- Invitation Status
- Look for groups
- Posting Speed
- 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
- Intermediate
- Adept
- Advanced
- Prestige
- Douche
- Adaptable
- Preferred Character Gender
- Male
- Female
- Futanari
- No Preferences
- Genres
- 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
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[fieldbox="Foreword, #9483ee, solid, 5, Tahoma"]Quick Link to the IC - If you are interested in this RP, it is ALWAYS OPEN to new characters![/fieldbox]
Iskiela: Unity is a player-driven roleplay (inspired by @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 HAVE 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 fun ride, with a little bit of everything. Drama, action, 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 texts and tomes 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.
Fortunately, the war machine can only churn for so long.
After countless years of warring and bloodshed, the leaders of the ten nations of Iskiela - the 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.
The ensuing deliberations lasted for months - some say even 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 wedded 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. Capital cities are numbered in order from East to West, with the exception of Amberhall which is #10.
Political Map of Iskiela showing approximate borders for each Nation.
Political Map with map elements removed.
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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 Intermediate to Adept/Advanced.
- 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!
- This will be a roughly PG-13 or R roleplay. No smut (sorry) 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.
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Players MUST use these skeletons. I will unfortunately 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 still have an occupation too, but don't necessarily have to)
Nationality: (Non-Heir characters only - what Nation is your character 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)
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, 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.
- Fairlea | Heir: Cora Astraea (@Fiona)
- Emantaline Alliance | Heir: Aljoar Si'Marone (@- Falcon -)
- The Dominion of Praxus | Heir: Jorgen Aristagoras (@Mglo)
- Aurum, the Golden Dawn | Heir: Miah (@unanun)
- Felskarr | Heir: Rogvar Wulfsson (@LVL1337N00B)
- Lura | Heir: Dalia (@Luster)
- Takaman Empire | Heir: Akiyama Hideki (@Voices of Nerat)
- Lucinda's Freehold | Heir: Holly Corsa (@Drifter)
- Ma Ka Wai | Heir: Kaiea (@Snowy Turtle)
- Amberholm | Heir: Helene Meriva (@fatalrendezvous)
Non-Heir Characters:
- Nanette "Nan" Sharr, Stewardess of Amberholm (@fatalrendezvous)
- Maria Broekhart, a servant girl (@Fiona)
- Elias Varden, Captain of the Amberhall Watch (@Voices of Nerat)
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Uldred Falkenrath, a
crime lorduhhh, "merchant" (@LVL1337N00B) - Ienari Anzu, Royal Guard for Akiyama Hideki (@LVL1337N00B)
- Pietr Vidales, a friar (@Helios)
- Lorelei Kyth, an apothecary's assistant (@Mundane Monster)
- Avice Alona, Surgeon for the ship The Butcher (@Mundane Monster)
- Julia "The Wolf" van Rozen, Lieutenant of the Amberhall Watch (@Valkyrie)
- Bailer Jarlsson, Sergeant in the Amberhall Watch (@Helios)
- Others. Guards, merchants, knights, servants, etc. Whatever you feel is necessary to help fill in this world!
- Villains...? (PM @fatalrendezvous if you're interested in a villain role)
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In case you missed them...
Here are a few player-created tidbits for everyone to remember! 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
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- 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.
- Cora, the heir from Fairlea, was originally not intended to be the nation's heir. Her elder brother, the Prince of Fairlea, had been designated to represent the farming nation, but he passed away in a tragic accident not long before they were to begin their journey.
- Nation 2 - Emantaline Alliance
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- The Emantaline Alliance is not governed by a traditional "government." Instead it is ruled by three powerful, and often warring houses. They are the houses of Si'Marone, Leal'cline, and Tar'nor.
- Aljoar, the heir for Emantaline, was not originally intended to be the heir. The original candidate was Callarina of house Tar'nor, but barely one week before they intended to leave, Callarina claimed she had fallen pregnant and so Aljoar, two months younger than Callarina, was forced to attend in her stead.
- Nation 3 - Dominion of Praxus
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- 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. This may or may not mean that the Heir from Praxus (Jorgen) is hung like a horse.
- Many of the world's finest ores and minerals come from Praxus, although gold and silver are more common in Lura (Nation 6).
- Nation 4 - Aurum
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- 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 - Eldros, the Frozen Dominion
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- Nothing yet!
- Nation 6 - Lura
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- Lura is well known for its abundance of gold and silver. Most of Iskiela's supply of these two precious metals probably originates from Lura.
- The Takaman Empire and Lura are both vying for control over the small nation state of Maitso, a minor island civilization south of Lura that doesn't fall under the protection of the Unity pact. While the Lurans are attempting to expand their reach in the northern part of the territory through diplomacy and trade, the empire is taking the southern half by conquest. The Lurans are particularly interested in keeping the Takamans from expanding any further as the island has recently discovered to be an abundant source of gold, and if they get ahold of that resource the Lurans will lose their monopoly over the gold trade. Aside from that, they're not too keen on a rival nation expanding their borders around them.
- Nation 7 - Takaman Empire
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- While many precious metals come from other nations, iron and its other derivatives like steel typically come from the Takaman Empire (Nation 7), which is also well-known for its metalworking and for the production of excellent weapons using a metal folding technique.
- Prefectures in the Takaman empire also sometimes offer mercenary services to other nations.
- Citizens of the Takaman Empire harbor a racial prejudice - those they call Hillborn versus those known as Seaborn. The Hillborn are generally regarded as second-class citizens (and generally speaking, any person not of the Takaman Empire is almost automatically classified as Hillborn). Even though the true "Seaborn" bloodline has been diluted over generations of interbreeding, the term is still used as a pejorative for those who were born in other parts of Iskiela. The intensity of this prejudice varies from person to person.
