All The King's Men

Discussion in 'THREAD ARCHIVES' started by Rook, Aug 3, 2016.

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  1. Elliria. A vast continent embroiled in sustained conflict. There is no known date in its history where war has not been an ongoing constant. Yet recent dates have only seen an escalation in Elliria's troubles. Corruption is common. Grudges and old hatred linger. There is hostility between the many races, an increase slavery, and the cycle of fighting between mages and anti-mage forces remains unbroken. The doomsayers proclaim it will not be long until all the world is claimed by war. And the seers are starting to agree. Everyone is quick to point a finger, to place the blame on someone. Little is done.

    With the knowledge that his own homeland will soon be threatened by the ever spreading plague of war, King Akard of Morcrest chose to take action. To unite all of Elliria together, under one banner and bring peace to the world at last. To achieve this goal he formed a special force compromised of those from all walks of life. A force dubbed The King's Wardens.

    Player characters will be members of the King's Wardens. The Wardens will serve as King Akard's main force in uniting Elliria. While the Wardens are primarily a militant force there are other branches and positions as well, such as those which deal with diplomacy or intrigue. The King's Wardens contain a great deal of diversity among its rank for a single force in Elliria. Some members volunteered while others were sought out and hired. It also proves a safe refuge for escaped slaves or mages fleeing persecution. Whether or not everyone can work together might be another story. But if Elliria's to be united, they'll have to learn to work it out.


    + Rules +
    As GM my word is final. Should I be absent, listen to either DinoFeather or Mite.
    II. All Iwaku rules apply. Read them here.
    III. Posting expectations are intermediate. We all make mistakes – and that's fine – but posts should be clear and legible with few grammar or spelling mistakes. Proofreading is important!
    IV. Ideal post length of around 300 words.
    V. There will not be a hard-set posting time frame, however, the general aim will be around once a week.
    VI. This roleplay will contain dark, violent, and unpleasant themes. Including mature and gruesome content. It is best not to join if you're easily bothered by such things. Character death and the possibility of your own character's death will also exist.
    VII. Sexual scenes must fade out or be done elsewhere.
    VIII. Don't god-mode, meta-game, or hijack without permission.
    IX. If you're going to drop the roleplay please just let me know.
    X.. In the case of absence without notice/dropping I reserve the right to deal with your character in whatever manner best benefits the roleplay.
    XI. Rules might be subject to change at any time.

    + Character Sheet +

    Name: [Your character's name.]
    Race: [Human, Dwarf, Elf, or Inguz - no Orcs, currently]
    Class: [Check the class list]
    Position on Magic: [Neutral, Anti-Magic, Pro-Magic, or Undecided]
    Time with the Wardens: [Anything longer than 3 years needs to be discussed]
    Equipment: [Weapons, armour, other things your character consistently carries on-duty]
    Spells: [Include magic proficiency (based on class) as well as a list of spells your mage knows.]
    Strengths/Weakness: [You can include as many as you want, though they have to be an even ratio]
    Appearance: [Written description or image is fine]
    Personality: [Keeping it simple is fine]
    Biography: [At least a couple paragraphs.]

    Notes: You can add anything you'd like to the sheet, however, do not remove anything.

    + Special Thanks +

    Mite for Kalico, Barren, help with classes, and other great feats.
    DinoFeather for helping me out with a great deal of things, especially review.
    Everyone for their patience, you guys are great.​
    #1 Rook, Aug 3, 2016
    Last edited: May 2, 2018
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  2. [​IMG]
    + Races +
    • Not native to Elliria, humans arrived on the continent over a millennium ago. Little is known of the land humans previously inhabited. It was located somewhere far to the east and suffered a great disaster. This disaster caused its former occupants to migrage to Elliria which was, at the time, primarily inhabited by the elves and inguz. Humanity pushed them back and took a large part of Elliria as its own. In the current year Humans are the most numerous race across Elliria. Humans are adaptable and generally posses good endurance, thriving from the far north to the far south in nations of their own making. Due to this it is relatively easy for humans to travel and they are unlikely to be harassed based on their race – except in territories belonging to the Inguz or the Elves.

      General natural lifespan is 60-80.
    • Dwarves, the shortest of Elliria's races, are a hardy folk with naturally tougher skin and a general inclination toward strength. They also possess good low-light vision and have a resistance toward magic. The majority of dwarves live deep within Ibrance, however, a significant portion lives as surfacers. They are generally well accepted in most northern countries and are tolerated elsewhere largely for their fine craft. Education (in various forms) is very important in dwarven culture and they are likely to be literate in both dwarvish and the common tongue, except among the lowest populace in Ibrance. They live only slightly longer than Humans but have been suffering from a decreasing birth rate for several decades.

      General natural lifespan is 80-100.
    • Elves once inhabited a great nation on Elliria. The borders of this nation are disputed – especially by the inguz – but has long since fallen to oblivion. The main reason for this being Human expansion. Eventually all that was left of this nation was the area known as Vardendale – the current home for Elvenkind. However, even these lands are under threat from further Human expansion. Elves are most likely to have - and are more proficient with - magic. However, they also possess a weakness to its abilities and demonic/spirit influence. They're shorter and slimmer built than Humans (on average) but taller than Dwarves. They tend to be rather frail with weak immune systems. The elves of Vardendale are likely to be literate in Elvish but aren't likely to speak the Common Tongue much or well, let alone read it. Other Elves wouldn't likely know Elvish, and would likely be illiterate in the Common Tongue as well. The most common race to be enslaved, as they are much easier to control than the Inguz. They have generally hostile relationships with both the Inguz and Humans. Dwarves tend to be fairly neutral.

      General natural lifespan is
      Vardendale: 100-150ish
      Elsewhere: 80-100ish
    • Although grouped together and often generalized from an outside perspective, the Inguz are very different depending on their specific species. There are, however, a few things they all share. The first and most important being that all inguz are capable of transforming into a specific animal form. Other overall characteristics being resistance to most common diseases, improved immune systems, excellent instincts, and improved senses. The inguz are hideously ostracised in nearly all Human settlements and are often called such names as "wildlings" or "ferals," if not just outright "beasts" or "savages." The animosity goes both ways, however, and most Humans who pass into inguz territory are killed without remorse. The inguz do not take surnames, though, some might refer to their parents or tribe when introducing themselves. Hostilities also remain between the inguz as the elves. Fighting had occurred between the two long before Humans had even arrived in Elliria – supposedly for millennia.

      While most tribes communicate in animalistic ways among themselves there is also a speech know as Elder Tongue* which is used by most Inguz to communicate with inguz of a different species. Elder Tongue has a written form, but most Inguz don't care to learn it, especially not those from the Wildlands.

      *This is the outside term for it. Inguz themselves would just call it speech (common speech, even). Meanwhile they would refer to the Common Tongue as Human Speech.

      General natural lifespan is 80-125.
    • Orcs are a mystery to the rest of Elliria. They reside on a single large island to the south of the mainland. It consists of dense jungles containing a myriad of poisonous and venomous flora and fauna. Few outsiders have travelled its shore and fewer have survived it. The natives are quick to attack intruders - which might largely be a result of nearly every venture or expedition there being hostile in nature. Because of this sheer impossibility of access the Orcs have largely been left on their own, with the exception of the occasional captured slave. Orcs are generally taller and stronger than Humans, possess immunity to most poisons and diseases, and have coarse skin of greyish to greenish hues.

      The general lifespan of orcs is assumed to be similar to humans.
    • While incredibly rare it is possible for humans to breed with either an elf or an nguz and produce a halfbreed child. Halfbreeds prove uncommon for multiple reasons. The first being it is difficult for such a couple to stay together – or even to get together in the first place. Secondly the chance of conception is near to nothing. A final reason is likely that many couples would choose not to have children to avoid the persecution they might face if their mixed blood was discovered.

      Human/elf hybrids essentially look like Humans. They might favour a slightly more elfish build and tend to have some more elf like qualities in regard to magic, but are otherwise usually indistinguishable from Humans. Rarely they inherit more elfish traits. Human/inguz hybrids are also predominately human like. However, they have a marking somewhere on their body, which has earned them the name of 'Marked.' Very rarely they contain slightly more animalistic appearances inherited from their inguz parent. Human/Elf halfbreeds are more common than Marked children, due to the especial hostility between most humans and Inguz.

    + Magic +

    • There is a great deal unknown about magic and even those who use it possess only the most basic knowledge of it. Magic is a genetic ability-- something an individual is born either able or unable to use. Those able to utilize magic are called mages and are capable of using fantastic powers, but where these powers originate is uncertain.

      Two main factors are believed responsible for magic: mana and spirits.

