- Invitation Status
- Look for groups
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- 1-3 posts per day
- One post per day
- Multiple posts per week
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- 8 AM - 6 PM and 10 PM - 2 AM
- Writing Levels
- Preferred Character Gender
- No Preferences
- Fantasy (High and Low), Sci-Fi, Modern Fantasy, Modern Realistic, Apocalypse, Drama, Romance... I have lots of interests!
Foreword History and World Info Maps Rules and Expectations Character/Nation Skeleton Characters and Nations Player-Created Lore Discord Posting Guide
Iskiela: Unity is a player-driven roleplay (inspired by an old Iwakuan, Murasaki-sama) that takes place in a low-fantasy world called Iskiela. It occurs right around the time of a ritual called The Unification, a time-honored peacekeeping tradition that matches an heir from each of the Ten Nations of Iskiela with another and unites them in marriage.
The catch: Heirs do not get to choose who their character will marry. This will be done at random once all Heir spots have been filled. Depending on male/female gender balance, this MAY result in same-sex pairings, but it almost certainly WILL result in craziness!
Players of an Heir will be able to come up with the name of their nation, their politics, their trade specializations, etc., and are also required to pursue at least one relationship outside the one assigned for their marriage. These non-Unity relationships do not need to be romantic, and they do need to be reciprocal - that is, if you play Character A and choose to have A fall in love with Character B, Character B is not obligated to make it easy or fun for character A to fall in love.
There is a definite end for Iskiela: Unity in mind. I have plot events in place to move the story along, although I am more than willing to be flexible and to let the events of the story shape the outcome!
Iskiela: Unity players can expect a story of fantasy drama, action, courtly intrigue, romance, politics, and just a liiiittle bit of off-the-wall unpredictability! If this interests you, read on!
Iskiela: A Brief History
Many centuries ago, Iskiela was a very different place.
Ancient historical texts recount tales of a world constantly embroiled in war. Nations clashed over resources, over ideals, over religion... and sometimes just for the sake of conquest. We are told of dark and trying times, of hunger, of fear, of uncertainty.
But the flames of war can only burn for so long before they run out of kindling.
After countless years of warring and bloodshed, the leaders of the ten nations of Iskiela - tired and battle-worn descendants of their less agreeable forefathers before them - convened in a summit to reconcile their differences. They agreed to meet in the heart of Iskiela, in the nation of Amberholm, to negotiate terms.
It is unclear how long the ensuing deliberations lasted. Some say months, others years. Ambassadors, thinkers, and scholars poured in from all reaches of the land to sit beside what had once been their bitter enemies in order to reach an agreement: to keep the peace, once every fifty years Iskiela would hold a ritual known as the Unification.
Each leader of the Ten Nations would send an heir - son or daughter - to Amberholm, to be wed to the heir of another nation.
...Again, many centuries ago, Iskiela was a very different place.
We now know peace, brotherhood, and unity. The Ten Nations have flourished thanks to trade and the transfer of ideas. While of course we still have our differences, they typically result in little more than border skirmishes and idle threats. It is a tenuous, delicate peace, but it is one that the Unification has helped to uphold.
Now, another half-century is upon us, and once again the Nations will send their Heirs to Amberholm to be wed, so we may celebrate and honor Iskiela's past, and look forward towards the future.
Magic is rare in Iskiela. Ancient stories tell that it used to be more widespread and more common, but the powers of magic have waned in the centuries since the First Unification. Children are often told tales of powerful mages that could char the earth with pillars of flame, but nowadays magic is naught more than a cheap parlor trick. Few even believe that "real" magic ever really existed.
There are legends in Iskiela of dragons, griffins, sea serpents and other fantastical beasts. Nobody alive has ever seen one, but occasionally we discover the remains of animals far larger than ones that we know currently. Animals in current Iskiela are not magical, and the largest ones nowadays are typically livestock, predators, or beasts of burden.
Roughly medieval. Iskielans commonly use swords, spears, and bows in combat, though gunpowder is beginning to find some (limited) use in cannons and in primitive explosives. Horses are still the fastest mode of ground transportation, and boats and ships rely on sails. No steam power, no gas, no electricity.
