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Post by Unfallious on Jul 27, 2017 8:02:07 GMT -5
The Medieval RP: Welcome to Calveria Alternis (OOC) OP: Unfallious Co-op/Cartographer: Lex Caledonia Hello and welcome to the long awaited, 39 day late RP that was promised: The COFN Medieval RP set in the fictional world of Calveria Alternis, or Calveria for short.
I’d encourage you all to read this whole post instead of skipping to the application bit because otherwise you will regret it.
Rules:
-OP is the God of Gods. You cannot comprehend the OP, but don’t worry he’s there. His apostles go by the name Co-OPs, they may act in the stead of the OP and may act independently or at the direction of his divine hand. Insulting the OP or the Co-Ops or going against their decisions is blasphemy. Blasphemy is punishable by having everything you’ve ever posted on the RP wiped out. Don’t do it. You may disagree with the decisions of the moderation so long as you do it civilly and in this thread. -No meta-gaming - Just don’t do it dudes. -No power-gaming - You’re not a God even if you do control the minds, hearts and souls of a Kingdom. You are still at the mercy of the land, the pantheon of Gods and of course the moderation. Acting as if you are a God is heresy, heresy will get you sternly shouted at. It will then get everything you’ve ever posted smited, so don’t do that. -Stick to the time period - We’re gonna be lenient here for the first few weeks of RP. I know some of you have never done medieval time period before and may have trouble adjusting, that’s fine. But if you continue to go against the period after you’ve been told that it’s incorrect I’ll direct you to the modern RP and tell you to piss off. We’ll go into what the period allows and does not allow later in this post. - No deal-making outside of the IC thread - This technically falls under meta-gaming, but many people don’t seem to see it that way. For those of you who took part in the ModernRP you will understand why this is a rule. I want an RP where we RP, not form alliances in OOC and then lightly threaten each other without RPing. I will deal with infractions of this rule on a case-by-case basis but I am prepared to take you off the map if you insist on acting in this way. If you want to build an alliance, make a deal or plan an attack you do it in the IC. If people try to meta-game because of the posts they read IC then we’ll deal with that separately and harshly. -Don’t RP outside of the established threads - The medieval RP is a strict closed RP where only those accepted by the moderation can take part and only posts made in threads sanctified by the moderation may go on to form the medieval canon. Please don’t form off-shoot threads unless you first run it by the moderation.
What is the Medieval RP? The Medieval RP is a closed roleplay in which anyone may apply to join. It’s set in the fictional world of Calveria Alternis (or just Calveria) with its own lore and mechanics. The medieval RP is not historically accurate and does feature fantasy elements such as magic.
What does the time period allow? As the RP is set in a medieval world there are certain locks to technological advancement. Whilst the moderation reserves the right to allow technological advancement in the future, right now it is not possible to research additional technology beyond what is available. The RP allows all conventional medieval melee weapons (swords, axes, warhammers, halberdiers, etc), and some ranged weapons such as bows and crossbows. Gun powder is available for use in siege weapons such as cannons, but cannot be used in the production of handheld ranged weapons. Although it may seem like the moderation is strict in regards to time period we’re really not. Use common sense, basically. Act in the spirit of a medieval world and don’t try to hit me with ‘well actually this nation used a handheld rudimentary rifle as early as 1456’ because I’ll get annoyed with you.
A last key bit of information is, of course, transportation and communication. Transportation is by horses, walking or boat. That’s it. You can’t fly. Some of you may be able to teleport depending on your magical affinity, but you will never be able to teleport a whole army. More on magic later. Communication is the same way. If your army took a week to march somewhere, a person on horseback with a letter may get back in half that time. Use common sense when calculating travel time and communication speed, and keep in mind that your communications can be intercepted and/or tampered with on their voyage back because the world is a dangerous place.
What is a unique ability/technology? Ok here’s where things get weird. Each nation is afforded the right to choose a unique ability/technology that only their people will possess (unless you give it away or it gets stolen). You may choose either a unique ability (something that your people can do, think breathing underwater or some kind of bodily/mental trait) or a unique technology. Your unique ability/technology will be subject to moderation approval. In terms of technology, you may push the boundaries of the period a little, but not massively (no you can’t have guns). There isn’t much I can put here to help you because I want you all to be as creative as possible. All I can say is think of something and try it, you won’t be penalised if your unique ability/technology is rejected and you can apply as many times as you like until you’re accepted.
So I hear there’s Gods? Religion rewrite here Yeah, Gods. In this world there features a pantheon of Gods, each of which are very real and their presence can be seen throughout Furdunis. The Gods are, in no particular order: Rigma, Myratnis, Decidius, Yrutas, and Zypnac. Each of them holds control over an aspect of Calveria bestows blessings on those that follow them. Each nation has the option of picking one God as their patron God to whom they nationally follow. Each God is detailed below:
Rigma Rigma is God of fire and war; Lord of the Eternal Flame and the Frenzied Forerunner. His followers are blessed with a prowess for warfare. Those who worship Rigma are imbued with a thirst and a proficiency for warfare. They are able to possess specialised berserker units comprised of those who give their lives to the worship of Rigma and thus are imbued with increased tolerance to pain and a fearsome affinity for melee weapons. However, this comes at a cost. Nations who follow Rigma often have soldiers who get consumed by the thrill of battle and enter into a frenzied state, this makes them fight fiercely, but it also makes them unwilling to follow orders to retreat or withdraw. This is increased 10 fold for the berserker units who become utterly uncontrollable at the height of battle.
In the civilian side of things, the nations who choose Rigma as their patron see a population not only more accepting of war, but actually craving it. These nations do not suffer the effects of war exhaustion until much later compared to other nations. However, the people of Rigma nations also tend to be more likely to riot and grow aggressive. In these nations, a strong leadership is prefered, one that can rule with an iron fist if required in order to keep the unruly and volatile population in check.
Magically, those who give themselves to the worship of the fire God are granted the use of fire magic and are granted both resistance to fire and the ability to manipulate it in all its forms as well as summoning the eternal flame to cast firestorms, fire tornados and general fire-based things. As with all magic in Calveria, use of it weakens the user and they will need time to recover. However, unlike other magical affinities, those who follow Rigma have a tendency to become frenzied in the midst of battle and may push themselves too far, causing them to be consumed by the eternal flame. They burn up, essentially.
Rigma is rivals with Yrutas, the two are mortal enemies, mostly because fire is one of the only substances that can destroy and hold back Yrutas’ corruption. Followers of Rigma risk losing the patronage and blessing of their God should they consort with the followers of Yrutas.
Yrutas Yrutas is the God of Arcana: the arcane. What exactly Yrutas does is a mystery and he is the least understood of all the Gods. He is also the only God to inhabit the mortal realm, residing in the central region of Calveria known as the Magna Tabes or the Great Rotting. That place also serves as an area of pilgrimage for his followers.
The main aim of the followers of Yrutas is to spread the Corruption, a mysterious substance that spreads in areas where Yrutas is worshipped or where his followers reside. The corruption, called Arcanus by his followers, is extremely harmful to life and to the minds of those exposed to it for long periods of time. Areas of infestation are often dead or filled with monstrous growths and perversions and people exposed to it often lose their minds and succumb to the worship of Yrutas. The Corruption is thus an extremely virulent and infectious substance, causing those in contact with it to facilitate further infestation through their worship. The followers of Yrutas will seek to venture outwards in order to spread the Corruption. The only way to clear the Corruption from infested lands is with fire.