      Magical energy, or mana, must be tapped into for a mage to use magic. To cast any spell, a mage uses a portion of their mana from their mana "pool," their source of their magical energy. The exact amount of mana an individual has varies; some have massive mana sources and are able to cast great spells seemingly without end, while others tire after only a few minor spells. Most mages fall somewhere between these extremes. Mana slowly replenishes back to its upper limit with time and does so more quickly when the caster refrains from using magic and is well-rested. Low mana - especially for extended periods of time - has several negative effects, such as leaving the caster exhausted and weakening the effect of their spells. Perhaps the greatest consequence of a prolonged state of low mana is the increased attempts of possession from spirits.

      Spirits are mysterious magical entities. They exist on a separate plane from mortals and rarely interact with the common folk. When they do, it is through or directly with mages. Sometimes these interactions are benign or helpful, though this is a rare occurrence. Generally, spirits are more hostile, haunting mages and waiting for an opportunity to attempt possession.

      Magic occurs in elves, humans, and orcs, though it is most commonly found in elves. No dwarf or inguz has ever been known capable of wielding magic. Dwarves, however, do have a resistance against most magical abilities.

    • Note: There is no such thing as a permanent spell. The effects of a spell might be permanent, particularly in the case of healing or damaging spells, but the spell itself never will be indefinite. In general, the longer a spell is sustained the slower the regeneration of a mage's mana.

      • Arcane magic is the general term used for all magic which is not considered profane magic. It contains several branches of magic as well as spells of numerous variety.

        Branches of Arcane Magic

        Offensive magic is of destructive and damaging nature. It uses both elemental spells (such as frost or fire) as well as pure magic (mana manifested) to cause damage. Offensive magic also includes damaging debuffs.

        Defensive spells are used to protect the user in one manner or another, such as strengthening armor or lessening the effect of an oncoming spell. Defensive magic also includes buffs for allies such as a temporary increase in strength or resistance to magic.

        Restorative magic involves spells of restoration, hence the name. Healing wounds, restoring fatigue, or removing diseases all fall into this branch of magic.

        Illusional magic affects the senses or feelings of the target. This could be a charm spell to make someone more friendly, a trick of the light, or a spell to unnerve someone. Illusional magic cannot actually change someone, only their perception.

        Alterative magic alters the state of being of an inanimate object - such as turning one thing into another. (e.g. Water into air or copper into gold.) It can also be used to make something lighter or heavier, change colouration, or other physical properties. Alterative spells are not permanent.

      • Magic is considered to be dark, or "profane," when it deals with magics that are particularly apt to garner attention from malevolent spirits, leaving the user more vulnerable to possession. The chances of a profane magic user becoming a bane is significantly higher than other mages, leaving them more likely to become a bane than not. Many others die due to reasons directly related to the practice of the magic itself. While self-neglect and the mishandling of magic can result in injury or death, some mages are driven to suicide-- often as a method to escape being haunted. Should they endure, dark mages are likely to find themselves the target of mage hunters.

        Branches of Profane Magic

        Virulent magic is the most commonly used form of profane magic and is considerably more damaging than its arcane counterpart. It primarily includes offensive spells which use a more refined version of pure magic, occasionally laden with an additional elemental burst. Another use for virulent magic is directly affecting another mage's mana, particularly in the form of leaching mana and giving it either to the caster or the caster's target.

        Blood magic is, first and foremost, the potential to use blood instead of mana to cast spells. Using blood, including the blood of others, in place of mana has the benefit of retaining valuable mana and still being able to perform both arcane and profane magic. While it usually takes less blood than mana to perform a spell the amount varies with each casting-- even of the same spell. It should be noted that in order to use blood in place of mana, the blood must be drawn from a living (or very recently living) body.

        Replacing mana is not the extent of blood magic, however. Practitioners can also manipulate blood as most mages would manipulate the elements. Highly skilled mages may even be capable of controlling people by manipulating the blood in their veins and arteries.

        Another common use of blood magic is stealing the life force directly from a target in order to heal the caster.

        Conjuring is, by far, the most dangerous form of magic to the caster. It involves summoning spirits into the terrestrial plane of existence. This might be in brief, pure forms or into something more sustainable, such as an animal or corpse. Conjurers of the highest skill are even capable of summoning a spirit into a living person
    • Banes are people who have been overcome by malevolent or "demonic" spirits. It’s a slow start and in the earliest stage a bane might still appear entirely normal. But even then it's too late. Once the demon has taken hold there is no way of escape. The mage is usually not destroyed outright in the beginning and their conscience remains dormant behind the demon's power, little more than a bystander. The body slowly begins to change under the influence of the demon. It twists and deforms to become an atrocity, a beast of rage and destruction. The only way to be rid of a bane is by killing the body it inhabits.

      In order to try to claim a host many spirits will choose a mage to haunt, lingering in and changing their dreams. Spirits will also lurk nearby their target to ensure the mage is constantly plagued by their presence, keeping them aware that one slip up will be their end. The demon works to eat away at the mages willpower in whatever method possible. Most mages who are haunted become banes. It is still possible, however, to save the magic user at this stage.

      Mages who use dark magic - particularly those who primarily use it over arcane - are most likely to become haunted or a bane. That said, no mage is immune to possession, especially if they use enough spells to keep their mana consistently low.
    • There is a great deal of discourse throughout Elliria on the subject of mages and magic and each nation handles it in a different manner. Some nations are particularly supportive of mages, such as Artana and Vardendale, while others are negative or restrictive, such as Norboro and Balefall. Most nations, however, fall somewhere in between.

      There are several mage-related factions.

      An arcanium is a place where mages can learn and practise magic abilities. While all the various arcaniums are connected together as part of the Order of Arcane Arts, an arcanium can be vastly different depending on which country it is located in. Ketweland, Kalico, Etvia, Morcrest, Artana, Osigon, and The Sotis Republic all contain at least one arcanium and most of them contain several institutions. Some arcaniums, however, are more akin to prisons than places of learning-- particularly the arcaniums located in Etvia, now that they’re under the control of the Inquisition.

      The nations of Ibrance, Draivance, The Wildlands, and Keth do not have enough mages to warrant any sort of arcanium. Vardendale and Balefall each have an alternative method of dealing with magic and training of mages, while Norboro is anti-magic to the point where the use warrants a death sentence.

      The Inquisition was formed in Etvia. It holds to the belief that mages are simply too dangerous to be allowed to exist as common people. Mages across Etvia, and any other willing countries, are gathered together and taken to arcaniums. There the mages are constantly watched, unable to leave, and regularly subject to interrogations for fear they might have already succumbed to demons. Currently, the Inquisition is only the law for mages in Etvia (with the exception of crown intervention). Still, several territories in Kalico have allowed Inquisitors to search out and remove mages, while Osigon has been largely handing over Artanese prisoners to them.

      There are also general Mage Hunters unaffiliated with any organizations. They generally work like mercenaries or assassins, often accepting a single target: banes. There are, however, a select few who will hunt mages who have not yet turned.

      For final clarification--
      Anti-Magic is for those who support limitation of mages to some degree. This might be smaller scale restrictions such as more guards familiar fighting mages around arcaniums, having mages declare themselves and keeping some record of their locations, or occasional observations during trainings. To the harsher extent it might be keeping them locked away, deprived of the ability to use magic, under constant watch, or simply having them all killed. Specify the degree.

      Pro-Magic is for those who do not want there to be restrictions on magic users (the only acceptable exception to still count in this group is for the mage to be against dark magic varieties). This means mages would live as everyone else, not be limited from any positions, and if one were to become a bane it would be dealt with as it happens. Please specify if your character is also in support of dark magic.

      Neutral is for characters aware of the situations but indifferent toward whether there should be any restrictions placed on mages or not.

      Undecided is for characters who have either not yet seen enough of magic and mages to have an opinion (inguz from Keth or dwarves from Ibrance being good examples) or for characters who are particularly conflicted and are unable to fit into either class, but are still invested in what is happening.

    • WIP
      • Enchantments are sustained spells that are placed on items, which can then be utilized even by non-mages. Most commonly, enchantments are placed on weapons and armor to offer enhanced attack or defense, but there are many other potential uses-- limited mostly by the skill and experience of the enchanter. The stronger the initial enchantment is the longer it will last. The decay rate of enchantments generally ranges from one week to one month, though exceptionally skilled mages may produce an enchantment that lasts longer than a month. Even the best enchantments are not of an infinite duration and they will eventually start to decay, losing power as they reach their terminus. Despite an enchantment being a sustained spell, the caster will regain a portion, usually half, of the mana used. The mana will be regained at a normal rate, even while the enchantment spell is active. Once the enchantment has worn off or has been removed, the caster will regain the rest of their mana. It should be noted that an enchantment will almost always be weaker than its spell equivalent. (e.g. A spell used that causes burning is inherently stronger than an enchantment that causes burning.)
      • WIP
      • WIP

    + Nations +

    Islands without names belong to the nation of the same colour.
    Despite the placing of the name, the entrance to Ibrance is located between Vardendale and Ketweland.
    • Norboro is the northernmost nation on Elliria. It is a land of frozen tundra and bitter cold-- the north nothing but endless mountains of snow and the south a single great forest of ancient conifer trees. It is beneath the branches of these trees where most of the Norborian people live, nestled in their villages. Because of the belief in protective tree guardians, these old trees are never cut for wood. Instead, a large portion of the Norborian people are raiders. They sail in longboats along the coasts, taking wood and poaching game from the elven and inguz territories. A dangerous lifestyle to be certain-- and one which has caused no small amount of hostility.

