[A Realm of Uncertainty] * [OOC/Sign-up] * [All Ages Welcome - CLOSED]

GENERAL CHARACTER STATISTICS

oerba_yun_fang_by_cowabanga-d39qvax.jpg


Character Name: Kalin River-Born
Alias: River
Gender: Magically Influenced Intersexed Female
Species/Race: Human
Age: 19
Sexual Orientation: Demisexual
Current Residence: Stormhaven, Eventide
Occupation: Huntress/Tracker/Guide
Family: Palitsa Tribe

More:

PHYSICAL CHARACTERISTICS

Height: 1.8 m (5'10")
Weight: 75 kg (164lbs)
Hair: Unkempt, brown hair with naturally occurring red highlights.
Eyes: Emerald Green
Distinguishing Marks: One tattoo one her left arm, tribal in design with black swirls and sharp whips that winds down to her wrist and thumb. Another tattoo is on her right hip and extends up her torso to her lower back. This is of similar design but seems to carry a scene or foreign letters of some sort.

General Appearance: River can most often be found wearing furred armor made from the skin and hide of the animals found in No Man's Land. When hunting, she can commonly be found wearing nothing except some markings made of berry based dye and animal blood (if hunting a predator) no matter the weather. As a guide, River dons men's commoner clothes.

Strengths: Natural Affinity (excellent survivalist and tracker) and Athletics (excellent horseman, swimmer, climber, and sprinter. Not much for flashy acrobatics, but can backflip off of trees easily). She has a talent for predicting the weather and is very, very skilled with her chosen weapons. Ambidextrous.

Weaknesses: Comes across as very wild in mannerisms, usually trades services (Guiding merchants through forests, helping hunting expeditions, helping villages with rampant local wildlife) for goods rather than money, somewhat naive in business. Doesn't recognize hierarchy based on birth alone, nor does she observe customs unless instructed in them.

More:

MENTAL CHARACTERISTICS

Allies: Her tribe

Enemies: Enemies of the tribe, various bandit groups

Current Goal/Purpose: To find either a teacher or an answer for a magically inclined child in her tribe, become a recognized adult in her tribe.

Aspirations: To be the best hunter in her tribe, to settle down and have a family.

Hobbies: Listening to the forests and napping with animals.

Likes: Hunting, lazing about in the sun, sparring with worthy humans.

Dislikes: Having her time wasted by humans, unfair treatment of animals, abusive people towards animals and dependants.

Talents: Weather prediction, animal taming, navigation of the land, skinning quickly but beautifully.

Inabilities: Charismatic Dialogue and Battle Mastery

Fears: Magic and Ghosts

General Personality: River is a rambunctious and boisterous young woman. She is usually happy to help out someone if they ask, especially if it means she can spend some time in the forest. She doesn't take well to people that try to force themselves or ideas on her or people like her, and thus can react violently when confronted with such acts. Her partner and handler, Jaia (a hawk, NPC) is almost always near her to reign in her violent tendencies.

Secret: Jaia is not her's. She actually is River's mother animal partner. Unknown to herself she is the princess of one of the kingdoms. Her Clan Mother is aware of this, and has sent her on a dummy mission to see if anyone recognizes her features.

More:

SPECIALTY CHARACTERISTICS

Special Items: Tribal whetstone (special whetstone that sharpens her blades) dried meats and fruits.

Weapons: A spear and two tomahawks crafted from the rocks, metals, and woods of No Man's Land. Each weapon has its own history.

Shadowless: River's spear is made from a special, fire hardened branch from a mystical tree found deep in the bogs. The spear tip is made from black metal found in the deserts of No Man's Land and is fastened to the shaft with sinew from the Desert Great Deer. These materials have allowed Shadowless a wide range of damage potential as well as some defensive control. It is a beautifully decorated weapon, and can be poisoned easily. River always has these on her person.

Sunrise/Moonrise: These axes are used by River for conventional combat and survival techniques. While the spear is used to kill, these tomahawks are used to skin, scale, and butcher as well as to gather resources like stone and wood.
Moonrise uses a form of bog seed infused black stone with a dual edge. Moonrise is sleeker with a more narrow neck from the blade to the sinew connector. It is triangular in shape, with a slight forward tilt for better control and to keep River from hurting her wrists. This weapon is ideal for skinning and stabbing, as it has a dagger like point on the reverse.

Sunrise is made from the largest, densest bone from the Desert Wyvern. It was shaped roughly with tools before being treated and worked into its larger, flatter triangular shape with a few barbs near the connecting sinew. It also features a slight forward tilt. This blade is best for hacking and stripping trees, digging, chipping stoned, grinding herbs, and gathering other resources.

