Hidden 4 yrs ago 4 yrs ago Post by Milkman
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Milkman

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Welcome to Vassals to an empty throne


Vassals to an empty throne is a fantasy nation roleplay set on the continent of Mycoria. The continent is ruled by the Arkronians, a race of human like people that came from beyond the sea. For hundreds of years the Arkronians have managed to remain in power and forced the other nations into vassalage. The rule of the Arkronians enforced peace to a continent that used to be engulfed in endless war. Now a mysterious disease is ravaging through the kingdom of Arkron and only affecting the people of Arkronian descent. With the power of Arkron in decline, the faith of Mycoria lies in the hands of its vassals.

Vassals to an empty throne is a roleplay in its most purest form. It is purely a collective storytelling experience. This roleplay is all about its participants telling stories within and expanding the setting of Mycoria. Vassals to an empty throne is not some play by post strategy game that you can win. Such views and mentality should be left at the door. So there are no mechanics, no stats, no dicerolls and numbers on a nationsheet are mostly irrelevant.

The history of Mycoria


Thousands of years ago the realm of Mycoria was ruled by chaos. Kingdoms and tribes warred each other for small patches of land and the people of Mycoria suffered greatly. Thousands of lives would perish in endless battles. Even in the times of peace, the peoples of Mycoria were not safe as bandits laid waste to village after village. Plundering the riches, raping the women and selling the children into slavery. Mycoria was a place of chaos and bloodshed.

Many believed that the permanent state of chaos was the destiny of the realm, that suffering the hardships was the destiny of the people. However destiny changed with the arrival of the men from beyond the sea. Thousands of ships landed on the western shores of Mycoria, bringing warriors, artisans, women and children. At first the people of Mycoria greeted these strangers with a sense of hostility, trying to drive these invaders back into the sea. However the only thing the people of Mycoria achieved was motivating the men from beyond the sea to put an end to the chaos that had reigned for thousands of years.

The men from beyond the sea established the kingdom of Arkron on the western peninsula and launched what would become known as the hundred year war of unification. Over a period of 100 years, the men from beyond the sea subjugated kingdom after kingdom, tribe after tribe until no nation of Mycoria remained independent. All nations were forced to become vassals to the Arkonian throne, ending thousand years of chaos and bloodshed.

Under Akronian rule, the nations of Mycoria found peace and the continent prospored. However not all were happy with being ruled by overlords from beyond the sea. On three occasions various nations rebelled against the men from beyond the sea. The first rebellion happened 400 years ago and was put down in a matter of months. Not enough nations joined the cause to overthrow the men from beyond the sea. The second rebellion lasted for 100 years and became known as the century of chaos. The century of chaos came to an end with the decisive victory of King Amon-Mar III of Akron over the rebel forces at the battle of Tallingan Forest.

The 3th rebellion is still fresh within the minds of the people of Mycoria. Many elderly who are alive today still have memories of that eventful time as it only happened 50 years ago. Once again various kingdoms rose up against their overlords and in a matter of months the rebels managed to score a string of military victories unprecedented. For the first time since the arrival there was a good chance that the rule of the men from beyond the sea would finally be broken. However the allies struggled to reach an agreement on how to shape the continent after the defeat of the Arkronians. Fearful of sliding back into the times of chaos, the kingdom of Vulpinia secretly defected to the side of the Akronians and lured the rebel forces into an ambush. The betrayal of Vulpinia went down in the history books as the greatest betrayal of all time.

Now 50 years after the betrayal, Mycoria stands once again at the crossroads of destiny. Ravens were sent to all the vassals of Arkron with the news that King Amon-Mar IV had passed away due to a mysterious illness. All vassals were invited to attend the inauguration of his son Rakon-Da as the new king of Arkron, overload of the realm. However rumours start to spread that Rakon-Da has fallen ill as well and is currently in a comatose state. Others whisper that the royal family are not the only ones who are suffering from this mysterious disease. Some reports claim that the men from beyond the sea are dying in the streets by the dozens each day. Needless to say that the realm of Mycoria is about to reach a turning point in their history.

