[hr] [center] [img]http://i.imgur.com/cH23C3l.png[/img] [/center] [center][u][b][i]Shieldlands RP[/i][/b][/u][/center] [center][i][u][color=Yellow]IC Status: Active[/color][/u][/i][/center] [center][i][u][color=Green]Currently accepting applications!!![/color][/u][/i][/center] [hr] [center] [b][u]GM:[/u][/b] [@Jin Of Mana] [b][u]Co-Gm:[/u][/b] [@Camille Endora] [/center] The realm which our story takes place, is none other than The Shieldlands. These lands possess far bigger issues than the war among men and survival of medieval age. Centuries ago mankind overthrew the shieldlands from a species of beings which they call “Mudbloods”. Far more threats than the Mudblood/Mudborn exist in these lands, something mankind must never forget. Three species of Mudborn exist. Also, several types of 'Dire beasts' populate the Shieldlands... Each land within the Shieldlands are named, Alviora, Mjors, Agoanes, Hakaskar, Skagastrond, and Ballara. Our story will [i](so far)[/i] remain in the lands of Ballara, Skagastrond & Mjors. [i](In that order)[/i] Restricting us to starting/playing in these areas, is for organization purposes only. Also to make clear, our characters have to be in these areas at the start of the RP, although does not mean they have to be from these areas. [hr] [center][u]Shieldland Lifestyle[/u][/center] [hr] [hider=Shieldland Lifestyle:] Players will be humans carrying out their existence within the realm of the Shieldlands. Law of the land is a Thane(s) and Jarl system. The Shieldlands is divided up into Six parts, each parts being ruled by a Thane. Out of all Thanes one is appointed Jarl. [i](So five Thanes and One Jarl.)[/i] The Jarl is responsible for leading and protecting all of the lands, alike a Thane is responsible for leading and protecting each individual land. Each land within the shieldlands may have vastly different laws and norms. However religious or belief in Valhalla is prominent and possibly overwhelming for these lands. [/hider] [hr] [center][u]Mudborn & Other threats[/u][/center] [hr] [hider=MudBorn:] Stated before, three types of Mudblood exist... [b]Trolls:[/b] Fully grown, these powerful mudborn stand about ten-fifteen feet tall, thus tower over humans. Both males and females can possibly possess large ridged horns [i](Think ram/goat horns)[/i] growing from thickened skulls. Males are identified by [i](being faintly smaller)[/i] their thicker back-pelt. Trolls live in loose clans often dominated by matriarch and avoid contact with humans. However when they do come in contact with humans, its always violent or dangerous. [hider=Troll Pics] [img]http://i.imgur.com/0BEVROM.jpg[/img] [/hider] [b]Hobgoblin:[/b] These highly social mudborn were originally from the far north-east but spread south millenia ago. They are humanoid in form and distinguished by their animal skin clothing and thick eye protection, which they wear because of their sensitivity to daylight. Several tribes or troops are geographically dotted across the Shieldlands, but so far their conflict with human settlers has been low unless provoked. [hider=Hobgoblin Image] [img]http://i.imgur.com/g9agHHr.jpg[/img] [img]http://i.imgur.com/ykfWE2X.png[/img] [img]http://i.imgur.com/f6xOf3G.jpg[/img] [img]http://i.imgur.com/XwAB9Xn.jpg[/img] [/hider] [b]SkinShifters:[/b] Alternatively known as “Flesh Changer” a race of powerful human-like creatures that can change their physical appearance at will. Centuries ago, alike many mudborn, they were driven by men out of the Shieldlands. They were formerly a druidic class, aging slower than humans, living up to five hundred years, often living nomadic and solitary existence for fear of exposure. In recent times, few have presented a threat, but historical prejudice against them runs deep because they deceive by their appearance. [i] (Possesses their "True form"and can shapeshift into any human appearance.)[/i] [hider=Skinshifter true form image] [img]http://i.imgur.com/gp6oPzM.jpg[/img] [/hider] [/hider] [hider=Giants] Throughout history, Giants have known to tower over Trolls in height. Thus, rumored to be thirty-forty feet in height. Mostly located in the far-north, within the "uncharted' and "frozen" lands. [i](Frozen lands rest extremely far north of the land of Ballara and Mjors. Uncharted lands exist North-east of Mjors.)