Yrutas aids his followers in many ways in order to allow them to do his bidding in spreading his Arcanus. Followers of Yrutas are often extremely tolerant to pain and suffering and those who worship for long enough may find that they are imbued with growths and mutations. To those who do not follow Yrutas these growths are monstrous and terrifying, but to his followers they are blessings. Yrutas saves his strongest blessings for those who venture forth into the Magnas Tabes to meet him. Few who enter into this land ever leave, even if they are followers of Yrutas. However, every so often someone will return, these people are worshipped by Yrutas’ followers as prophets or apostles of God himself, but non-followers would not be wrong in viewing them as simply monsters devoid of all life. They are often great beasts or horribly deformed creatures bearing little resemblance to the person they were when they entered the Magna Tabes. However, they are strong, and incredibly fearsome.
The downside to the worship of Yrutas is that it quickly comes to consume the individual and then their whole Kingdom. Followers of Yrutas dedicate their whole soul to his bidding and his most dedicated followers are driven insane by their devotion.
Yrutas is despised and hated by all of the Gods but none more so than Rigma whose fire has emerged as one of the only things capable of holding back the Corruption. Followers of Yrutas find little joy in diplomacy and often only find allies in other followers of Yrutas.
Decidius Decidius, or the Lord of the Necrominus, is the God of Death. A powerful, wise and mysterious God, Decidius is characterised by his desire for sacrifice from his followers in order to recieve his blessing. Decidius is the only God that every mortal is guaranteed to eventually meet due to the control he exerts over the Necrominus, the central afterlife of Calveria.
Worship of Decidius is said to be an act of pure forethought. Decidius grants his followers little in the form of benefits just for worshipping him and their only rewards are guaranteed favourable treatment in the Necrominus. Thus, those who worship him forfeit access to the kinds of benefits given by the other Gods in return for the ultimate protection of their soul after death. This sort of liberation from the shackles and ambiguity of death and the journey onwards acts, in a way, as a form of benefit and the followers of Decidius often do not fear death and may actually understand and welcome it in a way followers of other Gods cannot understand.
This is not to say that Decidius does not provide some benefits and blessings to his followers. Decidius grants his most devoted worshippers the art of foreseeing death and sensing when death is coming. They can often sense when a disaster is about to strike that will cause a lot of death and may be able to sense when a mortal’s life is nearing their end. In that way many devoted magically-inclined Decidius followers are hired as mediums. However, unlike other Gods, many of the main blessings of Decidius come at a price. This price is often in blood. Blood magic is extremely powerful and can allow for almost any action to be taken so long as the right amount of blood is spilled for it. Followers of Decidius have been known to bring down violent storms and floods to stop oncoming armies through the sacrifice of tens or hundreds of souls.
The most potent and sought after power given by Decidius is the power to raise the dead, necromancy. Necromancers are old and very dedicated followers of Decidius who have been known to amass an army of the dead through sacrifices to Decidius. One strong mortal sacrifice can raise almost a dozen undead troops to fight heart and soul for the sacrificer. These troops are simple-minded, but they do not shy away from conflict. Usually, these undead troops must stay close to the person who raised them in order to maintain the bond keeping them raised, however extremely strong necromancers have been known to create a bond so strong that proximity is not an issue.
The raising of the dead in a more complete fashion -- that meaning raising dead loved ones back to a complete state or preventing death from coming requires a more complete sacrifice. Generally, a life can be given to Decidius by a necromancer in return for another soul. Preventing death is another matter and requires constant sacrifice. For each week that a person lives beyond their death a sacrifice is required, the number of sacrifices increases as the individual grows older and older.
Decidius is a wise and merciful God, even with his like of sacrifices. He is respected and perhaps even feared by many of the other Gods. His only rival is that of Myratnis, the God of life, and her followers. The two are locked in an eternal battle between the giving of life and the taking of it.
Myratnis Myratnis, or the Holy Mother as her followers often refer to her, is the Goddess of life and water. She is the most loving of the pantheon and the main advocate for peace. Her followers are characterised for their chivalry and their honour.
Although she has a love for peace and tolerance, Myratnis recognises warfare as being an integral human affair and does not punish her followers for taking part in it. Thus, whilst Myratnis’ followers may advocate peace, they fight with honour on the battlefield. Myratnis aids this in a way by bestowing upon her magically-inclined followers healing powers. Healers are a main feature of those who follow Myratnis and she allows for her followers to be brought back from the brink. In addition, wizards with the patronage of the Holy Mother are also granted the power to manipulate and create water allowing them to both bring life to lands and to use water to vanquish those who would seek to hurt them.
The lands of Kingdoms and nations who have Myratnis as their patron tend to be plentiful and full of life. Myratnis takes care to protect those who worship her and seeks to allow them to live a long and plentiful life before losing them to Decidius.
Myratnis is well-liked by the other Gods, even Rigma whose fire is extinguished by the Holy Mother’s life-bringing water. However, Myratnis is locked in an eternal conflict with Decidius who curses Myratnis’ children with mortality forever claiming their souls and keeping them in his Necrominus.
Zypnac Zypnac, the Lord of Materium and the Divinus Supremus, is the Supreme God of the Pantheon. The first divine being to come into existence, Zypnac is the creator of Calveria Alternis. He is the God of knowledge and wisdom and the great nullifier of magic.
Zypnac came into existence ahead of all the Gods and created the world of Calveria. However, his creation was quickly sullied by the other Gods who brought with them magic and chaos. Due to this, Zypnac has vowed to nullify and destroy magical elements. He bestows the blessing of magic nullification on his followers, allowing them increased resistance to magic. Zypnac’s priests may also bless objects in his name to grant them magical nullification properties, decreasing the effectiveness of magic cast within blessed buildings or in proximity of blessed objects. This doesn’t prevent magic altogether, but makes its use restricted and more draining. Magic is, however, completely nullified within temples to Zypnac.
To appease Zypnac, his followers must take an oath against magic and seek to destroy magical elements and magical users. Nations who have Zypnac as their patron must keep magical use within their borders to a minimum, preferably through purging. Those who show sympathies towards magic or who do not seek to eradicate it may lose the Lord of Materium’s blessing and instead incur his wrath.
Zypnac, as the God of Knowledge, makes up for his ban on magic by granting his followers the gift of knowledge. Their nations are rich with the resources necessary for the production of new and interesting technology and they are often imbued with a thirst for innovation and change. It is often said that if Calveria is a wheel, it’s the followers of Zypnac that make it spin. However, whilst those who worship Zypnac fervently may be knowledgable, they may also find that they lose sentiment and become obsessed with innovation and discovery to the detriment of them and those around them.
Zypnac is not a popular God amongst the pantheon who find him hostile to them and their ways. However, either due to fear or out of respect, he and his followers are not targeted in particular by any one God.
So how do these Gods affect me? Well, when you make an application you’ll be expected to pick one of these Gods as your patron. That’s basically the God you and your people like most. That God will be who you build temples to and who will have your back (hopefully) in this crazy world. Your primary God will provide you with blessings and benefits through worship and will likely colour the way your people view the world around them.
