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The Knights Peregrine|Fantasy Western|OOC

For all of your non-Nationstates related roleplaying needs!
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Sweillia
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The Knights Peregrine|Fantasy Western|OOC

Postby Sweillia » Wed Jul 15, 2020 1:40 pm

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The Knights Peregrine

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The land is dangerous, always has been. From the lowliest filthy bandits to the dangerously majestic dragons, many a threat to civilisation calls the wilds of Langeser its home; and with a days travel at the least between any settlements, there was plenty of it. That is, of course, not to even mention what horrors hide away in the Great Biel Mountains and the horrendous wastes beyond. So it came as no surprise when finally the towns and villages and hamlets of the realms demanded from their kings and lords that they do something, anything, to protect them and their livelihoods. And eventually, they listened.

They founded the Order of the Knights Peregrine, made up of those sons and daughters of nobility whose calling was not to rule, but to protect. Trained from an early age, the Knights knew their way around a blade better than any other fighters in the world. Their courage was the subject of many a tale and ballad. They were regarded by some of the common folk as descendants of the great heroes of the ages gone by. And others, they saw them as sent by the higher forces themselves, as answers to their prayers that would deliver them from their suffering.

But times change, they must do, of course. Under the protection of the Knights, civilisation grew and expanded. The great primeval forests shrank away, new villages were founded and by the Knights' own efforts, the roads grew safer. Some of the realms even withdrew their support of the Order, not for any malicious reasons, mind you, but simply because they were no longer needed. And that was not the only way that the world moved on. The blade itself fell out of favour, for what use is it when a bandit with a musket can shoot you dead before you can even discern them from a bush. The Knights were thus left without one of their greatest attributes, it takes months of practice to be able to defeat a basilisk with a sword, but some ten peasants can make easy work of such a beast if they can get ten firearms. With all of this combined, the Order has dwindled. Its importance has waned to such a point that the Knights now barely ever deal with problems on this side of the Great Biels.

Now, all of the remaining knights have been called back to the Castle Hradek, the traditional headquarters of the Order. The Highmaster has a mission for them that will challenge them in more ways than one.



Hello, and welcome to The Knights Peregrine! Some four years ago I was part of an RP that really seized my imagination, but it unfortunately died as many RPs tend to do. It was titled 'The Peregrine', and served as an inspiration for this. I wish I could at least receive the blessing of that RPs creator, Aona, however their nation no longer exists as a result of inactivity, so I have no idea how to even contact them (if anyone has any ideas they would be very welcome). Apart from the premise the rest of the story is my own creation, as 'The Peregrine' died before its story could really even kick off. But enough of me justifying myself, here are the rules:

The word of the OP is law
No gamebreaking shenanigans, ie. godmoding, metagaming
Your posts should be at least a paragraph long, exception if you are in dialogue with another player's character
Multiple characters are allowed
If you're asking a PC a yes or no question, or something else of little consequence, I think its OK for you to reply for that player as long as you know what their response would be (you can sort that out in TGs)


And here is some information on the world if you are considering joining.

Notes on:
-The land of Langeser is made up of many kingdoms, duchies, and principalities, all of different sizes. These states live in a relative peace, though this has seen a gradual degradation in the last centuries, thanks to nationalism supplanting religion as the strongest source of division, and the act of killing being made easier by technological advancement. The northeastern border of the land is marked by the Great Biel Mountains, a colossal mountain range with scant human settlement. Beyond these mountains lays the Wasteland, a cold and barren region that was long ago deemed not worth the cost of colonising it, but new technologies might just change that.
-The elves of Langeser live mostly in the squalor of city slums, but some still live in their own villages deep in the forests. In the past the city elves were second class citizens, but in recent decades some guilds have started to accept elves amongst their ranks. They are by convention forbidden from being ennobled, and thus are absent from the ranks of the Knights Peregrine, however a noble's half-elf bastard child might be pressed into joining the Order to avoid the eyes of the public. There are also some elves who have completely rejected living among or even just near humans and have picked up a pastoral life in the Wasteland.
-Dwarves mostly keep to themselves in their holds in the Great Biels, but have occasionally attempted to establish colonies in the mountains' foothills in order to accommodate for easier trade with humans, but these are always heavily resisted by the local smiths' guilds. They, like the elves, are forbidden the joining the ranks of nobility, or rather they would be, should any have ever attempted to to do that as none have yet tried. But again, a half-dwarf bastard might find a home with the Knights.
-Politically, all of Langeser is ruled by monarchies, but there is not insignificant support for republicanism. In particular, recently the Denengian Revolution was put down, though this occurred under massive amounts of outside pressure and after three years of struggle, giving hope to republicans that success for their cause is within reach. Economically, the land is largely feudal, but there is a growing middle class.

