their lands. Eventually they settled new cities farther North and began fishing the local fish at Stormwaw Harbor and built Grayshield on the main road as a living defense.

Your Details:
NS Name: Toaslandia
RP Sample: One
Two
[url=Three]https://forum.nationstates.net/viewtopic.php?p=35041122#p35041122[/url]
Do you agree to the rules? Yes
TWIUAPP030 - DO NOT REMOVE

^Sorry if the history sucks as I'm not the greatest at writing history or bios.
That Which Is Unholy | Noble House App:

House Details:
Name of House: House Bridgeguard
Main Race of House: Human-Changeling Half-bloods
Description/Image of House Insignia/Crest:
Image

House Motto: We shall not falter, we shall not fail.
Loyalties of House: To the people of their demesne and the Emperor, but only if called upon by him.
Name of Subrealm they control: Bridgeguard

Individual Details:
Head of House: Skard Karlsson
Other House Members: Freydis Thorkeldottir, Asbjorn Arinbjornsson, and Sigebeorht Värmodsson

Historical Details:
History of House: House Bridgeguard was founded upon the arrival of the disgraced Genovias family at Bridgeguard. Upon arriving at the small outpost they immediately took charge and began helping the peasants survive the harsh winter climate and, led by Karl Jorgsson, they began to make the city of Bridgeguard. The Bridgeguard Citadel was just completed when Karl Jorgsson married what he thought was a human, but was actually a Changeling, and upon the birth of his son, Skard Karlsson, he realized that his wife, Freygerd Rognvaldottir, was a Changeling. Skard Karlsson was actually born a Changeling and Karl actually celebrated this as he though that it would only be an advantage for his son. Sadly, Karl was killed while riding to Grayshield by Lycanthropes, leaving Skard Karlsson to rule the viscounty.

Your Details:
NS Name: Toaslandia
RP Sample: https://forum.nationstates.net/viewtopic.php?p=34996657#p34996657
https://forum.nationstates.net/viewtopic.php?p=35052742#p35052742
https://forum.nationstates.net/viewtopic.php?p=34979936#p34979936
Do you agree to the rules? Yes
TWIUAPP020 - DO NOT REMOVE


That Which Is Unholy | Character App:

Character Details:
Name of Character: Skard Karlsson
Noble House: House Bridgeguard
Rank/Position of Character: Former Viscount
Faction of Character: None
Loyalties of Character: Bridgeguard and Meridia.
Age of Character: 24
Race of Character: Changeling Half-blood
Sex of Character: Male.
Dimensions of Character: Usually 5'11 and 136 lbs
Appearance:
Image


Personal Details:
Alignment: Lawful
Personality: Believes that the law is the most important thing and will do anything to enforce justice.
Combat Skills:
  • Great swordsman because as he is the Viscount of Bridgeguard he must be prepared to lead the warriors into battle.
  • When he is a wolf (his animal) he focuses on the wolf's defensive styles.
  • He is an okay archer from being a noble, but prefers to fight as an animal or with a sword
Non-Combat Skills:
  • As a Changeling he can transform into animals.
  • He is a great orator and is able to give speeches to the populace with ease.
  • He is an amazing tactician and can organize his people's labor so they get max efficiency.
Strengths: Sword-fighting, speaking, and ruling
Weaknesses: Terrified of Lycanthropes and his family

Life Details:
Bio of Character: Skard Karlsson was born to Karl Jorgsson as a Changeling. He looked up to his father because his father was one of the few people not to judge him for being a Changeling, but that changed once Karl died. He knew that his advisors hated him for being a CHangeling, so one night he left Bridgeguard and went into the woods, .but after days of fighting off brigands, Lycanthropes, and Changeling-hating villagers, Skard stumbled upon the Southern Woods. He entered the forest, but to his surprise soon realized he wasn't the only Changeling in the forest. There were scattered groups of them, all living in isolation, but Skard decided that they would thrive if brought together. He used his experience as the former Viscount of Bridgeguard to rally most of the Changeling groups together, but one of the largest groups opposed Skard. Their leader was a large Changeling, and he thought that HE was the one to unite them, and challenged Skard to a duel. Skard agreed, and that afternoon all the Changeling groups gathered to watch the spectacle. Skard and the other Changeling, Fjorn, fought bitterly for hours until Fjorn left his shoulder exposed, and Skard used this opportunity to strike his sword there, after which Fjorn surrendered and became Skard's lieutenant. This victory allowed Skard to bring the Changelings together, forming the Forest Pact where Skard declared himself Elder of the Forest Pact.

Your Details:
NS Name: Toaslandia
RP Sample: One
Two
[url=Three]https://forum.nationstates.net/viewtopic.php?p=35041122#p35041122[/url]
Do you agree to the rules? Yes
TWIUAPP010 - DO NOT REMOVE
Last edited by Toaslandia on Sat Dec 22, 2018 9:48 pm, edited 8 times in total.
Founder of The United Imperial Provinces and proud colonizer of space!

