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Imperialisium
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The Vaisharralyndaelë (OOC) Accepting Apps

Postby Imperialisium » Wed Nov 16, 2022 7:40 pm

Vaisharralyndaelë

The Song of the Universe


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When on high the heaven had not been named,

Firm ground below had not been called by name,

Naught but primordial Vaisharra, their begetter,

(And) birthed in twain Vy–Sharra, they who bore them all, Their waters commingling as a dual separate body (and soul);

No reed hut had been matted, no marsh land had appeared, for the universe sprung immaculate and virgin

When no gods whatever had been brought into being, and the spheres of the world naught by dimensions of will

Uncalled by name, their destinies undetermined—

Then it was that the gods were formed within them.

First lines of the Enumaelisalyndaelë or 'song of the illuminated creation' from the Elves


Before the beginning there was but the Void, Oblivion, static and immutable, till the eruption of movement and force. For should there be one then the opposite also shall hold true. Vaisharra, the Universe, sprang forth from within the Void like a cosmic tidal wave in all directions. Coursing and flowing the very brick and mortar of what would come to forge all things. Gave them material form and purpose. Whether sentient, or more than likely not, this creative force spread and from its illuminated womb bred The Thirteen Realms. But Vaisharra was all and everything and thus it came upon itself paradox. What it shall create it also shall destroy. Therefore, Vaisharra split itself into two equal concepts that could work no longer in paradox but complimentary balance. Vy, the Light of Creation, and Sharra the Darkness of Death. Separated and free to roam apart the two entities drifted apart through the passage of unrecorded eons. Till at last Vy resolved to align and bring to order the shifting material universe. Forming the Thirteen Realms. Each one a reflection of what was to come past, present, and future.

Aesenir, the undying realm; Aetheria, the heavenly realm; Ard'Tella, the earthly realm; Belle'Shadaa, realm of the tranquil death; Hyl, realm of the frigid frost; Lumiroe, of the mysterious nature; Nyalfelsheim, the beautiful darkness; Ouronius, the eternal oceans of the universe; Tartaros, the realm of the untamed chaos; Tuatha'Da, the shrouded shores of the dreamt future; Va'Muspelhym, realm of the fiery rebirth; Yotunheimr, realm of the magnificent artifice of reality; and Zephorous, the windy realm of time.

And from this ordering the Realms were joined and assisted in their final orchestration by the entrance of the Aysr and Vynir. The Great Spirits who would later become the Major God's of the Realms, borne of Vy's twin aspects given as male and female. From the Aysr they contributed the refinement and realization of concepts such as heat and cold, the sky, and the ocean. While, of the Vynir there likeness was of the physical manifestations of life: The forests, birds, fish, and all manner of living things. Tied together like reality by each of the Aysr and Vynir being paired, one of each, and thus from them the laws which governed the Thirteen Realms where anchored. And from this wellspring came the attraction of the Gaiar, the lesser spirits who would oft in later ages of the universe be worshipped in the likeness of minor gods and supernatural beings, whose arrival spawned the Stars. Of the Gaiar they would come to abode with the Aysr and Vynir as the latter took up residence within the Realm of Aetheria. Thus, began the Vaisharran Age, with each Vaisharran Years lasting nine thousand nine hundred and ninety-nine Ard'Tellan years of three-hundred and sixty-five days, and of these eponymous years the Age would span ten thousand and one.

The youth of Thirteen Realms would come thundering down at the end of this Age with the arrival of Sharra. Inexorably attracted to the works of its twin and with-it Darkness entered the Thirteen Realms. Darkness and Light co-existing cast the Thirteen Realms into an all-encompassing Twilight as the mere presence of the former spawned mirror counterparts to Vy's work. And from this fomenting Schism in reality, later to be told in various religious circles as the Vaisharran Schism, birthed the Nine Dragons whose wings spread withering mortality, breath flung death, and from their words came self-knowledge. Yet, Vy'Sharra could not prevail over the other and unwilling to return to meaningless existence within the void both left the Thirteen Realms to exist peacefully outside of the Universe. Entrusting the Universe to the Spirits of Vy, and the Nine Dragons of Sharra who met within Aesenir and from their meeting came the surprising understanding of the natures of their existence and the Nine, who bore wisdom, understood the need for balance in all things. Thus, an accord was struck and the Asyr & Vynir fashioned the Sun's while the Nine Dragons crafted the Moon's. Beginning the Age of the Suns and Moons that would last three thousand three hundred and thirty-two Celestial Years which of each would last nine-hundred and ninety-nine Ard'Tellan years.

It was during the Age of the Suns and Moons that the secret works of Vy and Sharra would become known. The Awakening of the Precursors. Of the Light awoke the Syraphem, finest and fairest whose six-wings allowed them to soar across the Thirteen Realms without hindrance. Immortal and whose flesh would not bear any marring from the passage of time. Next were the Ol-Dwerein or the 'Old Stone Kith' who raised the mountains of the Realms and dwelt within rock and dirt. Last were The Ogheir, the amorphous shifting tree-water beings who would dwell in the forests and seas. From Sharra's passing came the Great Dragons, lesser than the Nine, but greater in number and from them harbored senescence and knowledge of time.

Discord, however, could not be undone so easily, a festering scar on the Universe. For even as it seemed that the Thirteen Realms would exist in peace the influence of Sharra would inevitably resurface and lead to the closing of the Age. For in the waning centuries of the Age of Suns and Moons the lingering influence of Vy's darker twin entered the minds and hearts of an Aysr and Vynir pair, The Nameless, who would eventually go on to imprint their existence onto the minds of many races and peoples. The genesis of dark worship and wicked cults. And at first hiding their designs and corruption the pair would, upon bringing half of the Gaiar to their camp along with nearly a third of each Precursor race, make their assault on the very core of the Thirteen Realms. Poisoning with despair the largest, central, Sun of the Thirteen Realms. The disembodied Heart of Vy. Casting all Thirteen into darkness and with hopes sunset the withering of many ancient species. But their evil did not start there and with a final act of malice to birth a Sharran universe over the corpse of the previous they stole the Seeds from the Cosmic Tree Yglaren, burning her roots with hatred. Casting the order of the Universe into chaos as the boundaries of Oblivion and the Thirteen Realms began to unravel.

