[center][img]https://txt-dynamic.static.1001fonts.net/txt/dHRmLjI0MC5mZmZmZmYuUVhKa1lXTnBZUSwsLjA,/rise-of-kingdom.regular.png[/img][/center] [center][h2]General Information[/h2][/center] As all prospective players are charged with the immense task of understanding a setting built from the ground up, this section is here to make that job easier. I will use analogues as a good way to help you visualize, as well as make sure you know naming conventions, geographical prevalence of ideas, and other such meta-information that you would need to know to write a character that fits in with the setting. Accordingly, this first post will be written in the GM voice, where I (Moth) am talking to you in plain and OOC terms so that all the information isn't Olde English postulation prefaced by "some say" or "long ago", which lend themselves to uncertainty and confusion. [center][u][b]Bastards[/b][/u][/center] Bastards are given the surname “Black” due to the stain on their family’s honor and prestige that brings from siring them. Bastards of any station are entitled to plain black arms to distinguish themselves from the completely lowborn, though in the case of their knighthood, typically adopt a red or black bend on their arms to distinguish themselves from the truly highborn. Instances of bastards being granted lands and starting houses of their own exist in each kingdom, though it has always been the case that bastard-borne houses keep "Black" in their surname, as either a prefix or suffix. [center][u][b]Calender & Currency[/b][/u][/center] [color=aba000]The current year is 530AE, and the first month of spring is here.[/color] The Ardacian calendar uses twelve months of seven day weeks, with each of the months being named after the twelve wandering stars. Only four of the wandering stars were known before Ardall's Conquest, and similarly, only four season-long months were recognized previous to his arrival. The days of months do not have names, and are only distinguished numerically, giving precedence to numerical dates rather than lunar dates. The calendar is based on Ardall's landing, using the Ardacian Era (AE) with everything recorded previously being referred to in a vague sense of historical notation as the Historic Era (HE). Ulfdor, Rangidor, Capras, Ursor, Ibis, Aurdor, Hassendor, Cydor, Biendor, Pesdor, Esquis, and Hundor. Currency in Orlandis is settled into the categories of bronze, iron, gold, and platinum. They are equivalently named "crowns". An example would be: [i]"It took my entire coinpurse, about seventeen gold crowns."[/i] [center][b]Cultural Analogues[/b][/center] [hider=Endosi Cultural Group]This is a southeastern cultural group in game (Voltaani) so we can draw from Game of Thrones in the form of the Dornish. As a real world example naming conventions are generally Spanish, Portuguese, and Basque. Example of character names include— Amaya Antar, Amando Artez, Anxo Iniigo, Dario Valari, and Cornelio Txausi. [/hider] [hider=Exlandic Cultural Group]This is a southeastern cultural group in game (Caelia) so we can draw from Game of Thrones in the form of the Lorath and other free cities. As a real world example naming conventions are generally French, Frankish, Dutch, and Basque. Example of character names include— Amelie Caine, Anouk Dumais, Gaizka Bonheur, Merogais Duguay, and Clovis Guerin.[/hider] [hider=Hinterlandic Cultural Group]This is for the western cultural group in game (Reinoa, Stormtir/Stormbroken) so we can compare these guys to those of the Trident and the Iron Islands in Game of Thrones as a reference. As a real world example naming conventions are Pictish, Irish, Welsh, and so forth; basically the celtic cultural group. Example of character names include— Cathaoir Marlowe, Cadeyrn Crowe, Anwen Kathaim, Cadfael Duearth, and Eirian Glyndwr.[/hider] [hider=Overlandic Cultural Group]This is the general cultural group in game (Veronia, Terijas, Euritia, Erayis, Gradiar) so we can draw from Game of Thrones in the form of those people from The Vale, The Westerlands, The Reach, The Stormlands, The Crownlands, etc. As a real world example naming conventions are generally early English, Anglo-Saxon, and German. Example of character names include— Emilia Valian, Dierk Thralon, Leonard Edrid, Julia Vayle, Godfrey Kentham, and William Barton.[/hider] [hider=Vyntic Cultural Group]This is the far northern cultural group in game (Skavia, Perhyr) and as such can be compared to the people of the north in Game of Thrones for one example. As a real world point naming conventions are Norse, Finnish, Norwegian, and Swedish; though this is only in for first names. Examples of character names include— Jorvik Volkar, Davok Ulaar, Otho Skagelv, and Igor Hafrek.