[/i] History explains they have not existed as long as humans, or at least, discovery of them only occured within the last hundred years or so. Excruciatingly rare, a giant can be found wondering outside of the Frozen or Uncharted lands. They are as diverse as humans in appearance, as they are essentially giant humans. [i](duh!)[/i] [hider=Giant Image] [img]http://i.imgur.com/1LBLNZG.jpg[/img] [/hider] [/hider] [hider=Other Beasts & Threats] [b]Sand Worms:[/b] Colossal sand worms live in the deserts of the Shieldlands. The Shieldland tribes which live in these deserts, know specific pathways which to walk and hunt the desert lands, for these men are known to avidly hunt these colossal underground worms. They say Sand Worms grant a feast alike none other.... [b]Dire-Beasts:[/b] From the direwolves of the northern shieldlands, to the dire-arachnids in the deep forests of the South-western Shieldlands, several different types of beasts exist in the Shieldlands which are not like our ordinary counterparts. Meaning, they are far bigger and pose much larger threats to their enviornment and those who share their world. [i]Basilisk:[/i] Dire-Snake, rarely found in caverns and mountains. One breed is rumored to live in a jungle.... [i]Rocs:[/i] Dire eagles, found in the North-East parts of the Shieldlands. [i]Dire Wolves:[/i] Found in most areas involving forest, mountain ranges or ravines. [i]Dire-Arachnids:[/i] Deep forest/wilderness, never nearby human or even mudborn settlements. [i]Dire-Goat:[/i] Located among the mountains within the land of Mjors. ([i]and other mountains in the shieldlands)[/i] [i]Sea-Kraken:[/i] Colossal squids found in the oceans surrounding parts of the Shieldlands. [i]Dire-Bear:[/i] Parts of the Shieldland have ordinary bears, but these are far worse than those beasts. [i]Dire-Horse:[/i] Commonly called War-Horse, they are only notably larger than their original counterparts. [i]Dire-Boar:[/i] Commonly hunted, yet rarely caught, found in several areas among the shieldlands. [i]Pegasus:[/i] Once existed in the High-lands or mountain-peaks of Mjors. Yet it's been a several hundred years since Vikings have ever trained these beasts, only a hundred years have passed since they have 'gone extinct'. [i](Very doubtful anyone would own one, may become more important later on)[/i] [/hider] [hr] [center][u]Land Info & Important NPC's[/u][/center] [hr] [center][i]Land of Ballara[/i][/center] [hr] Dire-Stag, Dire-Wolf & [i](rarely)[/i] Dire-Bear territory. Sixty percent forest, rest is wetlands and meadows. If one traveled far enough North or West, they would reach the 'Frost-lands”, frozen deserts and coasts, which are so far habitable by mankind or mudborn. [i](A rumor exists of a clan of Giants living in the Frost-lands)[/i] Vikings faithful to the land of Ballara have been historically renown for use in Spears and pole-arms. [i](Albeit not restricted to such)[/i] [hider=Thane of Ballara] Name: Odinkar Meldun Age: 58 Gender: Male [hider=Image/Appearance:] [img]http://i.imgur.com/F8SUOMv.jpg[/img] [/hider] Title/Rank/Occupation: Thane of Ballara Skills/Achievements/etc: [list] [*] [i](Expert-level)[/i] Hunter of Dire-stags/boars/wolfs and various other beasts/animals. [*] [i]Expert-level)[/i] Spear fighter/thrown profeciency [*] Owns a companion Dire-Wolf, Became thane of Ballara at age 20, [i](Has ruled Ballara for 38 years.)[/i] [*] Expert in single-handed weaponry [i](Axes and Swords only)[/i] [/list] Personality/(Dis)likes/hobbies/etc.: Warm-hearted, kind-minded soul. Treats all vikings in his order or people under his rule, his own kin. Outsiders are easily evaluated and treated accordingly, either by himself, one of his faithful children, or subordinates. Known to be a boastful man, especially considering his children and their accomplishments. [i](Sometimes outweighing his importance/accomplishments to boast/embellish his children's importance/accomplishments.)