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7 mos ago
Current Hoyo~ I'm brand new here, and I'm excited to see what this is site and community are all about! Nice to meet ya!
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I've been a role-player for almost my entire life, all the way to my lil' grade school days. My best friends and I roleplayed everything you can imagine that was in at the time. Pokemon, Yugioh, DBZ, Legend of Zelda, Jurassic Park, Disney stuff, everything.

No lie, my best friend and I roleplayed Pokemon all the time complete with plastic Poke Balls that we'd actually throw. If the ball broke open, we failed to catch it. If it didn't, we caught it! One time my buddy was battling a Pidgey or something of the like in the start of the adventure, basically knocked it senseless so it passed out on the ground at his feet, and just looked down, half-heartedly tossed the ball up more than at the poor thing, and caught it. It was the saddest capture I've ever seen, but still a memory we both remember and look back fondly on.

Ever since 2009 I've been more into online roleplaying (yes, I'm old, I told ya), and I've got a few worlds I've been refining and crafting for quite a while. I'm eager to see what happens with them here, if anything. If not, hey, I tried. And I look forward to hopefully many other awesome adventures with you guys!

Cheers!

Most Recent Posts

Hoyo~

Hopefully this is an okay place to put this info. I'm used to a dedicated "Extra OOC Pages" kind of forum for this sort of stuff. So, if it has to be moved please let me know and I'll move it.

But, for now, this is the lore and worldbuilding of my RP, the Chainmaster's Shadow!

I hope you enjoy!

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(Sorry it's small, but I didn't want to oversize it; I'll write the names of each capital city in each nation's respective section)



Because Valkyom is the central nation, I'm going to go into the most depth on them and give basic overviews of the other four nations. If any questions about the other four pop up I'll be happy to answer them directly. But, for now, this should be enough to make your characters and sculpt their backstories around the history of each one!

Valkyom


Capital City: Cretas

Valkyom is the central nation of this continent, both literally and figuratively. It lies up against the Western face of the Cre' Itian Central Mountain Range which splits the continent vertically in half making it, again both literally and figuratively, a central hub of trade, a central stage of international diplomacy, and a central hub of travel and tourism.

Culturally, you can think of Valkyom as the USA of this RP world in that it's a melting pot of dozens upon dozens of various cultural elements from all across the continent. The only difference is, unlike the USA today which is a product and child of various Western European and South American (mostly Mexican) cultural elements and linguistics, Valkyom is the true origin of the other four nations, as well as the mother of their respective cultures. Everything started here and expanded outward.

As such, Valkyom is affectionately referred to as "The Mother Nation."

In Valkyom, life is centered upon two central pillars:

1) Compassion and cooperation with one's neighbors and community
2) Citizen empowerment

From the Royal Family to even the homeless, compassion for one's neighbors and community run deep within the DNA of Valkyom's citizenry. In the slums, the homeless form tight-nit social groups who would live and die for one another. The commonwealth form community groups as well, and it's very common to see families from across town meet, have lunch together, go shopping together, take their children to school or to sports activities together, etc. Even in the nobility it's common to see genuinely friendly and non-business focused social groups form and enjoy life together.

The Royal Family has a deep love and respect for its citizens and openly views them, rightfully so, as the lifeblood of the nation's success and stability. As such they have pushed rather aggressively over the last few generations to empower their citizens by keeping taxes fair, strictly moderating and employing policies preventing landlords from charging more than the actual worth of a property to new families looking to buy their first homes, ensuring fair and competitive wages for even the most mundane and thankless jobs like street sweepers, trash collectors, etc so they too can earn an honest living without struggling to keep themselves and their families above the poverty line, and maintaining open communication with the homeless population so they don't feel abandoned and left out to dangle in the wind. They have also, over the last two generations especially, reduced the influence and power of the noble class to the point where they have as much influence on policy and public social existence as the average commoner. They're only "Nobles" now because of their financial wealth. But that wealth no longer serves or empowers them as it did generations ago.

This highly benevolent and citizens-first mindset has not gone over well with everyone. Particularly certain circles of the nobility who retain highly conservative views of concentration and centralization of wealth, stronger social divides and an emphasis on power appropriate for one's 'status,' etc. And there are some very quiet whispers and rumors that the royal family is being targeted not necessarily for forcible removal via assassination, but a social uprising that's been slowly gathering support amongst the older and more conservative families and estates throughout the nation.

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Another important note about Valkyom is that it has several unique policies compared to other nations.

1) Medical institutions (such as private and public clinics, apothecaries, etc) are considered "neutral ground" and physical conflict or military action of any kind is forbidden within them. There is also an emphasis on the protection of those in healing professions such as doctors, nurses, apothecaries, etc, as it's believed that their desire and willingness to protect and preserve the health of their communities makes them invaluable to the progress of the nation as a whole.

2) De-escalation before violence. All of Valkyom's Guards from the lowest ranked city patrol to the highest rank in the Royal Guards are thoroughly trained and pressed to de-escalate situations before any violent actions are taken. "Violence," as defined in their training, is any forcible physical altercation including grabbing someone's arm or lapel, or even a common shove. Putting your hands on someone is forbidden unless the situation has escalated beyond their ability to control with words and de-escalation language alone and it becomes necessary for either their safety, or the safety of those in the surrounding area, to physically detain the culprit(s). Even then, they emphasize non-violent restraint. They will not draw their weapons unless a weapon has been drawn on them first.

