The Weight of the Crown | KINGDOM SHEETS

Elle Joyner

Moop.
Original poster
FOLKLORE MEMBER
Posting Speed
  1. Multiple posts per day
Online Availability
8:00 AM - 4:00 PM
Writing Levels
  1. Prestige
Preferred Character Gender
  1. Male
  2. Primarily Prefer Female
Genres
Political intrigue, fantasy, futuristic, sci fi lite, superheroes, historical fiction, alternate universes. Smittings of romance, but only as side plot.
KINGDOM & CHARACTER SHEETS



Please be sure to read the rules and regulations. This is NOT optional. DO NOT POST ANYTHING BUT YOUR KINGDOM SHEET IN THIS THREAD <3

If you have followed these initial steps and are ready to to apply for a character please fill out the following forms. While filling out the sheets, please take your time and use as much detail as possible. Be creative! I am only accepting a max of TEN players in this particular RP, so I will be extremely choosy with applications. If you are not prepared to write SEVERAL paragraph and multiple NPCs per post, once weekly, please do not apply.

To ensure that we have a realistic idea of what your character actually looks like, I ask that you stick to real images or gifs (no personal images/selfie/animation/anime). These images should be as reflective of the period-tone of the RP as possible. If you need assistance with finding an image, please PM me. For your kingdom itself, I will accept artwork, but it must be realistic.

If I have not RPed with you before and am not familiar with your activity on the site, I MAY ask for a writing sample. Chances are though, if you received an invite, it's cause I've RPed with you before.

Again... Don't forget to read the rules before posting your skeleton! When you have posted your skeleton, PLEASE allow me time to review it, then check back to see your APPROVAL/DENIAL notice. Please do NOT rush this process. It's important that I have time to properly review everyone's sheet and it's a LOT of reading. Happy creating!! :)

IMPORTANT!!! PLEASE do not alter the character sheet. This coding is designed both for uniformity and to make MY job easier. I know some of you are wonderful at coding, but you will have plenty of opportunity to show off those skills with the formatting of your posts.

The audition process will end 4/29.

Final note || Before attempting to fill out this sheet, PLEASE be sure your editor is set for BB Code. Failure to do so will probably result in a hot mess of disaster and tears.


RULES
I repeat... This is not an RP for the faint of heart. There will be an immense level of reading and writing, and a standard quality that will be enforced. I don't care for the elitist attitude that more is better and ultimately prefer quality over quantity, but beginners will undoubtedly find themselves drowning in the massive amounts of reading/writing required, and for this reason I ask that you have at least SOME experience before attempting to join. The elements within the storyline will also be rather intense thematically and will intertwine with other players, considerably. For this reason dedication is a MUST and for this reason, I would ask that you first consider if you are able to devote the time and attention necessary before applying.

This is a heavily detailed RP - I will require at least three paragraphs per post for your main character, and NPCs will also need to be given attention. Because of the lengthy nature of the posts, and the amount of characters to focus on, I am asking for one post every other week (twice monthly). My own posts will coincide with this schedule, so promptness is appreciated. In the event that you cannot post, you may be skipped in order to keep momentum going, so please let me know in advance if you need an extension of a day or so.

UTILIZE THE PLOTTING STRUCTURE: This is absolutely pivotal to the RP functioning. Failure to participate in plotting means the RP just doesn't work. Do not try to keep twists or ideas to yourself - What happens OOCly will NOT be used ICly in any way, so please don't feel like you have to hide your plans! Most plotting will be done via DISCORD, so if you haven't please download the app before applying. If DISCORD isn't your thing, this probably isn't the RP for you.

READ EVERYTHING: This is NOT optional. If I find out you're skimming/skipping posts, we will have words. More than 50% of roleplaying is reading, and I'm sure you want people to read what YOU wrote. Offer that same courtesy to others. That being said, I also ask that if you plan to collab with another player, you keep it prompt (within the posting guidelines) and do not exceed 10 pages in a word doc (with reasonable give or take). There will already be enough to read without adding a 50 pages collab post.

Because of the unusual nature of this roleplay platform, I WILL require you to have at least some background in GMing/World Building (or a knowledge of your previous RP history). This is to ensure that you are a proper fit for the roleplay. For that reason, I require that your profile be visible. If your profile is NOT visible for public viewing, it MAY disqualify you from applying.

Exceptions: If I have roleplayed with you in the past and/or been IN a roleplay of yours, this rule does not apply.

I'm asking that you notify me before any delays in posting - for instance, vacations or school/work, or personal issues. As a wife and mother, I understand fully that real Life comes first, absolutely, but if I don't know where you went, or when you'll be back, I can't prepare for any issues that come with your absence. Please be as informative as possible. This also goes for if you just need a break in general - this is a big endeavor and we all have other projects that we're working on, so I understand the need to skip a scene or two. The plot can be shifted or certain scenes put on hold, but only for so long - so if you don't plan to continue the RP or are struggling to find motivation, please communicate this with me so I can see where to go.

This is not the place for self-aggrandizement. Most of the characters involved will function as NPCs. This means that you may not get the spotlight in every scene. If you aren't comfortable occasionally being in the background, this isn't the roleplay for you. That said - also because of the way the roleplay is being run, there will be plenty of opportunity for exciting character developments, plot twists and turns, but only if you're willing to put in the work. Please be prepared to offer idea - otherwise, you might miss out on some great stuff.

Posts MUST be made in a THIRD PERSON/PAST TENSE format - anything else is just too hard to follow.

I do not require BBCoding formatting for IC posts, but it's welcome - provided it is readable on browser and mobile (no light font on dark backgrounds or unreadable font-text (cursive/script) please).

In fighting among players is a big no. This is a group project and WILL require that you cooperate (including plotting) with everyone involved. I'm not asking that you be BFFs with the other players, but if I find you're refusing to communicate with someone, I will have to intervene. I get that personalities clash - part of my intentions for this RP are to ensure that my players all get along to the best of their abilities - but that may require some of you to 'be the bigger person'.

There will be potentially adult content - including violence, language, thematic elements, and intimate situations. However as IWAKU rules apply and I have no age cap, there will be unnegotiable stipulations. All sexual situations are to be handled with extreme discretion (pan to the fireplace, baby) - No ERP. Language is to be kept to a bare minimum and should be historically appropriate. Anything involving over the top violence or gore should be avoided - this is not Game of Thrones... Leave something to the imagination, please. Thematic elements should also be handled considerately and with decorum - ask yourself if what you'd like to do is appropriate for the RP and if you're in doubt, ask first. Trigger warnings aren't necessary, but if you choose to involve a sensitive element or subject, do so in as respectfully a way as possible and offer forewarning in the DISCORD server.

Lastly, as this is a medieval RP, I ask that you keep a cautious eye on anachronisms [something or someone that is not in its correct historical or chronological time, especially a thing or person that belongs to an earlier time]. I don't expect you to know the exact method of how bathrooms worked in medieval times or how they cooked their turkey legs, but please try to avoid modern references within your posts. If I notice you slipping on this, I will probably bring it to your attention.

How Many Spots Are There?

I will be allowing a total of six or seven kingdoms. Spots can not be reserved, even if I like you. If you are interested in creating a kingdom, you will need to fill out the sheets, then post it within the time frame specified. If you'd like to, you MAY post a work in progress, but please label it as such and notify me when you're finished. This isn't first come first serve - I will be selecting what I feel are the best fits for the RP.

When Will the Game Start?

In order to ensure the best quality results, I will not be accepting any character sheets until Wednesday April 29th. This is to give you more than enough time to fill out your character sheet to the best of your abilities (and I mean the best!). On April 30th, I will review the sheets and select those players who will fit best into the storyline. This will be a final decision - appeals should not be made. The game should commence within one to two weeks after sheets have been chosen. During this time, plotting will occur in the DISCORD server.

What Are You Looking For?

Well thought out, fleshed out sheets, which fit well into the world and add something of interest to the storyline. While I don't expect everyone who joins is going to have a degree in political sciences, I am asking that you put a little effort into making something with a sense of realism and logic. I may also be checking your history on the site, in order to ensure dedication, a willingness to work well with others and regular postings. Be creative and thorough!

What's the Style & Pace for this Roleplay?

This is an advanced, detailed roleplay. I am looking for people who are comfortable with multiple paragraphs per post, controlling NPC characters, plotting with other players and who are able to post at least once every other week.

Do I NEED to Use this Specific CS Format or Can I Alter it?

For this particular RP, I ask that you use the sheet as is - this is to provide a uniformity within the CS page, as well as makes it easier to sort through the CS (because it is so large), so see everyone's content. It will also help when referencing the CS later. The code is provided and all you need to do is fill in the necessary information.

What if I Suck at Code?

Ask me. I will gladly help - please don't feel like this is a reason not to join. I am happy to copy/paste text into the format for you. Not being able to code will not affect your chances of being selected for the RP XD

Other Questions?

If you have other questions, drop me a PM.




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⚜NAME OF KINGDOM⚜​
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⚜MOTTO OF KINGDOM⚜
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Code:
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[div=padding-left:110px;][div=padding-right: 110px;][hr=border: 2px solid #41936F][/hr][/div][/div]
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  • [bg=white]
    Important names and faces
    [/bg]

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    NAME || Name
    AGE || Number
    ROLE || Title
    CLASS || Status

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
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    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna
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    NAME || Name
    AGE || Number
    ROLE || Title
    CLASS || Status

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
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    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna
    [/bg]

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    NAME || Name
    AGE || Number
    ROLE || Title
    CLASS || Status

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
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    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
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    [/bg]

  • .


    NAME || Name
    AGE || Number
    ROLE || Title
    CLASS || Status

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna
    [/bg]

  • .


    NAME || Name
    AGE || Number
    ROLE || Title
    CLASS || Status

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna
    [/bg]




Please note - more tabs can be created if needed please only create the amount of NPCs you are willing to play, but no less than five! This is to ensure you have enough to do within the storyline. Please do NOT alter the FIRST tab - this is a cover tab and is intended to cut down on scrolling XD
Code:
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[font=Cinzel][tabs][tab=⚜MAJOR PLAYERS⚜][bg=white][center][div=padding:10px; font-size:8pt; letter-spacing:1.25px; line-height:9.5pt; color: #911837; text-transform: uppercase;][font=Cinzel][size=5]Important names and faces[/size][/font][/div][/center][/bg][/tab][tab=NAME]
[div=margin: auto auto;][div=background-image: url(https://dummyimage.com/200x200/000/fff); background-repeat: no-repeat; 
   height: 200px; 
   width: 200px; 
   border: 1px solid #000; 
   border-radius: 50%; float:right;
   padding-bottom: 150px;][COLOR=transparent].[/COLOR][/div][/div]
[div=column-count: 1; column-fill:balance; text-align: justify;]
[color=#5C5F64][font=Cinzel][B]NAME[/B][/font] || Name
[font=Cinzel][B]AGE[/B][/font] || Number
[font=Cinzel][B]ROLE[/B][/font] || Title 
[font=Cinzel][B]CLASS[/B][/font] || Status[/color][/div]
[div=padding-top: 150px;][/div][center][bg=#0B6059][font=Cinzel]DESCRIPTION[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div]

[center][bg=#0B6059][font=Cinzel]HISTORY[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div][/tab]

[tab=NAME]
[div=margin: auto auto;][div=background-image: url(https://dummyimage.com/200x200/000/fff); background-repeat: no-repeat; 
   height: 200px; 
   width: 200px; 
   border: 1px solid #000; 
   border-radius: 50%; float:right;
   padding-bottom: 150px;][COLOR=transparent].[/COLOR][/div][/div]
[div=column-count: 1; column-fill:balance; text-align: justify;]
[color=#5C5F64][font=Cinzel][B]NAME[/B][/font] || Name
[font=Cinzel][B]AGE[/B][/font] || Number
[font=Cinzel][B]ROLE[/B][/font] || Title 
[font=Cinzel][B]CLASS[/B][/font] || Status[/color][/div]
[div=padding-top: 150px;][/div][center][bg=#0B6059][font=Cinzel]DESCRIPTION[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div]

[center][bg=#0B6059][font=Cinzel]HISTORY[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div][/tab]

[tab=NAME]
[div=margin: auto auto;][div=background-image: url(https://dummyimage.com/200x200/000/fff); background-repeat: no-repeat; 
   height: 200px; 
   width: 200px; 
   border: 1px solid #000; 
   border-radius: 50%; float:right;
   padding-bottom: 150px;][COLOR=transparent].[/COLOR][/div][/div]
[div=column-count: 1; column-fill:balance; text-align: justify;]
[color=#5C5F64][font=Cinzel][B]NAME[/B][/font] || Name
[font=Cinzel][B]AGE[/B][/font] || Number
[font=Cinzel][B]ROLE[/B][/font] || Title 
[font=Cinzel][B]CLASS[/B][/font] || Status[/color][/div]
[div=padding-top: 150px;][/div][center][bg=#0B6059][font=Cinzel]DESCRIPTION[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div]

[center][bg=#0B6059][font=Cinzel]HISTORY[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div][/tab]

[tab=NAME]
[div=margin: auto auto;][div=background-image: url(https://dummyimage.com/200x200/000/fff); background-repeat: no-repeat; 
   height: 200px; 
   width: 200px; 
   border: 1px solid #000; 
   border-radius: 50%; float:right;
   padding-bottom: 150px;][COLOR=transparent].[/COLOR][/div][/div]
[div=column-count: 1; column-fill:balance; text-align: justify;]
[color=#5C5F64][font=Cinzel][B]NAME[/B][/font] || Name
[font=Cinzel][B]AGE[/B][/font] || Number
[font=Cinzel][B]ROLE[/B][/font] || Title 
[font=Cinzel][B]CLASS[/B][/font] || Status[/color][/div]
[div=padding-top: 150px;][/div][center][bg=#0B6059][font=Cinzel]DESCRIPTION[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div]

[center][bg=#0B6059][font=Cinzel]HISTORY[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div][/tab]

[tab=NAME]
[div=margin: auto auto;][div=background-image: url(https://dummyimage.com/200x200/000/fff); background-repeat: no-repeat; 
   height: 200px; 
   width: 200px; 
   border: 1px solid #000; 
   border-radius: 50%; float:right;
   padding-bottom: 150px;][COLOR=transparent].[/COLOR][/div][/div]
[div=column-count: 1; column-fill:balance; text-align: justify;]
[color=#5C5F64][font=Cinzel][B]NAME[/B][/font] || Name
[font=Cinzel][B]AGE[/B][/font] || Number
[font=Cinzel][B]ROLE[/B][/font] || Title 
[font=Cinzel][B]CLASS[/B][/font] || Status[/color][/div]
[div=padding-top: 150px;][/div][center][bg=#0B6059][font=Cinzel]DESCRIPTION[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div]

[center][bg=#0B6059][font=Cinzel]HISTORY[/font][/bg][/center][div=border:5px solid #791E57;][bg=#A7928E][color=#001826][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][/bg][/div][/tab][/tabs][/font]
[/div]
[/div]



.
⚜MAIN CHARACTER⚜

⚜NAME⚜
AGE || number | ROLE || title | CLASS || status

Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna
DETAILS

NICKNAME/ALIAS ||
POLITICAL LEANINGS ||
MOUNT||
WEAPON||
"QUOTE"


INTERNAL RELATIONSHIPS || Family & Friends (NPCs)

EXTERNAL RELATIONSHIPS || Leave blank. To be determined after initial acceptance and plotting.



APPEARANCE

HAIR ||
EYES ||
BUILD ||
MARKINGS ||

Written Appearance (no more than 300 words)


PERSONALITY

Written Personality (No more than 300 words)

MAJOR STRENGTH ||

GREATEST FLAW ||

QUIRKS ||

PROCLIVITIES ||

SOFT SPOTS ||





Code:
[div=display:inline-block;margin-left: 5%;margin-right: 5%; background-image:url(https://s-media-cache-ak0.pinimg.com/736x/df/aa/69/dfaa69f6dd34c698b6a9bd5e7892b4a8.jpg);  border:8px solid #0B6059; padding:5px;].[div=margin-left: 3%;margin-right: 3%; background-color:#CAC19C;padding:15px; border:5px solid #551400;][center][div=padding:10px; font-size:8pt; letter-spacing:1.25px; line-height:9.5pt; color: #911837; text-transform: uppercase;][font=Cinzel][size=6]⚜MAIN CHARACTER⚜[/size][/font][/div][/center]
[div=padding-left:110px;][div=padding-right: 110px;][hr=border: 2px solid #41936F][/hr][/div][/div]
[imga=left]https://dummyimage.com/200x300/000/fff[/imga][center][div=padding:10px; font-size:8pt; letter-spacing:1.25px; line-height:9.5pt; color: #911837; text-transform: uppercase;][font=Cinzel][size=4]⚜NAME⚜[/size][/font][/div][color=#0B6059][font=Lato][size=2]AGE || number | ROLE || title | CLASS || status[/size][/font][/color][/center]

[color=#AC1524][justify][font=Lato]Lorem ipsum dolor sit amet, tincidunt massa lobortis auctor rutrum lobortis odit. Ac aliquam tincidunt justo vehicula urna praesentium, erat nunc non orci phasellus dapibus, semper id wisi iaculis eu, bibendum rutrum a augue sit augue amet, nec ut ac velit eleifend tempor lobortis. Mauris nibh felis nulla aliquam luctus aliquam, massa enim commodo wisi vel nec, mattis lacus quam phasellus nec ultrices quis, ipsum habitasse lobortis eget blandit a commodo. Erat habitant malesuada et accumsan, faucibus elit vitae ligula aliquet elementum cursus, pretium sem maecenas tincidunt est velit, a scelerisque libero accusamus sed, vel sed integer sem id vitae. Scelerisque a in platea odit, sodales adipiscing massa auctor curabitur, tortor nascetur in ridiculus et elit, nunc enim bibendum. At vestibulum montes maecenas, vivamus tortor sed posuere. Ut vehicula eget sed, venenatis commodo eu velit, et blandit nec donec praesent odit magna[/font][/justify][/color][div=background-color: CAC19C; margin: auto;height: 930px; width: 600px; white-space: nowrap; padding: 5px; overflow-x: scroll;][div=width: 190px; height: 250px; display: inline-block; vertical-align: top; top: 50px; margin: 5px;][div=z-index: 2; background:url(http://d2ydh70d4b5xgv.cloudfront.net/images/e/a/13-375-yds-onyx-age-upholstery-fabric-anna-embroidered-floral-silk-yellow-px6-5db24ab064badc2e256a5e33f0cf1556.jpg); background-position: 80% 70%; border: 1px solid #cbc0bb; width: 170px; height: 50px; display: inline-block; left: 10px;][div=text-transform: UPPERCASE; font-size: 20px; color: WHITE; text-align: center; padding: 8px; letter-spacing: 1px;][font=Cinzel]DETAILS[/font][/div][/div][div=top: -20px; background-color: WHITE; width: 250px; height: 800px; border: 1px solid #cbc0bb;]
[div=font-family: ARIAL; font-size: 10px; color: BLACK; text-align: left; padding: 5px;][div=white-space: normal;][justify][b]NICKNAME/ALIAS[/b] || 
[b]POLITICAL LEANINGS[/b] || 
[b]MOUNT[/b]|| 
[b]WEAPON[/b]|| 
[div= 
   float: left; 
   left: 30px; 
top: 30px;
   width: 118px; 
   border: 3px solid #962C36;  
   font-family: Cambria; 
   font-size: 11px;
   text-align: center;][div=
   padding-top: 15px; padding-bottom:15px;]"QUOTE"[/div][/div]
[div=padding-top:70px;]
[b]INTERNAL RELATIONSHIPS[/b] || Family & Friends (NPCs)

[b]EXTERNAL RELATIONSHIPS[/b] || Leave blank. To be determined after initial acceptance and plotting. 
[/justify]
[/div]
[/div][/div]
[/div][/div][div=width: 190px; height: 250px; display: inline-block; vertical-align: top; top: 50px; margin: 5px;][div=z-index: 2; background:url(http://d2ydh70d4b5xgv.cloudfront.net/images/e/a/13-375-yds-onyx-age-upholstery-fabric-anna-embroidered-floral-silk-yellow-px6-5db24ab064badc2e256a5e33f0cf1556.jpg); background-position: 15% 35%; border: 1px solid #cbc0bb; width: 170px; height: 50px; display: inline-block; left: 10px;][div=text-transform: UPPERCASE; font-size: 20px; color: WHITE; text-align: center; padding: 8px; letter-spacing: 1px;][font=Cinzel]APPEARANCE[/font][/div][/div][div=top: -20px; background-color: WHITE; width: 250px; height: 800px; border: 1px solid #cbc0bb;]
[div=font-family: ARIAL; font-size: 10px; color: BLACK; text-align: left; padding: 5px;][div=white-space: normal;][justify][b]HAIR[/b] || 
[b]EYES[/b] ||
[b]BUILD[/b] || 
[b]MARKINGS[/b] ||

Written Appearance (no more than 300 words)
[/justify]
[/div]
[/div]
[/div][/div][div=width: 190px; height: 250px; display: inline-block; vertical-align: top; top: 50px; margin: 5px;][div=z-index: 2; background:url(http://d2ydh70d4b5xgv.cloudfront.net/images/e/a/13-375-yds-onyx-age-upholstery-fabric-anna-embroidered-floral-silk-yellow-px6-5db24ab064badc2e256a5e33f0cf1556.jpg); background-position: 98% 60%; border: 1px solid #cbc0bb; width: 170px; height: 50px; display: inline-block; left: 10px;][div=text-transform: UPPERCASE; font-size: 20px; color: WHITE; text-align: center; padding: 8px; letter-spacing: 1px;][font=Cinzel]PERSONALITY[/font][/div][/div][div=top: -20px; background-color: WHITE; width: 250px; height: 800px; border: 1px solid #cbc0bb;]
[div=font-family: ARIAL; font-size: 10px; color: BLACK; text-align: left; padding: 5px;][div=white-space: normal;][justify]Written Personality (No more than 300 words)

[b]MAJOR STRENGTH[/b] || 

[b]GREATEST FLAW[/b] || 

[b]QUIRKS[/b] ||

[b]PROCLIVITIES[/b] ||

[b]SOFT SPOTS[/b] || 
[/justify]
[/div]
[/div]
[/div][/div][/div][/div]
[/div]
 
.

⚜THE KINGDOM OF VELVULIA⚜​

fe9ba86f1f11ca565b22085879447126.png
Tread Lightly Here
O4IV9gR.png
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.



  • The Kingdom of Velvulia is an island nation, spanning fourteen islands in total off of the western coast of Ellemar. The largest island, from which the kingdom takes its name, serves as the seat of power for the entire kingdom and houses nearly all of the kingdom's offices of state and administration in the city of Ardchester. The fourteen islands, known as the Serpent Isles, are arranged in the rough pattern of a serpent, for which the ruling house of the kingdom - House Valuoar - takes its sigil.

    As of the late king of Thornwild's demise, the current rulers of Velvulia - House Valuoar - have set their sights on the mainland. After having been scorned by the mainland for years as savage raiders and seafaring pirates, the Kingdom of Velvulia seeks to gain a foothold on the mainland in the chaos that is sure to follow as the other mainland lords squabble and raise armies to stake their claim.

    Only, the isles are not as unified as they may seem. The current self-proclaimed king of the isles, King Gerrart III, is a green lad of only 13 winters whose father was king of the Serpent Isles. On the surface, he projects an image of strength and unity but has lost the confidence and backing of his court. In times of peace, Gerrart III might have been a competent enough leader, but the boy is ill-suited to warfare. His bastard brother, Arthur Salt, has gathered supporters to stage a coup to overthrow King Gerrart III and bring Velvulia to the mainland behind a competent, battle-hardened leader and not some boy pretender that not only practices the values of the Serpent Isles but has brought a strange and foreign God from the mainland.

    Arthur Salt calls his followers the Sons of Velvulia, and has managed to gain the support of many members of the Valuoar family, rifting it in twain. He has raised banners from the isle capital of Crosham and seeks to march on Ardchester before turning his attention to the mainland to lay his claim and cement his rule.



  • The Kingdom of Velvulia is fierce and warlike, having spent large portions of its history embroiled in civil conflict. Its citizens are skilled fighters and seafarers, with every boy taught in the ways of fighting and maintaining ships. Girls are left to tend to domestic matters and work the fields, lending them a role that is viewed separate from men but not necessarily lesser. Women born in the Serpent Isles are held in high regard as the lifeblood of the isles, though the same cannot be said of the women that are captured in raids. Additionally, since strength is valued in the Serpent Isles, it is not unheard of for women of particularly notable physical capability to join raiding parties or even act as ship captains.

    Though much of the Kingdom of Velvulia is sustained on raiding and forays into the mainland to take supplies from its unsuspecting neighbors, the isles themselves are rich in iron, bronze, and copper and along the isle of Velvulia there is ample fertile land. Though it would be apt to say that much of the Kingdom of Velvulia is sustained and built upon that which has been stolen, thievery among islanders is a heinous crime. Life in the Serpent Isles is already difficult, and thievery is held on par with murder.

    Blood has special value in the Kingdom of Velvulia. Not only do the Nine - the deities of the islanders - value blood, be it human or otherwise, but so do the people. It is said that the first settlers of the Serpent Isles brought with them three things - blood, salt, and iron. Of these, blood is the most valued. It has become emblematic of fealty, loyalty, and service and it is not uncommon for particularly close bonds to be sealed in blood. Both parties mark themselves with the same knife along their palms, grip hands, and then move forward as Bloodsworn.

    Bloodsworn oaths among commoners are relatively harmless and usually signify marriage or other significant bonds, but when conducted among nobles or when conducted by nobles it is far more binding. Bloodsworn in made in this manner act as sworn shields to their liege lords, and though they themselves - unless they come from noble birth - cannot pass their title of Bloodsworn to their children, it is not uncommon for oaths of fealty to continue in such a manner from generation to generation when the bond is particularly long-lived or beneficial to both parties. Bloodsworn may add others to the collective bond if agreed upon, leading to bands of skilled warriors honor-bound to die for their fellows if called upon. Though nobility are often the instigator of such bonds, they too must answer the call and fight and die by their fellows - nobility is a looser term in Velvulia than perhaps elsewhere, even if birthright nobility has become commonplace.



  • The religion of the Kingdom of Velvulia is comprised of the Nine Deities, or simply the Nine. The Nine are faceless gods, mysterious and powerful ones who are believed to weave together the threads of fate itself, each of the Nine weaving their own threads of the universe together, creating chaos and confusion as weaves collide. The Nine are depicted as tall, gaunt figures clad in long flowing cloaks with faces obscured by cowls. It is believed that the Nine may be called upon to reweave a man's fate, and so grant him a second chance at life by burning the tainted threads - it is said that King Gerrart I was resurrected thrice during his conquest of the islands and that he had the scars to prove it, but none can be certain of fact over fiction now. Though the faith of the Nine began on the mainland of Ellemar, it exists only in abundance in the Serpent Isles.

