The Courtiers (Sign Up)

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Dalish

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Who do you trust when you seek to conquer the world?

You are a Courtier. Congratulations. You hold more power than three kings.

In the world of Sheol, the various rulers live a cutthroat existence. In order to survive, they surround themselves with a large and competent council. These advisers serve their kingdom in matters of the treasury to the occult. They cover every purpose.

A fact of life in Sheol is that in order to get ahead, you must employ spies and assassins. Everyone has them; they are commonplace. The elite spies, the elite assassins, though? Those are called Courtiers. They serve only the highest bidder, infiltrating another ruler's court completely and operating from the inside. Most Kings and Queens can only afford to employ one or two Courtiers at a time, and fully take advantage of this. They are also fully aware there are enemy Courtiers in their court, of course. What keeps this system afloat? A King's belief that *his* Courtiers are better than *their's*.

The setting is a low fantasy, high medieval world ruled by cutthroat kings and queens, always vying for power and willing to do anything to gain the upper hand. Entire wars are fought over a single mine, a good trade route or a particularly fertile farmland. This dog-eat-dog mentality allowed the kingdoms to have relatively perfect homeostasis, each kingdom a match for the other. When one kingdom collapses, another quickly rises up to replace it. Because of this balance, the monarchs of this world are ever vigilant, some would say paranoid, about keeping this balance. The tiniest tremor could tip the scales and cause their kingdom to collapse.

In order to keep their edge, monarchs employ many advisers to serve them at court. These courtiers include professions such as ladies-in-waiting, squires, mathematicians, occultists, diplomats and chaplains, among many others. Monarchs want only the best at their side. They also love to employ spies.

Spies are a daily part of life. They act as a mercenary to a certain monarch, serving as a courtier to another kingdom as a sleeper agent. It is widely acknowledged that a talented spy is far more influential than a king can ever be. A spy can manipulate a kingdom and destroy it from the inside... they can serve as a double agent, triple agent, causing monarchs to tremble in fear before them. They assassinate, they send messages, they keep vast underground networks, they relay information... they do their best to hide from rival spies, as a courtier who is revealed to be a spy is almost certainly living on borrowed time.

You would play as a Courtier, a spy in another king's court. The roleplay would be dymanic as you would compete against other players, or work with them, to advance the agenda of the monarch paying your salary. Think of it as a spin off of a war RP where you control a country, but in this case you are just playing the puppetmaster. In this world, a single action, be it assassination, betrayal or something else - can topple a kingdom. It is your job to stay alive in this cutthroat world and come out as top dog.

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The world of Sheol was not always dominated by man. Almost 250 years ago, Dragons ruled over the world as god kings. There were only around 15 dragons, but they were ageless and possessed extremely talented magic. Each ruled his own kingdom, developing his own culture. Although they are gone today, their influence definitely remains. The Kingdom of Stihr, in particular, retains the exact borders that its Dragon God established. Others have slight variations due to human warfare.

232 years ago, the Dragons successfully ascended this mortal plane into true godhood. They collectively disappeared from the world and left humans on their own. The humans have since mimicked Dragon behavior. Dragons were all equal matches to one another, so they lived their lives in brutal stalemates and shifting alliances. Humans established their own kingdoms and other countries in a very similar fashion. They eternally vie for power because they cannot comprehend living in peace.

The name Sheol is the simplification of the word in the Dragon Tongue, Scyi'oul, which means "Slave". It was the only word the humans were able to understand in the Dragon Tongue.

There is one Dragon who did not ascend with the others. His name is unpronounceable in any human language, but he is called The Betrayer by some, and The Liberator by others. This is because the Dragons, upon ascension, tried to take the humans with them to serve as slaves for all eternity. They would have been among godhood, but without freedom. The Last Dragon stopped them, claiming that humanity deserved its own time to prosper. Some people today still wish he hadn't. As punishment, the other Dragons cast him away and sealed him within a volcano in northwestern Sheol. It is today called Dragonden, and has few visitors. The Last Dragon is too deep within the volcano to be spoken to, but he can be sensed by magic; in fact he enhances magic. Mages, witches and shamans make extremely dangerous pilgrimages to His volcano to increase their power tenfold.

Today, humans worship the gods found in the Godhood Plane that the Dragons ascended to, including the Dragons themselves. The leader of the religion, traditionally the Consort of the Most Elder Dragon, but currently a traditional role, is the Matriarch of Sepharon.

In this game, you will play a Courtier. You are competing against other players in order to influence world events. You will act however you want within a court, either as a ruthless assassin, a devious spy, or simply a diplomat who pushes peaceful interests. This of this as a nation roleplay, but instead of playing a nation you play the man or woman behind a nation.

This game will involve a fair bit of cleverness on your part. You can make alliances with other players or work against them. You could be a loyal servant of your ruler or you could be totally self-serving, even aspiring to royalty yourself. The world is up to you... you have the power of a King's ear. I will present you will a world event, say the Kingdom of D'ereaux is threatening to go to war with Stihr. If you work for D'ereaux and another player works for Stihr, it immediately becomes a competition to see who can better influence the nations to have to war go in their favor. Then, maybe a third party, the Witcherlands spy, throws his own monkeywrench into the match. Maybe he has an alliance with Stihr's spy, or maybe he wants the war to go as badly as possible for Stihr. Maybe he wants the war to destroy a valuable trade route and economically cripple Asur. Anything is possible.

I expect posting to be at least once a week, hopefully twice or more. I also hope posting in the OOC will be more frequent, to show you still are interested in the roleplay and haven't dropped out.

Above all else, you are trying to stay anonymous. Being revealed as a spy means death or exile.