Religion is very flexible, and although you are limited to one primary God, you are free to worship them however you like. If you have a complex religion system that’s really fleshed out the mods may also choose to bestow upon you custom blessings from your patron God.
Alternatively, you may choose to forego supporting any God at all. This is not recommended as the medieval RP is meant to be played with the added mechanic of the Gods, but you can choose to be an atheistic society if you so please. Under these circumstances you will receive no benefits from any God and the followers of the other Gods (most of the players in the RP) will look upon you with distaste for being Godless heathens.
I still don’t understand magic, how does it work? Magic in this world is not something that should be used all the time. It’s also not given to everyone. To be able to use magic you must first be magically-inclined. This is something only a minority of people are born with. Magically-inclined people range in power, so you can be weakly magically-inclined and only able to levitate some stuff or strongly-magically inclined and have trouble not punching holes in the sides of buildings when you get mad. Whether you are magically-inclined and how strongly determines if you can use magic, but it’s the God you follow that determines what kind of magic you can use. All magic users can do basic stuff like levitate things, push things away, essentially telekinesis, it’s the God you follow that grants you other good stuff. For instance, Rigma followers can create and manipulate fire, Myratnis followers can manipulate water and heal and Decidius’ followers can use blood magic to essentially do anything so long as the price is right (the price is souls).
However, magic comes at a cost. That cost is that it takes a lot out of you. Magic takes directly from the users pool of energy and it consumes it fast, even the strongest magic users will tire from excessive use and recharging can take days. If you push your characters too much you may find them dying from exhaustion (or literally burning if they’re Rigma followers). You don’t want that, because finding people even able to perform magic is hard enough. Thus, magic is something to be used sparingly and with intelligence. Unless your patron God is Zypnac, then magic is to be destroyed at the earliest opportunity.
Application
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Post by Unfallious on Aug 8, 2017 6:37:36 GMT -5
Application Nation Name: The Righteous Kingdom of Veritious Nation type (Kingdom, Republic, etc): Kingdom Population: 4 million Flag (Optional): i.imgur.com/ym4rzfW.pngBrief description of nation (less than 25 words): A modest-sized, but rich Kingdom ruled by the Lockwell dynasty for over 800 years. Honourable and traditional, they oppose magic violently. Government style: Absolute monarchy Ruler/Ruling body (if applicable): King Petyr I Nation Age: 800 years Majority race (human, your own custom race): Human Info on any custom races (race name, description, useful info)[Optional]: N/A Capital City (name and link to a factbook detailing its layout and some details about it): Amnest - www.nationstates.net/nation=veritious/detail=factbook/id=701797Military specialisation (melee, ranged, siege, mounted, magic, etc): Melee Patron God: Zypnac Unique technology/ability: Acarate Description: Forged from the Acarack, the manifestation of the King's might that flows through the Sapphire Palace of Amnest, Acarate is a heavy metal commonly used in amour. Lightweight, but incredibly strong, the metal suits the Veritian army so perfectly that it is commonly considered to be the result of a divine pact between God and King. Effect: Acarate is incredibly strong whilst still being lightweight. It is easy to mass produce and has some resistance against magic. Weaknesses: Acarate can only be produced in the Acarack forges of Amnest. Additionally, the metal quickly loses its strength properties when it is eventually penetrated. Cracked or broken Acarate is very brittle. Any other information: Factbooks can be found here: www.nationstates.net/nation=veritious/detail=factbookMap application The map is not currently completed, but this information will be useful for allocating you a plot, we’ll always give you the option to choose another plot if you do not like the one allocated to you Ideal nation climate: Temperate, warm summers with cold winters. Coastal or inland?: Coastal Ideal terrain: Mountainous around Amnest’s coastal territory with general flowing glacial territory of valleys and hills throughout the rest of Veritious
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Post by yukona on Aug 8, 2017 11:09:07 GMT -5
Application Nation Name: The Realm of the Midsummer Glade, Alfaeria Nation type (Kingdom, Republic, etc): Magiocracy Flag (Optional): i.imgur.com/enP17Hm.pngBrief description of nation (less than 25 words): A nation of pure decadence and mystery, Alfaeria is nestled in the far corner of the globe in a land of eternal autumn. Its citizens are fine and often sought after practitioners, scholars and wielders of magic - their deep understanding of the arcane arts owed to their connection with nature around them. However, their past times are usually contained to nights debauchery, drunkenness and sex - their often outwardly perceived depravity and dissipation often consuming foreign visitors. The Alfaeri are not just skilled magicians, but incredibly talented musicians, artists, writers, scholars and architects. Often times, outsiders come to Alfaeria in order to seek some kind of enlightenment, although much like the people of the Midsummer Glade themselves - they are conflicted between learning and luxury, their quest for knowledge often subverted by seemingly endless levels of pleasure and excitement available, losing their minds in the pursuit of ultimate opulence of which only the most headstrong Alfaer - let alone outsider - can attain. Government style: Magocracy, benevolent despot rules Ruler/Ruling body (if applicable): Archmage Trimalcö IV, although he spends most of his time living in the lap of luxury than actually ruling Nation Age: Incalculable - even the most skilled scholars of Alfaeria debate as to how, why or for how long the Alfaer people have inhabited the Midsummer Realm. Some even say that the gods themselves placed them there, although it is heavily debated. Majority race (human, your own custom race): Alfaer (Elf) Info on any custom races (race name, description, useful info)[Optional]: The Alfaer are a type of wood elf, with skin colour ranging from dark brown to light-brown or even that with a greenish hue. They have the typical pointed ears and brown or amber eyes, often captivating onlookers at first glance. They are just above the average height of a human and are of a slender build, with usually brown, blonde or ginger hair. Capital City (name and link to a factbook detailing its layout and some details about it): Willowvale, or in native tongue - Calcermö - factbook TBC Military specialisation (melee, ranged, siege, mounted, magic, etc): Magic is the pride and preferred weapon of every Alfaer, however it does not mean they are at all limited. Skilled warriors and even better huntsmen, they are adept with the bow to the point of perfection and often their battles take place within the dense woodland, with each fighter acting autonomously from tree to tree. In addition to this, horses are not native to Alfaeria, instead a large goat-like creature with mighty horns known as a Thalö, bigger than a horse, is used to carry supplies and wares - although almost twice the size of the average horse, it is slow and unsuitable for battle. On the other hand, cavalry utilizes a large dove-like creature suitable for two men and even luggage known as an Ërwen. Patron God: Yrutas, however the specific way in which these elves follow the God of the arcane is unique to their fair land. It is known simply as Erinifë in native tongue, or the 'The Way of