Rook's Test Chamber

Dusk

the eye of the beholder
Original poster
STAFF MEMBER
DONATING MEMBER
FOLKLORE MEMBER
Invitation Status
  1. Looking for partners
  2. Not accepting invites at this time
Posting Speed
  1. One post per day
  2. Multiple posts per week
  3. 1-3 posts per week
  4. One post per week
  5. Slow As Molasses
Online Availability
Most days, most hours
Writing Levels
  1. Elementary
  2. Intermediate
  3. Adept
  4. Advanced
  5. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Nonbinary
  4. Agender
  5. Primarily Prefer Male
  6. No Preferences
Genres
Adventure. Angels and demons. Apocalyptic. Arthurian. Comedy. Dystopian. Fantasy. Historical. Horror. Post-apocalyptic. Romance. Science fiction. Supernatural.
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Out of Character Thread

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.

~​

Hello, friends! ATKM is looking to add a couple more characters to its roster. Player characters will be members of the King's Wardens. The Wardens will serve as King Akard's main force in uniting the land of Elliria. Some members volunteered while others were sought out and hired. Becoming a member of the Wardens also proves a safe refuge for escaped slaves or mages fleeing persecution. Whether or not everyone can work together is something that is yet to be decided. If Elliria is to be united, however, they'll have to learn to work out their differences.

Specifically, we're hoping to find some people to participate in this mission (and continue on after, if so desired):

Pirates in the South
While Elliria's southern seas have been plagued by pirates as far back as anyone can remember, recent months have suffered an undeniable increase in their activity. In particular, the number of raids on and around Amicyre has caught King Akard's attention. This concern is furthered as rumour of an organized faction of pirates, allegedly operating under a self-proclaimed "Pirate King," gains traction. A company of the King's Wardens will sail to Amicyre to deal with this issue and eliminate any perpetuated threat.

Background Information:

  • The Island of Amicyre was previously the separate nation of Amicyre. In 942 it officially became a part of Morcrest when King Higard's war of conquest was victorious. The Amycyrish revolted against Morcrest in 944, but they were swiftly put down. They tried twice more, the first time in 956 and again in 961, with both attempts unsuccessful. . Since then, Amicyre has remained a Morcrestian territory.
    Because Amicyre is a Morcrestian territory, Mocrestian laws apply, although they are more commonly broken. Furthermore, this means the Wardens will have notable authority and there will be no foreign relations to botch if things go sour. Any mainland Morcrestian agents there will be amiable.
  • Because of the short amount of time Amicyre has been a territory of Morcrest (~34 years), there is still a deal of resistance among the native population. Not everyone will necessarily want to cooperate with the Wardens, a few might even be hostile.
  • The Wardens will be operating out of an old fortress, Moldermouth Keep, which was refurbished during Higard's conquest and has remained the seat of Morcrestian control in Amicyre since. Moldermouth is managed by Cregan Moore, who will be the main contact assisting the Wardens in their attempts to thwart the pirates. House Moore has been involved in Amicyre's management since King Higard first conquered it.
Other Points
  • There are no restrictions for going on this mission.
  • Characters capable of flying and/or experience on ships will be especially useful.

If you have any questions, don't hesitate to ask. I'll get to you as soon as I can-- either
@DinoFeather or @Mite answer in my stead on occasion.
 
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+ Races +
  • Not native to Elliria, Humans arrived on the continent over a millennium ago. Little is known of the land they previously inhabited, but it suffered great disaster. Causing it former occupants to all migrate to Elliria, which at the time was primarily inherited 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 a 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.
  • The Dwarves are a hardy folk with naturally tougher skin and a general inclination toward strength. They possesses good low-light vision and have a resistance toward magic. The shortest of Elliria's races. 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. Likely to be literate in both Dwarvish and the Common Tongue, except among the lowest of populace in Ibrance. Education in various forms is a big deal for them. They live only slightly longer than Humans but have been suffering from a decreasing birth rate for several decades.
  • 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.
  • Although grouped together and often generalized from an outside perspective the Inguz are very different depending on their specific species. There are 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. They 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, however, 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 – supposed 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.
  • Orcs are a mystery to the rest of Elliria. Their kind is located on a single large island to the south of the mainland. It consists of dense jungles containing a myriad of poisonous and venomous things. 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 occasionally 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.
  • While incredibly rare it is possible for Humans to breed with either an Elf or an Inguz 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.

