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.
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.
Name: Age: Gender: Race: (See the list.)
Appearance: Attire:
Weapon(s): Magic: (I will only allow one mage, and your powers must be kept secret.)
Background: Other:
Magic is the ability to cast spells, allowing the caster to alter their surroundings, attack or defend, heal or destroy. It is most commonly use to manipulate existing materials. The mages draw this power from an energy source deep inside them known as mana. Blood or lifeforce may also be used as a substitute. Magic is not hereditary; it manifests randomly in anyone.
In Sorus, Dormoor, the Khanate, the Sultanate, and the Orcish Isles, all magic is forbidden. It is viewed as a dangerous corrupting force (it isn't), and all who wield it are put to death. The Gnomes, Elves, and Drows are much more tolerant of magic, but even they have their restrictions - blood magic, lifedraining, necromancy, curses, and anything that uses energy other than your own is still forbidden and punishable by death.
Humans: I don't think I need to explain this one.
Dwarves: Short, strong, stocky creatures averaging around four feet in height. Renowned warriors, blacksmiths, craftsmen, merchants, and miners. Reside in the Kingdom of Dormoor. Fond of beards and ale. Live as long as a human, and aren't particularly well known for their speed or sneaking ability.
Elves: Almost identical to humans, only thinner, slightly taller, and have pointed ears. The average human is physically stronger than the average elf, but the Elves make up for this with increased speed and agility. Elves are renowned archers, hunters, and scouts. Protective of nature. Live up to 300 years of age.
Drows: Very similar to Elves, only with purple or blue skin, and less speed and agility. However, magic tends to be much more common among drows, and those who possess it tend to be better at it as well, and hold a high place in Drow society. Other than magic, Drows are also renowned artists, writers, and politicians. Live up to 400 years of age.
Orcs: Orcs are tall, averaging between six and seven feet in height. They have thick leathery skin that is either green or brown, with a pair of short tusks jutting from their mouths. They are naturally well-muscled, but not known for being stealthy or intellectual. Orcs are renowned warriors and hunters, and live up to 50 years of age. Assuming they don't die a glorious death in battle, that is.
Gnomes: Gnomes are the shortest sentient race in the land. They average around three feet in height, making them even smaller than dwarves. They are frail, skinny, and weak, but they are also agile, light on their feet, wise, and possess the same magical talent as a Drow. Gnomes are known for their skills as mages, sages, thieves, writers, and architects. They live up to 500 years of age.
Centaurs: Centaurs have the upper body of a human and the lower body of a horse. They average around seven feet in height, and are well-muscled. Unfortunately, their hooves make it extremely difficult to sneak around or wander through interiors, but they are fast and strong, favoring the bow or spear. They live up to the same age as a human.
Yorak: The Yorak are a race of desert-faring lizardmen, with scale-covered brown or green skin, a tail, horns, and red or yellow eyes. They are immune to most diseases, and make excellent scouts, skirmishers, or warriors, but are extremely vulnerable in cold climates and find communication with other races difficult. Their native tongue is a series of clicking noises and hissing, and when they try to speak in the human language their voices tend to be slow, quiet, and raspy. Yorak live up to 200 years of age.
Kingdom of Sorus: The Human Kingdom, located in the southwestern corner of the continent and ruled by four Dukes, all of whom swear fealty to a King. It is a diverse landscape, home to lush green forests, hills, and mountains, but mostly fertile plains and fields. Their chief exports are grain, fruits, vegetables, livestock produce, fish, lumber, and silver. Their current ruler is King Gerald II.
Kingdom of Dormoor: The Dwarven Kingdom, located north of Sorus. It is a hilly, mountainous region, with cities and fortress built into or on top of various mountains. There are some human settlements within their territory, which mainly breed goats and sheep. Their chief exports are gold, iron, coal, gemstones, and marble. They suffer frequent incursions from the Orcs in the North.
The Orcish Isles: This set of islands is home to the Orcs, a seafaring people who frequently raid the Dwarves in the south. They were once divided into tribes and clans which often waged war against each other, but they have recently been united under one ruler, and have now launched a full-on invasion of Dormoor (which, admittedly, is not seeing much success.)
The Drow Shogunate: The Drow Shogunate occupies a good third of a subcontinent, located south of the Kingdom of Sorus. It is based heavily on Feudal Japan. They are currently engaged in a civil war over who gets to become Shogun - the claimants are two twins, the 'younger' of whom being more popular than the one who was named heir. Their chief exports are rice, tea, silk, and silver.
The Elven Forest: Located on the same subcontinent as the Drow Shogunate, the Elven Forest is massive stretch of woodlands and jungles that dominate the other two thirds. The Elves are divided under nomadic tribes, who only unite under foreign invasion. They tend to avoid inner conflict, but sometimes it can't be avoided. They are taught to respect and protect nature. They have frequently gotten into conflict with the Drow Shogunate, who often cut down their trees without permission.
The Centaur Khanate: Homeland of the Centaurs, located between Sorus and the Sultanate. They were once a heavily divided people; dozens of independent nomadic tribes who raided each other, until one tribe gradually managed to conquer them all, their leader naming himself Khan. But their attempts to raid neighboring nations have ended in failure - the only way into Sorus is through a fortified mountain pass, and the Yorak desert to the east is a harsh and hostile environment. Their chief exports are silk and grain. Obviously based off of the Mongol Empire.
