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Gorganslayer

Second Lieutenant
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Sep 29, 2014
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A Realm Divided
Sign ups are OPEN / CLOSED

join us on IRC at #Gorgan_Hub
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“Trapped in a prison, the god shall break free

And unleash upon the earth a crusade of three

The very skies shall be rent and torn

As the ancient grudges are reborn

In one final conflict fueled by hate

The shattered Realm shall meet a final fate”


- The Oracle of The Shrouded Isles


Welcome to my latest forum game. A Realm divided. The world of A realm divided is divided between the twin continents of Anestrion and Istaria. These twin continents are abound with beauty from the majestic lakes and rivers, to the towering peaks, punctuated by dense and beautiful forest. But there is a sickness that plagues these two nations. Long ago the forces of darkness tried to claim these lands as their own. Twice did they nearly succeed, however each time they were undone by their greed and internal bickering, and in the second war of darkness, their dark lord, Volkair was slain, breaking the back of the evil hordes. Yet neither side is strong enough to fully destroy the other and now an uneasy peace endures as the forces of darkness lick their wounds and prepare for a third and final crusade against the light.

This is where the players come in: 500 years after the end of the second dark war, the shadow of darkness has once again began to make its presence known. Across the continents the nations of the light steel themselves for the oncoming darkness. Will you be one of these great leaders? seeking to cleanse the realms of darkness. Or will you instead serve the dark, attempting to bring about the blight and end of the world as we know it?

How to Play
Players will submit a set of orders to me each turn (~1 week). Please use the same PM conversation for submitting orders and title the conversation with your name, the name of the game (A realm divided) and the name of your character. When submitting the orders title them with your character name, and the turn number/turn year.

Each order should be made up of 1 administration order, 1 combat order and potentially 1 plot order:
Administration Orders
these orders should relate directly to affairs going on in your realm. for example establishing a new port to increase trade. Higher levels in administration increase the likelihood of these events succeeding.
Combat Orders
these orders should relate towards issuing orders to your troops such as raising levies, attacking an enemy city or therefore. If you don't have any need to order around your troops then this order can instead be used for quests - these are individual or multi-character events that reward the player with XP and other bonuses to help leveling up.
Plot Orders
If you have any levels in plotting then you get access to a plot order. A plot order is used for actions that you don't want other people to know about e.g. spying as well as other such orders like assassinations or poisoning an opponents army.

Character Leveling
each character has 3 attributes. Administration, Combat and Plotting. Each character has a base of 1 level in administration and combat. When you sign-up you may put an additional level into one of the three categories. Doing quests grants you with XP, when you level up you gain another point to put into one of these three categories. Leveling up a category gives you re-rolls or more dice and thus gives you a greater chance at succeeding at your orders. If multiple characters take part in the same quest the XP is split evenly among them, so its best to team up for hard quests like slaying dragons.

Combat and War
When two armies meet then a battle will ensue. In a battle both forces are split into 3 parts. A Vanguard, a Main Force and a Rearguard. A character can be assigned to lead each section of the battle and will grant any combat bonuses they have to that section during combat. Multiple players working together as one army can thus considerably boost the power of an army. If your fighting alone feel free to submit names for the commanders of the section you aren't commanding yourself for IC purposes in updates.

While a character still has any of their holdings or cities available they can keep calling up additional levies every few turns as well as raise a weak militia for extra manpower once during a war at the expense of their economy. If you lose all your holdings you will no longer be able to call up additional men and will be left with whatever forces are at your disposal until you can reclaim some territory or use orders to increase it.

Note you can build fortresses and castles to grant defensive bonuses to your armies but these do have a cost and should be used sparingly

Touching briefly on stats.
every landed character has the following stats:
Population: the population they control - levies and income are derived from this.
Income: the amount of seasonally generated income a region earns
Expenses: the total costs of running the nations assets
Balance: income - expenses
Treasury: the amount of money saved up
Levy Max: the maximum amount of the population that can be called up as regular levies
Levy Raised: the current number of levies active
Navy: the number of warships controlled by this nation.
Economic Level: your level of administration skills
Combat Level: your level of combat skills
Plotting Level: your level of plotting skills
Turn: turn stats were last updated - so I can easily check if up to date

Landless will operate slightly differently. They do not have a population or a levy Max. Instead they can purchase levies for the price of 1 for every 10 gold - subject to balancing. Then pay regular maintenance, thus they can have as many levy's as they can afford to support. In addition they also have their assets. Special items, traits or connections they have which grant them boosts or special abilities.

Sign - Up sheets
People are free to sign up either landed characters on the side of the light or the dark from any of the nations in the second post, or they may play as a landless character.

I am open to allowing a limited number of players starting as rulers of the realm rather than as middle ranking nobles. If you wish to apply for a ruling position the state which one you would like, If i approve then feel free to post a character bio.

Note: As of now the regions that are free to have rulers are The Empire of the Sun's Dragon Emperor, The Hobgoblin Khanates, The Glut Princes and The Dark Elves of Cirdan.

Below is the format to follow when signing up for a character.

landed:
Name: Every Great Hero Needs a Name
Nation: Where does your hero call home?
Province: If you want to change the name of your on map province do it here. This is also the region you directly rule, use the dotted lines on the map for guidance as they denote province borders.
Family: Who is your character related to? - comes into play with heirs and marriages
Specialty: Combat, Administration or Plotter
Bio: give your character a back story it makes things more interesting

Landless:
Name: Same as above
Nation: where does you character reside?
Assets: Each landless my submit one or two assets - small items or abilities possessed which give them and advantage - e.g. bag of gold, or merchant contacts
Specialty: Administration, Combat or Plotter
Bio: same as above.


Those who posted in the sign-up thread are free to post their characters again in here. Anyone else who wishes to join up may submit their characters here as well. I will repost the lore below soon. Updated map and stats will be up later this evening alongside the first Mini.
 
Last edited:
Compiled is a collective lore on the world of A Realm Divided. Its quite extensive and I tend to ramble so don't feel like you have to read the whole thing. Just what interests you :)

The Lands of Shattered Realm
The smaller of the two continents, Anestrion has long been the home of men, elves, dwarves and other creatures both fair and foul. Dotted with towering mountain ranges and volcanoes it’s countryside is dissected by the many gentle rivers and lakes which punctuate the lands. To the Northwest lies the great Collines, a region of rolling hills, and craggy coastlines, divided in two by the twin rivers of Pulvéris and Prier, merging into Lake Hanche at the foot of the great Torlan Mountain range. Clustered up against this impressive series of snow-capped mountains lies the great forest of Finarfell, under its rich confider and pine needles lies a splendor and beauty of nature unparalleled within the realms, it is said that travellers who find themselves within its crystal Glenns my find themselves unable to leave out of sheer curiosity. Further south beyond the Torlan mountains lies the boggy, and disease ridden marshes of the Cairn Fenns, straddling both sides of the foetid Corpsespawn Bay. Once part of the Finarfell forests these realms were corrupted during the dark wars, withering the forest and turning it into a horrid mess of marsh lands and dark magic. From here the dead are often reanimated by the lasting taint of the Dark lord's power, leaving few to risk traversing its realm.


The Central regions of Anestrion is a region where various biomes and climates combine, split by the extensive White mountains the grassy northern region of Clairon is

hardy region, with few rivers except the Arrièrre, which flows from the Torlan mountain range and the River Grâce, both of which are minor streams in comparison to the vast to intersecting rivers of the Southern lands Hwisex. Here the grand rivers of the Shaw, Trut, Stowern meet the River Lute from the Torlan Mountains and the Grand River Hale from the White mountains at the Mighty Lake Wyve, creating a rich and fertile land of fields and vibrant hills. Finally acting almost as a barrier to the dark lands of the east, lies the vast expanse of the Abyssal Sands. Kept desolate and lifeless by a combination of climate and dark magic flowing from the east, the vast dunes and occasional cactus of these lands once served as the final battleground in the second war against the dark

in the east, now it's lifeless baked stones serve as the end for many who would hope to sneak into the lands of darkness and steal their secrets. Yet it is not truly lifeless as occasional groups of tribesmen or the rare goblin raiding party can be found wandering in its shadows.


Finally we come the west. A dark and twisted realm land having felt the full power of the dark lord’s strength. To the north straddling both sides of the treacherous Macabre Slopes lies the twisted realms of Acadazir. An ashen waste with little fertile ground, it is a wholly uninteresting landscape devoid of even the corrupted trees or earthen fissures noticeable in the lands further east, instead just clusters of tough grass cling to fragments of soil in the otherwise soot grey plains. Even the dark rivers of Tartaron, Varanger and their meeting point in the Telchine lake are not pure from taint, instead being corrupted streams with water as dark as the hearts of the region's natives and constantly churning from the evil forces that permeate them. Further to the east lies the twisted forest of Cirdan, one beautiful like the Finarfells during the dark wars the taint of darkness has blighted it, twisting it into a shadowy mockery of what it once was. The elves who still remain have fallen to dark magic in order to save themselves and as a result have been outcast by their western brethren. Lastly we come to the realm of Kaz-Kharad, and the Saltpyre Mountains. Famed for their high concentration of Volcanoes the machinations of evil has resulted in a tortured land pockmarked with deep craters and long fissures forming a barren waste over much of the region, inhospitable to all but the most devoted follower of the dark.
Often called the sister of Anestrion or twin. Istaria hasn't felt the ravages of the darkness as much as Anestrion. Facing the weaker forces of the dark lord who prefered to finish his conquest in Anestrion, the forces of light were often able to overcome the disunited forces of the dark lord, as such Istaria is relatively untouched in terms of dark taint in comparison to Anestrion except in the northeast where the taint continues to grow with every passing year. Here in the lands of the northeast lies the great swamps of Gwa’lug. Stretching from the bloated sea to the Shaggoth mountains in the east, the swamps are a myriad maze of false paths and bogs that can quickly lead to the demise of an unsuspecting traveller as such it is best to stick to the murky waters of the region's rivers: the Thenn, Orgril and Gorfang. The occasional earthen fissure or crater serve to remind would be inhabitants however of the taint of darkness which still remains hanging over this region. On the Western side of the Shaggoth Mountains lies the lands of Tax-Ta-Tlan, a region of greatly varied terrain, from the Thick jungles that spread outwards from the shaggoth mountains to the oaken forest on the region's southern border with the Jade Mountain and Emerald Pass. Complementing this tree-filled region are the Xa-Va-Tran Moor which lies in between the two large stretches of trees. Finally the region is rounded out by the Tu-Va-Fenn swamps to the north, and the various rivers which fill into the central Tic-Toe-Tac Lake.


Moving further South, we come to the vast untamed Brodai Desert, a region of sand and desert dunes that spreads out across the entire west of the continent, prone to vicious sandstorms and home to many deadly creatures of the dark, it is an entirely inhospitable waste, with the only living thing not seemingly tainted by dark being the ever present cactus. However there are some regions of the desert that do show a variation in terrain. Pockets of mountains built up around volcanoes and the occasional sand-clogged estuary dot the landscape, providing some point of reference for cartographers and travelers. Towards the east the Brodai desert slowly comes to an end, giving way to the foothills of Wu, and the expansive Celestial Mountain Range. The Mighty Xei River flows from the Celestial Mountain range to the Coral Sea, while the Yuan River flows from the Celestial Mountains in another direction to join the Bloated Sea. These mighty rivers serve as a natural barrier against the Brodai desert. Surrounding the Celestial Mountains is the Huishan forests, once beautiful they were corrupted in the war against the dark and even today remain almost entirely uninhabited with only pilgrims to the Celestial Mountains travelling through with any regularity. Further south the smaller Gong Mountains give way to the Wanquan grasslands. The rich and fertile soil of this region, helped by the mighty rivers and streams which trail through the landscape have led to a rich and bountiful land both in agricultural output and natural beauty. Lastly the ring shaped Shou Mountains overlook the vast coastline and the Weiwan moor, with its varied rise and rolling hills. Lastly between the two hills lies the fly-infested marshes of Xibei-Ma, where it is rumoured that Mer swim and prey on men, alongside other forces of Darkness.

The Nations of A Realm Divided
Mercidian Realms [Human]

The Mercidian Realms are one of the most prosperous nations in the lands of Anestrion. Rather than one centralised Kingdom the Mercidian Realms are made up of 5 semi-independent Kingdoms united together in a loose confederation. Traditionally the Mercidian Realms have played a key role in the wars against the forces of Darkness, and today maintain a series of key fortresses along the borders with the dwarves and the Abyssal Sands. Normally watched over by a Grand King following the rebellion of Harrion Darkwood nearly 20 years ago, the seat of Grand King has remained unclaimed as the bitter rivalries between the Kingdoms have come to the fore.


Territoires D’Arrain [human]

The Territories are a vast expansive realm of men, stretching from the hills of the Collines to the west to the river Grâce in Clairon. A strong feudal realm ruled by the Du Nord family and the current Queen Isobel du Nord. While larger than the Mercidian Realms the harsh landscape of the Territoires mean it is relatively poorer than its southern neighbours. Indeed local peasants often turn to banditry in order to make ends meet, and troubles between the elves of Finarfell and the Territoires have been exacerbated by peasant families hunting and poaching in Finarfell.