      People of Norboro mostly live in villages, each inhabited by a single clan though there are stragglers. Some clans chose to remain roaming instead of settling to a single location. These Roamers are often viewed with a deal of skepticism and considered by many to be outsiders. The head of each clan is the village Chief and at the top of it all is the High Chief, or High King, who rules from the capital of Tidewatch. To aide him is the Council of Elders, a group consisting of the eldest members of Norborian clans to offer advice. There is the also Council of Chiefs, which is usually only called into session for especially important matters.
    • The Barren, also known as the Land of Stone, is a realm known for its militant government, unforgiving tundra, and most of all its massive stone fortresses. Efficiency far outweighs aesthetics—they must use their few resources to the fullest—resulting in most Barren crafts and architecture bearing an intimidating, utilitarian style. The people are often as frigid as their lands, with piercing eyes and frozen expressions. Then again, struggling to survive in a frozen wasteland doesn’t often allow a warm and fulfilling life.

      The Barren is mostly arid tundra and frigid mountains, with some taiga at lower altitudes. The trees are ill-suited for anything other than firewood and tools and the cold temperature prevents most crops from growing. The only thing the Barren truly has is stone, and it has stone in excess. Stone can be found in all aspects of life in the Barrens, from tools to furniture to housing; even some weapons parts are made of stone. With this massive amount of stone, the Barrens fortified their lands tremendously. It is more common to see a fort or stone wall than a hamlet or village in the Barren.

      The Barren is intolerant to all nations other than their own, but racial discrimination is minimal. Originally, martial prowess was all that was required to proves one’s worth, regardless of race or sex, but the previous king reformed that policy into requiring a sound mind and tactical proficiency, in addition to martial might (brute force is often proven to not be the epitome of combat anymore). The Barren's few international relations are trade-only, but recently they have ceased all contact with their neighbors. It is unknown if this is intentional or not.

      The Barren’s armies have always been boasted as strong and well-trained, but the suffer from lack of supplies and manpower. However, it seems even their own armies have not been getting word from their capital and seat of power and the numerous generals are now restless and bloodthirsty. They were in the middle of preparations on another invasion into Ketweland and are debating whether or not to proceed with their conquest, with or without the Capital’s blessing.

      The sudden silence from their Capital worries all. The Generals are too preoccupied with invading Ketweland to move an army to the Capital for inspections and the citizens wonder if what meager trade deals they have with the other nations will fall apart.
    • It’s nearly impossible to talk of Ketweland for long without mentioning Draivance-- and vice versa. The two are long-standing allies, resulting in many similarities as they bled together over time. Ketweland is a nation primarily of thick pine forest with some harsher terrain in the north, particularly along the coast. Uneven earth and poor soil make farming nearly nonexistent. Aside from a fairly successful fishing industry and sparse hunting to the west, Ketweland does not produce enough food to support its flourishing population. Because of this, Ketweland relies heavily on trade, importing foods from Kalico, Morcrest, and Etvia, while exporting goods such as minerals, crafts, and tools.

      Although the majority is still in favour of humans, many dwarves have assimilated into Ketweland’s population. Many of the humans have also taken dwarven influence both in culture and government. Smithing is a now major human occupation and Dwarven democracy has crept into politics. As such, Ketweland is currently ruled by several elected leaders as part of a council. Ketweland also took dwarven views on slavery, abolishing it completely.

      Ketweland is one of two nations to boast lodges for the Guild of Craft and Science.

      Internationally, Ketweland is in fit shape with little inner turmoil, but it faces threat from its northern neighbour. The Barren and Ketweland (and by extension, Draivance) have had quarrels in the past. The Barren does little to hide its desire to claim richer, forested land. There are rumours about that the Barren has planned a southern invasion and Ketweland has recently been strengthening its northern border.
    • The people of Ibrance have made a home for themselves nestled in the mountains, surrounded by stone, and they are far from eager to leave it. They care more for their world of fantastic craftsmanship than what lies on the surface. Those who have seen the architecture of Ibrance speak of it with awe and wonder. Many claim to have never seen anything like it. Giant stone walls carved into intricate murals tell the history of the Dwarven people, decorated in gems, gold, and the finest of polish. Stone houses are built along narrow bridges across tall gaping caverns: a kingdom expanding in both distance and depth. Many have said they never felt smaller than when they first stepped into the Hall of Entry.

      Ibrance is ruled by three Kings. Each King serves for life and is elected by popular vote. (The voters being adult and a respectable member of the society.) To be King one must be an adult and a member of a noble house. It is the job of the Kings to decide all important matters within Ibrance: where to mine, what to craft, new laws, and so forth. While Ibrance has technically remained neutral in all surface wars it isn't uncommon for it to get caught in it bloody campaigns for succession-- and it seems another is lingering around the corner as one of the Kings is getting on in age.

      The Pride of Ibrance, however, is the Dwarfmasters' Guild of Greater Learning. An exclusive guild which primarily accepts dwarves of wealth, noble standing, or outstanding skill, it contains the best learners, thinkers, scientists, and philosophers in Ibrance.
    • It's a well-known fact that Draivance and Ketweland are long-standing allies that share many similarities and, though their cultures have run together through the years, they do still have some variation. Draivance was the result of dwarves from Ibrance moving to the surface, some simply to escape the confines of the mountain and others to seek knowledge. Whatever the case, these dwarves settled to the west of the Misander mountains. It was hard land, filled with rock and initially unwelcoming, but perfect for mining and crafting. Surprisingly, some of the land even proved good for farming and the dwarves eventually made a comfortable home for themselves. Their demeanour, rather friendlier than other dwarves', also opened opportunities for trade.
      While Draivance’s population mostly consists of dwarves, there is also a sizeable number of humans.

      Leaving Ibrance, however, did have its detriment. As a result of their actions, Draivance was exiled from Ibrance and for many years Ibrance refused to deal with Draivance in any way or even acknowledge its existence. Ibrance believed the surfacers forsook their ancient Kingdom and ancient traditions. The Kings of Ibrance held political dispute with many of those who chose to leave. What put the final nail in the coffin was when the dwarves of Draivance founded the Guild of Craft and Science, an organization based on the ancient Dwarfmasters' Guild of Greater Learning. To add further insult, the Guild of Craft and Science was not limited solely to dwarves (although a over half the members are still dwarves). This new guild spread several lodges throughout both Draivance and Ketweland and is currently looking to expand further, particularly into Morcrest.

      Draivance is in a political situation similar to Ketweland; things are primarily stable within. If Barren chooses to invade Ketweland, Draivance will join the war as their ally.
    • Vardendale is the common name used for the elven Véorthæàn. During the height of elves, Véorthæàn was a single province within Èlhàvèn, the Elvish Empire. But human expansion was insatiable and soon all that was left of the once great nation was only the small Kingdom of Véorthæàn. The entirely elvish population live among thick forest, attempting to preserve elvish traditions. Nearly all of the population is monolingual, speaking a derivation of the Ancient Elvish from centuries past.

      The elves of Vardendale are exceptionally bitter toward outsiders. They refuse to trade with any other nations and are likely to kill trespassers on their land. They live in constant conflict-- with Kalico's forces to the east and the Norborian Raiders from the north slowly whittling away at their forest. It is also not uncommon for fights to break out between the elves and inguz in the south.

      The sovereign of Vardendale is a singular monarch, a title based through a bloodline which is The Àlhàmér Ùthæàn or High King. Beneath him are the High Seer, the Great Hunter, the High General, and the Grand Crafter. These titles are granted by the King and the bearers are held as both leaders and high examples. The title of Àlhàmér Ùthæàn, however, is a title passed only within the royal family-- a bloodline shared with the Spiritborn, the First King of Elvenkind. Beyond the royal family there is little in terms of elven nobility. There are some families which used to hold seat or status in Èlhàvèn who still claim some higher personal status in tracing their lineage.

      Magic is commonly practised and even revered as a "gift from the spirits." Among the elves there are no Inquisitors or mage hunters. They do have their own Baneguards, or Bæhàndàr, to protect commoners from rogue mages or banes
    • Kalico is a nation known for its colorful aesthetics, regal presentation, and powerful nobles. Streets are laid with colorful patterns, stonework is emblazoned with vibrant designs, and even the city walls are tiled in decorative arrangements. The nobles take care of their servants and lands and often spend lavish amounts of money on their towns, though only because well-maintained and beautiful lands and settlements are the most recent trend of showing off wealth and influence.