A class 1.181 civilization according to this index

Just a Socialist trying to live in Trump America

User avatar
Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Sun Dec 16, 2018 6:05 pm

Just a quick note to update people, from 11pm (US Pacific Time - that used on the NS forums) I will be unable to update the map for a while, but will still be accepting apps as they come in. If there are enough apps in about two or three days' time after that event, I am thinking of starting the IC, maybe also posting an advert on the P2TM RP Advertisement thread, and updating the map at that point. Glad to see that interest is starting to come in regarding this RP. Happy app'ing!
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Tue Dec 18, 2018 2:02 am

That Which Is Unholy | Character App:

Character Details:
Name of Character: Aelle Grimdark
Noble House: None
Rank/Position of Character: Wizard Imperial
Faction of Character: The Red Cloaks (the mage division of the Ianthian army)
Loyalties of Character: Her chiefest loyalty, besides her son and magic is the land of Ianthia as well as the king.
Race of Character: Human (mage)
Age of Character: 43
Sex of Character: Female
Dimensions of Character: 6'0 (she's a tall woman), 150 lbs, average weight for her height. She's got a slender, athletic build, but she's gotten softer and rounder around the edges because having kids will do that.
Appearance: She's got a great cloud of almost-white hair that falls past her shoulder blades, upturned eyes that are black as ink, full lips and an oval face. She's not a stunning beauty, but she's considered by many to be a striking and good-looking woman. Often seen wearing robes of varying lengths (full-length for court, knee-length with trousers for battle)

Personal Details:
Alignment: Chaotic good, I'd say.
Personality: Aelle is a loyal, no-nonsense and dedicated person. Whatever she devotes herself to, she does it wholeheartedly (whether that be wizardry, Ianthia, her son or her king). She'd do nearly anything for the people she loves, and is fiercely protective of them. She has great respect for magic and it annoys her to no end when people disrespect or misuse it. However, she's not afraid to call anybody out on their bullshit and this has gotten her into trouble more than once. She's polite to people when she meets them and is always willing to converse, but she's not exactly the warmest person unless you really get to know her, that's a side she saves for those really close. She's got a long memory and never forgets a kindness, she'll do you a favor in return. Oh, but if you screw her over or anybody she cares about over? She'll hate you to the end of the world...ain't no forgiveness, bih. You will be persona non grata, virtually forever. That's how prideful she is.
Combat Skills:
  • (detail how skilled character is at combat, and what forms)
  • Abjuration: The form of magic she specializes in the most is protection magic. Shields, wards, force-fields, repelling and redirecting forces, that sort of thing.
  • Wide-range Magic: Crowd control. When she does use offensive magic, her primary goal is to deal as much damage to as many enemies in as short amount a time as possible, thinning the field.
Non-Combat Skills:
  • (detail what character can do outside of battlefield)
  • She's a pretty good cook, if you can brew a potion you can cook. Same thing, right?
  • She's also good at finding things...she's a bit of an avid collector so she can identify things that many people have never heard of.
Strengths: She's devoted her studies to magic so she's pretty darn good at it. She's also a good diplomat, skilled in the art of negotiation.
Weaknesses: Like most wizards, is pretty magic dependent. Can't do shit with weapons. A bow? A sword? What are those? I can whack people with my staff and that's about it. And the holding a grudge thing. You could be in a life or death situation and if she's mad at you, she will be hard pressed to work with you even if your lives depended on it, with very few exceptions. Her son is a huge one, she loves him above all.

Life Details:
Bio of Character: Aelle Grimdark was born to Dharma Grimdark as the youngest of three daughters, she grew up in Isthras with her two older sisters, Kismet and Dharma. The elder Dharma had married before, eight times in fact and was known to have had lovers in between...so nobody really knows who the fathers of any of these girls are. her childhood was a quiet one spent with her mother, sisters, stepfather, and the extended Grimdark clan. She was often in the company of the young Prince, who would eventually become the current emperor of Meridia (her stepfather being a knight of the Imperial Guard. The two of them were the best of friends as children and were inseparable, often going on fantastical imaginary adventures together.

As she grew older, she devoted herself to magic and occasionally adventured, but she never considered herself an adventurer. More like she spent her youth traveling the continent to learn new things and strengthen her skills as a wizard before settling down and applying herself to learning more magic It was during this that another close friend of hers whom she was always in love with, asked her to marry him. Overjoyed, she quickly agreed and the two were married in a large ceremony. She continued to travel for a bit and decided to settle down when she was pregnant with her child, a boy named Squall. It was also during this time that the Emperor appointed her Wizard Imperial (senior court wizard, advisor and in charge of the empire's magical defense) after the old one retired, a title she happily accepted. She's been in this post ever since, although she's been reporting to the emperor less and less as his absences have grown more frequent. Aelle is concerned both for the empire and for her friend, and on top of that she and her husband have divorced some months ago...so still dealing with all that noise. Things haven't been easy lately, and now with the threats arising in the empire, she's got even more on her plate.

Your Details:
NS Name:
RP Sample: (if none, please write a two paragraph sample in character below the app)
Do you agree to the rules?
TWIUAPP010 - DO NOT REMOVE
Last edited by Nuridia on Sat Dec 22, 2018 12:30 am, edited 2 times in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

User avatar
Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Tue Dec 18, 2018 3:56 am

Nuridia wrote:~snip~

I know it's WIP, but it's looking very good so far. Just a couple of things - in regards to faction, it is referring to the organisation that they are a part of (Followers of Truth, Black Cloak etc.).
Also, while not completely necessary to adhere to, be mindful that there is an Empire over all of Meridia and beyond, so while not impossible to have a king, it may be somewhat unlikely. But, if you're wanting a king, I won't reject based on just that, but since Meridia is a part of a larger Empire even then, I'm not sure any state within Meridia would be large enough to be considered a Kingdom.
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Tue Dec 18, 2018 7:55 am

Tasuirin wrote:
Nuridia wrote:~snip~

I know it's WIP, but it's looking very good so far. Just a couple of things - in regards to faction, it is referring to the organisation that they are a part of (Followers of Truth, Black Cloak etc.).
Also, while not completely necessary to adhere to, be mindful that there is an Empire over all of Meridia and beyond, so while not impossible to have a king, it may be somewhat unlikely. But, if you're wanting a king, I won't reject based on just that, but since Meridia is a part of a larger Empire even then, I'm not sure any state within Meridia would be large enough to be considered a Kingdom.

