Oh divine Providence, the fate of the winds that drive time and place in the name of the One and Only. He who shed his physical form to give rise to the world. Oh divine Providence, who washes over us in all times to direct our souls to purity and to keep us on the path to The One. Oh divine Providence, the soul of the breathing world hewn from His bones and bowls. May the Man, the Woman, and The Child; divine faces who exists in three; made to be one. Watch over us travelers. Grant our ruler wisdom and mercy. And may he be forgiven for what injustice he has done.
Oh divine Providence, I do not know this land. I do not know its water. I do not understand how children of His blood could be led so far astray. I seek His patience to weather them and their land. I seek your wisdom so I may know it. I seek your strength so I may guide my sword against my enemies and correct His creation, if you Lord are so willing.
Oh divine Providence, I beseech your judging qualities. I ask that word of our king be delivered to on high so that he may be judged, so that I may forgive him. For his wrong doings to be corrected. So that I may return home. So that I may return home to the kingdoms of Tirna and Sorset. So I may smell the flowering bushes of Baed Caray. So I may snack on the honey of sweet Foren in its west. So I may see the gullies and the orchards and the sugar sands of Tannover Shea's southern vistas. I seek to see the greatest city to ever stand with my own eyes once again, and call it my own and my home: Doulein Town. May its silver walls be my refuge against the irredeemable, and so I may leave this cursed place.
Oh divine Providence, why do I feel I will never return? Why is it I weep so? Oh divine Providence, our servant to the divine lord, our knights to man and of earth. Oh Cal Ethahn, our Highest One what is the will of your spirit?
Here I am now, a humble servant to your will. Upon the clay of a land foreign to me, but named for my home. I feel betrayed, and I feel defeated. New Tirna is not the home for me. Yet my will to fight has be surpassed. I have to survive. Another winter has passed, and hardly word from the remains of my family back home.
I curse my king. Yet I can not do a thing.
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The familiar sun rises over a strange new land. For a remote few below its gaze, the sun is the only thing familiar to them. It – like the sun and stars – are the very same they would gaze upon and bask in its glow in the old country. But this is not the old country. It is far from it. The land is unfamiliar, if even alien to them. Its wondrous beauties and terrifying depths span for miles outside the walls they have erected around their settlement, adventuring only so far out to fulfill the needs of their settlement and till the soil for this year's crops. They look inland in apprehension and silent fear of what might be beyond those hills. And they look to the sea, hoping that some day a ship bearing their flag will return to take them home, and not lump upon them a new wave of settlers or merely trade out supplies.
For these debtors, lucky criminals, and determined enemies of the old state they are alone. A first breed of a new adventurous people for their nation; whether or not they like it. A whole new hero or villain, colonists.
The settlement of Uponhill is a new experiment in exploration. Not one driven by the mercantilism of the old world or simply military conquests against familiar – if barbarian – foes. But a simple push into the unknown. And one not fueled – if initially – by the prospects of expanding the nation's wealth. No, this is a test by the despot of the United Kingdoms of Tirna-Sorset to deal with his potential enemies, debtors, and certain criminals. To those with broken social bonds and of questionable virtue. To put them out of sight and out of mind and secure for them a land so unknown and harsh that all thoughts of usurpation are defeated by not only the distance, but by the driving will to survive. And then in time these peoples will sire a whole new generation to occupy this land and expand the Empire.
And we here now are those colonists. Or the locals who must deal with them.
A brief history of Uponhill
Upponhill is a small village-size settlement, spread out roughly across ten square miles of swampy ground on the river Miller's Creek. Its citizenry are made up of the banished and exiles of their home, filling in a wide spread of the old country's social strata, ideology, race, and even religion. In some fashion these people were deemed at odds with the government of Tirna-Sorset and needed to be dealt with.
As a case and an experiment, the despot of Tirna-Sorset ordered the found and suspected enemies of his rule to be sailed across the great sea Aelaminus to establish a colonial outpost in his name. In time this town would become a center to deal with the threatening members of his land. A whole new colony, and a whole new prison. A prison of no guards, of the infinite prospect of freedom. But the harsh realities of exile and being forgotten. A penal colony.
