Rated M for possible mentions of extreme violence, sexual situations and vulgarity.
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Road to the East
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The kingdoms of Telara are crumbling. Famine and pestilence stalk the lands. Revolutions spread where ever the populace is down trodden and civil wars start when ever there is a disputed succession. Among this storm of death and war there is an island of calm. The city state of Ienna. Thanks to it's neutrality and perfect positioning for trade it has prospered when others are crumbling. But nothing can last.
Recently the trade from the East that has kept the city prosperous and powerful has been dwindling. No more expensive silks, nor exotic spices or even most importantly rice surpluses are reaching Ienna. If things continue this way then there shall be hunger. Hunger will lead to disease and death. Death and diseases will in turn lead to revolution. Which will then wipe the "Door to the East" off the map. Unless...
The city council has assembled a team of talented individuals to go and find out what has happened to the Eastern states. This is the first official caravan from the western world to go and explore the far east so the council has asked all the individuals to record the events of their journey in journals so later a full report could be given at their return.
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Nations
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There are three kingdoms, one confederacy, one theocracy and one city state in the land of Telara.
Spoiler: MarnegName of nation: Marneg
Ruling body: The Renvani family, Civil war between King Elrig the Eight and the claimant King Ulfaar the First "The Bear"
Population: 2.2 million people
Official religion: The Church of Ur
Geography and weather: The northern most of the three kingdoms and the most wild of the lot with the northern part of the country covered in thick woods, deep fjords and tall mountains. It also the biggest of three though most of the land is not useful for farming being either wooded or mountainous. The weather is also harsh with temperatures in winter sometimes falling as low as -25 Co . The springs and autumns are always wet and windy. Summers are usually warm but never really hot.
Brief history: Marneg was the first kingdom to spring up from the ashes of the Telaran Empire being the most independently governed of the four provinces that became the three kingdom. Despite it's age most think of Marneg as a backwards country. This is probably because of the three Marneg is the most isolationist in it's foreign politics. This isolationism comes from the fact that the inner politics of the country demands most of the attention of the monarch. The only thing Marneng is not isolationist is trade as both of the other kingdoms rely on trade coming from Marneg for their high quality iron, lumber and copper.
Civil wars are common in Marneg as although it styles itself a kingdom it is mostly compromised of many little kingdoms all constantly vying for the grand throne. The army's of the nobles only listen to the one who pays and each noble pays his own army. The peasants as well are only loyal to their own local lords. This creates constant friction between the current king and the nobles who swear fealty to him. Usually one family can last about two or three generations as the royal family before another civil war ousts them. The current family has only been in power for twenty years and already the succession is disputed.
Culture: The people of Marneg or Marns (as they are usually known) are a hardy lot. No stupidity or weakness is tolerated as it can easily lead to death in the harsh north. For this reason tests of strength and agility are very popular. Sporting events are even used to solve some feuds.
Usually the people are very laconic in speech which makes some southerns think they are dumb though in truth they just prefer to get their message across as simply and quickly as possible. Marns place a high value on peoples words and promises. The highest dishonor for a Marn is when he breaks his promise to someone. Blood debts and life debts are highly important to anyone from Marneg so ancient feuds are common especially in the mountainous regions of the country where the old ways are still followed to the letter.
Spoiler: ReinisName of nation: Reinis
Ruling body: Hartswood family, King Roderick the Third "The Sitting King"
Population: 2.4 million
Official Religion: The Church of Ur
Geography and weather: Reinis is a generally a flat grass land land with few forests and some hills. There are also a lot of bogs and swamps around the place. The weather is generally mild though the last few winters have been especially cold. It rains year round though in the winter it turns into snow. The constant rain and the fact that a lot of the country lies slightly below sea level means that flooding is a serious threat.
Brief history: The kingdoms of Reinis and Candria were born very close together in time. Being born so close together both had to fight each other for any all lands that one or the other desired. Wars between Reinis and Candria are so frequent that historians have a hard time keeping track of how many there have been. But yet the courts of the two nations are very closely linked as most peaces are negotiated with marriage pacts.
Reinis is a land of mostly agriculture with few huge production mills in the city's and forts. However with the recent cold winters and the failure of crops the once powerful economy is failing because of huge war debts and the inability to trade it's product. This has lead to a huge peasant resistance movement which the nobles are trying to crush. This has proved hard as the resistance has superior numbers on it's side plus the fact that most of the Reinisan army is currently fighting a war in Candria is not helping matters.