the Woods'. Back before the dawn of the new age, it is recorded that ruler of the Alfaer people and later-titled father of the nation, Aÿrcarno I, traveled Magna Tabes to negotiate with the God Yrutas. In the face of a great evil on the vast meadows surrounding the sacred forests of the Midsummer Glade, Aÿrcarno suggested to the God that, in return for his people's devotion, he would require protection and the innate skills in the mysterious ethereal practice. Yrutas, impressed by the decadence and devotion of the Alfaeri people, decided to grant Aÿrcarno his wish yet with a price. The bargain, however, was not necessarily in the Alfaer favour - as it was ruled that on the centenary Yrutas was to come to Alfaeria to take the souls of the Archmage, his family and servants as tribute for his benevolence. As a result, on the dawn of every century, the Archmage and his family travel to the Bluebell Spring, located south of Willowvale - a large meadow in the middle of the woods filled with boiling lakes and ponds off brilliant mineral colours which brings heat, clean water and steam to all of the capital. The sacrifices take a hallucinogenic plant known as Aÿrcarno's Redoubt and once in a suitable state, weigh themselves down and walk into the boiling lake, never to be seen again. Since the linage of the Archmage and the Archmage himself are given to Yrutas, a large civil war ensues - with warlords and pleasure-seekers battling one another in the pursuit of ultimate splendour. This causes a great scar in the people of the Midsummer Glade, ensuring they never forget their debt to Yrutas, and also leads to an entirely new Archmage - as a result of this, Archmage's families typically rule for one or two lines at maximum, these wars also often consume some of the best warriors and sorcerers of the land. Unique technology/ability: Yrutas has blessed all Alfaeri people with the gift of the arcane arts from birth. Description: All Alfaeri are incredibly gifted in magic, however their tendency for debauchery and seeking of pleasure often overrides their talents. Incredibly gifted Alfaeri, known as the Thṳrin or simply 'Chosen', are considered among many to be the most skilled and capable magicians in the known world. Effect: Due to the magical skill of the Alfaeri and their connection with the nature that surrounds them, the wizards of the high court have long-since manipulated the forest to their will in order to protect from defenders. Any invader of the Midsummer Realm must be a great tactician and strategist, as the animals, trees and even rivers fight against them - manipulated by the sorcerers of the local militias. Population: 5.679 million (due to the age the Alfaeri live to, this is cut on the dawn of each century by about 2 million)
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Post by Sulania on Aug 8, 2017 15:21:58 GMT -5
Nation Name: The Sylvannic Imperium Nation type (Kingdom, Republic, etc): Kingdom Population(Please remember this is a medieval RP): Approximately 5 million Brief description of nation (less than 25 words): A coastal kingdom of decent-sized, the Sylvannic Imperium used to be a large empire stretching across the land. Years of infighting and corruption has seen the empire mismanaged, and it is a shell of its former glory. Government style: Elected Dynastic Kingdom; Magiocracy Ruler/Ruling body (if applicable):
Empress Meridia Sylvanna - From the Sylvanna dynasty, Empress Meridia is the de jure ruler of the Imperium. She however is more of a figurehead of the Magisterium, a collection of magic practicing noble families that rule de facto in the Sylvannic Imperium Nation Age: 750 Years Majority race (human, your own custom race): Humans Info on any custom races (race name, description, useful info)[Optional]: Dragons - The worshiped deities of the Imperium, the dragons are honored heavily among the Imperium populace. They are few in number, and live in laps of luxuries in the massive hordes they have collected from their followers. The dragons ultimately derive their existence from Rigma, the God of Fire, who is believed to be the Grand Dragon of the Draconic Race in the Imperium. Capital City (name and link to a factbook detailing its layout and some details about it): AmaranthineMilitary specialization (melee, ranged, siege, mounted, magic, etc): Magic Military Factbook: WIP Patron God: Rigma Unique technology/ability:Draconic Fury - Through a powerful and costly ritual, mages can call upon the wrath of the heavens and bring fire down upon the land. The ritual costs are high, with a blood sacrifice of hundreds of people required in order to complete. Upon the sacrifice made, the skies above the intended target are torn asunder, with fire raining through the torn sky bringing death to its victims. Any other information: Read more: thecoffincofn.boards.net/thread/22/cofn-medieval-rp-ooc#ixzz4pBzH1ox9Ideal nation climate: Temperate Coastal or inland?: Coastal Ideal terrain: Mountainous Read more: thecoffincofn.boards.net/thread/22/cofn-medieval-rp-ooc?page=1#ixzz4pCIYmPIA
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Post by Lex Caledonia on Aug 8, 2017 18:29:01 GMT -5
ApplicationNation Name: The Noble Kingdom of Lexidus Nation type: Kingdom Population: 3.7 million Flag: i.imgur.com/H3JDMYc.pngBrief description of nation: An average sized yet quiet Kingdom, ruled with a fair hand. A centre for trade, defensive weaponry and building materials. Mixture of views on magic. www.nationstates.net/nation=lex_caledonia/detail=factbook/id=894119Government style: Administrative Monarchy Ruler/Ruling body: King Blair de Brus - www.nationstates.net/nation=lex_caledonia/detail=factbook/id=868088Nation Age: 500 Majority race: Human Info on any custom races: n/a Capital City: Camelon - www.nationstates.net/page=dispatch/id=866654Military specialisation: Defence Military Factbook: www.nationstates.net/page=dispatch/id=866506Patron God: Myratnis Unique technology/ability: The Undercities Description: Beneath all major cities in Lexidus lurk enormous interconnected chasms with the ruins of ancient city states within them. These undercities connect to one another, running deep under the kingdom, some tunnels connecting the cities are narrow and claustrophobic barely able to have two people standing abreast with one another. Other tunnels however, are vast and even have running rivers through them, spreading Myratnis' glory and life giving water throughout. Effect: Allows Lexidus access to various materials and minerals useful in mainly in construction, making the country rich in resources. Including vast ore veins with valuable metals, ripe for exporting to potential trade partners. As well, the tunnels allow traversal between the cities around Lexidus be it through specialised horses through large tunnels or on a boat in one of the many underrivers. Weaknesses: Traversing between the Undercities is a costly and dangerous affair. One needs a large quantity of lantern oil to even see, an up to date map to traverse the labyrinth of offshoot tunnels and either an underriver rowboat or a specialised "underhorse" that doesn't get spooked by the darkness and most of all, the monsters. The undercity is home to many unknown and terrifying beasts, few have survived enough encounters to accurately describe what lurks in these chasms. Some claim to have seen black wolves the size of bears, insectoids with venom potent enough to kill an entire hamlet and even monstrous human-like mutants who's wail would drive the most stalwart man into a blubbering mess. Any other information: Factbooks are found here under the title "---MEDIEVAL RP---": www.nationstates.net/nation=lex_caledonia/detail=factbookMap application
Ideal nation climate: Marine, cool summers with cool but not cold winters. Coastal or inland?: Coastal Ideal terrain: Rivers flowing throughout the country, connecting cities to the ocean and in some cases to one another. Mountain ranges, featuring mostly large hills, adorn every mile of Lexidus' border.