      Kalico is a mostly human-centric nation, and the only other species they respect is the Dwarves due to their coveted craftsmanship. Wildlings and Elves are often scorned and ridiculed. As ancient forests and sacred woods are consumed in Kalico’s aggressive expansion into elven lands, relations between Kalico and Elves are openly hostile. Wildlings in the Kalico military are tolerated and sometimes even respected, but those outside the military are regarded as little more than “pets.” Non-Kalico Wildlings are even lesser, being seen as nothing more than wilds beasts.

      The realms of Kalico are mostly grassland and hilly plains. Their cavalry is a devastating force on their lands due to the lack of wooded areas and elevation, and their crossbows are accurate and powerful, if short-ranged compared to bows. With Dwarven craftsmanship and Wildling infantry strengthening their army considerably, Kalico was poised to conquer deep into Elven territory. Unfortunately, their cavalry and archers were of little use in the Elven forests and their march was halted fairly quickly. Instead of pushing once more, Kalico fortified its lines and began shoring up its southern borders, fearing a Morcrest or Wildling invasion force. Its army is solid, but stagnant, and the leaders are too indecisive to choose between continuing their costly push or preparing for an uncertain invasion.

      Kalico’s army is powerful and well-educated, but fragmented between the the Royal faction and Noble faction. The Royal Faction is honorbound and supports the loyalty and authority of the Queen, while the Nobility believe in power from wealth and seek to increase their influence. Unfortunately, the heirless Queen had fallen ill and the Noble Council had been leading the nation for the last half-decade. Under their rule, the people reveled in newfound wealth and beauty in the kingdom of Kalico. Of course, this was at the great expense of their nation’s coffers.

      Despite the technically ongoing war and bickering factions in the capital, Dunstan, this year's Festival of The Sun—a well-known festival held to honor the longest day of the year—is promised to be the most extravagant and grandiose festival held in the world so far!

      A claim much to the chagrin of the ill Queen and despair of the nation’s ever-draining coffers.
    • Centuries ago, the Morlands were united to face the threat posed by neighbors and bring an end to the near constant warring. The man who united them, Aldor I, became the new nation's first King and his descendants have ruled it since. Now a force of significant power and influence, Morcrest has grown from its humble beginnings. Since King Akard’s ascension, it has only continued to improve. The economy is flourishing-- with excellent domestic and foreign trade. Morcrest continues to boast the best naval force in Elliria and has strong, secure borders as well as a lack of current ongoing wars. Despite these early successes during King Akard’s reign, things have not remained so acceptable.

      The primarily human-centric nation of Morcrest did not react exceedingly well to the several laws which were passed by the young king under his Bills of Betterment, a series of statements and laws which offered protections and fairer treatment to elves and inguz. Furthermore, it placed limitations on indentured servitude, which was previously being abused by many wealthy people (mostly nobles) to the best of their abilities. There is a deal of latent unease among the population of Morcrest because of this, with more vocal displeasure among the upper-class immediately affected. So far, there have been no major incidents.
    • The Wildlands are not a nation, rather they are an expanse of land inhabited by various inguz tribes. These tribes, commonly referred to as the "Wildlander Tribes," refused join Keth or become a single nation of their own. Instead, they chose to live the way inguz had lived long ago. Because of this, each tribe is different with their own distinct rules. Most tribes are ruled by a single chieftan, but this is simply the most common method. Because of the lack of common law, the Wildlands are an especially dangerous to outsiders, particularly non-inguz. Many enter the dense forests only to never be heard from again.
    • Etvia was a nations blessed in terms of natural resources-- but that is where the blessings of Etvia end. The nation has been suffering from a myraid of issues for decades. To the west are the Wildlands and their wildlings which are a constant threat. The Etvian political state is a complete mess. The current King and Queen live debauched lives, hosting constant parties and spending away the little that is left of Etvia’s once-great fortune. To keep up their lifestyle, they tax the people highly and have taken loans from several sources. They also allowed the Inquisitors to have full control of dealing with mages, so long as they provide a stipend to the Crown.

      The incompetence and negligence from the young monarchs has resulted in dispute between the noble houses. An increase of people with ties to the throne are mentioning their claim; some bring it up in passing and others outright declare it is their intention to take the throne. Several Claimant Factions now exist in Etvia, most of whom handle things with little to no tact. A few have already perished because the claimant suffered an "unfortunate accident" or, in two cases, was outright murdered without any attempt of cover-up. The only faction which isn’t a complete disaster is the one belonging to the King’s great uncle. His is the greatest force aside from the Crown's own.

      While the nobles vie for power, the common folk are crushed under the weight of the oppressive taxes and lack of food. They call out and plead, but few of the nobles care to listen.
    • Artana is a land where mages not only roam without restriction, but are often held in higher regard than their non-mage counterparts. The royal family in particular boasts its powerful mage heritage, the current Queen being a woman of immense magical prowess. Beneath her are the Archdukes, each ruling a large portion of land with various lords of their own beneath them. These are generally referred to as Archduchies or Provinces. Each of these Archduchies contains at least one arcanium, though most of them have multiple institutions.

      It is rare to see a non-mage in any position of power in Artana. The Artanese army and its many officers are primarily mages, as are even the smaller noble houses. It is very common to choose the best mage among potential heirs to succeed a title. It is perfectly legal, and even encouraged, to delve into dark magic in order to excel. Those who succumb to banes-- and there are many--are simply considered too weak and deserving of their ends.

      The menial tasks of life are carried out by the poor common folk or by the many slaves throughout Artana. Particularly slaves populate the many Artanese gem mines, which are the nation's main source of wealth.

      Artana is currently at war with both Keth and Osigon.
    • Keth is the only united nation populated primarily, if not entirely, by the inguz. It is a land of vast wildlife and varied terrain, having towering peaks, thick forests, and vast rock land. The lands are a mix of cultivation, fortresses, and raw nature. The majority of the fortresses are located along the outskirts of the nation where attacks are most likely, particularly on the Kethian/Artanese border as the two nations have been at war for decades. In fact, Artana and Keth have been on and off at war with each other for centuries. Peace doesn’t sit long before one side feels wronged by the other and the conflict begins anew. In the past, most of the fighting was kept along the borderlands, by recently the inguz have been pressing inward.

      Keth is ruled by a single King or Queen, chosen by their predecessor. There are no real restrictions, but Keth’s sovereign has always been a skilled fighter, capable of commanding respect. A sovereign incapable of victory over would-be rulers would not remain in power for long. The current King has been in power for several decades and is well liked by his people. Internally, Keth is a strong nation, but it has a great deal of foreign enemies. Aside from the ongoing war with Artana, there are negative relations with Etvia and Sotis.

      Keth encompasses the Kerran Peninsula as well as a couple of additional islands.
    • Balefall is often called the "Silent Kingdom." Dunes of sand are surrounded by tall rock ridges or meet the ocean in seemingly-endless coastlines. Nearly all the population lives in the several walled cities away from the eyes of the desert. There is a dark air around the country-- something oppressive. It is a long held belief that evil dwells deep beneath the sands and that something sinister preys on those who draw its attention. The worst of it is believe to run between the two splits of the mountain range and southward over the vast expanse of open sands.

      Inside the walls of the cities, particularly the capital of Alhanda, the air is much lighter. Still, voices are kept low even inside the walls. To speak aloud outside of a city's walls is the beginning of a death sentence, the end being horrific and pointedly gruesome. Perhaps it is all coincidence or perhaps there is something more to it…

      Unchecked mages become banes almost without fail. Because of this tendency, all mages in Balefall are kept under close watch. Anyone discovered as being a mage is sent to the capital. Once it is proven they are not possessed, they are sent to a special section of the city where they are kept and trained.

      The King of Balefall is an old man, having ruled for many years. Despite his age he is shrewd and perceptive. He spends most of his time governing or away in his study reading through hundreds of books, earning him the nickname "The Scholar King." His library is rumoured to be one of the greatest in existence. (A claim the Dwarfmasters' Guild of Greater Learning highly protests.)
    • The Kingdom of Osigon is a place of barren rock land, steep ridges, and flat desert plains. Much of the land is inhabitable and not particularly useful for any particular means. For many years the lack of resources kept the population and power level of Osigon low. The main reason it wasn’t removed from the map was its lack of desirability. This changed several decades ago when the rulers of Morcrest and Osigon began engaging in amiable diplomacy. Eventually, an Osigonian woman married Morcrest’s King, Higard II, and the two nations waged a territorial war upon Artana-- and were victorious. Osigon took a deal of fertile land from Artana in the peace terms and the two nations have been on bitter terms ever since.