Additionally, those in leadership positions are screened thrice over before being given any positions as the trust between the citizens and their law enforcement officials must be preserved. Currently, the poster child for this effort is Captain Drake of the Royal Guards. He comes from a broken home and worked his ass off the right way to earn his place among the Royal Guards, and when walking the streets he acts more like another member of the commonwealth who happens to be wearing armor and a sword at his hip rather than a figure of authority. It's only when he has to adopt that authoritative persona that he does so. At all other times he's just a normal guy.

This emphasis on peaceful de-escalation, coupled with the likes of men like Captain Drake occupying positions of authority who are just regular guys who happen to be figures of authority, has fostered a strong bond of trust between the citizens and the law enforcement bodies nation wide. So much so that it's not uncommon for people, usually women and children, to give gifts to the Guards as they go about their patrols like handing them food, giving them a home-made article of clothing or a toy, etc.

And no, this is not a bait and switch. There is no corruption in the law enforcement of Valkyom. It's genuinely clean, well meaning, and only employs people of strong character who have been thoroughly vetted to their ranks.

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Valkyom has been shaped by social and political tragedy in both the ancient and recent past, but none worse than the Crimson Crusade.

Nearly two centuries ago Valkyom endured what became known the single greatest stain on its history. The monarchy of the time launched this crusade against its own people, primarily targeting dissenters and minorities who opposed the highly religious rule of the time. Tens of thousands of people died throughout this dark time. Ancient traditions were abolished and lost to time. Families were torn apart. Entire districts were burned to the ground. Etc.

This event has become a permanent black mark on Valkyom's very soul. And to this very day it remains a deeply rooted point of shame for the Royal Family.

This event, though it was nearly two centuries ago, is one of the primary reasons the current Royal Family holds the beliefs and values it does, and why it pushes in a completely different direction. They also openly reject the mindset and attitudes of the time which led to this tragedy, and have made no secret that they intend to ensure Valkyom never again must endure such senseless bloodshed within its borders. Let alone from the very figures who are supposed to serve as leaders. They strongly believe their role is to guide the citizenry, not actually "rule" it. And this flies completely in the face of traditional conservative "ruling class" mentality and ideology.

Another tragic event from the time of the previous Royal Family a generation ago was known as the Night of Blue Lanterns. During the night of the Festival of Fallen Light, Guards typically patrol along predetermined routes lit by lanterns similar to those released during the festival's events. This night, lanterns emitting blue light were hung throughout the routes which confused and misled the guards prompting slower responses to violent actions which were taken by a terrorist group. Dozens of people were killed due to the confusion caused by the blue lanterns, and the event forever stuck in Valkyom's memory as it pushed for tighter control over such event security, and the removal of reliance on physical objects to 'mark' the way in favor of training the Guards to memorize their patrol routes by walking them dozens of times prior to the festival taking place.

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Today, there are a number of special yearly events which are staples of Valkyom's culture and historical identity.

First is Virelamoré. The Virelai Tree is the national tree of Valkyom, and blooms in spring with beautiful violet flowers in a very similar fashion to the pink cherry blossom trees of Triveila. Celebrations with art, music, song, and dance abound during this festive time. But the main feature are the story scrolls which are hung from the branches by the commonwealth, wherein which they tell stories of what this last year has done to bring them joy and happiness, told in a very poetic styling.

The Festival of Fallen Light is another staple, wherein which floating paper lanterns are released into the river flowing through the capital city under the light of the last full moon in Autumn. Following the release of the lanterns, prayers are made for the dead paying honor and respect to the legacy they've left behind. This festival is one of Valkyom's most treasured events, for despite the pain death brings it is considered a time of healing and release of the emotional burdens and scars the passing of one's loved ones have left behind so that not but love, light, and happiness remain.

Finally, Healer's Day in mid summer. This holiday is observed to pay respect and honor to those who take up the healing professions nationwide. Healing institutions and individuals were often caught in political crossfire in generations past. And a well-known and respected clinic of old was destroyed and burned to the ground once it was discovered they were giving aid and relief to the poor and to the perceived "enemies" of a certain political faction which, thankfully, no longer exists. Following this tragedy, and after the current Royal Family came to power, they declared clinics and other medical establishments to be protected neutral territory where no military action or conflict may be taken, nor violence allowed to erupt at any time. On Healer's Day, it's common for the people to deliver gifts and stand outside the clinics of working doctors and healers of all kinds to sing and give praise and thanks for the work they do, and to remember and honor those who died in an effort to bring relief and health to all.

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Religion in Valkyom is monotheistic, centered on a benign Goddess known as Peur'tia. She is largely viewed by Her followers as a guiding light rather than a hands-on Goddess who manipulates or directs the lives of those who believe in Her. Additionally, She is neutral. Neither good, nor evil. She is viewed as fair and unbiased in Her guidance and leadership, and She doesn't demand payment or compensation for Her role in their lives. Even so, it's not uncommon for Her followers to place small offerings at Her shrines and statues as a sign of respect and hope that She will listen to and bless their prayers and wishes.

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Valkyom is run on a Monarchy. The Royal Family currently consists of the King and Queen, as well as the crown Prince and Princess, the former of whom is next in line for the throne. They have been in power now for 26 years, and are nearly ready to abdicate the throne to their son. The only thing preventing this is that he has yet to choose a bride to rule by his side as Queen. Once he finds a suitable bride and the marriage is arranged his parents are fully prepared to cede the throne to him.

This readiness to relinquish the throne to their son, despite his popularity among the commonwealth, is being treated with cautious optimism from most, and contempt by many of the more conservative noble families. The main reason for this is because not only is he the spitting image of his father, a handsome young man in his prime with flowing dirty blonde hair and strong golden-amber eyes, but he is a near mirror image of his parents politically. This means that when he takes the throne it's unlikely that much will change. And that's not exactly what the conservative noble houses want.