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Post by Andromitus on Aug 8, 2017 19:20:50 GMT -5
— Overview —( www.nationstates.net/nation=andromitus/detail=factbook/id=866251 ) Nation Name: The Kyasii Ahnsijnate of Asil Nation type (Kingdom, Republic, etc): Absolute Theocracy Brief description of nation (less than 25 words): Asil is an ancient, subterranean country; characterized by its subterranean cities and complicated Technical ability, Asil is currently apart of the Kyasii Ahnsijnate, Kyasii being a Religious Social Law. Government style: Absolute Theocracy, Ahnsijnate Ruler/Ruling body (if applicable): the Ahnsijn Nation Age: While the Kyasii Ahnsijnate has only existed for several centuries, Asil as a Country has existed for millennia Majority race: Veiamarr (Veia - High; Marr - Human) Population: 7.4 Million Info on any custom races (race name, description, useful info)[Optional]: Characterized for their Light blue skin and eyes, alongside rich brown hair, elongated ears and a maximum height of 5.3ft, Veiamarr [V-eye-a-marr], Veia meaning High or Elder, Marr meaning man, are an Elder race and its theorized that these people branched off to form several other races several millennia ago. Capitol City (Factbook listed above): Arcthaur ( www.nationstates.net/nation=andromitus/detail=factbook/id=866251 ) Military specialisation (melee, ranged, siege, mounted, magic, etc): The Kyasii are specialized into two primary categories, the former being Anti-Magic combat and the second being combat against Non-humans Military Factbook: ( www.nationstates.net/nation=andromitus/detail=factbook/id=866251 ) — Deity Stats —Patron God: Zypnac Unique Trait - Unique Racial Skill: Veiamarran Alchemistry ( Not to be confused with Alchemy) ( www.nationstates.net/nation=andromitus/detail=factbook/id=866251 ) — Map Application —Ideal nation climate: Ground not prone to earthquakes; Minor subterranean volcanic activity (See. Factbooks provided) Coastal or inland?: Inland but access to an aboveground water source; preferably a large river Ideal terrain: Mountainous or Hilly Any other information: ( www.nationstates.net/nation=andromitus/detail=factbook/id=866251 )
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Post by axeldonia on Aug 11, 2017 11:09:09 GMT -5
Nation Name: Sovereign Republic of Waldberg Nation type (Kingdom, Republic, etc): Republic Confederation. Population(Please remember this is a medieval RP): Around two million natives. Brief description of nation (less than 25 words): A confederation of city-states, electorates and various other political entities, all united by a common heritage and ruled by a democratically elected council. The nation relies chiefly on trade, with it's settlements primarily lying near rivers and coasts. Government style: Republic. Ruler/Ruling body (if applicable): The democratically elected ruling council. Nation Age: 94 years. Majority race (human, your own custom race): Squidspawn. Info on any custom races (race name, description, useful info)[Optional]: Squidspawn are a race of land-dwelling humanoid creatures descended from sea creatures. The majority of Squidspawn are female, though the near lack of any secondary sexual characteristics does not make this obvious. Though no longer living in the ocean, the Squidspawn still keep their connection to the sea through their expert sailing and talented boatbuilding. Nearly all Squidspawn are bilingual, speaking both a language consisting mostly of gurgling sounds due to their uniquely shaped throats, as well as Mennsprach, a constructed language made to communicate with other humanoids. Squidspawn are shorter than the average human, and have a series of large, somewhat gooey tentacles that run down their sides reminiscent of hair. The size, position and makeup of these tentacles vary quite a bit from member to member, but all can change their colour at will. Capital City (name and link to a factbook detailing its layout and some details about it): www.nationstates.net/nation=axeldonia/detail=factbook/id=867432Military specialisation (melee, ranged, siege, mounted, magic, etc): Naval. Military Factbook: The nation prefers to hire mercenaries to do it's fighting, but has a small experienced navy it will use to defend itself if necessary. The most widely used weapons are Tridents, crossbows and halberds. Patron God: Myratnis Unique technology/ability: Amphibious: The Squidspawn, being descended from the sea has retained the ablility to breathe underwater, as well as use their surprisingly strong tentacles to swim. While this may not be optimal for crossing open sea or attacking port towns, it always comes in handy during a shipwreck. Any other information: Almost all Squidspawn wear large, poofy and colourful clothes along with large floppy feathered hats. In addition, they love wearing pearls, clams and corals as jewelry. Squidspawn have large, innocent-looking eyes from the time they spent as deep-sea creatures. If you massage the tentacles of a squidspawn, they will emit a low-pitched gurgle, similar to purring. Ideal nation climate: Forested, but humid. Coastal or inland?: Coastal. Ideal terrain: Fields, forests, coasts. Any other information: www.nationstates.net/nation=axeldonia/detail=factbook/id=867432
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Post by aghrabia on Aug 23, 2017 6:51:04 GMT -5
Application Nation Name: The Grand Iljate of Quijain Nation type (Kingdom, Republic, etc): Tribal Confederation Population: 2,150,000 Flag: Flag of QuijainBrief description of nation (less than 25 words): Semi-nomadic, warlike nation ruling over the steppes using horses. Honourable, but destructive opponents. Government style: Elective monarchy, with the ruler (known as the Grand Iljat) being selected by the ruling councils of the 10 tribes, known as Iljates (the leader is normally, but not necessarily, an Iljat- a tribal council leader) Ruler/Ruling body (if applicable): Grand Iljat Najak and the Iljat Council: Nation Age: At least one nation formed by the various tribes that make up Quijain has existed in the steppes for the last thousand years or so, with the current incarnation having lasted about 200 years since the collapse of the last major political entity in the region Majority race (human, your own custom race): Human Info on any custom races (race name, description, useful info)[Optional]: N/A Capital City (name and link to a factbook detailing its layout and some details about it): AmaraqaiMilitary specialisation (melee, ranged, siege, mounted, magic, etc): Mounted and ranged combat Military Factbook: Military of QuijainPatron God: RigmaUnique technology/ability: Able to link mentally with the animals they use in combat and in other areas of life (i.e. horses in hunting and eagles in hunting), in order to improve their efficiency of movement in combat, for instance, in the most common use for the ability Any other information: www.nationstates.net/nation=aghrabia/detail=factbook/id=871963 - WIP Map application The map is not currently completed, but this information will be useful for allocating you a plot, we’ll always give you the option to choose another plot if you do not like the one allocated to you Ideal nation climate: Temperate, semi-arid (receiving between 20 and 50cm of rain per year), with highly variable temperatures between summer (up to 45°C) and winter (down to -55°C), as well between day (with highs of 30°C) and night (reaching subzero temperatures) Coastal or inland?: Inland Ideal terrain: Steppes, perhaps with forest, and with mountains around the edges, though these last two are not essential[/ul]
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Post by Flynnvakia on Sept 14, 2017 15:03:26 GMT -5
