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Name of nation: Azurei

Name of leader: Kaija Tezusha

Brief introduction to leader: Known to her subjects as Kaija-Sol (with the sol suffix denoting her role as a matriarch), she is ancient among Azurei standards (approximately 300 years, the normal elf lifespan being something close to a 150-200 years. They are NOT immortal) and is thus experienced and wise. She also has a temper. She concerns herself very little with the opinions of other races and nations, except when it directly influences her or her people. She is not considered to be a gentle ruler, but is not altogether evil and merely just leads with a firm hand. Her word is law in Azurei. She keeps a council of five other sub-rulers (called Sota) that see to the needs of each individual district of Azurei. And, in general, they all understand the notion that the needs of the many outweigh the needs of the few.

Others:

Ridahne Torzinei: A poor woman from the Atakhara district, overseen by Khaltira-Sol, she makes her living either at sea in the fishing trade, or out in the Dust Sea, hunting, searching for resources of value (usually silver), or occasionally guiding the inexperienced or the foreign through the dangers of the vast desert wasteland that makes up a large portion of Azurei's landmass. Was formerly a soldier in the service of her Sota, but after a bold act of defiance, she was dishonorably removed from the ranks. She is fire incarnate--a creature of passion and determination.

Hadian Torzinei: Ridahne's older brother. If she is fire, he is stone. Of the two, he is more even-keel, perhaps even somewhat cold in comparison, though tends to be the more reasonable one of the two. He is a fisherman, and when he is not away at sea, he is working the docks...or trying to keep his sister out of trouble. The two have been orphaned due to unfortunate accidents out at sea, and for a very long time, Hadian has been the force holding what remained of their family together.

Ajoran Te'kajih: The right-hand guard of Kaija-Sol. He is her arm, he is her sword, and if need be, he carries authority when speaking with others, though he usually defers to the will of his Sota-Sol. He is considered the best swordsman in Azurei, which is no small feat. When he was younger, he served alongside Ridahne and the two had a long-standing romance. This became complicated, however, when Ridahne betrayed her Sota and was thus forbidden to marry him. They have since grown apart, though not completely. Their current relationship is bittersweet, tangled, complicated, and uncertain.

Culture: The Azurei are warriors, first and foremost. They don't necessarily go out looking for wars to start, but they ARE the type to finish them. They are HIGHLY protective of their borders and don't like the idea of other nations encroaching on their space, or trying to dictate their ways. But if made an ally, they are a fierce one. Their army, like their nation, is small. But what they lack in numbers they make up for in skill and in stealth. The most dangerous asset their army has are assassins, especially utilized when a war could be won by taking out a few key figures rather than an ongoing siege, since they are ill-equipped for the latter. Their loyalties, however, are not steadfast through time. Kaija-Sol is a firm entity and if climates between nations change, so will their loyalties, unless their allies make good effort to keep them at their side. Respect is something that must be earned, but also maintained.

They are a matriarchal culture, and women do not take the back-seat of the homestead like some other cultures. They believe firmly that if women have the ability to bring life into the world, they must also be capable of taking it out. Many are trained as warriors, and most, if not all, know how to handle themselves reasonably well. They are encouraged to be outspoken and spirited. Men are seen as protectors and defenders, and often providers as well. While women are thought of as precise and elegant, men are viewed as strong, steadfast, and bold. There is a general, unspoken understanding that both men and women have different roles in society, but both are equally as important and integral to the other's success.

Generally, Azurei value strength, loyalty to their own, honesty (this is a big one), and the honing of skills--whatever those may be. If it's worth doing, it's worth doing well. They have a deep respect for nature, as their very survival in a desert climate teeters on a delicate balance, and nothing is guaranteed. They can be, however, described by foreigners as loud, occasionally uncomfortably expressive, aloof, maybe a tad uncivilized or uncouth, abrasive, and generally stubborn. Tattoos and body art are a large part of their culture.

Religion: Speaking of tats, while they find inky adornment to be attractive and honorably traditional, the tattoos on their faces are sort of in a different league. Called an Ojih, the unique patterns of indigo, black, and white on their faces denote many things about a person, like their family origin, military rank or status as a civilian, high honor, and deep dishonor. Each one is like a record of that person's life. The Azurei believe that, if one chooses to take the Ojih, they gain entrance into the afterlife. However, what someone's marks say about them will determine what kind of place they will end up in said afterlife. If someone chooses not to take the Ojih, they forfeit any entrance into any sort of afterlife, and will simply cease.