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Linguistically, Valkyom has several common sayings to observe and watch out for:

* "Voice first, blade last" - This is common among the guards and military forces as all of them are trained to be diplomatic unless violence becomes inevitable
* "The tree remembers" - This is a saying used by the commonwealth in reference to the Virelai Tree, and means to never forget the past or turn away from one's mistakes
* "Walk with gentle steps," or simply "Gentle steps" - This is a phrase warning to tread cautiously with whatever one is doing
* "Speak to be seen" - This is a common saying in the slums and is used mostly by those below the poverty line as a means to keep their spirits up and remind them that a louder voice will be heard before silent prayers
* "The river takes what we can't" - Used exclusively during the Festival of Fallen Light as the first phrase in whatever prayers you offer to the dead, and it's there to remind you that your loved ones aren't forgotten, their voices aren't lost, your grief is shared by all around you, and the story of the dead will travel with the light of the moon into eternity
* "Your hands tell your story" - This is a common saying among hardworking folks who do things with their hands, as it's believed the state of one's hands can often tell you how hard one works
* "A warm meal forgives a cold world" - This is a universally used saying whenever one offers hospitality to another. It's a reminder of the cultural focus on cooperation and helping, respecting, honoring, and loving one's neighbors and community.

Shaharan


Most powerful Clan: Her'eshia

Shaharan, located in the Northeast on the other side of the Central Mountain Range from Valkyom, is the most simplistic of the five nations as it has no central government, and no central religious institution. Also, if related to real-world locations, it's the North Africa/Middle East of this RP world.

Without a central government the nation is broken up among large clans, within which are multiple smaller clans, usually made up of between 3-10 families total, within which all have their own unique culture, historical archives, songs and dances and musical styles, etc.

Should you choose to create a character from this nation, they will come from a clan with a life all its own which, though I will give a few guide points to follow to ensure everything is in-line with the lore, will mostly be up to you to craft.

Here are some important details about how life in Shaharan works:

1) Clans are nomadic, or semi-nomadic, and typically carve out specific territories for themselves from amongst the vast rolling dunes, salt flats, rocky canyons, and windswept mesa's throughout the nation's landscape. Typically they create homes out of rock, mud, or teepee structures depending on the environmental hazards which exist. For example, they won't use teepees in the open dunes due to sandstorms and occasional high winds which may upend such structures.

2) Travel is typically a night-time endeavor due to the extreme heat of day time. And never alone. Only a fool travels alone in this harsh land.

3) Clans are divided into the following hierarchy from most authority to least authority: Clan Leader (typically an elder), War Leader(s), Spirit Keepers, Hunter/Warriors, Artisans and Traders, Children.

4) There are several unique beasts which stalk the landscape in Shaharan including massive feline creatures called, fittingly, Sand Cats. These beasts are slightly smaller than your average horse, but incredibly strong, agile, and well-adapted to the heat and harshness of the desert landscape. For more powerful (or sometimes more fool-hardy) clans, these beasts can be captured and tamed into beasts of burden. But make no mistake, they are not pets. These creatures could, at any time, turn on their humans and escape back into the wild if they so desired. And such has happened many times in the past. Thus, it's thought of more as a temporary alliance than a true 'taming.' Very, very few Sand Cats have ever chosen to remain with the Clan which tamed them for more than a few years. And only one in history has ever stayed for the duration of its natural life. This Sand Cat belonged to the Shesh'rahl Clan of the Northern Dunes region, and was named Ihk'real. A statue was created on a cliff overlooking the dunes the Clan calls home, and it still stands tall and proud to this day. Forever immortalized as a watchful guardian of its home and its people and has become a native legend.

5) Blood feuds are common both between and within families. Action, strength, and skill rule all in Shaharan. If you have the capability to overtake the position of another, no matter who it is, do it. This is most commonly seen between siblings or closely nit family groups due to their proximity both socially and structurally within the Clan. So, it's not uncommon for childhood bonds to be broken leading into adulthood.

6) Some core beliefs of basically every Clan include: Worth is proven through action; words are meaningless. Survival is sacred, but not at the cost of being dishonorable. A lie which preserves life is wisdom while one which betrays trust is death. The desert reveals truth by stripping away weakness. Wealth is temporary, reputation is eternal. Life is harsh, so kindness, when given, is priceless.

7) "Shaharan Mercy" states: If a defeated enemy can survive the desert to return home, they deserve to live. If they cannot, the desert has passed its final judgement.

8) Clothing in Shaharan is primarily layered linen and wrapped robes. Men and women both commonly wear turbans, veils, or shawls to protect their heads, hair, and faces from the sandy winds. They wear leather sandals or cloth bindings in place of boots or shoes. And colors tend to remain earthen with tan, rust-red/brown, and green with occasional colors like indigo blue used in rare instances, typically for Clan Leaders or other positions of importance.

9) Weaponry in Shaharan is usually curved sabers, spears, or hooked knives. Rare, but still used, are weighted ropes and throwing blades. There are no firearms, bows, or other projectile weapons in Shaharan as they believe such ranged weaponry are weak and used only by cowards who are too afraid to get up close and personal to earn their kill or dominance the right way.

10) Some common sayings in Shaharan include:

* "The desert kindles truth" (aka, hardship exposes character)
* "Water is life, but trust is the cup which carries it."
* "A lone traveler seeks death; a caravan seeks home."
* "The sun judges all."
* "May your shadow fall long." (a statement of blessing, may you survive to see many sunsets)
* "Heat hardens the heart unless cooled by kindness."