The Elves of Finarfell [Elves]

The elves have always played an important role in the affairs of the world. Back in the mists of time, these immortal beings were spread all across Anestrion and Istaria with the great forests of the world being held as their domain. During the first war against Darkness they were at the forefront of the fight against the dark lord's forces and suffered greatly as the forces of darkness prioritised destroying these great forests and breaking the elves power. After the first war the elves had been greatly depleted and much of the forest was destroyed in Istaria the few who remained sailed back to Anestrion. While in Anestrion the elves had been reduced to the forests of Finarfell and Cirdan, while their preeminent position had been usurped by men. During the second dark war the elves were once again placed in conflict, and the forest of Cirdan was lost between the forces of Darkness and the fall of the elves inhabiting it to Dark Magic in their quest to save their forest. Today the elves reside within the Forest of Finarfell. Generally aloof they keep apart from the ways of men focusing inwards on maintaining their declining civilisation. Ruled and governed collectively by the Council of Nobles the elves are split between several organised cities and the untamed wilderness of the forest, with those who reside in the cities being referred to as ‘High Elves’ and those who shun the urban called ‘Wood Elves’
The Blighted Horde [Undead]

The Cairn Fenn’s are constantly spewing forth undead creatures from the foetid depths of both the thick swamp and marshes as well as the bubbling waters of Corpsespawn Bay. Normally these undead are almost harmless, simply milling about with a lack of purpose and are easily dispatched by the dedicated watchmen from the realms of men and elves. Sometimes there are individuals with the power to control undead and bind them to their will, sometimes they are a more powerful form of undead, like spirits, wraiths, banshees or vampires. Often these hordes can be put down by an organised warband with minimal casualties. Occasionally an especially strong undead will come around and in those times unless the leaders are quickly put down they can cause untold damage to the surrounding region. But the worse is when a person versed in the arts of necromancy takes over, then it is bad. Armed with forbidden knowledge to control vast undead hordes and possessing mortal desires twisted by the dark magic they practice they can pose a truly formidable threat to the realms of men.


Kaz-Kharak [Dwarves]

The Dwarves have long been a scourge upon the realms of Anestrion. Since before the coming of the Darkness they have held themselves within every mountain range of Anestrion and struck with fierce fury at those who would seek to enter them without permission. The Dwarves have a natural affinity for Fire and Darkness leading to them viewing the many volcanoes of the continent as the markers of their gods, which they fiercely worship. Quick to join with the Dark Lord upon his arrival, they were used as his crack troops at the forefront of the Dark Wars, and were only driven out of their mountain fortresses at the cost of many lives. Now reduced to the fierce mountains and wastes of Kaz-Kharad and the Saltpyre Mountains.the dwarves continue to follow the dark lord even in his absence and look greedily at the lands of men and elves for a day when they can have their vengeance and drive them from their ancestral homes.


Acadazir, The Blackened Realm [tainted men & Beastmen]

Entrenched in the ashen wastes of the north, the Ashen Wastes of Acadazir hold the dark nation of Acadazir, The Blackened Realm. Formed from the remnant forces of the Dark Lord and his tainted land Acadazir represents the major holdout of the Forces of Darkness. A highly brutal society build around cruel cunning and social darwinism, tainted men corrupted by the words of the Dark Lord mingle with his servants, the beastmen, cruel species that are a mockery of humanity and elves, be they disgustingly corrupt shadows of a human, or a sick fusion of human or elf and animal. Acadazir has recently received a boost of veteran warriors in the form of the survivors of Harrion Darkwood’s rebellion. Ruled by the strongest of its members who takes the title of Dark Herald the people of Acadazir hate the realms of the light with a passion, standing ready for the day when they will unleash their third and final crusade upon the people of Anestrion.


The Fallen of Cirdan [Dark Elves]

During the second war against the dark the elves in Cirdan found themselves cut off from the rest of the forces of light. Alone and besieged on all sides by the beastmen of the Dark Lord they watched in horror as the forest was corrupted around them, weakening them and sapping their strength as it died. Faced with seemingly endless hordes with nothing but their inevitable doom ahead of them, they began to turn to darker paths to save themselves. Slowly more and more of the elves turned towards the dark magic's, turning the very weapons of the enemy against them, until eventually the beastmen were fully driven from Cirdan. Yet for the dark elves and the forest it was much too late to turn back from their dark path. The Dark Elves magic had permanently damaged the forest completing the corruption of the forest. The Dark Elves were also driven further by the notice that they had been outcast by the Elves of Finarfell, who viewed them as little more than traitors. With the corrupting nature of the forest now fully in effect the elves found themselves requiring more and more dark magic to prevent themselves from being degenerated by the permeating essence, today they are reliant on more powerful magic in the form of sacrifices and as such are feared for raiding the nations of light even as far east as the Kingdom of the Sun. As such in their attempts to save themselves from darkness, the dark elves have instead fallen to the darkness in turn.
Empire of the Sun [human]

The largest nation in the Istaria, if not the entire world, the Empire of the Sun, is situated in the East of Istaria and stretches nearly halfway across the continent to its natural borders up against the River’s Xei and Yuan. Ruled by the Dragon Emperor who is viewed as the living incarnation of the gods, the peasants of the Empire live simple lives mainly based on subsistence farming. The Empire is also home to the ancient Dragon Monks, viewed as the keepers of knowledge, they regularly make pilgrimages to the Celestial Mountains to meditate and communicate with the heavens. Due to its vast size the Empire of the Sun cannot be ruled by one man alone and even the regional rulers are prone to corruption. Indeed its vast expanse is always vulnerable to invasions by goblin or hobgoblin warbands if not discontent and outright rebellion from local warlords and brigands in the outer territories. Despite its difficulties the Empire of the Sun is a powerful realm, capable of holding against great odds as it did during the Dark wars, the recent expansion of trade with the realms of Anestrion has led to the new formation of a merchant class, in a similar fashion to the great desert road between the Lizardmen to the north and the Wu foothills.


Tiq-Voc-Thuk Clans [Lizardmen]

The varied terrain of Tax-Ta-Tlan is home to the great lizardmen of the Tiq-Voc-Thuk Clans. A loose tribal federation these Lizardmen originated from the great jungles at the Shaggoth Mountains but have spread their influence further south and west to encompass the whole region. Rather than a united nation the clans are held together by a strong shared culture and survival need, banding together in times of crisis but for the most part going about their separate ways. The most reluctant nation on the side of the light they have generally tried to avoid being dragged into the conflict but nevertheless have played a major role in the defeat of the dark forces in Istaria during the first and second Dark Wars. Today they are locked in conflict with the Ogre and troll forces of the Glut Princes. Recently several clans have began to move past the isolationist approach and have opened up trade with the Empire of the Sun through the great desert road allowing great riches to travel between the two nations even at the risk of Hobgoblin raiders.
Hobgoblin Khanate [Hobgoblins, Goblins and Orcs]

The Hobgoblin Khanate is a catch-all phrase to describe the huge number of roving greenskin tribes that survive and even thrive within the confines of the Brodai desert. Impossible to describe as united the Khanate is a collection of individual warbands often consisting of Goblins ruled over by a few Hobgoblins which roam the desert fighting with each other as much as they fight against the forces of the light. Each Warband is different with some being more peaceful nomadic traders, and others forming primitive cities amongst the desert sands, but for the most part they are a warlike species desperate to pillage and plunder their way across the lands of Istaria. While most warbands are small and pose little threat to anything but convoys through the Great Desert Road or those lost in the vast dunes, there are several larger hordes. These a typically ruled over by a Hobgoblin, a larger species of goblin with a much stronger dose of cunning and an even bigger meanstreak. This ruler in referred to as the Khan, and often keeps control through the machinations of his underling Hobgoblins, even though he still has to keep an eye on them to avoid the inevitable backstab or coup from those below. Additionally these hordes may contain a unit of Orcs, relatively dim witted and easily controlled by the Hobgoblins they serve as powerful shock troops for the Hobgoblin Khan’s as well as a strong tool for keeping the rowdy goblins in line. Speaking of which the final constituent of a Horde is the Goblin, relatively small, but vicious beyond all belief and parted with a sadistic cunning, they make up the backbone of the horde and while individually weak their numerical strength is often enough to allow them to win major victories. While for the most part the Hordes are completely separated and prone to fighting occasionally a demagogue will arise with the power to unite a portion of the warring hordes if not all of them, when this happens it poses a great threat to Istaria as the Hobgoblin Khanates, united behind their Great Khan descent upon the realms of Light, pillaging, looting and raiding until either they are wiped out, the demagogue is killed or an underhand betrayal pays off and the hordes fracture once again.


The Glut Princes [Ogres and Trolls]

The Glut princes are one of the more disgusting of the forces to serve the dark lord. LIving in the foetid marshes and swamps of Istaria’s Northeast, these dimwitted, yet powerful creatures style themselves into feudal kingdoms and realms creating a shadowy and sinister reflection of the Realms of the forces of Light. Famed for their ability and desire to consume almost everything the Glut Princes have posed a powerful threat in all the dark wars and even beyond, evading every attempt to destroy them. Driving each Kingdom is either an Ogre or Troll ruler each with a dark and twisted desire which makes the Princes so deadly as each Kingdom has the drive to continue its work as long as its ruler still lives. Not content to remain in their allocated corner of Istaria the Glut Princes have been engaged in a war with the Lizardmen in the Shaggoth Mountains in an attempt to breakthrough to the forests and plains beyond. The results if they succeed could be devastating. The Glut Princes are also famous for their pirate raids, and while not as elegant as the Dark Elves raid for sacrifice candidates, their brutal methods and easily recognisable, crude ships have resulted in them being feared throughout much of the coastal regions of both Istaria and Anestrion. Indeed recently the Troll King, Guofulm Sheep-Eater has begun leading a devastating series of raids against the coast of the Territoires D’Arrain from his marshy island base of Gnobolg defying all attempts by the Royal Marine to bring his fleet to battle and destroy it.

Religion and Culture in Anestrion and Istaria
Religion is a dominating factor for those in the Kingdoms and Realms that make up the worlds of Anestrion and Istaria. Each Race or nation can often have completely different beliefs to one another and follow different cultural traditions and expectations to those of even their closest nations. However there are some factors that play an influence in these cultures and beliefs. Notably the Light/Dark dichotomy between the forces of Light and the Forces of darkness is the primary influence on these factors. Forces of Light tend to have culture’s built around ideals of peace, plenty and nobleness. While those of darkness fall on the side of greed, power, wealth and gluttony. In terms of religion each of these cultures venerates their particular patriarch as the leader of their Pantheon, for the forces of light it is the Lord of Light, Thalmuir though his name and gender changes from race to race. Comparatively the forces of Darkness worship the Dark Lord Volkair as their head, and is known by that name throughout all of the Realms that owe some modicum of fealty to him. Apart from all races venerating their comparative patriarch as their main religious figure each race may have a unique pantheon or simply worship their head alone.

Timeline
Timeline

Age of Creation

In this age the Elder gods emerged from their spiritual realm, and gave birth to the world, creating the twin continents. These realms were lifeless until the elder gods turned on one another, each creating a vast menagerie of monsters and beasts to fight as their foot soldiers. Eventually the Elder gods divided themselves into two camps who each, in turn gave birth to one great deity. Using all their magic to create something better than themselves. These were the lord of light and the dark lord respectively. But these creations turned on their lords and struck down each elder god in turn. The dying magic of the elder gods fell upon the continents and gave birth to races of men, elves, dwarves and all the others. After the resulting war both lords agreed to share the realms, with Istaria going to the lord of light and Anestrion to the Dark Lord. But the lord of light tricked his compatriot and trapped him deep within a prison under the mountains of Anestrion; claiming both continents for himself.


Age of Myth

Flushed with victory the Lord of Light set about fashioning the world in his image, ignoring for the new races that dotted the surface of the twin continents in little more than barbaric tribes, viewing them as little better then the monsters and other creatures of the elder gods. Overtime these tribes grew into fully fledged civilisations and kingdoms, who constantly waged war between each other. His curiosity piqued by them, the Lord of Light visited each in turn. From the elves he secured their worship and took their Queen as his bride. To the 5 southern Kingdoms of men, he granted each of the rulers an artifact of his power. While from the Northern Territoires he gave the Queen a son. The lizardmen recognised his strength and willing submitted to his rule. While the disparate warlords he visited in the form of a Wise monk and forged into the Empire of the Sun, placing his greatest disciple as the ruling Dragon Emperor. Yet not all races subjected himself to him, The Glut Princes agreed on the surface, but continued their barbaric practises, while the dwarves had no love for the light and cast him out of their mountain realms. Regarding the Hobgoblins as little more than vermin they were not offered a chance at ascendency, and indeed the Lord lead several expeditions against the Khanates from the Empire of the Sun. Fulfilled from the praise and worship offered by the mortal races he withdrew from the mortal realms content to bathe in the glow of his work.


Age of Shadow

The reclusive dwarves in search for ever more materials to fuel their constant warfare against the forces of elf and men, had continued to mine deeper and deeper into the mountains of Anestrion. Eventually they broke through into a great underground structure. Believing it to be a gift from the gods they quickly set about claiming the city and in doing so unwittingly freed the Dark Lord from his ancient prison - the true purpose of the underground realm. Angered by the Lord of Light’s betrayal, he vowed that he would reclaim what was his and cast the imprison the Lord of Light as he had down to himself. Twisting the dwarves to his will he set about establishing a force capable of challenging the lord of light's power. In a parody of the Lord of Light’s pilgrimage he gathered his forces, corrupting the men of Anestrion’s east into the first of his beastmen. In Istaria he quickly gained the allegiance of the Glut Princes who literally tore the Lord of Lights appointed King. Last to join his forces where the Hobgoblins; caring little for his notions of godhood they merely relished in the chance to destroy the hated Empire of the Sun. Helpless to stop his growing power with the Lord of Light’s apathy the Forces of Light could do little but fortify themselves and await the oncoming storm.