    The people of the Kingdom of Velvulia are a hardy, pragmatic folk - they are tough and resourceful, born out of frequent food and water shortages. They value strength of spirit above all and have no tolerance for weakness of flesh or spirit. Many of their rituals to the Nine involve blood tribute, typically the blood of livestock though some more emboldened priests may opt for human blood. It is said blood appeases the Nine, easing the frayed ends of a man's thread and ensuring a peaceful transition into the next weave. When weaves are repaired in such a way, it is believed they are made more resilient and less prone to random frays, snags, and tugs that accompany hardship in one's life.

    Priests of the Nine have an official organization and hold regular sermons, with groups of priests answering to Arch Priests who form a council that answers to the Son of the Nine. It is believed that the Son of the Nine is the chosen vassal of the Nine, and spends his time attempting to piece together the scraps of threads of fate he is permitted to see. When the Son of the Nine passes from this world, he is believed to be reborn into a new body and must be sought out by the council of Arch Priests so that he might be trained and prepared in the fashion of the Son of the Nine. The boy is trained in martial skills, seafaring, and the rituals and practices of faith of the Nine. When he comes of age, he drinks Milk of the Nightshade to begin to open his mind to images of the Nine.



  • The Serpent Isles are comprised of fourteen different islands, of which only six are inhabitable. The islands are arranged like a striking snake, with the isle of Velvulia forming the serpent's head and the islands of Shrewsway, Winterbour, and the Fang forming the bulk of the serpent's body. At the serpent's tail lay the isles of Autumnfall and Dorterre. In years past, each of these islands might have been a kingdom unto itself, but now all answer to the same call - that of the kingdom at large.

    Velvulia is by far the largest, comparing in size to small countries with wide expanses of flat land. The soil here is fertile and tenable, and Velvulia is large enough to have its own rivers crisscrossing the island. The capital city of Ardchester rests at the peak of the island, right at the tip of the serpent's mouth with the Bredever River delta making the tip of the island split into a yearning serpent's maw.

    Shrewsway houses the island capital of Crosham, and is heavily forested in oak and cedar like many of the smaller islands. Its soil is of poor quality, and few are able to maintain farms on Shrewsway. The high concentration of forests has led Shrewsway to become quite adept at crafting ships, and several households maintain themselves by fishing the seas as opposed to maintaining herds and crops.

    Winterbour is just south of Shrewsway, resting in the center of the serpent formation, and is hillier than all the other isles. In the center of Winterbour's hills rests the isle capital of Yuewood, a fortress city that, in years past, was founded to defend against the more adept seafarers from Shrewsway and the Fang. Winterbour rests atop a large underground aquifer, which it utilizes to maintain crops despite having rather poor soil quality. Through a combination of crops and fishing, denizens of Shrewsway are able to maintain themselves.

    The Fang is south of Winterbour, and is the last northern habitable island before the chain of the Serpent Isles narrows and becomes too rocky to sustain human settlement. The Fang shares similarities with Winterbour in that it is incredible hilly, and has relatively poor soil. It lacks Winterbour's underground aquifer, and so its inhabitants must sustain themselves on fish mostly. The Fang is closest to the mainland of the isles, and so its inhabitants enjoy a more productive raiding season though are at higher risk of foreign incursions due to its proximity. The Fang has no island capital, save for the lonely castle of Waernell Keep.

    Further south, once the central islands of the Serpent Isles widen out again, rest the isles of Autumnfall and Dorterre. These isles are frequently referred to as "the Twins" due to their proximity and cultural and physical similarities. Both isles are rocky, miserable places to live and share the capital city of Calford. The men and women bred on Autumnfall and Dorterre are tough due to the rough terrain, and like many of the other isles must sustain themselves on fish to survive. Whereas some crops might grow elsewhere in the Serpant Isles, none grow on Autumnfall and Dorterre, leaving its populace perpetually malnourished and liable to be slain or as emboldened and bitter survivors.



  • The earliest inhabitants of the Serpent Isles migrated from the mainland of Ellemar, fleeing religious prosecution for following a pagan god that has been lost to history. They were led by a prophet or a mythical hero, a figure who - like the religion he practiced - has been lost in the centuries since. After roughly a century of peace and cooperation among the inhabitants of Velvulia, infighting over scarce resources began and drove many islanders outward to the other inhabitable islands dotting the Serpent Isles.

    Isolated from their fellows, these pockets on differing isles became different tribes entirely, giving rise over the next century to city states. All the while, the isles engaged in bloody conflict with one another. The fighting was thickest around Velvulia and Winterbour for their natural resources, but several would-be island kings began looking outward to Ellemar's mainland for plunder. After roughly 50 years of near constant conflict, King Gerrart Valuoar I rose from the city-state of Ardchester and rallied his Bloodsworn to bring the other islands under one banner. Gerrart brought with him the faith of the Nine, which he had brought from his travels along the mainland as a boy, and began to purge heretics and all records of the pagan god that the early islanders prayed to.

    For a time, there was peace under King Gerrart I - the islands were allowed great flexibility and autonomy under his rule, and with the infighting over the islanders could unite and, as a united front, begin to plunder the mainland of Ellemar. Still, for all his strengths as a ruler, Gerrart was more of a conqueror than a king and grew more fond of leading his men into battle than keeping his bannermen and subordinates in line. Gerrart I was slain on a return voyage from the mainland, and his son Gerrart II burned the traitor's ship at port before allowing him to make landfall. Afterwards, Gerrart renewed his father's conquest and brought all of the isles to heel.

    Under Gerrart II, a rigid feudal caste was established and the former city-states were instilled as regional capitals, placed under the charge of families loyal to the crown. Though birthright nobility had been a defacto staple of power transitioning from one lord of chief to another, never had it been set in stone as it had under Gerrart II. Bloodsworn oaths became more or less permanent as well, with stricter rules about who could be added to "noble" Bloodsworn pacts.

    Gerrart II was a pragmatist as much as he was a conqueror like his father. Rather than strip the former city-state heads of their powers and leave them with all the reason in the world to hate him, Gerrart II gave each newly-minted regional capital an advisory position on the Council of the the Salt Throne, which would act as a soft check to the monarch's power and leave the newly displaced families in some position of authority. King Gerrart II, who took the throne at 16, ruled the Serpent Isles and led them to relative prosperity for over 50 years, and passed just 2 years ago, leaving his 13 year old son Gerrart III in command of the Kingdom at a pivotal moment in its history....



  • The Kingdom of Velvulia has the capacity to, at any time, have roughly 20,000-25,000 soldiers under its command. Though the islands only have a combined population of around 60,000, due to its warrior culture more may be called upon in times of need to rally and fight. Realistically, however, the military might be the Kingdom of Velvulia runs anywhere from 10,000 to 15,000 fighting men and women, of which about a half are needed just to maintain and operate its extensive fleet.

    Of the 5,000-7,500 men-at-arms forming the bulk of the Kingdom of Velvulia's ground troops, at any given time about 1,000-2,000 Bloodsworn can be called upon to fight. Bloodsworn are better trained and equipped than their counterparts, possessing steel arms and armor as well as years of training under various masters-at-arms. Bloodsworn are competent ground troops, and excel at fighting in looser formations as is befitting of their status as personal bodyguards and raiders.

    Meanwhile, the standard Velvulian footsoldier is equipped with an axe or sword, wooden shield, mail shirt, helm, and leather padded tunic and trousers. Spears are for those that fight in rank and file, which was a tactic that was never truly developed in the Serpent Isles. The fighting men and women from the Kingdom of Velvulia prefer to fight in loose formations, strike hard, and retreat to their ships before the fighting gets too hard. As a result, Velvulian marines are some of the best in the known world, and their seamen are more capable than most. Even the most basic man-at-arms is better pound for pound than their mainland counterparts since all in the Serpent Isles are trained to fight from an early age, but are usually less disciplined, less strategically capable, and less heavily armed.

    The remaining half of the military might of the Kingdom of Velvulia comes in the form of its sailors, which are all hardened and tested men and women. They have been seasoned by years on the open seas and many raiding seasons as well as plotting trade routes for other kingdoms. Like the fighters, the sailors have all been trained and instructed from an early age. Velvulian ships are some of the best crafted instruments of naval warfare in the known world, and can easily outclass their mainland counterparts in terms of quality of crew and construction.



  • The Serpent Isles are cold, misty places. It rains most days of the year, with a narrow harvesting season in late autumn. It is most temperate on Winterbour, with the weather becoming colder the further north or south one strays from the center of the islands. Seasons are a loose suggestion rather than a set reality in the islands - the summer raiding season is marked by calmer seas and less rain, autumn by fierce rains followed by a brief lapse, winter bitter cold and ice with ships often freezing in harbor, and lastly spring where the rain renews.

    Sunshine is infrequent, perhaps one hour in four might see a glimpse of the sun through grey, overcast skies. Still, this ample moisture has allowed the isles to sustain a fair number of trees and crops. Rust and wood rot are common, though, leaving many on the isles to become masters of maintaining their own equipment and dwellings.



  • Men and women from the Serpent Isles all look to be of the same stock. They are generally shorter and stouter than those on the mainland, with a propensity for developing muscle and storing fat to survive harsh periods of no food. The richest among those that inhabit the Serpent Isles can grow to be quite fat, though this is often seen as a sign of weakness - better a man with one chin and one sword than many chins and no sword, so the saying goes in the Kingdom of Velvulia.

    Those that live in the Serpent Isles tend to be fair of skin and fair of hair, the most common hair colors being blonde and ginger, with a small fraction (namely inhabitants of Velvulia proper) having darker hair. In the history of the Valuoar family, which has the greatest propensity for producing dark-haired heirs, one of the Valuoar lords had taken a fond liking to a handful of his concubines from the mainland and legitimized his bastards by them in a last-ditch effort to spare his family name, as he had produced only daughters by his true wife. As such, Valuoar heirs still run darker of skin and darker of hair than others.



  • The Salt Kings of the Valuoar family have a colored history of back stabbings and distrust, even before birthright nobility was standardized a half a century ago. Their line stretches back to the earliest days of settlement on Velvulia, and though Gerrart Valuoar I forbade the practice of the islander's first religion and destroyed all records of it, it is likely that his family descends from the very same prophet that Gerrart I demonized.

    When Munder Valouar legitimized his bastards upon his deathbed, he set a precedent of bastard children being able to lay claim to the Salt Throne. This problem persisted throughout the rest of the family's lineage, and resulted in many bastard children slaying brothers, sisters, fathers, or mothers to lay claim to the throne. As such, most Valuoars became remarkably virtuous in their marriages, tending to avoid taking women as concubines - be they spoils of war or otherwise.

    Still, King Gerrart II ignored the long, bloody history his family held with bastard children and sired four children by women not native to the Serpent Isles. Arthur Salt, the eldest of the four, grew up alongside Gerrart III. Whereas Gerrart was a small boy without a appetite for conflict, and Gerrart II's second son to boot, Arthur thrived on fighting. Gerrart II always cherished his bastard son more than his actual one, but died before he could legitimize the boy.

    When Gerrart III ascended, Arthur Salt fled the capital of Ardchester and began to build influence in Crosham. He founded the Sons of Velvulia, a secretive movement with the intention of placing Arthur on the throne over his comparatively diminutive brother. Arthur has promised to not only continue his father's legacy, but bring glory to the Salt Kings once more by laying claim to the mainland in the chaos and confusion following the death of the king of Thornwild.



  • Power transfers by birthright in the Kingdom of Velvulia, prioritizing sons over daughters. Serfs do not exist in theory, but do in practice. Men and women are free to farm the land as they wish and join ship crews as they see fit, but in practice many are trapped on the land they were born upon with few exceptions - even should a citizen of the Kingdom of Velvulia prove themselves in battle and become a Bloodsworn for a noble, it is unlikely they will ever become a noble themselves.

    Authority funnels through a feudal caste system, with heads of the city (Lords) swearing fealty to the Crown, Vassal Lords swearing fealty to Lords, and Counts swearing fealty to Vassal Lords. Particularly skilled or talented warriors are named Bloodsworn, and are tied by duty to the family that named them such. Particularly influential Bloodsworn may possess many of the same duties as counts, such as enforcing taxes and raising armies in the event of an invasion. Additionally, Bloodsworn may themselves bring more notable warriors into their oaths of fealty if permitted by their associated families.

    The current monarch, Gerrart III, can trace his lineage back to the original Salt Kings of Velvulia. The Salt Kings themselves could only lay claim to Velvulia until Gerrart I's warpath through the isles, but still have a rich tradition of passing lineage down from father to son (and, in rare instances, daughter). Gerrart answers to the Council of the Salt Throne, a body of chosen representatives from each of the regional capitals that advise and support the king. Though they are largely powerless, they have served to ease the transitions experienced under Gerrart II and led to a stable enough government.







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  • Important names and faces


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    NAME || Rorius Valuoar, the Old Gull
    AGE || 43
    ROLE || Bloodsworn to King Gerrart III, Conspirator in the Sons of Velvulia
    CLASS || Bloodsworn, Noble


    DESCRIPTION
    Rorius is a proud, regal figure. Abnormally tall for an islander, Rorius stands at 6' (180cm) with broad shoulders and a barrel chest. Even in his older years, the remnants of a warrior's silhouette remain. Though his hair has started to fade and become grey, and his back begin to hunch, Rorius is just as proud now as he was as a young man.

    Rorius' face is jagged and sharp, framed by a stern brow and a jaw that has only just begun to sag, casting his eyes in shadow. His left eye is milky white, a long scar running from the top of his forehead down over his left cheek. Long blonde hair, just now beginning to fade, runs to about his shoulders and he keeps a well-kept beard more than anything else. He dresses typically in leather and chainmail, wearing a tunic embossed with the crowned serpent of the Valuoar family.

    He carries with him a plain longsword sheathed at his side, unadorned with a steel cross guard and well-maintained, gleaming blade. He carries it with pride, and uses it well, but his old age is beginning to hamper his reflexes and rob his muscles of their fire and strength.

    HISTORY
    Rorius was the youngest male child of Gerrart I, born about 10 years after his older brother Gerrart II and just 2 years after his sister Eryen. He and Eryen were born to Gerrart I's 2nd wife, his first having died of a flux just after Gerrart II was born. Early in Rorius' childhood, Eryen died when the ship ferrying her from one of the other Serpent Isles was lost to a storm, leaving just him and Gerrart II. Rorius adored his brother, and the two grew close. Rorius served as Gerrart's bannerman during Gerrart II's campaign to bring the isles to heel, later swearing a Bloodsworn oath to protect his brother and his children.

    When Gerrart II's concubine gave birth to Arthur Salt, Gerrart II instructed Rorius with taking care of the boy and training him to fight. Rorius and Arthur became inseparable just as he and the lad's father had, and when Gerrart II died suddenly in his sleep, Rorius took it upon himself to instill the proper heir upon the Salt Throne - not Gerrart III, whom he was still honor-bound to protect, but the prior king's beloved son and preferred heir Arthur.

    In attempting to see his chosen king upon the throne, Rorius served as the regent for Gerrart III until he came of age, allowing Arthur time to rally men to his cause undetected and unseen by the boy-pretender. He served well and true as regent, publicly supporting Gerrart III while all the while championing Arthur behind his back.

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    NAME || Markus Heidell, Serpent Slayer
    AGE || 38
    ROLE || Bloodsworn to Arthur Salt, Conspirator in the Sons of Velvulia
    CLASS || Bloodsworn


    DESCRIPTION
    Markus Heidell looks nothing like those among the Serpent Isles. Whereas his fellows are shorter and stouter, Markus stands narrow and tall. His skin runs darker, his hair a dark brown so deep it's almost black though it is beginning to run through with streaks of grey. His face is ovular, hair beginning to recede despite his attempts to hide that fact by combing it back. His thin beard is almost entirely grey, and his green eyes are marred by crow's feet at their corners.

    Markus dresses in knightly attire - a steel breastplate, pauldrons, and greaves. He dresses in the olive green of his prior knightly household, and prefers to fight with a hand-and-a-half bastard sword he keeps sheathed at his side. Markus carries strapped to his back a wooden shield with the dual sigil of a crowned serpent and eagle, earning him the moniker "Serpent Slayer" as the eagle is the natural predator of the snake.

    HISTORY
    In a past life, Markus Heidell was Sir Heidell of Monteagle. He served a lord and a lady, trained their male heirs in the ways of chivalry and swordplay, and otherwise was a model example of knightly valor. All changed when those from the Serpent Isles raided his holdfast, butchered his liege lords, and captured his wife. Markus vowed revenge, rallied bannermen to his cause, and when next the islanders came he was prepared. He clashed with Arthur Salt, and was taken captive by the boy.

    Rather than enslave or kill the knight, Arthur offered him a choice: die at the hands of those that had captured and made a concubine of his beloved wife, or aid him in claiming the mainland in exchange for the heads of the men who had killed his wife as well as his rights to the holdfast, only he would return a lord. Markus reluctantly accepted, and over the following year grew enamored with Arthur's cause. Not only had Arthur kept his oath - providing Markus with the slain men - but the would-be king promised a world in which the islanders would no longer need to raid, for they could sustain themselves. Markus swore a Bloodsworn oath to Arthur, pledging him his sword and shield.

    In response to this, Arthur granted him the right to use the sigil of the Valuoar family, to which Markus appended his own prior knightly sigil. After Markus' clash with Arthur in which he was captured, the islanders began, in jest, calling him "Sir Serpent Slayer" on account of the eagle-snake sigil and his prowess in combat.

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    NAME || Gerrart Valuoar III
    AGE || 13
    ROLE || King of the Serpent Isles, Holder of the Salt Throne
    CLASS || King, Noble


    DESCRIPTION
    Gerrart III is a slender boy, short even for islander standards. He is the spitting image of his mother, with long curly brown hair and pale green eyes. His skin is rich in tone, but has an unhealthy yellow tinge to it. His posture is uneasy and shy, and he has trouble speaking to those larger or in a position of authority.

    Normally, Gerrart III dresses in plain tunics and trousers. Finery is looked down upon in the isles unless it is a spoil of war - seeing as Gerrart III has yet to leave the Serpent Isles on a raid, he has yet to earn the right to gold and jewels. His crown is plain a plain and unadorned circlet of iron, which hangs heavy on his head. Though he has only been king proper for around a year, his neck has already begun to sag and his shoulders slump from its weight.

    Unlike most men in the Kingdom of Velvulia, Gerrart III does not wear a sword, complaining of its weight. Neither can he wield one well, and avoids using them altogether to avoid making a fool of himself. Instead, he has opted for a dagger which all mock him for, frequently jesting that the only thing that he is prepared to stab is buttered bread.

    HISTORY
    Gerrart III was not the first trueborn child of Gerrart II, but he was the first trueborn son. Though his father had already grown fond of his firstborn bastard son Arthur, he performed his duty as father well enough for Gerrart III. He instructed him in the ways of ship and sword, though the boy took no pleasure in it. He preferred to read and learn, and though the islanders do not protest such pursuits, in the absence of a strong-armed man as heir people grew nervous. It was not only that Gerrart III could not wield a sword or captain a ship, but that he had trouble speaking and frequently fell ill as a boy. As he grew older and his flaws became more and more evident, Gerrart III's father spent less and less time with the boy.

    Left largely unattended, Gerrart III began to find his father figure in faith. Specifically the faith of the mainland of Ellemar - that of one deity, and one God. One of his first acts as king was to begin to push his newly found faith to the islanders, and proclaiming himself the Godly King of the Isles. He employed missionaries from the mainland, and began to see about establishing a head of the church all in his first year of rule, much to the Council of the Sale Throne's surprise and disgust.

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    NAME || Sabeth Three-Eyed, the Drowned Priestess
    AGE || 19
    ROLE || Priestess of the Nine, Conspirator in the Sons of Velvulia, Consort of the Bastard King
    CLASS || Commoner, Priestess


    DESCRIPTION
    Sabeth is in many ways the ideal woman for inhabitants of the Serpent Isles. She is hard and lean, with long red hair and a stern brow. She carries herself with dignity, and is not afraid to speak her mind. She carries a sword, does not shirk away from armor, and speaks of killing men and laying with girls like any would-be soldier. Of the words to describe Sabeth, "Priestess" would not flow off the tongue. Though the Nine are not prudent gods, and care not what vices or virtues mortals may claim to have, the other priests of their order carry themselves with a note of severity that Sabeth simply lacks.

    Still, when Sabeth looks at you she appears not to be looking at skin and eyes and hair. She looks through those she examines, and not just through flesh and bone but straight to the soul. Her stare is renowned, granting her the surname of "Three-Eyed", uncommon for a commoner, let alone a surname so foreign. She dresses in flowing faded grey robes over plain leather armor, and brandishes a sword at her hip of tried and tested steel - it is no decorative weapon.

    HISTORY
    It is uncommon for any official clergy of the Nine to be women, let alone women who did not spend their childhood in the temples of the Nine. Sabeth began life as many do in the Serpent Isles, as a farmhand to a poor family on Shrewsway. When a fever claimed her father, and brigands murdered her mother, Sabeth left with her brother for Crosham were they both learned the ways of shipcrafting. She spent less than a season working before sneaking aboard a vessel of the crown fleet and beginning life as a crew member of the Serpentine where she spent 3 years. There she learned from the ship's captain to fight like a man, and she picked up the vernacular and habits of a sailor - cursing, fighting, fucking.

    On her third year in the service of the ship, her ship ran aground in a storm and she was hurled overboard. Rather than succumbing to the waves she emerged unscathed though all who had seen her claimed she had drowned. The local priest of the Nine had been prepared to ready the girl's death rites when she spluttered and awoke atop the table. The salt water had scrubbed her skin raw, her voice was hoarse, and she could barely see but she was alive. The priest believed it to be a miracle and a sign that the Nine had spared the girl for a great purpose, and she was made a priestess of the Nine.

    Once the "Godly King" became making proclamations that Athieos would become the God of the land, Sabeth ventured to one she had heard would oppose the boy-pretender and bring the isles back to glory. She sought out Arthur Salt, the two growing fond of one another. The two lay together, and Arthur declared the woman his consort and named her to his council of advisors.

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    NAME || Adrianna Valuoar
    AGE || 16
    ROLE || Princess of the Kingdom of Velvuia
    CLASS || Noble


    DESCRIPTION
    Adrianna Valuoar looks like neither her mother or her father, with alabaster skin, piercing blue eyes, and fiery red hair. Though this has raised some questions about her true parentage - both her mother and father were known to be unfaithful in their marriage - she is still recognized as a true member of the Valuoar family. She carries herself regally and delicately, more like a mainland princess than one born in the Serpent Isles. She is viewed as a prized jewel of the family, her beauty described as beyond the capacity of words to do justice.

    Women of noble birth are more openly permitted to wear fine clothes, often provided by husbands and fathers. Gerrart II left his firstborn legitimate daughter many fine silks and dresses, which she is never seen without. Even when asked to visit with ship captains or tour the countryside, she is always clad in the finest clothes and usually adorns herself in one or two pieces of jewelry.

    HISTORY
    None are certain where Adrianna came from. The standing rumor is that Gerrart II's wife Elen lay with a noble from the mainland on one of her many trips out to Ellemar on the king's personal sloop and kept the child, though none can know for certain and there is no record of the queen ever being pregnant with Adrianna. Still, she grew up alongside Gerrarrt III and though she was certainly the more gifted of the two when it came to leadership and diplomacy, she was relegated to be married off to some other noble on the Serpent Isles to strengthen family ties.

    That was before her father had died. Gerrart III has become more preoccupied with faith than with leadership, leaving Adrianna to act as surrogate ruler of the isles in his stead. She has proven herself to be a competent administrator, though without the authority the title of king grants and a woman besides, her effectiveness has been several hampered. Coupled with a turbulent political state with the shift to an unprepared and inadequate leader, the removal of a centuries-old faith, and the shining opportunity to seize the mainland Adrianna's impact has been little.

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    NAME || Sir Robert Nordye
    AGE || 53
    ROLE || Bloodsworn to Adrianna Valuoar
    CLASS || Bloodsworn, Knight


    DESCRIPTION
    Sir Robert Nordye - a knight despite having left his homeland of Cain'loren years ago - is old but carries with him the majesty of an aged lion. A mane of grey-white hair and beard, both immaculately well-kept, frae his proud face. Bushy white eyebrows line harsh, narrow amber eyes and his face is dominated by a wide-set nose. Wrinkles crease his forehead, and deep creases run both ends of his lips.

    Robert dresses in plate mail more often than not, a constant reminder that he is not of Velvulian descent for plate mail is reserved for those who have earned it by right of conquest and Robert has served in no raids. On his breastplate is embossed the crowned serpent of the Valuoar family, though, and none would dare oppose in the open for the rugged sword at his hip is not merely for show.

    HISTORY
    Robert came into service of Elen Valuoar just after the birth of Adrianna, and pledged his blade to protect the child until his death. He served the family without a word, though all the while those in Ardchester questioned his appearance alongside the birth of Adrianna. Robert has served truly and ably, never leaving the girl's side and has now accompanied her on flight eastward to avoid her bastard brother's warpath, arranging and organizing her safe passage to the mainland of Ellemar.

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    NAME || Joyce Wyney
    AGE || 40
    ROLE || Mother of Arthur Salt, Concubine
    CLASS ||
    Commoner


    DESCRIPTION
    In her youth, Joyce was known to be a great beauty. Fair of skin and blonde of hair, with a curved figure, many a noble vied for her hand despite her status as a lowborn on the mainland of Ellemar. In her older age, her features have begun to erode but she still retains the same indescribable spark of her youth.

    Her hair is well-maintained and has yet to run through with grey, and her cheekbones and stern eyes are unmistakable as her own - and her son Arthur's. Though her uptight form has begun to sag, she is still considered a great beauty for her age, but the suitors have ceased: none want a former concubine of a recently dead king, and mother of a bastard king to boot.

    HISTORY
    Joyce was born to a merchant family along the western coast of Ellemar where she lived out her days assisting with her father's business. That changed when King Gerrart II stormed her ship, but as the story went he was taken aback by Joyce's beauty and kept the ship intact. Joyce herself has said as much that though Gerrart II spared her father's life, her family's ship was still burned, the goods stolen, and Joyce herself was taken off and forced to lay with the island king. She sired two children, one of which perished before her first name day, the other Arthur Salt.

    Joyce was left to care for Arthur in Velvulia, raising him alongside the king's brother Rorius. When Arthur came of age, he grew aware of his lineage and history and helped smuggle his mother away from Gerrart's influence to the mainland. He left her in the service of some lord's court and kept correspondence with her. There she served both her lord and her son's homeland, hoping to see Arthur - whom she believed to be a better-tempered ruler than his father - and put aside the suffering she herself suffered at the hands of the islanders.