      After the war, and with the support of Morcrest, Osigon experienced a period of significant growth and expansion that brought Osigon to a similar standing with its neighbors. Even after King Higard’s death, Osigon and Morcrest have remained in a state of open trade and affability, Osigon’s current King keeping in regular correspondence with King Akard.

      Since Artana’s reclamation war started, communication between Osigon and Morcrest has lessened. There is a deal of trepidation as the nations wait to see if Morcrest has any intention of assisting Osigon. Because of this, Artana has been playing it safe and the war has been minimal in actual fighting.
    • The Grand Republic of Sotis, often referred to as "Sotis" or the "The Republic" is Elliria's westernmost nation, located on the southern sub-land. The country's greatest border is that of the ocean, and it is along the oceans and several major rivers that most of the country's thriving cities are located, away from the expanse of desert.

      Where most nations would use their armies to deal with dilemmas Sotese use their coins, A common saying among the rich upper class being “everyone has their price.” Of course this only really applies to the wealthy Sotese: the Merchant Families. But in the Republic it is the Great Merchant Houses and the passing of coins which controls the nation. Coming into power without already having some to your name, or without backing from powerful allies, is near impossible. The few who do accrue wealth are not quick to share it.

      Above all else, Sotis is a nation of trade and commerce, the largest and most profitable commodity being slaves. Sotis boasts the largest and most flourishing slave market on the continent. Many people, from all walks of life, are captured and sold into captivity, while others are simply born into a life of chains. Slaves are put to many uses throughout the nation. For the warrior types this usually means they’re sent to participate in the various arenas throughout Sotis. The greatest among the fighters make it to the Grand Arena itself.

      There are several sections of governance in The Grand Republic; the most prominent one, and one which holds the most power, is the Coalition of Grand Electors. It is the Coalition's job to make, pass, and review laws. The Coalition consists of fifty elected members from among the Merchant Houses. Any free man of proper status (of a noble house), over the age of sixteen, and with registration is allowed to vote in election for a position on the Coalition. Requirements for being a member of the Coalition are freedmen belonging to a Great House of at least twenty years of age. Other requirements include not having been convicted of any severe crime. Furthermore, it is their occupation to judge and pass sentences among all nobles convicted of crime. Most matters of the realm are also put to the will of the Coalition whenever something is in doubt-– such as choosing to declare or join a war.

      The second branch of governance in Sotis is divided into five Provinces, formerly called The Provinces of Trade. Each Province is governed by a Marquess. The Marquess is elected into office by vote from the Coalition. The Marquess is required to be at least sixteen years of age, the head of their household, and based in the Province which they aim to assume title. As Marquess, the Lord will receive an extra portion of profit from the Province and will be in charge of passing judgment among the common-folk, regulating trade, and is also capable of creating "creeds" or laws which will remain in effect so long as they retain power. However, these creeds can also be removed from effect with a veto vote from the Coalition.

      The final division is considered the least of the three. It is the Militant Branch of Margraves, or the Marshals. One reason for the general negative view of the section is due to its acceptance of low born individuals. The Margraves are responsible for defending the nation in peacetime (something of a fancy guard) and proving a base force for wartime. In general, however, most Sotese fighting forces during a war will be hired mercenaries, should it come to that.

      The Grand Republic is not currently engaged in any wars. However, there are hostilities with Keth due to the many enslaved inguz. Pirates are also rather a problem along the southern seas.
    • WIP


    + Classes +

    • General Class Set
      In cases where a character is neither a mage nor an inguz they will fall to the general class set. Any character under this category will receive two points to be spent in any available class. These points can be spent either in two separate classes or in the same class twice. You are heavily encouraged to write a description of how a combination manifests specifically for that character.

      Warriors are combat masters. Versatile and strong, their combat prowess and defensive capabilities make them nearly unmatched in close combat on even grounds. Warriors tend to be reasonably armed and armored and strike a balance between offense and defense, though there are some that follow one extreme over the other.

      Rogues are tactical geniuses. Although inferior in all-out combat, a clever rogue can defeat their enemy before combat even starts. Rogues are fleet-footed and stealthy, and have a variety of tools at their disposal to fell their enemies with little work on their part.

      Archers are powerful snipers. Though they are disadvantaged in close combat due to their lighter armor and focus on ranged weaponry, they can fell hundreds of men on the field before they even come close. Archers vary between fleet-footed hunters with smaller bows to armored pseudo-warriors wielding massive bows for extreme distances.
    • Mage Class Set
      The mage class set is rather clearly for those who are mages. Unlike the general class set it doesn’t work on a two point basis. Instead, a single class is chosen with its own restrictions and variations. From there proficiencies and spells are customized. Proficiencies are which branches of magic a character is best in. With major proficiency being their very best branch. Mages also have a mana pool. It works on a grid of Very Large > Large > Medium > Small > Very Small. For all classes it starts at medium rank. You can sacrifice a spell to have a larger pool or sacrifice a mana rank for an additional spell. (Note: Elves gain an extra mana pool rank or spell)

      Sorcerers are the masters of Arcane. They hold the wider variety of spells and proficiencies. Sorcerers have one major proficiency and three minor. All of them must be from the Arcane branches. 7 spells are available for sorcerers, up to 3 of which can be from their major.

      Warlocks are the common mage. While they still focus primarily in areas of Arcane magic some do dabble into the darker varieties. Warlocks have 3 proficiencies (1 major, 2 minor). One of these can be a dark branch (although it cannot be summoning). Warlocks have 5 spells, 2 of which can belong to their major.

      Mystics are those who delve into the darker areas of magic. They are at the highest risk of becoming haunted. Old mystics are a rare find. Mystics have three proficiencies (1 major, 2 minor) at least two of which have to be one of the dark branches. Mystics start with 4 spells, 2 of which can belong to their major.

    • Inguz Class Set
      Unlike other races the inguz do not have a customized class. Their class is simply that of their specific species. Their abilities reflect on the skills of the corresponding real animal. Detailed descriptions are to come. The sub-class list for avian/feline is not absolute to everything I'll accept. If there is something not on there you would like suggest it and I'll let you know if it's plausible. I might also accept something of different altogether, depending one what you want.

      • Avian
        • Corvus
        • Eagle
        • Hawk
        • Owl
        • Vulture
      • Feline
        • Cheetah
        • Leopard
        • Lion
        • Lynx
        • Panther
        • Tiger
      • Lupine
      • Ursine
      • Vulpine
    • Spellswords are a combination of the mage class set and the general class set. Genetically a spellsword is always a mage, usually one with a particularly low mana pool. Because of this they invest in another method of combat. "Spellsword" is one half of the two points to be granted in the general class set. It give the user 2 proficiencies (1 major, 1 minor) and three spells. The other point would then be spent in any class from the regular class set. Finally, spellswords also have mana pool which works on the same spell/rank trade as the one for mages. The exception being spellswords start at 'Low' rank instead of 'Medium.'
    • If you so desire your character may have a mount. There are three types of mounts I'll currently allow (feel free to try to convince me to add something else). Traditional horses, griffons, and pegasi. Your character can have any of these without drawback, but if you want them to be good with that particular mount you should probably include that among your strengths.

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  3. [​IMG]


    The King’s Wardens were founded eight years ago by King Akard on the first anniversary of his coronation. In the earliest days, the Wardens acted as a special guard, keeping peace throughout Morcrest and focusing primarily on Morcrest’s oversea colonies where the greatest deal of crime and unrest resided. (And where it still resides.) In their first year, the Wardens worked out of the capital whenever they needed a base operation. As the order grew, the cramped quarters became too small to comfortably host them all so King Akard granted them the fortress of Lingerhold, though it was in disrepair. That is when the Grace family first became involved with the Wardens. Lord Grace contributed a great deal of money to Akard’s funds for repairing Lingerhold. Lingerhold has remained the base of the King’s Wardens since.

    Under Akard, the Wardens flourished. Their commander proved effective and charismatic, a born leader. It seemed King Akard could move to the next stage in his plans more quickly than predicted. Unfortunately, right as the Wardens seemed ready to begin acting on a greater scale, their commander was killed. Her death shattered the unity of the Wardens so deeply that it required years to repair. Several left shortly after her death, while others left in the months to follow. Her successor was not all she had been. He did his best, but it was not enough and any plans had to be delayed as the Wardens recuperated. They spent several years, and several more commanders, to finally reach a point where they were once again ready to expand beyond Morcrest's borders.

    The Wardens are currently at their greatest size and in a highly stable and functional state. Jautice Grace has been commander for over a year and a half. At the start of the year, the Wardens scattered throughout Morcrest were called back to Lingerhold.