[/hider] [center][u][b]National/Regional Information[/b][/u][/center] [hider=Expanse & Verge] [color=aba000][h3]Caelia[/h3][/color] [b]Lands[/b] Stepped between a wall of desert from her enemies and gold-enriched cliffs and hills, the Expanse is named for the sands that you must cross to get to the “meat” of the northern peninsula. For all of the resources in Orlandis, the small territories within the Expanse hold the largest supply of gold on the continent making the nobles who own the lands quite rich and politically viable. In the southern lands of the Expanse you will notice flowing rivers and rolling fields that owes itself to great agriculture development: river mills, farmland, timberhouses, fisheries, and trade guilds are aplenty. The most densely populated areas are within the southern borders and the northeastern coasts. Within the Expanse’s influence is also the Isle of Anderis which is where not only gold is aplenty but decent installments of jewels and ore. [b]People[/b] The People of the Expanse take a lot after their southern neighbors that they have had favorable discussions with for centuries thus making many people passionate, enduring, fairly diplomatic, yet due to the close borders to Veronia and Terijas find themselves fairly cautious and concerning despite no force being able to penetrate them by land or sea. However, instead of being paranoid they choose to use guile to make sure they are not desirable enough to invade as they make plenty of trade and marriage ties to make sure they are seen as a more useful ally rather than enemy. Though they are most certainly walking on thin lines considering they hold different values, religion, and ideals than the rest of Orlandis. The men and women of the Expanse are a blend of practical and extravagant dress, though they do not tend to import much foreign fashion preferring to use their Exlandic roots of their culture instead, though sometimes fashion from The Verge sneaks into court. [b]Military[/b] Due to the desert and mountain ranges, military culture based on population is limited and like their allies in The Verge, people in the Expanse tend to focus on using their wealth to buff their limited military ranks thus making hiresword companies very well-formed in the Expanse. However, even with the mercenary compliments it is clear that the military beyond that is competent enough as it was their desert guard and defensive naval line that held off the Conqueror of Etlasia from successfully breaching their territory centuries earlier. [color=aba000][h3]Voltaani[/h3][/color] [b]Lands[/b] The southernmost region of Orlandis, The Verge is aptly named for the renown it has for being the highway to the rest of the known world including the various merchant republics. The Verge is nestled in-between ore-drenched mountains that contain ample gold, silver, iron, tin, and precious gems; and soft lowlands that descend into the rocky shorelines. The various houses that take hold in the Verge descend from their ancestors that crossed the Atularis Ocean seeking refuge. Settlements can be found through the farming communities in the north end of the Verge and densely populated cities and towns in the south as well as fishing villages on each of the adjacent islands. As it is the furthest south, it is the warmest of all of the regions of Orlandis. [b]People[/b] The people of The Verge are a passionate, resolute, and diplomatic sort; knowing when to use politics over brawn as well as knowing how to play their hand to benefit themselves. With that said, the people themselves are not selfish but rather neurotic as they worry that history will repeat itself if they don’t assert their role in the world in this way. Historically, the people of The Verge are from Voltaan or at least a good majority of their ancestors were as the ruling house of Voltaan, House Antar, has ruled The Verge as long as there have been kingdoms in Orlandis. The exodus marked in their history speaks of treachery from trusted neighbors and it speaks volumes that as a culture there are only a handful of remaining pieces of it including the Forlandic merchant republics. This is something few people on the continent have experienced and thus creates a kinship that even rivals men from the Northlands. In addition to such political aptitude therein also lies a sense of pride and liberty, which all of The Verge tries to play a role in. The men and women of the Verge are as expected a mix of practical and extravagant dress as they import the latest fashion from the merchant republics as well as Sabobalia, and Fedos Plur. The nobility announces themselves even more than the merchant caste of which plays a huge role in the region as the merchant guild is almost as old as the Voltaani landing on the shores of The Verge several hundred years ago. [b]Military[/b] Military culture in the southeastern peninsula of the Expanse & Verge is one dating back to their initial landing in Orlandis. Whilst rich military traditions existed back in Atularis the men and women found themselves at odds with the native population of their new homeland thus making a reliance of outside elements nessecary to preserve their culture. Gathering a large force of hireswords from Atularis they would systematically create the Verge’s mercenary culture as conflict after conflict plagued them. Even when the realm was secure ideas of paranoia and fear allowed this mercenary culture to flourish as they come to rely on them over their own landed military. Outside of this preserved mercenary culture Voltaani also maintains some of the most ancient metalworking and battlefield