The Aysr and Vynir wept with disbelief that their brethren could wrought such villainy and sequestered themselves. Absolving to diminish with the rest of Vy's work than live in an eternity in a new universe antithetical to their own. Seeing the weeping which bore the first rains and frosts, the Syraphem held counsel with the Precursor races and when no decision could be made, they elected to conduct a desperate plan. They would sacrifice themselves, body and soul, their entire race to rekindle and purify the Heart of Vy. The Nameless, upon hearing of this gambit, cursed the Syraphem and made war upon them. Assailing their mansions and besieging their fair abodes. Which the Syraphem fought valiantly while their rituals were being initiated. A song of hope at the cost of their very existence so that the Universe may survive. A music which filled the Thirteen Realms so completely that the Aysr and Vynir were finally moved to action. Descending upon their traitorous brethren with a righteous fury! Smiting their dark primordial armies of unspeakable abominations with purifying flame. The luminescence of which flaring across the heavens even to this day as the Polar Lights. Driving the shadow back towards the edges of the void and seeing this the other Precursor races joined the fray. No land would be peaceful home for the enemy and when all of their designs made ash The Nameless were seized. Of the traitorous Vynir she swore to never rest until the darkening of the Universe and so was slain, and whose blood falling onto Ard'Tella birthed the Giants, Ogres, Harpies, and Orc. Of the treasonous Aysr, Gaiar, and their lesser servile creatures were thrust beyond the Gates of the Void and into Oblivion.

Only now did the Aysr and Vynir look inward and intervening to halt the ritual song of sacrifice still sung by the Syraphem took up the mantle. The Aysr Halicyon and Vynir Yawranya strode in self-appointed duet. The Former tearing out his own heart to rekindle the Heart while his spouse Yawranya doused the embers of Yglaren's roots and melded with it to renewal. Rebirthing the Cosmic Tree into a fresh sapling and thus the creation of the Seasons came to pass. Each season chartering the bloom, noontide, death, and renewal of the Universe. Spring, Summer, Autumn, and Winter.

The Dawn Age now commenced and would last six-thousand six hundred and sixty-five years (each being one-hundred and fifty-two Ard'Tellan years). The Syraphem would become the Aethamari and gradually lose their wings as a consequence of the first marring of the Universe. Yet, still retain their fair form and immortality.

However, unlike the previous ages which of little remain but song and stories. The Dawn Age would comprise the oldest of ruins and oddities oft in the deep or forgotten places of the Thirteen Realms. The Aethamari would move to dwell in Aesenir, the undying realm from which they could escape back to a semblance of the pre-scarred universe. The Great Dragons would spread lesser kin across Ard'Tella and become one of its two masters, the Ol-Dwerein who gradually diminished into slumber in tombs of stone. Of the Ogheir little is known of their existence beyond they diluted into various species such as the Ents, Nereids, Nymphs, and woodland spirits, till by the end of the Dawn Age none of the original race remained.

The surviving Nameless One and his servants would merely watch and bide their time. Unbeknownst to the Aysr and Vynir, until in the waning years of the Dawn Age the Nameless One once more entered the Universe. Arriving on Aetheria in fair form and begging for forgiveness. Wailing of penance and regret, of the unhealable loss of his Vynir spouse and the wounds of the Realms he wished to make right. Of the Aysr and Vynir, whether fooled or naive as to the nature of what depravity evil could lower itself, eventually relented and allowed the Nameless One to reside among them once more. All a ruse and the six thousandth six-hundred and sixty-fifth year the Nameless One stole and corrupted the seeds of Yglaren-Yawranya and defiled them. Raising an axe to strike down the tree but before it could do so the Gaiar Kimlaren, a maiden of Yawranya, leapt to shield the tree and thus was slain. The Nameless One, who realized his brethren would be immediately aware of such a transgression fled and crossing into Ard'Tella gathered all manner of host to him. Calling servants from beyond the Gates of the Void and slumbering in the forgotten depths of the several realms. Raising a great fortress of blackened stone and fiery pits delving into the arteries of Ard'Tella, a place that would bear in the minds of later races as Malevolence, Pandemonia, The Black City, the Accursed Fortress, The Mountain of Madness, Bauglarond, and more.

The Aysr and Vynir would not make the same mistake twice and gathering a great host assailed the domain of their fallen brethren who despite all their prowess and dark forgery could not prevail. His pits were laid bare and mountainous walls crumbled to dust till finally he was dragged forth in chains made from the bones rendered into sharp barbs and bound by the hair of his slain spouse. Cast through the Gates of the Void yet bound to by the chain so as to never be beyond the watch of his kin. Forever sentenced to watch the Universe he sought to destroy from afar as a muted and impotent spirit.

The Universe itself was remade to be better protected from such threats. The Girdle was strung across the Thirteen Realms (asteroid belts) while the latter were made round and separated from one another. The Circles of the worlds bent back on themselves so that no influence could so easily spread between them anymore. Passage between only capable of secretive and unseen ways. While the sacrifice of Kimlaren, whose blood and spiritual sacrifice would mix with the remnants of the lingering essence of the Vynir Nameless previously slaughtered. From this mixture would come the race of Man who awoke in the final day of the Dawn Age.
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The Mythic Age would follow and last for seven thousand years, now identical in length to Ard'Tellan years, and it was during this time the Dwarves, in their own origin stories awoke from stone vaults beneath the mountains, and of the race of Man who slowly spread as nomadic hunter-gatherers. Till they encountered the Dwarves and from the former learnt the workings of Tin, Copper, and the making of Bronze. Erecting their first settlements and civilizations in the latter half of the Age. Of the Aethemari they would visit Ard'Tella and set up their own abodes primarily in the West and Northern regions of the world. Cosmologically closer to Aesenir with easier secretive routes to travel. Yet, their growing mastery of the material world would be their own undoing. For jealousy entered the hearts of the Aethamari and the spectre of the Nameless One could only watch in glee as the Aethemari in their pride forsook their closeness with the Aysr and Vynir and sought to forge a Realm entirely of their own. Pride begat fall and civil war erupted as the Aethamari became divided. Ending in the Kinslaying of Atalantys and the sundering of their species. Of the Aethemari who remained loyal they kept their immortality unlike the others but were bound to Aesenir and could never leave it, the latter removed from the orbit of Ard'Tella and secretive ways closed to all but whom the Aysr and Vynir would allow access. Of those that turned their back on them fled to Nyalfelsheim to become the Morianari or 'Black Ones'. The Dark Elves. Of those that remained neutral or loyal but could not bear to stay in Aesenir they took ship to Ard'Tella. Becoming the Ardamari or Mortal Ones. For they shall remain separate from Aesenir until such a time as the Universe has ended or the ways to and from the mortal world restored.

The Hyborian Age began, and, in this time, Man would form its first kingdoms and empires. Learning the making of iron and steel from the Ardamari or who many would call the Elves. A time of the mighty and heroes, of powerful warlords, and fearsome sorcerers...