Culture:The people of Reinis or Reis are seen as folks with very inventive minds. Being in the heart of the old empire they got to take over a lot of the technology and buildings that were abandoned. Unlike the other kingdoms education (two years when children are taught to read, write and basic maths from the age 8 to 10) is provided to all children not only to those of nobles breed. Maybe because of this the country has produced a lot more philosophers and writers than any other.
The Reis find pleasure in games of chance and skill making card games, board games and dog fighting hugely popular in the country. The Reinisans have an intense cultural love hate relationship with their neighbors the Candrians. This is further complicated by the fact that most families have members or ancestors who are from Candria.
Spoiler: CandriaName of nation: Candria
Ruling body: Erso family, Queen Juliana the First, High Saint Finnder the Fifth
Population: 2.5 million (rapidly falling)
Official religion: The Church of Ur
Geography and weather: As the southernmost of the three kingdoms Candria is very warm compared to the other two with hot summers with highs of 28 Co while the winters are generally mild with minimal rainfall. Candria is the hilliest of the kingdoms's with very little flat ground to go around. It is mostly deforested though two or three forests still remain. Most of the land is either given over to fields or different vineyards.
Brief history: Candria and Reinis share a lot of history. Both have fought wars over the same few miles of land and then made peace with the same marriages pacts and trade agreements. However at their core the two are very different. Reinis is mostly defined by it's educated populace and the absolute power of it's king. Candria on the other hand is mostly known for it's many week long lavish celebrations and the strong arm of the church being heavily involved with ruling the nation.
The main trade output of the Candrian nation is mostly luxury resources like gems, salt, incense and wine. Of the three kingdoms Candria is the most active in trade with a large part of the populace either producing the items needed or trading those same things for profit. About a year ago pone of these caravans brought a foreign plague to the kingdom. As of yet there is no treatment and those who are infected with it die a horrible death within two or three weeks. Reinis has used this opening to initiate another war but the diseases is begging to spread to their soldiers as well.
Culture: The people of Candria or Cands are seen as very religious yet quite fun loving and debaucherous when ever there is a free moment. The church holds a lot of power in Candria being actively involved in secular politics. They have their own private army and are mostly in control of the ratifying process for laws and the courts. This is why in Candria being a priest is quite a popular job. A career in the church can lead a man or woman far in life especially if they are not of noble birth. The only thing that the church does not have power over are the festivals.
While the other kingdoms also celebrate the Festival of Birth in spring and the Festival of Death in winter Candrias celebrations are two week long events known for their lavishness and debauchery. All villages and towns plan their own party's some are smaller others are bigger but they all share a common element: dancing and music. Usually most Cands are taught at a young age to sing by the their local church. Many continue their musical education in the many music schools that can be found in the Candrian capital. Musicians and dance troops from Candria are a highly sought after commodity in foreign courts.
Spoiler: Orthunian ConfederacyName of nation: Orthunian Confederacy
Ruling body: All the clans are ruled over by the “The Four “ which consist of the four most powerful warlords of the most powerful clans. “The Four” change as one or the other clan becomes stronger or weaker. “The Four” only have power when other nations threaten the nation with war otherwise each clan is self efficient and self reliant but when the whole nation is threatened all clans answer the call of war.
Population: 1.2 million
Official religion: Rihilism
Geography: In the far west bordering all three of the kingdoms lie the ancient Demon plains. This is the area that the Orthuns have claimed for themselves. The terrain is quite simple with most of the land being very flat. However there are some mountains dotted around the land. The climate does not much support farming with long, cold winters and short, dry summers.
Brief history: The orthuns, or the bastard race as some call them, are a young race. They have been around for just two thousand years. The orthuns came to being from the union of men and demons. At the time of the Old War when many human women were ravaged by demon shock troops and many human male soldiers took female deoms to they’re beds. Of these unions the Orthuns were born, hated by both daemons and men they grouped together and formed they’re own culture and clans taking elements from both human and demon culture. This has evolved over time to become what it is today.