Since the First Unification, war has been extremely uncommon and heavily frowned upon, thanks to pressure to keep the peace from other uninvolved nations. If war does occur, it typically results in little change in terms of land possession or border movement, and is often mediated by other nations to help resolve conflict. That said, there are some long-standing and deep-burning rivalries still in place, tenuously held at bay by the Unification.
Most nations have their own native language (players are not required to come up with this, but you are welcome to if you feel so inclined), but Iskiela has adopted a global language often referred to as the General, or Common tongue.
Map of Iskiela. Unnamed nations have been numbered for identification.
Political map of Iskiela with map elements removed, to show the borders of each nation.
- Players may play citizens of Amberholm, an Heir, or a member of an Heir's entourage.
- You do not HAVE to play an Heir if you don't want to. If you just want to be a part of the story, you are more than welcome and I will find a place for you!
- If you plan to play a non-Heir character that is NOT from Amberholm, please get the okay from that nation's player first.
- Players may not play more than one Heir character.
- Each Heir will be engaged to another Heir. Pairings will be announced after all spots are filled.
- Additionally, each Heir will be required to form another "non-Unity" relationship. These may be secret lovers, best friends, enemies, political allies, etc., and will NOT be predetermined. Players are encouraged to collaborate with other players on further character relationships, but every Heir must have at least one non-Unity relationship with another character.
- All primary player characters must be human. Heirs should be age 16-30. Non-Heir characters can be any reasonable age.
- I aim for Iskiela: Unity to be roughly Adept to Prestige.
- Please be proactive! Seek out character interaction, and do not be afraid to ask other players to collaborate and work with you.
- If you are playing an Heir, you are welcome to assign names to mountains/forests/rivers etc. that lie within your nation's territory. Get creative with the map and I will adjust it to reflect changes made by players.
- I actively encourage players to act for other characters - for example, streamlining long action sequences into a few posts, or consolidating conversations. This not only reduces the "waiting game" effect, but also helps to move the story along and can even make you a better writer. Make sure you communicate with your roleplay partners first and get their approval before you act for their character!
- Iskiela is less a roleplay and more of a collaborative writing project. When the story begins I will share the approximate plot breakdown with all other players, and welcome every writer's input on how to shape the story.
- This will be a roughly PG-13 or R roleplay. No smut, and no excessive gore or violence.
- I'm aiming for a post roughly once or twice a week from primary characters, but willing to be flexible depending on how the speed of the RP is moving. Please be aware that if you are gone too long (or if you flat-out disappear) I may hand control of your character(s) to another player.
- I utilize in GMing what is sometimes called the "karma system." It is my way of keeping characters in line if/when they overstep their character's abilities or abuse power levels. The easiest way to think of the karma system is to remember that your decisions in this game matter, and the game will adjust to compensate for them. Don't expect to go on a killing spree in town without consequences later on.
Players MUST use these skeletons. I will not compromise on this. Feel free to decorate it / color it / format it / reorganize it / otherwise pretty it up however you like, but the content must not go beyond what is contained in these skeletons. Feel free to reserve Nations if you like, but be aware I may open them back up if we don't hear from you!
BE BRIEF! I am not looking for an in-depth understanding of your characters; just the basics. Let the players discover all the facets of your character in the game, not at the character select screen before the game even starts.
Appearance: (Pictures preferred! Otherwise, be brief)
Occupation: (What your character does for a living. Heirs can have an occupation too, but don't necessarily have to)
Nationality: (What nation your character is from)
Formal Title: (If any. Keep in mind, "Heir of [Nation]" can be a title if you want)
Five Words That Describe Your Character: (Five separate, individual words, without further elaboration)
Notable Skills: (4 maximum. Brief explanation allowed)
Because of the nature of the game, and because every nation is already well-known and well-understood by people of other nations, you can explain a bit more on nation info.
Nation Number and Name:
System of Government: (This description should also include the person of power who is the Heir's parent.)
Basic Terrain and Weather: (Please use the map! Nation 5 is obviously cold, and Nation 6 is desert. Use your best judgment!)
Trade Specialization: (How does your Nation conduct trade with other Nations? What does your Nation specialize in that allows it to make money?)
Notable or Interesting Facts:
Anything Else: (Optional)
List of Nations/Heirs:
These characters are the center of the RP. The character does not have to be a prince or princess, if the nation has a non-monarchical system of government; however, the person must be a child of the current leader of the country.