Rules

  • Understand that this is a storytelling experience and that the participants are here to work together writing awesome stories.
  • Be cool, friendly and communicative to your fellow roleplayers.
  • Use common sense when creating nations.
  • Post at least once a week.
  • Follow the guild rules.
  • Listen to the GM.


Lore

Magic
Magic is an integral part of the world of Mycoria. Many try to practise magic but only a very few master the art. This makes magic rare and powerful yet the scope of it’s application can be rather limited. Magic for instance cannot wipe out entire armies or grant someone the strength to defeat a thousand soldiers. Magic can come from different sources but never from within. No one on Mycoria is born with magic. However magic is granted by sources from beyond the mortal realm. Those sources grant a character some magical powers but at the same time can take it away if they feel displeased by how the practitioner uses his newly found abilities.

Technology
Technology in Mycoria has not advanced very much. Gunpowder does exist but gunpowder weapons are very rare. Concepts such as national identity are alien to the inhabitants of the continent and people are more likely to identify themselves with their village or clan then with a nation. Although there are great works of engineering on the continent. Machinery is mostly a foreign concept and inventions such as the steam engine beyond the wildest dreams of the sages.

The relation between the playernations and the kingdom of Arkron

The relations between the Arkronians and other states could best be described as vassal or tributary states. The states are bound to serve the Arkronian crown by a series of treaties but apart from that are mostly independent. They have their own governments who rule their respective lands, their own distinct cultures and societies and can make most decicions independtly from the Arkronian crown. However the Arkronians ofcourse have implemented certain instruments to assure their dominance.

1. All states must pay tributes. There are certain forms of taxation to all states that are designed to benefit the Arkronian crown while limiting the capabilities of states to grow much stronger and challenge their rule. The tributes could be money, resources, manpower or something different.

2. Foreign policy must be conducted in conjuction with the Arkronian crown. For centuries if nations want to make agreements with eachother they had to meet in the Arkronian capital and do the negotiation in front of Arkronian officials. All formal agreements had to be accepted by the Arkronian crown. Ofcourse there where still informal agreements and secret meetings. Also the Arkronians have had a habbit of intervering in various conflicts over time between other states. Often forcing parties to come to some diplomatic settlement that would ensure that the balance of power remained in Arkronian favor.

3. The Arkronains are allowed to settle in all lands and have military access to all nations. They will have offices, spies and merchants in most nations. Their ships are allowed to dock in all harbors. They could also have some form of military presence. That presence does not neccicarily have to be native Arkronian soldiers. That could also be regiments formed from soldiers from other nations. Just like the roman auxiliary system.

4. The Arkronians have banned the development of shipbuilding technology throughout the continent and monopolized it for their own kingdom. This means that the other nations aren't allowed to develop ships that can cross the ocean to reach other continents and are confined in how large of a mercentile and military fleets the other nations are allowed to have. In short the combined fleets of all other nations might be at best equal in size but subpar in quality.

Ofcourse this sounds a little bit restricting. However as you have have proberbly read, the Arkronian system is on the verge of collapse due to a mysterious decease ravaging through their race. In essence they are a dwingling power and the nations wich the players will create are pretty much challenged by the question of how to shape their future in a post-Arkronian rule Mycoria. The Arkronians are still around, are still powerful but their dominance is dwingling. What is written above is the starting point but can be redefined throughout the roleplay.

Established races

Players are encouraged to develop and pick their own races. Standard fantasy races such as humans, elfs, dwarfs, halflings and orcs are all fine. The general guidelines are that the races must resemble humans in their capabilities and how they live. In short, they must live on land, eat food, drink water, breath air walk on two legs and be in a decent size range compared to humans. Avoid races that are warped demons, that fly, live underwater or live in total hellscapes that are inaccessible to others.

Arkronians: The Arkronians are also known as “the men from beyond the sea”. Arkronians mostly resemble humans to a large degree. However they tend to be of longer build with male ones roughly being in the range of 200 to 220 centimeters. Females tend to be smaller. The Akronian skin is recognizable by its grey color. Not every Arkronian has the same greyscale. This has led to the proverb that there are as many shades of grey as there are Arkronians. Arkronians do not have bodily hair. Their scalps are bald and facial hair in the form of beards, moustaches or eyebrows are absent.