The First Dark War

Like a flood bursting its banks, eventually the Dark Lord unleashed his forces. A host of tainted men rose up across the Kingdoms, plunging them into civil war and chaos. While the Vanguard of the Dark Lord's army marched from the East, a foul host of Dwarves and Beastmen. In Istaria it was little better, as the Empire of the Sun descended into strife, even as the Hobgoblin Khanates ran rampage across its fertile grounds and the fearsome Glut Princes clashed with the Lizardmen and raided the shores of both continents. Faced with overwhelming numbers and unable to stand against the raw power of a God, the forces of the Light were forced back to their last remaining strongholds, while the dark magic tainted the land, destroying the great eastern plains and leaving a desolate sandy desert known as the Abyssal Sands. Finally in the lights darkest hour, did the Lord of Light stir. Realising he was step away from losing his prize to his hated enemy he finally descended to the Mortal plane, touching town in Istaria’s Celestial Mountains. Quickly rallying the Empire of the Sun, he shattered the Hobgoblins and restored a new Dragon Emperor, before marching north and subduing the Glut Princes. With peace to Istaria he turned his eyes on Anestrion and a conflict with his most ancient foe. Under the guidance of the Lord of Light the forces of the Light began to fight back against the darkness, soon, the dark armies fell back before the light, yet one final battle still remained. Meeting upon the banks of the Clearwater bay, the forces of the Light met with those of the Dark for one final time. Magic flew back and forth forever tainting the region, and turning the great forest to a marsh, while the bay was clogged with Corpses. At the height of the Battle the Lord of Light met the Dark lord in single combat, and the two clashed. Yet for all his valour, the Lord of light could not match the raw strength of the Dark Lord and was struck down, but with his dying breath managed to banish weakened Dark Lord back to his prison from whence he had emerged. Leaderless the Dark armies fled back to their eastern realms licking their wounds.


The Age of Peace

Following the dark war, the forces of the light set about the task of rebuilding their great Kingdoms. The elves gradually declined as much of their forest was decimated. Meanwhile man grew in ascendancy to fill the void. Fortifications were established to guard the realms of Darkness, and a permanent guard was established over the Dark Lords Prison. Tired from war the forces of light created a grand alliance and no serious fighting occurred, except driving the dwarves from their western and central holdings. But as the years wore on shadows began to cloud over Anestrion and Istaria once more.


The Second Dark War

Far from being placid in his prison the dark lord worked towards his freedom. Twisting the minds of his guards using his dark influence he was eventually able to break free and quickly fled to his realms in the east. Seeking to strike while the Iron was hot, he gathered his armies and marched against the Forces of Light once more. Yet this time the forces of light were no pushover. United in their fear against the dark lord, they held firm on the borders of the Abyssal Sands, inflicting terrible casualties on the dark forces. Yet as before the number advantage was too great and inexorably the forces of light were rolled back towards the west. Meanwhile in Istaria, the Empire of the Sun tettered on the brink of oblivion. Ravaged by roving Hobgoblin goblin bands and internal strife the armies of the Empire stood divided. The Dragon Emperor Chi, made a pilgrimage to the celestial mountains. When he came back many cited him a changed man, he personally led his elite bodyguard into the desert and came back with the head of the Hobgoblin Khans. Quickly the warlords of the Empire ended their various revolts and swore fealty to him. Then Taking a small elite force he sailed north and allying with the lizardmen forced the Glut Princes into back into their marshes. Finally he sailed for Anestrion, while leaving the Lizardmen to guard the Shaggoth Mountains - all in the name of a vision from the Lord of Light. Arriving in Anestrion the Dragon Emperor met others who seemed similarly guided. King Louis Du Nord of the Territoires, Queen Shariel of the Elves, and Aaron Myers - a commoner who had risen to unite the southern Kingdoms under one King. Together, they united the forces of light in a grand army and set about bringing battle to the Dark Lord himself. For nearly a year a fierce game of cat and mouse ensued until the forces of the light finally brought the dark lord to battle within the dunes of the Abyssal Sands. As the two armies clashed in a battle not seen since that of the last war, the Leaders of the Light personally cut their way towards the Dark Lord. The exact semantics of that fight are unknown but at the end of it. The Dark one lay dead, albeit at the cost of the Lords of Light themselves. With their power broken the forces of darkness fled once more to their dark realms to await a third and final crusade against the light.


Age of Twilight

Leaderless, the forces of Light were powerless to eradicate the dark. In the wake of the conflict the 5 southern Kingdoms of men merged to form the Mercidian Realms. The intervention of the Dragon Emperor also led to the huge boom in trade between Istaria and Anestrion, which has allowed both continents to rebuild from the devastation of the war faster than many would have felt possible. Now 500 years on, the dark wars would be regarded as little more than a legend where it not for the ever present threat of the dark that lies on the eastern borders of Anestrion and in the north and east of Istaria. All know however that the stalemate between Light and Dark will not be indefinite and that eventually one final battle must come in which the fate of the continents is decided for good or ill.

Magic
The power to wield magic lies within all races that inhabit Anestrion and Istaria. Magic is the power of the Elder gods that gave birth to these races. For the most part a normal person however cannot wield magic, only those born with a high enough concentration of the Elder gods powers in their blood can hope to channel these eldritch powers with even a modicum of success. Since the death of the Lord of Light and the Dark Lord Magic has become even harder to practise and as such remains the province of a strong willed individuals. Magic of large scale and power requires multiple days and multiple mages working together in order to be successfully pulled off. Magic is also hereditary, meaning those with mages in their family are more likely to be a mage themselves although it is not a given. Some Magic is governed by the lord of light and the dark lord, for example blood magic and necromancy can only be practiced by those who are in the Dark Lord's service [or those who follow these schools inevitably end up in his service] while Cleansing Magic lies solely as a magic of the Lord of Light. Magic is heavily stigmatised among the peasants who view it with fear, while the armies of the world see it is as a powerful ability on a battlefield and the nobles see it as a great prestige item or parlour trick.

Maps
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A link to stats and Updates
Stats

Act One: The Morning Dawn
Calling of the Kingsmoot
The Kingsmoot: Part II
 
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Geldmun Le Merchand



Nation: Territoires D’Arrain
Assets: Of the Merchand Line: The House of Merchand is a highly influencial family of merchants with friends and contacts through the world. They are among the richest families in the world and Geldmun is one of the richest within the family itself.

Resources: Geldmun has access to the many mines and camps and docks of the Merchand family. These pull in wealth all throughout the world into one family.

Specialty: Administration

Bio: The House of Merchand is a highly influencial family of merchants with friends and contacts through the world. A line of the family is a Lord under the Du Nords, being the lords of Merchandie-Veroui, with much of the west coast under their control. They are among the richest families in the world and Geldmun is one of the richest within the family itself. The family began during the First Dark War, when the founder of the family, Williem Le Merchand sold iron and steel at high prices to both the forces of the Light and Darkness, setting a tone for the Merchands to not care whether the consumer is White or Black, For the Light or Darkness, only following the sound of coins and riches.

Geldmun was born 26 years ago in the his cousin's lordship to the Patriarch of the Merchand Line, Williem Le Merchand, named after the founder of the House. Geldmun lived his life in luxury at his father's mansion on the seaside, near the current location of his own mansion, even bigger and more luxurious than his fathers, near his drydock at the mouth of the Prier River. His childhood is of little note, mostly stuffing his face with foods more expensive than some slaves, and learning about the mercantile business and having a first hand look in

Soon enough, his father when missing 4 years ago when a pirate captain raided his ship and presumablely took him prisoner. Some say it was a young lass captaining a black ship and some say otherwise, but certainly left him with an impression that they were good with their job. He wasn't even mad because it meant he became the Patriarch. He spent the last years of his importing and exporting products for profit(legal or illegal), building ships for all sorts of figures, and selling the minerals from his mines, and spending many days in the beds of many women and in the stables of many horses, as well as getting drunk on the finest of wines.

In the last years, the Merchands figured out that the Darkness was coming and prepared themselves for the oncoming death of the coming years, filling their bunkers with food and wine and stockpiling their steel, in the same manner as they first gained their power. The coming times will surely be beneficial for the Merchands, for they follow no Light, nor Darkness, they follow only the everpresent corrupter of both men and elves and all things, money and they will gain as much of it as they can. For Money is Power. And Power is Everything...

 
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Gōngzhǔ (princess) Xia Nán
Nation: Empire of the Sun
Province: Guangjon
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Family: Zhong Nán (uncle, 46), Tai Nán (male cousin, 27), Wei Nám (female cousin, 22)
Specialty: Plotter
Bio: Now twenty-one, Xia became gōngzhǔ of Guangjon nearly nineteen years ago following a terrible accident when her mother and father died at sea when their pleasure yacht sank when traveling through Volkair's maw. the Nán family has long been known to produce powerful mages, men and women who have lived their lives in service to the Dragon Emperor. This might have been Xia's destiny, had she had any brothers or sisters to inherit in her place, but she did not. Magic was therefore a major part of her education and a skill that she has spent a great deal of time developing.

Much of her early reign has dominated by her uncle who served as regent, but over time she has become more and more deeply involved in managing the affairs of her wealthy lands. That wealth does not mean that she is able to sit idle though, quite the opposite in fact, as numerous forces, both in and out of her court, would like the opportunity to get a piece of that wealth for themselves.

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“Guangjon's soil is mixed with sorcery. Mages bloom here, the prize crops of the Great Dragons, and I will harvest them.” - Shi Nán, preparing for war with the forces of darkness

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The Bustling City of Lindao

Lindao is the capital of the Guangjon province, and the seat of the Nán family’s power, Ziwei Palace. The palace itself is located a few miles outside of the city and has served as the ceremonial and political center of the region for hundreds of years. Well-fortified and large enough to be considered a successful town in its own right, the palace has never fallen to a siege. Inside the palaces walls, in addition to the living quarters of the Nán family and their guests, there are shrines, barracks, granaries, and a number of different halls, each with its own elaborate theme, for different state ceremonies.

The city of Lindao itself is a beautiful sight to behold, a shining testament to the wealth of the region and the glory of the Nán family. Its docks bustle with trade ships as merchants from all over the empire flock to the city to sell their goods, from where they can easily make the trip to the Central Isles or Anestrion. As such, the merchant class commands a certain degree of respect in Lindao that even the nobility cannot ignore when many find themselves seeking loans at banking houses. The inhabitants of the city are much more metropolitan than the other citizens of the province.

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Nanchang's City Streets

Nanchang is the second largest city in the Guangjon province. Situated in the center of the Wanquan Grasslands it serves a duel role, first as the breadbasket of the region, and in fact much of the empire, and second as the first line of defense against invasions through the mountain passes towards the north and east. The city is not as rich as Lindao, and its people live a more modest life, working the rich soil as part of an honest day’s work, but it is still a marvel to behold, especially during New Years celebrations. Legend tells that Nanchang was founded by the Nán family during the Age of Myth when Qin Nán and his dear friend, the Great Dragon Tianlong, shaped the water into the rivers which now cross the province, creating the grasslands.

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A Silk Transport Returns to Wonju

To call Wonju a city might be overly generous, and in fact it has been on a slow decline for decades as its people leave for Lindao or Nanchang. The city itself is small and its port cannot hope to compete with that of Lindao, nor can its soil grow crops so great as those from Nanchang. No, the secret to the wealth of Wonju comes from sericulture, or silk farming, an ancient tradition that has been guarded with the utmost secrecy and the strictest laws in order to maintain the monopoly. The citizens of the city take their mastery over this secretive process very seriously and generally promote a quiet and peaceful atmosphere. For this reason, the Nán family saw fit to build the Tánhuang Palace outside of the city.

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Nanto During the Winter Months

Nanto is a town nestled in the foothills of the Gong Mountains. Here its people mine vast quantities of silver and iron which can be sent downriver to Lindao where the raw materials are either used to feed the city’s industry or sold off directly. Its people are hardy and resilient, used to a difficult, and often short, life, but proud and defiant towards those that would threaten them. Perhaps even more important than the resources that the town provides, is its place on the path to Guāng Temple.

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Guāng Temple With a Statue of the Wise Monk

The temple is a shrine to the Lord of Light, the wise monk who united the Empire of the Sun, and his students, the Great Dragons, Tianlong, the water dragon, Shenlong, the thunder dragon, Dilong, the earth dragon, Fucanglong, the fire dragon, and Zhulong the spirit dragon. The shrine is maintained by an order of monks, all of whom are blessed with the power of the Great Dragons, though those without the blessing may serve as initiates following a series of tests. Ever member of the Nán family is expected to take a pilgrimage to the shrine to be coronated before they can legitimately rule Guangjon.
 
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Name: Wathwulf (The Wandering Wolf)
Nation: Mericidian Realms
Assets: Ealhild, huntress and warrior with a wolf companion, accompanies and fights beside Wathwulf.
Stormbringer, an ancient Elven bastard sword that Wathwulf claimed from a risen Elven knight upon the Cairn Fells.
Specialty: Combat
Bio:

A man was born in the northern fields of the Mericidian Realms between 24 and 27 years ago. His name will be forever lost to history as his whole family was killed when he was very young by a wandering band of goblin raiders. Through the bravery of his simple father the young man was able to flee the ravaging savages into the foothills of the White Mountains. There he survived for a few days before being found by a mysterious woman of great and ethereal beauty. She brought the young boy to a cave inside one of the great peaks and raised him among her wolf pack. She trained him in fighting and hunting alongside her wolves and it was there that he met his fellow abandoned child, but she had a name. Ealhild was her name, for she had been born by a warrior woman while she fought and bled upon the field of war. Her mother and father were both struck down upon that forgotten plain, but the conquerors held up the crying girl and praised her in honor. The woman of the cave told the boy that the warriors had brought the battle born girl to her in order to raise her as a conquering hero.