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+ Magic +

  • There is a great deal unknown about magic. Even those who use it only know so much - if anything at all. Magic is a genetic ability. Something an individual is born either able or unable to use. These people are called mages, and are capable of using fantastic powers. Where these powers exactly come from is mostly uncertain. Two main factors are believed responsible - mana and spirits.

    Magical energy is called mana. To cast any spell a mage uses a portion of their mana. This mana is drawn from their source - a limited pool of mana. 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 are somewhere between these extremes. Mana slowly replenishes back to its upper limit with time. More quickly when it is less in use and the caster 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 spells. Perhaps the greatest consequence of a prolonged state of low mana is the increase attempts of possession from demons.

    Spirits are mysterious magical entities. They exist on a separate plane from mortals and rarely interact with the common people. When they do it is through or directly with mages. Sometimes these interactions are benign or helpful. But this is the rarity. Usually spirits are more hostile. Haunting mages and waiting for an opportunity to attempt to possess them.

    Magic occurs in Elves, Humans, and Orcs. Being most common among Elves. No Dwarf or Inguz has ever been known capable of wielding magic. Dwarves, however, do have a resistance against most magical abilities.



      • Combative
      • Restorative
      • Alterative
      • Illusional

      • Macabre
      • Blood
      • Summoning
  • Banes are people who have been overcome by demonic spirits. It's a slow start. In the earliest stage a bane might still appear entirely normal. But it's already too late. Once the demon has taken hold there is no way of escape. The mage is usually not destroyed outright in the beginning. Most consciences remain dormant behind the demons power. A bystander. The body 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. Lurking nearby to make sure the mage is constantly aware of their presence. Keeping them aware 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 fail and become banes. However, it is still possible 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 becoming one. Particularly if they regularly use enough spells to keep their mana low.
  • There is a great deal of discourse throughout Elliria on the subject of mages and magic. Each nation handles it in a different manner. With some nations being particularly supportive of mages (such as Artana or Vardendale) with others being negative or restrictive (Norboro or Balefall). 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; most of them contain more than one. However, some are more like prisons than places of learning. Particularly the arcaniums located in Etvia, now that they're under the control of the Inquisition.

    Other nation either do not have enough mages to warrant any sort of arcanium (Ibrance/Draivance/The Wildlands/Keth), have an alternative method of dealing with magic/training mages (Vardendale/Balefall), or are anti-magic to the point where it is a death sentence to be a mage there (Norboro).

    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. They 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 groups. They generally work like mercenaries or assassins. Often accepting a single target - most only go after mages who're already banes - and then ridding the world of that person.

    And 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 idea of where they are in mind, or occasional observations during trainings. To the harsher extent it might be keeping them locked away, deprived of the abiltiy to use magic, under constant watch, or simply having them all killed. Specify the degree.

    Pro-Magic is for those who 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). These 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 for various reasons and are unable to fit into either class but are still invested in what is happening.

  • WIP

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+ Nations +
[spoili]
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.
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[/spoili]​
  • Norboro is the northmost nation on Elliria. It is a land of tundra and cold. The north nothing but endless mountains of snow. 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 of 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 and raid wood and 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. However, 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. Outsiders. The head of each clan is the village Chief and at the top of it all is the High Chief, also known as the High King. He rules from the capital of Tidewatch. To aide him is the Council of Elders, a group consisting of the eldest members of Norboro to offer advice. Furthermore there is the 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 Barrens.

    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 Barrens 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 being 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 northern coast. Uneven earth and poor soil make farming nearly nonexistent. Aside from a fairly successful fishing industry and sparse huntings 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 government and culturally. Dwarven democracy affected the government. Ketweland is currently ruled by several elected leaders as part of a council. Otherwise the frequent interactions with the dwarven kind resulted in a great deal more humans becoming smiths in Ketweland. With Ketweland being one of the two nations to boast lodges for the Guild of Craft and Science. Ketweland also took more dwarven views on slavery - abolishing it completely.