tactics in the world. They are plentiful with skilled spearmen, cavalry archers, and endosi-style swordsmen. [/hider] [hider=The Highlands] [color=aba000][h3]Erayis[/h3][/color] [b]Lands[/b] The lands of Erayis are plentiful with timber as well as large depths of mountains, hills, and valleys. Neighboring the Northlands the weather is also a bit colder than those south of the river that bridges them between the Stormbroken and part of the Kingdom of Reinoa. Within these mountains including the mountain range known as The Mythril Mountains, there exists superfluous minerals that include steady amounts of mythrite and even gold—though the latter does not equal to even half of the yield of the Expanse & Verge. The vast rolling hills are also well-known for massive capacities of animal herding (ranging from sheep, ram, cattle, and fowl), hunting (deer, bear, duck, and wolf), and general farming; though the winter seasons are harsher than that in the south of Orlandis so harvest seasons are much more regarded. [b]People[/b] Rigid, but never faltering—the people of Erayis embody the culture of their ancestors unlike those in the neighboring Euritia thus continuing a cultural heritage that has persevered over the ages. In history the people of Erayis have known to defy foreign kings, and customs that are not their own out of a fear of their culture dying out since most of their religious customs have been forgotten since they have stopped being practice for about five centuries. Perhaps this is why the people of the region are somewhat xenophobic—latching on to a fear of change and lost pride. [b]Military[/b] The military of the region is mostly devised between infantry and ram-based cavalry—archers are well regarded given altitude and hunting culture, but are not as esteemed as those in Reinoa or Veronia. With that said, the region has a staunch history for infantry combat; ranging from swordsmen skilled in the greatsword to skilled pikemen to counteract southern and northern cavalry that they are so accustomed to dealing with. [color=aba000][h3]Euritia[/h3][/color] [b]Lands[/b] The peninsula of The Arm is not as rocky or rough as the western fringes of The Highlands; though it has strong riverbeds and flowing hills alongside slight existences of steel mountain ranges and waterside cliffs. The minerals are rich in these selective mountain ranges with mythrite, iron, tin, gold, silver, and copper; but the true abundance of the lands is likely the rolling hills that are perfect for agricultural development, plentiful fish and fauna, vast arrays of northern herbs, the forests ample for timberhouses, and the tactical basis of the landmass. [b]People[/b] A true synthesis of two cultures—the people of what is known as The Arm are the cultural amalgamation of the people from the Midlands who occupied the land under imperial decree, and the native people of the Highlands who were initially abrasive of said occupation. However, unlike the western Highlands the locals took well to their foreign lords, perhaps due to the kindheartedness of the descendants of Torvic Thralon or other cultural factors; whatever the case may be the people of Euritian recognize both cultural roots as many can trace their lineage back to both the Midlands immigrants and the natives of the Highlands. [b]Military[/b] Much like Terijas, Euritia is skilled in the art of war ranging from siege, archery, infantry, and cavalry—however northern horses are fewer in number than those in their ancestral lands, so the nobles of Euritia are stuck with a dilemma: import them, or adapt to a new sense of fighting. The latter was the choice one of the older Kings of Euritia decided upon as he switched from offensive cavalry to defensive troops in general to protect the peninsula of the Highlands they occupied—The Arm. Favoring strong walls and ranged units such as the Euritian crossbowman (a recent development), they have kept any more Highlander aggression invade the peninsula granted by Dierk ‘the Conqueror’ that had since become their livelihood. [/hider] [hider=The Hinterlands][color=aba000][h3]Reinoa[/h3][/color] [b]Lands[/b] Collectively known as “the Ironbasket” throughout Orlandis, the Hinterlands are known for an extensive supply of iron and other minerals within the rugged hills and mountains that they owe their namesake towards. Given Reinoa has held the majority of The Hinterlands (The Stormbroken only occupy a small portion of the region), there is also ample room for agricultural development. The birth of resources is slim but is very well regarded for its supply of strong timber, iron, tin, and copper. In terms of non-minerals however there does exist extensive herbs and fruit born for the colder climate of northern Orlandis. [b]People[/b] Stuck between their unreformed cousins, The Stormbroken, and the prestigious nobles of Terijas and Erayis—it seems that, socially, the reformed hinterlanders would always remain fearful of their neighbors no matter what. However, this does not make the people of Reinoa craven cowards but rather strong and cautious. They know playing politics is essential to survival and they know a good detail of the