Iskiela: Unity | Signups and OOC

fatalrendezvous

Ever forward.
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Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. Multiple posts per week
  4. 1-3 posts per week
  5. One post per week
  6. Slow As Molasses
Online Availability
8 AM - 6 PM and 10 PM - 2 AM
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Prestige
  5. Douche
  6. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Futanari
  4. No Preferences
Genres
Fantasy (High and Low), Sci-Fi, Modern Fantasy, Modern Realistic, Apocalypse, Drama, Romance... I have lots of interests!
CLICK HERE to be taken to the IC!​

  • 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 not 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.​

    General Info

    Magic
    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.

    Creatures
    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.

    Technology
    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.

    Diplomacy
    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.

    Language
    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.
    Iskiela.jpg

    Political map of Iskiela with map elements removed, to show the borders of each nation.
    Iskiela Political Map.jpg


  • Rules
    • 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.

    Posting Expectations
    • 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 (leaning towards R). 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.

    Characters

    Name:

    Age:

    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)

    Nation Info

    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:

    Capital City:

    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 Writer
    1​
    Fairlea Echo Astraea Fiona
    2​
    Bocaccia Nero Di Acuto Hecatoncheires
    3​
    The Dominion of Praxus Elendi Vasernas Mglo
    4​
    Aurum, the Golden Dawn Gilead unanun
    5​
    Sor Kal Moira En Mar ItariChan
    6​
    OPEN
    7​
    Matžem Dag Caoileann Ó Deághaid Lesbingus
    8​
    Romorant Apollonia Rehn Ariel
    9​
    The 13 Melodies Loros Lumenstile rissa
    10​
    Amberholm Helene Meriva fatalrendezvous


    Non-Heir Characters:

  • 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!

    People from each nation are referred to as:
    Fairleans
    Bocaccians
    Praxians
    Aurochs
    Sor Kali
    Valorado/a
    Matzem
    Romorantin
    Melodites
    Ambers

    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 - Bocaccia

    • 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 - Sor Kal

    • Nothing yet!

    Nation 6 - Las Valoradas

    • Nothing yet!

    Nation 7 - Matžem Dag

    • Nothing yet!

    Nation 8 - Romorant

    • Nothing yet!

    Nation 9 - The 13 Melodies

    • 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, the nation 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 Ambers either live within the city of Amberhall proper or in the farmland immediately outside its walls. For this reason, the names Amberholm (the nation) and Amberhall (the city) are almost interchangeable.
    • Men from Amberholm and Romorant tend to clash in the regions along the river, mercenaries or brigands from either side meeting swords over squabbles or petty thievery.



  • 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!?

    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
    • Chapter 1 is loose and easy and is meant as an intro chapter.
    • Heirs arrive to Amberhall and are received by a welcome party, namely Nanette and possibly Helene.
    • The main roads are like a parade. Everyone wants a chance to see the pretty nobles. Do your characters bask in the glory or do they hide? Did they maybe arrive days ahead of time in secret specifically to avoid the pageantry? Are they late? Why?
    • Once at the Keep, Heirs will be escorted to their quarters, which are furnished and will have most of the comforts of their home nations.
    • How do your heirs feel about the unification? Excited? Disgusted? Nervous? Do they need some mama lulu to relax?
    • Settle in and explore. Feel free to help worldbuild the city of Amberhall if you like. I will follow your lead on most things. Amberhall is like a slightly less shitty version of King's Landing from Game of Thrones.
    • Non-heirs can also take this time to start some antics as well. With all the city's attention turned upon the arrival of the Heirs, I'm sure you could get away with a lot of unsavory and/or illegal things...
 
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For rankings, I was thinking more of a tier list like strong, average, weak, rather than a strict 1 through 10 ranking. Partially because I want to avoid an OOC pissing contest and also because in-game a lot of this strength will be kind of murky and subjective anyway.

Here is my preliminary chart, bearing in mind this is not final by any means and I'm happy to make adjustments as needed.

Nations are not ordered within tiers, meaning all nations within a tier are presumed to be about equal or close.

Military
Strong: Praxus, Romorant, Bocaccia? (if they stopped trying to eat themselves from within, maybe?)
Average: Matžem Dag, Amberholm, Las Valoradas
Weak: Fairlea, Aurum, Sor Kal, 13 Melodies? (unsure - didn't see much mention of military)

Economy
Strong: Bocaccia, Amberholm, Romorant
Average: Fairlea, Praxus, Aurum, Las Valoradas, Sor Kal, 13 Melodies
Weak: Matžem Dag (only because they're primarily barter driven rather than currency)

Politics (note: this is hard to rank so I ranked by each nation's own political stability rather than, say, political influence or political scheming ability)
Strong: Fairlea, Aurum, Sor Kal
Average: Praxus, Las Valoradas, Amberholm, 13 Melodies, Matžem Dag? (how stable are the 7 clans?)
Weak: Bocaccia, Romorant? (how secure is Kulvulcan's status as the nation's effective capitol?)