      • Aslaug, 1st Warden Commander
        Aslaug the Griffon Knight is a name which carries both fame and infamy. She was the daughter of a Barren Lord and most of her life was lived in service to her country. She developed a reputation as a skilled leader and warrior, but also as someone with a habit of disobeying orders. Eventually, it went too far and the King banished her for her insubordination. It was during her exile that Aslaug became acquainted with King Akard. The two became fast friends and when the King formed his Wardens, he chose her to serve as their first Commander. Despite her capabilities she was killed in battle when one of the Vaxerial Islands revolted.

        Being both unyielding and loyal, Aslaug inspired a great deal of admiration and devotion from those who followed her. Her experience and strategic mind proved her a skilled captain. It was a rare occurrence for her to fail a task set before her. Although she could be harsh at times, Aslaug was a well loved Commander.

        Vidar, 2nd Warden Commander
        Vidar was the second commander of the King’s Wardens, best known for his rising from the humble beginnings of a Kalico servant to Commander of the King’s Wardens. Though inexperienced with real events and combat, Vidar’s martial skills and sound mind made him an effective Warden. Aslaug was like a mentor to him and her death hit him dearly. With the Wardens rapidly falling apart, Vidar emerged as a young, but promising Commander. Though his appointment was met with split opinions, he was able to lead the Wardens toward recovery.

        Vidar’s strength and talent helped soften his inexperience, but his leadership method set him on the path of self-destruction: Almost wholly devoting himself to the Wardens, Vidar overworked himself to illness and even then refused rest. Only after he sent away his guards and was found by assassins a few days later did he finally stop working. Vidar is often a controversial topic among the Wardens, and even today opinions are split between whether or not he did his job as Commander.

      • Saga
        31 | Male | Inguz (Feline - Leopard) | 5'9" | 5 year, 5 months with the Wardens
        Saga is a senior member of the Wardens and an assistant Quartermaster. A worldly-wise and curious individual with an amiable and agreeable disposition, he enjoys learning about his comrades and is quick to initiate conversation. Despite being an inguz he is well versed in human education and etiquette.

        Born with a strong sense of wanderlust on one of the southernmost islands counted among the Wildlands territory, Saga spent a good portion of his youth trading with a human village which tolerated inguz presence for their rare commodities. Eventually disagreement with his home, combined with his wayfaring desires, led him to travel elsewhere.

        Text Colour

        Elaena Dubray
        25 | Female | Human | 5'6" | 2 years, 3 months with the Wardens
        Elaena Dubray is the Lead Enchanter among the King’s Wardens. Despite her young age she is an exceptionally skilled enchantress. Rarely engaging in fieldwork, Elaena resides at Lingerhold most of the time. Although originally Etvian born, she has lived in Morcrest for several years. Generally a reasonable and polite woman.


        30s (assumed) | Female | Elf | 4'11" Around 2 years with the Wardens
        Little is known about the Lead Scout, Kenna. She is an especially short woman who dresses in practical clothes. Occasionally her odd and indistinguishable accent will become noticeable, but most of the time she will sound rather Centerlandish. Although not unfriendly she has little interest in socialization. A very task oriented and serious woman.


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        Murdret Cragshield
        43 | Male | Dwarf | 4'6" | 3 years with the Wardens
        Murdret Cragshield is the Lead Crafter among the Wardens. Stocky and grizzled he has spent most his life at the forge. Owning his own smithy in Draivance before he joined the Wardens. Murdret doesn’t engage in fieldwork. Instead he can almost always be found in the Lingerhold forge or his quarters. His work isn’t fancy, but it is sturdy. Tends to be a bit stubborn, especially in regard to crafting.

        Brennan Copernicus
        16 | Male | Human | 5'11" | Less than a month with the Wardens
        Brennan Copernicus is the youngest of Lord Copernicus’ children. He’s an eager and well-trained youth, however, his real world experience is minimal. The experiences he has had can be summed up to a couple brushes with bandits and practise duels.

        Hëà (by Mite)
        (“high-ah”), nickname: Hiya
        33 | Female | Elf | 5’2” (~158 cm) | 3 months with Wardens
        “Hiya, Hiya!”
        Hiya joined the Wardens along with Wicker, but their positions and attitudes on the matter are entirely different. For an elf from Vardendale, Hiya is uncharacteristically laid-back, tolerant, and carefree. Her natural curiosity and observational skills coupled with her elven dexterity and grace make her an excellent Scout of the Wardens. So far she’s been well-received by everyone, but perhaps that’s because she’s often compared to the unsociable Wicker.

        Hiya is passive to the point of almost being submissive, but she’s otherwise very friendly and easy-going. She’s a bit mischievous and enjoys teasing people (particularly by displacing their belongings), but will immediately yield under any threat of retaliation.

        She’s exceptionally observant and insatiably curious, and she prides herself on her linguistic skills; she can understand most known languages (only Elder Tongue, Bestial, and Balefall sign-language elude her), and can speak Common as fluently as Elven. She also adores imitating accents.

        Though younger than Wicker, Hiya has been in the Farwalkers almost twice as long.

        Thanks to her elven grace and love of running, she’s an exceptional scout. Many Wardens adore her when she Scouts for them, as she often brings gifts and will readily scout for special information not related to the mission (the best brothels, cheapest markets, and neighboring villages being the most commonly requested).

        Despite being an elf, Hiya is rather stocky and her face is very round. In addition, her ears have been clipped short so as to not peek through her hair, allowing her to pass as a human fairly easily (until her hair is brushed back and her scarred ears are revealed). Her hair is natural elven silver, allowing her to easily dye it with minimal effort. Currently, a mistake in color mixing means her hair is dyed an apple red.


        Text Colour

      • WIP


      • Commander
        Lord Warden Commander Jautice Grace

        ( . . . )

        Lead Recruiter

        Assistant Recruiters
        ( . . . )


        Assistant Quartermaster(s)

        Lead Scout

        Second Scout
        Nyharis Bavarra

        Third Scout
        ( . . . )

        Lead Enchanter
        Elaena Dubray

        Second Enchanter
        ( . . . )

        Assistant Enchanters
        ( . . . )

        Lead Crafter
        Murdret Cragshield

        Assistant Crafters
        ( . . . )

        Monetary Backers
        House Grace
        House Copernicus

      • WIP
    #3 Rook, Aug 3, 2016
    Last edited: Nov 20, 2016
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  4. Post hoarded by post hoarding GM dragon.​
  5. ALL RIGHT EVERYONE. I'm still pruning over things to neaten them up, as well as writing summaries for magic branches and enchanting/infusing (those should be up tomorrow). But there is a lot of information here already for you to get started on your character. If you have any questions ask away. And don't worry about asking too many, I enjoy answering them.

    @Applo @Ascendant @BruisedLavender @DinoFeather @Dipper @Edward @FrostedCaramel @Grothnor @HellHoundWoof @Jhuton @kimsim12 @Liky @Lysander @Mite @Potatocat @RedWillow @Tyrannosaurus Rekt @Vio @WhisperingWillows
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  6. Lauchlan Caileanach
    Human| Male | Thirty-Five | Ranger | Neutral​
    Rangers are adept hunters and trackers who are comfortable calling the wilderness their home. They are, first and foremost, survivalists that understand how to live off the land and seldom rely on the comforts provided by civilization. Ranges are often highly independent individuals, many of whom prefer a solitary lifestyle of hunting marks outside of a city's walls. Some double as guides, accompanying travelers through unfamiliar or dangerous terrain to make their living. Rangers generally harbour a deep respect for the natural world as they understand both the wonders and the dangers it holds.

    Tall and broad-shouldered, Lauchlan's body is shaped from years of physical labour and combat, giving him a rather intimidating appearance. He generally sports apparel that suggests he hails from the northern lands, and keeps his face mostly obscured under a hood, covering raven hair and icy blue eyes. Once, he may have been considered handsome; with chiseled features and high cheekbones, he may even have been an object of envy, though a plethora of scars now mar his body and face. While some are cleanly sealed lines, many of the older marks are jagged and stand livid against his skin, the marks of an inexperienced healer and rough stitching. (6'3" - 215lbs)

    Somewhat reserved, Lauchlan prefers his own company-- at least until he gets to know someone and even then he can be sore-pressed to linger around more than a handful of people. While he may come across as aloof or removed, it's more shyness than stoicism. He generally shows little in the way to suggest that he is affected by much of anything and is often the one to do the job no one else will take. He is a rather resolute being and refuses to let obstacles hinder him, always getting up one time more than he's knocked down. Not surprisingly, he can be a stubborn individual, particularly when it comes to putting others before himself. While he isn't usually outspoken, he will not stand to see any cruelty or injustices inflicted upon others. Nothing sparks a temper in him faster than seeing a mage targeted simply for being such-- though he will stand up for most anyone he sees facing discrimination.