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The Roleplay


Greetings! Welcome to Vaisharralyndaelë, an RP that is thematically a cross between heroic fantasy and high fantasy with a smattering of real-life folklore. To give some examples of what this RP draws influence from would be Tolkien's legendarium, Conan the Barbarian, The Iliad, Arthurian legend, and a touch of the real-world problems and folklore such as The Witcher. Fantasy races and creatures, heroic warriors, dangerous warlords, prideful kings, wise wizards and dark sorcerers, cunning thieves, fearsome corsairs, and more. The world of Ard'Tella itself is 25,000 miles in circumference and in most ways identical to Earth in terms of how weather and elements to be found work, with some minor additions like some fantasy metals, fauna, and flora.

The players will roleplay characters in this world with the option of their own states, mercenary companies, bands of outlaws, and everything in between. Seeking to make a name for themselves in this world or merely survive. As such players are expected to take responsibility in remaining relevant to events and not isolating themselves from everyone else.

The passage of time will be tied to the Operator's posts which will possess a 'timeframe' window in bold at the beginning of the post showing how much time a player can go through at a time. This is to prevent the issue of players rapidly outpacing each other or needing to do significant amounts of 'filler' posts.

Narrative, the Operator and any Co-Ops may engineer macro-events to help storylines or add bits of unpredictability for players to navigate.

Ard'Tella Cosmology

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Map Key:
Stars
1=Heart of Vy: The Largest and central Sun.
2=Helia: A smaller Sun which shares a barycenter with the Heart of Vy
3=Dazh: The Fiery Sun and sharing a barycenter orbit with Verina, orbits the Heart of Vy
4=Verina: The Hearth Sun: Its white fire and appearance often seen as a becalming portent, shares a barcycenter with Dazh and orbits the Heart of Vy
Worlds
1=Va'Muspelhym
2=Lumiroe and its Moon Ars
3=Ard'Tella and its Moons Sylene, Melkar, and the broken moon the Tears of Yawranya which appear as trailing streak in the night sky.
4=Aetheria and its Moon Celestis
5=Aesenir
6=Belle'Shadaa and permanently eclipsed by Helia
7=Yotunheimr and its moons Dwergaz, Dvengr, and Dharvas
8=Ouranius and its Moon Rheia
9=Tuatha'Da and its Moons Morganna, Lugh, Nuada, and Eriu
10=Hyl and its moon Heimskringla
11=Zephorous of which follows an erratic unpredictable pattern through the system. Its passage slowing and quickening in relation to the Suns.
12=Nyalfelsheim which follows roughly a figure eight pattern through the system around Helia and Dazh/Verina
13=Tartaros and its moon Stix


The Cosmology system in which Ard'Tella exists is a system of thirteen worlds with some having moons and others not. A system of four suns, however, all but the Heart of Vy merely appear as large stars in the Night sky and do not affect the level of sunlight reaching Ard'Tella or the day-night cycle except during special celestial phenomena. The moons of Ard'Tella are Sylene, Melkar, and the Tears of Yawranya which was once a moon but was sundered and broken up into a trailing cloud of debris arcing across portions of the night sky.

Ard'Tella itself is dominated by a large central landmass of many names and a large southern landmass comprising a polar region. The Northern Polar region is much smaller and mostly frozen ocean that extends down into parts of the northern archipelago and coastlines known as the Frozen Seas.

Ard'Tella itself, and something known to most of the cultures and peoples of the world, is the relationship it has with its celestial partner Lumiroe. Considered the source of the unseen and unnatural and whereas Ard'Tella's influence gives Lumiroe a definitive shape and obeyance of the physical realm it in turn influences the coursing of supernatural powers known to many as Magic.

The Nature of the Unseen Powers


Magic, The Wizard's Breath, The Sorceror's Wind, Vy's Thought, Sharra's Will, The Nature of Rock and Tree, the names go on in a dozen languages and tongues. It is a power to make manifest and alter the world around you. Magic in the setting operates along the basis of incantation, physical symbolism such as staffs, rings, or crowns, and runic inscriptions. As such the source of a wizard's power is often their staff as the physical symbol in which they can draw upon Magic. Similarly, magical artifacts are always physical tokens, items, or things within Ard'Tella. Even if their actual power is unseen and they appear as relatively mundane or inert objects. As such think of Magic as per Arthurian Legend, Tolkien's Legendarium, or the various ancient and shamanic practices of the real world.

Broadly, magic is divided into three categories. White Magic, or Vaiic Magic which few dare dabble in and is the most difficult to use. Indeed, 'Masters of Vaiic Magic' are comparatively amateurs as it is the unseen forces of life and light itself. Of all the races of Ard'Tella it is a few kindred of Elves that are anything passing for masters of Vaiic Magic and it oft solely confined to the realms of healing. Sharranic Magic is the second and is considered the magic of dark forces and evil to many. Even if, like Sharra itself, is not an objectively evil force on the universe. However, like Vy and Sharra, Vaiic and Sharranic magic are paradoxes and represent polar opposites and accordingly Sharranic magic is the realm of death, darkness, corruption, and rebirth (into something else). Thirdly, is the Magic of Nature or Ard'Telluric Magic and by far the most common by a vast stretch. It is the magic of a wizard increasing the heat and size of a fire, of urging currents in a river to go faster, to commune with animals and plants.

Ard'Tella In The Hyborian Age


It is the present age and has lasted for thirty-nine centuries. The year is 3949 of the Age. The Hyborian Age has seen man spread throughout much of Ard'Tella and the founding and destruction of many realms old and new. Much of humanity is in a late bronze age/early iron age technology with those more to the West typically having more knowledge of the working of iron and steel (depending on their relationship with the Elves) than those further East. The early centuries of the Hyborian Age would see the establishment of the Human realm on the Crescent Isle and the gradual splintering of the Ardamari into the various sub-groups of the Elves.
Last edited by Imperialisium on Fri Nov 18, 2022 6:08 pm, edited 6 times in total.
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Postby Imperialisium » Wed Nov 16, 2022 7:41 pm

The Races of Ard'Tella

Ard'Tella

Of Man

The Valôrëdain

The Men of the Sunset Realm, The Elf-Friends, The Men of the West, King's of the Sea, The Sea-Lords of the Western Shores, Fir Luachmhoir, The Fair Men or Vaszh'Aduna in their own tongue of Valoramaic are the Men of the western most realm of Man. The High Kingdom of Valôrë. The Men of Valôrë are long lived by virtue of their allegiance to the Elves for when they first began exploring Ard'Tella during the Mythic Age. Steadfast allies and sharing in many sacrifices and in return they were given the previous Elf-Haven of the Crescent Isles. As such they were the first Kingdom of Man to learn the ways of iron and steel, of complex shipbuilding, and building great cities of stone. The Men of the Crescent Isles are also long-lived compared to other men with lifespans thrice that of those elsewhere due to not only the splendor of their island home but also their knowledge of medicine and Vaiic magics second only to the Elves of the Blessed Isles.