Nation Name: Kingdom of Fyllia Nation type (Kingdom, Republic, etc): Kingdom Flag: www.nationstates.net/images/flags/uploads/fyllia__60396.jpgPopulation(Please remember this is a medieval RP): 750,000 Brief description of nation (less than 25 words): Fyllia is a rather small nation with a rather sizable military of 50,000 soldiers. Fyllia is known for their advancements in sciences and entertainment. Government style: Hierarchal Monarchy Ruler/Ruling body (if applicable): King Carolus VI and Queen Erthera Nation Age: 200 years Majority race (human, your own custom race): Human Info on any custom races (race name, description, useful info)[Optional]: Capital City (name and link to a factbook detailing its layout and some details about it): Losheim www.nationstates.net/nation=fyllia/detail=factbook/id=884275Military specialisation (melee, ranged, siege, mounted, magic, etc): Melee Military Factbook: www.nationstates.net/nation=fyllia/detail=factbook/id=884189Patron God: Zypnac Unique technology/ability: Fyllic Fury: Fyllic soldiers will continue fighting to the last man and will sometimes succeed under overwhelming odds. Chances for shattered retreat in Fyllic ranks is very rare. Any other information: www.nationstates.net/nation=fyllia/detail=factbook/id=884157Ideal nation climate: Cold Winters and Mild Summers or Arctic Coastal or inland?: Coastal Ideal terrain: Mountainous Any other information: I would prefer a location with a natural barrier to protect my capital if possible
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Post by mechadarra on Sept 20, 2017 13:52:42 GMT -5
Nation Name: Mechadarra Nation type (Kingdom, Republic, etc): KingdomPopulation(Please remember this is a medieval RP): 4,179,366Brief description of nation (less than 25 words): A religiously structured military state with a strong belief in honor and glory.Government style: OligarchyRuler/Ruling body (if applicable): Mirtagar Gloryhand Laanlo TruthbodyNation Age: 675 YearsMajority race (human, your own custom race): Minotaur Info on any custom races (race name, description, useful info)[Optional]: Capital City (name and link to a factbook detailing its layout and some details about it): Mecharra www.nationstates.net/nation=mechadarra/detail=factbook/id=887341Military specialisation (melee, ranged, siege, mounted, magic, etc): Melee & SiegeMilitary Factbook: www.nationstates.net/nation=mechadarra/detail=factbook/id=887343Patron God: RigmaUnique technology/ability: Magical CraftsmenAny other information: The Minotaur of Mechadarra are immense ten foot tall behemoths who are devoutly faithful to Rigma and war. Their entire culture revolves around these and through them, they've developed a talent for crafting magical armaments and amors as well as a strict sense of honor. They seek glory in all its forms. Once a word is given by a Minotaur, you can count on that it will be adhered to. Ideal nation climate: HotCoastal or inland?: Some coastal but mostly inlandIdeal terrain: Very mountainousAny other information:
Read more: thecoffincofn.boards.net/thread/22/cofn-medieval-rp-ooc?page=1&scrollTo=327#ixzz4tFHgNMy0
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Post by Jaslandia on Oct 9, 2017 22:41:39 GMT -5
WIP app
Nation Name: United Republic of Hertsia
Nation type (Kingdom, Republic, etc): Confederation, republic
Population(Please remember this is a medieval RP): 3.1 million
Brief description of nation (less than 25 words): WIP
Government style: The government of Hertsia is a decentralized republic, with a limited central government to ensure unity. Almost all powers outside of defense, foreign affairs, and some forms of taxation are held by the cantons, which are the 21 administrative districts (which normally consist of a central city, the outlying villages and farmland, and sometimes a smaller city or two) that make up the Republic of Hertsia. The central government is still able to set policy and conduct the business of the state, but almost anything the central government requires (either by law or by custom) the consent of the majority of the cantons. 19 of the 21 cantons have a republican form of government, while the remaining 2 cantons are ruled by princes who are partly checked by a cantonal parliament.
The central government of the Republic of Hertsia is led by the Lord-Protector, the first and current of which is Julius Flavioros. This position was established after the Hertsian reunification and the end of the Hertsian ‘Troubled Period’, when the lack of a central executive figure (among other things) led to the dissolution of the republic and the cantons devolving into squabbling city-states. The Lord-Protector is in charge of the defense of the nation, commanding armies, representing Hertsia to foreign dignitaries, and ensuring the continued unity of the Republic.
In reality, the Lord-Protector is a fairly weak figure, as the legislature of Hertsia – known as the ‘Grand Assembly’ – can check the Lord-Protector’s powers. While the Lord-Protector can set policy, the Grand Assembly must enact the legislation to put into place this policy. While the Lord-Protector can lead the armies, the Grand Assembly ratify the Lord-Protector’s declaration of war before the war can commence. While the Lord-Protector represents Hertsia on the world stage, the Lord-Protector still needs the Grand Assembly’s cooperation in foreign affairs by having the Grand Assembly ratify treaties and foreign agreements.
Ruler/Ruling body (if applicable): Lord-Protector Julius Flavioros ‘the Restorer’ The Grand Assembly of Hertsia
Nation Age: Hertsia has existed in one form or another for around 600 years, but this present form of Hertsia has existed for 10 years.
Majority race (human, your own custom race): Human
Info on any custom races (race name, description, useful info)[Optional]: N/A
Capital City (name and link to a factbook detailing its layout and some details about it): Lugarno - WIP
Military specialisation (melee, ranged, siege, mounted, magic, etc): Mostly ranged, but the Hertsian military also has an elite contingent of pikemen
Military Factbook: WIP
Patron God: Zypnac
Unique technology/ability: People of the Mountains - Troops can more easily navigate mountainous and rough terrain
Any other information: History Hertsia has been inhabited by a variety of peoples for time immemorial, from nomadic tribesmen to civilized society, but our story begins 600 years ago. Before this time, Hertsia was simply a region of city-states and small principalities that frequently had disputes and warred with each other. However, about 600 years before the present, Hertsia was invaded by a horde of foreign barbarians. Realizing they needed to unite to fight this threat, the Hertsian Confederation was formed through the Union of Zweckin. Thanks to the cooperation of the former Hertsian city-states, the invaders were fought off, and Hertsia experienced a long period of peace and prosperity.
This new government of Hertsia was a loose confederation, governed by a bicameral federal Parliament; a lower house called the ‘Assembly of Notables’, and an upper house called the ‘Senate’. There was no executive branch, and the closest thing the confederation had to an executive leader was the President of the Assembly, whose only official powers were communicating with foreign representatives and presiding over meetings of the Assembly of Notables.
Still, for several hundred years, this system worked, and Hertsia managed to thrive in peace; the region was a center of international trade routes, and the mountains and rivers sheltered Hertsia from the threat of foreign invasion (although the Confederation did have a military and local militias just in case). It was during this period that some of the first Hertsian mercenaries were sent overseas, a tradition that started small during the confederation era, but would grow exponentially during the Troubled Period.
Eventually, however, these former city-states and principalities (which were now called ‘cantons’) began to clamor for more autonomy, paying little attention to the Confederation government, and causing the little power the Confederation government had to become ineffective. At last, the Canton of Schwartz declared independence from the Confederation, causing a chain reaction that led to all the other cantons declaring independence, except for two. The two remaining members, the Canton of Lugarno and the Canton of Bornalt, reformed the Herstsian Confederation into the ‘Dual Confederation and Serene Union of Lugarno and Bornalt’, better known as simply the Dual Confederation. The Dual Confederation outwardly behaved like all the other newly-independent cantons, but in truth, the Dual Confederation dreamed of reforming the Hertsian Confederation under its leadership.
What followed was a two-hundred-year-long period known as ‘the Troubled Period’, as the various cantons viewed for supremacy with each other in war, and when they weren’t fighting wars, they were loaning their armies out to other nations as mercenaries. These canton-states rose and fall, as different cantons came to power and were then subdued by a rival.