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ARTHUR SALT - THE BASTARD KING

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ARTHUR SALT

AGE || 23 | ROLE || The Bastard King, Worthy Heir to the Salt Throne | CLASS || Bastard, Noble, King
Arthur Salt - going by the self-given title of the Bastard King - believes himself to be the true and rightful heir to the Salt Throne. His late father, King Gerrart II, raised the boy, his firstborn son, as if he were his legitimate heir. He supped with lords, traveled the Serpent Isles, and learned the ways of sword and sail as was expected of the future king of the Kingdom of Velvulia. All that changed when his father died suddenly of illness while Arthur was away during raiding season. It was said Gerrart II could barely remember that he had a son named Arthur, and before Arthur could see to it - legitimately or otherwise - that he was granted the surname of Valuoar his father died, leaving his younger, legitimately born brother Gerrart III on the throne.

Arthur has begun a movement to remove his brother Gerrart III from the Salt Throne alongside a number of conspirators calling themselves Sons of Velvulia running a number of noble families around the Serpent Isles. Their goal is simple: overthrow the boy-king and his supporters, instill Arthur upon the throne, and turn their attention to the mainland. With members of the Valuoar family, a renowned priestess of the Nine, and even a knight from the mainland of Ellemar by his side, Arthur is following in his father's footsteps and seeking once again to embroil the Serpent Isles in civil conflict to achieve what he believes to be proper justice.
DETAILS

NICKNAME/ALIAS || The Bastard King
POLITICAL LEANINGS || Believer in might-makes-right political philosophy, less focused on the status of one's birth to dictate their lot in life and more on their willingness to take what is theirs
MOUNT|| None, horses are a luxury on the Serpent Isles
WEAPON|| A gleaming longsword from the best blacksmiths on the Serpent Isles, pattern-welded and lined with a core of enameled black steel
"Why is it we choose our captains with more care than our kings? No man is born a captain - they must earn it."







INTERNAL RELATIONSHIPS ||
Family:
King Gerrart II - Father, deceased | Good relationship
King Gerrart III - Brother | Poor relationship, political rival
Rorius Valuoar - Uncle | Good relationship, political supporter
Adrianna Valuoar - Sister | Good relationship, political rival
Elen Valuoar - Adoptive mother | Poor relationship, political rival
Joyce Wyney - Biological mother | Good relationship

Friends:
Markus Heidell - Advisor and sworn shield | Good relationship, political supporter
Sabeth Three-Eyed - Consort, lover, and advisor | Good relationship, political supporter
Vyncent Potte - Sworn shield | Good relationship, political supporter
Thiles Amet - Sworn shield | Good relationship, political supporter
Gylex Halley - Master of Fleet | Good relationship, political supporter


EXTERNAL RELATIONSHIPS || TBD



APPEARANCE

HAIR || Dark brown, almost black
EYES || Green/olive
BUILD || Slender, toned, athletic
MARKINGS || A jagged, wheeled scar below his collarbone and a shortened left index finger.

Severe is the first word many would use to describe Arthur Salt. He is a mirror image of his father in almost every regard - his hair is the trademark dark brown of the Valuoar family, his eyes the same shade of olive green, his build that of his father as a young man. Compared to the portraits of Gerrart II in his youth, Arthur bears a striking resemblance - only his pronounced cheekbones and slender face might cause onlookers to pause as his cheekbones and facial structure were inherited from his mother. His face is perpetually caught in a half-glower, half look of interest and his motions feel slow, deliberate, and paced.

Many among the inhabitants of the Serpent Isles might call Arthur too easterly, with his propensity to wear plated armor and carry a longsword and shield in the fashion of Ellemar knights. Arthur is a seasoned raid leader and fighter, having collected an assortment of some of the best equipment the mainland has to offer which he keeps in remarkable condition. His sword - which he calls Adder's Bite - is never far from reach, always sheathed at his side in a well-made, rugged sheath.

When not making a statement and wearing his handpicked assortment of stolen arms and armor, Arthur dresses in well-made, durable fabrics and leathers. He is most often seen in a tunic embossed with the crowned serpent of the Valuoar family, with a red snake as opposed to a green one to denote his independence and solidarity from the rest of his family.


PERSONALITY

Arthur takes himself seriously, carrying himself with a rigid, precisely calculated manner that speaks of great pride and a sense of self importance one might call arrogance. He is quick to temper, and quicker still to judgment - there are no second chances with the Bastard King. He is fair enough to his friends, but overtly cruel to his enemies as if to make a statement. He never laughs in public, and does so only sparingly with those he is close to. When he speaks, it is with selectively chosen words, spoken in a slow, deliberate manner that leaves little room for question.

Atop his overall image of severity, Arthur is one to defend himself personally against all attacks - physical or otherwise. He is a man of action when it comes to his integrity and honor, one likely to act first and think second when his virtue or competence is called into question. He struggles letting others take command, and prefers to be involved in every major decision that impacts him or his followers. He is want to remind others that he is the king, not anyone else.

MAJOR STRENGTH || Arthur has a tactician's mind, be it on the battlefield or the back rooms of politics. His instincts have been honed by years of experience, and his want is so great that he is often willing to do whatever it takes to achieve his vision.

GREATEST FLAW || Though he claims otherwise, Arthur carries the weight of not only being a bastard-born child but also one that has been overshadowed by his younger brother on the basis of birth alone. He feels a persistent need to prove himself and treats every attack as personal, regardless of its source. It is not sufficient that Arthur merely be good at something - he must be the best and everyone else must know it.

QUIRKS || Limited sense of humor - Arthur tends to miss the point of the jest entirely; superstitious - Arthur is a devout follower of the Nine, in part of his lover Sabeth, and so will act in accordance with signs and omens despite evidence to the contrary of what those might tell him; formal - Arthur constructs his sentences carefully, choosing his words with great care and deliberation and carrying himself with the mannerisms of a mainland noble on account of his mother Joyce's influence on him as a boy.

PROCLIVITIES || Reading - Arthur is of the belief that as a blade needs oiling, so does a mind needs books and he is often seen reading in his limited spare time; combative - not one to shy away from confrontation, Arthur can be quite an effective conflict resolver if the stakes are not high and his reputation is not at stake; confident and proud - like any would-be king, Arthur carries himself with an assured sense of purpose and dignity, lending him a natural sort of charisma and leadership quality that his severe personality might otherwise detract from.

SOFT SPOTS || Arthur's main allegiance is to himself, his cause, and the people of the Kingdom of Velvulia. Still, he is extremely fond of his consort Sabeth and his biological mother Joyce and would put himself at risk or great personal trouble to see to their needs. The same cannot be said of many in his life, as Arthur will always carry the damage caused by his low birth and lifetime of being put first but coming second.



 
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⚜Cain'Loren⚜​
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⚜For Crown and For Land⚜
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  • fzGDbJO.jpg
    Cain'loren is located South of the Seven Mountains, a sprawling kingdom, fortified by thick walls of white sandstone. The castle, Keep Loren, lies central, surrounded by the outlying village. The village is divided into districts, three, separated by arched gateways, each occupied by a small garrison of guards. The Northern District consists of a wealthier populace, the Eastern and Western Districts the less fortunate, with the most impoverished of citizens contained within a portion of the West known by most as the Vagabond Court.

    The land outside of the fortification is rife with crops and wildflowers, with a forest to the east, largely populated by a rare breed of grey-coated deer, a prize for any hunter, though illegal to poach without permission by the King. A wide canal runs around the outside and through the city's main center. Further north of the kingdom, within the base of the mountains lie the ruins of Cain'parrel - the former sister city of Cain'loren.
  • Cain'loren is ruled by the King, and beneath him, his eldest (living) son to whom the throne passes upon the king's death - this being the tradition since the kingdom's first ruler. The city is largely fertile, with a mass of wealth in agricultural trade. Social functions are a common thing among both the royal structure and the common citizens within the city - balls, feasts and festivals occurring year round and for all occasions, though the largest and most extensive is The Hunt - a festival centered around the annual royal hunting expedition.

    In consideration for these events, Cain'loren has a wide and impressive array of musical and culinary influence and is often revered for it's unusual cuisine.

    Typical fare within Cain'loren consists of the crops grown within the farmland outside of the city, the deer, bear and boar found within the forest or fish, from the canal.

    Weddings within Cain'loren are modest affair where common folk are concerned - a simple handfasting ceremony and the exchanging of promises, then a feast within the city square for all attendees.

    For noblemen and the Monarchy, weddings are far more lavish - week long events with considerable tradition and circumstance. They begin with words of intent, spoken at the beginning of the week by first the groom, then his bride, to all in attendance, this is followed by a small feast with the families, where expectations are delivered by both sets of parental figures. The following day the bride rides through the city to greet the people in what is referred to as The Vestal Parade. That evening, a ball is held. The next day holds the ceremony which is overseen by a priest. General ceremonies can run for hours, ending in extravagant and often times lavishly expensive parties that can last upwards to several days, depending on wealth and stature. The longer the party, the more success the couple is said to have on their wedding night.

    Fashion within Cain'loren is standard for the times, with wealth often displayed in finery crafted in the rare deer-hide the kingdom is known for and the possession of jewels - particularly brightly colored gems uncommonly brought to trade at Cain'loren's markets.
  • Cain'loren has a monotheistic religious system, centered around belief in Athieos, Creator of All Things. The symbolism for Athieos centers largely around the Well Tree - thought to have been the thing from which all life was born onto Ellemar.

    Followers of Athieos believe that in death they are translated to The Undying - a heavenly realm of eternal peace and fulfillment. They also believe that those who do not follow Athieos are instead sent to The Passing - where they are able, should they choose, to work their way up to the Undying through acts of goodness, kindness and selflessness, aiding the still-living.

    The church of Athieos exists within the confines of the castle under the Lord Bishop Thurgwyn Vastil. There are smaller factions of worship permitted within the city walls, overseen by Acolytes, under the guidance of the Bishop. The Bishop himself is often sought by the king for advice on political matters, as well as present at all royal functions, including weddings, baptisms, consummations and the birth of children.
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    Cain'loren has a broad seasonal structure and a rather temperate climate. Because most of the land is flat, the city sees frequent flooding, but crops are stored throughout the year to prevent famine, and a drainage system has been installed to prevent water damage and rot.

    The land itself is rich and well developed, tended by farmers inside and outside of the city walls. The surrounding areas beyond the city are known, perhaps most prominently, by their stunning lavender fields, a sea of purple which stretches for miles in the open fields. The canal, which runs through the center of the city, has a wide variety of fish, some of which appear to be native to the region and are commonly used in the unique fare.

    Apart from Cain'loren's main city, there are three other cities within the kingsom - Delmar, Lydel and Forst - overseen by Lords, appointed by the governing monarchy. There are also several smaller villages scattered amongst the farmland, these controlled by barons.

    ⎈ Delmar ⎈

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    Delmar is a farming village east of Cain'loren. More roughly constructed than the kingdom's central city, Delmar is slow undergoing gentrification by its leader, Lord Danison Craber, but has faced many difficulties due to interference from a system of rogue criminals. The city is on the smaller side, with a population of no more than two-hundred men, but it acts as a mecca for the farmers in its region to gather, sell and buy.

    ⎈ Lydel ⎈

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    Lydel is Cain'loren's largest port city and the home of King Ordin's fleet of ships. While these ships are designed for little more than travel, the city itself is fitted with a military barracks, home to several soldiers who both protect and patrol Cain'loren's coast. Lydel is run by the ailing Lord Armand Durrant, but given his failing health, most decisions are overseen by his daughter Florie.

    ⎈ Forst ⎈

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    Forst is located northwest of Cain'loren - just beyond Cain'parrel's former border. Those within the village are largely responsible for Cain'loren's mining operations, as well as trapping and forestry within the Seven. Forst is run by Lord Bren Wallace, a man so short and stout he's rumored to some as possessing dwarven heritage. Wallace is, nevertheless, a formidable man, and the small army of hunters under his command only add to his intimidating state.

    ⎈ Keep Loren ⎈

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    The Keep Loren is perhaps one of, if not the most lavish buildings within Cain'loren. Designed to appeal to both local and foreign nobility alike, the palace is a complex blend of architecture and culture, designed with the uttermost aesthetic value in mind.

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    Each and every room within the Keep has been decorated affluently, an intentional nod to he wealth of the Lorenite monarchy's success and power. The walls and ceilings have been extravagantly and painstakingly painted and ornate plaster and gold filigree hangs from columns and bracers throughout.

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    Perhaps most ostentatious of the rooms, however, are the bedrooms, which have been draped with bold, extravagant fabrics, and expertly crafted furniture. The Great Hall, Solarium and Ballroom are also among some of the more enchanting designs in the palace.

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    The luxurious details are not exclusive within the palace, however. Outside, the gardens are as exquisitely detailed and kept in near-perfect condition. There are four gardens in total - renowned throughout Ellemar - each a mosaic of colorful blooms and greenery, set around fountains and porcelain water features.

    A massive hedge maze lies within the center of these gardens, the scene of a frivolous competition every spring, where nobility is invited to vie for opulent prizes.

    ⎈ The Hall of Kin ⎈

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    Found a short walk from the palace, the Hall of Kin is the source for the Baelston family vault, the entryway of which is a hall lined with carved marble busts of fallen Kings and Lords of Cain'loren.

    At the end of the hall sits a statue of King Anwar, the first of the Baelston Kings. Beyond this is a stairwell, which leads down into the family crypt and treasure store. The Hall of Kin is kept behind a locked gate, the key of which is kept in the possession of the king's personal guard.

    ⎈ The Tousled Hare ⎈

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    A popular haunt of the Grey Guard, the Tousled Hare is a rowdy, boisterous tavern located near the center of the city, famous for its affordable rates, clean rooms and popular cuisine.

    ⎈ The Slums ⎈

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    The Vagabond Court is the impoverished district of Cain'loren, populated mainly by those who survived the sacking of Cain'parrel. Despite a great lack of material needs, the Vagabond people exist as a functioning community, offering protection and provision for each other. Rumor exists that the middling daughter of the king, whose parentage has often been a thing of question, frequently travels to the Court to aid the people.

    ⎈ The Fallen Kingdom ⎈

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    Cain'parrel was once a proud sister kingdom to Cain'loren, located to the north, high in the hills. Following a dispute, the details of which are still not entirely known, the two kingdoms went to war. Cain'parrel fell within a few days, their loss attributed largely to a smaller and weaker army. Following the sacking of the city, the surviving people of Cain'parrel were allowed refuge within Cain'loren, but at great loss to both wealth and pride. The citizens of Cain'parrel are known for their red hair. Before their assimilation into Cain'loren, the people were called Parrelians.
  • For many years, Cain'loren stood as a pinnacle of power throughout Ellemar due primarily to it's constant and unerring alliance with Cair'parrel. Roughly half a century before the current reign, however, war broke out between Cain'loren and its sister kingdom Cair'parrel. The reason for the animosity is unknown to this day, but rumor has it a broken deal was the blame for the fallout. Cair'parrel, while possessing the higher ground was much less fortified, with a smaller and poorly trained army, and the city was utterly destroyed within days, never recovering.

    Those that survived and were willing to swear allegiance to Cain'loren's king were allowed refuge within Cain'loren, but ultimately sentenced to extreme scrutiny and prejudice. Because of their poor treatment, there have been threats of rebellion among those remaining and those loyal to them, but their lack of numbers and strength have thus far deterred anything more than petty words and idle threats.
  • The Cain'loren army is a force to be reckoned with. Captained by the formidable Calin Farthsworn, every knight undergoes rigorous training before they're selected for duty. The army's combat strategy focuses mainly on envelopment tactics and preemptive frontal assaults. Militaristic presence is at large within the city itself, guards stationed in every tier structure of Cain'loren - though most prominently where the king and queen reside in Keep Loren. The Captain himself also makes his home in the palace grounds, along with a squadron of his most trusted soldiers, called the Grey Guard.
  • The weather in Cain'loren is temperate, seeing rain in the spring and summer, with relatively mild winters. Snowfall occurs towards mid-to-late winter, though rarely more than a light dusting. Because of its proximity to the canal, Cain'loren has experienced flooding, particularly during the rainy season.
  • Cain'loren's citizens are typically lighter in coloring, with blonde or brown hair. The people of Cain'parrel who were grafted into Cain'loren following the fall are frequently of ginger-coloring. The people are referred to as Lorenites.
  • Roughly twenty years ago, it was rumored that King Ordin fathered his forth child with a mistress - a woman from Cain'parrel. While the child's parentage was never outrightly questioned, despite the child's unusual coloring, it had been the source of much hostility among the siblings and has caused considerable strife during public affairs.

    While greatly postulated as general gossip, it was also once suggested that King Ordin murdered his older brother, Tomlin, in order to secure his position on the throne. Tomlin's death was ruled an accidental drowning in the city's canal, but suspicions arose due to Ordin's father's failing health.
    ;l\
  • King Ordin and Queen Aimera have ruled Cain'loren for nearly three decades. While their marriage is generally thought to be loveless, and has at times appeared strained, even publicly, the couple have produced five legitimate children.

    Despite their own strained relationship, the couple are considered a fair king and queen, and have ruled with general justness and the favor of their subjects. Still, Cain'loren's lower district has suffered from impoverished conditions for many years, and recently there have been notable unrest and even threats of assassination attempts being considered. These reports come mainly from within the Vagabond Court, where conditions are most dire.


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  • [bg=white]
    Important names and faces
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    NAME || Ordin Baelston
    AGE || Sixty-One
    ROLE || King of Cain'loren
    CLASS || Monarch

    [bg=#0B6059]DESCRIPTION[/bg]​
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    Ordin is a stern looking man - his features like carved stone. With dark brown hair, a full beard and expressive blue eyes, he poses an impressive figure, even without a crown. Standing tall and narrow, but strong despite his age he still reflects remarkable capability. On his left hand, he is missing the very tip of his pinky finger.

    Traditionally, Ordin's wardrobe is highly ornamented by furs and rich tapestries of color and when occupying his throne, he wears a stunning crown of blue and white gold. Often, particularly in any instance where meetings with his equals are concerned, Ordin will wear thick leather gloves with padding in his pinky to cover up his injury.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
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    Ascending to the throne at a young age, following the untimely death of both his elder brother and father, Ordin learned well before his thirteenth birthday what it meant to rule. Despite becoming a ruler in his youth, Ordin married quite late, an arrangement with a neighboring kingdom that took a great deal of time to secure. While gracious, it was also a loveless union, though not for lack of trying on Ordin's part. Despite his best efforts to woo his queen, Ordin was seen all too often in the company of a young village woman, promoting envy in his young bride. Eventually this turned to a frigid disposition, and Ordin himself cooled towards the queen. Regardless, the pair have quite a few children, though the maternity of at least one of his daughters has been frequently questioned, as Ordin has been known to stray, given to grief and arrogance over the coldness of his wife.
    [/bg]

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    NAME || Aimera Baelston
    AGE || Forty-Nine
    ROLE || Queen Consort
    CLASS || Monarch

    [bg=#0B6059]DESCRIPTION[/bg]​
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    Fair and delicate, Aimera looks precisely the way a queen ought. Beautiful as the day she married the king, she nevertheless possesses a quality of coldness about her, reflected largely in her pale blue eyes and severity of her elegant, drawn features. Tall and lithe, she would stand a perfect partner to her husband, were it not for her abject disdain for the man written plainly on her face. Aimera wears the part of the queen well, in arraignments of fine linens, colorful and expensive. When in court, she wears a circlet of white gold.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
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    The eldest daughter of an ailing king, Aimera faced the difficulty of an arranged marriage to a much older man at the tender age of fourteen. When the man was killed, however, Aimera was certain that she had escaped her fate, but only for another two years. By sixteen, she was married off to King Ordin and found herself in an empty, loveless relationship with a man already fixated on a common woman. Bitterly jealous and determined to rise above her circumstances, Aimera became a fiercely motivated queen, pouring her passions into building a better Cain'loren.
    [/bg]

  • .


    NAME || Calin Farthsworn
    AGE || Fifty-One
    ROLE || Captain
    CLASS || Knight

    [bg=#0B6059]DESCRIPTION[/bg]​
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    Calin possesses the face of a man who has endured too much, for far too long. Once handsome, his visage is now marred by a violent scar, the origin of which is largely unknown. Long hair, dark and thick, hangs past his shoulders, intensely blue eyes the only true indication of his former aesthetic quality. Built to lead an army, Calin stands at impressive height, with a strong, broad physique. Calin is rarely seen in anything but a sturdy black leather, adorned lightly by the grey-hide of Cain'loren's famous game.
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    [bg=#0B6059]HISTORY[/bg]​
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    Rising in rank at a young age, Calin was not only Ordin's most trusted guard, but a dear friend. Unfortunately station and duty drove the pair apart and while Calin's loyalty is unquestioned there is a sense of tension between the two which speaks of a falling out. Calin nevertheless does his job and he does it well, training up the army within Cain'loren with all authority and drive for success. Calin can, at times, be ruthless, bearing scars not only on the outside, but deep within.
    [/bg]

  • .


    NAME || Crispin Baelston
    AGE || Twenty-Six
    ROLE || Crown Prince
    CLASS || Monarch

    [bg=#0B6059]DESCRIPTION[/bg]​
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    In appearance, Crispin takes after his mother in almost every way, from the delicate features to his pale coloring. Tall and lithe, he stands just over his father's head, adding an air of masculinity where his soft face otherwise deters. Crispin's wardrobe is most often comprised of the color blue, a well known indicator as his status as the crown prince.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
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    Born the first child, Crispin's lot in life was determined early. As soon as he was able, he began training, preparing for his place on the throne. He was often seen as a stoic, quiet child and as he grew found something of a passive disposition. He takes his future role extremely seriously and in light of this, is something of a stickler for authority. The polar opposite of his brother, Crispin tends to be neat and orderly, and is often taken to fits of bashful awkwardness, particularly in the presence of the fairer sex.
    [/bg]

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    NAME || Dansin Baelston
    AGE || Twenty-Four
    ROLE || Prince
    CLASS || Monarch

    [bg=#0B6059]DESCRIPTION[/bg]​
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    Dark as his brother is fair, Dansin is an oddly severe young man, with a narrow, pinched features culminating in a long, hooked nose. His eyes and mouth bear a flat quality, though made considerably more pleasant by a warm, subtle air of mischief, a constant smile in his dark brown eyes. Long hair hangs to his shoulders, his built as narrow as his face, making him an inch taller than his brother. Dansin's wardrobe has a quality of effortlessness, ornamented only when necessary.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
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    Never one to stand in the shadows, Dansin took well enough to his role as the second (and thereby irrelevant) son of the king. With no desire to rule, but nevertheless thoroughly enjoying the perks of his royal status, Dansin's life became a constant thread of decadent indulgence - an evergrowing source of frustration for his father.
    [/bg]

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    NAME || Raenna Baelston
    AGE || Twenty-Eight
    ROLE || Princess
    CLASS || Monarch

    [bg=#0B6059]DESCRIPTION[/bg]​
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    Tall and regal, the eldest of the Baelstron children is a blend of mother and father - with the grace, poise and fairness of the queen and the steel fortitude of the king. Hair to her waist, a honeyed blonde, and eyes a deep blue, she is beauty and strength, but not without a sense of rigidness. Her wardrobe tends towards reds and violets, and always with the grey deer-hide, worn with a sense of pride for her father's kingdom.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
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    Born to parents with very little affection for one another, Raenna knew little of love until her sixteenth birthday, when she met a young knight named Devon. In spite of knowing she was fated to marry another, Raenna and Devon devised to elope, but only a few days before their proposed plan was carried out, Devon was sent to the front line of a small skirmish with (ANOTHER KINGDOM), never to return. Raenna, unknowingly pregnant at the time of Devon's death miscarried a son and though she married again, she never recovered from the loss. Unable to produce an heir, she was swiftly discarded by her husband and left a tarnished maid.
    [/bg]

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    NAME || Ainsley Baelston
    AGE || Eighteen
    ROLE || Princess
    CLASS || Monarch

    [bg=#0B6059]DESCRIPTION[/bg]​
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    Fair and bright, Ainsley is elegant and refined. Though her features are slightly masculine, she is still quite pretty - largely attributed to the pale blue of her eyes and the constellation of freckles across her skin. Her hair, gold in hue runs to the middle of her waist and she normally wears it plaited. Her wardrobe angles towards brighter shades of blues and greens, with elements of gold.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
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    Easily the most mildly tempered of her siblings, Ainsley has a tendency to blend into the background, getting lost in the fray of her family's dramatics. Currently Ainsley is betrothed to a prince from (ANOTHER KINGDOM).
    [/bg]

  • .


    NAME || Rosleigh Baelston
    AGE || Sixteen
    ROLE || Princess
    CLASS || Monarch

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Rosleigh is as delicate as her mother, considerably pale and shadowed by constant illness. Her eyes, dark blue and narrow, her hair white-blonde, to the center of her back. Small and thin, she's a wisp of a thing, doted on by several ladies her mother insists follow her everywhere she goes. She often wears yellows and golds, or soft pinks and greatly enjoys the luxury of jewels and adornments.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    A difficult birth, Rosleigh is a frail, fragile creature, kept highly sheltered by her mother. Often ill, she's seen little of the world beyond the palace, but often dreams of it, growing increasingly more anxious for freedom as the years go on.
    [/bg]

  • .


    NAME || Gretchen Veree
    AGE || Seventy-Six
    ROLE || Servant
    CLASS || Commoner

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Gretchen was fair, in her time, though age and use have weathered her frame and face considerably. Still, she wears a handsome smile and youthful, bright blue eyes that belie her some seventy-six years of life.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Never one to care much for station or propriety, Gretchen has held her position as nurse for the Baestron children for nearly six decades. It was a position the woman never had much patience for, until Abrigel came along, and after the child was all but abandoned by her family, Gretchen took to raising to poor creature, herself.
    [/bg]

  • .


    NAME || Miranda
    AGE || Twenty-Five
    ROLE || Contract-For-Hire
    CLASS || Commoner

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Beautiful, but cold, Miranda is a woman sought by many and had by few. Her dark hair and eyes are the sort that blend in with whatever world she places herself in - though if standing out is her game, she's capable of that, as well.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    'Miranda' is not her real name. Whatever that is, few people know it and most of them are dead. It remains to be said what Miranda does within Cain'loren, but most know her as something of a con artist and spy, though the woman does not seem above theft or even murder to get what she needs and complete her contract.

    "Death does not discriminate between saints and sinners. Why should I?"
    [/bg]

  • .