When the boy had become a man the woman took him deep into the mountain passes along with Ealhild until they found the ruins of a Dwarven stronghold. Inside they found ancient Dwarven armor, metal, and a forge. The woman forged out of these Dwarven materials plate armor and a sword for the man and a sword for Ealhild, though the woman also gifted her own ancient bow to Ealhild. Fenrir, Ealhild's favorite wolf, joined the two as they journeyed forth to make a name for themselves. They set out upon the lands of men and served as mercenaries and quest takers to eradicate monsters and petty bandits. It was in this time in the north of the Mericidian Realms that the man came to be known as Wathwulf. In dread battle upon one of the peaks of the White Mountains Wathwulf and Ealhild slew the mighty white dragon Culdrethhild and smote his ruin upon the statue of a long lost Dwarven king. Their fame spread far and wide and the two journeyed west into the realm of the dead. Upon the sprawling disease of the Cairn Fells the Wandering Wolf found the tomb of an ancient Elven knight who had fell in the first Dark War. When Wathwulf entered the cairn the knight stood and faced him in mortal combat. They crossed swords and fought for half and hour amongst the fallen ancients until at last the dead Elf was sent back into his nightmarish slumber. Wathwulf took the bastard sword Stormbringer as his prize and returned from the place of death to walk among the living. He and his companion have slain three dragons and are searching the White Mountains for a fabled black dragon of enormous size.

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Ealhild the Huntress with Fenrir the faithful Wolf
 
Name: Pedro de Tulon
Nation: The Principality of Tulon
Province: Central Isles
Occupation: Prince of Tulon
Family: Carlos (uncle 45), Felipe (cousin 34) (Many others but if the Prince dies one of them will take over.)
Specialty: Plotter

Bio: Pedro was born 14 years ago to Prince Enrique and Princess Catherine, he is average of height, with black hair and grey eyes, wearing a mask that covers his head. When he was four his mother died after a snake bite which she got while she and Pedro’s father were out in the country side, Pedro began carrying a mask, guarding his face after the death of his mother. He spent the next years together with his father in the Tulon Palace. He at times also traveled with his father to the Fruit Gardens, where he was always treated very nicely and kind by the many ladies who lived there, who showered him with attention, something which he grew to like over the next five years as it filled a void that otherwise was left open.

When he was nine, his father also passed away, having fallen illness to the pox, coupled with old age, which slowly weakened him until it took his life. Prince Enrique knew it was coming and as such he spent his last few months preparing his son for his death, as well as making a plan for his son’s education, upbringing and remaining childhood. His uncle Fernando was selected as the regent during Pedro’s minority, and Prince Enrique would die, leaving the nine year old Pedro as Prince Pedro VIII of Tulon. It was when Pedro was ten that he first experienced the magic flowing through his veins, taking a hold of a nearby bird as he flew over the city. The Prince’s education was also proceeding well, and according to the plans made by his father, the Prince was sent to the Fruit Garden when he turned 12, together with a dozen children from the richest and most prestigious families in the city.

Upon the death of Pedro’s father the slaves of his father who had lived there had been moved out, now the ones living there was a chef, Pedro’s tutors, servants as well as the dozen children and friends of Pedro, who enjoys their time in the palace on the warm summer days, and not even all of these know how he looks beneath the mask, only one found out, she originally ran away screaming, until one of the caretakers spoke with her, and she met Pedro again, which today has left them close friends.

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The mask which all Princes wear

The captain of the royal guard is a man named Manuel, whom Pedro grew close to following the death of his father, he is a man in his early thirties that once begged in the streets of Rat bottom, he was eventually picked up by Pedro’s father after he managed to steal a purse from him, and since then given a martial education. When Pedro was thirteen he had a dream similar to the ones he had previously, this time he was in the mind of a cat and heard his uncle and regent talking. He told the captain of his guard that a group of men would come to kill him three days after, in which three days Pedro was a wreck. At first Manuel didn’t believe Pedro, but to be sure then Manuel sent back Pedro’s friends for their own safety, but when they showed up three days after they were arrested and killed by the guards.

What had happened in the capital was a power play by his uncle, having managed to drive his brother, Pedro’s uncle Carlos, out of the city and as such sought to finish of Pedro before declaring himself Prince. Word was sent back into the city to supporters of the Prince and his father who quickly acted, arresting his uncle Fernando and executing him an hour later. While some had called for the killing of his entire branch, then it was intervened by Prince Pedro, a boy already feeling lonely not wanting to lose his cousin, and as such Fernando’s son Felipe was spared. In turn Carlos was declared the new regent, who has served faithfully since, as Manuel used the chaos following Fernando’s attempt to use the Prince’s name and seal to carry out a purge of the city and the influential rivals of the prince. It was afterwards decided by Carlos, on the advice of Pedro’s tutors and Manuel, as well as the Tulon Palace advisers that his friends should not be recalled, not as much out of concern for them, but so that more focus could be put on Pedro’s education.

Now with his friends gone, he has spent the last year eating oysters and other delicacies in the Fruit Garden mixed with spices and sugary treats for desert, while washing it done with watered wine. When his tutors are not busy educating him, he sits in the gardens, playing cards with the female servants or the children of the servants, or other games to pass the time. He has begun deeply missing the attention that he received while his friends were present at the Fruit Gardens, or even earlier than that when his father’s slaves showered him with attention, laughing and clapping with him at all he did. He either walks, or is rolled around in a chair in his gardens, careful not to overextend himself.

None Yet
 
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Name: King Barrett Esnault (57)
Nation: The Mercidian Realms
Province: Kingdom of Kreaborg
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Family: Theodore Esnault (brother, deceased at 54), Breyna Esnault (53, sister-in-law, widowed), Camila Darkwood (sister, deceased at 32), Conrad Esnault (30, nephew, married), Erick Esnault (nephew, 28, unmarried) Joanna Esnault (niece, 25, unmarried), Carth Esnault (great nephew, 3)
Specialty: Administration
Bio: Ruler of the Mercidian Kingdom of Kreaborg, Barrett is latest in long line of Esnaults to hold this title. Barrett himself has ruled for 30 years and he has done so to the best of his ability, but even now in his old ago a black stain continues to haunt him and his family. Back when Barrett's father was King, he had arranged an alliance with the Darkwoods, which was solidified via the marrage of Barrett's sister Camilia to a young Harrion Darkwood. It wouldn't be until Barrett's reign that Harrion Darkwood launched his ill-fated rebellion. When it did occur Harrion requested that the Esnaults, his allies, come to his aid while the Grand King requested that they remembers to whom they pledged their loyalties. This issue greatly tugged at Barrett, who understood the importance family ties, but also had heard the rumors of the strange men Harrion kept in his court. While he had disagreements with the Grand King, he did not truly hate the man and knew that if the rebellion did fail, not just Barrett but his entire kingdom would face the consequences. So he made the decision that would forever stain his honor, he did nothing.

Whenever ravens from either side delivered calls to aid he would simply send them back without a reply, and whenever emissaries came, they were given no concrete answer, simply wined, dined and then sent back. Soon many began to whisper about King Barrett with words such as "coward" and "oathbreaker". Indeed his actions would earn him the title of "the King who sat". In the end Darkwood's rebellion had failed though the Grand King himself had fallen. While there was talk of treason on the part Barrett, there no Grand King to officially level these charges, and he technically had not denied the Grand King's requests. Barrett however would still pay for his choice in another. No one knows exactly how it happened, some say it was Harrion in a fit of black rage while others say it was the forces loyal to the Grand King, seeking some form of retribution, but in end Barrett knew his choice was reason it happened, directly or otherwise. Camila would return to her childhood home after the rebellion in a coffin, murdered along with her children. This continue to haunt Barrett even today.

While he would rule his own lands quite well, both diplomatically and in his personal life he continually was met with tragedy. His actions during Darkwood's rebellion left him as a pariah, with many noble weary of forging pacts with the Esnaults. To make matters worse, even though he had been married twice, neither union had resulted in a child. A result he has been forced to rely on the children on his brother, who recently also passed away, to continue his line. While he does trust Conrad, Erick he believes would be unfit to rule, though their mother would say otherwise. Either he knows that the time will come when his crown will pass to another, and that until then he had ensure that realm would remain strong and stable.

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At the Gates

Be it the coldest night of winter or the warmest day of summer this part of the White Mountains was always covered in snow. All the land was covered in the bleak, pale stuff aside from the great jutting peaks of blackness. The Wolf stood alone and silent upon the levelled ground laid before a great stone archway of a long forgotten Dwarven hold. The gates of iron that had once thrown back all enemies lay broken, shattered, and forgotten upon the white ground. In the center of the courtyard the crowned head of a Dwarf whose name was now lost forever to the expanse of time looked up and struck, with its stone stare, authority, power, and some final proud honor that lay in the death of his mighty and dark power. The steely countenance of the fallen king was graced in final death with one companion whose haughty power could at last rival that of the ancient Dwarven empire. The decaying skull blended into the ground from which its scales first took color and shape and flight, so that at last beside the ancient king the death mask of the fallen dragon Culdrethhild lay and stared up together with his ancient enemy. In death no allegiance is maintained.

Dark corrupts light, as those who fought and died to vanquish Volkair’s army from Anestrion are raised from the corrupted bogs of the old forest. The dark son of Finarfell that Wathwulf battled among the cairns of the honored dead had fallen victim to the intractable course of time. Blackness rises, is repelled, and rises again. Of course, the darkness is brought into the light and made pure, the blood lust of wild animals that once roamed alone among the mountaintops gave first birth to evil. The wolf’s maw bore fruit to both murder and selflessness. It is no honor to eat produce, but to kill another being to bring to life and safety your own, that is honor. In the wolf packs of the White Mountains perfect balance is struck. Stormbringer shone, it was forged in the Finarfells to smite the Dark God and wielded by its master into Volkair’s service. In the hands of its new master it smote the heart of a red dragon by the name of Adfyrheofon. The mighty dragon that spewed fire from his maw, strove with the Wandering Wolf atop the northern range of the White Mountains and fell upon the snow, spreading its crimson blood and scales atop the heights and flowed into the darkness of the desert lands below, sprouting forth some ancient plants of dragonkin.

Ealhild appeared beside him, “The Black One has gone. I tracked him to the volcano but he flew north. He is going to the black land.”

Wathwulf stared into the black maw of the ancient hold and sighed, “No matter, I shall find him all the same. In the meantime we’ll head south to Kreaborg. Their king may have a job for us. Barring that we must venture into the Finarfells or into Kaz-Kharak to find the Black One’s name.”

Ealhild nodded and moved away with Fenrir at her side. Wathwulf stepped forward and bowed his head to the old hold.
 
The Principality of Tulon

History and geography:

The Central Isles as they are known, though often referred to by the common man as The Isles of Luxury. The island itself isn’t overly large, in fact it is smaller than many of the regions that one travel in the greater kingdoms, but what it lacks in size it more than makes up for in people, economy and resources. In the middle of the island there is a great mountain going up, with several metals inside that was mined from an early age, what however provides the wealth is the land around it. The climate is a tropical one and as such the crops which are grown here are exported, the richest of these being sugar and spices.

It was these that began being grown since the age of peace when Enrique de Tulon was granted a patent from the Dragon Emperor to settle the land. Enrique would finance the expedition and the lands would be his, in return then the Dragon Emperor would protect him for an annual tribute. The tribute was small, very small as the lands themselves weren’t worth much, or at least so it was suspected until Enrique began planting the sugar and spices.

Merchant ships began coming and leaving, more each decade and the coastal town slowly grew bigger and bigger. Which resulted in the Dragon Emperor demanding more shortly before the second Dark War, resulting in a small war which was eventually sidelined due to the Dark War. The war forced de Tulon to once again align itself with the Empire of the Sun, and as such they fought side by side. The fleets of house Tulon had by this time grown to an impressive size. This led many from the war torn regions to board them and seek refuge in the central isles, and it was during this time that the city, named after its masters, Tulon, truly began to explode in population, far outdoing the cities of the empires.

Following the wars, and the increase in trade between the two continents it saw Tulon become an important center of trade, with ships coming from all over the light for reshipment. This slowly brought in more merchants and more ships, and over the next three hundred years the city grew in importance and power.

Ships from all over the world came with their goods and left with spices, sugar and wine. The demand of sugar and spices allowed Tulon to sell them at very high prices, being one of the few places in the world that allowed for their plantations. The wealth that all the trade brought into the city, the resources and so forth made it the center of trade where nowadays most ship ends their journey, selling their wares on in the extensive marketplaces within the city and buying new ones to bring home. The city nowadays standing as one of, if not the largest city in the world with an inhabitant number of slightly above 100.000 citizens, and a couple of tens of thousands slaves out in the plantations working for their master, house Tulon, whom 100 years after the Second Dark War took the title of Prince.


Economy:
The central isles are driven by trade with the other realms, its location has allowed it to benefit greatly from the increase in trade since the Second Dark War, as such it has become a central hub for any trading that happens. This is further fueled by the luxury goods such as sugar, spice and Duran Wine which the island produces, thus keeping their own resources very lucrative to the other realms, and most certainly the royal courts and nobility who eats and feasts on it. The land outside the city is owned by the Prince, at least the vast majority with only a few minor exceptions.

