Avatar of Kalmar
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The PMs have been sent. I'm going to keep his backstory the same.

Also, Deyinger, I edited it to include his fear and picture, which I forgot.
The other GMs are Ajjah and Doom, I take it?

I'll PM them tomorrow. Right now I'm tired, and might end up having second thoughts on his background when I wake up.
I just PMed you my character sheet, Deyinger.


Using a picture of Ramsey Bolton because I've been watching Game of Thrones recently and he's the first fictional character I can think of who sort of resembles the character I plan to make.

He's not going to be a psychopath though. So don't worry.
@Not Fishing Yes, there will! And yes, we need a picture.


If you don't mind me asking, why?

Because:
-I can't draw.
-I really don't want to scour the internet for a picture of someone who happens to look like my character.
-I haven't even figured out how to post pictures here.
I might be interested in this. Is there going to be a greater over-arching plot than this whole soulmate thing, though?

Also, do I have to provide a picture of my character? Can I not just describe him with words?
Introduction

The realm is in chaos. The Dwarven Kingdom of Dormoor endures invasion from the seafaring Orcs of the Northern Isles, who have finally been united into one tribe. While the Centaur Khanate has launched an attack against the Yorak Sultanate in the east, the human Kingdom of Sorus struck them from the west and is quickly gaining ground. Meanwhile, the Drow Shogunate is wracked by civil war. The Elven Tribes and the Gnomish Republic of Naris do nothing, avoiding these disputes as they always have.

It is during this chaos that mercenaries, adventurers, and heroes prosper. With the armies and the lords out fighting the wars, there are fewer soldiers available to patrol the roads, protect the villages, and root out brigands. Citizens must instead look to these wandering individuals to solve their problems, paying them hefty sums for their trouble. Whether it is protecting caravans or slaying dangerous beasts, there is no shortage of work for anyone with a weapon and half a brain.

However, this already unstable realm is about to become even more chaotic. Within the Kingdom of Sorus, the Duchy of Elkwood is filled with tales of travelers disappearing on the roads, or Caravans being discovered looted and bloodstained, with no sign of either the attackers or the owners.

One might assume it is the work of bandits, or mages - a far more sinister foe. Whatever the case, no one truly can truly foresee the consequences of this rising threat. How could they?




Summary

So, welcome to The Rising Threat. As the tags suggest, this is a Medieval Fantasy RP. It is set within the Human Kingdom of Sorus. More specifically, the Duchy of Elkwood - a forested region spotted with lakes and rivers. You are a traveler currently resting in the humble lumbering town of Grinfield, which also happens to be a pitstop for merchants and travelers. You don't know it yet, but events are about to quickly heat up.
























Character Sheet

Name: Gerald Arenar
Age: 35
Gender: Male
Nationality: Relunski

Occupation: Mercenary
Skills and Abilities: Gerald is an excellent swordsman and a decent shot with a bow. He is good at moving silently, and has a fair amount of knowledge when it comes to tracking and lockpicking. He is also familiar with the basics of trade and negotiating, and has a surprisingly refined vocabulary for a hired cutthroat.
Weaknesses: He makes no attempt to hide his callous attitude, making it difficult to gain allies or friends.

Appearance: Gerald stands at an imposing six foot five, with short, unkempt, dark blond hair, and some scraggly stubble for facial hair. He has a light skin tone with a slight tan, and dark green eyes. There is a scar running from under his left eye to the bottom of his cheek. He is physically well built from his long years of travel and combat, and has a few other scars located here or there across his body.

Equipment: Gerald is clad in a boiled leather vest, with steel shoulder plating and steel gauntlets. He wears a pair of leather pants, with padding over the thighs and groin, steel knee guards, steel greaves, and a pair of steel-toed leather boots, with a back-up pair of soft leather shoes when he needs to go sneaking. He has a shortbow and a quiver of twenty arrows slung on it his back, a steel longsword sheathed at his left hip, an ornate dagger with a long curved blade and a small emerald in the hilt sheathed on his chest, an ordinary dagger sheathed at his right hip, and a small knife hidden in his boot. In the way of miscellaneous gear, he has a coinpouch and a set of lockpicks, both kept secure on his right hip as well. Lastly, he also owns a brown riding horse named Alice, with saddlebags for his basic traveling supplies - rope, a bedroll, provisions, and so on.