- When the Seaborn of the Takaman Empire seized the nation from the Hillborn many generations ago, a storm wiped out a sizable portion of the Seaborn fleet. Those ships and all the valuables aboard them now rest at the bottom of the Hunter's Sea, and is now known as the Sunken Dragon Hoard.
- The Takaman Empire and the pirates of Lucinda's Freehold, after centuries of mutual harassment and retaliation, have recently signed a treaty declaring the intention to 'forget all past misunderstandings and differences' and 'establish the complete sovereignty of the Seaborn, birthed or honorary'. Brokered by the sixth Takaman prince and the Freehold's Vice Admiral, The Takaman Empire will agree to sponsor the ventures and naval expansion of Lucinda's Freehold in exchange for safe use of the eastern trade routes, intensified lucindian harassment of other nations in the name of Takaman trade interests, tariff-free trading between Port Vansky and Naru Bay, as well as the recovery of the aforementioned Sunken Dragon's Hoard to Takaman.
- The Takaman Empire and Lura are both vying for control over the small nation state of Maitso, a minor island civilization south of Lura that doesn't fall under the protection of the Unity pact. While the Lurans are attempting to expand their reach in the northern part of the territory through diplomacy and trade, the empire is taking the southern half by conquest. The Lurans are particularly interested in keeping the Takamans from expanding any further as the island has recently discovered to be an abundant source of gold, and if they get ahold of that resource the Lurans will lose their monopoly over the gold trade. Aside from that, they're not too keen on a rival nation expanding their borders around them.
- Nation 8 - Lucinda's Freehold
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- When the Seaborn of the Takaman Empire seized the nation from the Hillborn many generations ago, a storm wiped out a sizable portion of the Seaborn fleet. Those ships and all the valuables aboard them now rest at the bottom of the Hunter's Sea, and is now known as the Sunken Dragon Hoard.
- The Takaman Empire and the pirates of Lucinda's Freehold, after centuries of mutual harassment and retaliation, have recently signed a treaty declaring the intention to 'forget all past misunderstandings and differences' and 'establish the complete sovereignty of the Seaborn, birthed or honorary'. Brokered by the sixth Takaman prince and the Freehold's Vice Admiral, The Takaman Empire will agree to sponsor the ventures and naval expansion of Lucinda's Freehold in exchange for safe use of the eastern trade routes, intensified lucindian harassment of other nations in the name of Takaman trade interests, tariff-free trading between Port Vansky and Naru Bay, as well as the recovery of the aforementioned Sunken Dragon's Hoard to Takaman.
- The pirates of Lucinda's Freehold (Nation 8) have domesticated seals. Kinda like landfolk do with dogs. Except, y'know, seals. Which is awesome.
- Several years before the events of this story, while attempting to detain several river pirates, Helene of Amberholm (Nation 10) was ambushed and taken captive by Holly of Lucinda's Freehold, who held her ransom for a full week. Neither of them talk much to others about what exactly occurred during that week, but both Holly and Helene still harbor resentment towards each other to this day.
- Much of Iskiela's ivory supply is hunted and traded by Lucindian pirates, who have hunted the Dwarf Tuskbill to near extinction. The dwarf tuskbill is a large, flightless bird with tusks which it uses as a hunting and defense mechanism. While they cannot fly, they are exceptionally quick on land and have a tendency to be aggressive in packs. Do not fuck with greater tuskbill.
- Nation 9 - Ma Ka Wai
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- Clan leaders of the different clans of Ma Ka Wai and their families wear gemstones around their necks to symbolize what part of the nation they hail from.
- Most of the world's seafood comes from Ma Ka Wai. While fishermen do exist in Lucinda's Freehold (Nation 8), it is not their primary trade.
- Nation 10 - Amberholm
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- 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. Whether Lucindian river pirates or rogues from other nations looking to make a quick profit, the forests and rivers can be treacherous during the night time. Travelers going to and from Amberhall are advised to stick to well-trod paths in the daytime.
- While Amberholm as a nation has fairly wide borders, most Amberholmians live within the city of Amberhall rather than in outside settlements. For this reason, the names Amberholm (the nation) and Amberhall (the city) are almost synonymous.
- Several years before the events of this story, while attempting to detain several river pirates, Helene of Amberholm (Nation 10) was ambushed and taken captive by Holly of Lucinda's Freehold, who held her ransom for a full week. Neither of them talk much to others about what exactly occurred during that week, but both Holly and Helene still harbor resentment towards each other to this day.
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Use this link to join the Iskiela Discord for quick and easy discussion!
Discord
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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
- Heirs arrive to Amberhall and are received by a welcome party - usually the Stewardess (Nanette) but could be someone else.
- The main roads from the front gates of Amberhall to the Grand Keep are littered with people and merchants, all of whom are here specifically to see the Heirs arrive. It's kind of like a parade. Do with that what your character chooses - bask in the warm welcome? Shy away and be reclusive? Escape and find their own path to the Keep?
- Once at the Keep, Heirs will be escorted to their estates, which are furnished and will have most of the comforts of their home nations.
- Settle in, explore, get into trouble, or mingle with other characters! Chapter 1 is loose and easy and is meant as an intro chapter. This is an opportunity for you to begin to reveal, through storytelling, some of the intricacies of your characters. Let us get to know them through exposition and through their actions!
- Non-heirs can also take this time to start some antics as well, if they like. 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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