With a shift of the wrist, both axes become blunt to inflict concussive blows, another shift, and the blades are revealed for cutting damage. They are not optimized for throwing, but could be used as such.


Arcane Methods (magics): None

More:

HISTORIC BACKGROUND

General History:
River was born with a magically influenced, genetic blessing after her tribe suffered a heavy blow from the gods due to the leader's folly. As such, she was gifted with enhanced senses and strength and soon began to learn to hunt under the guidance of the Huntress, the hunting band's leader. The woman often led the learning bands out at dawn then returned by midday for the hunts, but she allowed River to stay due to being the girl's birth mother. She and her birth-mate, a young woman her age that had been chosen for River to take as a wife, had grown close over the years. As a teenager, River often brought her the kills to butcher and the two would share the meal, a sign of courtship. In a show of reciprocation, her birth-mate helped her gather and treat materials for River's weapons.

As time passed, the blatant favoritism rubbed a few clan elders the wrong way, and a Combat Trial was set for the girl before her 16th summer. She ended up fighting, and killing, her birth-mate. The ferocity of her rage surprised many that day, and no one could stop her before she turned that rage on the elders. Nearly half of the council was lost that day before she was bound. Before judgment could be rendered, the Clan Mother declared that the Council sought to cripple the Tribe, as River would have been the third blessed child to be killed by the Council. Upon her word, Hunters and Guards seized the remainder of the Council and forced them to their knees. River's weapons were returned to her. Before she could leave though, the Clan Mother asked to see the girl's skinning techniques first hand. River delivered human skins for the gods upon the Tribe's return to the bog later that year. From then on, she remained as the Clan Mother's personal Huntress and Guard.

Present Life:
One year after being appointed as guard to the Clan Mother, River was tasked with a mission. She has spent the last two years searching for answers for determining and training a magically inclined child. Along the way, she has managed to map a few new routes through No Man's Land for her tribe's use and has marked various resource nodes and scouting positions for them. At the same time, she serves as a portal to the known world about her Tribe, and the many others that occupy No Man's Land. Whole some have tried to force or coax her into revealing her tribe's name, way of life, and resources, most have ended up dead or massively disappointed... "The Sacred Land is no place for selfish outsiders."
Special Historic Notes:
 
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Ooo some of the NPC races look really cool but we can't play as them can we?
 
GENERAL CHARACTER STATISTICS

oerba_yun_fang_by_cowabanga-d39qvax.jpg


Character Name: Kalin River-Born
Alias: River
Gender: Female
Species/Race: Human
Age: 19
Sexual Orientation: Demisexual
Current Residence: Stormhaven, Eventide
Occupation: Huntress/Tracker/Guide
Family: Palitsa Tribe

More:

PHYSICAL CHARACTERISTICS

Height: 1.8 m
Weight: 88 kg
Hair: Unkempt, black hair
Eyes: Green
Distinguishing Marks: One tattoo one her left arm, tribal in design with black swirls and sharp whips that winds down to her wrist and thumb. Another tattoo is on her right hip and extends up her torso to her lower back. This is of similar design but seems to carry a scene or foreign letters of some sort.

General Appearance: River can most often be found wearing furred armor made from the skin and hide of the animals found in No Man's Land. When hunting, she can commonly be found wearing nothing except some markings made of berry based dye and animal blood (if hunting a predator) no matter the weather. As a guide, River dons men's commoner clothes.

Strengths: Natural Affinity and Athletics

Weaknesses: Comes across as very wild in mannerisms, usually trades services (Guiding merchants through forests, helping hunting expeditions, helping villages with rampant local wildlife) for goods rather than money, somewhat naive in business.

More:

MENTAL CHARACTERISTICS

Allies: Her tribe

Enemies: Enemies of the tribe

Current Goal/Purpose: To find either a teacher or an answer for a magically inclined child in her tribe, become a recognized adult in her tribe.

Aspirations: To be the best hunter in her tribe, to settle down and have a family.

Hobbies: Listening to the forests and napping with animals.

Likes: Hunting, lazing about in the sun, sparring with worthy humans.

Dislikes: Having her time wasted by humans, unfair treatment of animals, abusive people towards animals and dependants.

Talents: Weather prediction, animal taming, navigation of the land, skinning quickly but beautifully.

Inabilities: Charismatic Dialogue and Magic

Fears: Magic and Ghosts

General Personality: River is a rambunctious and boisterous young woman. She is usually happy to help out someone if they ask, especially if it means she can spend some time in the forest. She doesn't take well to people that try to force themselves or ideas on her or people like her, and thus can react violently when confronted with such acts. Her partner and handler, Jaia (a hawk, NPC) is almost always near her to reign in her violent tendencies.

Secret: Jaia is not her's. She actually is River's mother animal partner.