Culture: The Orthuns are a rider culture forming clans they raise heard's of horses and onehorns for they’re meat, milk and hide. They are a quite a war like culture but they abide by firm rules in war. For example no slaves can be taken in war, nor can one hurt the enemies women and children. Women are not allowed to go to war for women are believed to have a straight connection to the god Cesuul because they bring children in to the world. This means that all the drens (shaman or priestess) are female. The spark of magic is still slightly active in the body's of the Orthuns meaning that if a large group of drens gather and sing the ancient spell songs they can preform very simple spells. Although they never developed a written language they have a extensive oral tradition of songs, stories and riddles.
Most Orthuns practice a form of polygamy where two to three pairs of men and women practice a form of group marriage where all partners live together, share finances, children, and household responsibilities. Monogamy isn't frowned upon but rarely practiced. In these group relationships homosexuality is accepted but it is expected that the individual still have sex with the opposite sex at least to procreate.
Spoiler: IennaName of nation: Ienna
Ruling body: The Council whom the citizens of the city vote on every five years
Population: About four hundred thousand official citizens and about two hundred thousand slum dwellers and immigrants though this number is growing fast as people from the kingdoms try to escape their current hardships.
Official religion: No official religion accepts temples from all the different religions
Geography: Ienna lies on a thin stretch of land known as the Door to the East. Thanks to this it controls the trade that goes in and out of Telara. Because of the sheer size of the city there is not much left of the original geography of the Door to the East. What does remain is a slightly hilly country with some farms on it and old gold and silver mines that are still in use. It never gets cold in Ienna though in winter it does rain slightly more.
Brief history: Ienna is a young country being established three hundred years after the fall of the old Telaran Empire by enterprising merchants who sought more freedom in their trading. What began as a small trade outpost soon grew to be the largest city on Telaran soil. It's miraculous growth can be attributed to smart placement, good trade relations with the east and the early discovery of the nearby gold and silver mines with which a good force of men could be hired to defend the city against invasion from the kingdoms.
However in recent months the mines have been almost entirely stripped of their riches and trade from the East has practically stopped if things continue in such a fashion then either one of the kingdoms shall conquer the city or the populace itself will turn against their chosen rulers.
Culture: Ienna is a true melting pot of cultures with people from many nations making their home there. This was the goal of the founders of Ienna who saw the pointless squabbles of the kingdoms as detrimental to trade. Thanks to this there is no common culture in Ienna except maybe the uniting belief that if you have the money you are mostly any freedoms.
This freedom to do as one likes is both a blessing and a curse. On the one hand it has allowed the arts to flourish in the city with many artist gaining rich patrons who support their work whatever it may be. On the other hand many of the richest people of the city enjoy using the poor and the slum dwellers in violent war games and spectacles.
Spoiler: Kirin IsleName of nation: Kirin Isle
Ruling body: The Ageless God King Anderous whose will is carried out by his priests
Population: 500000
Official religion: To outsiders: The Religion of the Masks To locals: Anderous
Geography: The island of Kirin is small with one city and some farms centered around an ancient sleeping volcano. It lies a few hundred miles off the northern most coast of Marneg making it the northern most of the nations. it is however warmer and rainier than Marneg benefiting from a warm ocean current that flows near it's shores. They still get snowy winters but overall the whether is warmer than their nearest neighbor.
Brief history:The most mysterious of the nations historically. The island was found by the other nations only two hundred years ago. However it seems that the people living there have done so for a very long time. It is unknown when exactly the nation was born as the islands history is protected by the priests who serve their supposedly immortal God King. It is agreed that the island must be at least as old as the kingdoms though if it is actually older nobody has any clear idea.
The people of Kirin venture outside the island very few times and if they do they usually do not stay there. Some diplomats, traders and missionaries have made their homes outside of the island but they always stay in small very closely linked communities. Those few that have had the opportunity to converse with the Kirin on the subject say that they believe that theirisland is true paradise and thats why they never leave it. It is currently unknown if there truly is or ever was a God King or if the priesthood has constructed the idea to keep themselves in power on the island.
Culture: The first thing that any foreigner will notice about the Kirinian people is that all of them wear masks made out of whale bone. These range from simple blank face coverings with eye and mouth holes to elaborately carved and colored pieces that almost look like true faces. They wear these constantly even when sleeping. It is their belief that the mask protects the person against the lost spirits of the dead who they believe stalk the world searching for bodies to claim as their own.
Most people are very superstitious this attitude ingrained by the local religion. Many traditions are observed to keep the God King happy. The most important of these is the yearly theater festival in which both priests and performers enact the great legends and stories associated with their God King. Thanks to these performances actors from Kirin are regularly sought after by foreign courts.