    While internally Ketweland is in fit shape with little inner turmoil it faces threat from its northern neighbour. The Barren and Ketweland (and by extension Draivance) have had quarrels in the past. Barren desiring to claim richer land; especially land with trees on it. There are rumours abound 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 and surrounded by stone. And far from eager are they 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 something like it. Giant stone walls carved into intricate murals telling the history of the Dwarven people. Decorated in gems and in golds and the finest of polish. Stone houses 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 (20) and a respectible member of the society. While 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 one is lingering around the corner as one of Ibrance's Kings continues to creep up in age each year.

    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 nearly impossible to talk of Draivance for long without mentioning Ketweland - and vice versa. The two being long standing allies. Resulting in many similarities as they bled together over time. Draivance was the result of dwarves from Ibrance moving to the surface. Some left to escape others left to discover or for knowledge. Whatever the case these dwarves settled to the west of the Misander mountains. It was hard land. Filled with rock but perfect for mining and crafting. And surprisingly, some of the land even proved good for farming. The dwarves made a comfortable home for themselves. Their friendlier demeanour earning them a fair deal surface trade. While Draivance's population mostly consists of dwarves, there are also a sizeable portion of humans.

    However, this action exiled them from Ibrance and for many years Ibrance refused to deal with Draivance in any way or acknowledge its existence. There were a multitude of reasons for this bitterness. The surfacers forsook their ancient Kingdom and ancient traditions. The Kings of Ibrance held political dispute with many of those who chose to leave. However, this is not what put the final nail in the coffin. It 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 its 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 it's 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 onto their land. They live in constant conflict. Kalico's forces to the east and the Norborian Raiders from the north slowly whittling away at their forest. And crossing it's 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, Great Hunter, High General, and Grand Crafter. These titles are granted by the King and the holders 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 personally status in tracing their lineage.

    Magic is commonly practised and even revered as 'a gift from the spirits.' Among the Elves and 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. And since King Akard's ascension it has only continued to improve. The economy is flourishing with trade going excellently both locally and foreignly. 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 upperclass 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 take 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 chief or chieftess, but this is simply the most common method. Because of the lack of a common law the Wildlands are an especially dangerous to inguz of the non-inguz variety. Many enter the dense forests only to never be heard from again. t
  • Etvia was blessed in terms of natural resources. But that is where the blessings of Etvia end. The nation has been suffering from a deal of issues for decades. To the west are the Wildlands and their wildlings. A constant threat. The Etvian political state is a complete mess. The current King and Queen living debauched lives. Hosting constant parties and spending away whatever is left of Etvia's once great fortune. To keep up their lifestyle the tax the people highly and have taken loans from several sources. The also allowed the Inquisitors to have full control of dealing with mages so long as they grant a stipend to the crown.

    The incompetence and lack of care 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. 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 died out because the claimant suffered an 'unfortunate accident' or in two cases was just outright murdered without any attempt to cover it up. The only faction which isn't a complete mess is the one belonging to the King's great uncle. His is the greatest force aside from the crown's own.

    While the nobles grab 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 have time to hear them.
  • Artana is a land where mages not only roam without restriction, but generally are viewed as better than their non-mage counterparts. The royal family particularly boasts its powerful mage line, the current Queen being a woman of immense magical talent. Beneath her are the Archdukes. Each ruling a large chunk 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. Most of them multiple.

    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 also perfectly legal to delve into dark magic. Even encouraged in order to be the best. With those who succumb to banes - and there are many - simply being considered too weak.