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Two merchants striking a deal

Aside from the trade there is also the darker side of the economy, due to the city’s size and wealth, crime is a thing which runs rampart in the streets at night. Gambling is often done, which has resulted in many murders. Extortion and gangs also have presence, fighting over territory and the wealth within it. The most prevalent of these acts are however prostitutions, with dozens of ships coming and leaving every day, many sailors use the shore time to relax in Tulon and as such it is an industry that is truly thriving, allowing men in the city everything from a copper to a gold coin, depending on their tastes and the weight of their purses. Most of these men and women of offer this do it of little choice, being forced by slavery. Slaves also being a big market.


Culture and religion:
The culture within Tulon is one of a mixing pot, with people coming from all over the world to settle it has mixed and as such there is no clear culture, instead one has sprung up. Things that are normally frowned upon elsewhere are tolerated here due to the vastness of cultures, of course barring any crimes such as murder, rape or most severely theft and treason. It is said that there is a cater to every taste within the city and the people are as diverse as possible, with many different complexations of skin and colour, making no effect in the city as long as they carry coin.

This mixture has carried over to religion as well, as such leaving many smaller sects within the city who preach and practice. Prostitution has also become a practice which is no longer looked down upon, this is the result of centuries of seafarers coming and being serviced by these women, and as such some of the richer families today own several brothels within the city, upper-class women who fail to find a husband are known to become ladies of such establishments.

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Establishment for the wealthy

The warm tropical climate on the island has had a clear effect on the clothing of its occupants. Unlike other places in the world were people wear warm clothes to keep the warmth, the warmth comes naturally. This has resulted in the clothing becoming light, mainly with silks for those who can afford it.

Being an island nation has also naturally left its impact on the food that is consumed, leaving a lot of it to be seafood. Crap, lobster (for the rich), oysters and so forth, all good from the sea. Cows and pigs are also available but due to the nature of the food, then it is limited largely to the rich who have estates, which really means house Tulon who owns the lands and plantations outside of the city. Due to this the feasts and parties held in the palace often have meat instead of fish.

An unofficial arrangement came into place two centuries ago which has helped keep the peace among the gangs and the princes. The gang wars at the time became so bad that the prince had to intervene resulting a short but bloody conflict, many gang leaders were killed and the many promises became broken. In the aftermath of this it became custom for the city in mourning to wear masks when arranging important contracts as well as important public appearances. It didn’t take too long for the custom to disappear again, but the princely family kept it, and as such the prince or princess now wears a mask whenever in public or before ambassadors, only taking it off in the inner most comforts of their own home. The same conflict also ensured that the prince would be respected by the gangs, and in return the prince would allow them to continue their work.

Slaves are the lowest of the social order, they are the property of their masters and there are a few tens of thousands of them. The masters may do as they please with their slaves, maim them, kill them, discard them. However they are still protected to some degree, if left for dead at a hospital, then they are considered free should they survive, masters may furthermore free slaves upon their death should they wish. As they are considered property, then should any person other than the owner damage them, according to the owner, then compensation can be demanded in a court, or settled privately. Manuel labour and sex trade is largely what the slaves are used for. The largest slave owners are the Tulon family itself, with many many thousands in their fields, and many hundreds in their palaces.


Architecture:
The architecture in Tulon and the central isles is a very open one, roofs normally being open into large courtyards. Pillars are often used to make walk paths above as well as balconies. They are beautifully decorated, beautifully carved symbols into the stone and different colored stones to make patterns as well as domes, one of the most beautiful of those being the Fruit Gardens. Which takes elements of the climate, the beautiful architecture, running water and so forth to create and excellent palace.

Important locations:
Tulon city:

Tulon city is the capital city of the principality. It is here where the government officially resides and hears the complaints of the people, as well as the treasury which are locked deep within the palace and under heavy guard. It is the largest and wealthiest city in the world, number about 100.000 citizens and 10.000 slaves within the city.

- Rat Bottom: as it is commonly known is the place where the slaves, who are not housed by their masters, and most of the poor people live, it makes up for a good part of the population and it is here where the gangs are the strongest in power and influence. The guards are not often seen here. The streets are filled taverns, brawls are not unlikely to occur and should one walk down alleyways than one will most certainly meet a woman who will fulfill twenty minutes of fantasy for a copper, if it is good fantasy is another question.

- The harbor district: This is what all who come into the city first see, the vast and expansive harbours of the Tulon city. Dozens of ships arrive every day and equally many depart. Ships can be seen off in the waters at all times on their way to here or there. When the ships arrive they are greeted by a city official where they are to declare their goods and their worth, paying the tariffs of what they unload in the city and sell on. The harbor is the home of the Checker Office, who is responsible for overseeing the harbour and collected the right dues. Another part of the harbour is closed off, belonging to the military and houses the vast fleet at the princes disposal. The harbour apart from what has already been stated has plenty of warehouses which covers the area and fills up a large part of the harbour.

- The Slave Market: The name kinda gives it away, this is where slaves are sold off to the highest bidder and given to a new master, or transported to further reaches of the world by hopeful merchants hoping to earn coin. Warehouses fill this part of the city in similar fashion to the harbour, expect housing people, with great pens outside for auction during the day were they will be sold off. Many private guards walk around here during the day and night to ensure that the slaves don’t escape or get stolen.

- Smith alley: Smith alley is the street and adjoining alleys where most of the production within the city is made, here everything from weapon, to armor to jewels and so forth is constructed. When walking the streets its normal to always hear hammering during the day as many people are set to work to sell on the goods later in the Great Forum or the Central Square. The city guard has a strong presense here due to the material wealth and products which are stored here.

- Central Square: The Central Square is the central point within the city, this is where all the roads of the city meets and you can get to any part of the city from this large circular center. At times of war this is where the army is gathered before marching off to war with their prince. Due to the lack of land warfare, it is some time since an army was last gathered here. The place is often filled with people, as announcement and decrees are first announced here to the mass. The three most important roads which are the Princely Road which leads to the palace, as well as Victor’s road which leads to Victor’s gate, and then finally the harbour road.

- House of Auction: The House of Auction is where property of higher value is sold off, rare goods, artwork and special slaves. This is located along the Golden Street where the mansions of the rich and influential are located and as such this auction is solely for them.

- Bank of Tulon: The Bank of Tulon is a large building at the end of the Golden Road near the Palace, here a good portion of gold is stored which they use to borrow off money to merchants seeking on going on adventures and trade routes. They are one of the few forces who have their own official guards with authority to arrest in the name of the prince, alongside those of the city. The floor of the bank is made of marble with pillars going up to support the roof. This is one of the few expansive buildings which does not have an open roof.

- Butchers Street: This is a side street of the Golden Street, while normally the butchers in most cities would not be so high up, the lack of most meat due to being an island nation, and as such only the rich can afford it, has left these butchers well off, many of them having family owning small pieces of land outside the city which has been granted by de Tulon family. One of the most expensive butcher shops is one belonging to a minor family which lives in silver fountain by the name of Hauti.

- Fishmonger Square: Fishmonger squire is where the morning activities of the city is bustling, as fishermen come in with their catches and sell them off to the various shops. While the shops stay open all day, and the fishermen continue coming in and selling their wares, the vast amount of the activities are done either in the early morning hours, or between five and seven in the evening. Naturally this part of the city also reeks of fish, which is why many noblemen often send their servants here to procure their goods, though things as lobsters, oysters and more expensive goods are rarely on offer here.

- The Haggling homes: The haggling homes is what the area of city in which the average merchant class lives, as such getting its name from the haggling which normally occurs here whenever something has to be purchased. It is located between the Harbour, the Central Square and the Great Forum, and it makes up for a large part of the city.

- The Golden Street: The Golden Street is where the wealthy lives, the streets are clean and the stench of the poor has gone. The further you walk on this street, the closer you get to the Palace, and as such the main road going through here is the Princely road. The city guards are here in vast numbers, to ensure that nothing happens and no on of importance is hurt. Off to the sides are plenty of silk houses, as they are called here, which is simply a fancy name for brothels to the rich, proper rooms and quarters are in these establishments to ensure that the rich and wealthy gets the best there is. The rich merchant families also often pay for music in their homes, and as such the faint sound of music can be heard while walking the streets. If the poor are found to be within this district then it is now unheard of that they have been thrown out, rather harshly at times.

- Palace de Tulon: The palace de Tulon is a city within a city, it is here that all government activities are kept, the different ministries that handle the city all resides within the palace, and the closer you are to the center the higher in influence you are. It is a tall and massive building, something used to intimidate the citizens that live within the city and any would be conquer. It is located near the sea and has its own little harbour where the palace is resupplied. It is made from red stone and the prince lives in what is known as the Royal quarters, which quite simply says what it is. However this makes up a large palace of its own, that overlooks the sea and the city. The throne room is in the front parts of the city, where the prince, or his representative sits and receives complaints and concerns of the city’s citizens. Merchants purchase the rights to sell goods inside, and within the great palace there are the Chamber of Justice, which is where the law courts reside.

- The Yellow Tower: The yellow tower is nowadays more a keep in the north western end of the city. It is where the city guard lives and have their quarters, known as the yellow guard due to their clothing. They are responsible for the guarding of all the city, though there are areas they clear guard much better than others. While honour to the prince is a massive concept within the guard, then they are nevertheless also corrupt, which varies depending on the commanding officer. As such turning a blind eye to many gang activities, partly for money, but also to avoid bloodshed. Whether the prince approves of this or not is unknown.

- Victor’s Gate: Victor’s gate is the location of a large and very wide gate that leads out of the city and into the country side. It was built by Prince Victor four centuries ago following a slave rebellion, together with the gate the walls were also expanded, made higher and longer and now providing extensive protection against any siege or slave revolt.

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Early morning in the Great Forum

- Great Forum: Or The Haggling Forum as it is also known, it is a massive place of several buildings that has through time been connected into one. Silks from The Empire of Sun, goods from the realms of D’Arrain or Mercidian in plenty as the streets are walked. Jewels are sold here, as well as spices and food. The shops are overflowing here, and it is the one place where the rich and the poor mingle without restraint, even if richer clients are preferred by the shop owners. There are also plenty of food shops, where the shoppers can buy refreshment in the forms of wine and ale, as well as spiced food or sugary goods if they can afford it. There is a normal scent of food in the air, as meat and fish are constantly roasted by the shop owners and food prices in all ranges.

The plantations:
The plantations is where a vast majority of the trade goods and valuable resources on the islands come from, mainly split into two parts, the southern and the western plantations.

- The western plantations where were the sugar plants were farmed before being sent into the city.

- The southern plantations are where the spices are grown, before they are also sent into the city where they are further sold off. Between these two regions of plantations, is where the vast majority of the slaves on the island is located.

The Duran Estate:

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The great vineyards

The estate was built 450 years ago by Prince Duran III, it has vineyards as far as the eye can see and produces the Duran Wine, a wine famous for its taste and cost, it is a favorite at the Dragon Emperor’s court, thus ensuring a lasting client for the wine. It is often used in other courts around the world as well for special occasions, and naturally by the Prince of Tulon as well.

- The Duran Manor, which is where the administrator of the estate lives on behalf of the Prince. The man also called a steward in this position is responsible for the harvest and the continued flow of wine, he is also responsible for the quality and it has happened before that a steward became a head shorter due to poor performance.

- The vineyards which stretches as far as the eye can see.

- The wine cellar which is where the wine is stored and kept before it is moved to Tulon to be sold off further.

The Fruit Gardens
What is known as the Fruit Gardens is a very large palace complex in the northern part of the island which serves as pleasure palace for the Princes. It is protected by walls on the outside, guarded by the prince’s royal guard. Inside is a square palace with an open courtyard, only those invited by the prince are welcome here, no matter their ranking in the city, and as such most of the events which occurs here are unknown and leading to different stories in Tulon as to what actually happens there. A river flows next to the palace, it having been diverted to allow fresh and clean water to flow through the gardens, ensuring running water at every point in the day.

- The outer walls protect the palace, and form in a square around the complex, they are guarded at all hours of the day.

- The outer complex is where the servants live, the ones who clean and make the food, prepare for dinner and so forth, it is also where the guards live, although by their status as the Prince’s personal guards, their quarters far outdoes the servants.

- The Three Wings is where the apartments of the slaves, visitors and guests of the Prince are located. It houses comfortable rooms with all that is needed but not much more than that.

- The Grand Wing is located at the end of the garden, it is the most beautiful of the buildings with very decrorative architecture. The Princes lives here in the main room surrounded by his favorite slaves, they live in extreme luxury with servants constantly ready to fulfill their needs no matter what. There are balconies looking out over the gardens, as well as a heightening in the front, with flowers and plants climbing up the sides of trellis, providing cover from the sun as the prince sits and enjoys his days with wine and food.

- The Courtyard is the center of the palace, it is open to the sky and the walk paths are made with marble of different colours and patterns. Next to the walk paths there are areas covered with grass and trees, the trees provide the fruit the garden is known for, there are oranges, citrus, apples, peaches and pears, which can be plucked and eaten. The courtyard takes up the majority of the palace and as such it has been filled out. There are many pavilions with their floors covered with rugs and pillows to make it comfortable, as well as many alcoves along the side of the courtyard in which people can hide away. At the sides there are many water paths where the water flows through and if you look from above, the gardens, water and so on form a pattern. In the center there is a pool in which to bathe, the water is heated which is provided by pipework going under the city using coals to heat the water. Incense is also used around the courtyard by the servants to give smell and fumes.


Politics and succession:
Politics are decided by those in power, and those in power are the ones with money and as such the powerful merchant families hold a lot of sway over the politics of the principality. The biggest sway, and the ultimate decision lays with the Prince, but many merchant families, and certainly the Prince’s own family expects to have their voices heard and their influence on the councils. The various merchant families are also the ones who often hold the various positions of mayor throughout the city.