Ok, thanks for warning me. Maybe she can work for the emperor/empress then? I missed the part where we had a monarch already.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

User avatar
Toaslandia
Ambassador
 
Posts: 1315
Founded: Apr 29, 2017
Ex-Nation

Postby Toaslandia » Tue Dec 18, 2018 8:51 am

Can there be hybrid races like half-human half-changelings?
Founder of The United Imperial Provinces and proud colonizer of space!

A class 1.181 civilization according to this index

Just a Socialist trying to live in Trump America

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Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Tue Dec 18, 2018 10:07 am

Nuridia wrote:
Tasuirin wrote:I know it's WIP, but it's looking very good so far. Just a couple of things - in regards to faction, it is referring to the organisation that they are a part of (Followers of Truth, Black Cloak etc.).
Also, while not completely necessary to adhere to, be mindful that there is an Empire over all of Meridia and beyond, so while not impossible to have a king, it may be somewhat unlikely. But, if you're wanting a king, I won't reject based on just that, but since Meridia is a part of a larger Empire even then, I'm not sure any state within Meridia would be large enough to be considered a Kingdom.

Ok, thanks for warning me. Maybe she can work for the emperor/empress then? I missed the part where we had a monarch already.

That could work. Sorry, I didn't make it as obvious as I had intended. Likely, though, she wouldn't work directly for the monarch, more likely for the royal Court, as the Emperor is kind of an absentee.

Toaslandia wrote:Can there be hybrid races like half-human half-changelings?

I was thinking of working on an entire racial phylogeny, but I never got around to it. With the changeling example, around 3/4 of the offspring would be humans, just humans who are much more in touch with nature naturally, while the 1/4 who are changelings would have a very easy time passing for full-blooded changelings. For werewolves, approximately half are humans and half are werewolves, though the human offspring of werewolf lords are usually turned into werewolves in a ritual, with the humans who aren't usually having lupine traits (taste for meat, likes hunting, sometimes chases things for no reason, bit of a temper). With half vampires, 3/4 become humans with somewhat cannibalistic tendencies, 3/16 become basically vampires but they age and can die naturally, while the other 1/16 become akin to full-blooded vampires.
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Chrominus
Bureaucrat
 
Posts: 64
Founded: Dec 09, 2018
Ex-Nation

Postby Chrominus » Tue Dec 18, 2018 10:19 am

Heavy WIP
That Which Is Unholy | Character App:

Character Details:
Name of Character:Deru Anthes
Noble House: None
Rank/Position of Character: None
Faction of Character: Scholarly Guild
Loyalties of Character: Recorded knowledge, Personal benefit, Witchkind, Accomplices.
Race of Character: Human (Mage)
Age of Character: 25
Sex of Character: Male
Dimensions of Character: 5'6", About 70 pounds
Appearance:
Image

Personal Details:
Alignment: Neutral Evil
Personality: Deru is cold, often dismissive of the efforts of others. Nonetheless, he does see benefit in joining with a group of others, if only for the purpose of personal gain. He tends towards cruelty in work and interpersonal relationships, but only calculated cruelty- Deru sees no benefit in uselessly aggravating others.
Combat Skills:
  • Deru is a good swordsman.
  • He is able to use magic to heighten his strength, if he knows of the fight beforehand.
Non-Combat Skills:
  • Deru is a good notetaker, cataloger, clerk, and such of the ilk, having had experience working for the Scholarly Guild in the past.
  • He is highly skilled at dissection.
  • He knows magic based around using the body parts of animals to increase the aspects of ones self (Cunning, beauty, strength, dexterity, and other such aspects.
Strengths:Deru is able to use logic very quickly, often arriving at conclusions about the best course of action within a couple minutes. This does not mean, however, that these conclusions are correct- Logic can easily be found misleading.
Weaknesses:Deru is cruel, often to the detriment of his work. Additionally, he is not well liked by civilized people, due to his desire for knowledge leading him to dissect human remains.

Life Details:
Bio of Character: Deru Anthes was born to a small house in the city where the Hall of Learning resides. His father worked for the Scholarly Guild, keeping pigeons to study their behavior. Deru often cared for the sick and elderly birds, and was permitted to aid in their dissections. It was this that lead Deru to begin to develop his own magic- focused around using the remains of the birds, which he would help along into death, to fuel and direct his own power.

Your Details:
NS Name:Chrominus
RP Sample:
Do you agree to the rules?Yes.
TWIUAPP010 - DO NOT REMOVE
Last edited by Chrominus on Wed Dec 19, 2018 6:29 pm, edited 4 times in total.

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Reverend Norv
Senator
 
Posts: 3808
Founded: Jun 20, 2014
New York Times Democracy

Postby Reverend Norv » Tue Dec 18, 2018 11:11 am

That Which Is Unholy | Subrealm App:

Subrealm Details:
Name of Subrealm: Septimonia
Noble House of Subrealm: Montange
Rank of Subrealm: Duchy
Description/Image of Subrealm Insignia/Crest:
Image
Are they vassals to another subrealm already present? No.