-In terms of weaponry, revolvers, repeating rifles, single-shot breechloaders are 'in fashion'. Some have been slower in embracing change and still hold on their muskets. If you want a parallel to our world, think about 1860.
-The steam locomotive was introduced about fifteen years ago, and has so far been a huge success. It is probably the fastest form of communication at this time, as the electric telegraph has not been invented yet, at least not fully.
-Generally, the world is mechanically driven, even the few electrical inventions that existed by 1860 in our world are in early stages of development or completely non-existent. Think of a very soft steampunk, I suppose, so yes to cogs, but no to massive airships and steam tanks (the military kind).

-Each one of the Knights Peregrine are also members of nobility, and higher nobility at that. While the issue of loosening the restrictions on recruitment has been raised, at this point no such change has been made. It was once very prestigious for a dynasty when one of its members was accepted into the ranks of the Order, but as it has faded into relative obscurity, it has began to be said that it better for a king to have their second son become a monk than a Knight Peregrine.
-The ranks of the Knights of the Order are such: Highmaster, leader of the Order; Landmaster, leader of the Order in a certain realm (this title no longer holds much power following the abolition of the chapter system, and now is merely used for those knights with the most experience from a certain region, of which there are four); Grandknight, granted after fifteen years of service, usually around the age of 37; Knight, granted upon ascending to the Order, usually at the age of 22; Armiger, granted to those who have finished training but have not reached the age of 22
-In the past, each realm had its own local chapter that managed and distributed requests for aid in its jurisdiction, but this system has since been abandoned given the drop in funding. Now most knights simply wander Langeser in hopes of finding work were they go. With the decline in the Order's prestige, Knights no longer tend to be given accommodation in the large cities, however many of the common folk still remember the old tales of the Knights Peregrine and more than happy to help them. Whether they travel alone or together is up to the individual knights themselves.
-Occasionally there is a problem large enough that a state, or multiple, petition the Order itself to solve it. In such cases, as in the one you will find yourself in, the Knights are recalled and work together to resolve it. Nowadays most of such requests are regarding clearing out large amounts of beasts that inhabit an area deemed attractive for expansion.
-According to the charter of the Order, all members are to renounce any claims they currently have or might gain during their service. This however stopped being enforced a hundred or so years after the Order's founding when the then-Highmaster's older brother died heirless, meaning that he would be king had he not renounced his claim. He was very popular thanks to his service in the Order, and eventually won the throne regardless. He then resigned as Highmaster.


And now that you have familiarised yourself with the world, here is the app (If you are interested in becoming a Co-OP, drop me a TG):

Code: Select all
[b]Nation Name:[/b]
[b]Character Name:[/b]
[b]Gender:[/b]
[b]Age:[/b] (Minimum 17)
[b]Rank:[/b]
[b]Race:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Biography:[/b]
[b]Attributes:[/b] (Strengths and weaknesses)
[b]History of Dynasty & Coat of Arms:[/b](If you can't design your own coat of arms just steal one from the internet, I won't mind)
[b]Inventory:[/b] (All Knights Peregrine wear a greatcoat that bears the Order's Arms on the shoulder)
[b]Weapons:[/b]
[b]RP Example:[/b] (If you don't have one type up a few paragraphs of an encounter with a beast)
#1848 (Do not delete, for tracking purposes)


Character Name: Richarde Voilen
Gender: Male
Age: 41
Rank: Landmaster of Tolounia
Race: Human
Appearance: Richarde
Personality: Upon first joining the Order, Richarde was very devoted to the cause, however after many years of experience he has become somewhat disillusioned with the Knights. He does however recognise that it would be wrong for him to back out of his oath, and so now does all that he can to protect his comrades so that they do not die for a cause he believes is inherently flawed. He has much regard for the law, and so focuses most of his time on hunting criminals over beasts.
Biography: Richarde was enlisted in the Order by his family, due to a tradition which stated that the dyansty's head's second son should join the Knights Peregrine. However, Richarde did not mind as he did not care much for court affairs, and other such matters. While an Armiger, Richarde often travelled with the Landmaster Waslau, who became somewhat of a mentor-like figure for him. Waslau taught him a lot about the realities of the being a Knight Peregrine, what jobs to accept, how to go about travelling and the like. This ended once Waslau became the Highmaster. Richarde first started to become disillusioned after he was tasked with clearing out a bandit camp that he only found out after the fact was a peaceful elven village. He also started to feel alienated from his family as a result of this as, after all, it was them that placed the burden of being a Knight onto him. As such, he has not stepped foot in Tolounia, never mind Berephon, in about ten years, and was only appointed its Landmaster because he hailed from there. He spends most of the year wandering the southern realms and winters in Hradek.
Attributes: Richarde puts a lot of effort into getting information on his quarries in order to ensure he has an upper hand. He is also careful to maintain his weapons in good working conditions. Richarde is not particularly gifted when it comes to fighting in a melee and, should he be put in such a situation, he would prefer to retreat than engage his opponent. He is also an excellent tracker.
History of Dynasty & Coat of Arms: The House of Voilen was founded by Enri Hyern, a Knight Peregrine who was greatly injured. He was one of the most renowned of the Knights at the time, and was granted a fief in the Kingdom of Berephon. This was forbidden in the Charter, but an exception was made as Enri injuries would prevent him from serving in any serious capacity. With this he became the head of the House Hyern-Voilen. As the dynasty's power grew, and eventually overshadowed that of the senior branch, it was decided that first part of the name would be dropped. The position of the dynasty is in some danger, as support for republicanism is growing in Berephon.Coat of Arms
Inventory: Knights' Peregrine greatcoat, hunting knife, a rarely touched journal, chewing tobacco, bestiary.
Weapons: Verani rifle, M49 Revolver.