More:

SPECIALTY CHARACTERISTICS

Special Items: Tribal whetstone (special whetstone that sharpens her blades) dried meats and fruits.

Weapons: A spear and two tomahawks crafted from the rocks, metals, and woods of No Man's Land. Each weapon has its own history.

Shadowless: River's spear is made from a special, fire hardened branch from a mystical tree found deep in the bogs. The spear tip is made from black metal found in the deserts of No Man's Land and is fastened to the shaft with sinew from the Desert Great Deer. These materials have allowed Shadowless a wide range of damage potential as well as some defensive control. It is a beautifully decorated weapon, and can be poisoned easily. River always has these on her person.

Sunrise/Moonrise: These axes are used by River for conventional combat and survival techniques. While the spear is used to kill, these tomahawks are used to skin, scale, and butcher as well as to gather resources like stone and wood.
Moonrise uses a form of bog seed infused black stone with a dual edge. Moonrise is sleeker with a more narrow neck from the blade to the sinew connector. It is trangular in shape, with a slight forward tilt for better control and to keep River from hurting her wrists. This weapon is ideal for skinning and stabbing, as it has a dagger like point on the reverse.

Sunrise is made from the largest, densest bone from the Desert Wyvern. It was shaped roughly with tools before being treated and worked into its larger, flatter triangular shape with a few barbs near the connecting sinew. It also features a slight forward tilt. This blade is best for hacking and stripping trees, digging, chipping stoned, grinding herbs, and gathering other resources.

With a shift of the wrist, both axes become blunt to inflict concussive blows, another shift, and the blades are revealed for cutting damage. They are not optimized for throwing, but could be used as such.


Arcane Methods (magics): None

More:

HISTORIC BACKGROUND

General History:
River was born with a magically influenced, genetic blessing after her tribe suffered a heavy blow from the gods due to the leader's folly. As such, she was gifted with enhanced senses and strength and soon began to learn to hunt under the guidance of the Huntress, the hunting band's leader. The woman often led the learning bands out at dawn then returned by midday for the hunts, but she allowed River to stay due to being the girl's birth mother. She and her birth-mate, a young woman her age that had been chosen for River to take as a wife, had grown close over the years. As a teenager, River often brought her the kills to butcher and the two would share the meal, a sign of courtship. In a show of reciprocation, her birth-mate helped her gather and treat materials for River's weapons.

As time passed, the blatant favortism rubbed a few clan elders the wrong way, and a Combat Trial was set for the girl before her 16th summer. She ended up fighting, and killing, her birth-mate. The ferocity of her rage surprised many that day, and no one could stop her before she turned that rage on the elders. Nearly half of the council was lost that day before she was bound. Before judgment could be rendered, the Clan Mother declared that the Council sought to cripple the Tribe, as River would have been the third blessed child to be killed by the Council. Upon her word, Hunters and Guards seized the remainder of the Council and forced them to their knees. River's weapons were returned to her. Before she could leave though, the Clan Mother asked to see the girl's skinning techniques first hand. River delivered human skins for the gods upon the Tribe's return to the bog later that year. From then on, she remained as the Clan Mother's personal Huntress and Guard.

Present Life:
One year after being appointed as guard to the Clan Mother, River was tasked with a mission. She has spent the last two years searching for answers for determining and training a magically inclined child. Along the way, she has managed to map a few new routes through No Man's Land for her tribe's use and has marked various resource nodes and scouting positions for them. At the same time, she serves as a portal to the known world about her Tribe, and the many others that occupy No Man's Land. Whole some have tried to force or coax her into revealing her tribe's name, way of life, and resources, most have ended up dead or massively disappointed... "The Sacred Land is no place for selfish outsiders."
Special Historic Notes:
I rather enjoyed reading your backstory. Nothing like a rage-fueled dominicide sparked by the forced killing of one's love.
 
@ResolverOshawott

The cultures of these NPC races are such that they would greatly inhibit roleplay. They don't currently have a noticeable foothold in the Kingdoms, and are quite rare in comparison to other races - not much is known about them as a result. While we feel these races are beyond a reasonable scope of playability, the story which unfolds and the actions of players or groups of players may eventually lead the Eskor and Naga closer to the forefront.
 
@ResolverOshawott

The cultures of these NPC races are such that they would greatly inhibit roleplay. They don't currently have a noticeable foothold in the Kingdoms, and are quite rare in comparison to other races - not much is known about them as a result. While we feel these races are beyond a reasonable scope of playability, the story which unfolds and the actions of players or groups of players may eventually lead the Eskor and Naga closer to the forefront.

Ah alright then.
 