Location Details:
List of Locations:
  • Collioure
  • Roquebrun
  • Hauteclair
Location of Subrealm on Map: In the fertile lands southeast of the Hall of Learning, between the River Garal and the River Loriege, outlined in black here.

Economy Details:
Major Production: Septimonia is a traditionally rich, temperate land. It produces wheat, olives, oranges and lemons, figs and grapes, and other agricultural products suited to its mild climate. Crucially, the citadel of Hauteclair sits atop the most productive gold mines in Meridia, and rich sapphire and emerald mines are also located near Collioure. This has given the duchy a key role in the economy of Meridia as a whole.
Main Exports: Wheat, olive oil, citrus, wine, salted fish, marble, and above all gold and gems.
Main Imports: Iron, copper, wool, cloth, lumber, furs.

Historical Details:
History of Subrealm: Septimonia is one of the oldest regions of Meridia, and its political history actually predates the kingdom's: centuries ago, the Clotid Dynasty ruled an independent Septimonia from its seat at Collioure. The rolling farmland between the Garal and Loriege rivers has always been able to support a large population and sophisticated institutions of government, learning, religion, and warfare, and so Septimonians regard their home as one of the original cradles of civilization in Meridia: far older and more sophisticated than the rest of the kingdom, and possessed of a unique identity and culture. After Septimonia's grueling conquest by the Meridian kings, the land's new rulers installed the Montange family to rule over the duchy as Wardens of the Rivermarch, assigned to suppress Septimonia's independent-minded people and to guard against the raids of the mountain tribes south of Roquebrun. The plan half-worked: the Montanges gradually developed one of the finest heavy cavalry forces in Meridia, and fought a ruthless centuries-long campaign to protect the kingdom's southern frontier. But within a few generations, they also assimilated to the way of life of their subjects: seduced by the allure of fine wine and good food, poetry and song, scholarship and philosophy. Under their rule, Septimonia flourished, patronizing artists and building spectacular cathedrals, and forging close ties with the Scholarly Guild, who established their Hall of Learning just a few days' ride from Hauteclair. By the time that the royal court realized that the Montange dynasty had become more loyal to Septimonia than to Meridia, it was too late to remove them: for vast deposits of gold and gems were discovered around Collioure and beneath Hauteclair, and the wealth of Septimonia's mines had become essential to the economy of the kingdom as a whole. For the last century, Septimonia has flourished: its wealth at last matches its sophistication, a renaissance of arts and music and literature is underway, and its military might has remained unused. But since the battle at the Shrine to Peace, a rumor of war has moved through the vineyards and olive groves, and mighty Septimonia prepares to flex its muscles and shape the destiny of Meridia once again.

Your Details:
NS Name: Norv
RP Sample: See my sig.
Do you agree to the rules? Yes.
TWIUAPP030 - DO NOT REMOVE


That Which Is Unholy | Location App:

Location Details:
Name of Location: Collioure
Subrealm where it is located: Septimonia
Type of Subrealm: City
Population of Location: 55,000

Geography Details:
Describe the Geography of the Location: Collioure is located in the fork of the River Loure, which is the comparatively small river that flows between the Garal and the Loriege, directly through the center of Septimonia. Where two even smaller rivers converge to form the Loure, you will find the ancient city of Collioure. While the ruins of several circuits of walls can still be seen in the city, Collioure has sprawled outside of all of its fortifications, and now simply peters out into vineyards and wheatfields. The orderly grid plan of the ancient city is still visible in Collioure's antique center, which is also marked by numerous marble ruins from the pre-Meridian Kingdom of Septimonia. Today, Collioure's landmarks are cultural: vast marble cathedrals adorned with frescos and statuary, towering schools of poetry and music that fill the streets with melody, and a prestigious university bustling with students. Collioure is also the site of the Basilica of Helicon, the ancient shrine built atop a sacred spring where every Duke of Septimonia is crowned, and which serves as a pilgrimage site for members of the Followers of Truth: it is said that no creature born of darkness can bear the touch of the waters of Helicon.
Location on Map: See map.

Historical Details:
History of Location: Collioure is the oldest city in Septimonia, and one of the oldest in Meridia. It dates back to the period when Septimonia was an independent country under the Clotid dynasty, and ancient marble ruins from that period still dot the city. Less a trading center than an agricultural entrepot, it flourished over the centuries as the place where the wealth of Septimonia - olive oil and wine and oranges, and then gold and gems - was loaded onto ships for transport to Roquebrun, and thence all over Meridia. It has a longstanding and justified reputation as the cultural capital of Septimonia, which in turn sees itself as cultural capital of Meridia: artists, poets, scholars, and musicians come from far and wide to see its wonders and to practice their crafts within its boundaries. Though it has been eclipsed in sheer size and wealth by Roquebrun, Collioure remains the beating heart of Septimonia's proud and ancient civilization.
TWIUAPP040 - DO NOT REMOVE


That Which Is Unholy | Location App:

Location Details:
Name of Location: Roquebrun
Subrealm where it is located: Septimonia
Type of Subrealm: City
Population of Location: 70,000

Geography Details:
Describe the Geography of the Location: Roquebrun lies at the confluence of the Garal and Loriege rivers, a location that allows traders to move goods by water to and from the city over more than a third of all of Meridia. This critical location has made Roquebrun the largest city in Septimonia, and one of the largest in the kingdom. Its proximity to the wild southern mountains means that Roquebrun is heavily fortified: its forty-foot stone walls completely encompass the city and plunge straight down into the waters of the two rivers; wharfs and docks are accessible through arches in the walls, which can be barred by portcullises in the event of a siege. From the land, three concentric walls deter attackers. Within, unlike the ancient grid of Collioure, Roquebrun is a warren of cobblestone streets, which often transform into shallow staircases as the city slopes down toward the waterfront. Buildings teeter three or even four stories high, with the upper floors protruding out over the streets below. Vast warehouses filled with olive oil and wine, and treasure houses packed with gold and gems, are guarded by men-at-arms - but the sheer amount of wealth passing through Roquebrun has still made it a center for organized crime. Across Meridia, Roquebrun is a byword for city living in all its dirty, exciting, anonymous, entrepreneurial glory.
Location on Map: See map.