[/i] Biography: Years have molded into decades, since Odinkar rose to Thane of Ballara. Betrayal to the shieldlands by his Uncle was the reasoning behind Odinkar securing the seat of Thane from him. War ensued after that day, obviously Odinkar's uncle was not the victor. Outsiders say Odinkar “stole the seat of thane” were neighboring territories would clearly know the true case. Odinkar comfortably awaits the day one of his heirs will take over his position as Thane. Advisers of Odinkar worry about the possible tension or sibling rivalry which could arise when Odinkar's children secure what their father calls their 'birthright'. Equipment: Spear, Shield, One single-handed sword, standard armor, Other: [/hider] [hider=First son of Thane of Ballara] Name: Baldur Meldun Age: 38 Gender: Male [hider=Image/Appearance:] [img]http://i.imgur.com/yc2b9pP.jpg[/img] [/hider] Title/Rank/Occupation: Son of the Thane of Ballara, Commander of the Ballara Soldiers Skills/Achievements/etc: [list] [*] Won a battle in his life, along with greatly influenced another win for his father in war/a dispute between clans. [*] [i](High-level)[/i] Spear fighting/throwing proficiency. [i](Almost Expert)[/i] [*] (Medium-level) Single-handed sword proficiency [*] Known to raise moral or inspiration among trusted allies/comrades during harsh-combat moments. [i](psychological buff? flavor text?)[/i] [/list] Personality/(Dis)likes/hobbies/etc.: [i](Very good at hiding it)[/i] slightly arrogant, vindictive/cruel, [i](Tries to lead other to believe he's)[/i] Stubborn, Honest, kind-hearted, Biography: Equipment: Spear, Shield, Single-handed sword. Other: No children as of yet. [/hider] [hider= Second Son of Thane of Ballara] Name: Thorbrand “Thor” Meldun Age: 30 Gender: Male Title/Rank/Occupation: [i](Technically)[/i] Son of the Thane of Ballara, [i](Currently)[/i] Mercenary, Wanderer, [hider=Image/Appearance:] [img]http://i.imgur.com/cREEtNf.jpg[/img] [/hider] Skills/professions:[list] [*] [i](High-level)[/i] Spear fighting/throwing proficiency. (Medium-level) Claymore proficiency. [*] [i][High-level)[/i] Single/two-handed War-hammer & single-handed sword proficiency. [*] CQC/fist combat, Horseriding [i](& fighting)[/i], [*] [i](faint-level)[/i] tricks/skills with mending/addressing wounds, and wildlife knowledge. [*] Various amounts of knowledg on different Dire-beasts, types of Mudborns & Giants. [*] [i](medium-level)[/i] Hakaskar & Mjors Guide. [/list] Personality/(Dis)likes/hobbies/etc.: Reserved, Willingness to aid others, Spirit of a Warrior, Heart of a Guardian, Strong distaste for those who do himself or others wrong, Distaste for violence without reason. [i](for the most part.)[/i] Biography: At the young age of 15[i](Baldur was 22)[/i] Thorbrand was given a task which could not be refused. Odinkar [i](his father)[/i] asked Thor to go to another clan, marry the daughter of their Thane and secure strength between the two tribes. Since Baldur was already grown and married, he was not an option for this task. Thus Thor was required to leave Ballara and live in the land of Hakaskar. Five years which felt like an eternity for Thor, was spend in the land of Hakaskar. Renown for their, two special types of vikings. War-hammer Vikings and Rogue Vikings of Hakaskar. As name entails, the first type of warrior excels in use of the War-hammer, something utterly priceless when fighting a Dire-Crab, who's shell is tough enough to withstand the sharpest blades. Then their 'rogue units' are renown for their use of Duel-wielding and Throwing-weapons. In relation to other tribes, Hakaskar endures one of the least frequent issues with Mudborn, if there was anything they dealt with most, it would be the Hobgoblins. Alongside that, Hakaskar is a “Ocean tribe” meaning they are located not far from a shoreline. Finally their delicacy is the Dire-Crabs and Dire-Krakens of the nearby ocean, which they avidly hunt and make sport out of doing so. Reasoning for leaving Hakaskar, “You are a free man now, no longer ensnared by the roots of marriage.” Were the exact words spoken by the Thane of Hakaskar. While Thor was out hunting Dire-Crabs with a group of trusted