The Valôrëdain have their history beginning as one of the tribes of man that wandered into the Western regions of the central continent. Encountering various Dwarven clans and from them learnt the ways of tin, copper, and bronze. Building primitive villages and farms. Later also encountering the Aethemari who were slow to interact with Man, unsure of their origin, until the time of when Orc Warlords besieged their ancient havens and the men who would become the Valôrëdain rode without call or warning to their aid. It was after these early feats and following relations that earned the Aethemari and later the Ardamari's trust. Allowing them to settle on the abandoned Crescent Isles.

The Men of the Crescent Isles are tall and hearty with them all standing more than six feet in height and possessing fair complexion, hair colors, and eyes.

The Men of the Continent

The Men of the Continent are varied and by far the most populous race, perhaps aside from Orcs and Goblins, and are known to inhabit most if not all the regions of the Continent in some capacity.

Of the Dwarves

Dwarves of The Spine

The Spine, the West-Central Mountain range spanning from North to South is the longest mountain range in the World and the origin of the Dwarves who awoke there first and then spread outward to other regions. As such it is home to their largest population and oldest holds.

Of the Elves

The Ardamari

The Ardamari, 'The Mortal Ones' are the Elves that elected to stay or migrated to Ard'Tella following the Kinslaying of Atalantys in Aesenir. The Ardamari have since splintered into various groups with their own sub-cultures varying from similar to drastically different societies. Those that at their core still are similar to the Ardamari when they arrived are still counted as such, while those that have drastically differed are called collectively the Falmari or 'Moon Ones' as a symbolic reference to them being disconnected from their connection to their own heritage of the eternal sunlight of Aesenir.

On the Blessed Isles lives the Aalmari or 'Star Ones' who live on the most western island of Ard'Tella and closest to the old secretive paths to Aesenir and Aetheria. While in the western lands of the Continent, West of the Spine and South of the Norundrath Mountains which form a great arc separating lands south from the frigid wintry lands of the far North, live the Valtmari. The Valtmari inhabit cities and realms often completely isolated from each other but are politically headed by a High King/Queen and as such despite the differences in where their cities, havens, or realms are located they do band together against common enemies.

To the far South along various islands and hidden coastal havens live the Morimari or 'Sea-Elves' who at least nominally owe alliegiance to the High King of the Valtmar are in reality independent polities. While to the East of The Spine and often inhabiting secretive woodland realms or mountain fastnesses are the 'Greilamari' or 'Elves of the Gray'. For they have journeyed far beyond the western shores and taken up existence well removed from the heart of Ardamari's ancestral inhabited areas.

The Nôccurthyne or Blood Elves, Midnight Elves, are a technical fourth group who espouse many Ardamari cultural similarities but have an origin that separates them. The Blood Elves originated as an Elven fringe group that sought another means of retaining their immortality and thus using a combination of magic and rare materials formed an elixir. One that has not been able to be repeated or refined and in their pride, they neglected the warnings of the Gaiar heralds who came upon them to speak of such an abominable elixir's cost. The World's first Vampires were born.

The Elves of Ard'Tella are long lived but not immortal. The oldest of their kind managing to reach around a thousand years of age before succumbing to death. The Elves also do not suffer from illness and old age is slow to creep upon them. However, they live their lives at a pace alien to Man or Dwarf and as such their populations grow only slowly.

Of the Sharran Races

Ogres and Giants
The Ogres and Giants are very much divergent of the same origin. Giants are capable of reason and honor, of understanding diplomacy and intelligence, in contrast to the Ogres who are dim-witted, cumbersome, and more bestial. Often serving more intelligence races as weapons of war or labor. Both have sub-groups like Frost Trolls, Mountain Giants, and so forth which exist throughout many regions.

Orcs and Goblins

The Orcs and Goblins are of technically the same species but differ in that the latter are a diminutive breeding of the former as an engineered slave race. While the former is oft war-like and tribal. The Orcs are often antagonistic forces and loathe the Elves above all, who many Orc Chieftains view as affronts to their Creator, Sharra.

Of Other Races and Beasts

Dragons vs Wyverns and Wyrms

Dragons are an intelligence race and very rare. They do not bow and are oft left to their own devices than seek interaction with the other races. Wyverns by contrast are smaller, less intelligence, creatures who cannot breathe fire but have thick armored hides and a menace to many. Wyrms are rarer and often inhabit the Seas, Deserts, or Arctic regions and slumber for decades before rearing up to hunt.
Last edited by Imperialisium on Sat Nov 19, 2022 8:49 am, edited 3 times in total.
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Imperialisium
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Democratic Socialists

Postby Imperialisium » Wed Nov 16, 2022 7:44 pm

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The Applications

Main Character
Name:
Race:
Age:
Titles: (If applicable)
Physical Description:
Biography:

State Application
Name of Polity:
Geographic Location/Map Claims: (You'll have to mark on the maps)
Founding Year:
Monarch/Ruler:
Government Structure:
Economy:
Culture & Society:
Population:
History:

Tribal/Non-State Application
Name of Tribe/Band/Company
Leader & Title:
Numbers/Membership/Population:
Nomadic? (Yes or No)
Economy: (Nomadic Hunter-Gatherer/settled? How is it structured?)
Culture & Society:
History and Formation:

Race/Creature/Beast Submission
Name:
Origin:
Where are/is they/it found:
Lifespan:
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Diet:
Other Notable details: (sentient, none, put anything pertinent here)

Main Character
Name: High King Vanarion IV Kynz-Ameion of House Veilkheion
Race: Valôrëdain
Age: 204
Titles: High King of the Valôrëdain, King of the Crescent Isles, Lord of the Western Seas, Sea-King of Kings, Herald of the Heliac Star
Physical Description: Tall, even for naturally tall men such as the Valôrëdain, at the height of 6'7. Possessing fair blonde-reddish hair as the men of the Crescent Isles are typically fair haired with red, blonde, and light browns being common. Though black hair does occur. Like all men of the West he is fair skinned with fair eyes, in Vanarion's case a sea-green.
Biography: Vanarion inherited the Sea-Crown, comprising of one-hundred and four Diamonds, emeralds, and sapphires surrounded by lapis lazuli, turquoise, all inlaid with Bronthril and hardened with Vythril; The secretive alloy of the Dwarfs that enhances their Bronze work beyond what the material itself normally can possess and combined with the star metal of the Elves; at the age of one hundred and two. Vanarion inherited a realm that has spread from the Crescent Isles of Adainore since the late 2nd millennium of the Hyborian Age. Forming their own empire in parts of the Continent. Vanarion grew up in the capital city of Argmyneios and has seldom left the island save for excursions to major colonies and dominions of his people. Typically leaving such matters to his sons and daughters: Vanarion, Anarion, Valaszador, Rheiona, and Breiona.