11) Shaharan believes the desert itself as a whole has a spirit, and that this spirit is an honest, unbiased judge of one's character. There are no "gods" or figures of authority or guidance. Just the spirit of their homeland. It's also believed that one's ancestors watch from the stars, and that if one listens carefully to the wind they can hear and feel the wisdom of those ancestors reaching out to guide them in times of hardship. This is why it's very common to see young warriors, both male and female, standing alone amongst the dunes at night after experiencing difficult times.

12) A few rituals akin to festivals, but far less festive in nature, include: Night of Still Winds, which takes place on the final night of Summer and is a time to honor one's ancestors. Water Offering, wherein which young hunters offer a small cup of water to the sands of the desert in hopes of receiving the desert spirit's blessing before their first ever solo hunt. Sand Burial, wherein which an enemy who fought and died honorably is partially buried at the juncture between the dunes and hard soil. Their upper body is left to the dunes while their lower body is buried beneath the soil. This symbolizes their return to Earth, and is a symbol of honoring one's opponent for the valor they displayed. Enemies who fight and die without honor are simply left wherever they fell.

13) Shaharan's people, by and large, view the other nations, particularly Valkyom, as "soft, but noble-hearted." And they will usually adopt as friendly a disposition as a hardened warrior culture can offer, but are still sharp tongued and don't mince words or sugar coat their opinions.

Triveila


Capital City: Auxereilla

Triveila, located in the Northwest, is the Japan of this continent, right down to the architecture, manner of dress, naming conventions, etc.

Obviously, since it's heavily based on Japan there are going to be differences like not using the same terms they do for cultural elements like the Shinto Religion, Oni's or Kappa's for demons or spirits, etc. The way I've chosen to name these cultural elements will indeed be highly similar. For example, instead of Oni or Kappa, Triveila uses the terms Achi and Ōta for those same types of spirits/demons.

Triveila, just like Japan, prioritizes honor, respect, dignity, and valor as the four pillars of its cultural identity.

And regrettably, also just like Japan, women play a passive supporting role in all things rather than acting as figures of authority or power outside of very few circumstances. They are expected to be delicate, respectful, polite, and subservient to their male counterparts, and especially to their husbands. You will never see a woman who lives in Triveila acting tough or trying to fight against these norms because it's simply not done, and it's not a priority for them. Their way of life has always been more about finding happiness in family, particularly their children. Should a husband become abusive or neglectful a woman may petition the local lord for a separation and take custody of the children for their health and safety.

Triveila's landscape is largely comprised of rolling grasslands, marshes, expansive river networks, and fertile floodplains.

Many of Triveila's largest cities are port cities which serve as the center point of the continent's international shipping operations with other continents. This includes the capital city of Auxereilla.

The economy is focused on the bounty of the sea including fishing, abalone, pearls, bones, coral, etc.

The government is a Monarchy, currently presided over by the Queen who is without a King to rule beside her as her husband, the former King, was recently assassinated. The crowned Princess is next in line for the throne as the sole heir, and is currently searching for a suitable husband. Triveila has also put together a trade council comprised of guild representatives, each guild representing a function of life such as shipping, agriculture, textiles, fishing, pottery, merchants, etc. A Speaker or Chancellor usually mediates any disputes which arise during meetings and other functions.

Society in Triveila prioritizes stability, community prosperity, fairness, and openness to outsiders.

Central values of Triveilan life include: Balance, honesty, hospitality, pragmatism, adaptability, and taking joy in the simple things rather than chasing widespread fame, glory, or recognition.

Triveila lacks a centralized religion, and instead, similar to Shaharan's belief in a desert spirit, focuses on river-based folklore and spiritual belief. For example, they believe the waterways carry the world's memory. Rivers guide souls to their final resting place. Water spirits bless or curse depending on treatment. And a strong current represents ferocity of purpose.

A few known ceremonies from Triveila include: River Lantern Day, which is similar in form but distinct in function from Valkyom's Festival of Fallen Light. The difference is that the River Lantern Day is a night to release lanterns into the ocean as the tides recede for the purpose of guiding spirits who were lost at sea back home. The ocean is unpredictable and a cruel mistress, and though it's not common there are yearly instances where fisherman or overseas tradesmen never return from their voyages. Taken by the sea, and left to wander the waves eternal unless guided home by these lanterns.

Fashion focuses on breathable but warm fabrics like cotton, hemp, and linen. Bright, watery colors are common like teal, green turquoise, and white. Sleeves are kept short in the heat and worn long for sun protection and from the cold. Cloth belts and sashes are the norm over leather belts. And most jewelry is made of the bounty of the sea rather than precious metals or gems.

Some common sayings in Triveila include:

* "A deal is a promise carried downstream." (reputation travels far)
* "Calm waters don't mean safe waters." (appearances can be deceiving)
* "Drink deep, and speak true." (be honest in return for kindness)
* "Where the river bends, follow your fortune." (a statement encouraging adaptability)
* "A poor trade makes a poor friend." (fairness builds strong relationships)

The Triveilan military is heavily focused on adapting its water-focused lifestyle into its combat style. Polearms, spears, tridents, and even the use of nets are their primary means of combating enemies, as well as utilizing ambush tactics. Though rare, they will sometimes even use the waters of the deeper rivers to facilitate ambushes while using reeds to breath. They have a highly skilled navy and are the best sailors you'll find in Cre' Est.

Veilbrand


Capital City: Valoc

Veilbrand, located in the Southwestern side of the continent, is a nation which vaguely resembles Eastern-European countries. Think industrial era Poland, Hungary, or Romania. This is especially true in the fact that Veilbrand has a fundamentally broken government and economy due to one man: Eagon To' Veilbrand.