The ending to the Troubled Period began when the Canton of Canchatel (the rising canton of Hertsia) conquered the Bornalt half of the Dual Confederation, infuriating the Lugarno half. However, just as August Flavioros, the Chief Councilor of Lugarno, was about to launch a major military campaign against Canchatel, August died. August’s son, Julius Flavioros, went before the Public Assembly of Lugarno (the canton’s legislative body) and (somewhat misleadingly) claimed that Canchatel posed an imminent and dangerous threat to Lugarno, and that Julius would need greater powers to conduct the war. The Assembly were swayed by this, and granted Julius Flavioros the position of Chief Councilor and his expanded powers, plus the title ‘First Citizen’. Julius pursued war against Canchatel vigorously, reconquering Bornalt in two years, and then taking an additional one year to conquer Canchatel. After this latter victory, the Public Assembly of Lugarno elevated Julius to the title of ‘Prince’, though whether this established a monarchical government in Lugarno or was simply a title of prestige was left purposely unclear.
Julius spent the next 10 years conquering the rest of Hertsia canton-by-canton, gaining a reputation as both a skilled warrior and noble victor: Julius forbade his troops from looting or mistreating the conquered peoples, and each conquered canton was offered the choice to become a member of Julius’ new United Republic of Hertsia (all of which accepted).
After all the cantons of Hertsia were reunited under a confederation again, Julius called for a constitutional convention in Bornalt to create an organized government for the United Republic. The resulting Constitution created Hertsia’s current system of government, with a strong Grand Assembly and a somewhat-strong ‘Lord-Protector’ as executive; Julius Flavioros was unanimously declared the first Lord-Protector by the first Grand Assembly, though the future of the office was left unclear: Some saw it as an honor reserved for Julius Flavioros, which was to be abolished upon Julius’ death or resignation; others saw it a permanent office, but one that would be elected by the Grand Assembly; and still others saw it as a monarchical office, with Julius being able to pass the office down to his heirs. In addition, Bornalt and Lugarno, as the founding members of the Confederation, were granted certain privileges in trade and other areas, causing resentment among the other cantons. While these issues are indubitably a pressing concern in Hertsia, they have not diminished the re-founded nation’s prosperity, as the new Hertsia has both resumed its former role as a key trading center, and as place for other nations to acquire mercenaries from. Now it is up to Julius Flavioros and the Grand Assembly to continue this prosperity while also addressing the key issues left over the constitutional convention.
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Post by Unfallious on Oct 22, 2017 11:49:19 GMT -5
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Post by Vista Major, MP on Dec 28, 2017 21:42:47 GMT -5
Nation Name:The Polar Dominion of Asakor Nation Type: Tribal Republic Population: Approximately 2.5 million Brief Description of Nation:The Polar Dominion of Asakor is a federation of four tribes in the Arctic Lands, home of the Alkin and similar races.Government Style:FEDERAL: Elected Chiefery within a Parliamentary System TRIBAL: Semi-Direct DemocracyRuler/Ruling Body:The High Chief and the Askite CouncilNation Age:FEDERATION: 285 years FIRST TRIBE(S): 960 yearsMajority Race:Alkin (anthropomorphic arctic wolves) Minority races include the Barskin (polar bears) and the Hyarin (penguins)Capital City:Asakor (dispatch also serves as Military Factbook) Military Specialization:Ranged Patron God:Myratnis Minority worship of Yrutas as an auxiliary godUnique Technology/Ability:Cryokinetic Combat and Revival (ice healing)Eterice (eternal ice)
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Post by Unfallious on Jan 8, 2018 22:10:38 GMT -5
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Post by Percyton on Mar 8, 2018 0:55:48 GMT -5
WIP appNation Name: The Dual Kingdom of the Isles Nation type (Kingdom, Republic, etc): Federal monarchy Population(Please remember this is a medieval RP): 2.7 million (65% human, 35% Locomati) Brief description of nation (less than 25 words): One of the youngest nations of Calveria, the Dual Kingdom is a diverse and proud kingdom that is united by one goal: to spread their greatness and the ways of Myratnis across the isolated southern islands. Government style: The Dual Kingdom of the Isles is a monarchy, but with several unique twists. First, as the realm is a Dual Kingdom, power is split between the human domain (also known as Godred’s Land), and the Locomati domain, with the latter as the more junior partner. While the King has absolute power, in order to fully enact his agenda, he must gain approval from three main groups: the Southern Assembly (also known as the Human Assembly), the Northern Assembly (also known as the Locomati Assembly), and the Grand Assembly. The first two serve to protect the interests of the humans and Locomati respectively, while the third consists of delegates from both races (60% of the seats are reserved for humans, while 40% are reserved for Locomati). Any one of these three groups could veto a declaration of war or a foreign treaty by the King. In addition, King Godred Crovan has signed a series of decrees (known collectively as ‘the Great Laws of Truth’), which guarantee the people of the Isles certain rights (such as right to a fair trial, right to petition the King and the assemblies, and the right to be secure in one’s person). While it would be a stretch to say the Dual Kingdom is a land of freedom and democracy, it does have within it a spirit of universal rights and respect for liberty which sets it apart from other states. Ruler/Ruling body (if applicable): Godred Crovan, King of the Isles Thomas, Grand Duke of the Locomati Domain The Grand Assembly of the Isles Nation Age: 950 years (as human city-states); 100 years (as unified nation) Majority race (human, your own custom race): Human Info on any custom races (race name, description, useful info)[Optional]: The secondary race of the Dual Kingdom is the Locomati. According to legend, the Locomati are the youngest race of Calveria, and were created by Myrantis from a combination of tree debris, rock minerals, and a few mechanical parts. Though the Locomati are stereotyped as a large, ugly, and brutish race, that is not representative of the race as a whole. The Locomati, especially the younger ones, can be quite attractive by human standards. The Locomati have purple or dark blue skin, light hair, and are slightly taller than humans. Though most are similar in physique to humans, the strongest warriors among the Locomati can bulk up significantly, being far greater in strength than even the strongest human. In addition, the Locomati also have a slightly longer lifespan than humans. However, the downsides of the Locomati are that they have poorer eyesight than humans, are generally more paranoid and suspicious, and barring a small scholar class, are generally less scholarly and literary than humans. The Locomati were formerly a warlike people who followed Rigma, but following their absorption into the Dual Kingdom, they have tempered their aggressive ways, and have become followers of Myratnis. Capital City (name and link to a factbook detailing its layout and some details about it): Peel Godred - FactbookMilitary specialisation (melee, ranged, siege, mounted, magic, etc): Melee (particularly axemen) and seapower Military Factbook: www.nationstates.net/nation=the_dual_kingdom_of_the_isles/detail=factbook/id=1015638Patron God: Myratnis Unique technology/ability: Power of Life – After converting to Myratnis, the Locomati exchanged their warlike ways for building and crafting. The goddess has aided them in their efforts; for spiritual workers, Myratnis grants a small amount of life force to their tools, allowing these tools (and thus their holders) to work faster and more efficiently. The Locomati (and by extension the Kingdom of the Isles) can construct buildings, roads, and infrastructure much faster than other nations. In addition, more spiritually-advanced Locomati followers have another power: they can enchant an inanimate object, giving it a simple form of ‘machine intelligence’ and essentially