Historical Details:
History of Location: Roquebrun is a relatively recent city by Septimonian standards, founded by the first Montange dukes after the region's conquest by Meridia. It was intended to serve both as a trading center and as a base of operations against the southern tribes, who sacked it twice in its first century before Duke Guilhem II finally constructed its monumental walls. Thereafter, as the tribes' raiding dwindled in the face of brutal Septimonian reprisals and as the gold of Hauteclair became essential to the economy of Meridia, Roquebrun embarked on a period of steady growth. Merchants took up residence in the city, which sat at the origin of a network of lakes and rivers allowing shipment across much of Meridia. Young people flocked from across the kingdom to seek their fortune. Constrained by the walls, Roquebrun grew up rather than out, turning into a precipitous warren of teetering wooden buildings that was repeatedly devastated by fire. Soon, it became the least Septimonian city in Septimonia, a bustling melting pot of people from across Meridia who had come to do business in one of the kingdom's most economically vibrant urban areas.
TWIUAPP040 - DO NOT REMOVE


That Which Is Unholy | Location App:

Location Details:
Name of Location: Hauteclair
Subrealm where it is located: Septimonia
Type of Subrealm: Castle
Population of Location: 6,000, mostly soldiers, scholars, miners, and courtiers.

Geography Details:
Describe the Geography of the Location: Hauteclair is located in north-central Septimonia a few days' ride from the Hall of Learning. It sits at the edge of an area of slightly hilly, wooded highlands near the sources of the River Loure. Originally a fairly modest keep, it has been expanded piecemeal over the centuries. While it lacks any real natural defenses - no high ground, rivers, etc. - Montange gold has turned Hauteclair into a monumental fortress. Three concentric walls, linked by soaring bridges and studded with three hundred towers, enclose a network of gardens, shrines, and libraries covering almost a square mile. The entire edifice is faced with white limestone, blinding in the southern sun. At its center, elevated atop a sixty-foot manmade plateau that gives it spectacular views, is the famous Marble Palace: a network of airy terraces and audience chambers, flower gardens and cloisters, all exquisitely adorned with mosaic and fresco, and water-cooled in the southern heat by an ingenious system of fountains and indoor canals crafted by one of the Scholarly Guild's finest engineers. Finally, and most importantly, Hauteclair sits atop the richest gold mine in Meridia, whose proceeds are refined and stored within its walls before being moved under guard to Collioure for shipment to Roquebrun, and thence the rest of the kingdom.
Location on Map: See map.

Historical Details:
History of Location: After the Meridian Conquest, the Montanges established their keep at Hauteclair to keep watch over the restive Septimonian countryside. Over time, as they assimilated to their new home, the dukes spent more and more time in Collioure, whose cultural wonders were far more attractive than a drafty tower. That all changed 130 years ago, when during a routine expansion of the wine cellar, workers discovered a vein of pure gold. The vast size and astonishing purity of the gold deposits beneath Hauteclair inspired generations of Montanges, now wealthier than their wildest dreams, to invest their profits into expanding and beautifying Hauteclair - both in order to protect its mine, and in order to proclaim their status as Meridia's richest family. The original keep became one of three hundred towers reinforcing the limestone-covered walls, and a thirty-year construction project finally produced the Marble Palace atop its sixty-foot man-made mountain. Completed just twelve years ago, it is a monument to the pride, power, and sophistication of Septimonia.
TWIUAPP040 - DO NOT REMOVE


That Which Is Unholy | Noble House App:

House Details:
Name of House: House Montange
Main Race of House: Human
Description/Image of House Insignia/Crest:
Image
House Motto: Truth Abides, though the Montanges also use the ancient Septimonian warcry, Desperta Ferres! - meaning "Iron, awake!"
Loyalties of House: Septimonia, understood as a unique and self-sufficient nation; peace and order, which are necessary for the Monanges' wealth; arts, science, and culture; the Ghautierite faction of the Followers of Truth; the Scholarly Guild.
Name of Subrealm they control: Septimonia, though they lead many vassals and really only hold Hauteclair and the surrounding area as their own demesne.

Individual Details:
Head of House: Duke Guilhem VII Montange
Other House Members: Bertran Montange, Count of Roquebrun, brother, age 35; Alays Montange, eldest daughter and heir by traditional Septimonian cognatic inheritance, age 16; Raymond Montange, son, age 13; Isabella Montange, Duchess of Septimonia, wife (deceased).