Eagon rose to power 12 years ago by murdering the previous King and Queen and usurping the throne for himself. He assumed total power and authority by killing anyone and everyone who opposed him until only his loyal followers were left. He gave them positions of power and the stability of the nation completely collapsed in a matter of weeks.

The economy is all but non-existent and the concept of money now holds basically no meaning. Everyone must hunt or grow their own food because trade with other nations has been completely cut off by Eagon's forces at all major border crossings and checkpoints. Nothing comes in or leaves.

Eagon, and by extension all of his loyal followers and military forces, are highly abusive of the populace. Their patrols are greatly feared. Should you venture into the remnants of a town or village and observe them, the moment they see or hear a patrol coming they hide and pray they won't be found. Why? Because the patrols treat the elderly with scorn, women with lust, men with disdain and ridicule, and children with indifference. They would just as soon kick a child out of their way as they would pull a woman away from her family and have their way right there out in the open street for all to see.

Eagon's pathological cruelty borders on the fantastical. But he is no fantasy. He's very real. And so are his forces. They act of their own accord against the populace with impunity.

However, there is a glimmer of hope. A Revolution has begun. And a brave few have taken up arms and are fighting back. Sadly, this Revolution seems doomed from the start. They are precious few in number. Less than 1,000 in total. And they stand against an army of nearly 100,000 well-trained soldiers. Why? Because Eagon is a former general and prides himself on his own military prowess, and demands only the best from all of his soldiers. Any weakness in his military is snuffed out and replaced with the strongest candidate.

Still, the Revolution fights on under the Maiden of Revolution, an enigmatic and mysterious figure who some say doesn't actually exist. But her influence runs strong, and the courage she brings to the few forces fighting to free Veilbrand from Eagon's tyranny burns deep in their hearts.

Prior to Eagon's ascent to power, the monarchy was already empty and held by a powerless figurehead, and was effectively controlled by nobles. He was "King," but in title only which is why it was so easy for Eagon to slay him and his wife, the "Queen," and take over. The real power belonged to wealthy trade lords and corrupt bureaucrats and ministers. Crime was already abundant with highly organized syndicates, thieves and assassin guilds, and nefarious mercenary companies. Eagon took advantage of this unstable state to instill himself as the supreme leader and basically burn what little stability Veilbrand had to the ground.

The Revolution is hell-bent on ending his reign, fracturing the noble and bureaucratic systems, returning power to the people, and returning Veilbrand to the prosperous nation it was in centuries past.

People in Veilbrand today live in eternal poverty to the point where money basically doesn't even mean anything anymore. If you have a coin, just toss it in a wishing well. It's about as good in there as it is in your pocket.

The one thing which has remained strong is the concept of loyalty to one's community. People, both individually and in family groups, form tight communities which work together to scrape whatever they can from the dilapidated remains of the villages, towns, and cities they once proudly called home. Children grow up fast, and it's not uncommon to see and hear children as young as 7-10 years old acting more like adults than children from anywhere else in the world. Drinking culture was already huge, but is now even worse. And violence is a casual event which is viewed as inevitable, though it usually doesn't end in death. Just a good beating.

A few common sayings in modern Veilbrand include:

* "Trust doesn't fill your belly."
* "Take what you can, pay what you must."
* "The law is where the coin lands." (justice = bribery)
* "Hunger makes honest liars." (acknowledges moral compromise)

The people of Eagon don't trust people of power. And many don't even trust the Revolution or the Maiden of Revolution. They're just waiting to die. Be it quickly or slowly, they're waiting for their lives to end so the suffering ends. They're a broken, defeated people.

Should the Revolution succeed the future will be in the people's hands for the first time in generations. But even then they have a long way to go before they become a stable, prosperous nation once more.

Gweynura


Capital City: Li' Tua

Gweynuram, lying in the Southeast region of the continent, is arguably the only genuinely fantasy-based nation of this world.

It's much like a traditional fantasy Elf nation wherein which they live in complete harmony with nature, don't cut down trees for lumber if they don't have to and go out of their way to regrow those they do cut down, treat every animal with reverence even if they're a food source and give thanks to their nourishment, and in general exist in a nearly utopian society where everyone seems to be happy and living in harmony with one another and their environment.

Unlike Elves, however, they're not Legolas when it comes to archery. They do have fine archers. But no better than any other nation. And although Gweynura does have a central military they are not inherently a militant or combat-focused culture. Their warriors are few in number, but fierce in capability. And they would prefer to end any and all conflict with peaceful negotiations. If war ever does break out their warriors will use the very nature they call home as a weapon against their would-be conquerors, as they are never the aggressors in such times.

In fact, a central tenet of Gweynuran life is "The first victory is avoiding battle."

The government is more of a locally voted stewardship rather than a rulership, and leaders are often the most, or among the most popular individuals in the community. Their role is simply to serve as a central point of communication between the various districts and sectors of their villages and towns, and to help make decisions which guide the community as a whole forward while preserving the traditions and respect for nature which has granted them such happiness and peace.

Fashion in Gweynura emphasizes flowing, breathable fabrics in greens, off-whites, and soft gold hues. Floral and vine patterning are common. And sandals rather than shoes or boots are the norm.

Similarly, plates and bowls are all made of wood, as are utensils, and most forms of home decor as well are carved from the bark and bodies of fallen trees.