It is extremely extremely frowned upon (horrific, even) to falsify an Ojih, either permanently or temporarily. Likewise, to willingly maim someone's Ojih is a gruesome, chilling crime that most would consider to be the worst thing someone can do, for it essentially erases that person's being, and, having a false, broken, or incomplete Ojih, their spirit is doomed to neither cease nor move on, and instead they linger in agony somewhere in between. It is believed that natural phenomenons like storms, dust devils, the ocean's rage, and the howling wind are all incarnations of the spirits of those 'in between'.

Attitude to magic: It's integral to their understanding of the world. Spirits are magic, in their eyes. Magic is sort of what knits the universe together. However, it's extremely rare for an Azurei to be particularly adept at using it. Most have some inclination of extremely basic elemental magic, but Azurei has never been considered to be a nation of mages.

Brief history: I'll save this section for when I start to talk relationships with other nations, I think?

Military: Taja: the elite, or the guardians of the Sota or the Sota-Sol. They are only ever men. Eija, however, are more the general military and can be men or women. Taja have superiority and authority over them at all times. Their military is small and not conventionally powerful (they don't have the resources to lay siege to a city, for example) but they are efficient. They rely on stealth, infiltration, and assassination rather than brute force.

Government: The Sota-Sol is the main ruler, and she is supported by a council of 5 lesser rulers called Sota. They are like governors of smaller sections of Azurei. Each one of these women are guarded by a handful of elite soldiers, Taja. They are always male. The Sota-Sol's rule is absolute and treason is a crime taken very seriously.

Main sources of income: They are a coastal hub for trade and make a lot of their money off of the fishing industry, exporting silver, and also crafting with silver.

Current goal: I'm not sure yet. Generally they like to protect what they have, so maybe that's been threatened?
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Name: The League of Cities of Sapientkind

Leader(s):

Isabella de Guzman, Representative of Commerce - Middle-aged, corpulent, and magnificently dressed to make up for her lack of physical attributes, Isabella de Guzman is a firm believer in the power of money and free enterprise to bind together disaprate religions, creeds, and even species. The main financier of the League's armies, Isabella de Guzman is known for hard business practices that extract maximum profit from a situation. Despite her grasping nature, Isabella claims not to pursue wealth for its own sake; she wants to use it to unify the world and end petty conflicts over matters of land and honor. And to some observers, she actually believes this.

Juan de Maldonado, Representative of Defense - Isabella de Guzman's counterpart in the army, Juan de Maldonado is proud of his accomplishments in molding a once-divided coalition into a cohesive fighting force. A better logistician and strategist than a tactician, Juan is nevertheless loath to admit that it was Isabella's wealth and actions that had made his victories possible and prevented his men from mutinying more than once, same for admitting that he owes anything to anyone other than himself. Nevertheless, these feelings rarely go beyond respectful rivalry, even as he is scornful of Isabella's beliefs.

Carol Padillia - The ideologiical heart of the League of Cities of Sapientkind, Carol Padillia is a Magus whose willpower is fuelled by her determination to secure a fairer world of less suffering. But this willpower and determination makes her more brittle as well, and less likely to compromise in foriegn affairs as Isabella and Juan. Like Isabella, Carol started off as a commoner, but she feels a stronger bond towards Juan as both are military people, and it is Juan that persuades her to adopt more pragmatic policies for now. However, her belief in the 'common soul' and 'innate rights' of Sapient Beings easily brings back her militant mood, especially when faced with atrocities occuring elsewhere...

History: The lands around the Great Inner Lake were rich and fertile, and from those lands, a civilization sprang. This civilization consisted of many cities that either formed a great empire, or were conquered by said empire; past records are murky. Nevertheless, the collapse of the Empire caused the cities to be independent again, warring with each other and outside invaders. And on the easternmost shore of the Great Inner Lake, where a river flowed from unknown lands, was established the city of Valladolid; Vallis Tolitum, Valley of Waters. This city became rich, producing glasswork and crossbows, swords and furniture.

But with wealth came peril, as a great horde from the east took the mountain passes by storm, and forced the city to pay tribute or be sacked. This horde then pressed on to the rest of the cities, extorting tribute when they can and brutally sacking those that refused. And when that horde passed, another came, and another, each army larger than before. So the cities knew that before their wealth was lost, they had to put aside petty rivalries and band together. Juan de Maldonado and Isabella de Guzman were part of those early efforts, with the latter financing an early effort to ambush the hordes of the east as they came through the mountain passes.