Magic was abundant when Dragons roamed the world. With every passing second, magic fades a little from this world. Scholars conclude that it was connected to the Dragons, and that it will eventually dissipate entirely. Because of this, magicians are often feared and awed as being connected to the godlike beasts. To be a magician of note, you must venture to the Volcano where the Last Dragon is banished and absorb the magic there. To do so requires traveling through Dragonden, an land ruled by anarchy and twisted by the last magical source in the world. Only a very talented person or a large group could make it to the Volcano, in the heart of Dragonden.

Elves exist within Sheol. Tribes of them live within The gigantic Forest of Ysre, which is believed to exist in another time than the rest of Sheol. A human can enter the forest for what feels like an afternoon and return five years later, or never (it is assumed they went into the past or are even farther in the future). Even so, some Kings send out hunters to kidnap Elves and bring them back to their court (at extreme cost). Elves are seen as priceless sources of entertainment and wisdom. Little of their culture is known, as they refuse to discuss it with humans, but they are valued for their otherworldly knowledge (true or not). Court Elves hold similar positions to Court Dwarfs and Court Eunuchs. Some Elves resent their roles, while some (usually second generation onward) embrace the power they can hold. It is common Elf lore that once he or she has left the Forest, an Elf can never return.

If you want to make another fictional race, please ask me about it. I'm sure we can work something out.

Only two people per country, please. I will open more countries up for play if there is enough interest, so the limit is not capped at 6.

Kingdom of D'ereaux: Ruled by Queen Trisanne D'ereaux, a militaristic woman who has a temper famed across the land. Trisanne was a common soldier, a distant cousin of the ruling family, who led D'ereaux in a rebellion ten years back. She is known to be ambitious and pushy, but her strength is respected by all. She tries to be diplomatic, but her rather straightforward soldier's outlook on the world often holds her back. D'ereaux is well off and the people value their military above all else.

The Witcherland: Headed by the Witchking Ghorbataar, the Witcherland is a kingdom that most closely follows the legacy of their Dragon Overlords. The Witchking has prolonged his life by almost 100 years, and is rumored to hold the skull of a Dragon in his castle. The Witchking is the most powerful mage in existence, but one man does not make a strong kingdom. Ghorbataar rules on fear and reverence, not love and kindness. He is a recluse and not interested in politics unless he can directly benefit. The Witchking is the sole force keeping his dilapidated kingdom running, and he rarely governs areas that do not directly concern himself.

The Republic of Asur: Led by the Merchant Prince Omar Adin, Asur is a land that is focused on trade and wealth. Omar is elected by over 100 heads of merchant families every five years, and is generally considered a kind man. He is very concerned about trade and is called greedy. He often says it is in his nature; as long as there is not a more profitable route, he will try and do the right thing. Asur is rich, but there is a wealth gap. The Merchant class is very well off... the peasants, not so much.

For ideas on what kind of Courtier you will be, try this and this link to wikipedia about royal courts and courtiers. Basically, any position you can imagine a King could want, you can be. Also keep in mind specific world related positions:

Court Elf
Court Mage
Court Dragon Historian

Name:
Gender:
Age:
Courtier Occupation:
Host Kingdom:
Kingdom Currently Spying On:
Appearance:
Personality:
Equipment:
Background:
 
Last edited by a moderator:
Name: Sabeth Pyle

Gender: Female

Age: 24

Courtier Occupation: Herald of Gerey Wythey, a lord of the Witcherland

Host Kingdom: D'ereaux

Kingdom Currently 'Employed' for: the Witcherland

Appearance: Sabeth is of above average height and narrow build. Her fair skin and dark brown hair give her the complexion of one who has lived far from the sun's reach, her skin refusing to darken despite extensive travel beneath the sun's rays. Plain brown eyes stare out from beneath a slender brow and hollow cheekbones dominate the entirety of her visage, casting dark shadows across her face. Her only truly 'unique' feature takes the form of an ink dragon spiraling from the base of her neck and across her back, a mark she speaks nothing of other than 'a taste of aesthetics.'

Personality: For a herald, Sabeth is rather subdued and quiet when not delivering messages to and fro. Most are naturally loud voiced and spirited as fits their position of shouting up and down castle walls. Often when not asked to work for her lord, Sabeth is merely wandering the halls of the castle (though palace more fits the term) and occasionally chatting with servants, knights, and just about anyone else. In truth, she is manipulative and generally cold and ruthless, but to let that side show would mean a compromise of her duty: something she's not quite ready for yet.

Equipment: General purpose disguise kit locked underneath a floorboard in her chambers; a travelling cloak and loose fitting trousers and tunic most resembling a bodice designed for free movement; a pair of matched stilettos she refers to as her 'wicked sisters' and keeps tucked in either boot; a hunting knife at her belt.

Background:
 
I just read this and I found it interesting. Since it is a fantasy world, why not have fantasy creatures such as griffons, dragons, chimeras, hydras and such? In every dragon book I have read, all of them being above a high-school grade-level, I have always known them to talk or have the ability of speech and so far being the only other creatures beside humans and their relative races to be able to speak a single language, or multiple languages, sometimes even creating there own. I love dragons and I am also a dragon fanatic, so I thought, why not have dragon characters? It would be smart to have one being a king in all honesty. Dragons are known to be wise creatures and useful in battles. They are also sorted into different social groups as far as working in a kingdom is concerned. Basically it is like humans. There are messengers, warriors, advisers, queens, documenters, and so on. Like a social pyramid for dragons.Anyway, I thought it would be interesting to add on.Just a suggestion. either way I am interested in this RP and plan on joining it!
 
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