I like them all so far. I am brainstorming additional races just as a side note. As I've mentioned many times I just don't want players spread out too thin, and you have to think about their relationship with the other races. Where it stands now, for example, if you played an Eskor you risk role playing with a limited audience because of their very timid nature. You wouldn't find them in any city, which is where most people would be.

As always I'd love to hear suggestions. Surely somebody out of these 800+ viewers would like to see something added.

Also I have a feeling a number of people may be scared to take on the role of a King, but there's not much to be afraid of. There are some details I have made up for them, but the rest is up to you. There's no real right or wrong for how you play them. Your actions shape the world.
 
I like them all so far. I am brainstorming additional races just as a side note. As I've mentioned many times I just don't want players spread out too thin, and you have to think about their relationship with the other races. Where it stands now, for example, if you played an Eskor you risk role playing with a limited audience because of their very timid nature. You wouldn't find them in any city, which is where most people would be.

As always I'd love to hear suggestions. Surely somebody out of these 800+ viewers would like to see something added.

Also I have a feeling a number of people may be scared to take on the role of a King, but there's not much to be afraid of. There are some details I have made up for them, but the rest is up to you. There's no real right or wrong for how you play them. Your actions shape the world.

Also i am fairly new to world building roleplays. So i am not that good at them but it's worth the try and hopefully i wont get too intimidated by you guy's obviously better and waay longer roleplay posts.
 
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I've made my character a princess/prince if you don't mind it. You can choose the kingdom and when it is revealed to her. She is unaware of the fact as well as the circumstances of her conception. As such, it has been put under "secrets" rather than "history".

I had an entire history for the possible way River could be a princess...only for Iwaku to f***out on me...UGH!

Short Version: River's mother was sent on a spiritual pilgrimage to commemorate her rise to adulthood. During the first year, she saved an injured man from opposing soldiers using only a spear. Then she spent three weeks tending to his wounds and feeding him with meat and herbs she hunted and foraged for. He thanked her profusely, and tried to talk to her but neither understood the language of the other. A month after, they'd begun to teach each other their home languages when a rescue party arrived. The woman became defensive, but was held at bay when the man touched her shoulder.

The two made their way to the capitol, with the woman visibly uncomfortable with the crowds that came to greet their Prince. He presented her to his father as his savior. In gratitude the man offered her an office of respect, which the tribal woman declined, as it kept her from the forests. The prince offered a compromise: if she married him, he would give her the forests near the city as her domain. She accepted the offer, for the forests reminded her of the Sacred Field.

She was wedded to him two years later, and the happy couple expected their firstborn a few months later. A healer mage ruined that, however when he came to inspect the unborn child. He declared the child a bastard for it was neither a girl nor a boy, not the worth seed of their Prince. The Prince, absolutely seething at the gall of the respected mage, whom had publicly embarrassed his wife and himself with his careless words, ordered the man to be arrested for such slander. However, the woman began to weep hysterically and babbled in her native tongue. The prince caught most of it and held his wife tightly, though those watching took it as a sign of guilt. He reassured his wife that he would help her return to her lands, as the indeterminate gender meant her tribe would fall into ruin if she didn't return with the Blessed Child.

The King, furious but regretful called for his guards to interrogate his daughter in law. Her husband refused and told her to run, which she did. Even in the restricting dress, she outran the heavily armored guards and into her domain: the forests. Under the cover of night, her husband found her track markings, as she had taught him, and returned her spear and gifted her with a pack of rations. Heartbroken, but understanding she had duties to her people just as he did, he kissed her then let her go. She promised to never forget him, and he promised the same.

She found her tribe by accident, heavily pregnant and on the threshold of battle. One of the scouts of the opposing tribes found her and sounded an alarm. The battle stopped, for pregnant women were considered sacred by all tribes and battle was not allowed in their presence. The Clan Mother of her tribe recognized her and immediately brought her into her battle tent for a full report of her pilgrimage. She did so and found her Clan Mother embracing her tightly. The Clan Mother took the woman and declared her a Blessed Huntress, due to carrying a Blessed Child. Peace was declared that day amongst the tribes, though not everyone was happy about it. One such group was the Elders of her Tribe. The demanded the woman be killed, for consorting with Outsiders and possibly poisoning the Tribe. However, her pregnancy status kept her from their wrath, and the title of Blessed Huntress stayed their murderous hands.

River was born a month after the other Blessed Children. In a move to strengthen her ties to the tribe, River would be raised by the Clan Mother, and would also be given a birth-mate.
 
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Hmm i have a idea for a rather anti hero/villainous princess who is a heavy magic user but i feel she would fit in the Brill kingdom a lot better than Kadra but it says N/A on the OP.
 
@ResolverOshawott - I'll PM you with more information.