Some resources for the RP:

Here are some links to places to find coats of arms: (feel free to use an image editor to change these if you want to)
https://en.wikipedia.org/wiki/Peerage_of_England#Dukes_in_the_Peerage_of_England
https://en.wikipedia.org/wiki/Armorial_of_Polish_nobility
Last edited by Sweillia on Sun Jul 26, 2020 7:39 am, edited 3 times in total.
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Sweillia
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Postby Sweillia » Wed Jul 15, 2020 2:13 pm

The Warriors of the Order of the Knights Peregrine
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Highmaster
Waslau, of the House Tirmann

Landmasters
of Toulonia: Richarde, of the House Vollen
of Harron:
of Millenare:
of Quorena:

Grandknights
Cyryl, of the Clan Klos

Knights
Elick, of the House Barvoir

Armigers
Last edited by Sweillia on Sun Aug 02, 2020 10:25 am, edited 1 time in total.
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Illegal Planets
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Postby Illegal Planets » Wed Jul 15, 2020 3:20 pm

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Danceria
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Postby Danceria » Wed Jul 15, 2020 7:11 pm

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Cylarn
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Postby Cylarn » Thu Jul 16, 2020 5:49 am

Would there be any possibility of recycling and altering a character from the original?
Last edited by Cylarn on Thu Jul 16, 2020 5:49 am, edited 1 time in total.
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Utceforp
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Postby Utceforp » Thu Jul 16, 2020 9:57 am

I think I'm going to go for a half-dwarf or half-elf character, but I might go for a different backstory than a bastard of a human nobleman and a non-human woman - A dwarven or elven businessman manages to circumvent the normal barriers against nonhumans succeeding in Langeserian society by going into one of the new industries emerging in Langeser, (e.g. he could be a railway baron, or a factory owner) becoming massively wealthy as a result. Due to a personal obsession with forcing his way into Langeserian high society in order to prove he has truly "made it", the businessman arranges a marriage between himself and a woman from an ancient and prestigious human family in exchange for paying off the family's massive debts, ensuring his children will be half-human and of noble blood. Once his children with his human wife come of age, he sends one of them to join the Knights Peregrine, hoping to further secure his family's place in the nobility by following this archaic tradition.

I just wanted to confirm this backstory would still allow this hypothetical businessman's son to join the Knights, since it's slightly different than the "half-human bastard" example you gave in the OP. (His human ancestry and noble status would come from his mother rather than his father, and he would be the product of an actual marriage rather than a one-time dalliance.)
Signatures are so 2014.

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Sweillia
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Postby Sweillia » Thu Jul 16, 2020 1:13 pm

Cylarn wrote:Would there be any possibility of recycling and altering a character from the original?

Yeah, I don't see why not as long as you can make them fit the world.

Utceforp wrote:I think I'm going to go for a half-dwarf or half-elf character, but I might go for a different backstory than a bastard of a human nobleman and a non-human woman.

Sounds like a fun idea. Though I think such a backstory would fit more for a half-dwarf, as the stigma towards dwarves is not as severe as it is towards elves, but still bad. Dwarves are also more generally engaged with matters of engineering and the like, so that fit well with the industrialist angle.
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Sweillia
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Postby Sweillia » Sun Jul 19, 2020 3:52 pm

I've decided to alter the app a little bit, so if anyone is working on one you might want to make the changes required.
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Toad Isle
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Postby Toad Isle » Mon Jul 20, 2020 4:27 pm

Character Name:
Elick Barvoir
Gender:
Male
Age:
25
Rank:
Knight
Race:
Human
Appearance:
Dark, pale, and laced with blue veins.
Personality:
Honorable, courtly, and naive.
Biography:

The Barvoir family, its blood ran free when the stones of Langeser were yet uncut. In this generation, graced with two sons. Its firstborn: Hance Barvoir, confident and stern, heir to everything. Its lastborn: Elick Barvoir, shy and imaginative, sent to Hradek.