    The menial tasks of life are done by the poor common folk or done 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 encompases the Kerran Peninsula as well as a couple of additional islands. It is the only united nation populated primarily, if not entirely, by the inguz. It is a land of vast wildlife and varied terrain. With tall peaks, thick forests, and rockland. The lands are a mix of cultivation, fortresses, and raw nature. The majority of the fortresses being 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. 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. However, Keth's sovereign has always been a skilled fighter capable of commanding respect. A ruler not capable of defeating any would-be-rulers who think they can do better wouldn't remain in power for long. The current King has been in power for several decades. He is well liked by his people and internally Keth is a strong nation. However, is has a great deal of foreign enemies. Aside from the ongoing war with Artana there is negative relations with Etvia and Sotis.
  • Balefall is often called 'the Silent Kingdom.' Dunes of sand surrounded by tall rock ridges or meeting the ocean along its coasts in endless beaches. 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 deep beneath the sands. That something dark preys on those who draw its attention. The worst of it runs between the two splits of the mountain range and southward. However, inside of the cities - particularly the capital Alhanda itself - the air is much lighter. Voices are kept low even in the walls. To speak aloud outside of the many cities is the beginning of the sentence. The end being a gruesome death. Perhaps it is all coincidence. Perhaps there is something 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 in fact already possessed, they're 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. Yet he is still shrewd and perceptive. He spends most of his time governing or away in his study reading through hundreds of books - 'the Scholar King' some call him. And his particular 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 rockland ridges and flat desert plains. Much of the land being inhabitable and not particularly useful. 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 started to keep in contact. Eventually an Osigonian woman married Morcrest's King Higard II and the two nations waged a territorial war upon Artana. A war they came out of victorious. Osigon took a deal of fertile land from Artana in the peace terms. And the two have been on bitter terms ever since.

    However, after the war and with the support of Morcrest Osigon experienced a period of significant growth and expansion. Bringing Osigon to a state more similar to its neighbors. Even after King Higard's death Osigon and Morcrest have remained friendly and kept trade; with Osigon's King keeping in regular correspondence with King Akard. However, since Artana's reclamation war started communication has lessoned. There is a deal of trepidation as the nation's 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, called often simply 'Sotis' or 'the Republic' is the most western of the Elliria's nations 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 would 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. And few who accrue wealth are not quick to share it.

    Above all else, the Republic is a nation of trade and commerce. The largest and most profitable commodity being slaves. Sotis boasts the largest and most flourishing slave market. Many are captured and sold into captivity. Others are born into a life of chains. They 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), age (16), 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 20-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 16 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 judgement among the common-folk, regulating trade, and are also capable of creating 'creeds' or laws which will only 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 borns. 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 between them and Keth due to the many enslaved inguz. Pirates are also rather a problem along the southern seas.
  • WIP

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+ 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.

    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
    [/I]
  • 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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The King's Wardens

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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. Primarily in 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. But as the order grew the cramped quarters became too small to comfortably host them all. King Akard granted them the fortress of Lingerhold. At the time it was in disrepair. This is when the Grace family first became involved with the Wardens. Lord Grace contributed a deal of money to Akard's funds for repairing Lingerhold. Lingerhold has remained the base of the King's Wardens since.

The Wardens flourished. Their commander proved effective and charismatic. A born leader. It seemed King Akard could move to the next stage 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 in a way which took years to repair. Several left shortly after her death. Others left in the months to follow. Her successor was not all she had been. He did his best, but it was not enough. 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 Morcrestian 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.​

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Other Information


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Positions within the King's Wardens

Founder
King Akard

Commander
Jautice Grace

1st Lieutenant

2nd Lieutenant

3rd Lieutenant

(...)

Monetary Backers
King Akard
House Grace
House Copernicus


 
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Welcome

Hey folks, I'm Rook. I like painting, rain, and cats. Unsurprisingly, I am looking to add another roleplay or two to my roaster. At the moment I am seeking something casual and relaxed. Although I've been roleplaying for many years, I am returning form semi-hiatus. I might be a bit rusty in certain regards. If something catches your eye, drop a message here or send me a PM. Cheers!


  • Main Guidelines:
    My requirements, expectations, and abilities.

    Post Length
    A solid paragraph or two. I like writing, but I've been in a dry spell lately. My posts usually fall in somewhere between 400-800 words. Sometimes I might write more, rarely I might write less. If a shorter (or longer) post now and again is going to cause a lost of interest, I am not the partner for you at this time!

    Spelling and Grammar
    Intermediate to advanced, please. A solid grasp on the basics of grammar is required. We all make mistakes and have our weaknesses-- my comma usage is terrible, for example. However, spellcheck and a good reread usually fix most of that (at least for me).

    Replies
    It's hard for me to pinpoint how often I will be able to reply, since I've just started participating in 1x1s again. My current estimate is from several times a week to once every two weeks.

    Vanishing
    This is going to be the big deal-breaker, I'm sure. There will be times when I don't reply or message you for an extended length of time (potentially weeks). It will generally happen without warning. Unfortunately, this is unavoidable. This does not mean I've lost interest in our roleplay! If I lose interest, I will try to let you know as soon as I am sure.