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Races and magical creatures
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Spoiler: HumansHumans:
The current average age for humans 42 years for men and 39 for women.
People of Marneg- The tallest people in the land of Telara with the average height being around 1,79 (5.8 feet) meters. Most people are light skinned with either blond or brown hair.
People of Reinis- The Reinian people differ greatly depending on weather they come from the northern portion of the country or the southern. Northerners are usually light skinned with ruddy complexions and brown hair though some blond or red is not unheard of. Southerners are usually olive skinned with almost exclusively black hair. The average Rei stands at about 1,71 (5.61 feet) meters.
People of Candria- Most Candrians are olive skinned with black hair though farther east near the border of Ienna the people are much darker skinned. The average Cands stand at about 1,72 (5.64 feet) meters.
People of Kirin Isle- Very light skinned with most of the population having red hair. Freckles are common though not much on the face as the masks that covers their face does not let the sun in. The shortest of the Telaran people with the average person standing at about 1,68 (5.5 feet) meters.
Spoiler: OrthunsOrthuns: Orthuns are either darkbluishly or crimson skinned depending on whether they have more or less human blood in their past. They have large incisors and generally stand 1.8 - 2.3 (6 - 7.5 feet) meters tall. Most of them have black hair but some cases of either blue or blond hair are known. When they get old they’re hair turns white though that happens at age 87 or over. A average Orthun will live for 80-90 years though potentially they can live for 180 years.
Spoiler: IndransIndrans: The ancient people who established the Empire of Telara. Currently thought dead. They were generally smaller than humans with the average height being around 1,50 (5 feet) meters. They also had large feathery wings which enabled them to fly though not for very long distances. They're connection to magic was much stronger than any other races. Because of this connection their blood was sapphire blue and their blood vessels could be seen very clearly on their skin. Most of them were light skinned with completely white hair. If they were not killed in battle they lived for at least three thousand years though they did show signs of aging.
Spoiler: DemonsDemons: The great adversaries to the Indrans. Currently thought dead. They were an intelligent race though for a long time the Indrans painted them as simple savages. Much taller than humans with the male of the race standing at about 2,6 (8.5 feet) meters or taller females were lightly shorter with the average height being around 1,8 (6 feet) meters. The skin color of the males was a deep crimson while females were blue skinned and much more magically aligned than their male counterparts. Most of them had horns but hair was relatively uncommon among their race though not unheard of. Do not age but live for three hundred years which is less than their Indaran counterparts.
Spoiler: Magical creaturesOne horns: Huge (they usually stand between 4 and 5 meters or 13.1 and 16.4 feet tall) horse like beasts with one big horn on their forehead which they use to dig out roots and tubers. They are naturally only found in the Demon Plains though some effort has been made to grow them outside of that area. Because of their size and hardiness they are mostly used as pack and dairy animals. Orthuns use trained riderless one horns as heavy shock troops.
Wirms: A long serpentine beast with wings and four legs. because they eat a lot of carcasses their bite is quite toxic. A wirm will choose one mate that it will exclusively mate with for the rest of it's life. If that mate dies the wirm will never find another mate. They live in caves in the northern mountains and are very territorial. This causes conflicts with the human population as wirms quite regularly attack miners that mine too close to it's cave.
Quens: Strange beings made of living rock or gems. They are similar in size to mice but in shape they resemble a spider monkey. They do not need to eat nor drink though they do enjoy consuming metals. They live forever (unless broken with hammers or other such implements) but can not procreate. They are only created in places where huge magical battles have taken place and the leftover energy seeped into the bedrock. With the disappearance of magic no new quens have been born for eight hundred years. Most that are left are kept as pets by the rich.
Moon cats: A cat like creature who can only be seen in moon light. They are thought to be created by some ancient mages but no one exactly knows. Because of their invisibility they are more effective as predators. They can only be found in human towns as that seems to be their natural stalking ground. Clothes made of their fur can only be seen in moonlight which makes it a common prank gift.
Leviathans: Large sea creatures who hunt wales and sometimes ships. They are smaller (though compared to humans they are still very big) than whales though much faster and more agile. They are said to look serpentine in form though no confirmed carcasses have been ever been salvaged as the beasts are difficult to hunt and usually stay away from humans unless they are very hungry when they do ram ships and eat the people on board.