Elick struggled at first, too small for swordplay, too nervous for powder, too distractible for knowledge, and too inward for friendship. Through close mentorship, he rose to mediocrity, and stayed there. Unremarkable in all things, excepting chivalry. For, tale by tale, his imagination had become a Peregrine legendarium. Every tapestry, every rumor, every saga had become to him his religion.

To some, Elick is a joke. The "Chapter Master of the Knights Barvoir." To others, a reminder of old virtue. Ineffectual, conscientious, and brave to a fault. Usually, he's sent on diplomatic duties: traditional courts find him to be endearing. During the Denengian Revolution, he was assigned to combat duties: as the royalists and republicans fought one another, the Peregrines guarded cattle and grain from bandits and opportunists. Amid the chaos, locals came to them for dispute settlement, legal judgements, and political advice. Elick delighted in telling parables from Peregrine lore, and proved a capable judge, earning the respect of his peers, perhaps for the first time.

After the Denengian Revolution, Elick swore an oath of questing, and promptly vanished. This surprised everyone, but such oaths are in the codices... The ancient codices...

Attributes:
Mediocre, but mediocre for a knight. Also, very chivalric.
History of Dynasty & Coat of Arms:
Yoink.
Inventory:
Greatcoat, cuirass, light armor, a bag of supplies, and a journal to chronicle the quest.
Weapons:
An assortment of axes, some for throwing. Why? In honor of Sir Hral, who felled the wandering wood, in times of yore.
RP Example:
Example.
#1848

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Sweillia
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Postby Sweillia » Tue Jul 21, 2020 2:14 am

Toad Isle wrote:Character Name:
Elick Barvoir
-snip-

Accepted! Welcome aboard!
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Toad Isle
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Postby Toad Isle » Tue Jul 21, 2020 9:12 am

Sweillia wrote:
Toad Isle wrote:Character Name:
Elick Barvoir
-snip-

Accepted! Welcome aboard!


:clap: Thanks. :clap:

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Toad Isle
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Postby Toad Isle » Wed Jul 29, 2020 5:48 am

How long do we wait? I'm new to RP, so I have no reference points.

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Sweillia
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Postby Sweillia » Wed Jul 29, 2020 10:28 am

Toad Isle wrote:How long do we wait? I'm new to RP, so I have no reference points.

I'd like to wait until at least a few more players join, which... well God knows how long that will take, or if it will even happen.
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Toad Isle
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Capitalist Paradise

Postby Toad Isle » Wed Jul 29, 2020 10:52 am

Sweillia wrote:
Toad Isle wrote:How long do we wait? I'm new to RP, so I have no reference points.

I'd like to wait until at least a few more players join, which... well God knows how long that will take, or if it will even happen.


No worries. Well, I've stuck the link in my signature too. 8)

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Kaledoria
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Postby Kaledoria » Wed Jul 29, 2020 9:39 pm

Since race is a point of the app, what are the options?

Also, since it's fantasy: Is there magic?