    NAME || Leopold Garrick
    AGE || Thirty-three
    ROLE || Advisor to the King
    CLASS || Nobility

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    An oddly pinched man with dark hair and light grey, watery eyes. He is stout and on the shorter side, though bearing the form of a man who, at one point, was quite capable of handling himself.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Leopold had been in the service of the king for roughly five years now - appointed by the former minister of council to the crown. While Leopold has a curious nature, it does seem he has both Cain'loren's and the king's best interests at heart - provided those interests serve him.
    [/bg]




.
⚜MAIN CHARACTER⚜

⚜ABRIGEL BAELSTON⚜
AGE || Twenty | ROLE || Princess | CLASS || Monarch

The spare child. That's what they called her. Often in her life, Abrigel heard this particular moniker from many of her siblings, though the brunt of the animosity towards her came distinctly from the woman she called mother. Queen Amiera's outrage towards her third youngest was not difficult to figure out. The consequence of a father's love, misplaced in the arms of a common woman. Ordin took Abrigel in, but there was little question, at least for the Queen and her children that the red-headed young creature did not belong and it was a fact they have since made quite clear.

Beyond the occasional eye of her father, Abrigel was raised primarily by a young nursemaid named Gretchen, a woman with a considerable conscience, and a heart for the young princess, grossly neglected by her family. Of her siblings, the most unfortunate treatment comes primarily from her brother Dansin - though both Raenna and Ainsley have all partaken in the isolating indifference. Crispin is the odd exception to her siblings lack of affection, gracing Abrigel with a kindness befitting a future king.

When Abrigel came of age, it was decided by her father (though greatly encouraged by the queen herself) that Abrigel would be suited to (_______) a match less than ideal for the timid, reserved young woman. Desperate to please her family, she made little protest, but as time began to run down, closer to the day of her wedding, Abrigel's anxiety increased exponentially, resulting in fitful dream and a heavy weight on her shoulders. While King Ordin has been careful to keep the information to himself, sworn to take it with him to his grave, there is more to Abrigel's past than even she's aware of.

Also at the forefront of the young woman's mind is the conscious knowledge of the negligence those dwelling within Cain'loren's slums endure on a daily basis. While rebellion is not a thought she would intentionally entertain, it has crossed her mind on more than one occasion that something ought to be done. This has not escaped the notice of the people of the Vagabond Court, who look to Abrigel for guidance.. And some, for action.
DETAILS

NICKNAME/ALIAS || Bri
POLITICAL LEANINGS || Abrigel, despite her mistreatment by her siblings, has and always will be loyal to crown and country, though she is less than enthusiastic about the treatment of those from Cain'parrel.
MOUNT|| A white cart horse, named River.
WEAPON|| N/A
"All I want is to leave this life knowing I have put more into it, than I have taken..."


INTERNAL RELATIONSHIPS || Family & Friends (NPCs)

EXTERNAL RELATIONSHIPS || Leave blank. To be determined after initial acceptance and plotting.



APPEARANCE

HAIR || Copper Red
EYES || Steel blue
BUILD || Thin and wiry, small bust and hips.
MARKINGS || None.
MARKINGS ||

Abrigel is a blend, in heart and appearance, of fire and steel. Her most intriguing feature is easily her most controversial - a crown of brilliant red hair, which hangs down to her waist, thick coiled curls, a vibrant contrast to the blondes and brunettes of her siblings. The color, she knows, of her mother's hair. Her face is a fine mask of porcelain, pale and clear, with fine, narrow features and wide, bright eyes a deep, radiant blue. Her lips curve upwards in a serene smile, exhibiting the warmth of her character.

Her form is small and lean, her waist marginally more narrow than her bust and hips, long arms and legs meeting delicate hands and feet. Her wardrobe is simple, a considerable dissimilarity from her brothers and sisters, who are often richly robed in luxurious attire. This, as she'll attest to, is a personal choice - preferring not to draw attention to herself, unnecessarily. Her only ornamentation is a necklace, a gold charm - the only thing she has from her birth mother.


PERSONALITY

Despite her unfortunate upbringing, Abrigel does her best to maintain a pleasant and warm disposition. She does what she can to make the most of her circumstances, and holds effectively to the belief that eventually she will be accepted among her siblings, even if she knows the queen will never consider her anything more than a nuisance. Well-loved by the villagers, Abrigel had many friends within the community outside of the palace, though to some degree these friendships do little to fill the hole within it - a need for family, for kinship and love. Oftentimes, while her heart is in the right place, Abrigel makes decisions impulsively, an attempt to please and to avoid conflict (however unsuccessful her attempts are).

MAJOR STRENGTH || A fortitude and strength of character.

GREATEST FLAW || The desperate need to be accepted.

QUIRKS ||When she's anxious, Abrigel twists her hair around her fingers. She enjoys being barefoot, despite the fact that it's known to put her nursemaid into quite a tizzy.

PROCLIVITIES || A life of being told she was less-than has instilled in Abrigel a habit of self-deprecation. She'll accept the odd compliment, but generally she's hesitant to see herself as anything more than the result of an unfortunate mistake and a bane to her family.

SOFT SPOTS || Abrigel has a heart for those less fortunate, particularly the remaining survivors of the Cain'parrel massacre. She's been known to smuggle food and clothes from the castle to aid the refugees in the Western district.



 
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ပါ THE NATION OF SKA'VAR

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ယ် IMMORTAL AS VENOM AND SAND
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  • [bg=#A7928E]
    The Varran'ae Rainforest ensnares all in the middle east. The Skun'Kerat Desert withers all those in the midwest. And those who dare lay between find themselves in the chasm-littered Canyons Of Quarzi'Kerat.

    Only the strongest and most durable could survive the hell that awaited at the world's center; the hell that lead man into discovering travel by sea.

    All such lands were soon claimed by six tribes. The leaders of each sought a mutual existence, the difficulties of the lands enough and war not an option. All bowed in equal footing, underneath the scorpion tail of Skava'ne, whose venom flowed in the blood of the six. So formed the Great Nation of Ska'var, the years paving way to greatness.

    So the legend goes.



    The mad. The brilliant. The poison-huffers; the ingenious alchemists. The tribal nomads who crawled from the vicious, primal jungles - the blistering sands - and clawed their way to brilliance on the foundation of a desperate encampment.

    The Nation of Ska'var supports only the ingenious and the strong. The bold. The brave. One who dares to slip finds themselves in the crocodile's jaws, or a cripple for life after amputation from a wrathscorpion's vile sting. One must learn to wander. To embrace madness, and find the sanity within. To respect the warriors and the brewers, to teach the weak.

    This is Ska'var, the land of sand and venom. The worshippers of the all-seeing, all-being stinger of Skava'ne and her generous gifts of life and death. Rejoice, and inherit her venom. Endure the kiss of Skava'ne, and be under her grace for life. See past the mirages that prey on the dying, and dig for her hidden arterial bounties that will shelter and nourish.

    Claim not to know the truth, nor teach the truth, stand before her mighty stinger and see it. Attune to her; attune to the immortality of the lands.

    Walk the streets of the Six Cities. Experience all, and see where one's venom settles the most. Choose between the Six city paths of Venom (Kav'var), Sands (Kerat'var), Chasms (Quari'var), Caves (Teria'var), Blooms (Floran'var), and Canopies (Aeria'var).

    An outsider who knows their place is welcome. And a citizen knows that always set ahead of them, is the equal path to greatness. Find your place in one of the Six, and find peace in the madness of Ska'var.

    ငါ့အသွေး ၌အဆိပ် / U'GERA SKAVA'NE !
    [ LONG LIVE SKAVA'NE / VENOM FLOW IN MY BLOOD ]

    [/bg]


  • Bound by Venom
    For one to be considered a true citizen - at some point during their childhood or as an initiation process for travllers - they must drink from the great stinger of Skava'ne that continues to produce large amounts of venom that is transported across Ska'vari cities to this day. The amount one must drink is around 50ml, which is considered the safest dosage for an average Ska'vari citizen (or 20ml for a child).

    After drinking the poison of Skava'ne, the drinker will usually experience incredible visions, most seeing abstract series of imagery that hint to their true purpose in life. The reason Skava'ne's venom does this - to this day - is unknown, scientifically. They may spend the rest of the day with mild to strong nausea, vomiting, and diarrhea, but the small unrefined dosage is almost never lethal. After they have completed the process, they must report the visions they saw and begin making a pilgramige to one of the Six Cities, where they will find their calling.

    For children growing up, they are expected to consume the venom of Skava'ne when they reach age 12. Children who refuse to do so are given up to three chances (the hard deadline being when they reach 13 years of age). Children who refuse to consume the venom after 3 chances are exiled from Ska'var.

    The only exception to this rule is if the children is considered venom hypersensitive, meaning they have an allergy to the poison that will kill them if consumed.

    Vena'veranae: Respecting the Lands
    The people of Ska'var treat the surrounding lands - despite where they're from - with great respect. Hunting without licenses, depleting resources in mass without replanting, and felling trees or building quarries without strict permissions comes with heavy punishments.

    The people of Ska'var see not the harsh environment as an enemy, but an ally. It has been proven that with certain methods, even the mindless Giant Black Mosquitos of the harsh jungles can be tamed, bred, and used. Farms of Ska'var contain not your usual wheat, but odd glowing mushrooms and herbs that are used for the nation's alchemical pursuits. Smaller insects are also bred in dome-shaped insect farms, making up the most of the average Ska'vari's diet. When one can get past the squeamish thought of it, it turns out Ska'vari dried maggots are quite the delicious alternative to rice...

    Alchemical Innovation
    The main source of Ska'var's income comes from brewing concoctions from the bizarre ingredients that can be obtained from the surrounding fauna, creatures, or critters. The jungle's ingredients seemingly extremely powerful components for healing salves, cooking oils, poisons, soaps, or even lubricants, the Ska'vari people produce all sorts of useful concotions that the world finds themselves needing.

    The medicine they produce is incredibly effective, their painkillers capable of dulling all pain in minutes, and their medicines over time curing diseases most countries have little to no answer to. Countries are more or less forced to pay large amounts to the Ska'vari people for their medicines, as their art of alchemy has been perfected into an ancient art over time. People who attempt to replicate their art often fail miserably.

    Additionally, the large amounts of venom harvested from the Great Stinger can be refined in multiple ways. An extremely versatile base component when mixed with other ingredients, it can be refactored to cure, nourish, poison more severely, glow, heat up... the possibilities of the Great Skava'ne's venom seem an endless enigma to alchemists who finally get the permit to put it to use. Ska'var's alchemical innovation and medical sciences are - without a doubt - their biggest strength.

    The Sciences of Nature
    Though the people of Ska'var are behind in terms of smithing, mechanics, and metal-based sciences, their knowledge of biology, anatomy, medicine, and - perhaps most surprisingly - hygiene, is second-to-none. Always performing research on the bizarre creatures and critters that can be found around Ska'var, rarely a day passes where a Ska'vari researcher doesn't learn something new.

    Clarity in Forbidden Pleasures
    The usage of hallucinogenic, intense drugs is a large part of Ska'vari culture. Within all of the Six Cities of Ska'var, one can find various drug bars and pleasure dens that swing into action at the early evenings.

    Unlike most other Kingdoms, Ska'var does not see the usage of high-class drugs as reprehensible (so long as said drugs are consumed in a controlled environment). Instead, they believe that controlled usage and distribution of hallocinogenic substances can occasional spark the minds of the brilliant, finding enlightenment in someone and unlocking 'the full potential of the brain'.

    Overindulging and troublemaking whilst high, however, comes with fines serious enough for the lack of restrictions to not devolve into absolute chaos. Oddly, crime rate around drugs is very low in Ska'var as a result of the loose restrictions around it, though it oft sees scorn from other cities.

    Food & Drink
    The people of Ska'var have a taste for the bizarre, indulging in various dishes featuring dried insect meat, insect jellies, mushrooms, and bitter herbs. Ska'vari cuisine has extremely strong, rich, and sometimes very bitter flavors that has quite the acquired taste.

    If the food is not for everyone, however, the drink certainly is. Ska'vari-brewed liqour is known to be some of the best in the world, the alchemical nation bringing their talents into distilleries, as well. Producing all sorts of wonderful alcohol made from exotic farmed plants and sold for cheap, people in other countries have been known to fight for the last bottles of Ska'vari liqueur on shelves. A lot of their alcohol has mild hallucinogenic effects or contains trace amounts of nonlethal poisons designed to strengthen one's toxin/alcohol tolerance, which is trade-restricted from most kingdoms and the recipe has to be adapted.

  • The Great Stinger Skava'ne
    On the East side of the Skun'Kerat desert, lays a huge black stinger (around 200ft at maximum height) that protrudes from the ground. At the tip of the stinger is a constant flow of transparent, green liquid, which is the Skava'ne venom coveted and widely-used across the nation of Ska'var. The flow of poison never seems to run out, nor flow any faster. The great scorpion that sleeps beneath it seems to be half-alive, though all in Ska'var are sure the great insect will never wake.

    People worship the Great Stinger, seeing the scorpion underneath as a dormant Goddess providing the nearby lands. The poison Skava'ne produces is also strongly worshipped, the liquid considered sacred and a great offence to be wasted. People drink the hallucinogenic poison at least once in their lifetime, and any more they are allowed after that point is considered a great honor.

    The more one is resistant to poisons, the more they are considered 'attuned to Skava'ne'. Because around 95% of Ska'var's population has this religious belief, new leaders and commanders are often biased for their position depending on how attuned they are. People have been known to kill themselves accidentally in the name of becoming more attuned, seeing the poison as a source of power that they must have, lest their blood become 'too thin'.

    The origin of the great scorpion stinger is unknown, but it's known to be the only of its kind. People theorize that one day it may wake, and on that day, the coming of a new age will arrive. It is also theorize it will one day wake to defend the city it's built on.

    The Great Stinger is the most heavily guarded thing you can find in Ska'var, and any slight signs of tampering with it or harvesting poison without permission will usually result in incredibly severe punishments, primarily execution. Though extreme, it is considered a holy crime and one that could potentially endanger all of Ska'var's trade, as the poison is refined into various alchemical solutions that is the primary source of Ska'var's income.
  • Ska'var spans out across three main regions, all in the relative center of the world.

    > To the East, a confusing mass of vicious jungles known as the Varran'ae Rainforest. Inside this region are two of the main cities of Ska'var:
    >FLORAN'VAR, THE SECOND CITY OF BLOOMS - Colors flash from all angles in this bizarre city, its foundations built around the highest concentration of bizarre plants to be found in the Varran'ae Rainforest. Where plants literally grow the size of houses, people often make homes out of them and the trees. The alchemical pursuits of the Ska'vari people are primarily worked on here, as well as the harvesting and trade of the incredibly useful plants to be found around the region.
    >AERIA'VAR, THE FIFTH CITY OF CANOPIES - You may not see this Ska'vari town at first, as its people live high up in the redwood trees that bridge between each other. Originally built to stay out of nature's way, the high lifestyle lead to some architectural innovations that progressed and inspired Ska'vari cities in general. Wood and fruits are primarily harvested from Aeria'Var, traded across the world.

    In the middle, a mixture of flood plains and cracked, deadly chasms known as the Canyons Of Quarzi'Kerat. Inside this region are two of the main cities of Ska'var:
    >QUARI'VAR, THE FOURTH CITY OF CHASMS - Bridges of sandstone and buildings built into the side of the canyons are all across the chasm city of Quari'var. The small amounts of ore and stone Ska'var produces are primarily mined from here, but it's also known for hosting grand tournaments and canyon-running races. Meetings between the Six Rulers are held here, as well as votes to elect new ones.
    >TERIA'VAR, THE SIXTH CITY OF CAVES - Further down the canyons, a wide complex of cave systems was found in one of the many ravines. Leading into underwater aquifiers where life continued to bloom and the cool temperature was incredibly appealing, a small city was eventually built into the caves of Quarzi'Kerat. With the smallest population of all the cities, meager amounts of ore are mined in the caves, though it mostly attracts the rich with its unique architecture and pleasant living conditions despite lack of sunlight.

    To the West, is the large and expansive scorching desert, known as the Skun'Kerat Desert. Inside this region is a main city, and its capital city:
    >KAV'VAR, THE FIRST CITY OF VENOM [ Capital ] - Bordering the canyons of Quarzi'Kerat, Kav'var was the first city to be founded, built around the Great Stinger Skava'ne. The town's sandstone walls are strongest here, the city gaining most of its income from alchemy, distilling, and poison harvest from the great stinger. Sandworm farms, insect farms, and small greenhouses dedicated to the growing of bizarre plants are also commonly seen here. Kav'var is a place for the rich.
    >KERAT'VAR, THE THIRD CITY OF SANDS - Built in the sandy mountains of the desert and around the only oasis to be found in the scorching lands of Skun'Kerat, the city of sands acts as a main trade hub for weary travelers and exhausted traders making the infamous trek to Ska'var. It primarily deals in cattle and exotic pets.

  • The Six
    Before Ska'var was founded as a nation, desperate tribes and nomads who happened to come across the hellish lands. Though the jungles and chasms could provide treasures, fresh water, and food, the surrounding environment was a terrible danger. Each bush could contain a tiger, or a scorpion the size of a small dog with a stinger packed full of paralyzing poison. Only the strongest tribes managed to survive wandering into the jungles and deserts, and few could find their way back out.

    All tribes, in time, found themselves wandering the expanses of the Skun'Kerat Desert in search of more peaceful lands, and most in time were beaten by it. All apart from those who happened to see the outline of the Great Stinger.

    Desperate, thirsty tribes who came across it saw the dripping fluids of the Great Stinger, and took sips from it. Instead of the quick death they expected, it's said that they were instead nourished, compelled to drink more and more. As they drank, they began to see bizarre visions. Visions, that caused them to wander. After their wandering, tribes who drank from the Great Stinger soon found themselves laying in the only oasis in the Skun'Kerat Desert.

    That was when it was decided, that the Great Stinger Skava'ne, was a blessing to all. So instead of continuing to more peaceful lands, they decided to stay around it.

    In time, six tribes from the surrounding jungles found themselves gathering around the Great Stinger. At first there was confusion, battles, and small-scale wars in the name of the 'Stinger's Favor'. But it was said - though not proved - that each day blood was shed by another, the poison of Skava'ne stopped nourishing those who drank it.

    The tribes could soon understand what was going on, and the surrounding lands were already enough of a challenge to survive in. The leaders of each six tribe stepped forward, agreeing to terms and each getting their own portion of land, where they would harvest key resources and distribute them to each other in a chain - a simple and early form of trading.

    The arrangement was known as the Pact of Ska'var, which soon transited into the name for the continent as it bloomed and grew under the beneficial leadership of the Six. Where the Six fell, another of the strongest came to take its place.

  • Ska'vari Warriors
    Though the greatest strength of Ska'var is the defensive nature of its lands (as a siege on its towns would be incredibly difficult for all but its inhabitants), they additionally have a decent amount of soldiers. Due to the lack of ore available compared to other areas, however, and the impracticality of heavier armor, the bulk of Ska'vari warriors are lightly armed but make up for it in cunning and unorthodox tactics.

    Most Ska'vari warriors on the frontline are armed with a tall, light leather (or wooden) shield and a spear (or pike against cavalry), as well as javelins. Backline warriors are armed with recurve bows and arrows, as well as a simple short spear and dagger as a side arm. Particularly high-ranking fighters can be identified with large colored feathers sticking from their armor, usually armed with finer curved swords (crafted from exported steel) tipped with fierce glowing poisons. Many Ska'vari warriors tend to wear brightly decorated wooden masks into battle to send fear into the hearts of their enemy.

    What makes Ska'vari warriors especially deadly, however, is their usage of various poisons and alchemical concoctions that they tip their weapons with. The poisons used are incredibly effective, fast-acting, and cannot be used as effectively against the Ska'vari themselves. They also apparently carry 'the stench of the rotting dead' that demoralizes opposing armies. 'Venom-carriers' are placed between army formations, their soul purpose to carry large barrels of venom for Ska'vari to coat fresh javelins, arrows, or their pikes in.

    Their own weather usually too hot and the export prices too high to facilitate full plate, the most a Ska'vari warrior wears is a chain shirt accompanied by quilted cloth, usually accompanied by head wrappings to prevent exposure to the sun. Ska'vari warriors usually wear bright colors of yellow, green, or black depending on their home.

    Ska'vari Dustriders
    Though Ska'var purchases small amounts of horses, the Ska'vari are known for taming and using anything they can get their hands on into battle. Ska'vari have been seen riding tigers, giant scorpions, and even elephants into combat along with bows or javelins. The sheer bizarre nature of an unorthodox mount is often enough to send fear in enemy ranks, as many outsiders of Ska'var have never even seen pictures of such animals before.

    Ska'vari Dustriders are also known to carry clay pots of flammable, wretched poisons, incredibly sticky glue, and gag-inducing toxic gases that don't seem to affect trained Ska'vari warriors anywhere near as much. Some pots are even filled with tiny blades and needles, designed to get in the smallest cracks of heavy armor and cause intense discomfort.

    Dustriders, however, are strictly designed to fight on their own turf. Taking such animals to other continents would kill them off or agitate them quickly, making them an exclusive strength when used as a defensive tool. Ska'var's army in general also has a general lack of siege weaponry, making them poor at attacks against other citadels.
  • Ska'vari deserts are amongst the hottest and most arid places in the world, as well as its canyons. Its rainforests are incredibly hot and humid, having the second highest rainfall of anywhere in the world.
  • The Ska'vari people tend to live up to the age of 65 thanks to their superior medicine and odd ways of training their body. Predominantly it is currently filled with people in their thirties.

    The people of Ska'var predominantly have dark skin and black hair, with an average height of 5'9" (Males) / 5'5" (Females). Most have thin frames and are particularly muscular. They can usually be identified by having large black veins that are either strongly or faintly visible across their skin, which is a usual side-effect of the large amounts of drugs/poison they consume.

    Ska'var sees little inequality in terms of gender, sexuality, age, or any disabilities in general. So long as one can prove themselves, they are to be respected and feared as much as anyone else.

    The only discrimination that occurs in Ska'var are those that refuse to drink the poison of Skava'ne, or those who are allergic to it (often accused as being 'accursed' by the Great Stinger).
  • TBD with other nations.

  • Predecessors of the Six
    In the Six Cities of Ska'var, from the first Six that linked the tribes and established and united all lands into a nation, the tradition of having six leaders - one from each city - is kept to, to this day. Six leaders - one from each city - are responsible for the majority of the decisions for the Ska'vari people, meeting in the great halls of the canyons to discuss tactics, commerce, and future developments.

    Every six years, a new leader must be chosen and voted into power by a portion of some of its people. Only the finest warriors and alchemists throughout Ska'var are given the rights to vote for a new leader, to ensure a leader isn't carried into power by the 'ignorant' or 'unworthy'. Leaders are often chosen on physical strength, ingenuity, alchemical skill, blood ties to the original six, but - most of all - their attunement to the poison of Skava'ne.

    The same leader cannot be chosen two times in a row, though a previous leader can return as a candidate the second time after that. The Ska'vari always try to alternate leaders to ensure a flexible future, and multiple avenues are explored. Should people cause enough of a stir and riot, a leader failing to perform their duties properly will be replaced by their second and not be allowed to participate in a vote again.

    Anyone - though the steps to be even noticed as a candidate are extremely tricky - can technically step up to become a new predecessor of the six. They must undergo a set of intense physical and mental trials to be registered as an official candidate, after which they have the opportunity to be voted into power. Competition between candidates gets extremely high, and duels to the death and intense battles of wit are often held to assert dominance and attract votes.




NPC'S and PLAYER CHARACTER in progress...
 
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⚜TOTARIS⚜​
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⚜As the Giants Are Our Shepphard⚜

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  • [bg=#A7928E]
    The Ring of Ice--a notorious alternative when referring to the kingdom of Totaris. Not only are these lands burdened by its harsh blizzards and snowfall, but it also carries a long history of limited interaction with the outside lands of Ellemar.

    Due to this isolationists lifestyle, Totaris has earned a reputation begetting "noses perpetually turned to the skies and longer than the icicles dangling from their bums." Totaris poses little presence in the mind of other royal families, let alone seen as a potential threat in the light of King Barenthorn's fall. King and Queen Eishbaul have overlooked the pandering with little effort, focusing on their own trials and tribulations.

    Until now.
    [/bg]
  • Tradition runs deeply in Totaris. Their everyday lives revolve heavily around the ways of their founding ancestors, who worshipped the Giants in return for good fortune, mercy, and surviving the winter. Children are exposed to these practices as early as humanly possible; they are expected to pay respects to each village's altar (in the form of fresh crops, catch pulled from the river, or coin), lend their services to the Church without question, pray to the Giants every morning, and attend every inauguration festival hosted by the church families (the Canes and the Maleevs). Straying away too far from these practices can be seen as treason in the eyes of the church. All signs of rebellion are immediately extinguished, whether it be by persuasion or force.

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    Making a living for oneself forges an obvious path for all Totaris commoners. Depending on which village among the Pentagon one is born, they are trained in the skills needed to manufacture their home's top-selling commodity. There are five villages in total, circling the Eishbaul Castle and posing as the "five corners" of the Pentagon.

    There is Krumwaald (southeast) that haul various aquatic consumptions, Pryon's (southwest) exquisite textile tailoring, their services often sought out by the Eishbaul family, Lanpool's (West) special barley ale, a traditional delicacy in Totaris, Great Eishbaul's (East) historic significance and site for militaristic initiation, and Vuldran's (North) livestock upkeep near Drudge Mountain.

  • Faith has been cherished in Totaris for as long as its commoners can remember. The Church holds second in power and prestige over Totaris, while also maintaining a firm grasp over the Pentagon's businesses. All means of revenue, communication, and partnership between villages are handled by the Church, who also indulge in the fruits of labor to their hearts' desires. A means of pay in return for protection and blessings from the Giants. Of course, only products of the best quality and their coin are provided for the Eishbaul royals. With the churches holding dominion over lower affairs, this gives the Eishbauls free reign to monitor larger scale trades and political disputes with outside kingdoms.

    There are two churches found within Totaris, one perched near the base of Drudge Mountain and the other located towards the heart of the Pentagon. They're named after the families who have been running the churches since the birth of Totaris; Canes Church in the mountains and Maleevs Church near the Eishbaul Castle.

    All Totarians are aware of the origins of Priests and Giants. It is said in scriptures that the foundations of Totaris were first laid by the hands of Giants, sentient extensions of the land who were ordained by a higher power to guide its future worshippers.

    Once the first Totarians arrived, they were responsible for adopting the ways of survival from Giants. These prophetic figures were lauded among the people and seen as loyal rather than servants to the Monarchy. Becoming a priest is a lifelong dedication but promises a cozier life than most other laborious jobs in Totaris. The Maleevs and Canes bloodline traces back to generation after generation of Priests, and they never intend to loosen their hold on that power.