    Romance
    I enjoy incorporating, but it isn't necessary. I play both male and female characters of most orientations. I do, however, have slight a preference for playing men, particularly in mxf pairings. If you're 18+ redstar is a possibility. However, please mention if you're hoping to make a redstar roleplay-- don't just assume because we're both 18+.

    Contribution/Communication
    Contribute to the plot and world with me. I don't need things to be precisely 50/50, but if I wanted to do everything I would write a story. Discussing the plot, world, and/or characters beyond the initial setup is also important, it is hard for me to remain inspired and interested otherwise. I'm ditch friendly, all I ask is you don't ignore me if I ask whether or not you're still interested. If you want to chat beyond roleplay related stuff, that's extra great.


    Bonus Guidelines:
    They make roleplaying extra sweet for me, but aren't required.

    Doubling!
    I enjoy playing more than one character and tend to rarely participate in roleplays where I play only a single character. This isn't limited to just two either, tripling and so forth is also great. In addition, I almost always play a multitude of important supporting character as well as NPCs.

    Formatting
    While I don't use div code or anything else extreme, I do like formatting my posts-- Coloured text, headers, (small) images, etc. It would be great if you do, too. If you don't, that's also fine. It's additionally fine if you specifically don't want me to embellish my posts. And if you just don't want me to do a specific thing, that is fine again.

    Post Sample
    A writing sample would be lovely (if there isn't one in your resume). You can read several of mine below, as well as elsewhere in the threads.

    Arranged from newest to oldest.
    Sample 1 (GM Post)
    Sample 2
    Sample 3

    Otherwise
    Please be patient with me, I'll do the same for you.

  • For the most part, I'm not interesting in anything mundane and modern. I need some kind of fantastical or thrilling element beyond everyday life.

    Furthermore, I don't have much for plot at the moment (if you do though, feel free to share) and would actually prefer to build something with my potential partner togther. I've compiled a list of interests. Perfect ingredients for mixing and matching into a roleplay.

    • Fantasy (basically every flavour)
    • Adventure
    • Historical
    • Horror
    • Gothic romance
    • Elves
    • Mages/witches/sorcerers
    • Intrigue
    • Royalty
    • Angels/demons
    • Prostitutes (18+ only)
    • Arthurian
    • Vikings
    • Supernatural
    • Victorian England
    • Serial killers
    • Tragedy
    • Vampires
    • Shapeshifters
    • Prohibition Era America
    • Contracts
    • Dystopia
    • Futuristic
    • Cyberpunk
    • Reincarnation
    • Gods
    • Dying worlds
    • Stories taking place over a long length of time
    • Demon/monster/vampire/dragon/etc hunters
    • Star crossed lovers
    • Rome
    • Spatterpunk
    • Arranged marriages
    • Fractured fairy tales
    • Vitriolic romances
    • (Post)-apocalyptic
    • Space
    • Alternative history

  • I play both canons and OCs. I have suggestions for most of these.
    Dragon Age (Pre-Inquisition, I haven't played it)
    Fire Emblem (All Games)
    Game of Thrones
    Merlin


    Feel free to suggest other things, these are far from everything I would be willing to do.
  • A writing sample would be lovely (if there isn't one in your resume).
    Arranged from newest to oldest.
    Sample 1 (GM Post)
    Sample 2
    Sample 3
    If it's hard to find an IC post of yours, it would be nice if you gave me one or two.


pls be gentle, I haven't made a 1x1 search thread in ages.
 
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a l i a s:
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[fieldbox=Saga, #00aaff]
Name
Saga

Age:
27

Gender:
Male

Race:
Inguz

Class:
Feline
(Leopard)

Position on Magic:
Neutral

Time with the Wardens:
~5 Years



      • Born on an Island.
      • Mother died.
      • Left Island.
      • Joined Wardens.
      • Stayed with Wardens.
      • Still with Wardens.