Feel free to give me your thoughts!
 
That's a fair assessment of Romorant. Kulvulcan is fairly secure in the sense that nobody is seriously attempting to usurp its status as first among equals, but by the same token the other cities of Romorant are free to act as they see fit, even to the extent of actual fighting between themselves. That also means that the effective military power of Romorant is less than it could be, because it's split between polities and thus campaigning is inefficient. Even so, Kulvulcan by itself with its closest allies can put a decent force in the field, backed up by a lot of funding.
 
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That's fine, I didn't mean to advocate for a numerical ordering. I wanted to put Aurum as weaker on many metrics. Challenge mode >:)
 
For rankings, I was thinking more of a tier list like strong, average, weak, rather than a strict 1 through 10 ranking. Partially because I want to avoid an OOC pissing contest and also because in-game a lot of this strength will be kind of murky and subjective anyway.

Here is my preliminary chart, bearing in mind this is not final by any means and I'm happy to make adjustments as needed.

Nations are not ordered within tiers, meaning all nations within a tier are presumed to be about equal or close.

Military
Strong: Praxus, Romorant, Bocaccia? (if they stopped trying to eat themselves from within, maybe?)
Average: Matžem Dag, Amberholm, Las Valoradas
Weak: Fairlea, Aurum, Sor Kal, 13 Melodies? (unsure - didn't see much mention of military)

Economy
Strong: Bocaccia, Amberholm, Romorant
Average: Fairlea, Praxus, Aurum, Las Valoradas, Sor Kal, 13 Melodies
Weak: Matžem Dag (only because they're primarily barter driven rather than currency)

Politics (note: this is hard to rank so I ranked by each nation's own political stability rather than, say, political influence or political scheming ability)
Strong: Fairlea, Aurum, Sor Kal
Average: Praxus, Las Valoradas, Amberholm, 13 Melodies, Matžem Dag? (how stable are the 7 clans?)
Weak: Bocaccia, Romorant? (how secure is Kulvulcan's status as the nation's effective capitol?)

Feel free to give me your thoughts!

Yeah, the Melodites definitely do not have a unified army/navy anymore, but several Stewards have maintained their own personal militias and the country-wide Jade Quintate clans are specialized in fighting/protecting.

Economics wise I'd say the 13 Melodies are either strong or very high up on the average list— and likewise, political ranking wise, prolly at the lower end of average or the higher end of weak, as they've continued their infighting with Brorki's daughter becoming the next Warden.
 
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Oh btw, for those of you who are planning to take first class scholars as high advisors, their last names will be your country! As they are "married in service to the state."
 
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Double post D:

For second class and lower who work with families or enterprises, they'll take appropriate last names. Having a nation or court as your last name is much more prestigious!

I imagine the commitment to going through (free?) education to be then contracted out is similar to joining the priesthood/nunnery, in the medieval times — a way of escape, free room and board, and restarting/leaving behind your old life, so long as you pass the aptitude test. The program is tiny, and universities only graduate a handful of such scholars a year. Many years pass without any first class scholars (so I realize making three for my sheet is a bit unusual >_> )

Separately, those with means can pay the considerable tuition or sponsor someone to attend the school, where they can keep their name and identity and return home afterwards. The prestige that scholars bring to Iskiela makes it desirable to say "I schooled at Aurum."
 
Moar characters cos fatal said I could!!

Name: Carina De Braose
Age: 26Carina.png
Occupation: Noblewoman. Brothel owner.
Nationality: Amberholm
Formal Title: The Honourable Ms. Braose

Five Words That Describe Your Character: Inquisitive. Coy. Secretive. Vengeful. Lucky.

Notable Skills:

Whispers in the dark: Carina has collected enough secrets to blackmail half the nation. It's one of the reasons people pretend they only know her from the circles of high society.

Seal of disapproval: Carina punishes those who abuse her girls with the assistance of shady contacts. Poisons secreted in the wax seals of envelopes tend to at least hospitalise the perpetrators.

Façade of girlhood: Acting and looking innocent combine with her high luck stat to keep her (for the most part) out of trouble.


Name: Orchid "Fairlea"Orchid.png
Age: 23
Occupation: "Scholar"
Nationality: Fairlea
Formal Title: N/A

Five Words That Describe Your Character: Foolhardy. Hopeful. Dumbass. Impulsive. Kind.

Notable Skills:

Plant encyclopedia: Fairlean commonfolk know a LOT about plants, and even Orchid is no exception.

Green thumb: Could probably grow roses out of concrete if she tried hard enough.

Distracted learner: Orchid can only recall information that she's taken in under stupid circumstances thoroughly unconducive to learning. Lessons don't work well for her.