It's been a year since the establishment of Upponhill. One so bad they were sure they would have perished if not for the assistance of some natives who fell sympathetic to the foreigners' plight, not having hardly enough resources to survive. So they helped them, to whatever effect this will have on them is a question yet to be answered.
There are of course additional colonies on this coast. Some foreign, built by powers from the homeland. But none so near to Upponhill to be of any direct and immediate importance. For the colonists here, they are a distant dream to trade distantly with. Or for the impatient and jumpy: a target to raid.
Old habits die hard.
A history of Tirna-Sorset
The United Kingdoms of Tirna-Sorset were not always a unified kingdom, instead being two separate kingdoms separated by five miles of ocean water. Tirna, the ancient and rugged kingdom of warriors and of ancient druidic ritual was at times in conflict with the much more passive and diverse kingdom of Sorset, which had been built up by generations of migration and invasion that changed its face and make up. As with all kingdoms, they had fought each other. Or their rulers sought avenues of peace through marriage with each other.
Four-hundred years ago the faith of Ethahn – Ethahnism - arrived to their kingdoms' doorsteps. A concept long developed out in the east, the cult of the god Ethahn promoted a sense of unity. It talked about powerful themes of temperance, modesty, and fidelity to one's self, your partner, and your liege-lord. It introduced a refined and broad set of social rules. It was a shake up. The next several decades to a century saw the rough inclusion of the God Who Sacrificed Himself To Make Creation into both their societies.
Ethahnism as it met local pagan mysticism did change and evolve. Ethahn adopted the ancient title of Cal – or lord – and several other titles: Highest One, Lord, etc. In addition it absorbed the concept of the mid-level spirits of local Paganism, the so-called Providences, often nameless spirits who conduct the divine will of heaven and “Fill creation's bones with spirit”.
Ethahnism's introduction and mutation on the western shores of the Old World facilitated an evolution in politics between the two nations. The concepts of fidelity burned in the noble houses. There was a stronger sense of union between the two and a series of jointly signed declarations and the gradual absorption of one house into the other merged the two kingdoms into the entity of Tirna-Sorset. The United Kingdoms continued to revise and strengthen their bond to the point that in many aspects the kingly titles of either state had become one, and effectively began preserving the multitude of ethnic and tribal groups in both states as Ethahnism proliferated society and numerous ideological interpretations of its teachings – The Coda – blossomed.
Thirty-five years ago Tirna-Sorset involved itself in a war against the kingdom of Antoinne in a dispute of inheritance concerning the small principality of Bruge. The king of Tirna-Sorset at the time – Brandon Aeloy – declared that his son and heir Ilroy was the legitimate heir to the death of the prince of Bruge. The Kingdom of Antoinne, fearing growing Tirna-Sorsetian hegemony and having their own legitimate claimant to the throne of Bruge like-wise declared their contender the heir. All the while the principality passed to the first cousin of the former prince, catching themselves in the middle of the two armies. Bruge resisted the conflicting interests of both nations but was eventually defeated by both within the year, forcing the ruling family to flee the country and acquire assistance of the neighboring kingdom of Loran-Nailes in order to reclaim the new prince's lost territorial claims, being married to the king's daughter.
What followed was an immense twenty-year war between three powers. Though Antoinne amassed a larger alliance, Tirna-Sorset was able to outmaneuver and divide their Seven Nation Army at the battle of Rouge. However at the conflict, under the blare of cannon and musket fire the fates wouldn't be kind to their victory and decided that to have it a sacrifice would need to be made. And so King Brandon Aeloy stepped out onto the field to lead his cavalry against the enemy. And though his armor was heavy and his sword true, when he and his men fell upon the enemy lines a shot from his own cannons struck him directly and pulped the king against the enemy's musketeers.
Though painful, the battle was one. One final engagement was had at the River Tirus. Though fought mournfully it was commanded by the former King Brandon's top commander Aenda Kelendea of Tull. The victory shattered Antoinne and Loran in a bloody victory and they conceded peace. Signing a peace with Ilroy recognizing his claims to Bruge.
There was considerable celebration, but also mourning for the fallen king. Across the diverse kingdom people came out to honor their fallen king, recognizing this victory as his more than his son or even Aenda's. It was also a victory that would not last longer than a month.