continental economy relies on their support thus they have always strived to be prepared for anything and anyone. The degree of coin that the Kingdom earns allows the people some degree of financial abundance and there are many who use it to introduce new fashion and invention to the world. The larger population is concerned with mineral mining, agricultural development, and timber mills. [b]Military[/b] Perhaps due to their height advantage with the Hinterlands rough but sprawling hills and their plentiful timber due to vast forests it comes as no surprise that the people of Reinoa are excellent archers, some touting them as the best in all of the known world. This can be asserted by the origin of the Reinoaian Longbow made from dense woods like pine and birch. – With this in mind, the longbowman is an integral part of the military and is a great defense against the charging raiders of The Stormbroken behind sturdy walls on a well-placed elevation. [color=aba000][h3]Stormtir[/h3][/color] [b]Lands[/b] Much like most of northern Orlandis, the lands of Stormtir are known for a populous stretch of woodlands and rocky mountains as well as jagged cliffs. What sets Stormtir apart from the rest of the Hinterlands or even the neighboring region known as The Highlands is perhaps the close cluster of steep inclines and lowlands—there is not a lot of room though it does allow it a type of defensibility that has granted the Stormbroken from not being purged or converted by foreign threats for centuries. The birth of resources is slim but is very well regarded for its supply of strong timber, iron, tin, and copper. In terms of non-minerals however there does exist extensive herbs and fruit born for the colder climate of northern Orlandis. [b]People[/b] The people of Stormtir are famously abrasive, yet some say if they had not their barbaric practices of human sacrifice and raiding culture they would perhaps be the most forward thinking people in all of Orlandis. This is of course based on the fact that females are not second class citizens under the laws of the dominion—it is said that “all are equal under the will of the gods.” Whilst their “heretical” cousins in Reinoa are fearful and cautious, the Stormbroken are the opposite being brave and careless. The concept of fear is fairly lost to them given either a sense of apathy or belief that if one dies then “they die”. Similar to their more northern neighbors they also don’t regard espionage and intrigue very favorably and likely don’t practice it at all. If somebody wants something, they take it—a common saying in Stormtir. [b]Military[/b] The military specialty of the Stormbroken is a type of sailing frigate that announces itself with great defensibility without sacrificing maneuverability thus the soldiers and sailors tend to refuse to rely on heavier vessels instead focusing on higher population of their lighter vessels. This lends to a society bred upon naval aptitude and with large numbers makes them a particular danger on the battlefield. It has been once said that—“The Stormbroken are the best naval society on the western coast of Orlandis, and perhaps all of the continent.” Outside of their naval presence, the Stormbroken pride themselves on their light-foot infantry that has an arsenal of experience with short spears, axes, and crude swords including a great sword of some renown. Tactically, most of these infantry are free-willed independents following little leadership direction—though even with a lack of organization they are as strong as they are quick, something of a hinterlander staple. [/hider] [hider=The Lowlands][color=aba000][h3]Veronia[/h3][/color] [b]Lands[/b] Known for the stretch of rolling hills, long fields, and fields of rivers surrounded by the mountainous nature of the Midlands, the Lowlands is plentiful in pretty much everything. It is no surprise that it is one of the ruling giants of the continent of Orlandis and rightly so. The mountains the Lowlands have access to are plentiful in iron, copper, silver, and gems which compliments the massive supply of agriculture it needs to defend thus with every farming barony lies a fortress to defend it from raids by tribal nomads and the seaborn people to the islands to the north. Settlements can be found all over the Lowlands—cities and towns can be densely populated and several hamlets exist to the eastern part of the region. [b]People[/b] - [b]Military[/b] - [/hider] [hider=The Midlands][color=aba000][h3]Gradiar[/h3][/color] [b]Lands[/b] Home to a large riverbed and various mountains as well as rough terrain that occupies many forests, the southern Midlands (or northern Lowlands, depending on who you ask) are an abrasive residence but just like those in harsher environments further north, it is suffered. Gradiar is home to plentiful silver, tin, copper, and small amounts of platinum. Wildlife ranging from horses, cattle, deer, and fish are well known of. [b]People[/b] The people are much like those in the northern half of the Midlands, fringing on honor and deceit. Historically, the Kingdom of Gradiar had been sworn allies to Terijas; having several marriages throughout the year’s in-between