The Yorak Sultanate: Homeland of the Yoraks, a lizard-like race. Located on the eastern side of the continent, the land is mostly desert, with a ring of grasslands around the edges. They only have five permanent cities, all of which are impressive and towering in their own right, but the rest of their population dwells in nomadic camps or isolated villages, their leaders swearing fealty to the lord of the local city, who in turn is sworn to the Sultan. Based off of Arabia, with some Egyptian vibes.
Eolus: The God of Light, Creation, and all that is Good. He encourages his followers to be good and noble. His followers are encouraged to protect the innocents, root out corruption, and help their fellow mortal. Within the Kingdom of Sorus, there is a religious organization dedicated to him known as the Paladins of Yoralf, which was originally founded to escort pilgrims, and protect holy sites of the other gods, but now also takes on the responsibility of hunting down and executing mages and worshipers of Zeolf.
Zeolf: The God of Darkness, Destruction, and all that is Evil. He encourages his followers to look out for themselves and inflict pain and suffering wherever they can. There are numerous cults dedicated to him, performing sacrifices and perverse rituals in his name, in the hope that they will be granted power.
Mortem: The Goddess of Death and Judgement. It is her responsibility to guide deceased souls to the afterlife, where she judges them and decides what fate will await them. It is said that good, upstanding people are granted eternal paradise. Neutral individuals are reincarnated, their soul given a second chance. And lastly, evil individuals are convicted to eternal suffering. Her priests are tasked with overseeing funerals and giving last rites.
Malis: The Goddess of Wisdom, Intellect, and Knowledge. She encourages her followers to expand their minds and always learn more about their surroundings, but also to put that information to good use. She was once associated with magic, until magic was deemed heretical and they removed her association with it. Priests of Malis generally occupy themselves with recording history and studying science.
Gerrus: The God of Freedom, Creativity, and Expression. His followers are encouraged to speak their minds, think creatively, and stand up to oppression. He is revered by painters, writers, sculptors, and poets, and is believed to be the source of the inspiration which drives new ideas. His temples are glorified art museums, and his priests are tasked with maintaining and adding to them.
Arrus: The God of War, Honor, Courage, and Valor. He values fearlessness and prowess in combat. His followers are encouraged to never shy from a challenge or confrontation, to hone their skill in battle, to always fight fairly, and to treat your foe with respect in both victory and defeat. He once had a Holy Order known as the Knights of Torin, but that Order has long since disbanded, outshone by the Paladins of Yoralf when they took a more militaristic role. He only has a few temples, and most of his worshipers are soldiers and guardsmen.
Kalmar: The God of Integrity, Honest Work, and Commerce. He urges all mortals to make an honest living, and not reduce themselves to lies or petty theft. He does not have any temples or priests, but it is highly revered among the lower and upper class, his followers everywhere from laborers to merchants.
Valeri: The Goddess of Beauty, Love, and Fertility, commonly associated with marriage. Her priests officiate weddings, serve as brokers for marriage contracts, help deliver children, and give wishes of health and fortune to couples and newborn children. They also issue punishments to unfaithful spouses, and frown upon relations before marriage.
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.
What are you doing in Relunski’s capital, Vesvolla? "I was born there. I recently returned, figuring it would be a good place to find work."
How do you feel about Yarrings? "Even if they are scoundrels, I'm a scoundrel too so I'm hardly in a position to judge."
Your mother is dying of sickness, there is a known medication but the only person known to have it is also dying of the same sickness, what do you do? "Take the cure, knife the other person to put them out of their misery, and give the cure to mother."
You are starving, you haven’t eaten in days, you have no money and you find yourself in the marketplace, what do you do? "Steal enough food and coin to get by. Any more and the risk of getting caught increases."
You are on a small boat after the sinking of your ship, it is overfilled with people and far beyond its capacity limit to the point it is only a few inches above the water line. You come across other individuals who have abandoned ship as well, their bodies tiring from staying afloat. They ask you to toss your rope to them so they can join you on the boat, but it would surely sink. What do you do? "Nothing. Better to let some of them drown than kill everyone by letting them on board. Beat back anyone who tries to board anyways."
You find yourself in prison, what happened? "I took a job of a less than legal nature."
What is worth fighting for? "Coin. And maybe some good friends, but I've yet to meet anyone like that."
What is worth dying for? "Nothing. Well, if the entire world was at stake, that might change things, but I seriously doubt I will ever be in that position."
Have you ever killed? Would you consider this murder? "I'm a sellsword, and originally started as a bandit. Killing is part of the job. Some of them deserved it, and some didn't, but it was me or them."
If your advice leads to the death of someone else, who is responsible for what? "It doesn't matter. The deed is done, and both me and the killer had a hand in it."
Who holds the power of the populace, and who should hold power of the populace? "The Kings and the upper class have the power. I wouldn't mind a bit of power myself. It's all about who's smart enough to rise up and take it, and their children need to be smart enough to keep it."
How do you feel about magic? "I'm not scared of it, but I don't trust it."
You are retiring from an adventurer's life, what do you do with the rest of your days? "Maybe run an inn, or a shop. Assuming the adventurer's life doesn't kill me, that is."
You are in an army at war, what role best suits you? "Skirmish work, scouting, guerilla warfare. Ideally in a leadership role, but I don't mind following if the leader knows what they're doing."
If you know you can get away with a lie, would you do it? "No." ... "That was a lie."
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.