Known to be a fond drinker, Ilroy was a dangerous man to his self. So it came as a disaster, if not one secretly whispered that it would happen, that he would do something incredibly dangerous. It came on one warm spring night as he roamed the towers of his family's palace with a bottle clenched in his fist. By the next morning he had disappeared, and was later discovered the day after dead on the palace roof, having fell from the window and breaking his neck in the fall.
His body was recovered, and a funeral held. According to the recognized laws of inheritance Bruges left Tirna-Sorsetian control, and Ilroy's five year old son Micheal inherited the throne.
Too young to rule on his own a regent was swiftly appointed, the victorious commander Aenda was named Regent, ruling in Micheal's stead. And over time, Aenda began to take more control. Using Micheal's name he wrote the youth out of power slowly, granting himself more privileges to spite the dynasty he served and was forgotten to. He courted the young king's widowed mother Joan and eventually married her. And then finally in unfortunate circumstance the young king was found dead in the countryside, presumably having fallen off a cliff after dropping his walking stick; having been known to have a club foot.
Aenda was quick to seize power, initiating a civil war with the nobility. But with the army at his side he was quick and merciless against them, squashing and destroying the noble houses that resisted them. For those that remained he captured and imprisoned, declaring enemies of the state. To the artists and poets that responded with criticism for his cruelty they were detained or executed. And for those who still had outstanding war debts he seized their property and threw them in shackles. Prisons swelled, and he continued his ironfisted reign.
He garnered support from militant ultra-conservatives amid the church of Ethahn and with them at his side he found the power to dispense with the faiths of minorities, shutting them away or discouraging their practice. He continued to isolate many groups considered a threat to his power, his claim, and the nation's stability. He became ruthless. Titling himself as despot and an emperor more than a king.
And finally, just five years prior it was suggested he go abroad to the new lands discovered by the Libirians across the great sea. His colonists would be those he shut away. This would be his first show of mercy and the restoration of grace for the nation. Those that could not contribute would be sent away to do just that. And those that questioned his rule would be put far from their ability to resist. They would be autonomous, this was true. But they would not find paradise.
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And now the RP.
To keep myself from drowning the RP and stifling what I feel would be player determination for many aspects of this RP I will stop there and go onto the RP.
So what will be Colonial? If not keyed in already, it is one where we will assume the role of a colonist at the end of their first winter in Upponhill. As a whole, we will be charged with developing this colony and expanding it and to conquer the wilderness. As a unit we will be in command of the colony. Its growth, its personalities, its politics, and perhaps even military ambitions with its colonial militia.
The previous winter has been harsh and reminding. Now separated by many miles of ocean travel from their comfortable coffee houses or warm family farms they crawl out of their homes reminded at just how cruel nature can be. And with so much unknown out there, it is sure they'll find much more cruelty.
The colonists come from a diverse background. Many are debtors or simple criminals sentenced to be thrown from their homes to across the sea. Yet many more are former nobles or their families forced to leave their homes with as much as they can carry on their backs. Some are considered heretics by the church at home and sent west where their heretical fires might be stifled out by the harsh unforgiving landscape of the unknown continent. And the rest are in general a representation of every person who might pose a threat to Aenda; liberal and conservative alike.
While writing, it is good to know this RP is on set in a 17th/18th century equivalent.
Local Map
The regions illustrated here are involved directly in the RP. Of course as said earlier there are colonies further abroad belonging to foreign powers, but they are not in this area and are not a focus of who a writer may claim identity to.
So this is basically Australia: The RP? Throw anotha' shrimp on da bahbee!
This is actually rather nice. A surprising amount of effort was thrown into the interest check at least. But me and my questions get the better of me. What are the state of affairs in Uponhill? Since the winter must have been rough and there were likely efforts weren't actually prioritized that needed to be, how many people have died? A population list would be great.
So this is basically Australia: The RP? Throw anotha' shrimp on da bahbee!
This is actually rather nice. A surprising amount of effort was thrown into the interest check at least. But me and my questions get the better of me. What are the state of affairs in Uponhill? Since the winter must have been rough and there were likely efforts weren't actually prioritized that needed to be, how many people have died? A population list would be great.