    As for the Giants themselves, there are three. The following are Krum, the River Giant; Vuldra, the Fertility Giant; and Totar, the Wrath Giant. An altar for each giant can be found in every village of the Pentagon, the churches, and in the Eishbaul Castle.

  • Totaris is protected by the snowy Drudge Mountains, a formidable geographic divider that has loomed far longer than the kingdom itself has stood. Drudge Mountain is a treacherous journey and suicidal for any man who is not familiar with its formations. The only clear pathway leading into Totaris is man-made, running through valleys that can sometimes prove to be too steep for comfort.

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    With such sheltered conditions and bitter winters, one would think Totaris is in dire need of receiving resources from its neighboring kingdoms. However, while Drudge Mountain bars the north end of Totaris, a vast river--Krumwaald River--cleaves through the kingdom and leads out into a massive body of water on the southeast border. This geographic lifesaver is known as the Vrizen Sea; this is where docks and trade shipments are monitored during the warmer seasons--strictly.

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    As stated before, the Ring of Ice not only acquired its name from the harshness of winter, but also from the kingdom's framework, which is reminiscent of a pentagon. The five points of the Pentagon are as follows:

    To the north is Vuldran. It is one of the larger villages and relies heavily upon the secondary rule of the churches. The churches in question are located on the mountainous range bleeding into their lands--Drudge Mountain. Beliefs in the "Nonsensical" such as magic and witchcraft are constantly weeded out, which feeds into the tension broiling between the Cranes, a family devoted to the Giants, and the Maleevs, who have recently announced their interests in joining Giant worship with the "Nonsensical". Any resistance to the Cranes will be met with disapproval and, in worst cases, execution.

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    The southwest point of the Pentagon is called Pryon. It is an average-sized village but does well to keep itself afloat because of Totaris royalty's high demand for their professional cultivation of thread. Often times than not, Pryon's signature (an incredibly tiny pair of needles crossed to form an X) can be found on the cufflinks or hems of their work. Adorning these clothes is a common symbol of wealth. Pryon has done well to avoid cruelty from the Cranes and Maleevs due to this service, and they intend to keep it that way.

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    Southeastern point of the Pentagon shall lead you to the waters of Krumwald. This is another average sized village and they strive purely on the river that bisects it in two. This body of water, known as Krumwaald River, runs through the rest of Totaris, circling around the castle and filtering into the Vrizen Sea.

    In Krumwald, their livelihood relies on fish for trade in the market squares and Vrizen Docks, irrigation for crops, and transport by boat to locations beyond Totaris. Fishermen and businessmen of this area are known to be loyal to the Cranes.

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    The east point of the Pentagon is dubbed simply as Great Eishbaul. It was built and devoted to Micullen Eishbaul, a historical figure that contributed greatly to Totaris's military success and the construction of Nerópolia. All housing in this village is owned by close relatives of royalty (such as the matriarchal bloodline that never ascended to Queen), successful merchants and artisans, or the families of decorated soldiers.

    In the heart of Great Eishbaul is a massive statue made in Micullen Eishbaul's honor. Although the current Eishbaul family does not live here, they do own several secondary homes. Great Eishbaul is also known for holding festivals that celebrate the anniversary of Micullen's valiant death on the battlefield.

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    Finally, the west point of the Pentagon is Lanpool. This is undoubtedly the smallest and poorest village found within Totaris. The homes are small and humble, just barely surviving the harsh winters, and its populace is entirely composed of farmers. However, their production of barley ale has kept them afloat while in competition with neighboring villages.

    However, Lanpool has constantly been struck by the savagery of rebellions ever since Queen Quorella's crowning, as they are right next to the tumultuous affairs of Vuldran.

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  • The founders of Totaris were, ironically enough, outsiders. Natives of temperate and humid lands were excommunicated after rejecting their traditions, which involved needless war and bloodshed to assert their god-given dominion. Refusing to sacrifice any more of their own, a small gathering of rebels fled from these lands via boat and crossed the Vrizen Sea, coming upon the untouched Ring of Ice.

    Of course, such a stark contrast in weather from their homelands was daunting. Desperation and community lead to the birth of Totarian religion, pleading to the Giants as hypothermia and starvation claimed lives. As the years passed, their civilization naturally appointed a hierarchy and placed trust in the figures who thrived--the most prominent being the Eishbauls.

    Their bloodline spread and expanded and intermingled with the populace, up until a century of power placed them in the monarchy. Those whose blood contained lingering traces of Eishbaul have long developed into influential powers of their own, opting instead to devote their purpose to the will of the Giants. This marked the origins of the Canes and Maleevs.

  • Due to their isolation, the Totarian army is known throughout the lands for their unimpressive numbers. Despite their strict training regiment and tendency to crank out quality warriors, placing their units on the front lines is far from wise. Their armor is a hardy and thick material, derived from ram hide and a unique iron ore extracted at the meeting point of Drudge Mountain and the Vrizen Sea. Their traditional weapons of choice are iron spears and shields, bow and arrow, and other means of weaponry that give favor to a longer reach.

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    Their signature weapon is an anthropomorphic sword, in which the handles are crafted from ram horns and stylized into a comfortable grip, the kingdom crest embalmed into it. The blade is medium in length and sharp, carrying a fatal power behind a swing packed with enough momentum. Unfortunately, its forging process is tedious and takes ample time; only respected generals and royalty tend to holster this sword at their hip.

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    In the end, Totaris's main line of offense is defense, specifically utilizing its geography. After braving the treacherous paths snaking up Drudge Mountain, one will come upon the entrance to Totaris--a massive gate. Perimeter units roam the upper-most level of this architectural phenomenon with their longbows and spears at the ready; few are allowed entry.

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    On the other side of Totaris, forces are responsible for guarding Vrizen waters in their marine base of operations--Nerópolia. Marine forces are trained heavily in navigation and strategic warfare at sea, though they rarely have to venture far from the Totarian coastline. During winter and fall, the Vrizen Sea is fraught with icebergs and violent currents, giving the kingdom an advantage in the case of enemy ships trying to invade from this angle.

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  • Totaris experiences a harsh winter for a majority of the year, though their spring months experience a lighter snowfall. Summers bring about a comfortable yet still biting chill, with a thin layering of frost covering the lands and architecture.
  • Totarians are traditionally dark-haired and caucasion in complexion, though a minor percentage of the populace can sport a tanner skin tone, more closely linked to the founders of their kingdom. However, those of a caramel (or darker) and extremely pale skin with lighter hair tone (such as ginger or blond) are obvious signs of an outsider, which Totarians do not take very kindly to.
  • The root of all conflict in Totaris resides in the tension between the churches and the Eishbauls. Tolbert Crane and Joeldi Maleev have joined forces, steadily gathering a rebellion in the heart of Vuldran and spreading further to other parts of the Pentagon. Blood splatters the walls and streets like paint, spilled from the veins of soldiers and villagers alike.

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    As the Eishbauls fight fretfully to keep the rebellion at bay, word of Thornwild's fall reaches Totaris and the royal advisers suggest branching out beyond the Ring of Ice to form alliances with other kingdoms. Not only would acquiring a trade and military partner strengthen their overall chances of survival, but this would also insinuate the future eradication of Totaris's isolationism.

    Borders open, accepting immigrants from land and sea, giving strength to their numbers, and enriching the community with so many different cultures that the might of the Giant Priests would wither. Of course, such a thing appalled some members of the Eishbaul family and now they are trapped in a stalemate--Princess Ysadora in opposition, King Thriton struck with indecision, Queen Quorella and Prince Kross in full support.

  • All Totarian royalty have been strictly confined to the Eishbaul bloodline (the patriarchal bloodline). The first generation was composed of King Azland and Queen Fiona Eishbaul, along with their heirs, Prince Krumford and Princess Loretta. Naturally, Krumford inherited the throne while his elder sister married into the Cranes family, the Eishbauls refusing to let their blood intermingle more than necessary with the Maleevs.

    However, the latter era of King Krumford's rule lead to the tentative opening of their borders to immigration; even then, those from foreign lands were denounced to commoners and manual labor, never once allowing themselves to climb the hierarchal latter or make a decent living for themselves (carpenter, blacksmith, tailor, etc).

    It only took two more cycles of the Eishbaul family for this rule to be broken.

    King Thriton's wife (Queen Alina Crane) died early into their marriage from illness and he later found love in another--a foreigner. What started as harmless curiosity developed into something much more; the moment Thriton and Quorella's relationship breached public ears, outrage swept through Totaris and sparked a long wave of rebellion. Even then, the bond was sealed in place and Quorella became the new (and current) queen of Totaris. They gave birth to a son, Kross Eishbaul, before adopting another foreign child, Ysadora Eishbaul.







.

  • [bg=white]
    Important names and faces
    [/bg]

  • .


    NAME || Ysadora Eishbaul
    AGE || 23
    ROLE || Princess
    CLASS || Royalty

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Ysadora is a naturally beautiful young woman--but whatever pleasantry her sharp blue eyes, thick waves of brunette locks, and caramel skin presents is usurped by her "accursed" bloodline. She is often seen adorning training gear or military thread, rather than the exquisite gowns of a princess. A collection of burn marks trail down the side of her abdomen and come to a stop just below the hip.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Born in a pool of lies and raised on a bed of secrets. Although word throughout Totaris claimed Ysadora was a simple adoption by King Thriton and Queen Quorella, this was only scratching the surface. She was the result of an affair between King Thriton's late wife and a servant among the castle. It was a scandal that Thriton refused to bring to light; thus, he announced to the kingdom that the baby belonged to him before claiming it to be a tragic stillborn.

    Infant Ysadora was placed in the custody of Vuldran merchants, hoping to push away her existence and let the mistake fade over time. However, the queen's decline in health was unexpected and swift, the introduction of Queen Quorella far swifter. Upon learning Ysadora's existence, Quorella demanded Ysadora's rightful place in the castle and adopted her when she was 2 years of age. However, Ysadora has grown to be a troubling young woman wearing the guise of an innocent sweetheart, leeching off the blind kindness of her younger brother, Kross Eishbaul. She has every intention of rising into power, no matter her heritage.
    [/bg]

  • .


    NAME || Thriton Eishbaul
    AGE || 54
    ROLE || King
    CLASS || Royalty

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    King Thriton's age has only served to enhance the wisdom and warmth behind his deep brown gaze. His graying hair has yet to lose its volume, though more and more white strands appear by the day, and cascades to just above the shoulders. His full beard and mustache cover whatever skin around the chest his hair missed. Although Thriton misses the build of his younger years, some muscle lingers in his upper body and calves, thanks to a hobby of swordplay.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    King Thriton arose to power by Totarian tradition; he inherited his place upon the throne the moment he was of age and married a distant descendant of the Cranes. For a while, this joint marriage placed Cranes and Eishbauls in one another's good graces, while the Maleevs stewed in silent frustration. However, the events of Ysadora's existence cleaved that bond in two; the Cranes were hurt by the supposed "loss" of the infant and felt further betrayed when Queen Quorella adopted a foreigner rather than having Thriton marry another Crane.
    [/bg]

  • .


    NAME || Quorella Eishbaul
    AGE || 34
    ROLE || Queen
    CLASS || Royalty

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Queen Quorella is a fair skinned woman sporting a waterfall of ginger locks, reaching all the way to the center of her back. She is a tall and elegant figure, standing an inch or so above King Thriton, but a tad thinner than the average woman. Her brilliant blue gaze is watered down by an underlying current of calculation and strength, always devising possible solutions to a problem that has yet to exist.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]

    Queen Quorella hailed from lands beyond Totaris borders. Though not quite as frigid, her homeland also faced its fair share of merciless blizzards and famines; she faced the worst of starvation due to her poor upbringing and lack of crops growing on her family's farm. During the winter of her eighteenth year, her siblings and mother passed. When word of Totaris opening its borders to a select few immigrants spread, Quorella's father decided to send her off on her own, as he was far too weak and physically inhibited to accompany her.

    It was a long journey full of strife and bitterness, but she eventually crossed the Vrizen Sea into Totaris. However, her fiery attitude brushed marine troops the wrong way and a physical altercation exploded on the docks. She was dragged away to the cells, her fate to be determined by the royal court. It was thanks to a mourning Thriton's curiosity and interference that she managed to escape death. Instead, she was sentenced to manual labor as a handmaiden around the castle, where she constantly bumped into King Thriton. Feelings and romance soon developed from there, until she was crowned the new queen.

    Queen Quorella learned the truth of Ysadora a few months into the marriage. Instantly, Quorella sympathized and was appalled by Thriton's decision to tossed aside the young girl; thus, she adopted Ysadora and announced her as an official member of the Eishbaul family. She gave birth to Kross two years after.
    [/bg]

  • .


    NAME || Jester
    AGE || 40
    ROLE || Fool
    CLASS || Servant

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Jester enjoys this fool costume. He lives for the jingling bells attached to his hat, wrists, and ankles. Adores the intricate patterns and colors. Everything.

    Thus, it's nearly impossible to see him without it on; in fact, many commoners and castle servants have a tendency to gossip about what could possibly be lurking underneath the mask. A handsome face? A troll? An oily old geezer? The possibilities are endless. However, Jester carries the... unique air about him. He speaks in a very cryptic and roundabout manner, most of time sounding like he's uttering nonsense, and his voice is always carrying an odd pitch. Like that of a mischievous gremlin.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Well, well, well... What is there to say? Jester was a foreigner. And Jester loved jokes, always had. Ever since he was a little boy and made the girls next door giggle at his antics. It filled him with pride. Purpose. Of course, everyone failed to inform Jester that his passion for comedy was simply a filling for the void. His mind worked in ways far different than those around him; metaphors and misdirections and layers. The world couldn't exist in any other way.

    However, being different in Totaris led to loneliness.

    Thus, Jester didn't worry about other people! Nope, nope, nope--they were just beings that he had to humor. Make them life so he could get his bread. And thus, he survived with this strict mindset and sailed his way through the ranks quick, his brilliant comedy a goldmine in the entertainment realm of Totaris. Upon becoming the Eishbaul family's Royal Fool, Jester had unexpectedly taken a fancy to one of the monarchs. And the feelings turned out to be mutual.

    Jester's daughter was born, marking the beginning of heartbreak.

    News of the stillbirth crushed Jester, who was unaware of the lies lurking beneath. However, he remained by the Eishbaul's side out of respect to his love, who died shortly after of illness. When Queen Quorella, Kross, and Ysadora came into the picture, he devoted all of his time and effort into caring for them from the shadows, as if they were his own children. However, he formed a closer bond with Kross over the years.
    [/bg]

  • .


    NAME || Tolbert Crane
    AGE || 26
    ROLE || Rebellion Figurehead
    CLASS || Crane Priest

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Tolbert Crane is, by all means and purposes, a handsome young man. He is constantly summoned for marriages arranged by his family, desperate to pass on the Crane bloodline and keep their power among Totaris afloat. And they never have to worry about a shortage of interested brides. However, Tolbert's "pretty mug" is always contorted with a scowl and his charcoal black eyes are perpetually narrowed in contempt. All marriages are turned down before busying himself with his responsibilities as Head Priest. His short midnight locks are feathered and disheveled, but in an appealing fashion, while his beard is groomed meticulously. He's often dressed in his priest robes and always--always--has a peculiar handkerchief tucked into his breast pocket. Initials are embroidered onto the cloth.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]

    Tolbert's future was determined before the moment he was born.

    When his aunt Alina Crane married King Thriton, his family was overjoyed. Thrilled, in fact. However, greed soon followed and the Cranes were determined to reeling in their connections with the Eishbauls. Thus, when Alina Crane and her baby passed, the church scrambled for a way back into the royal family's graces. In the end, they placed their faith in marrying off Tolbert to the next female monarch.

    Until they realized it was Ysadora, an adopted foreigner. It was another sour pill for the Cranes to swallow, but their hopes weren't dashed for long. As Tolbert was groomed and prepared for the expectations of becoming the next Head Priest, his younger sister Lideth Crane was born. He was 7 at the time. They formed a tight bond, so much so that the kids were always found attached to the hip or one's hand clinging to the wrist of the other. It was decided that Lideth would grow into a bride worthy for Kross Eishbaul, who had yet to name interest in anyone. Lideth was far from happy with this destiny; her true dream was to serve for the Totarian military and become a name as revered as Micullen Eishbaul. Thus, she grew up to be a troublesome and rebellious young woman. In turn, Tolbert fully supported her--sometimes participated in the tomfoolery. The siblings never failed to give their elders a roaring headache.

    However, Lideth feared herself to be bound to a fate of stifling corsets and mind-numbing meetings with the royal court. A concubine. Desperate, she reached out to the Maleevs and lent her services to them in light of commoners ransacking the church, outraged by their new "Nonsensical" practices. In return for fulfilling the role as bodyguard to Joeldi Maleev, Lideth would be promised a position in the army. Of course, working for the Maleevs outraged the Crane family, all except for Tolbert. His support remained firm.

    Until the backlash from commoners against the Maleevs expanded to unforeseen proportions. One of the most savage rebellions in Totarian history filled the cobblestone roads of Vuldran and descended on the Maleev Church. Lideth answered the call to action and jumped into the fray with her troops in an attempt to stave off the rioters. Tolbert was, for the first time in his life, not in support of Lideth's decision. And yet, she had ignored his protests and left, promising to return for dinner later that night. Lamb stew was their favorite, after all.

    Lideth didn't survive.

    Broken and brimming with wrath, Tolbert utilized his power as Head Priest and manipulated the general public into believing the rioters were enemies of the Giants. Enemies of the people. They were squashed under his heel like a pathetic bug, but the rage never stopped there. He soon turned his sights on the Eishbauls, who never once raised a finger to stop the riots that took Lideth away from him. As time passes, Tolbert's numbers grow and he's currently arranging an alliance with the Maleevs.
    [/bg]

  • .


    NAME || Joeldi Maleev
    AGE || 20
    ROLE || Rebellion Co-Figurehead
    CLASS || Maleev Priest

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Smokey, enigmatic, and a tad creepy. Joeldi Maleev graces the streets of Totaris like a haunted spirit; she rarely speaks to anyone outside of her trusted circle and always has a dead "thousand yard stare" about her eyes. She has a complexion paler than the traditional Totarian, despite being a natural-born member of the populace. Despite her ghostly demeanor, her high cheekbones, long sleek hair falling to her back like a curtain of onyx, and honey brown eyes are capable of pulling grins that could melt the most sinful of men. Regardless, flirtation was never Joeldi's cup of tea. She preferred to utilize other means of manipulation.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]

    The Maleevs didn't experience as much scandal as the Cranes. Not at first.
    Despite sharing the same heritage as the Cranes, the Maleevs waned in popularity over the years, until their family name garnered the least amount of power and influence. Merely a background in comparison to the Eishbauls and Cranes in the foreground. Thus, Joeldi began wander away from tradition and let her curiosity dabble in the arts of witchcraft (a practice brought in by foreigners), such as clairvoyance and prestidigitation. Although she didn't truly believe the magic to be real, she enjoyed the knowledge and perspective it granted.

    However, followers of the Maleevs were appalled and accused Joeldi of treason against the Giants. They broke off from the church and formed a small rebellion, though they managed to gather more individuals as news of Joeldi's hobbies spread through Totaris. Worried for her safety, Joeldi hired the services of soldiers in training and Lideth Crane as their general. The villagers' rage eventually reached a boiling point and the bloodiest riot in Totarian history erupted. They descended on the Maleev church, leaving nothing but death and misery and grudges in their wake. Fortunately, Joeldi and her family survived the ordeal. Unfortunately, Lideth and her men didn't.

    A tragedy, considering Joeldi was very fond of Lideth.

    When Tolbert Crane eliminated the rioters and asked her to join his side in the rebellion, she was skeptical. Reputation followed Tolbert like an permanent stench; everyone in Totaris was aware of the anger and revenge swallowing him whole. And yet, Joeldi was tempted by the possibility of overthrowing the Eishbaul's and finally establishing some more power in the Maleev name. Thsu, Joeldi accepted.

    She promised herself to strike down Tolbert when the opportunity arises.
    [/bg]







.
⚜MAIN CHARACTER⚜

⚜KROSS EISHBAUL⚜
AGE || 22 | ROLE || Prince | CLASS || Royalty

Kross was born into the thick of lies and treachery.

He was set for a path worthy of breeding the bitterest of children long before he was actually born, but that was usurped by Ysadora's adoption into the Eishbaul Castle. He doted over her and became intensely protective of the older woman, especially when her doubts of belonging and amounting to greatness developed at a young age. As for Thriton and Quorella, Kross favored Jester and the latter over the former, unable to understand how his father was capable of abandoning baby Ysadora so quickly, scandal or not. He rather favored Quorella in stark contrast. Besides, the woman treated him and Ysadora very kindly, despite the kingdom's disapproval of the princess's foreign blood.

In the meantime, Kross also bore the weight of being the sole heir--studying in the ways of economics and trade, political balance, riot control, strategy, and swordsmanship. With so many rebellions and conflicts ravaging the lands of Totaris, Kross found himself internally crumbling from the stress while maintaining a collected facade for Ysadora's sake. The only reprieve he found was in his sibling and Lideth Crane's company, who of which he was introduced to when he turned 15. They shared a wonderful and cherished friendship, but neither had fallen into the clutches of romance.

The prince's constitution was tested when commoners tried to storm the Maleev Church--for multiple reasons. Firstly, Ysadora begged him to refrain from interfering, afraid that he'd ride headlong into the fray and never return, though he was adamant about sending in extra soldiers to aid Lideth Crane, his bride to be. Furthermore, King Thriton refrained from lending support to the Maleevs because they were being tried for Treason and Heresy against the Giants. In the end, Kross rode alone into battle, but Lideth and a majority of her men were already slain. The Eishbauls were ultimately blamed for Lideth's death, but Prince Kross received the full impact of disdain from commoners and Crane members alike.

Since then, Kross has overlooked the burden of his "frugal emotions" and commits acts of necessary evil when the time calls for it. As a result, several rebellions led by Priest Tolbert Crane and Priestess Joeldi Maleev have ended in copious amounts of bloodshed. These series of tragedies have earned Prince Kross the title of "Kross the Cold". Regardless, he is in full support of Totaris opening its borders to all forms of immigration and widening the kingdom's array of culture and connections.
DETAILS

NICKNAME/ALIAS || Kross the Cold
POLITICAL LEANINGS || Despite his history with death, Kross has every intention of acquiring peace and forming alliances with outside kingdoms. In the case of support, Queen Quorella stands on his side.
MOUNT || Fraust, a pure white Icelandic horse
WEAPON || Signature anthropomorphic sword of Totaris with an iron blade and handle crafted from ram horn. The Eishbaul Crest (reminiscent of a snowflake) is embalmed into the handle.
"Necessary evils are necessary for a reason. I'll remind you in due time."






INTERNAL RELATIONSHIPS || King Thriton - Father, Queen Quorella - Step Mother, Ysadora - Adopted Younger Sister, Priest Tolbert Crane - Hated Enemy & Rival, Jester - Royal Fool & Father Figure

EXTERNAL RELATIONSHIPS || To be determined



APPEARANCE

HAIR || Short and coarse, a deep chocolate
EYES || Sea green and frigid
BUILD || Well-built and athletic
MARKINGS || A handful of sword slashes have left behind scars on his torso, back, and arms. They have healed quite well, however, and are hard to noticed at first glance.

Written Appearance: Stiff, rim-rod straight posture and adorning a resting gaze sharper than a blade; these are the surface qualities of his demeanor that never fails to smack someone in the face. Kross emits an unapproachable aura about himself, despite inheriting King Thriton's warm cadence in his baritone voice and dimpled smile--though that is hard to see beneath the groomed beard. Prince Kross stands at a height of 6'1" and weighing no more than 210 lbs, carrying most of it in muscle.


PERSONALITY

Personality: For all the discomfort and disturbance that is widely-known nickname provokes, Prince Kross is indeed capable in the arts of socializing. He carries a silver tongue, always prepared to shoot back a witty remark or bring attention to someone's "horse shite". He believes in earning respect and giving it when it's due, rather than following the tradition and kissing the boot of every royal that graces him with their presence. It is not to say that he never thinks before he speaks, as Kross's mind is always surfing through speculation, what-if scenarios, and several solutions to one problem--just like Queen Quorella.

MAJOR STRENGTH || Kross is exceptional in the arts of swordsmanship and has an unbreakable will

GREATEST FLAW || Emotionally distant and far too calculative for otherwise humanity-driven problems

QUIRKS || Kross rides Fraust and Fraust only; not only is he incredibly attached to the horse, but he has an odd history of other horses disliking him. He's also not as heavily religious as the rest of Totaris, yet he strictly prays and provides offerings whenever possible, doing this out of respect for Liddeth Crane.

PROCLIVITIES || As far as habits go, Kross has an undying tendency to scrape up as much information about people as he possibly can--before meeting them face to face. His cautionary approach to life poses both as a benefit and an inhibitor.

SOFT SPOTS || His soft spot above all else is Ysadora. Thus, this also makes her his ultimate weakness; several occurrences have seen him buckling to her will and pushing aside everything else in order to fulfill her needs.



 
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⚜TAOG⚜​
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⚜BY THE RAIN IN OUR VEINS⚜
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  • [bg=#A7928E]
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    Dun Riever

    Humble Taog. An often forgotten kingdom among the greater powers of Ellemar. It's as much a mood as it is a place or people. Its cold, wet gloom possesses you with every breath you inhale.

    Where do its puddle-strewn roads and trails lead? To a stilted village, perhaps, or maybe a forbidding stronghold. Where can its web of moss-curtained rope bridges take you? A tree-clinging hamlet is one possibility.

    Taog. Where the mud is so thick it can pull your boots off. Where outlaws creep through misty forests, and elk drink from still black lakes. Where marsh knights in hunter green cloaks ride smallish, sure-footed horses. Where candles are floated at moonlit weddings. Where torches ceaselessly hiss against the rain. Where no one is ever truly clean or warm or dry.
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  • Poor. Simple. Parochial. Three words that characterize nine out of ten Taogish citizens. The people are largely a product of their unusual environment. When weather permits, their children hunt bullfrogs, gather duck eggs, chase fireflies, and play in the mud. Their weddings are held outside under a full moon's light, and candles are floated after the bride and groom declare their vows. And as for their dead — they're consumed in funeral pyres.

    They clothe themselves in leather, hide and fur. Dour colors. Never white, because it's impossible to keep clean. And rarely hunter green, as its associated with Taogish nobility.

    Literacy is scarce throughout the kingdom, and households are usually multigenerational. Death is an all too common occurrence, with the culprit usually being disease. The constant cold and wet can make what would be a minor illness life threatening.

    Despite the inclement weather, poverty, and death, the Taogish people have a curious affection for their hard lives. They take a certain pride in it. For they believe it instills them with grit, strength, and humility.