Historical Details:
History of House: The Montanges are an old and distinguished house by the standards of Meridia, though still young by the standards of Septimonia. Of northern origin, they rose to prominence as commanders in the royal armies, and led the conquest of Septimonia three hundred years ago. In return, Duke Guilhem I received the entire duchy in feudal tenure. Over the subsequent three generations, the Montanges gradually assimilated to the culture of their subjects: learning the Septimonian dialect, trading their native beer for the local wine, adopting the looser linen and silk garments of the south, and delving deeply into arts, music, and philosophy. Duke Raymond I completed this transition when he was crowned in the Basilica of Helicon, the traditional coronation site for a pre-Meridian king of Septimonia; every duke since has undergone the same ritual, which involves touching the sacred spring to prove his untainted humanity. This ritual indicates the one part of their northern heritage that the Montanges did not discard: a pronounced, zealous religious faith, reflected in their arms and motto. That crusader piety made them good soldiers: for generations, the Montanges waged a grueling war against the tribes of the southern mountains, whose raids actually killed two dukes. Ultimately, Guilhem II massively fortified Roquebrun and used Septimonia's large population and agricultural capacity to build a large force of professional knights, whose power has kept the raiding under control ever since. Over a century ago, in the reign of Guilhem IV, gold was discovered beneath Hauteclair and precious stones near Collioure; within a single generation, the dynasty became the richest family in Meridia, and single-handedly funded a renaissance of arts, letters, and music. As Meridia became more peaceful, Montange gold provided the coins that funded its prosperity. The dynasty was a key source of funds and protection for the Scholarly Guild and it was active in the Followers of Truth, where Duke Guilhem VI was Grandmaster Lawrence Ghautier's most powerful supporter. As tensions escalated over the last several years, Guilhem VII has become the last hope for moderates within the Followers of Truth: while he has hunted down and hanged a number of members of the Society of the Black Cloak, he also condemned Reinhardt Geraldson's leadership after the battle of the Shrine to Peace, and he is widely viewed as the only man with the credibility, education, wealth, and influence to mount a serious challenge to Geraldson's leadership.
TWIUAPP020 - DO NOT REMOVE


That Which Is Unholy | Character App:

Character Details:
Name of Character: Guilhem Montange, the seventh of his name.
Noble House: House Montange
Rank/Position of Character: Duke of Septimonia, Warden of the Rivermarch, Protector of Helicon, Procurator of the Senate of Collioure
Faction of Character: Guilhem is strongly associated with the moderate Ghautierite faction within the Followers of Truth, and is a leading figure for Followers - mostly of noble birth - who object to Reinhardt Geraldson's most demagogic and violent tendencies. He is also a major patron and protector of the Scholarly Guild.
Loyalties of Character: The autonomy of Septimonia, and the protection of its ancient culture and traditions; the defense of the True Faith, both against dangerous fanatics and against the creatures of darkness; the wealth and power of his House; the cause of the arts, learning, and high culture.
Race of Character: Human
Age of Character: 38
Sex of Character: Male
Dimensions of Character: Six feet tall, 178 pounds in weight.
Appearance: Guilhem has the characteristic features of his family: the tall stature, the lean build, the broad shoulders and powerful arms of a man who has spent countless long hours training with sword and lance. His face, as with most Montanges, is long and slightly solemn, with wide-spaced grey eyes and a nose that has healed slightly crooked from a break. The hair, dark brown, is beginning to grey and is worn unfashionably short for Septimonia: a pious affectation. He tends to wear typical upper-class Septimonian clothing: a sandwashed silk surcoat, a white linen burnoose. For the richest man in Meridia, he wears very little jewelry, but he carries his father's longsword, Revelator: a masterpiece of craftsmanship said to have cost as much as an entire castle.

Personal Details:
Alignment: Lawful good
Personality: Guilhem embodies the contradictions of his House. He possesses a world-class liberal education: not only can he read, write, and do sums, but he also speaks five languages, composes poetry and music, designs fortifications and siege machines, and contributes philosophical treatises to the Scholarly Guild. And yet, when faced with real danger or challenges, he is ruthlessly pragmatic and decisive. Similarly, Guilhem is a true son of Septimonia: he enjoys good food, fine wine, and beautiful women, and he has a sophisticated taste in art, music, and literature. But he is also heir to the Montange piety, and belief in God's hard laws between right and wrong, light and dark, still moves strongly in him. Guilhem exists in the space between these contradictions: ruthless efficiency softened by erudite intellect, a crusader's zeal tempered by a poet's sophistication. His beloved wife died thirteen years ago, and he has remained unmarried - though hardly celibate - since then; he retains the raw charisma and rhetorical skill to inspire a crowd, but those close to him describe a more withdrawn, introspective man since that tragedy. The exception is his daughter Alays, with whom Guilhem is known to be very close and whom he is believed to be grooming for the ducal coronet.
Combat Skills:
  • Tactics: Guilhem's most powerful weapon is his mind. Septimonian knights are among Meridia's finest heavy cavalry, and Guilhem is ideally equipped to lead them: he has the first-rate education, flexible thinking, and iron decisiveness of a great battlefield commander. Whether leading an army or just a handful of warriors, Guilhem's greatest skill in combat is his ability to outthink and outflank his enemies.
  • Horsemanship: Like all Septimonian nobles, Guilhem is trained to fight mostly from the saddle and using the lance as his primary weapon. He is a highly skilled horseman, capable of guiding a well-trained mount with his knees alone and able to keep his saddle even after receiving heavy blows that would knock most men to the ground. Even at a full gallop, he can guide the point of his lance home to the vulnerable points of an enemy's armor.
  • Swordsmanship: While he fights with the northern longsword of his ancestors, Guilhem's style is strongly influenced by the ancient and dance-like Septimonian art of the sword, which emphasizes speed, balance, and fluid motion. As a result, while he fights from horseback with kite shield and lance, Guilhem fights on foot with his sword alone, used in both hands, and trusting in his speed and perfect footwork to avoid being struck.
Non-Combat Skills:
  • Education: Guilhem's mind was trained from early childhood by Scholarly Guild tutors in languages, history, engineering, and strategy. He completed his studies at the University of Collioure and at the Hall of Learning, with degrees in history, fine arts, and theology. He is deeply informed on most subjects, and able to turn himself into an expert by shutting himself up into one of the finest libraries in Meridia at the Marble Palace. In particular, it is his erudition that has made him a leading moderate within the Followers of Truth: he speaks with the scholarly authority necessary to defend his unorthodox views.
  • Charisma: Guilhem has inherited the Montanges' distinctive skill with rhetoric; their combination of religious intensity and worldly sophistication tends to produce magnetic individuals capable of inspiring and persuading even fairly skeptical listeners. Years of specific training in oratory, and the experience of leading Septimonia, have honed this charismatic affect to a powerful weapon.
  • Connoisseur: Another product of Guilhem's education, and a traditional requirement for Septimonian rulers, is cultured taste in arts, literature, and music. Guilhem plays the lute competently, writes poetry and philosophical texts, and helped to design the Marble Palace. He is a famous patron of the arts, but has demanding expectations for the painters, sculptors, and troubadors who flock to his court.
  • Meridian Midas: From the moment of his birth, Guilhem was destined to be the richest man in Meridia, and he has shown substantial business skill in protecting and expanding his family's fortune and his realm's crucial economic role in the kingdom. While he has little experience with economizing, he has learned to invest his vast wealth wisely, and thus to turn money into more money seemingly by magic.
Strengths: Skilled commander, competent fighter, inspiring leader, exceptionally well-educated, exceptionally wealthy, driven by deep and sincere moral convictions.
Weaknesses: Intensely stubborn, reluctant to form close friendships, frequently arrogant, something of a Septimonian chauvinist.