    • Saga was born on a large island which consisted almost entirely of a Wildling populace. Several Tribes inhabited the isle and hostilities ran deep among them. Vicious fighting between two or more of the Tribes for extended periods of time was commonplace. Both of Saga's parents were warriors, and after the first five years of his life, they were hardly present. His mother had gone to join a War which her people were involved in, and not able to bear parting with her, his father followed. Saga was left in the care of the Tribe, although especially in his later years, he mostly raised himself.

      Saga was a social child with an innate need to explore. He would often drag his friends along with him as he explored the areas which belonged to his Tribe. It wasn't long before the lands which were deemed "safe" became too small for him and he ventured into more dangerous territories. Due to this he became decent at both stealth and running away. At the age of twelve and in order to see more of the world, Saga got involved with the trade between his Tribe and the Mainland. This trade was almost exclusive to a single Human village, one more tolerant of the Wildlings, in order to obtain the rare fruits which Saga's island produced. After about a year-and-a-half of time spent working in trade with little complication in his life, Saga's father returned.

      His mother did not.

      He was not particularly sure how to feel about the news and even less sure how to act around his father. Their interactions were odd and their relationship estranged.

      When Saga was fourteen, his Tribe was besieged. One of the other Tribes which had been in a strained peace with his declared battle and attacked. Saga joined in the battle. By what he claims was sheer luck, he made it to the end. Reluctantly, Saga chose to fight for his home instead of continuing his desires in the trade business. After almost two years and significant losses on both sides, the two Tribes came to a truce. Saga went back into trading, however, it didn't last long. Wanderlust and frequent disagreements with his father were making distant lands seem much more pleasant.

      One day, he made up his mind and chose to leave. Saga took up temporary residence in the town he had previously done most of his trading with. Unfortunately he found the Humans of the village much less acceptive of a Wildling when he desired to stay for a while. It was after an attempt on his life by several of the village youths that he felt it was a good time to get out of that place. He left behind anything he'd ever known before and the wanderlust in his heart. He travelled for a good few years learning about many things he'd never even imagined. Coin was hard to come by in many Human-oriented areas and he often took combat-related jobs to get by. But overall he was gladdened by all the things he found.

      When he heard King Akard had formed the Exalted Wardens to put an end to the warring of Ellira, his first instinct was to laugh. His second was to offer his assistance.


  • Overview
    Inherently curious and filled with a strong sense of wanderlust, Saga is generally amiable and pleasant. Inquisitive in nature he enjoys learning about others as well as the variety of things they are willing to share. This can often lead him to ask personal questions --- sometimes when they're best left unasked. Despite this he'd rather keep the mood positive and won't pry into topics an individual obviously tries to shy away from. Often a starter of conversations he greatly enjoys socialising. Even so, it's not uncommon for him to be on his own as he enjoys solitude about as much. Although raised independently he enjoys working as a team and doesn't hesitate to rely on his comrades. Introspectively and extrospectively observant, Saga's bright attitude rarely lingers into tense or serious situations. And even though he loathes war he enjoys fighting and is often up for friendly practise.

    Opinion on Race
    Saga cares much more about how a person views other races than which race they actually belong to. He's not particularly touchy about his own race and isn't the type to take negative comments about it to heart. Nonetheless, he certainly doesn't condone the way most Human societies treat Elves and Wildings as a whole. Overall he doesn't really behave any different because of an individual's race.

    Opinion on Magic
    Magic is another weapon to Saga. A strong weapon, which he isn't the best at fighting against. Nevertheless, personal dislike for fighting against mages isn't a major factor in his general opinion of the entire Anti-Mage and Pro-Mage affair. He doesn't think Mages should be oppressed and mistreated --- but he can understand where the fear stems from. Mages are already strong enough on their own, and demons are just wretched.


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  • Strengths:
    Team player.
    Athletic.
    Worldly-Wise:

    Weaknesses:
    Injured:
    Intrusive:
    Erratic:

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    • King Akard
      Impression: Stranger
      Personal Opinion: "Fucker took the good chair."
      Relationship:
      [spoili]text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text text[/spoili]


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alias: Jay "the Arsonist" occ. Jay Arson
apparent age: mid-late 20s

general:
Little is known about the man identified only as Jay. One thing which is well known is his long-standing presence in the resistance force with multiple eyewitness accounts placing him there for at least several years, but speculation suggesting he has been in league with the rebels since their early days. Furthermore, it is known that he possesses a deal of command and respect among the rebels, however, the full extent remains unknown. Another prominent aspect of Jay is his moniker of "the Arsonist" which he gained due to his engagement and possible orchestration of several extremely damaging fires in the upper-class territory.



