Vulpin: The Vulpin are a race of anthropomorphic bipedal fox like creatures. They often have thick coats of fur, brushy tails and fox heads. There are many variations in fur color, shape of the head and ears and other features. Often such features are tied to a certain Vulpin clan. The Vulpin tends to be slightly shorter than average humans with mail Vulpins often being around 170 centimeters long. The Vulpin have gained huge notoriety with their betrayal during the 3th rebellion. It has led to the proverb “shifty as a Vulpin”.

Avan:Avan, a race of half-man and half-bird, although they were never blessed with the ability of their wild peer's ability to fly. Some would say it was a joke by their ancient gods, or a blessing, or a curse for some past sin that they as a whole have been cast with the burden of having a bird's head and feathers growing where they may else have hair.

Application


Interested? Great! Just post in this topic that you're interested. I'm not overly picky on who's joinging this roleplay as long as they understand that this is a collaborative story telling experience. I don't really want armchair general mentality of playing to win (which is not possible because this is not a game). That just derails things with pointless discussions. As you proberbly have noticed two area's of the map have already been claimed. One is for the kingdom of Arkron, the supreme overloards of the realm and the other is for the kingdom of Vulpinia, those treacherous Vulpin who made sure that those damned men from beyond the sea remained in power.

Please post your nationsheet first in the OOC so that I can review it. Once accepted you can move it to the characters tab.

Some guidelines about nation creation:
* I don't care about numbers, avoid using them. Rather write about how your society functions and what the effects of the terrain and climate are on their culture.
* Work together with your fellow roleplayers to write some shared history. Prior to the arrival of the Men from Beyond the sea most nations where at eachother throat and old wounds might still exist.
* Players can create their own races as long as they follow the following guidelines; The general guidelines are that the races must resemble humans in their capabilities and how they live. In short, they must live on land, eat food, drink water, breath air walk on two legs and be in a decent size range compared to humans. Avoid races that are warped demons, that fly, live underwater or live in total hellscapes that are inaccessible to others.



Discord (only ooc talk): ask gm.
Hidden 4 yrs ago 4 yrs ago Post by Milkman
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Rough time schedule:
I want to keep things relatively on track so I am putting up a rough schedule on how I want to handle a few things. If things move really fast with nation creation we can start IC earlier.

* March 6: Start of IC
* March 6: Join status goes to full, no new participants. Remaining space will be filled with NPC nations
* March 13: Last date to finish nation sheets

IC is open. Accepted nations can start posting. If you haven't finished your nation sheet yet, please do so. Last day to submit your sheet is march 13th.
Hidden 4 yrs ago Post by datadogie
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datadogie Cloak and Dagger

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Hai hai, I am here!
It might be good to include the original map as well as the territory map, so that we can still see what the terrain was like before all of the colours and claims were added.
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Hidden 4 yrs ago 4 yrs ago Post by Red Alice
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@Milkman



Something like this for my claim. I wanted to fill out the natural boundaries within that area since that felt most natural as a stopping point for my nation. The region below me I'm not sure about, for now I'll just take it if no player has any desire for it by start time. My thoughts may change depending on what direction I go with my nation, though.

I think I prefer the little city state vibe I've got going there though.
Hidden 4 yrs ago Post by Aoko Aozaki
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Aoko Aozaki Fifth Magician

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Henlo! I would like to join! I'd like to claim this little cove in purple if possible!

Hidden 4 yrs ago Post by Milkman
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Milkman

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@Milkman



Something like this for my claim. I wanted to fill out the natural boundaries within that area since that felt most natural as a stopping point for my nation. The region below me I'm not sure about, for now I'll just take it if no player has any desire for it by start time. My thoughts may change depending on what direction I go with my nation, though.

I think I prefer the little city state vibe I've got going there though.


Sure. I'll update the claim accordingly.