Costuming prodigy: She can definitely take on the appearance of anything that takes her fancy – and right now, that's the prodigious scholars of Aurum. Doesn't mean she has the knowledge or gumption to pass.
 
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Heir writers, any of you reckon your heirs have been to Amberholm before?

Edit to clarify: Trying to get a feel for how Helene and Nan will greet the heirs.
Caoileann probably has been around once or twice! She's traveled everywhere to learn the languages :)
 
So I've been a lurker who started getting active again, and I just now saw the ad for this in the roleplay discussion on the Iwaku discord. Before I start reading through all the things, is this RP still open to join (I saw that it's tagged with "Always Open" but sometimes that tag isn't accurate x_x)? I'd love to participate in any capacity if I can!
 
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So I've been a lurker who started getting active again, and I just now saw the ad for this in the roleplay discussion on the Iwaku discord. Before I start reading through all the things, is this RP still open to join (I saw that it's tagged with "Always Open" but sometimes that tag isn't accurate x_x)? I'd love to participate in any capacity if I can!
It is indeed always open. Feel free to browse! If there's a nation you'd like to develop a character for, please ping that person when you submit your character sheet! If you'd like to create a character from Amberholm, just go ahead and submit since that's me!
 
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There's also lots of chatter on the discord if you want to bounce ideas around with people!
 
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There's also lots of chatter on the discord if you want to bounce ideas around with people!

Thanks! I actually just finished reading through the infodumps and sheets, so I'll probably jump in there in the near future. Short version, my character concepts are looking like Amberholm and 13 Melodies so far, but that may change once I see what's going on in the discord/IC.
 
@Ariel
There's a height chart being created on the discord. Did you have a height in mind for Apollonia?
 
@Ariel
There's a height chart being created on the discord. Did you have a height in mind for Apollonia?
Apollonia is middling tall, about 175cm or 5'9".
 
hey @Ariel we had a discussion on discord earlier today on how Moira being queen means that her partner would become a king upon marrying her, and the possibility of this causing an imbalance of power (compared to the other heirs). Just wanted to put it out there as possible source of conflict in case it's something Apollonia would care about.
 
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Do you have space for one more heir?
 
Do you have space for one more heir?
Unfortunately no, all the heir spots have been filled, but you are welcome to make a non-heir character still at any time!
 
Great vibes from the warrior warmonger barbarian mercenary nations!
 
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For rankings, I was thinking more of a tier list like strong, average, weak, rather than a strict 1 through 10 ranking. Partially because I want to avoid an OOC pissing contest and also because in-game a lot of this strength will be kind of murky and subjective anyway.

Here is my preliminary chart, bearing in mind this is not final by any means and I'm happy to make adjustments as needed.

Nations are not ordered within tiers, meaning all nations within a tier are presumed to be about equal or close.

Military
Strong: Praxus, Romorant, Bocaccia? (if they stopped trying to eat themselves from within, maybe?)
Average: Matžem Dag, Amberholm, Las Valoradas
Weak: Fairlea, Aurum, Sor Kal, 13 Melodies? (unsure - didn't see much mention of military)

Economy
Strong: Bocaccia, Amberholm, Romorant
Average: Fairlea, Praxus, Aurum, Las Valoradas, Sor Kal, 13 Melodies
Weak: Matžem Dag (only because they're primarily barter driven rather than currency)

Politics (note: this is hard to rank so I ranked by each nation's own political stability rather than, say, political influence or political scheming ability)
Strong: Fairlea, Aurum, Sor Kal
Average: Praxus, Las Valoradas, Amberholm, 13 Melodies, Matžem Dag? (how stable are the 7 clans?)
Weak: Bocaccia, Romorant? (how secure is Kulvulcan's status as the nation's effective capitol?)

Feel free to give me your thoughts!
Replying to the question of the Clan's stability; they are *very* stable. There is an ironclad unity between the 7. They spent centuries trying to kill each other, but once they came together, it's like they were all individual parts of a larger whole. Now that they've unified, it's like those centuries of bloodshed never even happened. Sure, there are personal disputes, but the Matžem Clans have outwardly presented an unshakable alliance.
 
e1a3927c16e6e88e220e04771fbeb8dd.jpg
Name
: Altea Camporese

Age: 25

Occupation: Warrior of the Amberguard

Nationality: Amberholm

Formal Title: None as of yet

Five Words That Describe Your Character: Brash. Cocky. Quippy. Loyal. Talented

Notable Skills:

Jack of All Trades - Altea's main weapon may be the longsword, but that doesn't mean it's the only weapon she can make work. From bows to daggers to axes, any weapon can be deadly when placed in Altea's hands

Battle Quipper - She doesn't know how to stay quiet in a battle. Her constant habit of quipping and insulting, and even making idle chatter with her opponent during a battle has been known to throw them off and leave them prone to mistakes. Mistakes that Altea is all too happy to capitalize on.