Life Details:
Bio of Character:
Guilhem VII is the firstborn son of his father, Guilhem VI. The elder Guilhelm was the second duke to reign after the discovery of the Gold of Hauteclair, and the first to fully leverage the Montanges' newfound wealth. From him, Guilhem absorbed both his identity as a patron of the arts and his ability as a ruthless guardian of Septimonia's financial dominance. He was tutored by the finest scholars in the duchy, and studied first at the University of Collioure and then at the Hall of Learning. Guilhem demonstrated real ability in architecture, philosophy, and engineering, and fine taste though little talent in art, music, and literature. The burden of his inheritance lay heavy on him from an early age, and the famous Montange piety served as a personal comfort as well as a family inheritance: his faith let him believe that he could shoulder the immense responsibility ahead.

Guilhem VI died by poison when Guilhem VII was twenty. Blame fell on the powerful Count of Roquebrun, who was widely believed to be in business with influential vampire smuggling clans. In a brief, brutal campaign, Guilhem and his brother Bertran lured the Count's forces out from behind Roquebrun's impenetrable walls, and led twelve thousand Septimonian knights to destroy the rebels in open battle. Following his victory, Bertran was anointed as Duke of Septimonia at the Basilica of Helicon, where his baptism in the sacred spring revealed his untainted humanity.

At twenty-one, the newly crowned Warden of the Rivermarch married: an arranged marriage to a northern noblewoman. The couple worked hard to make the best of their situation, and ultimately fell in genuine love and welcomed two children into the world. Alas, Duchess Helena died in childbirth when Guilhem's son Raymond was born. The duke's faith sustained him through his grief, and as the role of religion in his life increased, he became an important noble ally of the Followers of Truth. In particular, Guilhem built a close friendship with Lawrence Ghautier, who became his spiritual mentor. The young duke was the primary author of the Edict of Collioure, which declared that supernatural creatures would be tolerated in Septimonia so long as they revealed their status and did not harm human beings - but that a creature that masqueraded as human would be banished, and that a creature that preyed upon humans would be executed.

As tensions rose across Meridia, the wealth of Septimonia made Guilhem one of the most important voices of moderation. He divided his time between the Hall of the Faithful and the Marble Palace of Hauteclair, where he tutored his beloved daughter and heir, Alays. Guilhem was present at the Society of the Black Cloak's attack on the Hall of the Faithful, distinguished himself in the fighting there, and delivered a eulogy at Grandmaster Ghautier's funeral. He ran against Reinhardt Geraldson for the leadership of the Followers, and became a rallying point for those within the group who opposed the new grandmaster. Crucially, Septimonia's ancient traditions of cosmopolitanism and tolerance made it difficult for Geraldson to rally public opinion against Guilhem in the Montanges' homeland, giving moderate Followers a secure base of operations from which to plan their response. For the last several years, Guilhem has spent his time speaking and writing against Geraldson, and after the battle at the Shrine of Peace, he openly declared the grandmaster a heretic. Now, he musters the wealth and power of ancient Septimonia to chart a course through the chaos ahead.