In short though, Brill no longer has a kingdom that is ruled by a royal family. It's a desolate land controlled by some kind of powerful entity. The Realm really has no idea at this point in time.
 
So, does Ormont not have a Royal Family? I'm a bit confused by the ruling duke.
 
Ormont technically has a royal family, but they are not in power. As the history of the Kingdoms is developing, it happened that the King was usurped after returning from Ivanshold after the Fall of Brill. We appreciate your questions, as well as patience as we release information about the world. If anything, your questions help with its shaping. More detailed histories of the Kingdoms themselves are in planning, and we hope to have these backgrounds put out soon.

Thanks for your interest!
 
I don't know about you, but when I think of the Duke of Ormont I think this:

mustache-LOLworm.jpg
 
Clan Sundershield
  • Leader: Elizabeth Josephine Sundershield
    Members: Thirty-seven
    Homebase: Berkleshire, Eventide
    General Occupation: Sellsword
    Strongsuits: Clan Sundershield prides itself, well at least once again in the now, on honor. As such there is a moral code that each member follows.
    • Do not assault others without justification
    • If assaulted for whatever reason, fight back with no recourse
    • Avoid needless waste of supplies
    • Live by your honor; die by your honor
    • Never run from a fight
    • A strong man builds the house, a strong woman carries the house
    • Harbor respect for all personages, even those of hostile intent or an enemy of the Clan
    Allies: None at this time
    Enemies: The Shadowriders, The Black Knights of the Radomir, The Wilders, The Market House
  • Clan Sundershield was formed three hundred years ago by the man named Angar Orengyrn Sundershield. Primarily a Northerner bloodline at the time, over the years the bloodline has mingled with other cultures, giving rise to the prominent Western influences in the current generations. Angar formed the Clan out of spite for the rulership in his native lands, seeking to change the way things were run. Within short time, the Clan rose among the rest as a terribly powerful entity. Sundershield took what they wanted when they wanted and were no more better than the bandits that they killed for more gold. It wasnt until his grandson, Erik Dovah Sundershield, challenged him in single combat and killed him, that things changed into the more structured and morally sound Clan that it is today.


    With the fall of Angar, coliquially known as The Shift, Erik reformed Clan Sundershield under a unified, honorable, and powerful banner. In what was known as the Golden Rise, Sundershield saw tremendous growth in all aspects. Before long, they became mercenaries of the leaders of the world. This time of prosperity lasted until his great-granddaughter, Delphine Ingrikson Sundershield, rose to power and began to allow outside influences into the Clan.

    The Fall is what Clansmates call her rise to power. With her on the proverbial throne, she led the Clan into a life of greed and guilty pleasures. Western bloodlines soon mixed in Clan Sundershield and politics poisoned the minds of the once-honorable Clan.

    The Clan became a squabling ground for generations until Thrain Augustus Auraelius Sundershield the First came into control. His methods and ideologies dated back to the days of the Golden Rise he promply excecuted all those who supported the old, polluted, ideologies. As such, the once-vast and corrupt empire has become a small family clan, only housing the most honorable and the strong. In an effort to regrow the clan to its former glory, Thrain allowed the admittance of outsiders into the ranks, but only those who proved their worth and honor to the Clan.

    Currently, the Clan is being lead by Elizabeth Josephine Sundershield, who is continuing to run the Clan with honor and distinction. Unfortunately, many many years of bad blood has caused the Clan to have many enemies and there is a strong distrust of any bearing the Sundershield name. The Great Rebuilding was started by Thrain the First, but only time will tell of Clan Sundershield will become the monolith of power and honor that it once was.
  • Members of the clan have access to martial weapon training as well as knowing that, even though the numbers may be few, the Clan Members that have your back are strong and will fight and die for one another.
  • Services Rendered: Mercenary Work
    Average Pay: 100-500 gold for low-medium risk jobs; 500+ for High Risk
  • Prove yourself to be honorable and strong to a Clan member in a variety of situations.


Clan Brittleshin
  • Leader: Thalkor Brittleshin
    Members: 76
    Homebase: Arcay, Kadra
    General Occupation: Merchants and Caravan Guards
    Strongsuits: Trade and Improving Trade Policies
    Allies: The Market House, The Trade Houses of Arcay
    Enemies: The Shadowriders, The Black Knights of the Radomir, The Wilders
  • Housed in the land of Kadra, Clan Brittleshin has taken a prominent hold in trade over the last thirty years that it has been around. Formed by Thalkor Brittleshin, a well-seasoned merchant and competent fighter, he aims to carry his clan above the ranks of the previous nobility and establish a new form of government where the Merchant class has a greater say in the rulings of the land.
  • Be part of a revolution to change the way government is run in Kadra and make money while doing so.
  • Economic Type: Merchant
    Imports: Spices, Furs, Iron, Gems
    Exports: Silver, Jewelry
    Trade Route: Kadra ← No-Man's Land → Gashton: They have their caravans head through the No Man's Land and shortly before entering the opposing territory, they have their caravans shift through the borders of the country's ally, following the trade paths into the area itself.
    Special Notes: They have forged documents that state that they are residents of the allied lands and even own property to back up those claims.
  • Apply at the main office in Arcay and pass a series of diplomatic, mathematics and bartering tests.