Succession is rather clear, boys come before girls, and girls come if no boy is available for the throne. Due to the higher tolerance within the nation, bastards have a place in succession, if they are legitimized. The law in this is clear as well, bastard born sons comes before daughters by the marriage, but are placed after every son who is born within the marriage. Bastard born daughters come last. They are furthermore not placed in the order which they are born, rather the order in which they were legitimized. Every ruler carries the ring which Enrique brought with him centuries ago during his conquest. If it is the same ring, well no one knows.

Law:
The law in Tulon is very advanced, with a clear written law code and rights to the people. There are several law courts which deals with crimes, while the prince can be involved in these then it is a rare occurrence. The Prince has the power to imprison and sentence any person on his island, though this is a right that is rarely used, nearly only being done once a decade or two, the latest about a year ago where the new regent used this power to sentence the last one to death.
The worst crimes that can be committed in Tulon is treason and theft, followed by murder.

Military:
The army of Tulon is not an impressive force, while the city guards and the Prince’s own guard are highly trained, then their numbers are restricted and as such the city and the principality is forced to hire mercenaries whenever they go to war to be able to defend their city should it come under siege, as well as fight in battles on foreign soil.

What the army lacks, the navy makes more than up for, being one of the largest and mightiest in the known world.
 
A Sojourn In the City

He saw it... The city... The grand city... The harbor, with ships going in and out so often that one could easily confuse it with his daily schulade with the brothels, and some stables for that matter, although most of them don't provide the services he was looking for, but everything can be with a price. The city soon revealed itself in all its grandeur, the Mansions of The Rich, the Piss-Colored Towers, the Palaces. But none of them mattered to the merchant. He was simply here for pleasure, and this city was a good choice. The whores of Tulon were famed for their skills in 'battle'. He rented out the 10 entire brothels to come to his mansion, which was strategically located between the most expensive and well-known brothel not owned by that one slave, a bed slave even! To a man! But alas, he doubted if he could even kill the man, a simple knife to the stomach would barely cut into him.

As the ship neared the harbor, Le Merchand heard the customs person ask the captain declare his goods... Wine, Rum... then the captain paying the tariffs and the usual talk. He was used to this by now, the words flew past him like the wind. He did this often when he was on more official business. Doing things that made him money rather than lose it. But really it didn't matter, the coming years would make him richer, like his forefathers in years long passed. He left the ship, with the captain in the harbor.

Walking through the streets of the Rat Bottom, scouting for women good enough for him. He never found any one worthy of having him in bed, but seeing all the poor people here, he wondered how they survived, he never went to here, always went to the more refined areas of places he went to. He pitied the people here, many barely eking out their lives with what little they had, he almost brought himself to donate some coin, but stopped himself. Geldmun, you have other things to do. He decided to leave the slums and make it to his mansion, where he forgot all about his thoughts at less prettier sights of the city.
 
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Name: Patrick Bachelot
Age: 27
Nation: The Mercidian Realms
Assets:
  • The Stone of Thalmuir - Supposedly a gemstone that was owned by the Lord of Light, the stone of Thalmuir is an ornate sapphire that is imbued with great magical powers.
Specialty: Combat
Bio:

Patrick Bachelot was born in the Territories D’Arrain to a cobbler and an ex-prostitute, parentage that he was often reminded of by local children, or his drunken father. Growing up in near-poverty, like many in Territories, Patrick turned to theft (at his father's behest) make ends meet at the mere age of 6. By age 10, he was breaking and entering, and by age 14, he was pulling off robberies with the help of local boys from his town. While initially, local authorities just waved Patrick off as a petty thief, their attitude towards him changed after he was caught in the middle of robbing a noble's summer home, resulting in his imprisonment. After spending two years in a cramped dungeon, Patrick was released, after the noble decided that he wasn't worth expense of feeding and maintenance, as the noble's funds were run dry after a bad harvest and a drought. As a punishment Patrick's hand was branded on his left palm with the noble's coat of arms, an eagle with a sword in it's claws.

Angry and lost, Patrick fell right back into crime after his release, this time enlisting in a band of bandits. In was in this band that Patrick was taught how to fire a bow, a skill he practiced extensively during his 4-year stint with the bandits. Four years into his new life of violent crime, Patrick was contacted by one of his boyhood friends (unsurprisingly a criminal), who told him about the supposed transfer of a gemstone that would grant eternal life and riches upon it's owner. Intrigued, the "Bandit of the Prier" and his gang of bandits mutually agreed to steal the gem, and share the riches among themselves. The bandits prepared to ambush the armed convoy escorting the gem while it traveled along the Prier River, suiting up in the best armor they had. While the ambush initially went well, nothing could've prepared the young bandit for what he saw when he entered the carriage carrying the sapphire. The young man broke into the carriage to see an man, impossibly old, shielding the gem with his body. A heated exchange ensued, and the old man told Patrick that he was escorting a gem from the Lord of Light's crown to safety, where it would be shielded from darkness. Always a skeptic, Patrick urged the old man that if he didn't move, he would lose his life. The old man shut his withered eyes, and Patrick shot him in the chest, a death that would weigh upon him for the rest of his life. Upon opening the chest holding the gem itself, Patrick was struck by a series of visions. Witnessing the Wars of Darkness, the Lord of Light's death, and a prophetic vision of a war that is yet to come, Patrick knew the old man was telling the truth. Shocked, the criminal was instilled with a moment of clarity, and took the sapphire, and ran. Casting away all his weapons but his knife, Patrick dove into the Prier River, much to the dismay of his bandit friends, who shot their traitorous friend in the leg with a crossbow. Patrick somehow managed to survive against all odds, perhaps a result of the sapphire secured in a leather, fastened with rope that hung around his waist. Floating out of the Prier and into the ocean, the ex-bandit was picked up by a traveling merchant vessel, who dropped him off in the Mercidian Realms by Patrick's request. Now 27, and even more lost than before, Patrick has slumped into obscurity and irrelevance, drinking away the painful memories of the past, while a god's gemstone and a horrifying vision of a war yet to come haunt his dreams.
 
A Walk in the Garden

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Ludwig​

A child’s laughter could be heard in the background as Ludwig stood and worked, mixing the ingredients for the bandage which a servant named Lisa needed. She had burnt herself when she served the prince his food, an unfortunate accident, something the lower physicians would normally tend to. The Prince however had seen this happen, and she was the one serving his food, one of the people he often spoke to and as such he had asked Ludwig to attend to her.

Ludwig had been with the household for decades, coming into the household during the early reign of Pedro’s father, slowly rising up the ranks and becoming the Prince’s physician, and as such also the physician serving Pedro while he was still the heir. Ludwig still remembers the day that Princess Catherine died, he never had a busier day and the grief and utter fear of Enrique is still clear before Ludwig’s eyes when he thinks about it. Prince Enrique had buried himself with his slaves afterwards, taking in all sorts of pleasures and it eventually killed him, despite Ludwig’s best attempts to save him. Ludwig always felt that he should have seen it coming, that he should have done more to protect Enrique, but the Prince was old, over his sixtieth year. Princess Catherine however died too young, not even past her thirtieth year, despite the age differences between the two, they had truly loved each other, and they had both doted on their son.

“It smells bad.” The child voice said behind Ludwig, bringing him back and finishing the mix. “Give her something that smells of roses.” She said as Ludwig put it into a small jar.

He smiled as he turned around and bent down, looking at the girl “But it heals your mother’s hand, no?” He asked and the girl nodded. “And that’s what is important.” Ludwig said as he handed her the small jar, giving her a small cake that he had at his desk and sending her along. Ludwig liked the girl, she said what she meant and was polite, mostly anyway. Her mother was married to the main cook that prepares Pedro’s meals and as such the two have better quarters than the rest, and allowed to have their children living here in the palace as long as they stay out of sight. Very rarely an issue and the children are taken care of and its ensured they are fed, policies and guarantees that making working in the Fruit Gardens for the workers with important jobs a rather comfortable one, one which they are reluctant to lose.

Ludwig went out and took a lot of clean water, going back into his pharmacy where he began boiling it, mixing it with roses, fumes, several different plants and flowers, letting it stir for a bit before he took it off the fire, letting it cool down to a more pleasant temperature. He took a large tray and poured the water into a bowl, placing it on the tray. He took some linen, some silk and a bit of cloth, before he took a glass and filled it with wine and put it on the tray as well, together with some grapes.

Ludwig picked it up as he went out of his rooms and into the gardens. It was beautiful and the plants were once again in bloom. The soft sound of running water next to him as he walked, the fresh and clean air from the grass and trees, able to pick a fruit if he liked as he walked on fine marble, it was the Prince’s own little piece of paradise, recreated so they need no wait for it. The sun was shining above Ludwig as he made his way through the gardens. He could remember not a decade ago when the place was filled with hundreds of women, all there to serve and please Prince Enrique, now however it was so quiet.

As he kept walking, the Prince finally came into view as he neared the Grand Quarters where the Prince lived. The Prince sat outside on a raised ground, he sat in his chair. He was clad in white silks and pieces of cloth, on it in golden threads the arms of his house was woven into the tunic. He looked magnificent as he sat there, the Prince however had a bad day, he had been tired since early in the morning and was not very active, preferring instead to have a slow day as he felt uncomfortable. The Prince had slept very poorly the night before, which the servants had been told and they knew that when they were told that that they must move about quietly, and not disturb the Prince during the day. Behind the Prince there was woodwork, flowers and branches going up and through the squares in the wood, blocking off the sun and the view from behind the Prince, enclosing it as it only opened in the front, creating a small house of privacy, something Prince Enrique had often taken advantage of while waiting for his food.

As Ludwig walked up the stairs he could hear the Prince’s quiet snore, making him smile as he saw the young man. The Prince was average for his age, he wasn’t tall, he wasn’t big and he wasn’t full of muscle and to the eye he didn’t look like much. Ludwig placed the tray on a table as he went over to the Prince, placing a hand lightly on his shoulder. “Your Highness.” Ludwig said.

Pedro slowly opened his eyes, looking into Ludwig’s eyes with his own two tired grey eyes, one of them bloodshot. “I was dreaming.” Pedro said.

It wasn’t always easy to read the Prince, the mask didn’t allow any emotion of the Prince’s face to be given away, but Ludwig knew him by now, Pedro had a happiness in his voice as he spoke, and his eyes were kind. “About what, your highness?” Ludwig asked.

“Julia.” The Prince responded, letting out a small chuckle. “About the time that she crept in here and saw me.”

“Ah.” Ludwig said, returning the smile beneath the Prince’s mask which he could not see.

“I wrote her a letter.” The Prince said as he looked over to the table, seeing the tray before looking back up at Ludwig. “Now?” He asked, Ludwig simply nodded as he removed his hand and went over, pulling the curtains in front of them, closing the view from anyone outside to see what happened inside. The Prince just sighed as he removed his mask, the white cloth going around the sides, down from the top of the helmet now gone, letting his black hair appear, flowing freely.

Ludwig handed the Prince the glass of wine, the Prince taking a small sip before putting it down. The Prince sat straight up as Ludwig took the lines of cloth and rolled it around his fingers as he removed it from the Prince’s throat, leaving it bare together with his face as the Prince leaned back down and his head rested backwards. Ludwig went over and picked up the bowl with warm water, dipping a piece of cloth into it before he began washing the Prince’s face and throat, Pedro sitting and waiting for it to be over and after some time it was. Pedro took a grape as Ludwig began rolling the pieces of linen and silk back around his throat going around the neck, covering his skin, the ends of his hair covered by the cloth as well, covering it up. When Ludwig was done he took the mask, removing a piece of linen from inside and placing a new fresh one, handing the mask to Pedro who took it into his hands, looking at it shortly as his hand ran over it before he put it on. His skin once again covered safe for his hands.

Ludwig looked at him with a bit of pity as Pedro looked up at him Ludwig asked. “Shall we walk in the gardens?” with Pedro nodding and Ludwig going behind the chair getting ready to push it.

Pedro held up his hand to stop him. “I will walk, I have sat in this chair for long enough today, I want to move around a bit.” Pedro began rising out of his chair, he moved slowly as he stood up straight, standing proud as he had learned and carried himself with grace as they went out through the curtains, a servant coming over and tying them back to the sides. As they walked down the stairs Pedro began to speak. “Don’t look at me like that.” He said. “You know how I despise it.”

Ludwig smiled and nodded as they walked, the Prince’s breath was slow and deep, moving slowly and quietly through the Gardens. Listening to the Prince’s breath was something that Ludwig had gotten used to as it was a good telling of how the Prince felt. “Do you still think about her often? The rest?”

Pedro nodded. “I do, I miss them.” He said as they kept walking, the Prince enjoying finally moving around again.

“I’m sorry I wasn’t able to eat lunch with you today.” Ludwig said as he looked at the water running next to them.

“I understand.” Pedro responded, bending down and letting the water run between his fingers. “You have business to attend to.”

Ludwig didn’t respond, and they kept walking for the better part of an hour, the Prince’s breaths began getting deeper and more frequent and his walk slightly to the side while his body bent slightly to the right. Ludwig decided to extend his arm which the Prince took. As Ludwig began walking back to the end of the garden together with the Prince then Ludwig spoke up again. “You spend too much time alone.” He said. “May I ask you permission to speak with Manuel, even your uncle, Carlos, to get you some company so that there are people around you.”

They kept walking, Pedro thinking about the question and when they reached in front of the Grand Wing and climbed the steps, Pedro went over and sat down in his chair, almost collapsing and sighing relieved. “Do it.” Pedro said short and quietly. “Have Julia come back.” He said as he closed his eyes and relaxed.