    Born to a single mother in Norboro's far north, Lauchlan and his twin sister, Lorelei, became well-versed in caring for themselves at a young age. With an ailing mother and no father to help support the small family, they were reliant on the kindness of other villagers to get them through the long, cold months. When resources are low, however, kindness does not last. By the time he was seven, Lauchlan had taught himself to track and fish by watching others from the small village, while Lorelei did her best to care for their sickly mother. When Lauchlan wasn't learning to hunt and fish, he did whatever he could around the village in exchange for bread and various small goods to help them get by. Despite her failing health, their mother would read to them the few old books they had, teaching them letters and words during the long, dark nights of winter.

    Time, inevitably, took its toll.

    When they were nine, their mother passed away, leaving the siblings to the mercy of the villagers. There had always been talk about them, children of an unmarried mother from a strange land, but they were permitted to stay so long as they did not expect handouts. Lauchlan continued to work odd jobs and hunt while Lorelei concocted and sold simples and health draughts she'd learned to make for their mother while trying to maintain their small home. It was difficult, but they managed to make it through another savage winter.

    That spring, Lorelei's powers began to manifest. It started small-- instances here and there, until the girl managed to heal the broken wing of a bird she'd found in the snow. Lorelei wanted to hide her abilities, never use them and stay where they had a home, but Lauchlan feared she would be found out. Knowing the punishment for magic use was death, Lauchlan convinced her to leave their home and travel south.

    The journey south was grueling, but together they endured until they had reached Kalico. During their journey, Lorelei had decided to use her magic to pursue the healing arts and they had heard talk of Kalico's arcanium, where she hoped to study.

    For two years, the siblings worked to eke out a living in the city streets, doing whatever was necessary to survive. Odd jobs earned little money, however, and the small income they managed to secure was put toward the entrance fee into the arcanium-- though it soon became clear they would never have enough to make the payments. After much inquiry, Lorelei managed to find an old healer in Kalico's outskirts who was willing to teach her for a small fee. Since she had few people to practice on, most of her healing was practiced on her brother, who had begun illegally pit-fighting to earn a bit of extra money. The wounds he often received gave her ample opportunity to practice her healing-- though an inexperienced hand left him with partially-healed wounds that often scarred. By the time he was sixteen, Lauchlan had found a niche job in fighting, supplemented with taking occasional jobs as a travel guide outside of the city.

    As his skill in combat increased, so too did his sister's magical prowess. By the time they had reached their twenty-second year, they had saved enough for Lorelei to open a small shop where she could offer her services as a healer.

    Opting to settle in the northern outskirts of the city, the twins had finally found a comfortable life. Lorelei didn't necessarily approve of her brother's involvement in illegal fights and Lauchlan began working almost exclusively as a guide and hunstman, having garnered enough of a reputation to have steady clients.

    Unfortunately, their success wasn't to be.

    Upon returning to their shop after a long journey with a group of travelers, Lauchlan found that it had been ransacked and burnt to the ground-- with Lorelei still inside. A group of mage-hunters had gotten wind of a mage practicing outside an arcanium and had attacked their home. By the time Lauchlan had returned to the city, the hunters were long gone. Unable to track them down and unable to take any sort of vengeance on his sister's killers, Lauchlan fell into despair, ultimately leaving Kalico.

    The passing years saw Lauchlan living in the wilds as a nomad, trying to outrun a sense of guilt and anger, and taking jobs wherever possible to keep his mind occupied. Despite his best efforts to avoid large cities, a contract eventually led him into the heart of Morcrest, where he became acquainted with Akard's mission toward uniting Ellira. In hope of finding a deeper purpose, Lauchlan made inquiry with the King's Wardens and was accepted into their ranks where he has served the past two years.

    On his person:
    Leather armor
    Winter furs (doubles as a blanket or bedroll; packed in warm weather)
    Bearded axe
    Hunting knife
    + 15 arrows
    Large canvas pack

    In his pack:
    Hand axe
    Climbing picks
    Spare fletching
    Two days' rations
    Herbal salve
    Pine resin
    Curved bone suture needle and flax thread
    Small, worn book
    Physical Prowess
    - Physically strong, has good endurance and stamina, relatively agile for his size; can take a beating

    Hand-to-hand Combat
    - Proficient with a weapon or unarmed; competent brawler but prefers a weapon

    - Adept archer; can make arrows if supplies and time are available

    - Does not give up; a survivor; resilient

    - Capable of tracking, hunting, and dressing game; prefers forests and wilderness to cities

    Basic Self-Care
    - Capable of cleaning and sewing (most of) his own wounds; limited knowledge of medicinal plants

    - Can read and (kind of) write the common tongue; speaks bits of the Northern language

    Heavy Weapon
    - Reliant on strength over speed in combat; requires more time to strike; leaves him vulnerable for longer than a smaller weapon would; disadvantaged against faster opponents

    - Puts most everyone and everything before himself; frequently pushes himself too far; would rather suffer silently than ask for help

    Heat Intolerant
    - Does not do well in heat; lowered endurance in high temperatures

    Limited Social Skills
    - Uncomfortable in crowds and dislikes cities; often unsure of what to say or when to say it; can be overly blunt

    Politically Ignorant
    - Has virtually no knowledge of politics and governments; knows little of the general state of Elliria

    Motion Sickness
    - Does not do well on horseback, on ships, or in carts/wagons; extreme dizziness and headaches
    - While he is neutral, he is very anti-discrimination and will defend either side in question.

    - Has been with the Wardens for two years

    - No Lannister


    Lovely art by @BruisedLavender

    Sadira Bάhir
    Human | Male | Twenty-Seven| Sorcerer and Scholar | Neutral

    Sadira is a relatively small individual, far and away from being imposing or physically impressive. His slim frame is usually draped in fine linen clothing, often white, that is largely reminiscent of Sotese fashion. Depending upon the occasion or task at hand, he may or not be wearing customary jewelry, consisting of plated necklaces, bangles, and earrings. He is seldom seen without a signet ring, bearing his family's emblem, on his right hand. Like many of the upper class Sotese, Sadira has a caramel-coloured complexion and fine, straight features. As is common in his family, he has amber eyes and blond hair so pale that it's nearly white. He can usually be seen wearing an easy, smiling expression-- often with a quill tucked behind one ear. (5'9" - 150lbs)

    Light-hearted and good-humoured, Sadira is an agreeable individual that puts forth a genuine effort to be considerate of others. Well-educated and loquacious, he is given to social graces and deals well with company of all sorts. Despite being raised in a wealth, he holds no prejudiced views of those less fortunate than he. In fact, Sadira has a bit of a bleeding heart and can get distracted by a desire to help-- only to become dejected or discouraged when he feels there is little he can do. He is quick to offer assistance, be it coin, food, or friendship-- but having never experienced true hardship he may, at times, come across as pitying though it is not his intent. He suffers from insatiable curiosity and likes to know how the world around him works. Sadira is also driven by a desire to learn more about the world beyond Elliria, hoping one day to walk unknown lands. While he would gladly wander the continent in his studies, he is held back by Sotis. Apart from his love of learning, Sadira is opposed to slavery and cannot rest in good conscience knowing his homeland still upholds such a practice when there is a chance of betterment.

    The son of a Marquess, Sadira was born into luxury and has lived a charmed life in comparison to most. His father, Ruslan Bάhir, oversees the Province of Sandris, managing trade brought in via river. Bάhir is a well-established name in the Republic of Sotis, stretching back through many generations of successful merchants of fine textiles and spices.

    As the only son of Ruslan Bάhir, many hopes were placed on Sadira becoming the next Marquess of the Province of Sandris. Unlike his sisters, however, Sadira took no interest in the title or trade. From a young age, he was an incurable dreamer possessed by a love of the world and the heavens. His father could no more convince him to learn ledgers than he could a rock to speak and the family eventually gave in to getting the boy an advanced tutor to further his education of the known world (in addition to his general Sotese studies).

    In his ninth year, Sadira began to develop unusual abilities and soon realized that he possessed the gift of magic. Not wishing their son to enter an arcanium, his parents selected a rather severe Artanese woman as a live-in mentor for the boy. When Sadira wasn't buried in his studies, he was practicing magic and honing his abilities as an emerging mage under the watchful eye of his mentor. With her guidance, Sadira's skills developed quickly, leaving his parents and sisters proud of the boy they had once seen as nothing more than a day-dreamer. Of course, his developing skill as a mage and his continued interest in academics and travel made it all the more obvious that he would not be vying for his father's position, but his parents chose to support the path their son had chosen.

    Knowing that their son desired to travel, Sadira's parents presented the eleven year old with a fledgling griffin for his first coming of age celebration. Sadira was instantly smitten with the little griffin, whom he named Lotus, and the two became fast friends.

    As a continuation of the celebration, the Bάhir family upheld the tradition of spectating a gladiator battle at the Grand Arena. Before that time, Sadira had never truly considered what slavery meant. His family had always treated their servants well and his own naiveté had kept him blind, but seeing people forced to into such unspeakable violence came as a shock to the boy and he left the Arena in tears and shaken to the core.