State Application
Name of Polity: The High Kingdom of Valôrë
Geographic Location/Map Claims: Realm and Dominions of the High Kingdom of Valore
Founding Year: 50 HA
Monarch/Ruler: Vanarion IV
Government Structure: The High Kingdom is an Absolute Monarchy with a Council of High Lords who oversee various important offices. Below them is the regional High Princes and 'Men of the Continent' who are allowed to retain their crowns and sceptres if they swear fealty to the High King. Below them are local Princelings and lords. As such there is a definitive feudal structure held in check by an administration centered on the Crescent Isle.
Economy: The Economy of the High Kingship is that of a typical thalassocracy. Its main industries center around shipbuilding and the refinement of materials imported from the Continent. As such the men of the Crescent Isle are renowned mariners and possess the largest fleet of sophisticated ships and galleys. Including the secret use of the Nephaleion or the 'Flame Tongue' which is a tube-like device capable of spitting an alchemical fire from a central tank mixed with oil. Putting enemy ships alight.

The other major industries of the realm are smithing and masonry. The men of the Crescent Isle having been stoneworkers and metalworkers since the Mythic Age where they learnt craft from the Dwarves and first to learn from the Elves. As such Valorean smiths are highly sought and a unique steel, Adunaion Aal' or 'Crescent Star' is a valued as a distinctively strong and tensile patterned steel.
Culture & Society: The cultore of the peoples of the Crescent Isle is heavily centred on the Sea and the Sky. As such their religion and cultural traditions play heavily with those two concepts. Worshipping the Aysr Ionwe as Lord of the Sky and Poseiron as King of the Oceans. While the Vynir Helia and Verina are held in the highest of esteem for the female pantheon. The Goddesses of Noble Light and Hearth.
Population: 22 Million (15 million on the Crescent Isles and the rest in the various dominions and enclaves)
History: The History of the High Kingdom traces its lineage back to the Mythic Age when the wandering tribes of what would become the Valôrëdain encountered the Aethemari after meeting the Dwarves much earlier. Becoming the only human tribe of the time to ally with the Elves and assist the Ardamari after their loss of Aesenir as a result of the Kinslaying. The Valôrëdain would be eventually gifted the island of the Crescent Isle of Adainore to abode in as repayment. The trip took years to prepare and a year of sailing before landing upon the wonderous shores. An Island archipelago rich in natural resources and away from land threats. The peoples of the Elf-Friends would prosper and formally found their own Kingdom with the building of their capital in the 50's HA. Along with the crowning of their own King Valasztrion Kynz-Ameion of the Noble House of Velkheion.
In the succeeding centuries the Valôrëdain would live in peace and trade much with the Elves of the Ardamari and then later Falmari, Valtmari, and Morimari. Eventually, in the first half of the second millennium the Valôrëdain would begin sending exploratory expeditions and traders across the Western lands of the Continent. Spreading ever east-ward. Finally, establishing their own havens and citadels in the latter half of the second millennium. The basis of the now in all but name empire. An empire of late that has gradually taken on a more master-servant approach to the non-Valôrëdain populations of the Continent.
Aesthetic
Aesthetic
Aesthetic


Main Character
Name: High King Ashurion II the Lion
Race: Valtmari Elf
Age: 776
Titles: High King of the Valtmari, Lord of the Ardamari, Most Noble Prince of the Blessed Isle, King of Veilanor, Head of Noble House Valadyn
Physical Description: Standing at 6'4 he is of imposing height as are many of the Valtmari. Though typically slender and more evenly formed than those of Man. Possessing fiery red-blonde hair as is common in his House and eyes of piercing gray. Image
Biography: Born to High King Ermion Eklarin 'The Steadfast' of House Valadyn and Ermirial of House Armedyne in the late 32nd century of the Hyborian Age. Ashurion II, like his namesake from the first millennium, the last elf king born in the Mythic Age, would take the epithet of 'the Lion' for his martial prowess and keenness to preserve the Elf-Realms he rules by any means. Ostensibly, friends with the Valoredain the Elves and Men of the Crescent Isles have oft become rivals in dominance and influence in the Western areas of the Continent. Ashurion II would succeed Ermion in the year 3599 as High King and has led them ever since in times of peace or war.

State Application
Name of Polity: The Elf-Realms of the Valtmari
Geographic Location/Map Claims: Location of Elven cities and fortresses and havens and refuges
Founding Year: 1 HA
Monarch/Ruler: Ashurion II The Lion
Government Structure: Monarchy
Economy: The Elf-Realms are largely reclusive but do trade to some extant with those that they view as 'Elf-Friends'. The economy of the Elves is primarily around local agriculture and mining. Though it is an artistry-based society and thus they are oft only to build what is required, necessary, and what can best stand alongside nature rather than replace it. The Elves do have a currency like many other cultures and trade in gold coins called Stars and Silver coins known as Moons. Noted for their incredible purity and stability these are highly sought after alongside their unique manufacture of Vythril. The Star Metal of the Elves. The strongest of Steels.
Culture & Society: Elf-society is surprisingly egalitarian out of necessity due to their relatively low numbers on Ard'Tella. Despite being one of the most populous of the Elven kindreds. Men and Women may hold any office and Elven speed and grace which outstrips many allow the latter sex to have a degree of survivability in combat that say Human females would not.
Population: 7 Million
History: The Valtmari are a sub-group of the larger Ardamari exodus following the Kinslaying of Atalantys and the loss of Aesenir to them. Settling mainly in the North-West with small havens and refuges elsewhere. The Valtmari have kept largely to themselves and their realms are often relatively small but concentrated in population. With beautiful cities and citadels surrounded by imamculate farms and horticulture.
Aesthetic
Aesthetic


Maps
Player Locations
Last edited by Imperialisium on Tue Dec 06, 2022 6:55 pm, edited 8 times in total.
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Parcia
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Democratic Socialists

Postby Parcia » Wed Nov 16, 2022 11:11 pm

Skal!.
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
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Sskiss
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Inoffensive Centrist Democracy

Postby Sskiss » Thu Nov 17, 2022 11:05 am

OoC: Interested.
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Noocratic Callipolis
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Founded: Nov 11, 2022
Ex-Nation

Postby Noocratic Callipolis » Thu Nov 17, 2022 11:08 am

Interested.
I’d like to be either a wizard or a corsair.

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Rudaslavia
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Posts: 1779
Founded: Mar 28, 2014
Corporate Police State

Postby Rudaslavia » Thu Nov 17, 2022 2:57 pm

It has been a very, very long time since I dove into an Imperialisium RP. Too long. Time to change that.