    Slang
    • Wetleg: someone born and raised in Taog
    • Dusty: someone not from Taog
  • By and large the Taogish people believe in all sorts of glamours, spirits, and deities. Even ones from other faiths and traditions. For they suppose the entire world is a mystical place, and that divinity comes in many forms, and answers to many names.

    But belief does not entail worship. Gods and spirits have proven especially difficult to commune with, which suggests their indifference. As a result, genuine religiosity is scarce and not encouraged within the kingdom. This detached relationship with the spirit world (referred to as "Our Way") is often at odds with the strict religious observation of other peoples (Their Way).

    Of the deities that are spoken of throughout the kingdom, only two have great significance: Torman — god of storms and rain; and Siofra — goddess of lakes and rivers.
  • The Kingdom of Taog is comprised of Regalmire (the monarch's country) and five earldoms: Bending Branch, Deadtree, Kneedeep, Nightwater, and Sodden Shore.

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    Stronghold: Dun Ferthain​

    A temperate rain forest known as the Cloud Wood is the defining feature of this earldom. There towering conifers stretch towards the heavens and converge to form sun-shielding canopies. Elk herds are plentiful, as are flocks of turkey. And wild blueberries and huckleberries ripen in Cloud Wood glades. Bending Branch is famous for its huckleberry wine.

    It's also famous for its outlaws. Murderous gangs have harried the Cloud Wood for generations, as they find its persistent fog ideal cover. As unwanted as the gangs are, they provide valuable combat experience for the Taogish soldiers who regularly hunt them.

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    Stronghold: Dun Balag​

    When folks travel through the earldom of Deadtree they watch their step. At least the ones with any sense do. There are mud holes there that can drown a man, or a horse for that matter. And its murky bogs, of which there are many, are infested with venomous adders. Outsiders avoid Deadtree whenever they can, and most of the creatures of Taog do too. For it is a realm of danger and gloom.

    But the brave (or desperate) folk who call the earldom home make use of its unique treasures. They harvest peat for fire fuel, a precious resource throughout the cold wetlands. From numerous seeps they collect petrol which helps waterproof roofs, rafts, and boats. And it's a known fact that the finest pottery produced inside the kingdom are sculpted from Deadtree clay.

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    Stronghold: Dun Eldan​

    Nearly all of the land in this earldom is hidden under a shallow layer of water. As one might imagine, this makes day to day living a challenge. Many Kneedeep villages are perched on stilts. Elsewhere shacks are fastened up tree bunches. And whenever possible those tree homes are connected to nearby dwellings via rope bridges.

    Rafts are occasionally converted into floating cabins. And there is at least one community in the earldom made up entirely of raft dwellers.

    On the bright side the fishing in Kneedeep is excellent. Pike, gar, catfish, and crayfish practically jump into the locals' nets. Two significant areas in the realm not underwater are the Royal Road—which requires constant drainage and maintenance—and Dun Eldan, the earldom's stronghold.

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    Stronghold: Dun Gloaming​

    At the heart of this earldom is the largest and deepest lake in the kingdom, Lake Night. Its black, cold waters are as opaque as poured obsidian. Between rains goose and duck glide across its glassy surface while dragonflies flitter over water lilies. And as the sun begins to set fireflies twinkle about the lake shore and black-tailed deer venture out to drink.

    Farms in Nightwater are generally more productive than in other realms in Taog. And the majority of the kingdom's marsh tackies—small, sure-footed horses—hail from there. Most Nightwater communities, including the earldom's stronghold, are within a stone's throw of Lake Night.

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    Stronghold: Dun Riever​

    The heartland of Taog. The monarch's country. The largest realm in the wetland kingdom. Regalmire is all of those and more. In its borders one can find dozens of swamp towns and villages, riverside trading posts, log-house crossroad inns, black hills carpeted with food crops, and a veritable maze of drainage canals.

    Its forest and waters are replete with black bears, hogs, beaver, bobcat, trout, and moose. The last of which is the kingdom's official animal, and can only be legally hunted by Taogish nobility.

    The greatest stronghold in all the kingdom — Dun Riever — is aptly located in Regalmire. The castle, which continues to inspire pride within the Taogish people, took generations to complete and spans across the Oran River.

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    Stronghold: Dun Mordha​

    Where the sea and the swamp collide. Under this earldom's iron-grey skies are rocky beaches, fishing villages, salt marshes, and the mighty mouth of the Oran River. Stronger coastal winds keep the wetland fog out of Sodden Shore, but bring in more gales.

    In a kingdom of humble townships and villages, the only legitimate city in all of Taog is Pier Town, which lies just outside the walls of the realm's stronghold. Besides fish markets and shipyards, Pier Town boasts a scriptorium, a bustling boardwalk market, several auction houses, noisy inns, streets lined with workshops, and the kingdom's finest taverns — the most famous of which is named the Wine of Waves.
  • Important Dates
    Agram's Fray - 10 years ago​
    Dethroning of Clan Erskine - 52 years ago​
    Briog's Conquest - Over four centuries ago​
    ~~~

    Early wetland people were organized by way of self-governing clans. These clans numbered in the hundreds, and varied greatly in terms of might and wealth. Over time, some of the older and stronger clans distinguished themselves as "noble clans."

    Without a higher authority to appeal to, inter-clan grievances were often settled through bloodshed. For centuries this tribal instability was the way of the wetland people, and it was their only foreseeable future. That is, until Chief Briog of Clan Erskine changed everything.

    Briog was an ambitious chief. And unlike his peers he was a man of vision. Through word of mouth he learned of other, more stable civilizations. Places where a common people were united under a single ruler, as opposed to dozens of feuding noble chiefs. Briog came to believe that the traditional clan governance practiced throughout the wetlands needed to evolve. And he resolved to force its evolution.

    At first he came as friend, and if that didn't secure a chief's fealty, Briog would return with an army. One by one they fell in line, until eighteen of the forty-three noble clans were sworn to Clan Erskine. That's when the unaligned noble chiefs finally put aside their differences to try and stop Briog. After three terrible and bloody years, Briog put an end to his conquest. His victory birthed a kingdom, and he seated himself on its throne. To his most loyal and competent chiefs, he bestowed lands and titles. Thus the earldoms of Taog were carved out.

    Dethroned
    Clan Erskine was once the most storied clan in all of Taog. After all, they founded the kingdom. But they also nearly destroyed it. Their first mistake was allowing Brane Erskine to take the throne. Birthright be damned, he proved to be a feckless, foolish, and drunken king. Decades of his stint at the top sowed much discontent. But as dreadful a ruler as Brane was, his wife, Taryn, was determined to be worse.

    She was an unpleasant queen before Brane's passing, but she transformed into an utter tyrant after she took the throne. Taryn lorded over her earls as if they were mere stable hands. And everyone else she commanded like dogs. As consequence, it was early into her rule when—behind closed doors—talk of rebellion began to simmer.

    The spark that finally lit the fires of revolt was her imprisonment of the Earl of Bending Branch, Conir Maclure. The Queen had summoned Lord Maclure to Dun Riever to explain why the outlaw gangs infesting the Cloud Wood had yet to be eradicated. In truth, the outlaw infestation was nigh unsolvable, but Taryn Erskine proved unwilling to accept that.

    The meeting between the two went sour, and Taryn threatened to strip Conir's title and land. In response, Lord Maclure warned the queen that if she were to do that, greater problems than mere outlaws might stir up in Bending Branch. Taryn took Conir's words as a threat of insurrection, and promptly arrested him.

    When word reached the other earls of Conir's imprisonment, all but one of them decided to march against the queen. They figured if the honorable Lord Maclure could be imprisoned, any one of them might be next. Besides, Clan Erskine had been allowed to rot under their crowns for far too long.

    Bending Branch, Deadtree, Kneedeep, and Sodden Shore went to war against the armies of Regalmire and Nightwater. The rebels had superior battlefield commanders and more inspired soldiers. But the queen had the kingdom's treasury, and supplemented her forces with foreign mercenaries. But with Sodden Shore and it's ports against the crown, the queen struggled to keep her armies supplied. Eventually the rebels battled their way to Dun Riever and surrounded the castle. After six weeks of siege, Taryn's own guards killed her and opened the gates for the rebels. All told, the rebellion was finished in less than six months.

    With the support of the victorious earls, Clan Lennox of Sodden Shore took the throne.

    Agram's Fray
    A decade ago three hundred soldiers from Kneedeep invaded Bending Branch. The inter-earldom battle that ensued — referred to as Agram's Fray — was triggered by the slaying of Agram Barclay, the second son of Ranald Barclay, who at the time was the Earl of Kneedeep.

    Agram had fallen in love with Wilo Wolve, an infamous outlaw captain operating in the Cloud Wood. Wilo had robbed. She had murdered. And there was a heafty price on her head. To his credit, Agram was unaware of her true identity when their relationship began. By the time Wilo finally came clean, Agram was so deeply in love he chose to forfeit his life as a noble and run away with her. They would start from scratch. She would take a new name. But they could never return to Bending Branch or Kneedeep.

    So they fled to Sodden Shore and married in secret. Unfortunately for them, Wilo's former outlaw family was less than pleased with her unexpected departure. And when some of them were later captured by Bending Branch authorities, they cut a deal and revealed who Wilo had run off with. Callum Maclure, the Earl of Bending Branch, had been desperately trying to close a noose around Wilo's neck for six years. So he sent out sleuths to every realm in the kingdom to track her down.

    Try as they might, it isn't easy for a noble to go completely unnoticed in Taog. And after pressing some coins into the right palms in Sodden Shore, one of Callum's slueths uncovered where Agram and his new "wife" had settled down. Bending Branch soldiers then stormed their house in the middle of the night. Agram was unintentionally slain defending his love. And Wilo was beaten and dragged back to Bending Branch, where she was swiftly executed.

    When word of his son's killing reached the Earl of Kneedeep, he immediately called his sworn swords. Agram may have taken an outlaw for a wife, but he was still noble born. He was still his son. Ranald swore to make Bending Branch bleed for their aggression.

    As soon as his warband was gathered, Ranald marched into neighboring Bending Branch. Callum was safe inside Dun Ferthain — the stronghold of his realm. In order to draw him out, Ranald set fire to the nearby village of Barkside. His plan worked. Enraged by the fires, Callum left the safety of his castle with every soldier he had on hand to stop Ranald.

    There were three Kneedeep soldiers for every two from Bending Branch, but the fight was on Bending Branch land. And the home side fought valiantly. Callum found Ranald early in the battle and slew the Earl of Kneedeep. But Ranald's first son, Niall, (Agram's older brother) quickly avenged his father and chopped down Callum, and Callum's son, Conir. Outnumbered, and with their earl and his only son dead, the soldiers of Bending Branch began to draw back. That was until a wild, red-headed, teenage girl rallied them like an archangel come screaming from the mist. It was Callum's bastard daughter, Bhris Westby.

    She was commanded by her father to not follow him into battle. But Bhris was born for bloodshed, and would not be denied. So she snuck into the ranks of Callum's soldiers as they left Dun Ferthain. Bhris met her father's killer in the field. Niall left her scarred, but she was the one who landed the killing blow. And her nigh improbable victory inspired her men, and panicked her enemies. With their leaders dead, and with the momentum of the battle turned against them, the soldiers of Kneedeep retreated back to their lands.
  • Taog has never been an attractive target for invasion. It's especially difficult to traverse. It's cold. Wet. Poverty-stricken. And it's populated with hard-nosed folk whose spirits seemingly can't be broken. But be that as it may, foreign enemies aren't unheard of in the wetland kingdom, and neither is inter-kingdom fighting. So the men-at-arms and conscripts of Taog serve a vital role.

    Combined, the realms of Taog have 1,800 full-time soldiers in service. They also have 14,000 conscripts they can call to arms if need be.

    Taogish conscripts are typically armed with axes or spears. For protection, they wear tar-stiffened deerskin shirts or padded jackets. Most also carry wooden round shields.

    Elite Companies

    Grendels (60 Soldiers): The original Grendels — though they weren't named as such then — served as human bloodhounds for the Earl of Deadtree. A team of trackers to chase fugitives through the realm's bogs and muddy forests. But over the course of their one hundred and thirty year history, the earl's trackers evolved into an ambush and reconnaissance veteran company.

    There are no better warriors in the kingdom at avoiding enemy detection. Grendels paint their faces and necks with dark clay. They string moss over their shoulders, backs, and helms. They belly crawl through swamp grass. Swim through creeks with dirks between their teeth. And creep and kill in silence. They are the Grendels of Deadtree, the bloodthirsty ghosts of the wetlands.

    Lochaber Cavalry (300 soldiers): The shock cavalry of Taog, the Lochabers are based in Dun Riever and serve the monarch directly. In order to maintain their reputation as the deadliest fighting force in the kingdom, the Lochabers only accept proven warriors with years of experience into their ranks.

    As their company name implies, each cavalry member is armed with a brutal lochaber axe, as well as a dirk or hatchet. They are also equipped with spiked targe shields, steel conical helmets, and chain hauberks worn over gambesons.

    The Bridesmen (150 soldiers): While their official name is still the Sentries, nearly everyone now refers to the veteran company of Bending Branch as the Bridesmen. Every member has been handpicked by the Bride of Arms herself, Lady Bhris Maclure. They are the bane of outlaws and anyone else who would threaten their earldom.

    Bridesmen are equipped with short bows, axes or broadswords, dirks, and boiled leather armor. They can easily be identified by their laurel green cloaks.

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    The royal guard of Taog. Only six knights serve in the Knights Retinue, each one handpicked by the reigning monarch. Members of the Knights Retinue are distinguished by their bronze painted breastplates, pauldrons, barbute helms, and matching targe shields. As well as their hunter green gambesons and moose pelt capes.
  • The most commonly seen features among the Taogish people are fair skin, blue or hazel eyes, and dark brown to bronze brown hair. Lesser seen hair colors include steel-grey, black, and rust-red.

    Males throughout the kingdom have an average height of 5ft 8in, while females average 5ft 4in.
  • Festering Tensions: The ugly wounds from Agram's Fray have yet to heal. And many of the people of Bending Branch and Kneedeep feel they have unfinished business with one another. With tensions so high, violence could erupt at any moment.

    Unworthy: Three of Leus's five earls are unhappy with his promotion of Bhris to Earl of Bending Branch. She was only a teenager at the time, and born a bastard. They believe someone of better birth — one of their own relatives perhaps — should have been awarded the earldom.
  • SEA SNAKES
    Since before the Kingdom of Taog was even founded, the invasive folk of the Serpent Isles have harried the wetland people. Taogish villages along the coast, while poor, have always been (and continue to be) easy targets. And Taog has never been able to muster enough of a navy to contend with the dreaded fleets of Velvulia.

    Fighting between the two kingdoms peaked nearly one hundred and fifty years ago when Velvulia captured Dun Mordha, the coastal stronghold of Sodden Shore. With the heart of Sodden Shore taken, the Velvulians were able to occupy much of the earldom for nearly a decade. During the occupation the Velvulians successfully defended one siege attempt by Taog, which lasted nearly a year. As well as an uncountable number of bloody skirmishes. The occupying force of the Serpent Isles was ultimately "defeated" by a lack of support and supplies from their homelands, as well as the lure of newer and more lucrative lands to plunder. So the Velvulians abandoned their wetland foothold.

    Marauders from the Serpent Isles continue to prey on Taog, though they do so less frequently than before. Today the folk of blood, salt, and iron prefer to target wealthier lands.

    BANDIT'S DEBT
    Emboldened by new leadership, the outlaw gangs infesting the Cloud Wood expanded their hunting grounds into Cain'loren. After two years of increasingly regular attacks, Cain'loren warned the lords and ladies of Taog to get their bandits under control, less there be repercussions. Taog then failed to muzzle their outlaws. And Cain'loren made good on their warning.

    Twelve years ago Cain'loren marched into Bending Branch. They were nearly a thousand strong. They seized horses, gold, livestock and other valuables from Taogish villages along their border. Cain'loren explained to the villagers that their wetland kingdom had allowed bandits to run up a debt in their name. And Cain'loren had come to collect.

    The Earl of Bending Branch, Callum Maclure, had been unprepared for his earldom's invasion. But he managed to muster four hundred men in short order. The earl and his warband intercepted the soldiers of Cain'loren on their march home. And the battle of Bandit's Debt ensued.

    Callum's warband was not as well equipped and was outnumbered. But they were more energized, and they bled the invaders good. Despite Callum's best effort, it didn't take long for the Cain'loren soldiers to rally. When only a quarter of his warband remained, the Earl of Bending Branch sounded the retreat. And the Cain'loren survivors made their way home.

    In an effort to prevent further aggression, King Ordin met with Leus Lennox - who was the Prince of Taog at the time. Fortunately for both kingdoms, the two monarchs made peace. And Leus promised to contain the outlaws. A promise which he has tried his best to keep. In an additional measure to ensure goodwill between Cain'loren and Taog, Princess Raenna Baelston was married to Duncan Drale, heir to the Earl of Deadtree. Their marriage was annulled shortly thereafter when Raenna proved unable to bear a child.
  • The pecking order inside the Kingdom of Taog is as follows: the crowned clan (royalty) > the earls and their respective clans (hereditary nobility) > the kingdom's knights (non-hereditary nobles) > commoners.

    Clan Lennox is the current crowned clan, and has ruled for three generations.

    Succession Rules for Monarchs and Earls
    Should an incumbent monarch or earl die, or vacate their throne/title, their legally wed spouse are next in line to succeed them. Following the spouse are the male children, in order of oldest to youngest. And barring a male heir, female children are next in line. In the instances when a female has the throne or title of earl, should she marry, her husband will take her clan name. And she will retain her throne or title of earl until her death, or until she vacates her position of power.




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  • Important names and faces

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    NAME || Thonie Lennox
    AGE || 27
    ROLE || Queen of Taog
    CLASS || Monarch


    DESCRIPTION
    She has the look of royalty, but not the confidence. As the queen Thonie is courtly, gracious, reserved, and frequently anxious. She's liked by her subjects, but not loved. She's too withdrawn to be loved. Her beauty is only in full bloom when she can take off her crown and just be a wife and mother. That's when Thonie speaks and laughs and smiles with all of the joy and warmth that's inside her. That's when she glows.​

    HISTORY
    As the youngest child and only daughter of Grizel Drale, Thonie was born with the burden of great expectations. For much of her life she worried if she would, or even could, live up to her mother's aspirations. But those worries melted away at the age sixteen. That's when the king asked for her hand in marriage. The royal couple had their first and only child, Galad, four years ago.​

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    NAME || Alister Slaine
    AGE || 48
    ROLE || Earl of Sodden Shore
    CLASS || Noble


    DESCRIPTION
    His voice is softer than one might expect for a man with such an imposing build. Despite his enormity, Alister's every movement suggests he's a man of intellect rather than physicality. In fact, one needn't spend much time with the Earl of Sodden Shore to discern his analytical mind requires constant engagement.​

    HISTORY
    He's widely considered to be a very smart man, and a mostly fair earl. But lord Alister is criticized for being inattentive and too hands-off. Much of his time is tied up in managing his personal business endeavors, as well as reading, writing, and conversing with other learned men and women. His wife, Koldra, who happens to be the king's older sister, is rumored to handle much of the day-to-day governing of Sodden Shore.​

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    NAME || Grizel Drale
    AGE || 59
    ROLE || Earl of Deadtree
    CLASS || Noble


    DESCRIPTION
    Her movements are as slow and purposeful as a preying mantis. She's slender, as tall as most men, and seemingly pain-free despite verging on sixty. Many are chilled under lady Grizel's gaze. For her cool blue eyes reveal her to be conniving, cold-blooded, and a woman of terrible resolve.​

    HISTORY
    The eldest of three girls, lady Grizel's youth was mostly spent being groomed to be the Earl of Deadtree. At nineteen she married a young knight from Kneedeep. They had three children together — two boys, and a girl. Her husband was killed just before she turned forty-five. Murdered by his mistress.​

  • .


    NAME || Perrol Barclay
    AGE || 23
    ROLE || Earl of Kneedeep
    CLASS || Noble


    DESCRIPTION
    He has an air of brooding dignity. Sharp blue eyes. Healthy skin. Fine dark clothes. He's short compared to most. Perrol is a difficult young man to figure out. He's distant to the point of being unnerving. Behind his voice is the subtle hint of restrained animosity, as if he's just caught someone lying.​

    HISTORY
    At only thirteen, he was too young to fight at Agram's Fray. Perrol lost his father and eldest brother in that battle. And he lost his middle brother, Agram, shortly before that in Sodden Shore. Bending Branch soldiers were behind every Barclay death.

    Two months ago Perrol was named Earl of Kneedeep. His mother, who is still alive, abdicated her title to him. She has been ill for years. And recently her mind began to fail her.​

  • .


    NAME || Bhris Maclure
    AGE || 25
    ROLE || Earl of Bending Branch
    CLASS || Noble


    DESCRIPTION
    There is nothing understated about Bhris's appearance. She's taller than most Taogish men. She moves with breathtaking amounts of power, celerity, and agility. She has an angry scar under her left eye, and another across her forehead. And her hair is red and braided and wild.

    Even when Bhris stands still there is an intensity to her. Like a perched hawk waiting for a sign of prey.​

    HISTORY
    She is the heroine of Agram's Fray (see history). A legend by the age fifteen. After the unsanctioned battle between the earldoms, King Leus met with Bhris. He was so impressed with the bastard daughter of lord Callum Maclure, that Leus awarded Bhris her father's noble clan name. And as his only living heir, she was immediately elevated to the Earl of Bending Branch. A common warrior girl one moment. One of the most powerful nobles in the kingdom the next.

    Today her soldiers call her the Bride of Arms. They jest that lady Bhris will never love a man as much she loves her sword, dirk, or bow.​

  • .


    NAME || Welgar Oggant
    AGE || 43
    ROLE || Earl of Nightwater
    CLASS || Noble


    DESCRIPTION
    He doesn't strike one as a noble. His dress is unadorned. His weapons and armor are mostly of ordinary craftsmanship. And he's not handsome or especially charming.

    Despite always putting on a smile for his friends and neighbors, lord Welgar has the slightest hint of melancholy about him. A shadow of sadness he seemingly tries to keep the world from noticing.​

    HISTORY
    The unexpected death of his older brother left Welgar as the Earl of Nightwater heir apparent. It was a role he never wanted. Waltam Lennox — who was King of Taog at the time — comforted young Welgar during his time of grief, and afterward grew into his father figure.​



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⚜MAIN CHARACTER⚜


⚜LEUS LENNOX⚜
AGE || 31 | ROLE || King of Taog | CLASS || Monarch

He is the fourth of his clan to sit the throne. His mother ruled before him. His father before her. And prior to his father, Leus's grandfather was in power — after having led the rebellion against Queen Taryn Erskine.

Despite his royal lineage and upbringing, Leus suffered his share of tragedies. He lost his father, Waltam, when he was just eleven. The king had fallen ill at sea, and passed not long after arriving back in Dun Mordha.

Leus's mother, Kenna, was then overwhelmed with the pressures and responsibilities of the throne that had unexpectedly transferred to her. And she rarely set aside personal time for her children after Waltam's death. So in his grief and confusion, Leus turned to his sister, his uncle, and his father's faithful friend, lord Welgar Oggant.

Eight short years after his father's death, Leus's mother passed. Too much stress. Too much drink. Without Waltam as her rock, Kenna withered under her crown. In truth, for nearly two years before her passing Leus had taken on much of his mother's responsibilities. So while at only nineteen, Leus was very young to take the throne, but he was prepared.

He's been king for twelve years now. During that time Leus became a husband and a father. He's made his share of mistakes along the way, but he's learned from them. Grown from them. Most importantly, he's earned his self-respect.​
DETAILS

NICKNAME/ALIAS || N/A
POLITICAL LEANINGS || Monarchist
MOUNT || The royal stables affords Leus several mounts to choose from. But his preferred horse is a roan stallion named Shaman.
WEAPON || A claymore named "Tusk." The weapon was used by his grandfather during the rebellion.
"QUOTE"


INTERNAL RELATIONSHIPS || Thonie (wife), Galad (son), Koldra (sister), Iagan (uncle), Welgar (friend)

EXTERNAL RELATIONSHIPS || Leave blank. To be determined after initial acceptance and plotting.



APPEARANCE

HAIR || Brown
EYES || Light Brown
BUILD || Medium to Muscular
MARKINGS || None

He has the physique of a seasoned woodsman. This can partly be attributed to the spare time Leus spends riding, hunting, practicing archery, and honing his swordsmanship. His movements are masculine and confident, but not lordly. He dresses as a king who prefers to hold court in the field. Fine, rugged clothes.

Leus's eyes are his most regal feature. Brown and soft, like deer fur. Cautious. Sincere. Unyielding. His gaze is the very spirit of the wetlands.


PERSONALITY

Confident enough to be the king he believes he should be. Courageous in his duties. Honorable. Surprisingly playful. Appreciative of his privilege.

MAJOR STRENGTH || Courage

GREATEST FLAW || Man of his Word

QUIRKS || Perceives sitting in his throne at court pompous. Leus prefers to stand on even ground with whomever he's speaking with.

PROCLIVITIES || Hunting, horseback rides through his country, listening to storytellers, and spending evenings with his wife and son

SOFT SPOTS || Friends and Family. Children. Widows.



 
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⚜Bastillos⚜​
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⚜Heed the Mountains⚜
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  • [bg=#A7928E]
    Bastillos is an underground system of villages and cities with both natural and man-made tunnels connecting them. The main city, Lumin, acts as the center where all tunnels connect, and houses their queen within the castle Luminhold. Their caves are rich with natural flora, and some have even managed to bring in wildlife successfully into the underground. Lumin is fortified with Luminhold at the precipice of a tiered bastion. Many of the cavern villages and even Lumin connect to the surface through housing or tunnels. While Bastillos is mostly underground within the Mountain Span, they still hold the surface terrain for their farmland. Those that work the land have their dwellings connect to the surface, though their main housing still presides underground.


    Within Lumin presides many homes cut and built upon the cavern's natural spaces. A body of fresh water pools at the base and flows out through a system of underground waterways that eventually connects to the River Tal South of the Mountain Span. Lumin also carries a set of waterfalls to the east of the massive cave.
    [/bg]
  • [bg=#A7928E]
    Being mostly underground, Bastellosi people find themselves safe and far above in status than the surface dwellers. The entire kingdom is like a hive of underground tunnel systems linking to the main city where Luminhold rests. While many have housing that reaches to the surface, these are mostly farmers and herders as they found their livestock and plants could not flourish as well underground.


    However, they do cultivate an ecosystem underground that inadvertently aids as a natural air filtration system. These are considered "gardens" and is a staple item in this underground society. Each establishment, whether it be a home or a business, is required to cultivate their own gardens with approved flora that is known to thrive well in their cavernous soils. Plots vary by the size of the property owned. It is known that Luminhold has the most wondrous garden in all of Bastellos.