Ludwig frowned, he knew that wouldn’t happen, Julia was to be married soon after what he had been informed, no doubt the Prince’s spies had told him as well even if he was wishful and wanting to ignore it. Perhaps though, they could find him someone else to entertain him and make him laugh instead of him being trapped his mind all day when Ludwig and the servants were busy.
 
The Siren of the Moriminas | Cuilwen Torrell

Nation: The Blighted Horde
Province: Moriminas (South-western peninsula of Blighted Horde)
Family: None (Public Knowledge) | The Torrells of Finarfell (Secret)
Specialty: Plotter
Biography:

Many lifetimes ago, the Siren of the Moriminas bore a name, one that stood for honor and the Light. Long ago, she was Cuilwen Torrell, wife to the High Lord Fingol, mother to many, hero to the Elves of Finarfell. When the first Dark War threatened her people, she defended them, herself renowned for his command of the magical arts. With her staff and bow, Cuilwen was one of the heroic warriors of that era, but like many before her, she fell in battle, overwhelmed by the minions of Volkair during the defence of a village within the southern woodlands.

But the death of Cuilwen was not a lasting one, as in the aftermath of the Dark corruption of Finarfell, she would be resurrected, a twisted form of her former self, where once regal beauty shone. now glared haggard flesh, still of heart and cool of blood. Repulsed by her condition, and not wishing to bring horror upon her people, her husband, and her children, Cuilwen fled her homeland in confusion, towards the fetid swamps of Corpsewater Bay. In sorrow, she would throw herself off a high cliff, but the fates would not grant her the mercy of death, and she was doomed to live in exile amongst the filth of the south, self-imposed because of the love she held for others.

In her isolation, madness would set in, as sorrow turned to anger, anger cooled to hatred, not only of herself, but of the world - the Lord of the Light who allowed such horrors, the innocent who were allowed to be free of her torment, and even at times her own family, unfairly blaming them for her own feelings of loathing. But whereas her mind would falter, her body would remain alive, and her abilities would only strengthen. When the second Dark War raged on, she would remain unseen, feasting off the horrors wrought by both sides. Before her undeath, she had practiced the healing arts of magic, but this had now manifested into the arts of necromancy, fueled by the abundance of corpses of her new home. Where she had attempted to end her life was erected the Moriminas, a foreboding tower where she experimented, growing more and powerful as the centuries passed, all in solitude from the outside world.

And now as the darkness returns, Cuilwen, now known as the Siren of the Moriminas out of local legend by travelers unfortunate enough to hear her sinister singing rolling over the swamps, faces a growing urge to do something. A call, subtle but present, has wormed itself into her decayed brain, pointing outward, into the civilized lands of the north and east, a dinner bell to commence the feast.
 
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Name: Queen Isobel du Nord (28, recently widowed)
Nation: Territoires D’Arrain
Province: Alacostra
Family: Mirrielle du Nord (sister 22, unmarried), Constanca du Nord (sister 19, unmarried), Gaspard du Nord (Uncle 47, married), Jean du Nord (cousin 20, unmarried), Genevieve du Nord (cousin 18, unmarried), Phillipe du Nord (cousin 15, unmarried)
Specialty: Plotter
Bio: The lands of the Territoires D’Arrain are harsh, and people from it even harsher. One does not survive without being strong or clever, and many who are die anyways. Many turn to banditry, with some near the forests of Finarfell attempting to hunt the animals inhabiting the region. However, those who try suffer greatly at the hands of the elves of the forest. This has greatly inflamed tensions between elves and the humans of the Territoires D’Arrain. While some monarchs in the past attempted to work with the Elves, their haughty arrogance made such gestures meaningless. From this climate comes Queen Isobel du Nord, eldest daughter of King Saniue du Nord.

Isobel has great disdain for non-human races, considering them to be uncivilized animals at best. Elves hold a special place of hatred, for she considers them responsible for the sufferings of her kingdom. In recent years she has taken to encouraging some of her subjects to hunt on Elvish lands, seeking reason to start a war with her enemies. Even with the rising tide of darkness, she considers the Elves a greater danger to the Territoires D’Arrain.

The family motto of the du Nords is "From Blood Springs Strength".
 
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Name: High Lord Fingol Torrell
Nation: The Elven Lands of Finarfell
Province: Province of Torrell, with the City of Torrell
Family: Lord Fingol is head of House Torrell, has lots of descendants, with his wife and several of his sons and grandsons dead.
Specialty: Combat

Bio: Lord Fingol has seen many things. He was one of the original elves, and he chose to make a home with his then small family in the forests of Finarfell, where he established his family in the beautiful area which is now the city of Torrell. Fingol has never had to leave, though many of his Elven friends have come to the forest, as it is the last bastion of the Elves on Anestrion. He fights only when necessary, and he strives for peace whenever it is not necessary to fight. He prefers to live in peace in the beautiful area in which he lives, untouched by Darkness as of yet. He is determined never to let the Darkness kill and enslave his people and the rest of his family.

He is known as a kind and wise ruler, though he always seems sad and aloof. The only times he is known to get bitter is when people make up myths about what they think war is like. From firsthand experience, he knows that war is Hell. He knows exactly what a hero is to him- and he does not consider himself one. Even though he has fought against Darkness in both of the major wars, he considers the true heroes the ones who gave their lives so that darkness may be repelled. He has seen most of his friends, the original Elves, die, including his wife, but also several of his children and grandchildren have perished in the second war. While he does not consider himself a hero, even among Elves he is considered in high standard for his valor and his age and wisdom.

Yet despite he seems to live on, even though as time passes he seems to become more sad and burdened with the way the world has become as compared to the unmolested world he once knew, when he was young. He has seen the decline of the world, and knows in his heart that the old world can never be replaced. He knows the time of the Elves has passed, and that the Elves will slowly fade away into the forest. That is why unlike other Elves he tries to befriend humans and get their support, as he knows when the Elves are gone it will be the human's responsibility to fight the Darkness. Finally, he knows that he will keep fighting the Darkness whenever it comes until it is time for him to joins his friends, and finally, after years of waiting, become a hero.
 
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Name: Arienne Du Nord.
Age: 18 years old
Nation: Somewhere in the eastern border of the elven forest in Mercidian
Assets:
-Leader of a Witch convenant specializing in blood magic and its many uses
-Powerful magical abilities, likely one of the greatest in the whole continent, mainly used in Blood Magic for rituals and spells with knowladge of ligh magic.
Specialty: Plotter

Bio: Arienne Du Nord is the Youngest sister of Queen Isobel du Nord. Arienne was maybe the strongest magic user her family had possessed in centuries, finally the extensive marriages and selective breeding had pay off. However as she began growing up in the palace, servants began noticing odd things about her. Her imaginary friends did not went away after she grew up, nightmares were constant full of horrible monsters and words.

The territories are a harsh place so many hoped as she grew up, the "phase would end". She was disastrous at administration, nor could hold a sword or command armies yet her magical powers grew and grew surpassing her tutors soon enough by age 10. Even if she was a failure everywhere else, she would be great as a magical weapon was the thinking of the family and for what she was being prepared.

Things would change in her 11th birthday celebration where a magical boom given to them from far-away lands as a gift turn to be mistakenly exchanged somewhere along the way, instead of the uses of fire magic for combat, the book was much more sinister. Realizing it would be taken away before she could check it out she hid it as she began studying it. It is more than fair to say the book accelerated her madness and corruption immensely, not three months later she was testing her new found knowledge, fist animals would go missing, then people would feel weird feelings as Arienne was seen talking more and more with herself, distancing from other children and specially growing paranoid of shadows, claiming to see things everywhere.

As months passed the worry of her family grew, was she going mad? what could they do?...nah some madness is expected in powerful magic users, it would be fine said the doctors. Things would begin coming to head with the disappearance of a maid, then another, and another usually maids whom fought with arienne or that she disliked, rumors began spreading but nothing was found yet.

For the next year random missed people, including children were reported in the royal city, sometimes bodies would be found yet no one could figure out the culprits. Arienne would make a friend, a real human one alleviating her parents fears and family fears, the daughter of a prominent magician recently moved to the city.

The lady was older than Arienne around 17 years old, yet she would be executed for dabbling in the dark magic, especially curses, quickly sent to be executed Arienne plead to her sister 8astheir father had recently died), whom sternly refused her.

Fearing the rumors and worse that people would think of her own sister was involved, she arranged a marriage to the young son of a powerful noble family, that way rumors she was mad and unweadable would subside and calm part of the kingdom.

FInally driven to madness by her nightmares, shadows and the execution of her friend, Arienne struck, in the night of her 14th birthday. She would murder the noble son after guiding him to the gardens, using his blood full of lust, magic and arrogance, she would cast a powerful spell with blood magic, bringing to this realm a X´nagul and unleashing it in the ballroom, full of nobles and important guests.

The X´nagul would start its carnage as guards rushed to stop it, commanding it she pointed it towards her own family, and demanded their blood fully consumed by the madness. The King (aka her sister husband) would stop the X´Nagul from murdering the one and only Queen, bravely fighting the monster, even when severely injured. As her family was in mortal danger, everyone could her the mad laughter of Arienne as she escaped the Palace and the city in the confusion. The Creature was finally slain, without the command of its summoner, leaving behind dozens of death guards and near fifty injured or death guest, the top of the top in the kingdom.

From that day on, Arienne abandoned much of the light magic and fully embraced the dark powers, escaping from the kingdom she would travel the world and eventually meet other witches in dark places where she would find more knowledge and power. As she transversed the lands she would slowly gather other mad witches and companions forming what they named the "Covenant of the Red Moon" formed during her stay in the lands of the Empire of the Sun, where she would gain powerful allies and new sense of gfashion. The covenant especialise mainly in the use of blood magic for curses, powerful spells, and the worse of all the bringing to this realm of forgotten creatures of the void.
 
The Covenant of the Red Moon Leadership


Arienne Du Nord "The Dark Witch, The Blood Witch, The Summoner"


Xia Lifon "The Doll Maker"
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Xia Lifon, age 17​

Xia was born to a craftsman family in the southern empire of the sun, one that specializes in the making of dolls. Born with extraordinary talents for doll making, she was soon the eye candy of her father and wanted by many for marriage in her village. One thing that was odd about Xia was that she prefered to use much of her time with her dolls than to share with other girls in the village or looking for boys.

Xia magic powers would show up late on her growing and were infact not that strong (though for the peasants would be a marvel) she of course hid them, what she discovered was that much of her talent was thanks to magic, a very natural form she seemed capable of using to make her dolls. WIth this discovery her craft only grew in magnificent until the everyone wanted one of her dolls. She would be taken to the Dragon emperor to showcase her work, in there a powerful servant would take alike more than just her and push into her modest accommodations after the feast of that day.

Defending herself she ended murdering him, in a panic she attempted (foolishly obviously) to hide what she had done by making a doll identical to the man over the night, but a doll is just a doll you would think, Xia powers were more than she had know as she frantically worked on the doll, and used the skin of the man, the blood of the man, his eyes and more to make it look human, she was unknowingly using an obscure form of blood magic, she would transfer his soul to the doll as soon as she finished. It began moving, it was alive! She had no idea of what was happening but who cared, she would not be executed!

Of course the next day when she arrived following the man, the emperor was impressed she would have done such a doll, so identical to his beloved courtier, and it even moved! Shame he was not here to see it. There was a beautiful young lady though that noticed the peculiar things of the doll and confronted her in a small alley later on the day, easily breaking she confessed her crimes, but was embraced by this mysterious girl whom told him, she had done something amazing, something greater than she thought. However they had to leave the court for they would soon found out. The immediately escaped the palace as the guards informed the emperor of a disgusting finding, the remains of his beloved courtier!.

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One of Xia Servant Dolls
Xia would be the first to join the Covenant of Arienne. Two years later, she has grown in beauty as she has grown in control of her power, using her powers to steal the souls of mortals and trap them in dolls whom do her bidding in eternal torture of her victims.

Valmilia "The Corruptor"
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Valmilia, Age 350 years​

Valmilia is simply what you would call the stereotypical witch. Born in the forest of FinarFells with great affinity to magic, she easily was mislead by the dark forces and corrupted over three hundreds years ago. Since then, she has specialized in launching curses, especially dealing with seduction, and the corruption of the mind of the mortals and immortals to be her willing spies, slaves, and puppets.

Valmilia have nothing more than contempt and hate for her brethren in the forest and which to bring them to the liberation that is to accept the dark powers. In fact she is the one that convinced the Covenant to go to the borders for the time being, as elven blood is a powerful catalyst for Blood Magic, and there is abundance of them in the lands of TinarFell to hunt down

Zarsir "The Plague Maiden"
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Zarsir, 150 years
Zarzir is a death obsessed witch. Since young age she has always be fascinated with death, and the many ways is can come to a person, as well the study of how people work, what make them tick. She in fact have dedicated her life to it, rumor say she is already over a hundred years finding a way to defy death many decades ago.

What Zarzir specializes in magic related to people, diseases, plague, torture, organs, curses for losing control of their body, slow death, pain, tainted food, crops and more as she had been branching out since a couple decades ago to plants and other animals.

Kar-Tarek “The Mad One”

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kar-Tarek, 35 Years Old​

Kar-Tarek is a human from the evil lands, a witch of renown in her own lands for her battle magic. Kar-Tarek as her name suggest is a individual tainted directly by the magic of the dark which have broken something in her mind. This altered the witch from her normal shamanistic powers of her region to magic to drive mad people, magic for battlelust, magic for rage, magic to augment fighters to survive wounds and exhaustion they shouldn't, a magic that use their own life force for war.