Plus, God of War: Ragnarok has me in the mood for some Northern European-inspired fantasy
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Rudaslavia
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Posts: 1779
Founded: Mar 28, 2014
Corporate Police State

Postby Rudaslavia » Fri Nov 18, 2022 11:37 am

I plan on creating an empire (or, more accurately, a confederated series of kingdoms and city-states loosely united under an elective K'uhul Tlatoani) of dissident Ardamari known as the Yukatec. The Yukatecs, whose politico-religious schism from their Ardamari cousins occurred in the waning years of the Mythic Age, have gradually evolved into an ethnically distinct category of Elves. Even their language, Itzavi, is considered topologically disconnected from the rest of the Ardamari language family.

In terms of aesthetics, the Yukatec Elves will blend aspects of traditional Tolkeinian Elves with our world's Mesoamerican empires before European colonization. But the religious and philosophical underpinnings of Yukatec society will be more based on an amalgamation of Dharmic and Taoist concepts with esoteric Nazism. Yukatec spiritualism is derived from the teachings of the Yukatecs' first leader, the Prophet Yu'Ka. In short, Yu'Ka espoused a path to spiritual enlightenment that would allow for his people to succeed in the "Winged Endeavor" -- a literal return to the form of their Syraphim ancestors before the Dawn.

Purity of angelic (i.e. Elven) blood was upheld by Yu'Ka and his philosophical progeny as essential to the Winged Endeavor. To this day, most of the Yukatec kingdoms continue to enforce a strict and uncompromising policy of eugenics aimed at preserving key "Aethamari" traits in Ard'Tella. This has led to the emergence of a racial supremacist ideology that influences nearly all aspects of Yukatec society.

Non-Elven races, particularly those categorized as Men, are deemed especially lesser through the cultural lenses of the Yukatecs. The Yukatec economy is characterized by its widespread practice of slavery. Men account for the majority of these slaves. This is likely due to geographic placement; the jungled basin constituting the heart of the Yukatec Empire was home to countless tribes of Men before the first Elven settlers arrived. Although most of these indigenous groups would eventually be subdued, Humanity's fierce resistance against the first wave conquest likely contributed to the Yukatecs' exceptional disdain for their Human chattel.

Though powerful and near-unrivaled in its knowledge of the arcane arts, the Yukatec Empire is very much prone to infighting. Individual kingdoms and city-states within the confederation operate with a surprising degree of autonomy. This can also be traced back to the religious teachings of Yu'Ka, and will be explained in further detail later on when the setting of the RP is more established. But the Empire's lack of political cohesion has led to a number of civil wars among the Yukatec throughout the Hyborian Age. This, coupled with increasingly frequent slave uprisings, places the Empire is a perilous position.

But a new K'uhul Tlatoani has just been elected. Hailed by his kin as the savior of the Yukatecs, this mysterious figure may be the key to his wicked empire's survival...unless someone can stop him.
Last edited by Rudaslavia on Fri Nov 18, 2022 11:45 am, edited 4 times in total.
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Imperialisium
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Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Fri Nov 18, 2022 6:08 pm

construction is just about done.
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Luminesa
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Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Fri Nov 18, 2022 6:09 pm

That's a lot of words.

Eventually I'll read them.

But here I am.
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Union Princes
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Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Fri Nov 18, 2022 11:17 pm

Thinking a Dwarf kingdom, perhaps a remnant of a Dwarf empire that fell ages ago
There is no such thing as peace, only truce between wars

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Noocratic Callipolis
Secretary
 
Posts: 36
Founded: Nov 11, 2022
Ex-Nation

Postby Noocratic Callipolis » Sat Nov 19, 2022 2:32 am

[quote="Imperialisium";p="40125273"]
Image


The Applications

Main Character
Name: Alexander Valic
Race: Men of the Crescent Isles
Age: 40
Titles: Master Wizard
Physical Description:
Muscular, 5 feet and 11 inches in height with greying black hair and a long beard.
Biography:
Born into a family of Valic wizards, he was known for his intelligence from a young age and became a master wizard aged only 26.
However, he is also a tortured soul, his wife died in childbirth, and he later found out that she was murdered as a result of a curse that stopped his valic magic from working on here. Despite this his healers' oath bars him from violent vendetta.
To get over his grief he writes poetry and he meditates.

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Parcia
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Posts: 7829
Founded: Feb 11, 2016
Democratic Socialists

WIP

Postby Parcia » Sat Nov 19, 2022 10:47 am

Name: Bjiorn Olavson "The Ice Walker" "Raven Feeder"
Race: Human (Of the Ascomani)
Age: 28
Titles: High King of the Ascomani, Jarl of Jarls
Physical Description:
Biography:

State Application
Name of Polity: The Ascomani Kingdom
Geographic Location/Map Claims: https://imgur.com/a/faTtQNs
Founding Year: 3079 of the Current year (The first founding at Botlund) 3649 (the Establishment of Skyfall as the current capital)
Monarch/Ruler: Bjiorn Olavson, Highking and Jarl of the Raven Clan
Government Structure: Tight Tribal Confederacy with Elected Monarchy
Economy: Small yet thriving as the many long ships and raids bring in a continual flow of goods and wealth to the blossoming kingdom, it is largely based on fur trapping, fishing and agriculture at its current though a emerging practice of hiring out bands of young warriors as "Jomsmen" or Mercenaries has steadily grown.
Culture & Society: The Ascomani, "Men in Ashwood boats" in the old tongue of the Gray Elves, are a rather traditional and tightknit folk with a well routed and deep sense of familial and clan bond. They are known for being Stoic yet furious, Jovial yet wrathful and are known to best express the paradox that is the younger race of man. Their distinctive cultural practices and Society vary much separate them from the other men of the continent, their mysterious and vague seaward origin, yet also nearly entirely unrelated to the Valôrëdain across the seas.

They take pride in acts of courage, glory, and strength and the ideal image of many a younge Ascomani boy is that of the valiant Warrior, hefting axe and round shield in great battles and raids.
Population: Roughly 800,000, with most being spread out over the vast lowlands between the three major cities in farming communities and a fair percentage abroad on trading and raiding missions.
History:
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Nov 19, 2022 3:00 pm

Rudaslavia wrote:I plan on creating an empire (or, more accurately, a confederated series of kingdoms and city-states loosely united under an elective K'uhul Tlatoani) of dissident Ardamari known as the Yukatec. The Yukatecs, whose politico-religious schism from their Ardamari cousins occurred in the waning years of the Mythic Age, have gradually evolved into an ethnically distinct category of Elves. Even their language, Itzavi, is considered topologically disconnected from the rest of the Ardamari language family.

In terms of aesthetics, the Yukatec Elves will blend aspects of traditional Tolkeinian Elves with our world's Mesoamerican empires before European colonization. But the religious and philosophical underpinnings of Yukatec society will be more based on an amalgamation of Dharmic and Taoist concepts with esoteric Nazism. Yukatec spiritualism is derived from the teachings of the Yukatecs' first leader, the Prophet Yu'Ka. In short, Yu'Ka espoused a path to spiritual enlightenment that would allow for his people to succeed in the "Winged Endeavor" -- a literal return to the form of their Syraphim ancestors before the Dawn.