comrades, a mistake occurred with preparation of a seafood dish. The dish involved a type of puffer-fish, which if prepared incorrectly causes poison to enter the food and gravely harm the consumer. Thor's wife was known to love this dish, the family even would joke about how it's preperation failure would be the death of her..... So they were right..... Departing Hakaskar, Thor left in hopes of going to his homeland of Ballara. Although, since Mjors rests somewhat in-between Hakaskar & Ballara, Thorbrand took root there. Yet that was far from intended. Plenty of life was lived during his ten years within the land of Mjors. Now that chapter is finished, Thor finally accepts the idea of 'returning to his homeland'. Thus his current destination is none other than the heart of Ballara. Equipment: Twin Axes, several throwing-axes, a two-handed sword, horse [i](equipped with a few small bags with living provisions/survival supplies in said bags.)[/i] Other: Chain-pendent strung around his neck, three rings [i](left hand index & pinky, right hand middle finger)[/i] [/hider] [hr] [center][i]Land of Skagastrond[/i][/center] [hr] Renown for their dense forest terrain, Dire-beasts and resources which reside there. Secondly, it's known to be the most 'mythic' place out of all the lands. Due to vikings residing within it, being more 'myth/magic friendly'. Traversing this land is difficult, even when following the 'Trails of Skagastrond', [i](A series of roads which connect 'pathways' between each boarder and several villages within it)[/i]. Skagastrond rests south, yet faintly between, Ballara and Mjors. [i](North is Ballara. North-East is Mjors)[/i] 85 percent of these lands are dense forest. Terrain which is not forest, is terrain which is border to surrounding lands. [hider=Jarl of the Shieldlands] Name: Vott Age: 52 Gender: Male [hider=Image/Appearance:] [img]http://i.imgur.com/iTGKDqo.jpg[/img] [i](Man on the right)[/i] [/hider] Title/Rank/Occupation: Jarl of the Shieldlands, Thane of Skagastrond Skills/Achievements/etc: [list] [*] Remarkable history of battles and wars all across the shieldlands, against beast/Mudborn and brethren alike. [*] [i](Expert-level)[/i] Hunter of dire-boar/bear and other animals within his homeland forest. [*] [i](Expert-level)[/i] Single-handed & Duel [i](Sword in each hand)[/i] sword proficiency [*] [i](Expert-level)[/i] Two-handed Axe proficiency [*] [i](Expert-level)[/i] Knowledge of herbs and guide to the land of Skagastrond [/list] Personality/(Dis)likes/hobbies/etc: Cheerful despite the resting face of anger always on his expression, not only shows willingness to aid all his shieldling people, but shows concern for their personal goals and opinions as well. A rare trait for a Jarl compared to the last three. Eager to listen to others, leery to trust/believe. Biography: Grew up in the land of Skagastrond, albeit his time in his homeland was short lived, not returning till his early forties. Vott left his home village in search of glory and knowledge. After his elder brother and thane's death, Vott returned home and was given title of Thane due to his recent accomplishments across the shieldlands. [i](Background subject to change, to allow other players to make characters that fit into his lore.)[/i] Equipment: Dire-Bear pelt/fur armor, twin single-handed swords and a single battle axe [i](typically carried by a trusted subordinate.)[/i] Other: The metal beads in his dreadlocks and beard have runes etched into them. Rumors and tales exist that those 'trinkets' or 'ornaments' hold more importance than eyes reveal..... [/hider] [hr] [center][i]Land of Mjors[/i][/center] [hr] The land of Mjors is split in two by a massive river, which is surrounded by an even more immense mountain range. The 'Mjors mountains' or 'High-lands' are rarely traversed due to it's dangers. Between the harsh environment/territory and the Dire-Beasts [i](Dire-ram & Dire eagles)[/i] which roam there. The tribes of Mjors are located anywhere along the banks of the massive river, or the foot of any mountain linked to this river. Rather far north-east in location compared to the other lands. Further than Mjors, past the end of the river, exists the “uncharted lands”. No humans inhabit the uncharted land, for it's riddled with Trolls, Giants, various dire-beasts and the 'largest clan of giants'. [i](One will more likely encounter tribes of giants, before they encounter any Mudblood tribes.)