Background: Gerald was born in Vesvolla. His mother and father were merchants, who owned a caravan which traveled from place to place selling its goods. From a young age, he was used to being on the move. His parents taught him to read and write, and about trade and negotiation, since he would be expected to one day follow after their footsteps. He had an older brother, but he passed away from sickness when Gerald was too young to remember them. His only other company consisted of the caravan guards, who he eventually talked into teaching him swordplay. He also spent a great deal of time reading through his mother's collection of books.

Although they mostly did their business in Relunski, occasionally they passed into Drunnic or Jarlton territory, whenever a particular foreign beverage, spice, or outfit was in fashion back in Relunski's capital. As a result, he had a rather worldly background.

Unfortunately, the merchant's lifestyle was not to last. When he was fourteen, the caravan was making its way through the Shimmering Woods. His mother had cautioned his father against the route, but he believed it would be a quicker route through the Drunnic and Relunski kingdoms. They soon came across a tree blocking the road. As the guards attempted to clear it, half of them were struck down by arrows, and then a dozen men charged out from both sides of the road equipped with swords and hatchets.

It was then that a smaller party of perhaps three bandits came behind the caravan. Gerald's father drew his sword and managed to fight off and kill one, but the other two quickly put blades near Gerald and his mother's throats. As the man holding Gerald commanded his father to surrender, his hand drifted away slightly, allowing Gerald to bite into it, and Gerald's father seized the opportunity to run the man through. But the bandit holding Gerald's mother cut her throat.

Meanwhile, the caravan guards were clearly losing, and threw down their weapons in surrender. Gerald's father ordered him to run, and then with a cry of rage he attacked his mother's killer, the two engaging in a vicious swordfight. Gerald, covered in blood and scared out of his mind, complied, fleeing into the woods. He took one last look behind him just in time to see the bandit's face as he cut his father down - it was a face he would never forget.

He walked for several days. Every now and then he would find a berry bush, and that would keep him going, but he was hungry. Eventually he was ambushed by another group of bandits. Seeing his fine, albeit dirty clothes, they figured he had something of value or would be worth a ransom. He managed to put up quite a fight, giving one a black eye and knocking out another before he himself was knocked out. The bandits soon discovered he had nothing, but the leader had been impressed with his courage and fighting prowess, believing he had potential, and offered him a place in their ranks.

With nowhere to go and nothing left to his name, he reluctantly accepted, falling into the lifestyle of a brigand. They further trained him in the art of swordsmanship, but also took the time to train him with bows and knives. He learned how to track both people and wildlife, looting caravans, ambushing travelers, and hunting and foraging for food. It was a rough lifestyle, but eventually he learned to accept it, and the bandit leader was almost like a father to him.

New members came and went. Some would die in combat or to sickness, others would leave or get killed by a rival in the company (and if the person who did the killing was caught, they would be killed in return), but there would always be new faces to replace them - soldiers who deserted, criminals who had been forced to flee into the wild, travelers with nowhere else to go, they came from a variety of background. But when he was around twenty years old, there was one member he simply could not accept.

It was the man who killed his father all those years ago. But rather than immediately react, Gerald remained silent. The man didn't recognize him - why would he? He waited until nightfall, and when everyone was asleep and Gerald posted on watch duty, he knifed the man in his sleep, packed up his equipment and provisions, and left.

The band of brigands mainly operated within the Shimmering woods, and they would not care enough about the new recruit to follow Gerald once he had made it out. So, he left, heading back towards Relunski. From there on, he carved out his own path. He found employment and coin wherever he could, from working as a hired thug for loan sharks or street gangs, spending time in mercenary companies, taking on freelance work, and in particularly desperate cases full-on thievery. He spent time traveling all across the land, but recently his travels have took him back to the city where his life began.

There doesn't seem to be a lot of interest, so I'm going to going to give a quick overview of the lore in the hopes that it changes some people's minds.

Decades ago, Calradia used to be united under one Great Empire, until that Empire fell. Now, it is dominated by six Kingdoms that are constantly at each other's throats, frequently getting into conflict. Each nation believes they deserve to rule all of Calradia.

We have:

The Kingdom of the Nords: Based off of the Vikings, they have the best infantry in Calradia, but their archers are mediocre and they do not use cavalry at all. They are ruled by King Ragnar, who usurped the throne from Lethwin Far-Seeker while he was studying abroad. Their nobles are titled as 'Jarls.' The Nords were not originally native to Calradia, and instead migrated there, conquering land from the Vaegirs.