Purity of angelic (i.e. Elven) blood was upheld by Yu'Ka and his philosophical progeny as essential to the Winged Endeavor. To this day, most of the Yukatec kingdoms continue to enforce a strict and uncompromising policy of eugenics aimed at preserving key "Aethamari" traits in Ard'Tella. This has led to the emergence of a racial supremacist ideology that influences nearly all aspects of Yukatec society.

Non-Elven races, particularly those categorized as Men, are deemed especially lesser through the cultural lenses of the Yukatecs. The Yukatec economy is characterized by its widespread practice of slavery. Men account for the majority of these slaves. This is likely due to geographic placement; the jungled basin constituting the heart of the Yukatec Empire was home to countless tribes of Men before the first Elven settlers arrived. Although most of these indigenous groups would eventually be subdued, Humanity's fierce resistance against the first wave conquest likely contributed to the Yukatecs' exceptional disdain for their Human chattel.

Though powerful and near-unrivaled in its knowledge of the arcane arts, the Yukatec Empire is very much prone to infighting. Individual kingdoms and city-states within the confederation operate with a surprising degree of autonomy. This can also be traced back to the religious teachings of Yu'Ka, and will be explained in further detail later on when the setting of the RP is more established. But the Empire's lack of political cohesion has led to a number of civil wars among the Yukatec throughout the Hyborian Age. This, coupled with increasingly frequent slave uprisings, places the Empire is a perilous position.

But a new K'uhul Tlatoani has just been elected. Hailed by his kin as the savior of the Yukatecs, this mysterious figure may be the key to his wicked empire's survival...unless someone can stop him.


An interesting concept.
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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sat Nov 19, 2022 7:13 pm

The other RPs I’m in rn are moving super slow so I’m definitely checking this one out, y’know I LOVE me a good fantasy

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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sat Nov 19, 2022 8:14 pm

Ceystile wrote:The other RPs I’m in rn are moving super slow so I’m definitely checking this one out, y’know I LOVE me a good fantasy


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

Postby Ceystile » Sat Nov 19, 2022 11:04 pm

WIP app

Main Character
Name: Victor Falco
Race: Men (Deepmen)
Age: 24
Titles: Apprentice to the Wizard Imperial of Deepmarch, Lord Falco
Physical Description: Victor is slender and stands at 5'6, significantly shorter than most men in his family. Despite this, he's known to be handsome and broad shouldered, with the black eyes (known as "falcon's eyes) and dark complexion of most Deepmen. His skin's a deep walnut brown and he wears his thick brown hair long, oftentimes braided or twisted in some way. He favors robes in either the purple and green of his house or varying shades of blue.
Biography: Victor is the eldest of the triplet children of Lady Beatrice (née Albright) and Lord Benedict Falco, the currently serving Wizard Imperial. Since his family is known for its powerful sorcerers, Vic grew up surrounded by magic along with his siblings Vanessa and Valens. Benedict had hoped to train his children to take important offices around the country and although all three showed an aptitude for spells, Vic seemed to be the most ambitious of them, hoping to join the ranks of the continent's archmages and it was to this end that he hopes to take up his father's post after he retires.
Known to be an adept study of Ard'Telluric Magic, Vic has been curious about the other two forms including Sharranic magic and often wonders if it's as evil as people claim or does it depend on the intent of the caster. Can something invented for evil be turned toward good means and vice versa? Of course since Sharranic magic is strictly forbidden on pain of death, he's not gone further than reading the pages of an odd study tome and told nobody of his musings, not even his beloved siblings or his childhood friend Talfryn Swan, Captain of the Royal Guard (though there are rumors that something more may lie between them). Being so young and shooting for such a prestigious office, Vic feels that he has to prove that he can not only live up to his family name, but to the people's expectations.


State Application
Name of Polity: Deepmarch, also referred to colloquially as The Deep
Geographic Location/Map Claims: https://imgur.com/a/a9jsZGx
Founding Year: 2000 HA
Monarch/Ruler: King Alador Roning-Deepmarch
Government Structure: Monarchy
Economy: As an island nation, The Deep's economy is fueled primarily by the export of sugar (which grows plentifully there), minerals, gems and cloth production.
Culture & Society: Deepmarch is a society that’s surprisingly egalitarian, although professions like art and craftsmanship are seen as more women’s work due to women’s smaller hands and ability to see finer detail/more colors whereas men tend toward professions that require more physical strength. Legally, anyone is allowed to join the army although there’s somewhat of a stigma against women in battle because women are seen as important to maintaining a population and they can’t have them risking themselves. As a merchant country, race and gender aren’t seen as much of an issue as long as you’ve got the right amount of coin, and sexuality is seen as more or less a private and sacred matter between the people involved, so it’s perceived as rude to pry into someone else’s business regarding their choice of lovers (disregarding infidelity of course), so there’s little shame about what gender or race of lover one takes.
This is a little different when it comes to only children and scions of great houses, as they are expected to produce heirs eventually.

Population: 775,000
History: During the Mythic Age, when the races of Men were still young and “finding their legs” as it were, Deepmarch was founded when a group of explorer-corsairs, led by Captain Anniliese Roning were separated from their main fleet by a dread storm, and this previously undiscovered island was the first sight of land that the sailors had witnessed.
Originally only intending to settle there until they found some way to repair their ships, the sailors eventually mingled with the natives of that island until the race of Deepmen had come about, Anniliese wedding the tribal chief and becoming Deepmarch’s first Queen. Poseiron is worshipped as patron god of the island, for they believe it was him who saved them and brought them to that place at first.
Aesthetic
Aesthetic
Aesthetic
Last edited by Ceystile on Tue Nov 22, 2022 9:09 am, edited 10 times in total.

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Noocratic Callipolis
Secretary
 
Posts: 36
Founded: Nov 11, 2022
Ex-Nation

Postby Noocratic Callipolis » Sun Nov 20, 2022 4:00 am

Noocratic Callipolis wrote:
Imperialisium wrote:

The Applications

Main Character
Name: Alexander Valic
Race: Men of the Crescent Isles
Age: 40
Titles: Master Wizard
Physical Description:
Muscular, 5 feet and 11 inches in height with greying black hair and a long beard.
Biography:
Born into a family of Valic wizards, he was known for his intelligence from a young age and became a master wizard aged only 26.
However, he is also a tortured soul, his wife died in childbirth, and he later found out that she was murdered as a result of a curse that stopped his valic magic from working on here. Despite this his healers' oath bars him from violent vendetta.
To get over his grief he writes poetry and he meditates.