Ehaaa: Named for it's distinctive attack call this flying hawk like creature only lives in the warmer climate of southern Candria. It is otherwise physically similar to a hawk however unlike a hawk the Ehaaa can spit corrosive acid that can burn through iron. It produces this substance in glands in it's throat and use this spit to neutralize any attackers. It takes it many days to make enough acid to attack again.
Hell hounds: Made by Deomns to aid in their war effort these wolf like creatures can spit flame if they eat enough bone to kindle the flame in their bellies. Similar in size and shape to timber wolves except with out any fur instead having black skin that is flame retardant. It uses the bones it eats to create truly hot fires in it's belly which it spits out at foes it feels threatened by. These days almost extinct yet a few remain on the Demon Plains some are even domesticated.
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History
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Spoiler: A very brief Telaran historyDawn times (~5000 - 3211 BTD*)
The first written Indran records date to this time. The first Indran settlers arrive in the land of Telara from the west. The empire of Telara is established around 4100 BTD. The first city's are built. The Church of Ur is born and starts coming into conflict with some an older religious system of which no record remains.
Coming of the demons (3211 - 2384 BTD)
Demons arrive and settle the Demon Plains. There is as of yet no active contact between the two developing nations only some trade now and again. The Empire of Telara goes through it's first civil war because of religious conflicts. The Church of Ur becomes the Empires official religion and destroys the other. Tension begin developing between the Demons and the Indrans as both desire the others lands.
The Old Wars (2384 - 983 BTD)
The war that would continue for two thousands years began over a few border disputes. The Indrans have always blamed the demons for making the first move in their history's but it is unclear whether this is true. Whatever the case once it was started it did not want to stop both sides having enough resources thanks to the the power of magic to sustain the war for very long stretches of time. By the end of this period the Indarans were begging to lose because of weak leadership compared to the demons.
Coming of humans to Telara (983 BTD)
Close to a hundred thousand humans arrived from the east having crossed the great desert. No record remains of what they were escaping but historians think it must have been pretty bad for such a huge number of many different people to leave their homes. Some parts of the Indaran nation thought the coming of the humans a good thing while others thought them only a burden to their nation.
Second Indaran civil war (984 - 980 BTD)
These arguments eventually lead to a brief civil war. It was mostly important because during this time demons gained even more ground and humans entered the war on the Indaran side after the civil war was over.
The Old War continues (980 - 0 BTD)
With the help of the humans the Indarans manged to drive the Demons back to their lands. Soon humans became a integral part of the Indaran war machine becoming important front line fighters. Humans also started becoming more active in indaran politics during this time though their short age made it hard for them to grasp the sometimes thousand year long schemes of the Emperors council. The priesthood of Ur found most humans to be willing converts to the new religion their previous one dying out quite quickly (this might not have been true but as only Indran reports from the time remain it is impossible to know what the humans truly thought of Ur). Indaran and human mages begin brewing up plans on how to eliminate the demon threat once and for all. The first Orthuns are born.
The Disappearance ( 0 )
It is known today what exactly happened. It is thought that a combined effort form Indaran and human mages tried to imprison the demons in a different dimension however something went wrong with the spell and it took the Indarans along as well. It also completely sapped magic from the whole land leaving people unable to do any spells.
Times of chaos (1 - 276 ATD)
The power vacuum created by the Disappearance therw Telara into chaos. Many diffrent rose and fell during this time. A lot of knowledge and technology left behind by the Empire was lost during this time as people burned and looted many palaces and university's. The end of this era is considered to be the forming of the kingdom of Marneg.
Modern history (276 - 885 ATD or today)
Both Reinis and Candria were created as countries around the year 282. Small scale warring and peace making between also began around then as well.
The first civil war of Marneg happened in the year 300. This is also the same year as enterprising merchants founded Ienna as a small trading post.
In the year 684 a few lost sailors from Marneg discover Kirin Isle. It was another year until trade opened up between the nations. It was another ten years until the other kingdoms began to show interest in the country.