They failed, and Valladolid was besieged, only to be saved by Carol Padillia, a young woman who had manifested magic powers of unusual strength. Carol belived that she had gained powers from the Gods to banish the enemy, and so she did, allowing Juan and Isabella to make another try, recruiting armies from multiple cities to give battle against the eastern nomads. This time, they won, but the war that followed was long, even with the cities' new innovation; the Hand Cannon. It also didn't help that one of the Hordes brought in its own infantry recruited from vassal tribes and petty kingdoms. Stalemate loomed over the horizon.

It was Carol who saved the situation once more. She observed that the nomadic horde's vassals were 'lesser' races; Orcs, Ogres and Goblins who were treated badly by their human lieges. So she proposed that overtures be made to them, overtures of liberation and equality. It would take some time for this to be accepted by the nascent League, and even longer for the resulting proposals to be accepted by the non-human races in the enemy ranks, but in a final, climatic battle, the nomadic horde that threatened them all was betrayed by its vassals and subjects, who joined the League in destroying their masters.

Isabella and even Juan proposed betraying the agreements made with the 'greenskins' there and then, but Carol would have none of it and she had the non-humans, as well as plenty of Juan's own men who were loyal to her on her side. And so the Orcs, Ogres, and Goblins were allowed life and liberty, and in time, proved themselves to be deserving of equal citizenship in a mere decade and a half. Now, the League of Cities of Sapientkind stands tall and strong, ready to trade in gold and blood all across the world...

Location:


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Il-Kavallieri ta 'Rhaetia


Leader:
Grand Master Ġużè Muscat Azzopardi

Culture:
The Il-Kavallieri ta 'Rhaetia lie to the far west and is covered in dense rain forest supported by a rich abundance of resources that allows even the poorest to live comfortably, the similarities stop there. Festivales are common among the Island communities, all in honour of the Great Phoenix, a monstrous bird of fire, or the Delfini, a great dolphin.

Poised at the Western tip of the mainland, in a region where the warm southern currents collide with the cold northern ones to create three growing seasons that make for a rich kaleidoscope of colours and traditions as the sun warms the region. Winters here are mild in temperature and roughly three to four months long during which Rhaetians rarely see sunlight as it rains almost incessantly. The winter is also known for its heavy storms that batter the jagged coastline.

Meat is rare in Rhaetia and the locals specialize in ocean going dishes, there are few places in the world you can find such a wide and delicious variety of shellfish. Wine is popular here, grown in the rich volcanic soil that can be found all across the island.

Rhaetians' speaks one main language. The Knight-Mage and Navigator Classes are the main source of contact with the outside world as Rhaetian vessels set sail for distant lands in search of riches and adventure.

In their distant past, when the great Empire who once ruled them collapsed, The Islands suffered conquest by a race of Elves who subsequently left their mark in ship building, architecture, language, and genetics as many in Rhaetia are taller and fairer than their neighbours.

Rhaetian peoples are not ones for conquest, or even the pursuit of wealth, but rather of knowledge and freedom. They are famous for vast libraries, excellent universities, going where few others have dared to go before, and for championing the cause of the weak and helpless.

To get to those distant lands the Rhaetian's relied heavily on their Elven ancestors and their now closely guarded shipwright techniques to build the fastest vessels on the ocean. These ships, beautiful to the eye appear to skim across the ocean rather than through it. These vessels are not large however and rely on speed and the skills of their Knight-Mages and Navigators to escape danger and cross unknown stretches of ocean.

Religion:
Rhaetians worship the Delfini and the Dolphin, two mammals long associated to being the only creatures of the great oceans not out to destroy their ships. Navigators study the two species until they are able to communicate with them, via telepathy, and count on them for guidance in long journeys, knowledge of excellent fishing grounds, and warnings of oncoming storms.

The Knight-Mages worship the Phoenix as a sign of power and rebirth.

Attitude to magic:
Where the Flowering Republic has leaned toward technology, the Rhaetians could not survive without magic. It is used to protect their ships, their homes, and their islands from all comers, either through its direct use by Mages, or through powerful runes.

Places:


Brief History:
Rhaetia, like the Flowering Republic, was born of the collapse of an ancient Empire. As the Empire decayed and began to fracture, Rhaetia and it's surrounding islands were subject to invasion by a Race of Elves from across the Western Sea who ruled the islands for some 400 years, their culture, language, and magical abilities becoming an integral part of the populace. For hundreds of years the Elven ships came and went to the West until quite suddenly they stopped, and nothing was heard from the distant homeland again. Even today Rhaetian ships sail in search of their distant land of origin but have been unable to locate it. The search goes on.

Those Elves who remained in Rhaetia still hold positions of power but wisely gave up much to the local population in order to preserve their lives. Rhaetians, now more half-elf than true human anymore, showed an infinity for the sea and began to forge an unmatched exploration fleet, guided by the teachings of their sea faring Elven ancestors.