I would like to present an alternative idea for the region below you. We could turn it into an NPC nation that was the previous ruler of the city on the peninsula. A sort of rival nation that lost the city at some point to your nation. The details we can work out together.

Henlo! I would like to join! I'd like to claim this little cove in purple if possible!



Tha is perfectly fine. I'll add it to the map when i update it tomorrow.
Hidden 4 yrs ago Post by DELETED32084
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DELETED32084

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Second Rhaetian Republic (Rhaetia)


Quick Description:
Rhaetia is a complicated landscape of diverse geography and bloody history. From the fertile southern plains and plentiful sea, to the towering wooded peaks of the north. Throughout the land are heavily fortified towns and villages, always located in strategically important locations atop bluffs or straddling vital river crossings. Various districts are governed by a senate of elected officials who can hold their office for no more than four years. It is an ancient land peopled by a relatively modern race born of the forced union of Arkonian soldiers and the now virtually extinct local Orcish population.

The 3rd Rebellion:
Rhaetia sided with the Crown during the 3rd Rebellion.

Population/Races:
The dominant species in Rhaetia are the Ruline, a hybrid species created following the First Rebellion in which Arkon soldiers crushed local Orcish tribes that had risen against the King from Beyond the Sea. The Orcs that survived were enslaved and became little more than strong backs and breeding stock. From this strange union came the Ruline; strongly built humanoids with green, almost red-tinged, scaly skin and notable jet black hair. The Ruline can grow no facial hair.

There are still a few Orcish tribes clinging to the deep mountains but their numbers dwindle every year. Arkronians, Avan, and Humans are represented in small numbers, usually as diplomats, merchants, or as skilled tradesfolk.

Culture/Society:
Rhaetians are well known for their horsemanship, celebrations, and desire to enjoy every meal like it was their last. Much of their culture revolves around horses, which were introduced by the invading Arkronian forces. Breeding, training, and owning horses is a integral part of Rhaetian society and even the poorest home is likely to own at least one horse that can compete in local events or carry a soldier to battle. For the best riders there is fame and fortune to be had.

Rhaetians build a house around a garden, not the other way around. Great care is taken to ensure their homes are beautiful, well built, inviting and tranquil. Gardens are everywhere, as are elaborate water features that help calm the mind and cleanse the spirit.

Music and dance is often taken for granted, but Rhaetians are famous for their elaborate dances, brightly coloured costumes, and wide range of musical instruments. The guitar is the most popular and the best musicians and bards are fetted and celebrated for their skill.

Rhaetians can be accused of eating simply to have a conversation. Major meals are taken twice daily and can last several hours; they are a very engaged affair and those who share a table will discuss anything and everything. Food is often simple but delicious and comes when it is ready, forcing everyone to share dishes among the group, thus encouraging more participation among guests.

Religion:
There is no notable faith among the Rhaetian people. The state itself recognizes no official religion and allows its citizens to worship as they wish, providing it does not disturb the order of things.

History:
The dominant species in Rhaetia are the Ruline, a hybrid species created following the First Rebellion in which Arkon soldiers crushed the local Orcish tribes that has risen against the King from Beyond the Sea. The Orcs that survived were enslaved and became little more than strong backs and breeding stock.

As four hundred years passed, the Ruline spread out across Rhaetia, slowly replacing the Arkronians as the dominant race. It was during the Second Rebellion that the Ruline became the dominant race when the King stripped every Arkronian he could find from the region to fill the ranks of his army.

By this time the Ruline, widely referred to as Rhaetians, had established themselves as excellent horsemen and were called upon to provide light horse archers and scouts to the Kings army. They did so with skill and distinction, so much so that when the Century of Chaos finally came to and end, the King rewarded the Rhaetians with their own nation.

The First Rhaetian Republic was a mitigated disaster as the fledgling state attempted to rule itself even as thousands of young men returned from the wars. The senators at the time were those who had remained home and gotten rich; their laws and policies aimed at protecting what they had gained.