Some common sayings in Gweynura include:

* "The forest hears all, but judges none." (be honest, nature doesn't lie)
* "A steady hand grows steady hearts." (often said to artisans and healers)
* "Roots first, branches after." (build your foundation before seeking glory)
* "Drink the moment." (be present, enjoy peace, and savor beauty)
* "Where water flows, peace follows." (encourage de-escalation)
* "Follow the green path." (follow what nourishes you)

The people of Gweynura are easily identified by their calm, introspective, artistic, empathetic, and diplomatic ideals and attitudes.
Hoyo~

These are my two characters for my RP, The Chainmaster's Shadow!

I like keeping things somewhat minimalistic so there's enough for you to discover should you hop into the RP with me. But even so, I hope you enjoy!

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Kairo

(Disclosure: I drew the character, but found the BG image online and it's prooooobably AI generated. But hey, if it's okay for them to steal our work to train their generators then it's okay for me to steal their shit and use it for my own purposes. Lol. I'll be redrawing that background when I have time and will upload the new file when it's done.)


Age: 25
Height: 6' 2" (~188cm)
Weight: 200 lbs (~90kg)

Profession:

* Wanderer
* Assassin (Former)

Skills:

* Hand-to-hand combat
* Single-dagger combat
* Stealth and infiltration
* Tracking (humans)

Bio: Kairo was raised in Te'i Sai and came to be known as "The Demon." The reason lies in his methods. Whereas other Assassins were trained to kill in a single stroke and leave, he was trained to kill in a single stroke, but not stop with that stroke. Instead, he would butcher the target even after death to create as grisly a scene as possible before making his exit. This brutality spread his reputation as The Demon across the entire continent by the time he was still only in his late teens.

Speaking of training in Te'i Sai, the shadowy organization typically trains its operatives in stealth, endurance, speed, flexibility, and escape artistry. Combat is not a focus. It's a last resort if and only if you get caught. Kairo, however, is the exception. As you can see from his FC, he's ridiculously ripped and has an impressively athletic and muscular build for an assassin. He was trained by the Grandmaster to be the test for his vision of the 'next evolution' of Te'i Sai, as he believed the current way was too soft, too weak, and lacked the kind of raw power needed to truly take the organization to its full potential through not only stealth and excellence in all things assassination, but through strength of domination if and whenever necessary. Kairo was a failed experiment due to his eventual rebellion and slaying of the Grandmaster in single combat, rising to the rank of Grandmaster before immediately handing it over to another so he could leave in peace. But had the Grandmaster survived and Kairo perished he would have at least been proof positive that the vision was sound, and just lacked finesse (aka more brainwashing and building dependency on the organization and respecting the Grandmaster's position unconditionally).

Having freed himself from Te'i Sai and made the deal that he walks away clean and they never bother him again in exchange for him giving the role of Grandmaster to Korvaiis, formerly the second in command prior to Kairo's rebellion, Kairo now wanders the world in an effort to understand the lives of normal people, as this was withheld from him since his earliest years as a toddler. He grew up without knowing the love of his parents, the bond of siblings, the community of the common folk, etc. Now, he's determined to reconnect with the humanity the Grandmaster stole from him. Thankfully, his isolation while in Te'i Sai ensured the world never knew his face (with very few exceptions. So, he's free to wander without hiding.
Lorraine

(Disclosure: I drew the character, but found the BG image online and it's also likely to be AI generated. I'll be redrawing it myself soon enough and will update the file when it's ready.)


Age: 24
Height: 5' 4" (~162cm)
Weight: 110 lbs (~50kg)

Profession: Doctor and Apothecary

Skills:

* Knowledge of: Anatomy, surgery, medicine making
* Communication

Bio: Lorraine was born in Cretas, the capital city of Valkyom, and raised in a broken home which ended in a messy divorce, separation from her stepsister due to said divorce, and eventually being disowned by her mother after she announced that she would attend the foremost medical academy in the nation. Her attendance at the Valkyom Royal Academy of Medicine was made possible thanks to one of her mother's connections, whom Lorraine went to behind her mother's back, as well as her own dedication to the life of a healer since an early age giving her a leg-up against most others who chose to study at the establishment. Due to her dedication to her craft, or 'overdedication' in the eyes of many, saw her graduate on an accelerated program when she was only 19 years of age, and officially the youngest graduate in the academy's history. She immediately petitioned the city of Cretas for funding and permission to open both an Apothecary and Clinic on the outskirts of the central market, as there were two foreclosed buildings available for her purposes. It took over six months of negotiation and proving herself and her skills worthy of such a loan, but she succeeded and officially opened the Almna Apothecary and Clinic shortly after her 20th birthday.

She has been a beacon of light, warmth, and hope for the city and her community ever since it opened. Neither her clinic nor apothecary ever turn away a patient as they choose not to see race, social status, language, financial situations, or any other potentially disqualifying barrier the people may face at other similar medical establishments. One other benefit is that entry is free, which is something she fought very hard for during the negotiation phase while trying to secure funding and permits to open her clinic. Because of how warm, fair, and welcoming she is in her capacity as a doctor and apothecary, she's become known as "The Angel of Valkyom" and her reputation is well-known across the entire continent.

As a final side note, Lorraine is among the very select few who know Kairo from his time as The Demon. And she's one of only two characters who actually believed in the idea that there was a human being buried beneath the persona Te'i Sai created around him.
Hoyo~

Welcome to my Interest Check for The Chainmaster's Shadow!

Let's not waste any time and dive right in, shall we?