Is my app accepted?

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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sun Nov 20, 2022 7:51 am

People might want to dispense with the “master wizard as a youth” schtick. I can’t suspend disbelief that a child is a wizard of any remit.

Try like 45+
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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sun Nov 20, 2022 7:52 am

Noocratic Callipolis wrote:
Noocratic Callipolis wrote:

Is my app accepted?


No,
I’d recommend upping the quality and not going Valôrëdain cause they wouldn’t be named “Alexander” for starters.
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Noocratic Callipolis
Secretary
 
Posts: 36
Founded: Nov 11, 2022
Ex-Nation

Postby Noocratic Callipolis » Sun Nov 20, 2022 7:56 am

Imperialisium wrote:People might want to dispense with the “master wizard as a youth” schtick. I can’t suspend disbelief that a child is a wizard of any remit.

Try like 45+

I said master wizard at 26 not as a "child" (a 26 year old is not classified as a child anywhere in the world and never was) but ok. I'm not accepted, fine.
Last edited by Noocratic Callipolis on Sun Nov 20, 2022 7:57 am, edited 1 time in total.

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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Sun Nov 20, 2022 8:04 am

Noocratic Callipolis wrote:
Imperialisium wrote:People might want to dispense with the “master wizard as a youth” schtick. I can’t suspend disbelief that a child is a wizard of any remit.

Try like 45+

I said master wizard at 26 not as a "child" (a 26 year old is not classified as a child anywhere in the world and never was) but ok. I'm not accepted, fine.


Might want to re-read,

26 is considered still youthful everywhere in the world. As for “child” if you read what I wrote you’d realize that they’d have been a wizard before then “as a child” to somehow master by 26. Unless you’re going to tell me that they just automatically became a master? Either way I’ll never accept a child or a youth becoming a wizard of “remit” (meaning of note or substantial noteworthy skill) as it is firmly counter to the outlined themes of the RP.
Last edited by Imperialisium on Sun Nov 20, 2022 8:04 am, edited 1 time in total.
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Antimersia
Diplomat
 
Posts: 654
Founded: Mar 04, 2020
Father Knows Best State

Postby Antimersia » Sun Nov 20, 2022 6:28 pm

Main Character
Name: Orirmor Ingotammer
Race: Dwarven
Age: 189
Titles: Lord Commander
Physical Description: Short and stout, like most of his Dwarven brethren. Standing at 4'9", and weighing roughly 280lbs. He once had fiery red hair, but as he has aged it has lightened. It now is closer to a strawberry blond, in the places where it isn't completely grey. His skin is pale, and bespeckled with freckles. His body is extremely toned. He has a very wide and bulb like nose. His eyes are a rare blue among his fellow Dwarves. His facial hair is long, reaching his navel when unbraided. Thought it is rarely let out of its long singular triple braid. Tied at the end with a dwarven alloy clip with his family's crest pressed into the metal. The crest, being crossed warhammers over an anvil.
Biography: Born as the third son of two blacksmiths, in the southern holds of the Spine, Orirmor Ingotammer chose to be a soldier. He was never good at working metal, so knowing that his other two brothers would carry on their family craft, Orirmor chose to make his family proud by becoming a member of his Hold's army. He served honorably, until one day he received the horrific news that his parents had been murdered. Orirmor investigated their deaths against the orders of his superiors and discovered that they had been selling their weapons and wares outside of the Hold. And thieves attacked them, taking their remaining goods and coin. His insubordination led to his dismissal from the army. Something he was happy with in the end. As he took his family's warhammer, one inscribed with runes from ages past, and set out to start what is today called the Bronze Blaze. A mercenary company with a single stated goal. Retrieve all Dwarven Alloy, and return it to his people. He wants to honor his parents, by making sure no being besides a dwarf ever can know the power of Dwarven Alloy ever again. So that no one else might die to try and steal it.

Tribal/Non-State Application
Name of Tribe/Band/Company: The Bronze Blaze
Leader & Title: Orirmor Ingotammer - Lord Commander
Numbers/Membership/Population: ~5,000/95% dwarven with the remaining 5% being made up of humans, elves, and almost any other intelligent species in small numbers.
Nomadic? Yes
Economy: Communal. The company shares all earnings, save for 5% of every contract that is put aside to purchase of goods made with Dwarven Alloy. No money is exchanged between members of the company. Food is shared.
Culture & Society: Primarily Dwarven culture. The company stays together and save for Orirmar and his four lieutenants (Borli, Magnon, Ordomarti, and Gelni) all members of the company are equal and there is little in the way of a strict command structure. The company has a tradition to meet together at least one per week to share stories, drinks, and a hearty meal. Outside of this ritual most members of the company tend to just eat alone or with those they have grown close to within the company.
History and Formation: The Bronze Blaze was formed by the distraught Orirmor Ingotammer after the murder of his parents. At the beginning it was a solemn solo crusade. Orirmar would travel Ard'Tella, never getting too far away from the Spine. Everywhere he went he offered his services for coin. He looted, or bought, every piece and scrap of Dwarven Special Alloy he possibly could. And every time, he would return it to his people. Giving it only to people who would swear to him that they would never sell or give it to a non dwarf. In time, others discovered what he was doing. They offered to aid him. He was reluctant at first, but considering most of those that joined him were blacksmiths or Dwarven historians that wanted the preservation of their metal as much as Orirmar did, he relented and let them accompany him. In time, others joined simply for the prospect of earning reliable coin. and finding the mission honorable enough that they could feel accomplished in the work that kept them fed. And over the course of over one hundred years the Bronze Blaze formed into a mercenary company of great repute. They have expanded their reach further from the Spine than Orirmor ever believed he would extend. And have fought in many noteworthy battles. On such battle, took place fifty years in the past. The company was hired by the High King of the Valtmari, Ashurion II, to escort him and some of his people across the Spine for Ermeris to Ilyaris. Along the way they were ambushed by a large unknown group dressed as bandits. The Bronze Blaze dispatched these would be assassins valiantly. Orirmor himself slaying half a dozen enemies. The High King was escorted safely to Ilyaris without a single scratch caused to him or any of his people. Other valiant battles and stories like these have made The Bronze Blaze a dependable, and well respected mercenary company across nearly all of Ard'Tella.
Last edited by Antimersia on Mon Nov 21, 2022 7:51 pm, edited 4 times in total.

User avatar
Union Princes
Senator
 
Posts: 3987
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Sun Nov 20, 2022 7:17 pm

Almost changing my mind to do a human empire instead of a dwarf realm. Not sure yet
There is no such thing as peace, only truce between wars

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

Postby Ceystile » Sun Nov 20, 2022 8:39 pm

I edited Vic's app a little to make it more fitting.

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