*BTD - Before The Disappearance ATD- After the Disappearance
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Religion
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Spoiler: The Church of UrName: The Church of Ur
Core Ideas: The followers of the Church of Ur believe that the world was created from nothingness by Ur. Ur has three faces each representative of a different realm he has control over. These are the Face of Life, The Face of Death and the Face of Creation. These Faces are in turn split into three Aspects each representing a realm the particular face looks after. These aspects are which the average person prays to on a daily basis. The aspects are as follows:
The Face of Life- Aspect of Plenty, Aspect of Love, Aspect of Healing
The Face of Death - Aspect of War, Aspect of Law, Aspect of Burial
The Face of Creation - Aspect of Craft, Aspect of Knowledge, Aspect of Magic
The believers in Ur think that when anyone dies they go to be judged by all of Ur's faces and if they are found wanting they are sent back to earth to give another shot at living life. However when the person is seen as good and faithful to Ur he/she is sent onward to a heaven like place within which they are one with Ur for the whole of eternity.
Recently (meaning some two hundred years ago or so) there have developed some religious splits that think that Ur is actually three distinct gods (these are called Poly Urians by the church). The other heretical split however believes that Ur has only one face and no identifiable aspects they believe that the church should be one strong entity not many smaller ones (this one is called Zoraism as the the creator of the heresy was a priest of the Aspect of Knowledge called Zora).
Organization: The priests of Ur are split up according to the Aspects. Each Aspect is watched over by a saint who is supposed to be the earthly representation of that aspect. These saints form a council that handles the matters of the church. The head of this council is the High Saint who is chosen from among the nine saints on the council. This choice depends on the needs of the church. The priests of the Aspect either come from the many orphans left at the door of the church or people sending their kids who will not inherit to join the church. Priests can marry but they will then have to set aside their cowl for it.
Hear follows the description of all the priests of certain Aspects:
Spoiler: AspectsAspect of Plenty - The priests of plenty handle all things associated with plenty from money to good crop growth. They are taught from the day they join how to add up numbers and how to farm. They produce most of the food that the church gives out in charity events and are responsible for it's economy. Fully ordained priests of this aspect usually either stay at their particular church to grow the crops or travel around helping peasants out with monetary maters and giving them advice about their crop growth. Priests from both genders can be ordained.
Aspect of Love - The Aspect of Love does not only refer to romantic love in fact it deals with all types of love from parental to love found between friends. This is reflected in the priests and priestesses of this order who learn to listen to peoples problems and help absolve peoples souls more than they learn the intricacies of love making. This priesthoods main goal is to help heal wounds of the soul, preform marriage rituals and raising the orphan children that are left at the churches doorstep. Most fully ordained priests either stay at the church to raise the orphan children or travel around the land preforming marriage rituals, talking to people about their troubles and in general just listening to them. Only women can become fully ordained priestesses but male acolytes can still join and remain at the acolyte level.
Aspect of Healing - The priests of the Aspect of Healing are trained to simply heal any physical ailments they come across. Some learn to be surgeons while others deal with infectious disease while yet others try to research more about the human body and different healing techniques. These priests are very active in travel with very few staying at their home church (though those that do are very active in the research department). Both female and male priests can be ordained.
Aspect of War - The priests who learn the arts of war and strategy. These priests the hardiest of the orders breeding strong warriors. This the only order where the death during training is quite a real possibility. However those that survive are truly great warriors. The goal of this order is to defend the church against it's enemies and protect other priests on their travels. The Saint of this aspect usually has quite a lot of power over the others though the misuse of this power will usually result in the Saint being thrown out from the the Church entirely. Only males can become full ordained priests of this order.
Aspect of Law - Involved in making, recording and enforcing the laws of the church and even some countries. They are currently the most powerful of the Aspects because the current High Saint is from there. The priests of this order are taught the laws of every country and how to construct arguments especially in court. The priests of this aspect usually stay more in big city's being quite actively involved in secular politics. A brave few however travel to smaller villages to help with smaller court cases and arguments. Both genders can be ordained.
Aspect of Burial - This Aspect used to only deal with burial rituals and such like but these days the priest of this aspect hunt heretics and nonbelievers. This new approach was initiated by the last Saint and improved even more by the current one who incorporated some training techniques of the Aspects of War. With this new system the Aspects are taught how to find, try and execute heretics as well as doing burial and purifying rituals on body's. This new approach has made it a growing power in the church. Mostly ordained priests are constantly moving round trying to find heretics and conducting burial rituals. Both genders can be ordained.