That love of the sea brought with it the knowledge of ship building and Rhaetia has became well known for its excellent fast warships, smaller than many traditional human navies, but swifter and far more dangerous. The ever present threat from their south and the Flowering Republic has kept the Rhaetians ever aware of their weakness in population to wage war should any enemy manage to defeat runes and navy.

Secure in their distant stronghold, Rhaetian's began to seek out the injustices of the world and put them to sword. A unique class was born among them, the Knight-Mages, or Paladins, who roam the world at large singularly, or with armies, searching for monsters to slay.

Military:
There are two distinct classes in Rhaetia, the Navigators, who command individual ships, and the Knight-Mages, who protect the home islands and wage war across the sea. Navigators are Mages in their own right but their skills are directly linked to the sea and the use of ships. Knight-Mages, land based, are the force that gives pause to any would be invaders.

Location:
Rhaetia lies at the Western tip of the mainland on the small island jutting into the ocean.

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Gosudař Gospodin Velikij Novigrad
His Majesty Lord Novigrad The Great




Leaders

Ostap Mykhalovich Rjurikovich, Prince of Novigrad

Prince Ostap Rjurikovich of Rjurikgorod is the de-jure leader of Novigrad. Despite his supposed authority, he is heavily curtailed by the R’ad negotiated with the Veche thirty years ago, with the backing of an especially hard-nosed and popular bishop. Now that he advances in age, he is spending less and less time within the confines of Novigrad itself, leaving governing to his steward while he fends off usurpers at home in Rjurikgorod. As the last of the Rjurikovich line, he has failed to produce any heirs and will likely be the last prince to bear the Rjurikovich name. Given that Rjurikgorod is one of the main suppliers of grain to Veliky Novigrad, the coming chaos may spell lean times for the city and unpopular decisions will have to be made.

Steppenoy Posadnik Anatoliy Yaroslavovich

The Steppenoy Posadnik is an old and experienced statesman. He hails from the powerful Yaroslavovvich boyar clan, the second most powerful in Novigrad, and draws his ancestry back to the mythical warrior Yaroslav the Great. Anatoliy has spent the past ten years of his seventeen year tenure alternating in the office of Steppenoy Posadnik with Simeon Ostromirovich. Whereas Simeon is often seen as more hardline and imperious, Anatoliy is considerably more content with the status quo and is sometimes seen as a puppet for whoever is currently the strongest personality on the Sovet Gospod. Tilting with the wind, he is seen more as a tool to manipulate than a force in his own right. May god have mercy on Novigrad should it ever face a crisis during his tenure.

Vladimir Voronin "The Crow", Bishop of Novigrad and Vostochgorod

Bishop Vladimir "The Crow" is an experienced diplomat, having spent over twenty years in his position as Bishop and having overseen the massive expansion into the land Beyond the Portages in search of further fur-trade. His diplomatic experience mostly focused on negotiating land deals and protectorate status with two of the nearby tribes, offering them military protection and trading privileges at Novigrad ports in return for regular tribute and access for Novigrad’s fur trappers. As such he has made many friends in the fur trapping industry, and is the main ally of the Mekhovyye Kolpachki and other commerce-minded individuals. However, he has neglected to resolve a number of border disputes with several of the neighboring principalities, drawing the ire of many of the greater boyars who see his inaction as a stain on the honor of Lord Novigrad. Many of those same boyars also see his dealings with the pagan tribes as improper for a faithful servant of God, and would prefer a more conservative candidate as his successor.


Other Characters

Lavrenti Stanislavovich Lagounov

A prominent tradesman and a rising star in Novigrad politics, he's the founder of an increasingly wealthy fur trading company and the loudest proponent of the rights of the self-styled Mekhovyye Kolpachki or 'Fur Caps', those with the wealth to buy their way into the ranks of the nobility, so named because many of them made their fortune in the fur trade. Rumors are circulating that he plans to stand for election for the office of Tysyatsky, the traditional first step in the political careers of those boyars seeking greater political office, with some going so far as to say that he aims for a seat on the Sovet Gospod itself. His status as an upstart has drawn the ire of Ostromirovich, who sees him and the other Mekhovyye Kolpachki as mere Chernye Liundi (peasants, lit. ‘black folks’), giving them the derisive nickname of Chernye Kolpachki.