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RP Genre: Fantasy (semi-realistic)

RP Setting: Continent of Cre' Est

RP Primary Location: Valkyom (central nation)

Time Period: Late Medieval

RP Start Date: June 8, 574 Common Era (we’ll use the real-world calendar for the sake of simplicity)

Genre(s): Action, Thriller, War

Sub-Genres: Adventure, Exploration, Slice of Life, Romance (possible, not required), Tragedy

The Backstory:

Following the sudden but welcome disappearance of the now legendary assassin known simply as 'The Demon,' the nation of Valkyom has settled into what some would call a new age of stability and tranquility. Though Te'i Sai, the assassin organization The Demon came from, is known for its self-proclaimed position as protectors of the balance of power between the five nations, it was the sheer brutality of The Demon's methods which chilled the people's hearts and made them fear the night. For the night was his time.

Since his disappearance just over 6 months ago Te'i Sai has gone very quiet. Be this a coincidence or causality, few can say. But regardless the people welcome this reprieve from the killings committed by this shadowy organization.

With this new era of stability and tranquility has come a sudden boom in trade and cultural exchange. Four of the five nations, Veilbrand excluded, have never been more available or receptive to one another without the fear of Te'i Sai looming over them from the depths of Roda Valley. And with this new flurry of activity comes a host of changes to your world.

The market bustles with life and new wares. Music, song, and dance from all across the continent make their way to the streets and theaters. Exotic foods from near and far begin appearing in restaurants both familiar and new. Tourists and immigrants are flooding in. And all manner of new additions and variations of everyday items become available for home decor, silverware, clothing, and much, much more.

However… Peace never lasts.

The Plot:

The assassin formerly known as The Demon (my character) has returned to Valkyom and finds himself with a second chance. Having lived his entire life in the shadowy walls of Te'i Sai, the rest of the world doesn't know his face. With his identity being a well-kept secret by the Valkyom Royal Family, Kairo, as he is known to the few who have actually met and identified him, now lives as a vagabond exploring the world he was previously locked away from. But 6 months is a long time. And a lot has changed since he’s been away.

With the city of now at the height of its newly invigorated activity his exploration sets him on a collision course with a host of faces both new and old. Will they become friends, enemies, or something in-between?

Only time will tell. But time, unfortunately, is something they have precious little of.

For you see...

Following the disappearance of both The Demon and Te'i Sai, a massive rival assassin organization from across the seas has secretly begun making its way to the continent of Cre' Est. Their purpose is unclear. But they stand poised to plant their roots and take ownership of the shadows Te'i Sai left behind.

They call themselves the Shadows of Moonlight. And their blades sing quietly in the night.

Unlike Te'i Sai who claimed to be keepers of balance, Shadows of Moonlight claim no such benevolent cause. And the red trails and harsh conditions of the bodies left behind leave the unmistakable mark of malice. These kills are not silent, swift, or merciful. Though carefully chosen and not indiscriminate, these monsters turn fear into their greatest weapon one horrifically mutilated body at a time.

Once Shadows of Moonlight make their presence known there will be no turning back. A quiet shadow war is now fast approaching. And like it as not your character(s) will find themselves sucked into it if they have any hope or desire to defend their homeland from these would-be conquerors of shadow and the unseen master pulling their strings every step of the way.

So... Interested?

If so keep reading! Cause there’s some important info to understand about this RP if you’d like to participate and enjoy it to the fullest!

These are my main rules for this RP:

1) This is a semi-realistic fantasy RP. This means no magic, no fantasy races or mythical beasts, no physics-defying physical abilities or supernatural powers, etc.

However, there are still some fantasy elements. Examples include the wildlife which, though not mystical or familiar, is fantasy through and through! And here are a handful of my favorite examples!

Vei Wolf - Vei Wolves are native to Veilbrand, and are not like your standard wolves. These suckers are about the size of a horse and have a venomous and paralytic saliva which can fully paralyze and kill a full-grown human in under 10 minutes if they aren't administered the antidote immediately. Also unlike standard wolves, Vei Wolves are not full-blown pack hunters. Once they reach sexual maturity they will pair for life and form a two-wolf pack. These pairs all carve out their own territories and live solitary lives together. Cubs are raised equally by both parents until the end of their first year, after which point they're expected to leave the nest to become solitary hunters. Cubs spend roughly two years alone. And providing they survive to reach sexual maturity by age 3 they will then continue the cycle. It's estimated that around 40%-60% of cubs die each year during this period of solitude. In the entire history of Veilbrand no one has ever tamed a Vei Wolf, and none are stupid enough to try as these creatures are highly aggressive and territorial, and are not afraid to attack and kill humans. Outside of war casualties and natural causes, these wolves are the leading cause of death in Veilbrand.

Gil Bear - These massive bears are native to Gweynura and are essentially oversized grizzly bears the size of an elephant. Thankfully, unlike grizzly bears, they are incredibly peaceful and passive animals unless provoked or threatened. You could walk right up to a mother and her cubs and feed them all by hand and be perfectly safe so long as you didn't do anything to provoke the mother. Still, the best way to ensure your safety is to approach the mother first and then let her introduce the cubs of her own accord if she so chooses. If she doesn't make a move to introduce the cubs, don't force the issue. It's incredibly rare for a Gil Bear to harm or kill a human, but there are records of both happening.

Sand Cats - Natives of the sandy dunes and arid wastelands of Shaharan, these massive cats are around the size of a small horse (or pony, if you prefer) and are among the most fearsome predators of the sands. They are solitary hunters and use ambush tactics using the very dunes themselves as their camouflage. These beasts are among the fastest land animals alive, beaten only by the Windcallers (another species of large cats native to Valkyom's open priries), and the Shem Horses. In rare cases the desert warrior clans are able to befriend and temporarily tame these impressive beasts. But it's always temporary. Only one Sand Cat in the entire nation's history has ever stayed for the duration of its life with humans. The rest all left within a year or two to resume their wild existence, though they would occasionally come back to observe the clans they were a part of for brief periods.