    Fashion and artistry are important to the society, almost as much as science. Their architecture expands upon the typical practical aesthetics as they built their structures within the cavern walls in open concepts. Insect wings are a common motif seen throughout their culture.


    Being underground, they do not have to fully regard the concepts of fading or weather. Due to the nature of their chosen dwelling, they prefer to brighten the atmosphere with vibrant fabrics to offset their jewelry and metalwork. They are a very clean people and have bath houses and indoor plumbing.


    Bastellos is a society filled with technological advancements for their era. Plumbing and irrigation are two major advancements allowing for a cleaner environment. Unfortunately where medicine is concerned, they are lacking. Being underground especially has its downsides in regards to health. And while they house some of the most intelligent minds, it is either due to lack of comprehension or resources that places them at the same level as the rest in Ellemar.


    There is a hierarchy of caste in place dividing the people between levels of wealth, power, and importance. This places most of the wealthy within the capital with only a handful of Lords, Dukes, and other nobility scattered throughout their intricate system. The middle and upper classes outside of the main cavern preside in either other smaller caverns or within homes that reach the surface to provide fresh air and sunlight. The poor are often left in hovels and holes without proper lighting, or in shacks around villages. The lighter the skin, the more likely they are poor. However, the darker skinned are usually middle class as they are more likely to traverse the surface. Due to this, skin tone doesn't necessarily define social caste so much as fashion and adornments.


    Their culture is very work oriented. Everyone has tasks set to them by their lineage, and titles are given based on merit. Any title given has to be petitioned to the queen and approved down to the smallest of positions. This was set hundreds of years ago to offset the rise of assassinations and is still met with mixed feelings.


    Common work among Bastellosi citizens include: mining, metal work, agriculture, jewelrycrafting, ranchers, soldier.


    Mining covers a substantial portion of middle class work as not only can it be specifically for uncovering precious metals and gemstones both common and rare, but it can be to carve new tunnels to expand the underground kingdom.
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  • [bg=#A7928E]
    Religion is a common practice among those in Bastillos. Churches are prevalent in many of their cluster cities and defines their moral system and overall outlook. They believe in one god as the creator of all life, and believe in a split afterlife of those who are good and those who are bad.
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  • [bg=#A7928E]
    Being that the main city is within a giant cavern within the mountains, all other settlements are connected via tunnel systems both natural and man made. There are thousands of entrances and exits both through main tunnels and through farm homes and stair outlets. There are also tunnels specifically designed to either bring in light, fashioned with a system of mirrors, or to bring in air. The air is propelled by fans to which workers are assigned in shifts.
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  • [bg=#A7928E]
    Slavery has only been abolished for almost 200 years. Bastillos has suffered many civil wars due to poor living conditions which fortunately advanced their way of life considerably for all. Land wars were substantial and frequent as many believed the surface was ripe for the taking. This led to the advancement of their golden army that could now be considered a force to be reckoned with.


    Bastillos land was once known as the Kingdom of Nimyr ruled by Mad King Thasos. His reign was notoriously violent, eventually causing a revolt that led to nearly the entire society being wiped from the lands. Many fled. Bastillos was founded by a queen long ago who felt the safest place to protect her people from a fabled tyrant was to build their society back but under the protection of the Bastillos, The Great Mountain. And thus Lumin was settled and thrived in secret for a decade as the queen built back her army from the ashes of former depravity.


    The ruins of Nimyr still remain on the surface, but are ancient and overgrown with the dense surrounding wildlife.
    [/bg]
  • [bg=#A7928E]
    The Bastillosi army is large and quite strong. They are very regimented and recruit from any caste as a means to show they are as one. Once within the ranks, they take a vow to remove their prejudices, and while there are still struggles with oppression, they are the largest body of Bastillosi that function and work together as a whole. Those within the army are held in high regard, though many of the rich feel it is muddied with the lower caste and fear their poor will weaken their best protectors.


    The Bastillosi army is known to wear glistening colors of silver and gold.
    [/bg]
  • [bg=#A7928E]
    Being a mostly underground kingdom means high altitudes and cooler temperatures for most of the populace.
    [/bg]
  • [bg=#A7928E]
    Social: Middle class is few and far between. There is the rich and there are the not so rich.

    Ethnic: Losi - upper class, Bastards - derogatory lower class term
    [/bg]
  • [bg=#A7928E]
    The Fallthane Massacre - formerly the second largest city in Bastillos, Fallthane fell under siege by an unknown force. Every citizen was found brutally murdered in their homes, but everything else was untouched. The tunnels leading into Fallthane have been caved in not only to respect the dead, but out of fear, for the reason and cause for the massacre is still unknown to this day.


    Heirless – Queen Imeen has no heir for the throne as she has sired no children. While she was married for nearly a decade, any child she birthed was stillborn or miscarried. No one is sure if Imeen can have children, but it is feared. Many believe that without a Queen Bastillos will collapse.


    The Assassination of Prince Jorad - formerly married to Queen Imeen, Jorad of [insert volunteered other kingdom here] was assassinated on his way through the Tunnels of Mornam Dun. The assassin is still at large, though believed to be one of their own. There are many speculations as to why someone would want to murder Jorad, but there are those that believe the real target was Imeen.


    The Great Revolution - Long ago, the slaves and many of the middle class rose up against their masters and killed nearly all the rich and beheaded the former queen due to injustices. The queen's daughter, Imeen's great grandmother, secretly fronted the revolution in secret, promising the slaves and middle class that if she were queen she would give them a better life. Since then, her children have been taught to uphold the values and enforce it with a strong hand. It is felt that the rich are too few in number or too afraid to fight against what they aren't fond of, even to this day.
    [/bg]
  • [bg=#A7928E]
    Bastillos is ruled by Queens, the current of which is Imeen Lorani
    [/bg]



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  • [bg=white]
    Important names and faces
    [/bg]

  • NAME || Imeen Lorani
    AGE..... || 28
    ROLE.. || Queen
    CLASS || Monarch
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Imeen is a vision of beauty for her people, though in most public appearances her face is partially concealed. Her eyes are a deep, bright blue, and her skin like porcelain lightly dusted with flecks of a golden hue. Her dark brown hair is often unseen, but when without the confines of fabric it cascades down her back in a mess of waves.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
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    Imeen was the first and only daughter of Queen Salvette Lorani, arguably Bastillos's most favored queen since Queen Rosel; the one that spearheaded the revolution that changed Bastillos for the better. Imeen has felt the pressure from her people to live up to the standards her mother and great grandmother presented to the society, and due to this has been living under a grand shadow. Her mother reigned over Bastillos for decades until she died at age 54 leaving 17-year-old Imeen as the rightful heir. Her father serves as a general in the army. She has three brothers, all of which no longer preside within Lumin.



    Her marriage was soon after her crowning per her father's advisement. It was not only to unite two kingdoms, but to provide another future queen so that Bastillos could carry on in their current state. The prince's death was met with many rumors, one of which was that Imeen herself hired the assassin to entice a war.
    [/bg]

  • NAME || Enestt Davroste
    AGE..... || 56
    ROLE.. || General
    CLASS || Knight
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Enestt is a weathered man with an aging face lines with stress and concern. His once brown hair is now peppered and graying considerably as it falls to shoulder length in a thinning mess. His frame still carries the build of a fighter, though in his age he no longer carries the muscle tone or finesse as in his prime. It does not help that he has spent most of the past decade in Luminhold, stagnant in comparison to his former duties. He still carries himself stoic, strong, and composed, and to that many are unaware of just how far his aging has come.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Enestt is the father of Queen Imeen. He was once the Earl of Astal, a natural cavern city known for having an open sky location prone to flooding and overgrowth. His betrothal to the late Queen Adra Lorani was not anticipated due to the man's residency within the less favorable locations. Adra would visit often, rather smitten with the Earl, and decided to marry him within a year of courtship. The kingdom found it odd, but non the less accepted it as it would continue the tradition of giving Bastillos a pure heir. He was happy to be accepted as their king. He fathered three sons and a daughter with her.



    He, however, did not like being placed as King Regent upon Adra's death. Enestt only accepted as it was his wife's wish. As soon as their daughter was ready, he happily gave over the responsibilities. During his reign as King Regent, citizens of Bastillos reluctantly accepted him as it had been since their inception that they had not been under the rule of a man.


    Enestt now serves as a general in the Bastillosi army and advises on the Royal Council.
    [/bg]

  • NAME || Laballa Sola
    AGE..... || 34
    ROLE.. || Hand of the Queen
    CLASS || Noble
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Laballa is a singular woman of mysticism and grace. While blind, she carries herself just like one with sight, and is often said to be able to look through to one's soul. Her blond, curly hair is kept long, her head often adorned with fine metalwork and headdresses common among nobility.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    No one knows the origins of Laballa Sola, though few seem to question it openly. No one bears the name of Sola in Bastillos, and no noble has ever seen her before she was named the Hand of the Queen by Imeen. Due to the chilling nature of the woman and her placement beside the queen, most fear her.



    But the fear is founded in more than just rumors and superstition. Laballa is known for her clairvoyance, which has had an eerie accuracy. She can see into a person's life and pluck out premonitions and predictions. Sometimes she can even see their fears and memories. It is likely why Imeen chose her as her Hand. They are always seen together for official matters.
    [/bg]

  • NAME || Allarith Moraus
    AGE..... || 36
    ROLE.. || Captain
    CLASS || Knight
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    His chestnut brown hair falls to shoulder length in a bit of a mess adorned with signs of early aging in the form of streaks of grey. His face shows signs of constant concern or worry as the creases of his brow are far more prominent than the budding crows feet at his bright eyes. His lower lip sits at a natural pout despite the corners of his lips being slightly upturned. His nose is the most prominent feature as it sticks out from his profile far more than would be considered aesthetically pleasing to those in Lumin. His is built athletically and stands slightly taller than the average Bastillosi
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Allarith grew up in the secluded cavern village of Montgrove. There are only three major tunnels leading out from the cavern with the nearest settlement to them being three miles away. Due to this, trade routes never pass through the village, and it often went untouched until they discovered a gold mine. The village population has yet to exceed 60.



    Allarith is the fifth child out of eight. His father was a minor and his mother the local healer. Growing up, he and the local children were tasked with replenishing the torches within the tunnels, all of which only went a mile out. It was another reason why many did not travel to Montgrove as there was just too much space where they would be left in darkness with only their own torch to light the way.


    When the gold mine was discovered, it forced trade to open to Montgrove. Despite having a mine full of a precious metal, Montgrove was not given any protection against bandits and thrives. They became a prime bounty for miscreants and attracted the eye of a notorious gang known as the Serpent's Coil.


    Allarith is known for single handedly taking down the bandits. While the story may vary, and even carry into legend, it earned him a place as Captain of the Queen's Guard. He now presides in Luminhold.
    [/bg]

  • NAME || Riven Lore
    AGE..... || 17
    ROLE.. || Ward
    CLASS || Noble
    .


    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Riven carries the face of a woman yet to mature, and to this she often looks younger than she really is. Her dark hair flows just past her shoulders, and unlike many of her kin, her eyes are a deep brown hue. Full lips are almost constantly downturn. Her figure is fit and tone for a noblewoman.
    [/bg]

    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]
    Riven came under the care of Queen Imeen just after the untimely death of her father; the former Captain of the Queen's Guard. Imeen felt directly responsible for his death, as it was the assassination attempt that killed her late husband. She was close to her father, and thus chose to bring her in rather than to leave her with nothing.



    Riven was the only child of Caspen and Liana Lore. Liana died during childbirth with their second child. The two were of the common folk, but worked hard to give Riven a happy life. Despite this, she had a tendency to rebel, often going out for days at a time to explore as she wishes to reject her future. This led to guilt in knowing she took her parents for granted.
    [/bg]



.
⚜MAIN CHARACTER⚜

⚜Isaac Dessai⚜
AGE || 26 | ROLE || Wanted | CLASS || Commoner

Wanted for the murder of King Jorad, Isaac has more than one bounty on his head, and all are fairly high in price. The bounty has put quite the strain on his life due to Jorad hailing from [insert volunteered kingdom here]. Too many know his face or his name, but how he became associated with the murder is a mystery to the man, for he has known no ties with folk considered unsavory.


The Dessais come from a long line of lower caste who never could find their break into better times. Isaac grew up in the Lumin lower levels where most of the light came from the light that refracted off of Luminhold. Like most in the lower levels, conditions were rough and often constantly moist causing a number of health issues. But they made the best of what they had, and to him, it was a good life.


Isaac is the eldest of three children and kept close to home when not working as a thatcher with his father. Those in the area know him well, and fondly so. He had been known to lend a helping hand where needed and without wanting reward. When he became the most wanted man in Bastillos, his family and his neighbors could only react in confusion. When could he have done such an act? How could this nice man kill our queen's hope for an heir? Though when questioned, it slowly became clear they did not always have an eye on Isaac Dassai. There were huge chunks of time no one could account for him. Not even his family know where Isaac ran off to. They always say they never questioned it, for he was a good man.


And now he is on the run.
DETAILS

NICKNAME/ALIAS || N/A
POLITICAL LEANINGS || For the Common People and the betterment of Bastillos
MOUNT|| N/A
WEAPON|| A sword of the Queen's Army that used to belong to his grandfather.

"QUOTE"


INTERNAL RELATIONSHIPS || WIP

EXTERNAL RELATIONSHIPS || Leave blank. To be determined after initial acceptance and plotting.



APPEARANCE

HAIR || Dark Brown
EYES || Dark Brown
BUILD || Fit
MARKINGS ||

Dark hair and dark eyes offset his pale, angular complexion. His hair parts naturally just off to the side somewhat from a soft widow's peak, the locks falling just past the length of his chin. His nose carries the faintest hook past the bridge. His lips are thin and carry themselves almost always upward, even if faint. He has the build of an active man, thin, yet slightly tone due to the random assortments of odd jobs and work he performed before his self exile.


PERSONALITY

Isaac follows the morals his mother instilled in him. He wears his heart on his sleeve, exposed and willing to expose it. To him, what does he have to hide, and why should he? Even in love, he has not been afraid to express it. Though, much to his dismay, he has been met with many rejections. To this, he finds comfort in life lessons. It's important to him to face reality and all that comes with it so he can grow as a person and learn to move on.


If he sees someone in need, he feels compelled to offer aid. He jokingly calls it a curse, as if he was hexed to be driven towards the down trodden wherever it may lead. Poverty is still an issue within Bastillos despite the upper caste feigning ignorance into the matter. His passion towards righting this wrong has been known to slip from his tongue. Why should those that carry and build the foundations of the kingdom go unnoticed? And perhaps it was his radical notions that got him into trouble. This never crossed the minds of his friends and neighbors as he never spoke ill of their queen, only the rich folk living close to Luminhold.

MAJOR STRENGTH || Compassionate

GREATEST FLAW || Driven within Stubbornness

QUIRKS || His smile is a bit lopsided, and his left pinky crooked due to a childhood injury that caused the finger to heal incorrectly.

PROCLIVITIES || Walking barefoot in grass, strawberries

SOFT SPOTS || Animals. All of them are cute.



 
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WIP OBVS

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⚜Eiro'kosh⚜​
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⚜By Sun and Moon⚜
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  • Eiro'kosh is located in Southwest Ellemar, a sprawling desert kingdom, rife with glittering cities, enchanting marketplaces and majestic landscapes. Eiro'kos however, for all her splendor, is not without her struggles. Overseen by the Serene Highness, Eiro stands beneath a three tiered system of government, also encompassing an assembly of Lords and a council of military men. Not all are enthusiastic, however, to settle beneath this political structure. Prior to its establishment, the government in Eiro'kosh was significantly more primitive - reliant largely on tribal prowess. Only a handful of these tribes still exist, defiant to all manner of government supremacy.

    Despite these difficulties, what governmental system it has established has been instrumental in establishing Eiro'kosh as a legitimate political power in Ellemar.

    While its location is less than ideal in many ways, Eiro boasts a fair amount of value - seen most prominently in its abundance of precious minerals and gems, as well as its production of salt. It is the massive store of iron ore within the Ceroki mountain range, however, that allows Eiro to maintain its position of political prowess.
    [/bg]
  • Culturally, Eiro is a fount of curious traditions and splendid experiences. Best known for the extravagance and opulence of its celebrations, Eiro is, interestingly enough, revered for the accessibility of its public affairs. While its hierarchy has some value, few occasions are set within the kingdom limits that are not open to all manner of public guests.

    Most notable is the Sun and Moon Festival - an annual celebration that begins at dawn and carries on until the following morning, complete with parades through the streets of Bask, a menagerie of curiosities and feats of strength and intellect.

    Also of note are the contests held within the arena at Scorching Sands - competitive fights open to any who dare. Gambling is encouraged within the arena, and wagers made on fights can often become quite excessive. Biannually, a tournament is held within the arena for any who should wish to compete, and it isn't unheard of that a victor's earnings should keep his family fed for a year or more. Because of the dangerous nature of the tournament, all entries are voluntary and no guarantees can be made as to the safety of competitors. Three times in the history of the tournament, fatalities have occurred, though only one during the actual challenges, one competitor having been poisoned before the melee by an angry squire and another suffering a fatal head wound, falling off his horse in the processional.

    Art within Eiro is found, at large, in architectural elements - fountains, stained-glass windows, stone and tile work. Fashion and musical influences are also prevalent, though largely pulled from sources outside of the kingdom.

    Weddings in Eiro are small, indiscriminate affairs, generally held before sundown with a few vows shared between couples. A small celebration is held afterwards, lasting throughout the night. Funerals are generally too expensive for the populace, and are therefore typically only seen in families of wealth or stature.
  • Most of Eiro'kosh holds to a duotheistic religious system, worshipping both Sehul (Sun Creator) and Lun (Moon Creator). Temples are scattered throughout the desert landscape, but the two most prominent, the Temple of Sehul and the Lun Spire are both found within Bask.

    It is believed that Sehul and Lun, celestial brothers, created both light and darkness, and that one cannot exist without the other. This creates and promotes a general concept of balance among those most devout - and the practitioners of this faith focus heavily on the ideas of rest and repose, coupled with celebration and ingenuity.

    Followers believe that upon death, they are welcomed into the heavens to become lights of their own, and that stars are, in fact, icons of the former, passed away.

    Alternatively, other sects do exist, which follow the montheistic beliefs exemplified elsewhere on Ellemar - primarily that of The Well Tree and Athieos.


  • ⎈ Bask ⎈

    f74c5425d7e75e7597a1f1eb47ce76cb.jpg

    Bask is the epicenter of political power within Eiro'kosh and it shows down to even the smallest of details. With no luxuries spared, Bask flaunts its wealth in glittering dome shaped towers and magnificent tilework mosaic. Bask is home to the Queen and her family, as well as the general meeting place of the council of Lords.

    As Eiro's only significant port city, Bask is the epicenter for all imports and exports by sea as well as home to a modest naval fleet.

    ⎈ Ilokil ⎈

    ⎈ Eago ⎈

    ⎈ The Gleaming Seat ⎈ -
    0f2dd3a2d47ea4266a78cceb24d3e4f4.jpg

    As ornamental as its name would suggest, the Gleaming Seat is home to many wealthy merchants and lords within Eiro. Here, one can find the Gold Dome - a library boasting thousands of volumes, everything from historical works to penned fables and tales. Rumor has it a significant underground guild or organizer criminals exists here, run by a man known only as The Desert Walker.

    ⎈ Andalusite palace ⎈ -
    8a2074626c8bf7bcea5009c27abfbd25.jpg

    Home and meeting place of Eiro's governing militia, the Andalusite palace rests in the red cliffs of Thenor'kil - a magnificent building, carved from the stone its so named for. Due to its well fortified nature and military prowess of its patrons, the Andalusite palace is thought to be the most protected building in all of Eiro'kosh.

    ⎈ The Scorching Sands ⎈ -
    92e4bb99b843c7a3095c352015aabe40.jpg

    Located in Southern Eiro, the Scorching Sands in an arena best known for its games of chance and sport. While frequented most often by commoners and bored noblemen, it isn't entirely out of the realm of possibilities to see a member of court, or several, attending a match or two.

    While gambling is not only legal but highly encouraged at the arena, to be found cheating or stealing is punishable by great force, and many a man has lost a hand... Or worse in the Scorching Sands.

    ⎈ Thieve's Hand ⎈ -
    6fb3650b684c5917113bfc8abdc73eef.jpg
    ⎈ The Gardens of Sehul ⎈ -
    9b356b5dd0b87733875eac45c18b65e6.jpg
    ⎈ Lun Spire ⎈ -
    2e4a18affec10bebe91779fd4b5690a3.jpg
    ⎈ Shangrilar Market ⎈ -
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    ⎈ Thes'bar Chasm ⎈ -
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    ⎈ The Pools of Yn'esai ⎈ -
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    [/bg]
  • The Haunting of Lun | While a beauty to behold in daylight hours, few dare to venture beyond her gates in the evening hours. This, in part, is largely due to the implications that the tower itself is haunted. Rumor has it that a princess from a distant land once forfeit her own life in the highest reaches of the tower in hopes of escaping a loveless marriage to a wicked lord.
    [/bg]
  • 9726f67fd5f807785dc22bd144972f74.jpg

    I mean… c'mon
    [/bg]
  • T
    [/bg]
  • R
    ;l\
    [/bg]
  • K
    [/bg]

 
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KINGDOM OF NARA⚜​

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⚜IN ANCESTRAL FOOTSTEPS WE TREAD⚜
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  • Situated to the south of the Khado River along the coast of the Silver Sea lies the Kingdom of Nara: a feudalist monarchy ruled by the Yari Tribe and their leader, Grand Emperor Nara Mikoto. Originally established by the Three Tribes as the Mercantile Republic of Zhuwei, the kingdom saw prosperity and economic success for nearly 200 years before the inevitable uprising of the Nara tribe, which turned the peaceful nation on its head and upset the careful balance of power that had been established amongst the tribes.

    The Civil War of Zhuwei ultimately lasted six years. During that time, Nara Yu, the head of the Nara Tribe at the time, led a powerful revolution surging forwards, eliminating the Emos Tribe almost completely and driving the Riders of Zeqi out of their lands on the plains. While the tribes had once held equal power, the Yari found themselves vastly superior when it came to terms of sheer strength and ability. When the war came to an end, only the Nara tribe remained. Victorious, the clan quickly expanded throughout the land, mopping up resources and lands of the former tribes. This ended the Republic Of Zhuwei; leading to the establishment of the Kingdom of Nara six months later..

    Six hundred years have passed since that time. Grand Emperor Nara Mikoto rules the Kingdom of Nara with compassion and strength. Unfortunately while Nara flourishes, the Emperor himself does not. Diagnosed with a terminal illness, the Emperor prepares to send his children on year long pilgrimages to determine who will inherit the Crown. The eldest, Prince Nara Xian prepares to head north past the Khado River and what lies beyond, while the princess, Nara Qi is called south across the Path of Mercy.




  • The cornerstones of Nara are Trade, Education, and Family.

    Trade:

    The Kingdom of Nara is a kingdom built on imports and exports. Every day, hundreds of thousands of products and merchandise travel through the kingdom, both by land and by sea. In order to continue supporting the economic need for product, a majority of the common folk work as fishermen, miners, or farmers. Fish, Clay, Paper. These are the three vital exports that the Nara sell and trade with, amongst other things. The capital, Kasai, is the heart of the fishing business in Nara, while the other neighboring cities provide the other two resources in continued excess.

    Education:

    In a kingdom whose prosperity is built on trade and understanding of the economy, education is king. All young people, starting at the age of five, are educated up until they turn seventeen, with women's education extending further until they are twenty one. This is due to the fact that once a male turns seventeen, he is conscripted into the Nara military, where he serves a minimum of two years before being allowed to return to his family. As women are not conscripted, they are educated longer and to a higher standard. This practice was implemented by Empress Nara Su, who wanted to ensure that women were never looked down upon in the kingdom. As such, because of this education difference, many trades and businesses are run by women instead of men.

    Family:

    Family is incredibly important in Nara, and everything one does is to bring honor and prosperity to his/her family. So powerful is the concept of family in the Kingdom that the people would often rather die than be disowned by their family. To be disowned is to be viewed as being without a soul, and as such those that are disowned are ignored completely and often left to fend for themselves.



  • The people of Nara worship their ancestors as a whole, but the one they pray to is Jarudo Wei, the Spear of the Plains and father of the three tribes. On a typical day, ancestral worship is performed at the break of dawn and at the end of the day in ones home through a simple candle ceremony and a recited prayer. Special occasions such as weddings, journeys, coronations, and the like are expected to be blessed and sanctioned by the Highfather, the religious head and ancestral lore keeper of the Nara people. If the Highfather refuses to give his blessing for some reason, the action that is to be taken is often considered cursed, and to go forward without the blessing is considered criminal.



  • The Kingdom of Nara comprises four cities, as well as smaller towns and villages scattered throughout the land. Kasai, the capital and crown jewel of the Nara Kingdom, sits on the coast and is the heart of all things trade. Apart from Kasai, the other three cities of Nara are Hiroi, Dakiri, and Etsuya.

    3XCwnvA.png

    Hiroi is the closest city to Kasai and is a three day trip from the capital. As the primary production source for paper thanks to the nearby forests that stretch hundreds of miles, Hiroi citizens and workers play a very vital role in the kingdom's continued financial success. The Lord of the city, Elder Mokuro, is a recluse who leaves his city in the hands of the military and has very little input on city manners apart from final decisions.

    PgBAs30.jpg

    Dakiri lies to the north of the capital and is the smallest of the cities. Home to the Igoro Caverns, Dakiri plays its part in the Kingdom as the center of where all the country's clay is mined. The lord of Dakiri is Elder Wu, a close family friend and trustworthy servant of the Nara household..

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    Etsuya sits on the edge of the Kingdom of Nara and is where soldiers go to train in the art of archery. As the outermost city, the garrison at Etsuya houses the most troops of all the minor cities. Surrounding the City of Etsuya is the Wall of the Fathers, a great castle wall that sits on the border, stretching out for hundreds of miles; effectively separating Nara from its enemies. The lord of Etsuya is High Commander Hao, an honorable general and third in command of the Nara forces.

  • When the Mercantile Republic of Zhuwei was abolished following the end of the great civil war, Nara Yu, the head of the Nara Tribe took over the kingdom, establishing himself as the first Emperor of Nara. Following the coronation, the Emperor made the kingdom's number one goal to eliminate any stragglers of the war. For the next ten years, The Nara hunted down those that had escaped the war, executing them where they were found. When no more rebels were found, the Emperor shifted his mission to seeing Nara prosper as it once had. In order to do this, more trading partners were needed.

    Unfortunately, the first Emperor did not live to see his dream fulfilled. Sickness had found him one fateful year, and with limited medicinal knowledge, the Emperor was dead within the year.