the royal lines. The people outside of nobility are hardy, simple, and determined as they make their living on rough hillsides hunting dangerous creatures alongside the mundane. It is said the dangerous “webwood” exists near the northwestern mountains for one said example—but it is one to take note as dire spiders are far from easy to coexist with or hunt down. [b]Military[/b] The military traditions of Gradiar are not different than those of Terijas or Veronia, lying somewhere between its two neighbors. In history, the military of Gradiar was known to be “second look” to their neighbors in non-mounted archery and mounted infantry—but were quite well-regarded as a sort of middle ground of the two as they found skill in the hunters of their rough and ragged hillsides within mountain hamlets centuries ago who used Gradian horses (a sub-breed of horse native to Orlandis) that was hardy and tough for the mountainous environment. Thus Gradiar became the first to put archers on horseback and not lose their sense of accuracy or skill. This tradition continues today with the unit known as the Pferdjager. [color=aba000][h3]Terijas[/h3][/color] [b]Lands[/b] The northern midlands is the perfect balance of soft rolling hills and jagged mountain ranges, thus sort of existing as a middle ground between the neighboring lowlands and the rocky Hinterlands/Highlands. Given so, the opportunity is aplenty for agriculture development as well as for mining valuable gems and minerals ranging from gold, silver, iron, mythrite, and tin. In addition to the “wealth” of the region there also exists various defensible approaches from the southern and northwestern edge thus creating several choke points for invading neighbors—something Terijas had taken full advantage of. [b]People[/b] The people of the Midlands are as they come in the Lowands; some honorable, some deceitful, and others in-between either. However, unlike their neighbors in the Lowlands—the people favor intrigue and politics over honor and duty making them the natural antithesis of the people of the Lowlands. Instilled as well in people is a sense of pride and greed as history had proven that they were the smartest and the strongest of the three major kingdoms of the past and were the only ones to forge an empirical kingdom that dwarfed six regions and had them all under their foot. It is with this sense of entitlement that people of the Midlands are naturally hostile or full of themselves which causes much conflict. Despite such arrogance there is a sense of order that the Midlands people strive for—mostly due to the major religion of the day, the Word of Aavaar, was founded in the Midlands itself thus making the religious identity of these people greatly defined. [b]Military[/b] Those in Terijas are skilled in matters of siege, archery, and infantry—but most importantly, cavalry units called Companions. This aforementioned cavalry unit is one utilizing the southern horse population of Orlandis alongside long swords—deadly, swift, and smart on their feet; the companion cavalry are known as the most perilous units within the military of not only Terijas, but Euritia as well given the traditions are similar.[/hider] [center][u][b]Royal Councils[/b][/u][/center] Orlandic councils are held by six individuals. [hider=Chancellor]Serves as court ambassador, royal regent, and reigning leader in times of assassination or hiding. These individuals tend to be close friends or allies with the King/Queen so to not create a conflict of interest.[/hider] [hider=High Priest]Serves as the court advisor for matters of religious importance; tends to be head of a monastic order, but not always.[/hider] [hider=Marshal]Serves as the court commander of military and naval forces, and the adviser on matters of military nature.[/hider] [hider=Sage]Serves as the court advisor responsible for the matters of wisdom, history, medicine, and in some cases architecture. Requested by a lord to the order known as "Brothers of Weisheit". Lowborn, Nobles, Merchants; all walks of life can join the Disciples as long as they are male.[/hider] [hider=Sentinel]Serves as the commander of a group of champions (Skavia/Perhyr), cavaliers (Voltaani/Caelia), or knights (Aavaar) to be the shield of the royal family.[/hider] [hider=Spymaster]Serves as the court advisor responsible for foreign and domestic intelligence, espionage, and intrigue.[/hider] [hider=Steward]Serves as the court advisor responsible for the realm's economy, and trade policies.