Windcallers - Though only slightly smaller than the Sand Cats of Shaharan, these large cats are the second fastest creature on the continent. Their coats are usually earthen colors such as various shades of brown, green, or gray. But there is a very rare condition which causes the coat to turn white shortly after birth. This condition is called Moonsong, so named because the pure white coat resembles the purity of the full moon. Sadly, Windcallers with this condition rarely survive past their first year due to how easily visible they are against the grassy plains and prairies. Their prey almost always see them coming before they can set up an ambush. Windcallers with the Moonsong condition who survive to adulthood are exceedingly rare, and are a protected species under Valkyom law. Not that this stops poachers and black market traders from trying to capitalize on the value of their pelts, claws, teeth, and organs. Any caught poaching these cats are immediately sentenced to death, and any caught peddling them on the black market are incarcerated indefinitely. No trial. No second chances.

Shem Horses - Native to the plains and prairies of Valkyom, these beautiful creatures look like almost any other horse save for two distinct features. They have bright blue-purple eyes which almost seem to glow under the light of the moon, and always, no matter their coat color or patterns, have silvery white manes and tails. These horses are capable of sprinting up to 80 miles per hour (~130 km/h), and can remain at speed for up to 15 minutes at a time if they have to. They can remain at a canter all but indefinitely due to how well developed and evolved their cardiovascular system is. Unlike most other species of horse, however, these creatures are incredibly skittish and even when tamed in the past have lacked the kind of bravery or fortitude to be combat mounts. Following many deliberations it was eventually decided by the Monarchy of Valkyom to declare them a protected species and thus made it illegal to take them from the wild. Much like with Windcallers, anyone caught poaching these animals are immediately sentenced to death, and anyone caught trying to peddle them on the black market are immediately jailed indefinitely. No trial. No second chances.

2) I mean this in the most friendly way possible, but this RP is going to be a bit of an ego check.

This RP is a story-driven experience. And all the greatest stories across all mediums share one thing in common: Main Characters under pressure, and achieving victory or success through struggle and loss.

As an example of what I mean: If you’re not keen on the idea of your character getting roughed up or straight up owned in combat on a fairly regular basis, then this probably isn’t the right RP for you.

Why is this the case? Because the Shadows of Moonlight are NOT cannon fodder enemies. These are all highly trained, highly intelligent, battle-hardened, and ruthless killing machines from the continent of Mar’ Valoa, a land where the weak perish, the strong become prey, and only the strongest can survive. These aren't the kinds of enemies from your bog-standard fantasy which you can casually slice your way through without breaking a sweat. They will cautiously observe every situation with care and determine whether or not it's worth the risk to get involved. And when it comes to combat, if they don't know for sure they have at least a 50/50 chance of winning then they will not fight. They'll live to fight another day when conditions are more favorable to them, or put in the work to make conditions favor them.

As another example: If you're not keen on your character failing to save people when shit hits the fan then this definitely isn't the RP for you. People are going to die in this RP. Mostly NPC's. But they're going to be NPC's which I do my best to endear you to through interactions, sub-quests, etc. And there will be absolutely nothing your character(s) can do to prevent their deaths if and when it happens. Lastly, unlike other fantasy stories which might have revive mcguffins, no such luck here. Once the NPC's or characters are dead, they're dead. Period.

3) The usual gimme rules apply: No God-Modding, Metagaming, or Power Playing.

4) Please study the Lore and Worldbuilding page before you make your character.

There's A LOT to know about each of the five nations which occupy the continent of Cre' Est, and I want to make sure that everyone’s on the same page before characters start getting thrown around.

5) Try to have fun!

The world you're about to step into is one I've been crafting and refining for the better part of 16 years. And the Lore and Worldbuilding page, as much as I wish I could say is fully comprehensive, is just the tip of the ice berg for what I have mapped out and saved on various documents on my computer about this story’s world and history. So there's plenty to sink your teeth into. And, hopefully, plenty of fun to be had.

If you have any questions about anything feel free to let me know! I'm always happy to answer questions!

​-----------------------------------------------

That’s about it!

Cheers!

- GojiBean
Hey there! Welcome to the Roleplayers Guild!

I've got a group that roleplays together in an original medieval fantasy world.

We're always open to new folks. If you're interested in a group rp with stability and good chances for character growth and development, shoot me a message!

Happy roleplaying! Hope you find something that suits your fancy


Thank you very much!

I'll keep that in mind!
Welcome to the site! I love your avatar btw It's adorable :)


Thank you!

I drew it myself!
Hoyo!

As a guy who's been roleplaying in one form or another for longer than I care to admit, I do appreciate lower requirements. I prefer higher requirements, as I like being challenged. But I do still enjoy lower requirements as well because there's little to no pressure and it's easier to stay involved in when I work a 9-5 that leaves me drained at the end of every day.

Cheers!
Hoyo!

I'm new here, but not to roleplaying.

In years past I would run anywhere between 2-7 roleplays at once on various sites. But, that was admittedly when I was a much younger man. XD

These days I prefer being in just one roleplay at a time cause, ya know, 9-5 jobs kinda suck most of one's time and energy.
Hi all! GojiBean here!

I've been an online roleplayer for a long time, and I'm checking this site and community to see if it might be a good fit for me!

I mostly roleplay medieval fantasy adventure/war style RP's, but I'm open to a lot more than just that if the story really grabs my attention.

Nice to meet ya!
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