bringing it to life. However, this power has strict restrictions: bringing something to life detracts from the enchanter’s lifespan, with the detraction being proportional to the size of the enchanted object. For example, while a very small object can be given life with ease and without detracting much from the enchanter’s lifespan, the force required to bring a huge object (such as a tower or a very tall tree) to life is so great that it will kill the enchanter in the process. In addition, the enchanted object cannot leave the Dual Kingdom’s borders without being accompanied by the enchanter, or else the object will lose its enchantment. Finally, as the enchanter and the enchanted object are intrinsically linked, the enchanted object will lose its enchantment upon the death of the enchanter. Any other information:History Seafarers first settled the islands of the Kingdom around 950 years ago, as different groups established various city-states through the Islands. The most important of these city-states were: Cronk (a militaristic city), Kellsthorpe (a farming community), Arlesburgh (a trading port), Brendam (a major naval center), and Suddery (a religious center). These city-states competed against each other (both militarily and diplomatically) for power, and each had a network of vassal city-states or city-states within their sphere of influence (Cronk, for example, had Crosby, Maron, and Killdane as its vassals, while Brendam had Wellsworth, Cabalnoo, and Killaban within its sphere of influence). The city-states were spread among out among three southeastern islands of Calveria, with Cronk, Kellsthrope, and Arlesburgh and their respective vassals occupying the largest island, while Brendam and Suddery and their respective vassals occupied the smaller two islands. A little over 100 years before present, Count Godred MacHarold ascended to the throne of Dablin, a small city-state within Cronk’s sphere of influence. The King of Cronk, Sigurd III, had taken an interest in Godred MacHarold ever since Godred was a young prince, and Godred became a protégée of the King of Cronk. There were rumours that Sigurd had named Godred MacHarold as the former’s heir, but regardless, Sigurd’s younger brother Sigmund II came to the throne upon the elder Sigurd’s death. Godred contested the throne of Cronk, claiming Sigmund had suppressed Sigurd’s will became it named Godred as heir Godred proved to be the better strategist and more charismatic leader, so he eventually triumphed over Sigmund after 4 years of warfare, exiling Sigmund to Killdane. Godred’s ascension to the throne of Cronk was a major change in the Isles, as it was the first time in over 500 years that one leader ruled over more than one domain personally. Godred had even bigger ambitions however, and 6 years after the end of the war with Sigmund, Godred went to war with Kellsthorpe and its vassals. Godred ultimately triumphed, taking over Kellaby and Balladrine as prizes. Godred MacHarold had more conquests planned, but they were cut short by his untimely death by tuberculosis. Godred was succeeded by his son Harold the Black. Harold the Black initially had great success in war, completing the conquest of Kellsthorpe and its vassals. Not long after this conquest, however, Sigmund’s heir Thorfinn came of age, and with help from Arlesburgh and Brendam, attempted to retake his father’s kingdom. After a brutal eight-year civil war, Thorfinn emerged victorious, killing Harold the Black’s eldest son, and exiling Harold himself to the frozen north. Harold’s wife, accompanied by their second son Godred Crovan, managed to flee, finding refugee among the Locomati, a warlike race who controlled the two large islands to the north. With his power solidified, Thorfinn divided his new kingdom, with him personally ruling Cronk and its former vassals, while his viceroy Fignall ruled Kellsthorpe and its former vassals. Both proved to be tyrannical and unpopular rulers, and some supported Harold’s second son, Godred Crovan, to become king; this led to a round of executions by Thorfinn and Fignall. Thorfinn died 15 years after the peace treaty, while fighting off a barbarian raid. Fignall tried to become King of Cronk and Kellsthorpe, but he only lasted a year before being overthrown by Thorfinn’s sons Erland and Paul (who had the backing of Arlesburgh and Brendam). Erland and Paul then ruled as co-kings (Erland controlled Cronk and its domain, while Paul controlled Kellsthorpe and its domain). Meanwhile, in the Locomati islands, Godred Crovan had come of age among this strange race; they adopted him as their own, and he rose to become war chief of the Southern Locomati (also known as the Norramby Locomati, after the name of their main settlement). However, Godred Crovan wanted his father’s rightful throne, and to aid him in his endeavor, he recruited a mixed band of both Locomati warriors and human adventurers. During Erland and Paul’s sixth year of rule, Godred Crovan invaded, landing at Kellsthorpe. With Erland and Paul being unpopular and incompetent monarchs, support for them quickly withered away, and after Erland and Paul fled to the Northern Locomati (also known as the Vicarstown Locomati), Godred Crovan assumed the throne with little bloodshed. However, the new king only had a year to rest on his laurels, before Erland and Paul rallied the Northern Locomati to attack Godred’s domain, with Arlesburgh and Brendam providing seapower to support the invasion. Godred Crovan and his 300 men met the enemy army of 400 men at a narrow mountain pass in the northern part of the big island, and despite the odds, Godred managed to hold the enemy forces at bay for 3 days, before Duke Adam (Godred’s Locomati ally who led the Locomati contingent of the army) and Thorkell (a human friend of Godred) arrived with reinforcements to occupy the nearby heights. With support having arrived, Godred feigned a retreat, allowing Duke Adam to close the gap and entrap Erland and Paul’s forces in the narrow pass. Erland and Paul were both killed, and the battle was practically a massacre for their Northern Locomati forces. In honor of this decisive victory, the mountain pass would be named ‘Crovan’s Gate’. With the Northern Locomati out of the war, Godred could turn his attention to his city-state enemies of Brendam and Arlesburgh. First, Godred bribed the Brendam fleet commander to switch sides, and now bereft of their main fleet, Brendam switched their allegiances to Godred not long after. With Brendam’s fleet, plus a new Cronk fleet that had been started by Paul and Erland and finished by Godred, Arlesburgh was blockaded, and after nearly 2 years of blockade, Arlesburgh surrendered. Arlesburgh and Brendam declared their allegiance to Godred and recognized him as their monarch. Suddery, having previously remained neutral, decided at that point to peacefully swear allegiance to Godred in exchange for certain religious concessions. With all of the human city-states of the southern islands under Godred Crovan’s control, he formally proclaimed himself ‘King of the Isles’. With a new title in hand, Godred opened negotiations with both the Northern and Southern Locomati, and after fierce negotiation, they agreed to join the Kingdom of the Isles as a sort of junior partners: the King of the Isles would be selected from Godred’s human line, and the capital would be in human territory, but the Locomati were granted certain privileges (such as the right to veto any declaration of war, and a requirement that the King must hold court in the new Locomati capital of Ballahoo at least twice a year). Thus, the Dual Kingdom model of governance was officially created. It has now been 5 years since the Locomati Accord, and Godred has spent his time rebuilding his kingdom and forming a close relationship with Grand Duke Thomas, the new head of the unified Locomati Domain. Under Godred, roads have been improved, trade has been encouraged, the Myratnis faith was spread to the Locomati as they became more peaceful and assimilated, and the navy has been strengthened to become one of the most respected naval forces in all of Calveria. Externally, Godred has set his sights on the other southern islands, and in time, perhaps even the mainland. Foreign affairs is also a top priority, as Godred seeks to have his rule recognized by the other powers of Calveria. The world is wide, but opportunities abound for the young Dual Kingdom of the Isles.
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