    Following the Emperor's death, the deceased's daughter took the throne. Empress Nara Mei was a kind woman, who did not see things the way her father had. Her dreams for her kingdom were self sufficiency and everlasting peace. While these goals seemed naive to many of the elders and kingdom advisors, the Empress was as firm in her decisions as her father had been. Under her rule, the three cities of Hiroi, Dakiri, and Etsuya were established. By understanding the nature around them and the resources they provided, the Empress created divisions of labor forces that took the natural resources of the Kingdom and used them to support and further their future. This is how paper, mining, and fishing became the backbone of the Nara Kingdom.

    After Empress Mei, Emperor Nara Li Xong took the throne. A shrewd man, the Emperor saw all that the Kingdom of Nara had come to possess, and the thought of it's loss terrified him. To prevent that, the Emperor ordered the creation of the Wall of the Fathers along the city of Etsuya. Unfortunately, to build this wall, thousands of workers were required. So the Emperor took the poor, the farmers, and the lower class to Etsuya, forcing them to build his wall. This did nothing but enrage the commonfolk, and whispers throughout the kingdom of possible assassination soon reached the royal hall. Fearing for his life, the Emperor founded the Hand of the Dragon,made up of the greatest warriors found in the Kingdom. Wherever he went, the Hand followed.

    The creation of Li Xong's wall took nearly forty years to build. When it was complete, the emperor went to survey his kingdom's greatest defense. However, this trip was also his undoing, as the paranoid ruler would ultimately be thrown off the wall itself by members of the Hand who had despised his past actions.

    After Li Xong, Nara Ogomo took over as emperor. Under his rule, the Kingdom established new trade routes and relationships with different countries and kingdoms throughout the world. Ogomo would rule for nearly seventy years before dying at the age of 98.

    After Ogomo, Nara Li Wei took over her grandfather's position as Emperor. However because of health complications, Li Wei was viewed by many as unfit for the throne. In order to maintain a sense of order and peace, the empress sent her twin sons out into the world in hopes they would achieve something great and return to the capital as worthy heirs to the throne. This was the first time pilgrimages would be enacted in the royal family.

    When the sons returned, the Empress chose the younger of her two sons as the heir to the throne. While they had both performed countless heroic acts of bravery and admiration, only the youngest had been able to stop an uprising of rebellion in the east. More so, he had done through words and had avoided bloodshed completely. Nara Li Wei felt reassured that his exceptional mind and way with people would be what was best for the future of the Kingdom. So with grace, the Empress abdicated the throne to her younger son, Nara Ki. She would live for only seven more years.

    When Nara Ki took the throne, his elder brother, Nara Suji grew jealous and began to lust for the power that he had been denied. This caused an irreparable rift between the two brothers, and Nara Suji left the royal family, disappearing off the face of the earth. In order to save face, the Nara family informed the public that the young man was simply off on a grand quest. For ten years, Nara Suji remained in hiding, waiting for his time to strike. Once his mother died, Suji no longer had a reason to abstain from his quest for power. So one night, while the castle slept, Suji and a handful of his mens slipped into the royal palace, murdering the Emperor where he slept, as well as any of the retainers that had been with him at the time.

    When day came, Nara Suji returned to the castle in view of all the common folk, claiming to have been on an incredible journey of epic proportions and unimaginable conquests. Naturally the kingdom rejoiced, but the celebrations ended abruptly when the death of the Emperor came out. Nara Suji feigned agony, crying for the loss of his brother and winning the sympathy of the commoners. Using his false claims of glory and mourning, as well as his claim to the Nara name, Suji was chosen as the next Emperor with unrivaled support. Members of the Nara family tried to argue that he had no knowledge of kingdom affairs being gone for so long, but no one listened to them, and with no proof on Nara Ki's killer, Suji became the next Emperor of the Nara Kingdom.

    After Nara Suji, there were four more heads of the Kingdom, each with their own ruling and ways of influence: Nara Su, Nara Xi Fei Wa, Nara Hanji, and Nara Mikoto, the current Emperor.




  • su8wN5Q.jpg

    Nara's army is an efficient force of combat that excels in defensive tactics and small scale skirmishes. The country's greatest pride are their archers, who are considered to be some of the best archers the world over. To become an archer, members of the military force that wish it are put through three extra years of extended military training that pushes them harder than that of the average footsoldier. A brutal feat, less than ten percent of all applicants succeed. As such, wearing the crest of Jarudo, the symbol of the archer, is a great honor that is highly looked upon.

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    The average foot soldier of Nara wields a simple dao blade, circular crested shield, and may either have an axe or spear depending on their role in the military. Their armor is a mix of steel, cloth and bamboo wood allowing for sufficient protection as well as extended freedom of movement.

    Chariots and Horsemen


    Horses are considered a symbol of wealth, and as such the only military who ride horses are either commanders, knights, or nobles. Chariots are not an exception to that rule, which is why very few of them are actually seen on the battlefield.


    The Hand of the Dragon


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    The Hand of the Dragon are the elite guards that protect the emperor and his family. Masters of weaponry and combat, members of this order are all experienced combatants who have been hand selected by the Emperor himself. From the moment one is inducted into the Hand, their entire life mission is dedicated to protecting their vassal. Should their vassal be killed, they are obligated to end their lives immediately, lest they dishonor themselves further.




  • sxWQipB.png
    The climate is Nara is rather cool all year round, especially in the capital which borders the sea. During the winter, the Nara Kingdom often receives an influx of rain, which is the only time it ever really rains. As such, the rain is viewed as a blessing from the ancestors, and often puts the people of Nara in high spirits.


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    The people of Nara are fair skinned with dark hair and dark eyes. Amongst the population, light skin is viewed as a sign of prosperity, as those with the fairest skin are generally those that are not out working in the sun or in the fields. As such, fair skin is considered a great beauty and young women will often go to great lengths to preserve their skin and avoid the sun's rays.




  • The Civil War of Zhuwei:

    A struggle for power among the tribes of Nara, Emos, and the Riders of Zeqi, the Zhuwei Civil War lasted six years and saw the deaths of over 24000 men, women and children. It ended with the complete wipeout of the Emos tribe, as well as the Riders of Zeqi forced to abandon their lands and the kingdom they had called home for many years.

    The Death of Emperor Nara Ki

    Assassinated by his brother, Nara Ki was Emperor for Nara for a mere ten years before being killed in the night while he slept. Nara Suji, his killer, would seize his throne and rule the kingdom of Nara for the next sixty years.




  • GNkUFFF.png

    In the Kingdom of Nara, the passage of power travels through the Nara Dynasty, however the eldest male is not always first in line. Instead, the heir to the throne is decided by pilgrimages, in which the selected are released into the world to perform acts of great worth or actions that bring prosperity to the Kingdom. This practice is 300 years old, and began when the empress at the time, Nara Li Wei chose her younger son over his elder after he quelled a rebellion without bloodshed. By following this way of power, it ensures that the one who rises to power is worthy and accepted among ancestors, elders, and the commoners alike.
    ~
    In terms of power rankings, The Emperor rules over all, followed by the rest of the royal family and Highfather. Beneath them sit the Lords of the other cities and their families, followed by the knights of the kingdoms.





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  • Important names and faces

  • .


    NAME || Nara Kaji // The Wise
    AGE || 19
    ROLE || Prince
    CLASS || Monarch


    DESCRIPTION
    Nara Kaji is the youngest prince of Nara, and is a kind young man who simply wishes to be left alone to his books. The youngest of the three heirs, the young prince is incredibly intelligent but possesses a weak body. As such, he is exempt from military service; one of the first princes of Nara to be so. As such, he often spends his time with his father, Emperor Mikoto, working as both his treasurer and his caretaker.​

    HISTORY
    Nara Kaji was born a sickly child, and lived most of his young life in the shadow of his father and his siblings. With a weakened immune system that made it impossible to travel or even go outside, the young prince was confined to his room for much of his life. Because of this, the young prince found his escape in stories, knowledge, and the understanding of the human condition. As Kaji got older, he gradually grew stronger, but he was never fully well. The Emperor, saddened by his son's hopeless state, offered him a position among his advisors so that he could expand his mind and fulfill a purpose that would still honor the Nara family name. Excited at the thought, Kaji became the youngest advisor to the Emperor at the mere age of 17. In one year, the boys attitude and mind for politics garnered him the respect of the entire royal court, and Kaji was given oversight of the nation's treasury and all internal affairs regarding it. When the Emperor grew ill, Kaji knew his siblings would be pledged to go on their pilgrimages. Knowing he could never make such a journey, the young prince decided to say home and take care of his father and the affairs of the palace until his father returned.​


  • .


    NAME || Agoyama Enzo // The Thorn Amongst the Roses
    AGE || 34
    ROLE || Hand of the High Prince / Nara Army Captain
    CLASS || Lord


    DESCRIPTION
    Agoyama Enzo is the right hand of the High Prince, serving as both his protector and advisor. A fiercely loyal man, Enzo is a great friend and even greater enemy.​

    HISTORY
    The Agoyama family has served the Emperor for hundreds of years. The eldest of four sons, Enzo is a captain in the Nara armies but serves away from his troops as the Hand of the High Prince, an honor which he deeply cherishes. Known for being the no nonsense type, Agoyama Enzo tells it like it is, regardless of who he is speaking too. This brash attitude has gotten him in trouble many times, but the Prince Xian values it greatly because he knows his advisor speaks with loyalty and without agenda.​

  • .


    NAME || Nara Qi // The Unrivaled Blade of Nara
    AGE || 24
    ROLE || High Princess
    CLASS || Monarch


    DESCRIPTION
    The sole daughter of Emperor Mikoto, Nara Qi is the High Princess of Nara and is currently the greatest swordsman in the entire Kingdom. A passionate and intelligent soul, the young princess fights a constant internal battle to prove herself to her father and brothers.​

    HISTORY


    Nara Qi is the middle child of Emperor Mikoto and is easily the favorite. The sole daughter, Nara Qi was raised to be a woman of stature and elegance from a very young age. However unlike most ladies, Qi found an affinity for the sword. After months of begging and bartering with her father, Nara Qi was allowed to train in swordsmanship, so longa s she continued to excel in her studies. The young princess held up her end of the deal, and by the time she reached adulthood, could wield a blade with the best of them.

    When the High Prince left to join the army, the young princess begged to go along as well. Her brother had excelled in all aspects, and she feared greatly that she would be left behind. Unfortunately there was no place for her in the army, her father decided. Frustrated with feeling left behind, Nara Qi devoted herself to the sword once more. However, there was no one left to teach her anything new, and many of her vassals and royal commanders no longer presented a real challenge. So Nara Qi isolated herself from the rest of the world for two years, training in the blade on her own. Her father, realizing that pushing her to look for a husband would only drive her from him further, left her to her devices in hopes she would eventually come around.

    When Nara Xian returned from his military service, Nara Qi returned as well, challenging him to a duel moments after he stepped into the castle courtyard. Recognizing she wouldn't take no for an answer, the High Prince accepted her duel. The pair fought valiantly, but Nara Qi was not to be beat. Her isolation and passion had driven her to new heights with the sword, and Nara Qi bested her elder brother in combat for the first time.

    The duel was witnessed by the entire court, including the Emperor, who had all gathered to welcome the High Prince home. And yet none were more proud of the High Princess' accomplishment than Nara Xian himself. Admitting his defeat, Nara Xian recognized Nara Qi as the greatest swordsman in the land, and the royal court, stunned in awe, quickly followed.

    That night, two celebrations were had. Nara Xian's return, and Nara QI's unrivaled talent. So impressed was the Emperor with his daughter that he bestowed upon her the title of "Unrivaled Sword of Nara." For the first time in many years, Nara Qi felt satisfied in her accomplishments and the honor she had brought to her family.

    Some time later when the Emperor grew ill, the Unrivaled Sword of Nara began to pack her things for her journey. She knew her elder brother would go off and do great things in order to prove himself as the next Emperor. As much as she loved her brother and wished for his success, Nara Qi knew that the throne was meant for her. Now she just had to prove it.

  • .


    NAME || Nara Mikoto // The Merciful Spear
    AGE || 57
    ROLE || Emperor of the Nara Kingdom
    CLASS || Monarch


    DESCRIPTION
    Nara Mikoto is the eleventh ruler of the Nara Kingdom. Benevolent and wise, the Emperoro rules with passion and mercy. Having learned of his terminal illness, the aging Emperor prepares to send his eldest children out into the world to determine the next ruler of Nara.​

    HISTORY
    The only son of Nara Hanji, Mikoto took to the throne at the age of thirty. Under his rule, the economic status of the Nara Kingdom saw increased success. The kind ruler also revamped the way mining for clay was done in the city of Dakiri, greatly reducing the amount of deaths that resulted from cave ins in the caverns.​


    In his third year of rule, the Emperor had his first son, with his daughter and second son coming within the next couple of years. His pride and joy, the Emperor did everything he could to prepare them for the responsibilities ahead of them, despite the challenges that came with parenthood. He made many mistakes, but in his heart he believes he raised them the right way.

    When Nara Mikoto fell ill, his children were the first to know. It was vital they knew that times would be changing soon. Currently, the Emperor prepares to send his eldest children on their pilgrimages. He has great aspirations and dreams for them, and can only hope to survive until they return.

  • .


    NAME || Daru the Bear
    AGE || 47
    ROLE || High Princess' Vassal
    CLASS || Commoner

    [bg=#0B6059]DESCRIPTION[/bg]​
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    Daru is a giant of a man. Boasting incredible strength and size, the Bear is one of the more intimidating and dangerous men in the Kingdom of Nara. Luckily, he's subdued his talents and criminal ways for a subservient life under the High Princess.
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    [bg=#0B6059]HISTORY[/bg]​
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    At 6 foot 9 and 320 lbs, Daru is a man of great size and even greater heart. A loyal vassal to the High Princess, the Bear devoted his services to the crown after Nara Qi spared him of her father's judgement for crimes against the kingdom. Originally a sailor, Daru worked the high seas as both a trader and merchant until he realized that more money could be made as a pirate. Upon his career change, Daru evaded capture on the high seas for many years until he was ultimately sunk and captured by the High Prince Nara Xian. Upon returning to Kasai for trial, the Bear was set to be executed when Nara Qi suggested he instead be placed in her service. The man was an incredible sailor and warrior; far too great an asset to simply execute. Trusting in his daughter's wisdom, the Emperor turned Daru free, ordering that he pledge his loyalty and serve the crown for the rest of his days.
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  • .


    NAME || Mako Yone
    AGE || 23
    ROLE || Handmaiden to the High Princess
    CLASS || Commoner

    [bg=#0B6059]DESCRIPTION[/bg]​
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    Mako Yone is the gentle servant girl often found by Nara Qi's side. A tranquil spirit, the young servant is incredibly well versed in all forms of politics and religion, and is quite capable of intelligent debates with the greatest minds of Nara.
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    [bg=#0B6059]HISTORY[/bg]​
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    A personal assistant to the princess since the early age of 15, Yone is always by her mistress, ready to attend to her every need. A kindhearted girl, the handmaiden is the princess' closest friend and advisor, often giving tips and assistance on the finer aspects of Nara Qi's royal position. Outside of her responsibilities, Yone is an incredibly spiritual woman, having spent her early years growing up in the service of the Highfather. As such, she is quite knowledgeable about religion, customs, prayers, and the like.
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  • .


    NAME || Fei Xu
    AGE || 30
    ROLE || Hand of the Dragon // High Princess Bodyguard
    CLASS || Knight

    [bg=#0B6059]DESCRIPTION[/bg]​
    [bg=#A7928E]
    Fei Xu isn't much of a talker, and little is known about him apart from the few snippets he shares here and there. As the High Princess' bodyguard, Xu takes great pride in his duty, although he often worries that the High Princess' reckless spirit get's her in more trouble than good. Because of this, he is always at the ready.
    [/bg]


    [bg=#0B6059]HISTORY[/bg]​
    [bg=#A7928E]

    Fei Xu is a member of the Hand of the Dragon, and is the assigned guardian of the princess. Like many of the members of the order, Fei Xu is a silent professional with the highest of accolades. Originally from the mine city of Dakiri, Xu joined the military when he was 17, where he spent 12 years in the service of the Emperor's armies. Recognized for his exemplary talents and accomplishments, Emperor Nara Mikoto selected him for the Hand of the Dragon, where he became the bodyguard of the High Princess and remains to this day four years later.

    *Fei Xu is the half brother of Agoyama Enzo, the High Prince's Right Hand. However despite their family ties, the two have no real relationship apart from their shared service to the Nara royal family.
    [/bg]

  • .


    NAME || Tsu Dai Long
    AGE || 61
    ROLE || Highfather
    CLASS || Religious Leader


    DESCRIPTION
    Tsu Dai Long is the Highfather, the head of the religious temple and recordkeeper of the Nara Kingdom. A man of many aspirations, Tsu Dai Long has served as Highfather through two different Emperors, and will likely serve a third. As Highfather, Tsu Dai Long shares a ranking of Lordship equal to the princes and princess, but unlike the heirs he can never take the throne. This is a practice invoked to keep religion and rule separate.​

    HISTORY
    Raised as a fisherman, Tsu Dai Long found his passion in knowledge and the understanding of religions. Recognizing his passion, Tsu Dai Long's father took him to the temple and offering him as an acolyte. From there, the temple took him in, training him in the ways of the ancestors and religious practices. For the next fifty years Tsu rose through the temple, eventually becoming the elder of the Temple.​




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⚜NARA XIAN- THE PRINCE OF SILVER⚜


⚜NARA XIAN⚜
AGE || 25 | ROLE || High Prince | CLASS || Monarch


Nara Xian is the High Prince of the Kingdom of Nara. The eldest of three siblings, the High Prince was groomed to become the next Emperor from the time he was born. As soon as he could walk, the high prince was bestowed a blade and trained in the ways of swordsmanship. The day he turned five, his formal education began, and the young prince was drilled daily on reading, writing, history, trade and music. This was the routine for nearly all of Nara Xian's young life.

When the prince came of age, he was conscripted into the military, where he spent five years learning military tactics, combat leadership, survival, and archery. As the first prince in 200 years to receive the Crest of Jarudo from his archery training at Etsuya, Xian's success in the army raised the spirits and aspirations of his family as well as the common folk, who grew to love him for his continued successes and good natured attitude.

After his time ended, Xian was relieved of his post at the garrison of Etsuya. From there he returned to the palace, where he spent the next two years working as his father's secondary advisor alongside his younger brother. This valuable experience and apprenticeship taught him about inner kingdom politics, as well as the way to deal with social issues in a wise but careful manner.

When the Emperor was diagnosed with his terminal illness, the High Prince was the first to know. Realizing his father did not have as much time as he had hoped, Xian dropped everything and began to prepare himself for his pilgrimage. He could only pray to his ancestors that his father would still be alive when he returned.

DETAILS

NICKNAME/ALIAS || The Prince of Silver
POLITICAL LEANINGS || Prince Xian believes that what is right is what is best for both his people and his family.
MOUNT|| Black Nangchen Horse
WEAPON|| Silver O Katana
"The right action is not always the honorable one."


INTERNAL RELATIONSHIPS ||
Emperor Mikoto- Friendly/ Loving Relationship
High Princess Nara Qi - Friendly Rivalry, Loving Relationship
Prince Kaji- Friendly/ Strained /Unable to Relate
Agoyama Enzo - Close Friends / Trusted
Tsu Dai Long - Acquainted/ Neither Friendly or Enemy

EXTERNAL RELATIONSHIPS || TBD



APPEARANCE

HAIR || Black
EYES || Dark Brown
BUILD || Medium Build
MARKINGS || Scars on hands and back from military service and training

Standing at 5'10, Nara Xian is a man of medium build with dark brown eyes and dark hair extending down to his lower back. Scars adorn his hands and back from his training. His hair is worn in a tight top knot and he often smells faintly of lavender incense


PERSONALITY


Nara Xian is a man who hates failure, particularly his own. Growing up as the next heir of the throne, the young man was under immense pressure to perform from the time he was a little boy, and every accomplishment only increased the amount of stress and expectation placed upon him. As he got older, the High Prince struggled to manage expectations, and he often found himself beginning to crack under the pressure. In order to stay sane, the prince entrusted his thoughts, fears and feelings to the one man always by his side; his right hand, Agoyama Enzo.

WIth the news of his father, Xian's stress is at an all time high. In his heart he hopes his sister rules so that he might finally find some peace, but he also does not want his father to see him fail, even though he knows the Emperor would still be proud of his children if Nara Qi took the throne instead. So to avoid letting his family down, he can only hold his tongue and try to achieve his father's expectations on the upcoming pilgrimage.

MAJOR STRENGTH ||
Hard Working / Devoted/ Kind
GREATEST FLAW ||
Struggles with Stress / His unwavering devotion to his family
QUIRKS ||
In moments of downtime, Xian will often find himself staring off into the distance for no reason. The serious expression on his face often makes others believe he is deep in thought, when in reality his mind is focused on absolutely nothing.
PROCLIVITIES ||
Xian writes a lot of his innermost thoughts down, especially when he is alone. This is done to help him gather his thoughts and compose himself.
SOFT SPOTS ||
Children, the poor, injured animals, particularly horses



 
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CHAPTER ONE
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THE KING FALLS ILL
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The slash of his mouth hung in a frown beneath the grey of his beard, lips rusted from the last of his coughing fits. The pallor of his skin, a sickly pale yellow shown waxy in the candle light, and his eyelids twitched uneasily in his sleep. It had been fitful since early evening, his chest barely rising with every breath a ragged gasp, shuttering and hollow. An illness of the lungs, they called it.

But Margery knew the truth. Poison. Poison had been his undoing, and the man responsible was the same one clasping the good king's hand.

Irin Dantho, the king's advisor was a wicked sort, with hollow eyes reflecting the black of his soul. Margery had seen the man slipping the vial into his robes, while he sent up the king's tonic. She had watched in horror as the king fell ill. Hours left, the doctor said and already the vultures were circling. Emissaries from other kingdoms, arriving to pay their respects, or so they said. But even those with little understanding of politics understood what it meant when the king finally passed. Thornwild would be ripe for the picking... and not a single kingdom in the land of Ellemar would be able to resist the potential for power.

"You there. Girl..." Irin's voice rose suddenly, out of the silence and Margery jumped, jolting towards the sound, "Fetch some wine."

Why, or how the words came free she could not have guessed, but before she was able to stop herself, Margery heard the accusation fly from her lips in a frightful quiver, "You... you killed him."

For a second, only a second, a flash of something passed over the advisor's face, his olive skin paling in the dim light. The moment passed and with a soft, quiet laugh, Irin shook his head, reaching out to press a palm to the back of Margery's hand. His touch was cold beneath his calloused skin, and while his expression remained passive, his grip was firm, almost painful.

"Silly girl. It's only wine... Go on, now." He released her, and rubbing her hand, Margery turned to find the pitcher she'd left above the hearth.
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The King was dead. Fourteen hours after falling ill, with one final rattling exhale, he breathed his last. Poison had done him in, the culprit a young girl, a servant, barely fifteen. She was found in her room, the same vial used to taint the king's tonic still clasped in her hand, traces found on her lips. Whatever Margery's motive had been, no one could suspect, but one thing was clear. With no one within the kingdom fit to rule, Thornwild was an easy mark...
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CONFLICT
The Ever Rising Tide
"Canst thou, O partial sleep, give thy repose To the wet sea-boy in an hour so rude, And in the calmest and most stillest night, With all appliances and means to boot, Deny it to a king? Then happy low, lie down! Uneasy lies the head that wears a crown"

THORNWILD
The largest of the nine kingdoms, taking up a large portion of Northeastern Ellemar, Thornwild was a force to be reckoned with, but with no leader and the throne up for grabs, it is uncertain what lies ahead for the Wilderen people. Trouble brews as well within the kingdom itself... a civil unrest spurred by the People's Prince - a man of the peasants, whose convictions have made him a paragon for future leadership. Unfortunately, the council lead by Irin Dantho have determined Thornwild should be ruled by royal blood, leaving it's sovereignty up in the air, and Ellemar on the brink of war.

Culture || Thornwild is a blend of rich, poor and everything in between. From lavish parties, to bawdy taverns, to a nearly militant slum, run by a band of thieves with no regard for human life. The kingdom, when Baronthorn was alive did very little to appease those who couldn't afford to repay their debt, and because of this abhorrent mistreatment, the peasants have staged numerous revolts, few with any success.

Religion || A monotheistic culture, Thornwild is home to many churches and place sof worship, though only a certain class of society is permitted to attend. Priests are often present or officiators over all proceedings involving royalty.

Geography ||
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Thornwild is located in the central valley, largely surrounded by forests and grasslands. Its namesake city is surrounded by a river, and entry into her gates can only be made by a western or eastern drawbridge. Four other cities are scattered throughout the kingdom. Duren, located south of Thornwild is a large, majestic city, at the center of which is a well fortified tower, once used for the protection of the royal family. Rosendale is located west of Thornwild, an industrial city, the population largely comprised of foresters and miners. Lastly, Thibal is located north of Rosendale, moderately sized and housing an enormous barracks, where the majority of Thornwild's army takes up residence. The climate in Thornwild is considered temperate, with a rainy season in late spring/early summer.

Army || The Thornwild Army is a vast one, comprised of several strong militant structures. They specialize, in particular, in front attacks, aided by their large size. A private guard is employed to protect the king, though rumor exists that the current guard has loyalty placed elsewhere.

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KEY PLAYERS
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    Important names and faces
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    NAME || Jace Ore
    AGE || Eighteen
    ROLE || Farmboy
    CLASS || Commoner

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    The People's Prince. A stern believer in the Wilderen people and in the possibility for a better kingdom. A vigilante, known for going after those who prey on the innocent. His appearance and real name are as of yet, unknown
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    NAME || Irin Danthos
    AGE || Forty-Two
    ROLE || Advisor
    CLASS || Nobility

    [bg=#0B6059]HISTORY[/bg]​
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    The former adviser to the late king, and a former member of the Thornwild Guard. Ruthless, offering no mercy to those who disobey Thornwild law.
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    NAME || Aeona Stavros
    AGE || Sixteen
    ROLE || Ward
    CLASS || Nobility

    [bg=#0B6059]HISTORY[/bg]​
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    A ward of the king following the death of her father in a skirmish for land rights shortly after her birth. Unfit for the throne, but nevertheless left behind in the wake of the king's untimely death.
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    NAME || V (real name unknown)
    AGE || Thirties
    ROLE || Assassin
    CLASS || Unknown

    [bg=#0B6059]HISTORY[/bg]​
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    Not much is known about him - his name included - beyond that he is a lacky to Irin Danthos and intensely dangerous. He lacks most moral characteristics and has very few qualms about who he is paid to kill, so long as the benefits are in his favor.
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