[/i] Luckily, considering these factors, Mjors hardly deals with these enemies, due to the massive mountains separating them. [i](Several series of mountains exist, not just one range or set, i guess i could say?)[/i] [hider=Olaf Thane of Mjors] Name: Olaf Age: 35 Gender: Male [hider=Image/Appearance: ] [img]http://i.imgur.com/SIJX2fR.jpg[/img] [/hider] Title/Rank/Occupation: Thane of Mjors Skills/achievements/etc: [list] [*] [i](Expert-level)[/i] Dire-goat & Rock/Dire-bird hunter. [*] [i](Expert-Level)[/i] Blacksmith [*] [i](Expert-level)[/i] Guide of the Mjors Mountains & Tracker [*] [i](Expert-Level)[/i] Claymore swordmaster [*] Possesses Dire-Ram Breeder in his kingdom, which only his highest caliber knighst use. [/list] Personality/(Dis)likes/hobbies/etc: Rumored to be the “strong silent type”, surprisingly enough having a lot of advisers doing the majority of “serious” talking. Albeit this factor of lack of speech is no reason to underestimate this man. Biography: Raised as a blacksmith and enjoys spending free-time doing such jobs. Yet nobody in the land of Mjors has legitimate “Olaf craft weapons” for these creations are never sold. Finally, Olaf's known as a lead hunter of a delicacy in the land of Mjors. This delicacy is a type of dire-goat known for its speed with flight. Equipment: Claymore, long-bow, single-handed sword and shield. Other: Rumor has it, his armor and helm is crafted by himself. Also the horns in Olaf's helm are ram horns. Not Dire-goat horns as joked about. [/hider] [hr] [center][u]Magic Influences[/u][/center] [hr] [hider=Magic Influences] [b]Runes:[/b] Runes are a part of culture in some areas of the shieldlands more so than others. Many believe runes to be magic or hold enchanting properties. Legends even proclaim a god [i](Odin)[/i] once used a rune to "bring that which is dead, back to life." Albeit it is just that, legend. Warriors may brandish weapons which runes are etched upon them. [i](Utterly rarely)[/i] These runes may hold enchanting attributes towards the weapon or not. Individuals throughout the Shieldlands have also proclaimed to be Soothsayer and have premonitions, or even foretell events which yet to occur, with runes. Currently, magic is not present or exist enough in societies or the realm, for it to be of major concern or even have the general populous believe it to be real. Though legends and tales of old do tell of magic once flourishing immensely throughout the world. Many old vikings believe that day to be long gone and lost.... [b]Witches & Shamans:[/b] Societies throughout the shieldlands either respect or disbelieve the idea of Witches and Shamans, albeit they do exist. More often than not, they are precieved to be, or in fact are charlatans. [b]Berserk Rage:[/b] This fury, a rare attribute among humans, occurred not only in the heat of battle, but also during laborious work. Men who endured this rage performed things which otherwise seemed impossible for human power. This condition is said to have begun with shivering, chattering of the teeth, and chill in the body, and then the face swelled and changed its colour. With this was connected a great hot-headedness, which at last gave over into a great rage, under which they howled as wild animals, bit the edge of their shields, and cut down everything they met without discriminating between friend or foe. When this condition ceased, a great dulling of the mind and feebleness followed, which could last for one or several days. Examples of berserker rage to have been induced voluntarily, by the consumption of drugs such as the hallucinogenic mushroom Amanita muscaria, or massive amounts of alcohol. Few shieldland clans have been known to have shamans or witches perform rituals to invoke this trance of rage over their berserker soldiers. [/hider] [hr] [center][b][u]Character Sheet Outline[/u][/b][/center] [hr] Name: Age: Gender: Image/Appearance: Title/Rank/Occupation: Skills/achievements/etc: [list] [*] [*] [*] [/list] Personality/(Dis)likes/hobbies/etc: Biography: Equipment: Other: [hr] [center][u][b]Rules:[/b][/u][/center] 0. Standard RP rules apply, keep swearing down to a low. Don't harass/bully/fight [i](Out of character)[/i] period. Character disputes in IC are one thing, between players is a whole new ballpark. [i](However, this alike the next rule, should probably be a given....)