The Market House
  • Leader: Mary Evermore
    Members: 262
    Homebase: Greycastle, Gashton
    General Occupation: Merchants and Caravan Guards
    Strongsuits: Diplomacy and Trade
    Allies: Clan Brittleshin
    Enemies: The Shadowriders, The Black Knights of the Radomir, The Wilders, The Market Houses of Greycastle
  • Formed over a century ago, the Market House has grown, fallen and replanted itself in the heart and soul of Gashton. The House had brought considerable wealth to the country over the decades and as such, has gained a pseudo-nobility status, ranking even higher on the proverbial totem-pole than some elected officials. Through time and various leaders, the House has had its fair share of troubles and gained a multitude of enemies.

    However, as recently as in the past five years, the prior leader of the House had perished due to illness and now is led by a shrewd woman by the name of Mary Evermore, a woman who runs her husband as well as she does the business and House. Mary believes that Profit is the absolute number one thing in life, followed by how she obtains that profit then finally, her family.
  • Potential to gain insurmountable wealth and nobility.
  • Economic Type: Merchant
    Imports: Silver, Jewelry [Black Market]
    Exports: Spices, Furs, Iron, Gems
    Trade Route: Kadra ← No-Man's Land → Gashton: They have their caravans head through the No Man's Land and shortly before entering the opposing territory, they have their caravans shift through the borders of the country's ally, following the trade paths into the area itself.
    Special Notes: They have forged documents that state that they are residents of the allied lands and even own property to back up those claims.
  • tbd


The Shadowriders
  • Leader: Drasthanya Syl'set
    Members: 64
    Homebase: Mount Kimber [No-Man's Land side]
    General Occupation: Marauders
    Strongsuits: Psionics, Transmutation, Creation
    Allies: None
    Enemies: Everyone
  • The Shadowriders are a group of marauder mercenaries with a hankering for creating terrifying illusions during their attacks. The head of the Shadowriders is a shrewd Dark-Sylvan by the name of Drasthanya Syl'set and is a rather powerful sorceress. Over the last decade she has been in power, the Shadowriders went from no-name bandits to magic-wielding powerhouse. She teaches her disciples the art of Psionics with varying levels of Transmutation and Creation. At the core of her magic schooling, she and her disciples are creating little more than quasi-real images, but these images often come from the basest fears of those they are going against and as such can sometimes inflict such a degree of fear that the enemy locks up completely or dies of heart failure.

    The Riders prefer to ride about on black horses with whispy manes and tails as to add to the often-present shadow illusions that roll around as the Riders assault an area. One of the important things to note is that the Riders almost never kill anyone with their own blades. Nearly every death comes from the illusions they conjure or from suicide as such. Another important thing to note is that they don't let their magic affect children as they take the children from the now-desolate towns and raise them as their own.
  • Learn how to use varying schools of Magic, pillage caravans, other illegal bandit things.
  • Economic Type: Kill and loot.
    Exports: Slaves
  • Sneak in to the Shadowrider compound and make it to Syl'set's quarters undetected.



The Black Knights of the Radomir
  • Leader: Commander Archibald Blackfoot
    Members: 120
    Homebase: The Radomir Foothills
    General Occupation: Marauders
    Strongsuits: Military Tactics
    Allies: None
    Enemies: Everyone
  • The Black Knights of the Radomir are a hostile, paramilitary organization located in the Radomir Foothills. Led by Commander Archibald Blackfoot, the Knights ravage the countryside with armor specially designed to blend in with the rough landscape. It is speculated that they have a small fort somewhere in the Radomir area but due to the hostility of the landscape, no expeditions have been organized to root out the Black Knights. During every raid on various trading caravans, natives of the region and citizens from the surrounding countries; out of all the captives, they only choose one to let go free and carry the story and the mark of the Black Knights so fear can be spread.

    Their eventual goal is to eventually capture the region of Brill and use the country's wealth and size as a bandit capital, hoping to draw in varying marauders from outlying areas and form an army under his name. This organization was formed two years prior to the Brill disaster when Archibald was exiled from Brill for his crimes.
  • Military training and the standard rape and pillaging of various people. Just bandit things.
  • Economic Type: Kill and loot.
  • Defeat an officer in a non-lethal duel. Usually, they offer anyone the chance to do so when they capture people. Those who succeed join. Those who fail, die.