    His parents tried to console him with explanations of Sotese superiority, particularly over the animalistic inguz who so often fought in the arenas, but Sadira could not be content with such answers. He could not easily forget the violence and cruelty he had witnessed and he wanted to play no part in it. Conveying this to his parents was difficult, though he was pleased to learn that two of his sisters shared a similar dislike for the practice. There was, however, little that children could do about it.

    As time pressed on, Sadira began talking to the family servants about their lives before slavery. The more he learned, the more the thought of people being pulled from their lives and families turned his stomach-- yet, he felt there was little he could do to help-- and he tried to keep his focus on his studies, his magic, and on training with Lotus.

    Still, it was hard to put such a thing fully from his mind.

    By the time Sadira had reached his final coming of age celebration at seventeen, he was ready to leave Sotis and explore the wider world. Being of a respectable name and having ample coin, Sadira was able to easily travel through to the heart of Artana, where he began a new period of study under a seasoned mage. While the work was enlightening and he learned much, Sadira realized that he could hardly be happy in Artana, as they too kept numerous slaves.

    Setting his sights farther north, Sadira continued on his journey with Lotus, stopping at various arcaniums and guilds, occasionally staying for a time to further his magical training or his overall education. He often worked as a scrivener in exchange for lodging or various necessities, but was still able to fall back on the monetary support of his family when needed.

    One particular excursion with a small caravan led the wandering duo to the kingdom of Morcrest, where Sadira first heard talk of King Akard and his vision for Elliria. Enamored with the potential of ending what he found to be a barbaric practice, Sadira sought audience with the King, hoping he might, in some small way, be of assistance to his cause.

    Mana and Spells

    Mana Pool - Medium

    Offensive (Major)
    + Air Current -- creates a forceful stream of air capable of lifting, throwing, or knocking back objects or opponents
    + Fire Blast -- conjures a burst of flames that can be directed (as a blast) or thrown (as a fireball)
    + Windstorm -- summons gale force winds, often in the form of a cyclone; sustained spell that uses mana while the spell is active; cannot be maintained for longer than one minute; likely results in unconsciousness from mana drain

    + Ghost Lights -- produces small orbs of white-blue flame that hover where placed; can be held in the palm of the hand without burning
    + Mirage -- distorts a target's perception of their surroundings

    + Negate -- calls forth a protective aura of arcane energy; can repel magical and physical damage for a brief time; helpful against projectiles; heavy attacks from large weapons or strong spells can dispel somewhat quicker, though it varies from case to case

    + Effervesce -- speeds healing of wounds and gives the target a boost in morale and mood; most effective on minor wounds

    On his person:
    Signet Ring
    Linen clothing (no armor)
    Small satchel containing:
    • small book, partially filled with writing
    • quill
    • small ink bottle
    • few pieces of dried fruit

    On Lotus:
    Riding straps and pad
    Spear mount and spear (fishing)
    Twin leather saddle bags containing:
    • Extra parchment and quills
    • Ink bottle
    • Sealing wax
    • Cross staff, quadrant, and dioptra
    • Self-penned star chart
    • Two separate maps of the Known World
    • Change of clothing
    • Winter cloak
    • Dried, salted fish
    • Small knife (food prep)
    • Small spice pouch
      • Anise seeds, cinnamon, and dried saffron
    • Coin pouch
      • Undisclosed amount
    • Sachet of medicinal herbs to aid headaches
      • Willow bark and feverfew
    • Small pouch containing henna powder
    • Small, ornate kohl pot with carved bone applicator
    • Small, decorative mirror (reflecting glass set in gold)
    - Broad knowledge of various subjects studied in various regions, namely sciences and the arts; informed about state of Elliria

    - Fluent in Common Tongue, Southern Tongue, and old Tongue; basic Dwarven (spoken); broken Northern Tongue (spoken); no Elvish

    - Amiable and friendly; he gets on well with most people he meets and is good at making friends

    - Wealthy with a recognized, respectable name, especially in the southern regions; has the monetary power to back his ventures

    Fast Thinker
    - Can often solve problems very quickly, even in dire situations; quick response and reaction time

    Adept Swimmer
    - Familiar with swimming in rivers and the sea; comfortable in the water; can hold his breath a fair amount of time

    Heat Tolerant
    - Adores hot weather and warm climates; is seldom bothered by any intensity of warmer weather

    No Weapons Training
    - has no training in weapon use; spear is used solely for fishing (and show)

    Unskilled in Physical Combat
    - very little knowledge of physical combat; no practical experience or formal training

    Limited Physical Strength
    - has a slim frame and little muscle; easy to physically overpower

    Easily Discouraged
    - good intentioned, but can become discouraged by feeling helpless; tends to wander away from issues that deter him

    Sotese Wealth
    - double-edged blade; frowned upon by many due to vast Sotese slave trade; premature assumptions made about him

    Susceptible to Cold
    - does not tolerate cold climates well; needs to be heavily clothed to endure colder temperatures

    Prone to Headaches
    - suffers from relatively frequent headaches that often seem to correlate with his mana use
    - Has been with the Wardens for three months
    - Predominantly eats fish; he will eat meat if no other options are available, but prefers not to

    Sotese Griffin | Female | Sixteen | Mount

    Species and Appearance
    Desert Griffin is the common name given to the two species of griffin native to the southern and more arid regions of Elliria. The name is a bit of a misnomer, however, as both species also inhabit plains and grasslands. The two species are the desert eagle griffin, commonly called the Southern griffin, and the desert vulture griffin, commonly called the Sotese griffin. Both species can be found as far north as the middle regions of Osigon.

    The Sotese griffin is easily identifiable by its distinctive yellow face, white coat and plumage, and dark flight feathers. When they are not in the care of a rider or breeder, their coat is often darkened with sand and dirt, giving them a brownish appearance. The Sotese griffin is a comparably small griffin, light-bodied and agile.

    Male Sotese griffins reach a mature size of about 4.5-5' at the shoulder with a 11-13' wingspan, weighing approximately 200lbs; females are slightly larger at about 5-5.5' at the shoulder with a 12-14' wingspan, weighing up to 225lbs. Their average lifespan ranges from 25-35 years in the wild and 35-50 in captivity.

    They are fast animals and can reach speeds up to 60mph on land (sprinting) and 150mph in flight (diving). Their average land speed is 35mph, while their average flight speed is around 50 mph while traveling. Most commonly, Sotese griffins will slowly soar on thermal updrafts to conserve energy during hunting, making wide arcs around an area to scout for food.

    Because they are slimmer than most species of griffin, the cannot carry terribly heavy weights or over-large riders.

    They possess keen eyesight but have a very weak sense of smell and rely on their vision for hunting. They are primarily opportunistic feeders, often eating carrion and sometimes select vegetation, but they are capable of hunting and prefer to run larger prey to exhaustion before making a kill. They are only somewhat social animals and often live in a mated pair with great distances between territories.

    They are highly intelligent animals but are notoriously difficult to train due to their resistant and rather obstinate behaviour if they happen to dislike their rider. If they are trained and paired with a rider they like, they make incredibly loyal and intuitive companions.


    She wants nothing more than to ruin your day.
    #6 DinoFeather, Aug 3, 2016
    Last edited: Jul 31, 2017
    • Love Love x 1
  7. Alright. I'll see to finding Mihai's old profile and fixing it up a bit.
  8. Okay. I'll start working on my character now. I'll decide what he/she should be after I've read through everything
  9. @Rook what sort of image do you prefer for the appearance? Would artwork be okay or would you prefer anime/real images?
  10. Any is acceptable. Personally I prefer artwork of a realistic to semi-realistic variety.
    • Thank Thank x 1
  11. I applaud the world building, this was fascinating to read. I'll get to my character sheet as soon as possible - can we have two? Or only one?
    • Thank Thank x 1
  12. Thank you! Two is currently the limit per player. ^^
    • Thank Thank x 1
  13. Cool! A male and a female character than. I am reading through everything! The thread boxes look beautiful!
  14. On that note. The sooner you can let me know if you'll be starting with one or two characters the better.
  15. I'll be starting with just one character, though I may choose to make another one later down the line
    Okay then. I prefer artwork for my characters as well, so that's fine
    • Thank Thank x 1
  16. Thank you for the reply, I'll be starting with two! :)
  17. I'll be starting with two. :)
  18. Can I ask a quick question: How many of the original players are still hanging around? I need to know for, uh, reasons.

    I'll have Mihai's old profile up today, by the way.
  19. That's a bit sketchy.

    You, me, Feather, Mite, and Frost (if you're counting the reboot as original)? Goss vanished. And I haven't heard from Mite in a little while, but he always comes back so I imagine he'll turn up again sooner or later.
    • Like Like x 1
  20. I just wanted to know how many of us were still hanging around. Those were good days.
    • Like Like x 1
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