Character Name -- Evanthia Ducas d'Este Sauveterre
Age -- 347
Age Turned -- 58(?)
Nationality – Eastern Roman Empire/Byzantine
Languages -- Greek (F), Latin (F/C), Italian (C), French (C), +++

What languages your character speaks. Be reasonable here. It's normal to speak other languages, but be sure to indicate their fluency: (F) Fluent-- they speak the language with no difficulty whatsoever; (C) Conversational-- they are able to make small talk and understand most of the language; (P) Polite-- they can communicate well enough for socializing at public events, but conversation can be difficult; (B) Broken-- they can piece together enough phrases to communicate basic ideas.

Ability – Be reasonable with this! I don't want any crazy-powerful characters because that's just not fun for anyone. Your character can (and likely will) get injured or be beaten in a fight at some point!

Appearance – Pictures are not required, but they are encouraged. Please use ART for your (character) images! I know some people really like to use images of real people, but I'm just not a fan of using a real person's face. Not sure why, but it weirds me out and I really would prefer that you use art. That said, please do not use pictures of anime characters. If the style of the art is somewhat influenced by anime or manga it's probably fine. Please just don't use art like this. (Nothing wrong with it, just don't use it here.)
In addition to an image, please include a short, written description of your character.

Transformation -- Eurasian Lynx
Must be a smallish animal that is native to the region your character is from; it doesn't have to be exclusively nocturnal, but it should be active at night at least some of the time. Please include a picture or a link to a picture in your CS. (Note: when vampires transform and change back, they retain the clothing they were wearing. Because magic.)

Personality – A novel here.

Biography – There goes my extensive genealogy project.
Skills and Shortcomings – What your character is good at. What do they take pride in? Where are they not so talented? Do they have any skills not mentioned anywhere else?

Miscellaneous – Anything else you want to add about your character? Do they have any land holdings or the like? Any comments or funny bits of info to share?
Evanthia has living descendants from before she was turned-- she keeps track of them.
(née scrubberry.
 
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Please do not post in this thread!

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Official Title: Kingdom of Morcrest
Denonym: Morcrestian
Sovereign: King Akard Stonemantle III of Morcrest
Founded: ###
 
Rook's Interest Scouting Thread

What This Thread Is: A compilation of vague ideas for roleplays which have been stewing in my head for various lengths of time, described in simplistic terms to determined who, if anyone, would be interested in any of the ideas.

What This Thread Isn't: A detailed representation of precisely what these ideas will become, any sort of commitment or the suggestion that asdfiasdf

Basically, I just want to be able to see how many people would even be potentially interested in any of the ideas below-- to figure out where I should turn my focus.
1. Anarchist Adventure
Sum: Recruited by a whirlwind woman to take down the government and destroy the world at large. There is at least one thing you should consider: you're probably not the good guys.
Tags: absurdist, action-adventure, anime, dark comedy,

2.
Sum: Ousted from her home by a rival nation, a young princess goes on a journey to reclaim her homeland.
Tags:

3.
Sum: Humanity has failed the gods, angered by their children's failures, the gods have chosen to destroy their creations.

4.
Sum: Years ago you parted ways after high school, wherever you went in your life one of your childhood friends has recently died under suspicious circumstances and you've all been invited to attend the funeral.

5.
Sum: You've all committed a most heinous crime, for which you have been kicked from your previous settlement with only a handful of supplies-- will you be able to work together and thrive, or will conflict see you crumble before the first winter even begins?

6.
Sum: A world caught in an eternal war between the four great houses.

7. Victorian Gothic Tragedy
Sum: The title is about all I got for this one. I have no idea if this is even remotely interesting for someone.

8. 1950s
Sum: Welcome to a bustling town of the 1950s, a friendly little place, with a lot of secrets and something terrible on the horizon.

9. Repeat
Sum: Something is very wrong, you wake up, only to find yourself with a strong sense of deja-vu and a worrying premonition. Unfortunately, you're caught in a time loop, which only a select few realise.
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