RESERVATIONS ARE OPEN AND FIRST-COME, FIRST-SERVE.
# Nation Heir Writer1 Fairlea Echo Astraea Fiona2 Bocaccia Nero Di Acuto Hecatoncheires3 The Dominion of Praxus Elendi Vasernas Mglo4 Aurum, the Golden Dawn Gilead unanun5 Sor Kal Moira En Mar ItariChan6 Reserved by @Killassi - LASSI7 Matžem Dag Caoileann Ó Deághaid Lesbingus8 Romorant Apollonia Rehn Ariel9 The 13 Melodies Loros Lumenstile rissa10 Amberholm Helene Meriva fatalrendezvous
- Nanette "Nan" Sharr, Stewardess of Amberholm (@fatalrendezvous)
- Ether Astraea, Echo Astraea's twin brother (@Fiona)
- Kester Lachlan Vasernas, Royal Advisor to Elendi (FrostedCaramel)
- Murdoch the Protector, Protector of Vasernas (@Mglo)
- Miah, a Scholar from Aurum traveling with Gilead (@unanun)
- Sanik, Scholar First Class (@unanun)
- Others. Guards, merchants, knights, servants, etc. Whatever you feel is necessary to help fill in this world!
Any player-created lore, either of their own heirs / nations or of their interactions with other nations, will go here. Reach out to the other heirs and plot!
While you certainly don't need to go out of your way incorporate these things, nations DO often know about other nations so it makes sense to reference a thing or two every now and then - it helps give this world life!
- Nation 1 - Fairlea
- Fairlea exports mostly wools and crops, the most well-known of which is a... well, a plant, of sorts, with a sweet smell and taste, called mama lulu. It is often used to soothe anxiety and relieve tension. Most effective when smoked or steeped in a tea. WARNING: Overuse of mama lulu while pregnant can result in the children being born with pointed ears.
- Receptiveness towards the recreational use of mama lulu varies by nation and culture.
- Nation 2
- Nothing yet!
- Nation 3 - Dominion of Praxus
- The Dominion of Praxus is a highly militaristic nation. This often causes tensions and is seen by some as open disrespect towards the Unification.
- Praxus is also well known for producing excellent horses.
- Many of the world's finest ores and minerals come from Praxus.
- Nation 4 - Aurum
- Aurum is well-known for offering its services on a sort of contract / outsource basis to any person of any nation. While anyone in Aurum can be leased for their services, the nation is best known for its logicians, arithmeticians, and specialists in other highly educated fields.
- Considering Aurum's heavy focus on education, its universities are some of the finest in Iskiela and are world-renowned.
- Nation 5
- Nothing yet!
- Nation 6
- Nothing yet!
- Nation 7
- Nothing yet!
- Nation 8
- Nothing yet!
- Nation 9
- Nothing yet!
- Nation 10 - Amberholm
- Because of the nation's centrality, Amberholm is a trading hub and many people of different nations reside in Amberhall to make a living off of selling their nation's primary goods in the city.
- As a result of the nation's relative wealth and abundance of exotic goods, Amberholm has a bandit problem outside the walls of Amberhall. The forests and rivers can be treacherous during the night time, due to river pirates and rogues from other nations looking to make a quick profit. Travelers going to and from Amberhall are advised to stick to well-trod paths in the daytime.
- As a nation, Amberholm claims fairly wide borders. But the vast majority of Amberholmians either live within the city of Amberhall or in the farmland immediately outside its walls. For this reason, the names Amberholm (the nation) and Amberhall (the city) are almost interchangeable.
Join the Discord!
Joining the Discord server is not required, but it helps to keep informal chatter and plotting in one place where it's easy to comb through and search later.
HELP! WHAT DO I DO!?
When the IC opens, this section will have some tips for things your character(s) can do if you're feeling lost and need a bit of direction. This is not an exhaustive list. If you feel like doing something other than the items listed on this list, feel free!
As a general rule: Don't be afraid to move scenes forward. Collaborate with your co-writers! Don't just react to previous posts; act as well! Assuming you aren't doing something absolutely bonkers, I'll probably roll with it.
Chapter 1 Survival Guide
- Let's get roster filled out, first!