In definite magic that wins you the battle but destroy you in the war. In her own madness kar-tarek have destroyed uncountable villages, driving them to war, to kill each other, yet is an useful powers for those who don't care for their underlings. Meanwhile those are her main spells, she usually utilize it on her own, using the blood of her victims she is able to greatly enhance herself and other to fight, like mad beast without feeling pain, with the strength of ogres, and the survivability of dragons, all for the small cost of a piece of your sanity.

Marika Solier “The Enchantress”

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Marika Solier, 35 years old​

Marika Soldier comes from a merchant family in the great city of Toulon. From young age she exhibited great intelligence, surprising everyone with her understanding and learning abilities. It would be at the young age of five years that she would first come into contact with a magical item, that being a rune from some dwarven clans in the far east. This chance encounter would begin a long and as some would say disastrous obsession with magical items.

With the wealth of her family, and she being a woman, her formal education was ended at 15 years old, yet she keep on her own, using her allowance and massive amount of free time to collect magical items and study them, when she was married to another merchant family son, she quickly used the wimpy kid money to expand her collection greatly and her understanding of magic. She herself had low to none abilities, but she honed them like a dagger and soon enough she was making her first magical items, using runes and other signs to power them and extract powers of the Gods, she felt like nothing have ever done it, in true ecstasy.

She would quickly become more and more proficient at the craft, yet slowly began expanding into more, dangerous artifacts and arts. Seeking forbidden things and long lost ways to build and enchant things.

When she reached the age of 25 she was well consumed with her quest, as she obtained books on the strictly forbidden and dark arts of magical enchanting using the blood of living beings. What she could produce was unmatched by anything she have ever done before, ass she seeked to make more and more complexes things, her obsession took over.

Eventually she would use almost thirty slaves in sacrifice to create a long lasting spell over her body to forcefully grant her higher magical abilities to which be able to produce truly amazing things. The spell would work but change her irreparably, whitening her skin, granting her yellow colored eyes, marking her skin with the spell tattoos forever. She was found out on her experiments, they would be burned and her laboratory dismantled it. She would escape her house and the city before she was hanged and eventually join a new group that seeked to do something not done in ages.

Marika mainly produce magical artifacts and runes to battle, to enchant your loved one, to grand illusions spells, to make you a monsters and more, which is why the moniker the Enchantress have been attached to her.

Irwina Mirzas "The Red Witch"

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Irwina Mirzas, 27 years old
Irwina is currently the only proper battle magician of the leaders of the convent, in similar situations that Arienne, she was raised to be the magical weapon of an important noble family in the Meridian Kingdoms. And unlike Arienne she would show prowess at battle magic and a well like for it. She would undergone her training intensively and even wage war in the name of her family and lords well up to her twenty years, officially known as a hero on those times.

However all good things come to an end, like many heros she would “fall down” into corruption as was declared. The fact is Irwina had little by little began to resent her use as a weapon by everyone, the lonely nights, the never ending fights to kill men, beast and what not. It had all slowly eroded their moral compass. It was in a burning village that she would find tomes of blood magic by chance, curiously she would read them, and in the end began understanding its use for combat after all, shouldn't she be able to use whatever magics to achieve victory if such dire situation was needed?.

The situation would come, her whole force have been routed by a superiorly numerical enemy, worse they even somehow had fielded several mages and were overwhelmingly young Irwina. Desperate and with orders of not retreating as that would put the whole lands of her family in danger of being overrun, a voice in the back of her head called to her, the forbidden spells of blood manipulation appearing in her mind.

When a fire blast hit her she began losing consciousness, steadying herself she called to all the power remaining on her, and the world froze and slowed down, as the tattoos and spells she had casted upon her began activating. The incident would be called the red villages as she killed the remaining of her retreating forces with several fire spells in their agony she could then access to incredible power, and began boiling the blood of her enemies, boiling the alive as blood flowed freely from their bodies, she gruesomely killed the mages and the whole enemy army routed. A victory, like those of the heroes of old! Or not.

Of course she was casted as a monster and heretic, attempts to arrest her failed as she escaped and went on the run, driving her even more mad. She would eventually meet other witches and Arienne, with a fragile psyche from her dissociating hero identity, the corruption and her moral compass she was easily introduced to the Convent and convinced of their goals, becoming the executing hand of it for the upcoming events.
 
Sancho Almierez

Nation: The Principality of Tulon

Assets:
  • Merchant Empire: Sancho is the wealthiest and most powerful merchant in the Central Isles. He personally owns numerous mines, plantations (mainly sugar and spices) and pleasure houses in addition to those he controls through contract, allowing him fantastic wealth and the political influence that comes with it. He has countless merchant contracts with lesser tradesmen who pay exorbinate amounts of money to distribute his goods, and is a big buyer and seller of slaves.
  • Web of Spies: Sancho has established a network of spies and informants not just in Tulon, but throughout the Central Isles and even in neighbouring countries. While the focus of this network is primarily to gather valuable economic secrets in order to manipulate the market and engineer the greatest profits, he also keeps an eye on political affairs. He makes it a priority to find the weaknesses of everyone so as to possibly exploit them in the future.
Specialty: TBD
Bio: Forty years ago, Sancho Almierez was born in the slums of Tulon, the largest city and capital of the Central Isles. Orphaned as a boy by an outbreak of plague, he survived for many years as a pick-pocket and beggar before he was eventually captured by slavers and sold to wealthy metal merchant by the name of Nasco. Malnourished and weak from his years of poverty, for months Sancho was force-fed the richest and most delicious foods imaginable to fatten him up – as Nasco’s bed-slave, it was important he was healthy and rotund. As a consequence, he would develop an insatiable desire to consume food.

Over the years, through careful manipulation and plotting, Sancho rose from the position of a lowly bed-slave to his master’s trusted confidant and – increasingly, given Nasco’s advanced age – the real head of his enterprise. Intelligent, ambitious and gifted with administration, Sancho would succeed again and again in earning lucrative contracts and greater profits for his master. Nasco would eventually free him and keep him on to work as his right-hand man, recognizing that his talent and apparent loyalty were wasted as a slave. When the childless Nasco eventually revealed that he had made Sancho his heir as a reward for his lifelong service, Sancho gleefully engineered his murder and took the reins himself.

Over fifteen years Sancho led Nasco’s merchant empire to far greater heights than even he could ever have imagined, using his wealth from the metal industry to invest heavily in sugar, spices and slaves, leading to his present ownership of many mines, plantations, and pleasure houses. Finally afforded the luxury he could not even have comprehended when a poor street urchin, Sancho deliberately descended into blissful and rapacious gluttony, growing to such a size that he could no longer walk on his own. Much of his economic affairs are now managed by his subordinates, with Sancho preferring to spend his days decadently eating, drinking, and hearing reports from his spies, all the while being tended to hand-and-foot by a team of slave-girls. As a result of his extreme obesity and Tulon’s notably warm climes, Sancho usually prefers nudity (or wearing nothing but a loincloth) over wearing clothing in order to avoid discomfort, and given that the only way he can move about is in a palanquin, he rarely leaves his mansion unless for events he deems worthy of his presence and attention.
 
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Ar-Pharazôn 'the Mouth of Volkair'
Herald and Captain of the Dark Lord, Dark Emperor of Anestrion, King of the Elves,
Lord of All and Giver of Freedom, Banisher of the Light, Lord of Men, Master of Beasts

Age: 11,897
Nation: Acadazir
Family:
His brood,

Tar-Alcarin (age 11,677), his son,
The Line of Nos Alcarin
Tar-Falassion (age 11,596), his son,
The Line of Nos Falassion
Tar-Míriel (age 11,301), his daughter,
The Line of Nos Míriel
Tar-Atanamir (age 10,097), his son,
The Line of Nos Atanamir
Specialty: Administration
Biography:

Tar-Telemnar, as he was once known, was born in the 'Age of Creation'; one of the very first of Elvenkind, he was to settle in Cirdan, rising to prominence through the early age, culminating in his appraisal as 'Lord of Cirdan' by his brothers and sisters. With the Lord of Light's dominance and his taking of the Queen of the Elves as his bride, Tar-Telemnar took to worshiping the great being, however their was great skepticism, and his belief was not as pure as that of the other Elves.

The 'Age of Shadow' saw him battle the dwarves of Kaz-Kharak in what was constant warfare, and for that he began to resent the Lord of Light even further, for allowing what he perceived as the "fairest and greatest" of the world to suffer the ravages of war. It was during this time that the Dark Lord was freed from his prison, and his influence began to spread far and wide, and although opposed to him, Tar-Telemnar could not help but feel some draw towards the dark being.

It would be in the 'First Dark War' that he would come face to face with the embodiment of darkness, and though he did his duty in defending Elvenkind and challenging the Dark Lord's march of conquest it was more out of duty than love or dedication to the Lord of Light. It was even to his somewhat satisfaction that the Lord of Light would perish in the great battle.

In the centuries that followed, called the 'Age of Peace', the Elves saw much of their power and strength decimated: forests diminished in size and so too did the Elves' themselves, less and less children borne from the Elvish women. Such only hardened Tar-Telemnar's growing dislike for the Lord of Light and what he stood for, and among those closest to him he even went as far as to damn him, decrying the damage he had brought to Elvenkind.

It was the 'Second Dark War' that would change everything: in the ensuing war the Elves of Cirdan found themselves isolated from the other Forces of Light, and facing onslaught from beastmen and the hordes of Darkness they turned to the one thing they found that could aid them: dark magic. Tar-Telemnar was only too eager to encourage it, and at his lead they delved deep into the dark arts, corrupting themselves for the sake of survival. It would bring them salvation, but at the cost of splitting them from the rest of Elvenkind, and they were henceforth the 'Dark Elves'.

Following this victory Tar-Telemnar travelled northwest to the realm of Acadazir, the lands of the Dark Lord himself. It was there that he prostrated himself before the Great One and proclaimed his will to serve, to cast asunder the Forces of Light, and to have vengeance on the Elves who turned their back on their brothers and sisters in Cirdan. It was something the Dark Lord was only too eager to accept, and he henceforth called him Ar-Pharazôn: Son of Darkness. Forsaking his rule of Cirdan to his sons, Ar-Pharazôn became one of the Dark Lord's chief councilors, rising to be named his Herald and Captain: second only to the Great Darkness.

He would fight alongside his lord at the great battle, but he was unable to prevent the Dark Lord's death at the hands of the Lords of Light. Damning and cursing them, he lead the dark forces deep into their realms, to rebuild and strengthen for what would no doubt be another war to come.

It has been as such for the last half a millennia, with Ar-Pharazôn ruling over Acadazir from the great and terrible fortress of Ardamin in the great peaks of the realm. He claims dominion over all the forces of darkness in the world, hoping to ready them for the return of the Dark Lord and the great war to end all others.
 
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Name
: Cariff Arwach

Age: 34

Race: Tainted Man/Witchman

Occupation: Bounty Hunter

Location: Pristreff, Doffwyr

Assets: Inhuman Strength - Even for a Witchman Cariff has strength that defies logic, being able to use his bare fists as if they were steel hammers. (Bonus to Combat)

Witchman Blade - Like his fellow Carjindyn (Witchmen) Cariff wields a specially-forged blade that cleaves through bone like butter, and burns the flesh of those beings that men and women call 'monsters'. (Bonus to Combat)

Specialty: Combat

Bio: Taken in by the Carjindyn when he was just 4 years old, Cariff has no memory of his life before his childhood at Pristreff nor does he have any inclination to uncover it. Going through his adolescence Cariff would uncover his unnatural strength, a trait that was enhanced by his mentors as they pushed him through the rigorous training regime that all potential Carjindyn have to undergo. It would not be until his seventeenth birthday that Cariff would kill for the first time, when he snapped the neck of one of his peers after being mocked as having 'beast-blood' which many of his fellow students believed was the source of his strength.

The instructors were quick to punish Cariff, forcing him to prove his worth and right-to-life by going out, unarmed, and claiming the head of a rogue Blaiddyn (wild Wolfman) which had been terrorising numerous settlements to the far south of Pristreff. Cariff set off, his foul mood quelling any desire for people to wish him well, and completed the trial his teachers had set for him in a single fortnight.

The reputation Cariff gained on that hunt would stay with him right up until the present. Accussed of placing more value on results and coin than on lives and morality, Cariff would be called a murderer, liar, thief, assassin and, behind his back, a cannibal. Nowadays, as ever, the Witchman of Pristreff works alone, but has been forced to broaden his gaze when it comes to employment and contracts as his repute has begun to cause all potential work dry up as soon as he rides into town.

IC Stories
Full Moon
In the Post

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Secondary Characters

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Name: Calcas Bevwyn

Age: 20

Occupation: Slave

Bio: Calcas' life began with promise despite his parent's poverty. Born into a family of peasants he grew up sharing his home with over a dozen other siblings, all of whom were expected to help their parents till the fields, feed the cattle and mind the property. It was a hard but simple life.

On his 12th birthday a wandering preacher came into Calcas' town and took notice of the bright young lad who was busily helping those around him. Taking an offer to his parents, to raise Calcas as a man of the faith (which faith the man never specified), sealed Calcas' fate. For the next seven years Calcas was taught at a small monastery once located on the borderlands of Doffwyr, until the day came when Cariff Arwach rode up to the monastery to collect a reward he believed was owed to him.

What followed was a massacre. Giving into his rage at some perceived slight Cariff butchered everyone and everything at the monastery before he looted as much as he could that had any value, and promptly lit the place alight. As Cariff went to ride off he spied Calcas hiding in some bushes. He promptly decided he wanted a slave, for reasons unknown, and abducted the young priest-to-be, and from that point onwards Calcas' life has been entirely in the hands of his captor.​
 
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