The Second Rhaetian Republic was born in a twenty four hours of blood letting when veterans stormed the senate, slaughtered the senators, and proclaimed a new government. There were hiccups along the of course, but with time the Republic managed to find its legs and several generations later entered the Third Rebellion as a loyal vassal of the crown.

Government:
Republic, controlled by a Senate whose head is known as the First Consul.

Economy:
Agrarian

Military:
Every Rhaetian youth is expected to learn how to ride and fight from horseback. There is no standing army, nor core of professional soldiers, but in times of war, every able bodied Rhaetian can be called upon to form an impressive horde of light horsemen. Vulnerable to sustained close contact with heavily armed knights or infantry, they rely on their mobility and speed to wear down and destroy an enemy.

The Third Rebellion actually led to the first Rhaetians integrating with the Arkronian siege train. Rhaetian armies can now be found operating mobile siege weapons in the form of chariots and battle wagons. These are relatively knew since the Third Rebellion but are becoming increasingly popular among those folk who have little or no skill fighting on horseback.

Territory:
See the map

Factions:
This feels like something I should hold off for when the RP starts and as I write them in.

Characters:
This feels like something I should hold off for when the RP starts and as I write them in.
Hidden 4 yrs ago 4 yrs ago Post by Blandina
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Name: Kingdom of Skekaria

Flag: Two flags are traditionally used, the first in peace time and the second during times of conflict. The peace flag is a lighter blue background (think Wode) with three orange circles positioned like the point on a triangle, each being surrounded by four smaller circles. The war flag has the same color scheme, but the three circles are connected, and their subordinate circles (all twelve) are arranged into a smaller circle on the interior of the triangle.

Quick description of your nation: The majority of the populace of Skekaria cling to the smooth sand beaches that make up their western coastline, finding the rockier western shore to be less comfortable and significantly more dangerous. Those few clans that have chose to make their home elsewhere reside either on the grassy plains that comprise the majority of the land's interior, generally providing for themselves through nomadic pastoralism, or in the rain-soaked mountains of the western coast, making their living off of trade with the coastal clans or through farming in the fertile valley regions.

The side your nation was on during the 3th rebellion: Either with the throne or with the rebels: The Kingdom of Skekaria sided with the throne during the rebellion, not out of love for the throne but ouf of fear that a successful rebelion would inspire their own subordinates to throw off the yoke.

Population/races: The Skekarii are, on the average, a shorter race. Both men and women tend to average roughly 160 centimeters. The Skekarii are a tan people, owing to their southerly location, with black and deep brown hair and eyes ranging anywhere from brown to olive green, though the mountain clans are said to be duller both in appearance and personality as a result of their rainy home.

Culture/society: The Skekarii are a people only relatively recently unified, having only been established as their own power a few decades before the conquest. This recent unification is still shown in the intensly clan-based mentality of many Skekarii, who see their ultimate devotion as being to their clans, though after unification urban centers have been slowly coming into vogue which has led to the development of an increasingly state-oriented culture within the confines of the few scattered cities. Despite the city-dwellers growing nation-state mentality they are still reliant on relation to secure most agreements from land trades to significant business deals, which has led to a culture of intense polyamory, It's rare to come across a Skekarii with only one partner, with the average Skekarii having anywhere from four to six partners of either gender with whom they live communually and raise children jointly.

Religion: Skekarii religious belief holds that the ancient world was a constant conflict between the twelve old gods and the thirty-six new gods, born from the ever fracturing natures of the old gods, a conflict which the new gods eventually won, but not without suffering. The Skekarii hold the goddess of the sea, Senald, as the cheif deity of the world, a reverence reflected in their devotion to aquaculture, and their greatest festivals and rituals are devoted to her gratification. The Skekarii honor Senald above all others for they believe that it is through her actions that they came to the relatively prosperous land they now call home. In Skekarii mythos Senald had been greivously wounded in the war with the old god she had broken off from, leading to her fall to the sea in the mortal world, which at the time was a land of deep struggle and poverty for the Skekarii. Seeing their goddess so wounded the Skekarii dragged her body from the depths of the ocean and brought breath back into her divine lungs, before feeding her and allowing her to recover. Out of thankfulness for their kindness, once the war was settled and the old gods were truly shattered, Senald sent forth the bounties of the sea so that they may be harvested by the Skekarii. In emulation of their goddess the Skekarii are all expected to make at least one pilgrimage to their great temple where they reenact a portion of Senald's suffering by piercing their hands upon sharp stone and spilling their blood into a sacred pool into which they are then submerged with weight nearly until the point of drowning, before they entirely lose consciousness they are brought from the pool by the temple priests and have their own lungs filled with air again. The last phase of their ritual involves drying by the temple's fire where they are fed and nurtered by the priests. The priests, in recognition that they become nothing more than the servants of the gods are granted a mask upon their acceptance, they are forbidden to ever remove the mask, regardless of their rank the mask remains the same, from a servile priest to the dual high priests. The other gods do have worshippers, they simply aren't as widely revered and are given less pomp and circumstance by the state.