[/hider] [center][u][b]Magic[/b][/u][/center] I haven't written out a whole description for magic yet, but I can tell you with confidence these are the highest forms of magic in actuality (mythlore likes to doll up feats anyway): [list][b]Arcane Sorcery[/b] - Practiced overseas in the royal court of the Imperium iz Olbiaen, arcane sorcery is limited here in that there are no complicated grandiose spells you would see in the like of Dungeons & Dragons and other conventional fantasy settings; it's more within the realm of using arcane magic as a "subtle" means of expanding human energy from the blessing they owe themselves to. Basically to describe it in two words: force mages. The highest caliber of spells one individual can do is no more than a handful of enemies. Spells include throw, levitate object, pull, and jumping greater distances. [b]The Blessing of the Light[/b] - Practiced overseas albeit rarely as to be given a "blessing" (or for nature to be this random) in Fedos Plur, it is the basis of clerical warding and healing. Simple spells such as cure disease, heal minor wounds, and ward of protection. I guess in Fatal Souls this is a less coked out version of the God of Fire, R'hllor. [b]Druidic Magic[/b] - Practiced overseas in the mysterious "ocean" of trees known as the Viridian Sea, basically light druidism/shamanism. Interaction with the elements, natural healing, animal affinities, and so on. I guess it'd be similar to the Children of the Forest? Analogies are hard. [b]The Curse of Obdis[/b] - Antithesis of the one given to those who follow the Light. Practiced overseas in the Athraki region, some weird synthesis of voodoo and witchcraft. I haven't developed it much, but I figure there'd be nothing grand. I was thinking of having an expert assassin's guild practice this. [/list] That's about it for ideas on magic. Magic in Orlandis would likely be exposed and quickly lynched by a witch-hunting mob, lol. [center][u][b]Technology[/b][/u][/center] Despite taking place in the 10th Century of Orlandis, the technology level is near the equivalent of the [url=http://en.wikipedia.org/wiki/High_Middle_Ages#Technology]High Middle Ages[/url]. Any scientific modifications should be discussed and such. [center][h2]Religion[/h2][/center] In Orlandis, there are four main religions. The Word of Aavaar that the majority follow, Diosaea which the people of Voltaani and Caelia practice, the Stormbroken Religion of the people of the Hinterlands, and Southern Kaardism of the Northlands. [hider=Word of Aavaar]The Word of Aavaar is a monotheistic religion based on the historical text written supposedly by [color=aba000]Aaroun ‘the Prophet’[/color] as recorded in [color=aba000]The Silver Parchment[/color]. The faith is obscure outside of the continent of Orlandis as in contrast to world religions that date back hundreds of centuries, Aavaar has only been practiced for around eight centuries thus making it a relatively “new” organized religion. Most orthodox believers accept that the text presented in the scriptures are objective and literal rather than metaphorical and allegorical. The head of the organized religion is [color=aba000]The Oracle[/color], who is elected and serves his sentence at [color=aba000]The Silver Temple[/color] in the Kingdom of Terijas. The defining doctrines of the religion are ones to lead man through moralistic virtue and away from hedonistic sin. It is described that “salvation lies from within” and perhaps it is with this celestial concept of an afterlife that people feel compelled to follow or perhaps it is alternatively the fear of judgement for ill deeds. Such virtues include peace, humility, kindness, diligence, charity, temperance, and chastity; whereas the sins of man include wrath, pride, envy, sloth, greed, gluttony, and lust. For those who commit sin they must confess to god in the sanctity of a temple. General worship is focused on temple proceedings, academic lectures, and devout symbolism. Said symbolism can be reflected with the symbol of the faith, a silver cross. A necklace bearing a silver cross shows desire to be devoted to god, and perhaps in some minds a reminder to steer them away from vile temptations. In temples as well as lordship chapels there exist small fountains of water blessed by priests of the faith to allow individuals to, when confessing, “wash” their sins away as they have their private moment with god—sometimes silver coins anointed with prayers are tossed within these same fountains. Worship extends to hymns, traditional ballads, and readings of the scripture. Eventually several minor schisms came to be and thus heresies within the religion came to be such as: [color=aba000]Erudites[/color] – A faction who believe the scripture should not be taken literally, also believe that iconology such as silver should not be banned from non-religious use. Over the years, however it became an issue when the new faith of Aavaar collided with the old faith practiced in central Orlandis that put much belief into constellations and spiritual intervention. It was here that the old beliefs were merged into Aavaar to prevent a schism of ideals—an amendment that only encouraged well-being of human virtue. These old beliefs of spiritual constellations that were merged include: [color=aba000]The Bee / Biendor[/color] – Represents wealth, believed to grant abundance of harvest. [color=aba000]The Hare / Hasen[/color] – Represents luck, believed to bring good fortune. [color=aba000]The Hound / Hundif[/color] – Represents protection, believed to ward off dark omens. [color=aba000]The Lion / Loweal[/color] – Represents strength, believed to watch over warriors who prepare for war. [color=aba000]The Owl / Eulosa[/color] – Represents wisdom, believed to grant knowledge to those in need of guidance. [color=aba000]The Raven / Raber[/color] – Represents