The Great Ghost Fleet
  • Leader: Captain Velstadt
    Members: 12024 [524 'slaves']
    Homebase: Large island East of the Frostbarrens
    General Occupation: Pirates
    Strongsuits: Psionics, Transmutation
    Allies: Wilders, The Blackfang Mercenaries
    Enemies: Gashton
  • The Great Ghost Fleet is a pirate fleet lead by Captain Velstadt, a literal half-giant of a man. Their home port is the large island east of the Frostbarrens, where their pirate settlement spans the majority of the landmass. The ports themselves house nearly thirty galleons, ten war galleons, sixty-five frigates and countless smaller pirating vessels. In order to make up in resources for the amount their fleet uses, they have a massive mining operation that takes up the rest of the available landmass. The mining is done by both slaves and volunteers. The slaves often work off their freedom but grow accustomed to the lifestyle they have with the pirates and rarely leave as their treatment isnt that of a dog but that of an actual being. They are fed properly, clothed properly, and housed properly. Velstadt believes that captives are more likely to stay and join the crew if treated like people, not prisoners.

    Outside the island-life, Captain Velstadt terrorizes the seas around Gashton in an ever-present war due to the magical nature the pirates have. While the majority of the pirates do not have magical prowess, each captain of a ship has varying degrees of magical skill, often reflecting the ships they are manning. Each of those captains specializes in Psionics as they can then manipulate the minds of the ones they attack and change their perceptions. Additionally, the pirate captains on the island work in tandem with each other to shroud the island and surrounding area in perpetual fog due to their minoring in Transmutation magic. This is the reason that the outfit is known as the Great Ghost Fleet, as they are often unseen or the minds of those enemies are tricked into being unseen.
  • Being a pirate, of course.
  • Economic Type: Pirate.
    Imports: Slaves
  • Sail into port.



Blackfang Mercenaries
  • Leader: Tork Ragnar
    Members: 1247
    Homebase: Every Capital
    General Occupation: Mercenary
    Strongsuits: No job is too hard
    Allies: The Great Ghost Fleet
    Enemies: Enemies of the Employer
  • A decade after the Cataclysm, the first group of mercenaries, known then as the Black Hand, sprouted up. For some time, they worked in relatively safe jobs, clearing debris and chasing off smaller creatures and the like. However, when Deirdrik came along, they became more organized and began spreading out across the region. Over the course of the following decades, the Mercenaries have been part of every major battle, playing a key factor in the wins or losses of them. As a whole, the majority of members are in it for the quick gold but there are those who are truly dedicated. One such person is their current leader: Tork, a Half-Giant. Tork took the reigns of the Mercs twenty years prior to the Brill disaster and is enforcing a massive recruitment and training regime in order to prepare for the coming wars, as the stories he heard from other Mountain Clans tell of terrible horros.
  • Lots of money, women, and the ability to hone any skills you have, magic or otherwise.
  • Economic Type: Mercenary
    Average Pay: 1,500 gold per member per job but they are always high risk.
    Special Note: The Blackfangs are very much a 'highest bidder' group. They have no qualms about turning on you if someone is paying them more than what you are. However, as businessmen they do give the opportunity to have you pay them more than the competitor. This willingness to turn on an ally often causes prejudice towards members.
  • Apply at any capital office.



Wilders
  • Leader: Syl Faen'dal
    Members: 11140
    Homebase: The Mere
    General Occupation: Wildfolk
    Strongsuits: Camouflage and Guerrilla Combat
    Allies: The Great Ghost Fleet, Syvlans from the Mere, Half-Giants
    Enemies: Everyone Else
  • The Wilders have been around since civilization first graced the regions. As such, they feel that every society is a parasite and an infestation towards their native land. However, due to technological inferiority, they have been pushed back into the No Man's Land where they have entrenched themselves deep in the forests and swamps of the region. Over the course of the years, the Wilders have become ambivalent towards Sylvans and Half-Giants in the region because they have been around as long as they and often intermingle clans and tribes. It was over the course of the last twenty years was their alliance with the Great Ghost Fleet. Captain Velstadt talked with the various leaders of the Wilder tribes and have gained their blessing in helping remove the stain of society from their native earth in exchange for valuables and captives.
  • Unless you count being a target by every society a benefit, or trying to expunge societies influence from the world, there are none.
  • Economic Type: Tribal
    Exports: Slaves
  • There is no application process. One must be born a wilder to become a wilder.
 
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Looking great, it was fun to read about each of them.
 
Dem factions doe.

Made a bunch of updates to my character sheet, added some magics and most of his history but still have more to go, should be able to finish that today whenever I get off work.
 