History: For the majority of their history the Skekarii has managed themselves through a multitude of clans, often waning and waxing in regional power, with no clear dominate party, though the clans of the western coast were generally more prosperous and are generally recognized as being the oldest clans. At some point in ancient history the clans began to experience significant infighting which pushed several of the clans out of their traditional homeland and into the western mountains or the internal plains where the clans maintained limited trading. In more recent history, shortly before the coming of the Akronians, three of the larger neighboring clans- the Wya, Cani, and the Ae- joined together through a marriage of their three clan leaders, declaring themselves as the first monarchs of the Skekarii.

Joining their forces and recources together they established a city on the river that had formed a portion of their border lands and named it Wyacanae. It is from this city that the three monarchs, the founders-become legend King Roqur, Queen Mahn, and Queen Rostet, led their crusade to conquer the remaining tribes. The first to fall were the neighboring tribes on the western coast as they lacked the population of the time to prepare for such a force, the next were the nomadic herders of the plains, though they were unable to put up much effective resistance due to their small population. By the end of the third year of conquest only the mountain tribes remained, the last of which wouldn't be subdued until just a few scant years before the Arkronians arrived. Following the completion of the conquest each of the three clans from which the monarchs came assumed nominal management of four subordinate clans in an effort to integrate them into the new kingdom. Nominally the Skekarii lay claim to the island to the north of their homeland, though they've never made any significant effort to colonize or even fully explore it.

Government: The Skekarii are ruled by a mixed government where, in theory, absolute power rests with the three monarchs, none may pass an order without the consent of at least one other, while the two archpriests and their subordinates oversee much of the administrative work of taxation and land usage in order to compensate for the crown's unprepared bureaucracy, a role which gives them significant power and influence. Further, each of the subdued clans is allowed to send a representative, usually a direct relative of the clan's leader, who is then ritualistically married to one of the monarchs, this allows them some representation in the state's governance.

Economy: The Skekarii engage in large scale aquaculture on their western coast, as well as extensive agriculture and mining within their western mountains. Recently, with the rise of more urban locations, they have begun engaging in regional sea trading. The Skekarii have also begun efforts at establishing their coastline as a site for regional tourism, claiming that their warm southern climate is good for the health.

Military: The Skekarii millitary developed from early fishing crews and, as such, relies heavily on spears and the usage of javelins with light armor. The Skekarii, beyond their pretensions to the northern island, have little desire for significant land expansion and thus rely on a better knowledge of their homeland in order to defend themselves from their enemies, utilising early guerrilla tactics.

Territory:

Factions: I would prefer to develop this in-RP.