Nation Name: Kaledoria
Character Name: Marten Fjallborn
Gender: male
Age: 28
Rank: Knight
Race: Human (Giant- Bloodline, 1/16th Giant ... if giants exist(ed))
Appearance: 7'1" tall, muscular, strawberry blond hair, short pony-tail, shaved sides, stubble beard, small nose, strong jaw, teal eyes
Personality: Friendly and outgoing, light-hearted, careless, inventive and confident
Biography: Mother died in childbirth, father when Marten was just 8. Raised by his older sisters. Marten joined service of a knight of the Order when he was just 14 years old as a squire (a job that technically does not exist anymore but his knight-sire was very old-school) before being officially initiated to the Order at his 17th birthday as an Armiger. Marten always had a very close relationship to his nephew Magnus and taught him many of his skills. Now that Magnus is 14 himself, Marten (in agreement with his sister) took the boy in as a squire, too. While Magnus is not supposed to follow his uncle's example and become a proper member of the Knights Peregrine, the skills he could learn in this "apprenticeship" could be very beneficial to him when ruling the family fief. So the two of them and a third fellow named Johan, friend to Marten and bodyguard to Magnus, headed south, to do good deeds in the lands of Langeser and make a name for themselves and the Order.
Attributes: Physically strong and mentally resilient, Marten is a warrior better fit for the past, when the battlefield was decided by bashing in heads with the battle axe. He has a solid foundation of practice in all close quarter weapons from the flail to the pike. Wearing heavy armor is a second nature to him. He is an experienced outdoorsman. He is also a sound sleeper and has no problems resting well even in sub-optimal conditions. However, this is not exactly advantageous; besides the danger of being surprised in his sleep in a way that light sleepers are not, he also has a natural snoring habit, that he can't get rid of. Having tried shooting rifles and the latest musketoons, Marten is clearly no expert marksman, however when he was attached to the army for two years he joined the grenadiers and his excellent throwing arm earned him some reputation.
History of Dynasty & Coat of Arms:House Fjallborn belongs to the Vrodian nobility since the start of the records kept. The dynasty split and rarely merged again, and ultimately their holdings were split up into countless tiny fiefs of various branches of the family tree. This ended about eighty years ago, when Marten's great-grandfather Mikhail united the family lands by force, fighting his various cousins and uncles of some degrees either by duel or on the battlefield. How he managed to get the King to sanction this move is not clear but maybe it had something to do with the rumor, that his mother was actually a Gýgr, a Giant Witch from the Great Biels. Whether this is true or not, his descendants (at least those that followed him as the Lords of Fjallheim) were significantly larger then average in build. The family has taken some prestige-drop lately, as the 17 year old Eva declared herself heiress upon her fathers death despite having a brother (regardless of the fact, that he was even 9 years younger) and again when she took a rich commoner for a husband, whom she also adopted into the family to make it clear her children were legitimate heirs to the Fjallborn family lands.
CoA: Black Raven with golden outline in front of echelon-striped teal/black with gold outline.
Inventory: Knights Peregrine greatcoat, cuirass, burgonet, gauntlets, gambeson, horse-drawn cart with bedroll, rations, hay, simple tools (file, prongs, hatchet, needle and twine, knife, barrel cleaning rod), cutlery, kettle, pan, towel, razor, mirror, simple toothbrush, three bandages in waterproof cases, local maps, compass, spyglass, tinder-box, firewood (1 night), fishing net, 50 ft of robe, grapple-hook
Weapons: "3 brothers": Greatfalchion, saber and shell-hilted parry dagger; a double-barreled, breach-loaded blunderbuss, ammo-belt with 20 cartridges of shrapnel-shot; grenade bandoleer with 3 shrapnel, 2 shrapnel/smoke and an incendiary grenade as well as a matchbox to ignite them. Heavy hunting crossbow w. 20 broadhead bolts.
RP Example: (If you don't have one type up a few paragraphs of an encounter with a beast)
#1848 (Do not delete, for tracking purposes)
Last edited by Kaledoria on Fri Jul 31, 2020 8:06 am, edited 3 times in total.

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Sweillia
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Postby Sweillia » Thu Jul 30, 2020 5:24 am

Kaledoria wrote:Since race is a point of the app, what are the options?

Membership in the Order of the Knights Peregrine is open exclusively to members of the nobility, so mostly humans and the odd half-elf or half-dwarf
Kaledoria wrote:Also, since it's fantasy: Is there magic?

There are myths and legends about magic, but there is no conclusive evidence for it, at least none that your character would know about.
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Ormata
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Postby Ormata » Fri Jul 31, 2020 5:42 am

Ah, good. Something to satisfy my needs for Elephant Guns and Howdah pistols.

Do Knights Peregrine have retinues?

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Sweillia
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Postby Sweillia » Fri Jul 31, 2020 8:59 am

Ormata wrote:Do Knights Peregrine have retinues?


There's no rule against it or anything, but it would be difficult to pay for any form of retinue as the Knights don't get paid a lot for their work anymore, but it wouldn't be an impossibility.
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Ormata
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Corrupt Dictatorship

Postby Ormata » Sat Aug 01, 2020 2:43 am

Nation Name: Ormata
Image

Character Name: Cyryl Klos
Gender: Male
Age: 39
Rank: Grandknight
Race: Humanity
Appearance:
    Standing at 6’5”, 7” taller than the average, Cyryl is a built man by virtue of his constant life upon the road, in the saddle, and in his armor. His skin is tanned, though by all accounts is still in the paler sense of most Wronans, and holds several irregular scars. These center mainly about the chest and arms, though one does run nearly the length of his thigh from an especially vicious highwayman. Bullet scars are rarer, mainly grazes about the arms. Cyryl’s black hair, while kept quite well for someone of the road, is far less than that as to be expected of a noble son and his beard is likewise mangy by such comparisons.
Personality:
    A man of the law, Cyryl holds an inherent belief in the philosophy of duty towards that law, towards the strength in all beings, as well as towards the idea that actions are not good based by their consequences but by the intentions of those who perform them. That which is good is only a good will, which is based from a respect of the moral laws of mankind. In regards to his treatment of others, Cyryl prefers to keep most at an arm’s length with the sort of skepticism which arises from a noble upbringing; all people have their own wants, needs, and plans in play to acquire these, and any action may be one to further themself at the expense of others. As such, to those he considers a friend Cyryl takes pains to carefully vet before he might lower his guard about them, giving some hurdles and very much limiting himself. In regards to the ideas of nobility and chivalry, Cyryl is somewhat dismissive. A fair fight is one wherein those in the right kill those who are not, not a fight based about the foe having time to order himself properly to receive the attack. As such, he is not above performing ambushes, sabotage, and actions of that nature. This said, Cyryl is respectful to others, expectedly more so towards those of higher station, and considers his honor to be among those things required to live.
Biography:
    Born in the auspices of Clan Klos of the Most August Kingdom of Wrona, Cyryl’s noble family were of a good enough station to keep themselves exceptionally comfortable. With commercial interests in mining, manufacturing, and to some degree shipping of bulk goods by land, they were some of the greatest proponents of rail power, laying the first tracks of rail in Wrona. Their son, by such measures, would take great pride in his own studies for the eventual joining of the family business practices. His three older brothers were already so involved, two helping their father maintain relations with other sister organizations to ensure smooth distribution of production while the third focused his attention on the mining aspects of the family fortune. In contrast, Cyryl would excel in mathematics and organization, taking an interest in the precise maintenance of the finances for their fortunes. His father, while happy his son was so talented, thought that such aspects of business, the counting of coinage, was beneath a noble son of Clan Klos and forbade Cyryl from performing such duties. Nevertheless, for those accountants of Clan Klos visits by the same were not uncommon and were, invariably, painfully precise inspections with court-like cross examination and independent questioning.