Yea, Ill be working on everything more when I get my homework out of the way. Really need to get my procrastination in check >.>

EDIT: And by that I mean Ill do my homework in seven hours....just four before its all due. Two two-page creative writings and some discussion posts? No prob.
 
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Homework is for scrubs, just turn in the head of a classmate.

Did a few more edits and added a little tidbit of how Ranga lost a finger, I'm just about done, need a few more fixes and probably another spell and I think I'll be satisfied.

Also I'll probably try to work in Clan brittleshin somewhere in the CS, I'd like to think Ranga would have something to do with them.
 
|| Crown Prince Xander Thibault of Gashton ||


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  • --------------------------------------
    GENERAL CHARACTER STATISTICS
    ----------------------------------------------

    Character Name: Xander Thibault

    Alias: Garrett Fletcher (used when sneaking around the lower city in a hood and without the guards)

    Gender: Male

    Species/Race: Human

    Age: 18

    Sexual Orientation: "Heterosexual"

    Current Residence: Greycastle, Gashton

    Occupation: Crown Prince of Gashton

    Family: King Henryk Thibault (father), Queen Catherine Thibault (mother – deceased), Princess Marina Thibault (sister).

    More: May be added in the future

    Class: Knight

    Strength System (chosen two): Battle Mastery, Influence


    ----------------------------------------
    PHYSICAL CHARACTERISTICS
    ----------------------------------------

    Height: 5'10"

    Weight: 155lbs

    Hair: Dirty blonde, messy style with a length resting just below his eyebrows

    Eyes: Ice blue with the outer iris being more of an indigo blue

    Distinguishing Marks: Small scar on his neck below his chin. He also has a small birthmark on the front of his left shoulder. Tattoo of the family crest on his right side, just above the waist. No piercings.

    General Appearance: Youthful yet with an impression that he's beyond his years. It appears that he has a large burden as well.

    His armor consists of chainmail for his body, and plated gauntlets, boots and pauldrons, which are finely etched. A maroon tabard with the family crest rests over the chainmail and a maroon cloak often accompanies it on his back. His helmet is that of barbuta style.

    Out of armor, he is generally found in darker colored leather or cloth trousers, along with loose fitting shirts covered by a leather or cloth vest.

    More: Despite armor and weapons training he's not overly muscular, rather he maintains a leaner, fit build. Right handed.


  • -------------------------------------
    MENTAL CHARACTERISTICS
    -------------------------------------

    Allies: Knights of Gashton, Stormhaven, Sven Blackwood (commoner friend)

    Enemies: Anyone who threatens the kingdom, * insert clan here *

    Current Goal/Purpose: Prove himself worthy to the other knights and the citizens. Uphold his father's law and make him proud in the process.

    Aspirations: To become a great king. To become the change he wants to see in the world.

    Hobbies: Combat competition, hunting, jousting, horseback riding, archery, writing, collects feathers

    Likes: Storytelling, roasted quail, red wine, ale from the tavern, warm baths, humor

    Dislikes: Extremely cold weather, thieves, his sister's strong perfume, turtles, card tricks

    Talents: Speech giving, visual art (despite keeping it to himself)

    Inabilities: Understanding the struggles of the lower class, backing down during confrontations, mathematically challenged despite an education

    Fears: Losing his father, losing approval from the citizens, knights or his father, catacombs and graveyards, himself

    General Personality: Has a general concern for the welfare of the citizens. He's known to be playful and enjoys joking around with those he's comfortable with, though has an equally serious side. While he may be quick to dismiss people, he often makes time to listen to the concerns of his friends.

    Despite being well-mannered, he's not afraid to speak his mind and will often treat you the way you treat him. Less favorable traits include being arrogant, entitled, stubborn and sometimes hot tempered.

    Secret: Has quite a few, which will be revealed in due time

    More: May be added later


    -----------------------------------------
    SPECIALTY CHARACTERISTICS
    -----------------------------------------

    Special Items: Ceremonial dagger from his mother, stuffed horse toy that was given to him by his sister when he was born (complete with a tail of real horse hair and floppy legs)

    Weapons: Usually a finely etched sword custom made for him. Other times it is paired with a shield.

    Magics: None

    More: May be added later


  • ----------------------------------
    HISTORIC BACKGROUND
    ----------------------------------

    General History: Work In Progress

    Present Life: The young man spends most of his time in the massive citadel, often sitting in with his father's council as they discuss politics, war, court matters and other issues. It's also not uncommon to find him outside practicing with weapons or riding horse. Naturally he lives the comfortable life afforded to those of nobility.

    Special Historic Notes: His mother passed a few days after giving birth to him.

 
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