Several hundred would have landed in the area and established the foundation, we'll say about two-hundred. Over the course of the winter twenty died from the harsh conditions, and even with some help from generous natives would have found the conditions too rough. One could argue or write though these persons may have been older individuals.
Rare-sempai! Its been a long while! Sorry Division never went the way you wanted it to. I felt bad about it during the time 'cause my computer would not work at all. Hopefully this one will be one of those that last.
As for talking about the actual rp, more questions. We're probably going to be getting a lot more information like stocks of supplies, what exactly has happened thus far, or more information about the natives. What I was wondering is what kind of characters we're allowed to make. Since they have to have been imprisoned for some kind of crime, at least according to Aenda, what kind do you want?
I was thinking either a young noble from a rising family who were tossed into the jails to stop any sort of rise against Aenda. That or a sandwich thief.
Rare-sempai! Its been a long while! Sorry Division never went the way you wanted it to. I felt bad about it during the time 'cause my computer would not work at all. Hopefully this one will be one of those that last.
As for talking about the actual rp, more questions. We're probably going to be getting a lot more information like stocks of supplies, what exactly has happened thus far, or more information about the natives. What I was wondering is what kind of characters we're allowed to make. Since they have to have been imprisoned for some kind of crime, at least according to Aenda, what kind do you want?
I was thinking either a young noble from a rising family who were tossed into the jails to stop any sort of rise against Aenda. That or a sandwich thief.
The general concept of the types of people sent to the New World would be akin to the pilgrims the British dispatched to New England. People deemed dangerous to the crown or alienated from society, but not enough to kill and would need to be dealt with uniquely. The unique situation in this case being sending them out of country to expand the nation in an uncivilized world. The logic being throwing them well outside the borders keeps them out of mainstream politics and that pitches them in such a wild and new location that survival becomes a priority over potentially conducting an upheaval of mainstream society and politics back home, and they'll be in such low numbers they can't possibly revolt without signing all their death warrants.
Nobility would also be targeted too, especially if they decided to not recognize Aenda's bid for power and instead recognize the child-king he killed. This people though would basically have been stripped of their wealth and left with only as much as they can pack, so they're not anywhere near as powerful as they were.
You then also of course have the standard criminals who aren't being straight up executed. But the main target may be more political rivals and people not in the social or religious mainstream, so this world's equivalent to Gypsies and Jews and shit or the Puritans.
As for the natives, a big thing I like is player determination. I don't want to force too much on everyone and potentially drown good ideas. As such I'm going to be giving the natives out to the people to figure out. I know a friend of mine has some good ideas for them, so we'll have to see with his application as well as what he posts and how he posts.
Resource wise, more than likely the basic tools needed to establish a basic settlement for them and some food supplies. However they would have probably underestimated the winters or overlooked certain factors so food or even clothing would have been overlooked. But again this is an area I'm not going to dwell on heavily because I don't want to bog things down in too much number crunching. The important point is that they would have barely made it without native generosity playing into it, and as such they came out much better and much more learned and wary, having experienced winter. They know now how rough this land is, and that's the important part; not how many sacks of salt they had.
To add to the types of characters, not everyone would necessarily have to have been forced to go. You might occasionally get people who want to go to the new colony - missionaries from the Ethahnic faith wanting to find converts, or missionaries from a less recognized religion hoping to carve out a niche in a new place. People from poor families who's only choices were crime, soldiering, or the new world. People who have an interest in adventuring and see the new world as the best way to sate that interest. The Government of Aenda would welcome volunteers because volunteers, who are more likely to be loyal to the crown, would bring an element of stability. And really, why would you deny them at all? The rules could be that once you go to Uponhill, you can't return, but most people don't know this an are never told so they don't realize they are going to be stuck.
There is also the possibility of people who just ended up in the wrong place at the wrong time. Maybe they were shanghaied in a dockside bar, or sold a non-existent new world land grant by a con artist. Maybe they were hiding in a ship that went to Uponhill, and they were dumped there once they were found. They could have slept with the wife of some important official, or maybe they owned land that somebody close to power wanted to seize so they were proscribed and banished.
Then you have the possibilities of foreigners who have somehow ended up at the Uponhill colony, or pirates who are laying low. They could be explorers, or retired conquistadors, or traveling traders and trappers.
Really, there aren't a lot of realistic limits to character possibilities.