    As time went on, however, such factors took a gradual turn for the worst. Their main mining operation at Ludhuse, on the Wrona border to the Wasteland, was attacked by a Zmei of immense size and five heads, before the winged serpent took up residence in the same region. A son of Clan Klos had been killed in the attack, as had nearly fifty workers, and such disruptions and insults could not be borne by Clan Klos. While one brother advocated for the raising of arms and militia to deal with the creature and another wished to write to the Knights Peregrine, Cyryl instead took a different approach, tired of the argument which he saw as disrespectful to the dead brother. Taking his father’s Balto Rifle and twenty rounds of ammunition, he gathered up volunteers from the family estate’s house guard who could both ride and shoot and, with this ad hoc band of hunters, rode with not a word to his father, two brothers, or indeed anyone else in the process. He was only eighteen at the time. In a battle lasting half an hour, he would fell the beast with great aid, though the majority of heads were his to claim as Cyryl had killed two with his opening salvo. On his return, he’d receive great beratement from his father, who had already written to nearby Knights Peregrine to request for their aid, for his blatant disregard for the authority of the same as well as recklessly endangering his own life. After this, he was praised by brother his brothers for the degree of bravery required for that hunt, peppered with kisses and hugs from his mother, the hides and such of the Zmei were sold and a head mounted, and the families of the dead workers, as well as nine dead volunteers from Cyryl’s group, were paid handsomely for their losses.

    No less than nine Knights Peregrine would arrive in the span of two days, however, and by host ruling Cyryl’s father gave them lodging, food, and many an apology for wasting their time. The Knights, while incredibly dismayed at having missed such a spectacularly interesting hunt of such a rare creature, were slightly bolstered at hearing of the endeavors of this young man, at his ability, and indeed at the fact that his original pursuits were not encouraged by the father. While on the whole honorable men by their station as Knights Peregrine, they did possess a degree of cunning by their station as nobles of higher nobility and, as such, were not above manipulation by some minor degree. They told Cyryl’s father that they could take him along, train him to be a far braver man, and to teach him how to be a true leader. As mythical creatures were a rarity and all he’d be fighting, very likely, would be bandits, the father considered the danger to be less and the reward to be very likely worth it, as what better way would his son find his own strength of character than delivering justice on the road and in the country? Besides that fact, the father considered his son to be a potential liability as he was so cavalier in his previous actions that it was best to have him away for some while to learn the benefits of patience and caution. The father was assured falsely by the Knight that his son would be allowed such a return. He accepted and the son became a squire of the Knights Peregrine.

    Cyryl rode with Maciej Borecki, a Knight, for some years to with some speed become an Armiger of the Knights. It was a relatively simple task, though in contrast to Maciej who dispensed justice as he would see fit the squire would instead reference a book written by one Teiwvezh Tatunovy called Natural Law which outlined many radical ideas such as the right to own property insofar as regards to thieves, the right to a fair and honorable trial, and those crimes which warranted death. While it was not a republican work by any measure, for instance the idea of ownership was not in contradiction to the rights of a landlord, it was considered revolutionary at the time of writing (Tatunovy was executed for incitement towards subversion of the state in Evezih). This strange habit was born from his own belief that the law should be an unmalleable thing, not subservient to any one man’s thoughts and feelings. Nevertheless, the Knight with the Red Book became somewhat known about the countryside for his strong convictions, relentless pursuit of criminals (hunting one for three months in order to hang the man following the rape of a family in southern Wrona), as well as serving to train and fortify a village in Evezih following repeated raids by bandits in a forest.