death, believed to watch over the dead and prevent sickness. [color=aba000]The Swan / Schwana[/color] – Represents love, believed to aide in problems of conception. [/hider] [hider=Diosaea]Diosaea is a nontheistic religion based on the teachings taught by the ancient philosopher known as [color=aba000]Saint Jovita del Voltaani[/color] which were written and recorded in the [color=aba000]Santo'libro[/color]. The faith is one with great historical and cultural significance to the people who fled the crumbling empire to Orlandis as well as the merchant republics in their homeland that survived the fallout of such an exodus. The head of the organized religion are separated into two people to serve two continents (Orlandis and Atularis) is [color=aba000]Paragon[/color] of the West and the East, who is elected and serves his or her sentence at the grand cathedral known as [color=aba000]Templo del Refugio[/color] in Voltaani or [color=aba000]Templo del Santo[/color] in Ortan. Originally coined as “The Path of Enlightenment” by Jovita’s smitten royal supporters in the imperial congress, Diosaea was not intended to be a ‘religion’ but a scholarly approach to morality to make humanity understand to appreciate their brothers and sisters. As a philosophy-oriented belief system there are no gods or deities, though this did not stop people from worshiping Saint Jovita as if she was one as history faded and the truth became clouded. The rules of Diosaea are based around universal humanism and about doing good by your fellow man not because there is an afterlife or damnation but because there isn’t one and that in the end all man are bound by their species so they should not seek destruction of them. In a way it is comparable to the Way of Aavaar in that it promotes virtue above all, but that is where the comparison ends. The symbol that represents Diosaea is that of a circular infiniteness (infinity symbol) to represent the cycle of man. This goes into a completely different belief that Saint Jovita had during her journeys throughout the empire she was born into—of how life is so full of karmic coincidence and reoccurrence that life is most certainly a cycle. As such she believed souls (or people, it’s hard to say as the bit written is inconsistent) lived on after physical death thus entering new mortal coils and continuing. Today, Diosaea has become a religion centered on the “saintly” figure of Jovita, with her rules of living turning into scripture law. [/hider] [hider=Southern Kaardism]Kaard av Nyr (or [i]Southern Kaardism, New Kaardism[/i]) refers to the religious traditions of the Vyntic people who sailed across the Sea of Echoes thousands of years ago as recorded in [color=aba000]The Guolog[/color]. The head of the organized religion is known as [color=aba000]The Prestrskati[/color] who is the head of the religious order known as the [color=aba000]Brothers of Kaard[/color]. As a religion based around strength and honor, Kaard av Nyr believes not in strength through conquest but strength through life. It is here that credence’s of honesty, diligence, patience, honor, and family are defined whilst the price of blood is demanded through any one who defiles Kaard’s law such as murder of a child or an attack that is seen dishonorable (such as striking a defenseless man or raping a man’s daughter or wife). The faith is strictly worshipped in the Northlands region of Orlandis and has been a resilient force in refusing attempts to change their religious identity through The Word of Aavaar which is proven through the historical accounts of Kristof ‘the Zealot’ – the King of Orlandis who executed the royal dynasty of Skavia and rallied the entire force of the Northlands against him, even with his zealous brutality he did not see the North bend the knee to his religion or his sword.[/hider] [hider=Stormbroken Religion]The Stormbroken Faith (or [i]Followers of the Storm[/i]) refers to the religious traditions of the Hinterlandic people who lived historically on the western coast of northern Orlandis. The head of the religion is a small council of druids called [color=aba000]The Synod[/color]. There is no written text. A religion based on elemental druidism, The Stormbroken Faith is one of archaic simplicities and is historically the cultural beliefs of all people who descend from the Hinterland. The religious hierarchy is separated into four domains: earth, wind, fire, and water. It is commonly believed by the people that every natural occurrence is an act of spiritual unrest or will—thus the eruption of the volcano called “Stormbreaker” was seen as a defining moment especially considering this was during the time when most of the people of the Hinterlands were being converted by missionaries who worshiped the god Aavaar. Considering this, appeasing the gods is done through sacrifice from appropriate materials to the price of blood. Human sacrifices are a commonplace action by druids who follow the religion, believing that the highest form of honoring the gods is by appropriate ritual sacrifice of heretics and thralls. Depending on the season, ritual, and other mitigating factors the chosen element is decided in a