Characters: I would also, if possible, prefer to develop this in RP.
King Vahn II Wya: King Vahn II is widely regarded among the upper strata of Skekarii society as being a fairly ineffectual monarch, a status which has led to some degree of disatisfaction amongst his subordinates. King Vahn II, being in his later forties, is viewed by many Skekarii as having lost much of his vitality, leading many to look towards his heir.
King Mahd Cani: King Mahd is viewed by many Skekarii as the youthful energy necessary to counter the more complacent King Vahn II, with his efforts at revitalizing the mining clans brining in new sources of income for the state treasury. Together with his younger counterpart, himself only being in his later twenties, Queen Haster IV Ae, new efforts have been made to expand the state's bureaucracy in hopes of solidifying the crowns position in comparison to the church.
Queen Haster IV Ae: Queen Haster, being in her early twenties, is one of the youngest monarchs to come to the throne in the kingdom, a matter which has brought many concerns about inexperience. Despite initial worries Queen Haster has shown herself, at least in partnership with her senior, the King Mahd, to be a relatively capable monarch. Notable of Queen Haster is her concern with diplomacy, breaking from the generally isolationist tradition of the kingdom Queen Haster has begun sending envoys to treat with the courts of nearby nations.
Hidden 4 yrs ago Post by Milkman
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@The Wyrm Looks good. The Ruline are a hybrid between Orc and Arkronian? Works for me. Maybe add a quick describtion of the current consul and you can move Second Rhaetian Republic to the character tab. I like the little details in the culture section. That makes the place sound unique and flavorful. Additional details can always be added through roleplay and exposition :)

@Blandina I'll start off with a few minor points that will help you a lot with your future roleplaying here. Maybe you've corrected it already when I post this and then you can ignore it :) Try to use BB code when you're making sheets. Make different tabs bold and/or in a different color like The Wyrm has done. That makes charactersheets much more clear to read. My text here makes it bold. You can change color [color=color code]my text here[/color] will change it to the selected color. Here is a link to a list with color codes absitomen.com/index.php?topic=331.0

I've quickly scanned your sheet and it looks good so far. I'll give it a more thorough read later today. Maybe add already a quick description of the three kings. That doesn't have to be a big charactersheet. You can always expand on it later.

@Dinh AaronMk The nation sheet you've posted in the int check is accepted. Just add a quick description of the king and you can move it to the character tab. Name, gender, age will do. Further detail can be done in game and later added to the sheet if you feel like it.

I really would love to see some nations that where on the rebel side. So far all sheets that have been submitted where on the side of the crown.

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Hidden 4 yrs ago Post by Blandina
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@Milkman I've made some edits to it that I hope line up with what you'd like! I appreciate the help, I was really struggling with getting that map image in there haha. On the map I didn't color in the northern island because I wouldn't really say they own it, they just claim that it's theirs, though there's no realistic way for them to enforce that if someone else wants to claim it.
Hidden 4 yrs ago Post by Milkman
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@Milkman I've made some edits to it that I hope line up with what you'd like! I appreciate the help, I was really struggling with getting that map image in there haha. On the map I didn't color in the northern island because I wouldn't really say they own it, they just claim that it's theirs, though there's no realistic way for them to enforce that if someone else wants to claim it.


Looks great. You can move it to the character tab. Most easy way to do that is to use the "edit post feature" here and copy/past the content of the edit screen into the character tab.
Hidden 4 yrs ago Post by Dinh AaronMk
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Dinh AaronMk my beloved (french coded)

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@Milkman

I've been at work all this time so I haven't been able to cook up anything. But now that I get one day off I have the opportunity to at least cook up a flag, so when I get that finished I'll be moving it all over.
Hidden 4 yrs ago Post by datadogie
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datadogie Cloak and Dagger

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I'll be finishing my sheet tomorrow. I'm stuck at a wedding the whole day today, and staying overnight. We got the time wrong so had to rush out the door. I forgot my toothbrush, my trainers, and my watch and left them at home. Why is it a concern that I forgot my trainers? Because I'm in full Scottish wedding attire, including a kilt, thorn, sgian dubh, and other such ceremonial apparel. These. Shoes. Are. Painful. Internet is shite, too. Send help. Call the prime minister, no, the army. Fuck it, call the united nations. I'm so bored.

In other news, should we have a Discord Server for this RP?
Hidden 4 yrs ago Post by DELETED32084
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@datadogie, liven things up by stabbing the nearest person. It ain’t a true Scottish wedding until someone stabs someone else, or the English show up to rape the bride.
Hidden 4 yrs ago Post by Blandina
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@datadogie Good luck with the wedding, hope it itsn't too painful!