    He would continue with the Knights Peregrine, eventually rising to the rank of Knight following his ascension at age 22, and would go his own way from Maciej as soon as all possible. Cyryl’s family supported him financially with a stipend monthly, the man being near at hand and acting in some ways as the enforcer for Clan Klos. He would also act on their behalf politically, roaming the countryside and lands of other such noble families to defend their own peasants from bandits and raiders. Through this, Clan Klos’s name would be elevated in stature, as such was equal to saying that the family was strong enough to defend both itself and others, and the personal banner of Cyryl would be cemented in the minds of many who were not technically his own. As time passed, the man accumulated his own small arsenal to deal with a variety of threats, eventually coming into ownership of the Balto Rifle he’d used all those years ago as a gift from his father. A great believer in the art of superior firepower, he equipped himself in that same manner to best both beast and man, though the high caliber equipment would on occasion be used to massacre a particular individual.

    As time has passed, he has continued to act in the best interests of the people, though this has been difficult at times. Cyryl, with some difficulty, would give pardon to a group of elven squatters on Clan Zgoda lands. A neighboring Clan to Clan Klos, he convinced his father to grant such persons employment and housing in Klos-owned factory-towns. This would clash with Clan Zgoda wishes, who rapidly deployed bounty hunters acting on their behalf to kill the squatters and in response Cyryl called upon his brother to deploy their own militia to detain any such persons on Clan Klos land, to guard against any such attempts to intercept the group once they had crossed the border. Cyryl killed five bounty hunters on the ensuing journey, handing off the elves to Clan Klos representatives on their own land. This event would become rapidly twisted by both Clan Klos and Clan Zgoda, the former telling the story that they were human, not elven, and that they were simply travelers, while the latter attempted to tell the truth. Due to Clan Klos’s wealth, they would win in that war and Clan Zgoda would slowly diminish due to the perceived lie as well as the economic sanctions that Clan Klos placed against them. It has been noted that Cyryl has placed a far greater emphasis on equipping peasantry to deal with criminals than to hunt the criminals themselves, though he does not shy against the latter. Such methods to achieve this include a tendency to begin drilling, to fortify villages and towns, and to establish standing town watches.

    Image
    His appointment to the rank of Grandknight was not without significant issue as the grudge with Clan Zgoda would rise again. One Idzi Zgoda, a Knight Peregrine himself, would at that ceremony challenge the honor of Cyryl as well as give insult to injury, saying that Clan Klos itself lacked honor completely, that his father was a coward and laid with elvish men and women in bed. Of course such a thing could not stand and with the challenge Cyryl accepted the duel. They fought that same day, wasting little time, and in the end Idzi bled dry from a dozen wounds about his person before Cyryl finally, as the man was on his knees, decapitated the cur. Not a half hour later, his wounds bandaged, would Cyryl complete the ceremony and be declared a Grandknight. He made it a point to travel about the lands of Clan Zgoda specifically, eventually purchasing the land outright and giving leave towards his brothers to administer the land as an addition to those of Clan Klos.
Attributes:
    Strengths: Marksmanship, Physical Strength, Mental Strength
    Weaknesses: Melee, Outlier in Beliefs, Skeptic of Others, Long Distance Stamina
History of Dynasty & Coat of Arms: Argent, twin chief triangular gules, a dragon gules. Arms of Klos, personalized
    The history of Clan Klos is one which is not often told but remembered by those of the house. Some 1,200 years prior an Ionoran knight by the name of Celestyn Klos came across those lands. While not a Knight Peregrine he was an experienced killer of both beasts and men and, by virtue of his position within the Ordo Sanctitudo, he had an army of some 300 at his back. Moving into the area by directive from his Grandmaster, Celestyn was attacked day and night by raiding parties of native clansmen for nine days. On the tenth day, he and his army marched off into the woods, burning their way forward, pushed towards what was suspected as the tribal village. They instead found an ambush of twelve dragons, a father, mother, and ten of various stages of growth. Celestyn, mounted with lance in hand, charged the father as dragon fire was poured onto the ranks of his men. A bright light is said to have filled the space about them, holy light in their purity, and through this the dragon fire could not cut. His lance drove true into the beast, slaying it, and seeing this his men roared out a battle cry and charged into the dragons from their shield wall. In the end, it’s said that one dragon head was sent to the Grandmaster, one to the king of Ionora, and ten kept by Celestyn himself. He wrote that such a deed was in the Order’s name, that they were blessed. Upon reading this, the legend has that the land was granted to the knight by his own Grandmaster, not by any such noble in the region and while the former is but speculation, the latter is cold truth.