sacrifice and the prisoners killed are done so by that elements domain—if it is earth they would be buried alive, if it is water they would be drowned, and so forth. [/hider] [center][h2]Cartography[/h2] [url=http://i.imgur.com/VCDMgiJ.png]Political Map[/url] [url=http://i.imgur.com/zRMIzlS.png]Provincial Map[/url] [url=http://i.imgur.com/94Y7WxV.png]Religious Map[/url] [url=http://i.imgur.com/1TtwW0v.png]Geo-Altitude Map[/url][/center] [center][h2]Rules & Guidelines[/h2][/center] [b]I. [/b]The most important thing is to respect and follow the rules of our host site, which is no question. The themes are undoubtedly mature but we need to understand what we can and cannot write blatantly. Prose has many techniques referential and subtle where we can show the idea without outright being overtly over the line. If there’s sexual content there is always “fade to black”, if it is a particularly dark and questionable scene it can be referenced or hinted at instead of shown. [b]II.[/b] Respect fellow role-players. This is a collaborative project in nature so we shan’t dismiss or patronize those we should be working together with—lighthearted humor is fine but remember not to insult outright or start flame-wars; generally you know the drill so don’t be a dick and things should be kosher. [b]III.[/b] No meta-gaming—in Game of Thrones Robb Stark wasn’t prepared for the Red Wedding, so by good logic you shouldn’t be as well. The characters can’t know things outside of their timeframe, knowledge, and so on. [b]IV.[/b] Characters can and will die in this role-play. This means if five armed swords surround an unarmed individual there will be certainly a terrible end. Although, this is not to say GM’s or other players can kill others outright and without consultation—the characters in your house sheet are your de facto legacy characters and you have a say in plot progression but do remember this is a game of collaboration. [b]V. [/b]This is a role-play of interaction, character development, story progression—not one that fits the sub-forums of arena or nation RP. While yes, as rulers we have militaries and soldiers we should remember the sole purpose is not to do so. Interaction should be diverse and dick-measuring contest should be absent or at least kept to a minimum. [b]VI.[/b] Post length should fit the scene progression; also defer to the quote at the top of the page regarding “advanced role-playing standards”. [b]VII.[/b] You accept the responsibility that you can post every ten to fifteen days once. If you are taking a leave of absence you will be required to inform the GM’s. [b]VIII. [/b]This last one is more of a suggestion—both GM’s have skype accounts, and as such it would be highly useful if you are available to join the Fatal Souls group on skype. Skype is more active and eye-grabbing than any chatzy or mibbit and are more immediate for concerns and world-building. [center][h2]Application[/h2][/center] [hider=Individual CS][b]Character Name[/b] The name of your individual, if you aren’t planning on POVing a noble house. [b]Age[/b] Age of your character, pretty simple. [b]Appearance[/b] The general appearance of your character, again straightforward. [b]Personality[/b] Psychology and Attitude of your character, simplified or in detail. [b]Talents[/b] Skills, abilities, and talents the character utilizes ranging from martial to poetry to intrigue. [b]Friends & Rivals[/b] Typically the individuals of specified relations of the character. [b]Background[/b] A rough or detailed idea of the character’s life. [b]Other Information[/b] Theme Songs, Notes, and so forth. [/hider] [hider=House CS][b]House Name[/b] The name of your house, which is rather self-explanatory. [b]Sigil[/b] An image or description of a heraldry, typically a shield with etched symbolism and banners upon it. [b]House Words[/b] Typically one sentence as a motto or phrase that defines the house which can range from mantras such as “We Shield the Weak” to “Quake with Fear”. These are generally seen as defining of a House, for to go against your house words is seen is dishonorable. [b]House Specialty[/b] Text [b]Ancestral Weapon[/b] The ancestral weapon of the house should defer to the cultural implications of what is logical. [b]Important Members[/b] Typically the daughters, sons, and close relatives of your current reigning lord. [b]Courtiers & Retainers[/b] The advisors, knights, and other such members useful to your house. [b]Vassals[/b] The lords who serve under your house. [b]Realm[/b] The region or province of which you hail, for example House Hafrek would be titled: “Kingdom of Skavia, The Northlands of Orlandis”. [b]Primary Holding[/b] Feel free to be as brief or descriptive as possible with your primary holding, though to reasonable form. [b]Vassal Holdings[/b] Feel free to be as brief or descriptive as possible with your vassal holding(s), though to reasonable form. [b]Influence & Relations[/b] A summarized list of relations/influence with neighbors or vassals. [b]Exports & Imports[/b] A summarized list of product yield that are traded in or out. [b]Recent History[/b] Text [b]Other Information[/b] Theme Songs, Notes, and so forth.[/hider]