@milkman I was wondering if it'd be appropriate to add a part to my economy about a sort of early tourism industry? Since the Skekarii consider their western coast to be a gift from Senald, I figured it'd make sense that it'd be a fairly lush/pretty shoreline. I recognize modern tourism doesn't really work in this setting, but I was thinking maybe some sort of medical tourism, like in early modern Europe where Mediterranean Spain was a popular location for people suffering from tuberculosis. Perhaps on a regional level, since travel beyond the surrounding area seems like it'd be a bit difficult in this world. I edited it in, but I'm more than happy to remove it if it seems iffy.
Hidden 4 yrs ago 4 yrs ago Post by Yam I Am
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@Milkman This is what I got thus far. Thoughts?
Hidden 4 yrs ago 4 yrs ago Post by Milkman
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@datadogie Good luck with the wedding, hope it itsn't too painful!

@milkman I was wondering if it'd be appropriate to add a part to my economy about a sort of early tourism industry? Since the Skekarii consider their western coast to be a gift from Senald, I figured it'd make sense that it'd be a fairly lush/pretty shoreline. I recognize modern tourism doesn't really work in this setting, but I was thinking maybe some sort of medical tourism, like in early modern Europe where Mediterranean Spain was a popular location for people suffering from tuberculosis. Perhaps on a regional level, since travel beyond the surrounding area seems like it'd be a bit difficult in this world. I edited it in, but I'm more than happy to remove it if it seems iffy.


Well, when I am in doubt about this kind of aspect I bring out the history books. There definetly was some form.of tourism during the Middle-ages in Europe. Most of it was tied in with religious practises or Medical reasons (wich was pretty much an religious activity too). So best way to implement tourism is to tie certain tourist hotspots to religious/mythical aspects. During the classical area the Romans and Greeks valued their leisure time. They Romans had summer houses, frequented hotsprings, colloseums, theaters and such. The Greeks traveled for the Olympic games and various religious sites as well.

The scale of it will most likely be small because traveling still requires a very big time investment. Some person from the north might be traveling for 2-3 months to visit a mythical beach in the south and back home again. There will defenetly people around the world who could afford the time investment and money involved in such an endevour. But they will mostly consist of the wealthy upoer classes, their servants and guards. As far as this setting goes tourism is plausible but small in scale.
Hidden 4 yrs ago Post by Blandina
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@Milkman Okay, good! I was just wanting to make sure that it woulnd't be an issue with your world building, I appreciate the quick reply. I was planning in my head a sort of aesclepiad healing temple system, positioned on certain stretches of coastline that are tied into their mythos. In mind was a sort of "holy health retreat" catering to the wealthy, with maybe some regional recognition.

fun side fact, I'm actually heading into a MA for early christianity/later empire, so I've got a couple borrowings from history that I'm planning on working into the Skekarii.
Hidden 4 yrs ago Post by Milkman
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@Yam I Am Looks good so far. Do you have a character/position that would handle foreign relations? Someone that could be invited to the capital of Arkron?

Maybe do something with the betrayal? Yuravia proberbly has lost good warriors. But that are details we can also work out once more nation sheets are submitted. Apart from these two points I'm really happy with what i've read :)
Hidden 4 yrs ago Post by Yam I Am
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@Milkman The responsibilities of foreign relations was handled through an appointee of the Gardinâ, which was usually only done on a need-be basis. Typically, this would be a merchant from the same tribe or clan as the designated tribe responsible for tribute toward the Arkronian crown, or if this message was extremely important, a tribal chieftain. If Arkron requested diplomatic action from Yuravia, a courier could be dispatched to a Tênuar who in turn would call for the meeting of a Gardinâ.

Also, the death of Aurielin is less THE BETRAYAL! and more The Betrayal[Citation Needed]. While everyone were all clearly aware that the cause of Aurielin's death was via poisoning, it remains to be known how this was done, by whom, or for what reason. It's more of a great mystery with multiple theories than something that is clear-cut. Because of this, there is a much greater emphasis in Yuravian Historiography on the aftermath and fallout of her death than her death itself.
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