TWIUAPP010 - DO NOT REMOVE
Last edited by Reverend Norv on Tue Dec 18, 2018 12:40 pm, edited 4 times in total.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

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

User avatar
Cylarn
Postmaster-General
 
Posts: 14966
Founded: Nov 25, 2011
Left-Leaning College State

Postby Cylarn » Tue Dec 18, 2018 2:15 pm

That Which Is Unholy | Character App:

Character Details:
Name of Character: "I prefer Olmer, to be truthful. If you dislike brevity, then you may call me The Right, Honorable Count Olmer of House Paschalis, Lord-Defender of the Oshalan River Marches, Count of County Oshalan, First of His Name. Really, I much long for brevity."
Noble House: "House Paschalis. I will divulge upon them later, if you would like."
Rank/Position of Character: "I hold many offices within the Duchy of Menteith; Count of Oshalan, Warden (or Lord-Defender, if you wish to emblazon me) of the West Marches, Commander of the Oshalan Riders, Seated Member of the Duke's Council, Lord-Ambassador of the Duchy of Menteithe to the Royal Court of Meridia. Quite many titles, but within my House, I am the middle son of our Patriarch, Longinus III, Duke of Menteithe."
Faction of Character: "None."
Loyalties of Character: "I place those I love, first and foremost. Lady Dahlia, my wife and my true love, comes before all. My compass, my guiding light - I would be lost without this woman.
Race of Character: "I am a human, born of a natural way to natural parents."
Age of Character: "I have survived thirty-seven Springs."
Sex of Character: "A male, by the grace of His Benevolence."
Dimensions of Character: 6'2, of a competent muscular build telling of an active lifestyle. Weight would be somewhere are one-hundred and seventy-five pounds.
Appearance: (description/picture/both of character in any forms they may have)

Personal Details:
Alignment: (lawful, chaotic, good, evil, etc.)
Personality:
Combat Skills:
  • Rounded Warrior - "Here in Menteithe, sons of privileged birth go one of three ways: Way of Benevolence, Way of Trade, or Way of War. The latter, is our name for the collective fighting style you'll find in this area of the world.
Non-Combat Skills:
  • (detail what character can do outside of battlefield)
Strengths:
Weaknesses:

Life Details:
Bio of Character: (include whether they were their race since birth or otherwise, major life events etc.)

Your Details:
NS Name:
RP Sample: (if none, please write a two paragraph sample in character below the app)
Do you agree to the rules?
TWIUAPP010 - DO NOT REMOVE


That Which Is Unholy | Noble House App:

House Details:
Name of House: House Paschalis
Main Race of House: (human, human (mage), werewolf, vampire, changeling)
Description/Image of House Insignia/Crest: Image
House Motto:
Loyalties of House: (a town, a city, a subrealm, a faction, the peasantry etc. Place in order of prominence)
Name of Subrealm they control: (the demesne of the house)

Individual Details:
Head of House: (please at least write a character app for this individual)
Other House Members:

Historical Details:
History of House: (include prominent members, founding instant, times when their race has changed etc.)

Your Details:
NS Name:
RP Sample: (if none, please write a two paragraph sample in character below the app)
Do you agree to the rules?
TWIUAPP020 - DO NOT REMOVE


That Which Is Unholy | Subrealm App:

Subrealm Details:
Name of Subrealm: Menteithe.
Noble House of Subrealm:
Rank of Subrealm: (see a list of noble titles for a guideline if you are confused)
Description/Image of Subrealm Insignia/Crest: (if same as that of noble house, put "none")
Are they vassals to another subrealm already present?

Location Details:
List of Locations:
Location of Subrealm on Map: Here.

Economy Details:
Major Production:
Main Exports:
Main Imports:

Historical Details:
History of Subrealm: (include notable wars, founding instant, when current house came to control it, when settlements were founded etc.)

Your Details:
NS Name:
RP Sample: (if none, please write a two paragraph sample in character below the app)
Do you agree to the rules?
TWIUAPP030 - DO NOT REMOVE
✎ Member - ℘ædagog
If you are serving the US and its allies right now overseas, thank you for what you do.
Recipient of the Best Crime RP'er Award and the Best Crime RP Award for 2013 in P2TM. Recipient of the Best Crime RP'er Award of 2014 in P2TM.

User avatar
Reverend Norv
Senator
 
Posts: 3808
Founded: Jun 20, 2014
New York Times Democracy

Postby Reverend Norv » Tue Dec 18, 2018 3:13 pm

My ability to summon Cy is hereby confirmed. Though, in fairness, he sort of summoned me first.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

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

User avatar
Tasuirin
Diplomat
 
Posts: 552
Founded: Oct 31, 2018
Ex-Nation

Postby Tasuirin » Tue Dec 18, 2018 4:57 pm

Reverend Norv wrote:~snop~

As the first officially non-WIP app here, you are most accepted! Welcome aboard! I'll update the roster in a few hours.

Reverend Norv wrote:My ability to summon Cy is hereby confirmed. Though, in fairness, he sort of summoned me first.

Heheh. A valuable skill.
Last edited by Tasuirin on Tue Dec 18, 2018 5:14 pm, edited 1 time in total.
IC'ly, Tasuirin is:
An Absolute Monarchy, A Federal Monarchy, Neo-Feudalistic, Anti-Democratic, Mercantilist, Five Kingdoms, Ruled by One King
⊱ ──── {.⋅ ASEXUAL~ ⋅.} ──── ⊰
⊱ ──── {.⋅ ☭ ★ ☭ ★ ☭ ⋅.} ──── ⊰
⊱ ──── {.⋅ ATHEIST ⋅.} ──── ⊰
⊱ ──── {.⋅ CELTIC ⋅.} ──── ⊰
⊱ ──── {.⋅ AUSTRALIAN ⋅.} ──── ⊰

User avatar
Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Tue Dec 18, 2018 7:55 pm

OP, I edited my app and it's finished now. Tell me what you think?
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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