Aspect of Craft - A very popular Aspect among the developing middle class of craftsmen who send their younger children to this Aspect. The priest hear learn different crafts that they then in turn employ to the service of the church. The choice of which craft to specialize in is left up to the individual. These priests are sent to different churches to do things associated with their craft. Those that stay at the their home church become masters of their craft and make the equipment the church gives to their elite. Both genders can be ordained but some crafts are gendered.
Aspect of Knowledge - Theses priest are the keepers of the Churches and the worlds knowledge. Their goals are many fold. First to save and maintain as much knowledge from the days before the Disappearance. Second to record and maintain new works of art, culture and science so that if a new Disappearance were to ever happen much less knowledge would be lost. Third to spread all of this knowledge and make it available to all who seek it. To achieve these goals this Aspect has three different types of priests: Seekers (those that seek out the items/books from the pre Disappearance age), Recorders (those that record/study all things new and old) and finally Teachers (those that travel the world teaching people in areas where there is no public education). Both genders can be ordained.
Aspect of Magic - The least popular Aspect with very little members. These priests try to study the history's and books to learn how magic was done to hopefully one day restore it. Before the Disappearance it was one of the strongest Aspects with many of the most powerful of the Empires mages coming from there. But magic has been gone from the world for so long that no one really believes in the current goals of the priests of the Aspect of Magic. However those priests that do join the Aspect are very dedicated and belive that the restoration of magic is not only possible but probable. Both genders can be ordained.
Spoiler: RihilismName: Rihilism
Core Ideas: Named for the original prophet of this religion Rihil who spread it amongst all the orthuuns. The orthun belief system is mix of both demon and human theology’s. The Orthuns believe that the world was created by Uthuul the god of order who sacrificed his whole body to make the world and all the things in it but defying him was Cesuul the god of chaos who spoiled the creation of Uthuul by sowing disorder into his creation like violence, hunger and war. But Cesuul wasn't truly evil for she created things that were good too like love, plenty and peace so Uthuul let her live for he knew that perfect order was not the answer to continued happiness of this world. For once people had known these powerful emotions they wouldn't want perfect order for they would consider it boring. After this Uthuul and Cessul together created a sister who represented the balance of order and chaos. She was named Enu and from then on become the arbiter of all conflicts between the two. This balance is what the believers in Rhilism all seek. In Rihilism death results in the spirit escaping the body and staying to maintain the balance of between order and chaos. They usually stay with their own families helping to guide them through life.
Organization: Rihilism is not a very organized religion. Each tribe has it's own way to interpret the tenants of the religion. The main thing they all have in common is that they employ drens to guide people on the path of balance. Adding more chaos to lives that are too orderly and ordering those lives that are too chaotic. Drens are technically less powerful than tribal leaders but no tribal leader ever does anything truly important without consulting the dren.
Spoiler: The Religion of the Masks or Anderous
Name:The Religion of the Masks or Anderous
Core Ideas: Anderousians believe that their king is a god who created the island of Kirin to be their paradise on earth. It is their belief that there used be many thousands of gods but Anderous defeated them all in epic battles (a lot plays and legends are about these happenings) at the begging of time. But as you can not truly kill gods the spirits of these gods are still around and trying to destroy Anderous and the paradise he created for his people. Because of this the wearing of masks is required at all times from the people of Kirin Isle. Because Kirin Isle is a true paradise to those that believe in Anderous think that when they die their souls are consumed by Anderous to strengthen him and help protect the island from foreign influence and attack.
Organization: Bearing out the will of their god king are his priests who can never leave the island unless sent out on a missionary quest. They are the power on the island collecting taxes, establishing laws and enforcing them. The priesthood is ordered very simply. The first and lowest cast are the acolytes who do every small job needed to be done from cleaning to cooking. Then comes the priesthood who collects the taxes, defends the church and delivers the sermons to the people of the island. Next are the Listeners who listen to the orders of Anderous and give those order on to the priests they are also the ones who draft laws and tax amounts. Finally there are the Seers who actually talk to and see Anderous they are the ones who give the orders to the Listeners on what to do. The inter church politics is very violent and back stabby so getting to the higher levels of the church can take either many years or only a year or so if your connections are good.
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Technology level and notes on magic
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Spoiler: TechnologyThe Indarans were quite the technologically advanced race compared to the humans that arrived in their lands. Some of this technology has survived while a lot of it has been lost. This means that some of technology is on the level with what would equate to 18th century technology in our world while other things are still not very well developed.