The Kingdom of the Vaegirs: Based off of Russia, they have some of the best archers, but mediocre cavalry. Their infantry are pretty good too, but they have a tendency to go into battle without shields, which usually gets them killed. They are currently ruled by King Yaroglek, whose father Buruglek originally stole the throne from King Yaroglek's cousin, Prince Valdym the Bastard, and executed Valdym's mother for adultery (to our knowledge, there is no proof that Valdym is a bastard or that his mother was guilty.) Their nobles are titled 'Boyars.'

The Kingdom of Swadia: They seem to be based off of England, and were the original seat of the Calradian Empire. Swadian Knights are the best heavy cavalry in the game, but their infantry and crossbowmen are of average skill. They are ruled by King Harlaus, who stole the throne from Lady Isolla of Suno, claiming that because she was a woman she was unfit to rule. Their nobles are titled 'Counts.'

The Kingdom of the Rhodoks: I don't know what these guys are based off of, but they seem to have more lore than any other faction. I've heard comparisons of everything from the Swiss to the Celts. They were originally a tribal people, until they were conquered. They favor spearmen and crossbowmen, their crossbowmen being the best in Calradia and their spearmen being extremely good at defense. When Calradia collapsed, they were able to rebel and gain independence from Swadia, swearing never again to bow to nobility. But then powerful chieftans and generals started holing themselves up fortresses and calling themselves Counts, and once they had Counts they needed a King to keep them in line, so that whole 'no nobles allowed' thing didn't last. But the position of King is not hereditary - when a King dies, the nobles vote on a new one. Their most recent leader is King Graveth, who broke the rules of the voting process by showing up with a weapon, but there was a Swadian raiding party on the way and he was the only one equipped to deal with it, so they made him King on the condition that he would protect them. His competition, Lord Kastor of Veluca, was pissed and went into exile.

The Khergit Khanate: Based off of the Mongol Empire. The Khergits came from the east, capturing land that was originally controlled by the Vaegirs and settling there. They have the best light cavalry, favoring Horse Archers and Lancers, but their infantry is almost non-existent. They are currently ruled by Sanjar Khan. The Khergits have this custom where when the Khan dies, his lands are divided evenly between his sons. But Sanjar broke this custom by claiming all those lands for himself and naming himself Khan while his brother Dustum was out on patrol.

The Sarranid Sultanate: Based off of Arabia and various other Middle-Eastern cultures. I know the least about these guys. The Sarranids occupy a desert. They have weak infantry, but their archers are on par with the Vaegirs and their heavy cavalry (Sarranid Mamlukes) are almost equal to the Swadian Knights. They are currently ruled by Sultan Hakim, who stole his throne from his stepmother, Arwa the Pearled One, due to the fact that she was a woman and not originally a noble.

As you can see, a recurring theme here is that all the current leaders unlawfully seized the throne and forced their competition into exile. During the game, if the protagonist does not wish to seize power from themselves, they can help one or more of these people regain their throne. Or just accept the flaws of the current leaders and serve one of them.

But some of the rulers actually have legitimate reasons for taking power. King Graveth believed the vote was nonsense because the nobles only cared about who had the largest bribe, and not who was the best leader. Sanjar Khan points out that whenever the Khans divided their land in the past, it always led to civil war, so he skipped the war by taking the lands for himself before it could happen. King Yaroglek claims that he had no hand in what his father did to Valdym, and as a result should not be held accountable. King Ragnar argues that the Nords value strength, and would not accept a scholarly leader with very little battle experience. King Harlaus's and Sultan Hakim's excuses essentially amount to sexist/classist BS, though.
This roleplay is going to be set in Calradia, from Mount and Blade: Warband.

For those of you who haven't played Mount and Blade, the general premise of the series is that the main character is the leader of a band of troops, and travels the land doing... whatever they want, really. Protecting or raiding caravans, plundering or rescuing villages, buying up businesses and conquering land, serving a liege or trying to become King and take power for yourself, and so on. As for the actual lore, don't worry about that, it's fairly simple and straight forward.

Now, as for the actual premise of the roleplay, I have some ideas.
-The story will follow the journey of one warband, led by my character. You will all take on the role of his companions, fulfilling a specific role in the army (second in command, medic, engineer, tracker, etc.) I could either start at the beginning of his arrival in Calradia, or have him already be established a minor lord in one of the Kingdoms.
-We are all minor lords in a specific kingdom (we can decide which Kingdom by vote), and the goal will basically be to further your own political agenda.
-We all command our own warbands, and don't start out in service of any lord, basically free to do whatever we want. I am reluctant to do this, however, because we will be unlikely to encounter each other. And it would probably be more suited to the Nation section instead.

So, which of these do you think is best?
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