[/i] 1.[i](Probably already stated this)[/i] I, the GM, will be playing a majority of the environment and NPC's. Thus players will create and play human characters ONLY. No giants, no half-blood giants. [i](Half-Giants don't exist)[/i] No mudbloods. If you wish to interact with NPC's such as Monsters and Mudbloods, or Important Viking Npc's, than just state so in OOC or in a PM. I will sometimes even let you handle the fight/interaction completely, as long as we know what will come of the event or what we're aiming for. I mean, we are building a story together! 1 & 1/2. If you wish to be related to a thane or anything like that, feel free to PM or message in OOC. We can edit lore to add new characters, as said before we are building a story together! 2. No god-modding, untouchable/perfect characters [i](Gary/Mary, yea you get it.)[/i] or autohitting [i](Unless discussed prior, but then it's not really auto hitting is it?)[/i]. Pretty much just play fair and have a damn good time? 3. Don't 'double' or 'quick' post. Meaning, [b]once you post wait for two other people to post.[/b] I may bump this up to three, cause there will be quite a few people in this RP, if things go as I plan..... 4. Individuals should at max wait three days before moving on from an 'absent/non-responsive player'. 5. Magic will be rather low on the existence spectrum, so don't expect to be a constant spell flinging marauder. Yes, witches and shamans and dark/runic magics do exist. [i](Magic will always have a grave cost, PM me if you have ideas.)[/i] Just don't expect much on the magic-spectrum, for the most part. [i](especially in the beginning.)[/i] 6. Posting size: A paragraph or two. A small heading with your location can also be useful. Two-Three paragraphs is awesome, but not constantly required. Absolutely avoid one-two liners/sentence posts. 7. Currently only 2 characters per person. Unless otherwise discussed. 8. People cannot post in the IC without having their character accepted. Players must discuss changes to their accepted characters, before they are made. 9. I reserve right to alter rules for making this RP a better environment. If any changes occur, notification will be made. [hr] [center][u][b]Final Notes:[/b][/u][/center] [list] [*] [b][u]Alviora:[/u][/b] Coastal with a mix of plains and ends with a desert. The desert which lies East of Alvoria, is technically the beginning of Hakaskar. North-east of Alviora, rests Skagastrond. To the West lies nothing but coasts and the 'western sea'. [i](Which possesses it's own dangers coastal and sea wise.)[/i] [/list] [list] [*] [b][u]Hakaskar:[/u][/b] Desert and bay terrain. Known for the Sea-Krakens within the oceans of the 'South Sea', Dire-Crabs along parts of the shores which their nesting locations vary depending on season. Also parts of the desert are known to host sand-worms. Which require travelers to have a guide when traveling through almost all of Hakaskar. [/list] [list] [*] [b][u]Agoanes:[/u][/b] Rolling hills and fields are the terrain for these lands, most renown for two things. Their culture possesses an arena, causing combat-sporting type entertainments and systems of law. Along with their famed “horseback vikings of Agoanes”. Traveling West of Agoanes, one would encounter either Mjors or Skagastrond. [i](In that order, depends on how you travel.)[/i] South-west is Hakaskar and to the east is a coast. However their tribes rarely set root in the coasts to the east. Since giants are rumored to roam there, very rare, but they travel down from the Uncharted Lands, which is [i](Extremely far)[/i] North of the Agoanes-coastline. [/list]