    On this declaration, Celestyn, his army, and the generations to follow of Clan Klos would have to endure a more protracted version of those first nine nights. Attacks would be sustained by various neighboring lords and with a mixture of superior armor, low and high level leadership, and outside funding both in terms of soldiers as well as actual coinage the newly dubbed nobility would fend off the native foe. As time passed, various treaties and marriages would cement the family Klos as an actual, Wronan Clan. This gave severe annoyance to the Ordo Sanctitudo as that holy order was already in decline and held a foothold in a rapidly decreasing number of places. The descendants of Celestyn would take on a minor role in several dragon hunts, mostly to further their own fame and to pay homage to the first of the family’s deeds. Nevertheless their status was rather middling for a Clan until some four hundred years ago when, on an expedition to neighboring lands what was thought to be a portion of the Wastelands, large deposits of iron, copper, and sulfur was found as well as smaller deposits of a variety of metals. Such findings shot the Clan Klos high up into the clouds economically and, though a series of shrewd dealings with merchants and miners, they achieved dominance for the supply of such things to metalworkers throughout the country and indeed to some kingdoms beyond.

    As time has progressed they have increasingly gotten more rich, purchasing the lands of several other Clans and expanding their own holdings with a measure of caution. They have lead to the construction of so-called “factory-towns”, a combination of a high density of housing in the apartment style, some few acres of farmland in order to provide for a degree of redundancy, a factory, and a high wall about the lot, often located near a river in order to provide for the factory’s power. They have further lead the effort for the construction of a railroad network through Wrona and beyond, to the more populous customers in places such as Ionora, Berephon, and Utyaro.
Inventory:
    Armor
      Steel Morion
      Steel Gorget
      Steel Curiass
      Gambeson
      Steel Greaves
    Clothing
      Greatcoat, Knights Peregrine emblem
      Red vest w/ white trim
      White shirt, linen
      Black trousers
      Black belt, leather
      Yellow Wronan boots
    Gear
      Natural Law, by Teiwvezh Tatunovy
      Tools (File, knife)
      Gun Kit (Barrel cleaning rod, oil, brush)
      Provisions (Dried meat, bread) x4
      Cooking Pot
      Mess Tin
      Canteen
      Rifle Bag x3
      Horse Tack (Breastplate, bridle, saddle, saddlebag x2, stirrups)
    Pets
Weapons:RP Example: False Gods: A Warhammer 30k Roleplay
#1848 (Do not delete, for tracking purposes)
Last edited by Ormata on Sun Aug 02, 2020 4:45 am, edited 5 times in total.

User avatar
Champagne Socialist Sharifistan
Minister
 
Posts: 2289
Founded: Dec 08, 2019
Democratic Socialists

Postby Champagne Socialist Sharifistan » Sat Aug 01, 2020 2:47 am

What does nation name mean in this context?
A semi-satirical nation which does not fully represent my views.
The Turkish War of Independence and everything before along with 2014 modernisation are set in stone.
Everything else is subject to change
Black Lives Matter!

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Ormata
Senator
 
Posts: 4396
Founded: Jun 30, 2016
Corrupt Dictatorship

Postby Ormata » Sat Aug 01, 2020 2:57 am

Champagne Socialist Sharifistan wrote:What does nation name mean in this context?


Your NationStates Nation name.

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Champagne Socialist Sharifistan
Minister
 
Posts: 2289
Founded: Dec 08, 2019
Democratic Socialists

Postby Champagne Socialist Sharifistan » Sat Aug 01, 2020 3:03 am

Ormata wrote:
Champagne Socialist Sharifistan wrote:What does nation name mean in this context?


Your NationStates Nation name.

IC NS nation name or OOC NS nation name?
A semi-satirical nation which does not fully represent my views.
The Turkish War of Independence and everything before along with 2014 modernisation are set in stone.
Everything else is subject to change
Black Lives Matter!

User avatar
Ormata
Senator
 
Posts: 4396
Founded: Jun 30, 2016
Corrupt Dictatorship

Postby Ormata » Sat Aug 01, 2020 3:05 am

Champagne Socialist Sharifistan wrote:
Ormata wrote:
Your NationStates Nation name.

IC NS nation name or OOC NS nation name?


It's Champagne Socialist Sharifistan for you.

EDIT: Cyryl Klos has been completed.
Last edited by Ormata on Sun Aug 02, 2020 4:46 am, edited 1 time in total.

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Sweillia
Spokesperson
 
Posts: 110
Founded: Sep 06, 2016
Democratic Socialists

Postby Sweillia » Sun Aug 02, 2020 9:37 am

Ormata wrote:Character Name: Cyryl Klos
-snip-


Accepted! Cyryl will make a fine addition.
What if the real RP was the friends we made along the way?
The Knights Peregrine

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Ormata
Senator
 
Posts: 4396
Founded: Jun 30, 2016
Corrupt Dictatorship

Postby Ormata » Mon Aug 03, 2020 12:08 am

Sweillia wrote:
Ormata wrote:Character Name: Cyryl Klos
-snip-


Accepted! Cyryl will make a fine addition.


Thank you! I do look forward to demonstrating the right method of dragon hunting (as well as the difference between cover and concealment).

I wonder what Richarde's opinion would be of Cyryl, though. Whether or not he knows the truth on those elves.

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