Posadnik Simeon Ostromirovich

Head of the most prominent of the noble families, he is the senior-most member of the Sovet Gospod. At the age of seventy three he is older than even Anatoliy, and is currently reaching the thirtieth year of his tenure on the Sovet Gospod, having spent most of that as the Steppenoy Posadnik. He is prideful of his noble heritage and attributes his longevity to his strong Terkhazi heritage. He is not shy about advertising his descent from the great dwarven warrior Ostromir the Clever, the former Prince of Vladimir-on-Inzho. He is considerably more hard-line than Anatoliy, and chafes under the restrictions of the Law of Aleksandrovich which granted increased autonomy and rights to the Twelve Towns and banned the practice of slavery within Novigrad’s borders.


Presbyter Kostya Bogomolov

The bastard son of a Verkhovynsky nobleman, Kostya Bogomolov has risen up the ranks of the clergy and, after his election to the position of presbyter, he is second only to the bishop himself in his influence over the church in Novigrad. He is the de-facto leader of the Verkhovnysky (highlanders), an influential faction of nobles from Rjurikgrad in the southeastern highlands that followed their prince into Novigrad. They agitate for stronger ties to Rjurikgrad and a more conservative church line, revoking some of the privileges granted to their tributary tribes and expanding the powers of the prince. As a result of their conservative outlook they are staunch allies of the price have frequently advocated on his behalf in the Veche, though the local boyars view them with intense suspicion.

Culture

The Terkhazsky culture is a mixture of old Slovjansky traditions with a number of dwarven influences. A number of old Dwarven innovations in smithing, crafting, and art have bellied their reputation as skilled artisans.

Novigrad itself is by far the most prolific source of art in the region, owing to its relative wealth and strong artisan class. This art was not limited to the boyars, as rich merchants and members of the artisan class also supported these artists. So great is their production of religious icons that even some common people can afford one for their home, and many are sent abroad for export.

Religion

The old Pre-Dvergaz Slovjansky religion holds some similarities to the various nature cults in the northern foothills of Azula Coatl. Although there are still orthodox practitioners, especially in the more remote areas of Terkhazia or in Dalekyslavija beyond the portages, they are vastly outnumbered by both the Church of Light as well as those who practice a syncretic mixture of the old ways and new.

Terkhazia is dominated by the Church of Light (Tserkov’ Sveta), a gnostic faith combining elements of the Dunfender and Kazari faiths with several native Slovjansky and Terkhazsky deities and folk heroes rendered as ‘angels’ and ‘saints’ of the great Demiurge. The church itself is divided into five tiers; the Patriarch, the 12 apostles, the 72 bishops, the 360 Presbyteres, the Elect, and the Auditores.

Attitude to Magic

The Church of Light sees the study of magic as a holy pursuit, considering its study central to the accumulation of divine knowledge. A small number of old dwarven rituals are still maintained among the more esoterically inclined boyar clans, such as runecrafting and other methods of enchanting, but many of the tomes of Dvergaz knowledge were destroyed during the fall of the Terkhazsky kingdom.

Among the merchant class magic is treated as any other commodity to be bought and sold. It is not uncommon to see items of every persuasion from the elemental to the necromantic sold in the markets of Novigrad, and the local guards are more than willing to turn a blind eye to the occasional ‘unlisted’ cargo exchange for coin.

Brief history

The people of Novigrad descend from the bands of old Slovjansky tribesmen that migrated into the land now known as Terkhazia several thousand years ago, displacing and assimilating the original inhabitants (collectively referred to as the Nemec). They lived in a tribal society, with most decision making taking place in tribal assemblies that later evolved into the modern Veche.





Military

The Prince of Novigrad is entrusted with command of the armed forces, mostly composed of a diverse (and chaotic) mixture of town militias, peasant levies, boyars, and mercenaries, with their navy composed of river-borne pirates and impressed merchant ships. Although a skilled prince is able to cajole these groups into working together, if the prince fails to constrain their troops the army will quickly dissolve into an uncoordinated mess.






Government

The government of Novigrad is, first and foremost, the government of the Veche. Although the prince has traditionally been the country's chief executive, their power has waned over the past two centuries, with most of their responsibilities outside of the military sphere being taken up by the Steppenoy Posadnik and the Bishop of Novigrad.






Main sources of income

The city was founded on the Lake Inzho to take advantage of the local fish and the lake's location towards the mouth of the River Inzho. Novigrad itself stands as the primary trading hub for the river basin, acting as the mai intermediary between the people of the Inzho watershed and overseas markets.

Other large industries are apiculture (beekeeping), flax farming, other agriculture, and animal husbandry. The estates of the Bishop have become famous for their skilled horse-breeders, making them the primary suppliers of Novigrad's military.
Current goal

Secure trade dominance of the Inzho river valley. Improve the infrastructure in and around Novigrad to support the expanding population.
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