Military Technology
Flintlock muskets are in use by all the armies of Telara these are accurate to about twenty five meters. Officers generally use small pistols also with the flintlock design. These army's are usually supported by 12 pound cannons and cavalry.
Production
Textile mills powered by water have sped up textile production immensely. Metallurgy has also improved by coal. However steam engines nor other steam power has not yet developed. Paper making and printing has improved literary output of countries. The agricultural revolution has also not yet happened.
Transport
Roads have improved for foot and horse travel. Stagecoaches are used but mostly for delivering letters and the like. Trade is still mostly done with caravans. Naval technology is still at the medieval level.
Medicine
Basic hygiene for both doctors and people in general has improved general health. Surgical practices are around 18th century levels with people more often then not surviving basic surgeries. No vaccination has been invented yet.
Spoiler: MagicNotes on magic
Currently the world has no magic. However old magical items have survived. These are kept either by the insanely wealthy or by people within whose family's the certain weapon or armor has stayed for quite a long time. These items range from simple things like guns that shoot fire instead of bullets to more complex items like armors that can heal the wearer but only if his heart is noble. Basically the more complex the enchantment the more power it has but also it requires many factors to work.
During the Times of Chaos the main thing that was lost was the books about magic and how exactly it was done. From what remains it can be gathered that magic used a power inherent in people themselves but that energy seemed to have been sapped from almost everyone during the Disappearance. It is theorized that Orthuns still have their very weak magical talent because they are half human and half demon meaning that the sapping of their power was not as complete because it had to take power from both parts of their ancestry.
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How to number the days
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Spoiler: How Telara numbers it's daysAccording to the Church of Ur's calender there are 12 month and 360 days in a year. Their week is nine days long each day named after an Aspect. It is thought that the Aspect is strongest on that day which is named after it. The work week is six or seven days (depending on the type of labor you do) the days of rest are the last three.
1. Day of Law
2. Day of Craft
3. Day of Magic
4. Day of Knowledge
5. Day of War
6. Day of Burial
7. Day of Healing
8. Day of Love
9. Day of Plenty
Each face of the Three faced god controls four months out of the 12.
1. Waking - Face of Creation, First month of Spring, Begging of the year, 33 days in length
2. Blooming - Face of Creation, Second month of Spring, 33 days in length, Blooming time of most flowers
3. Birthing - Face of Life, Third month of Spring, 33 days in length, Lot of baby's are born on this month
4. Living - Face of Life, First month of Summer, 15 days in length, Summer Solstice on the 15th
5. Loving - Face of Life, Second month of Summer, 33 days in length, Believed to be the most amorous time of year
6. Harvest - Face of Life, Third month of Summer, 33 days in length, Crop harvest
7. Picking - Face of Creation - First month of Autumn, 33 days in length, Time to pick most fruits
8. Sowing - Face of Creation - Second month of Autumn, 33 days in length, Time of sowing for many crops
9. Withering - Face of Death - Third month of Autumn, 33 days in length, Lot of plants die
10. Dying - Face of Death. First month of Winter, 15 days in length, Winter Solstice on the 15th
11. Surviving - Face of Death, Second month of Winter, Coldest month of the year
12. Burying - Face of Death, Third month of Winter, End of the year
Both followers of Rihilism and Anderous use the smae system only in Anderous the names of the days are different:
1. Day of Birth -The birth of Anderous
2. Day of Growth - The young Anderous grows
3. Day of Learning - The young Anderous lears all the skills in the world
4. Day of Duel - The young Anderous challenges the other gods to duels and wins
5. Day of Conquest - Anderous conquers the many god kingdom of the world
6. Day of Creation - Anderous creates Kirin Isle
7. Day of Settlement - Anderous and his followers settle Kirin Isle
8. Day of Joy - Anderous celebrates his victory and the creation of the island
9. Day of Rest - Anderous rests
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What is this and basic ideas
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What is this?
This RP is about a traveling caravan leaving their home nation to find out what has happened to trade coming out of the east. The world they would be traveling to would be drawing on many diffrent inspirations including Mughul India, many precolonial African states, Ming era China and the Ottoman Empire when it was in decline. It will have minimal magic (magic having disappeared many hundreds of years ago) but lots of magical creatures, items and places will still exist. This RP is focused on adventure and discovery as your caravan is the first official caravan to ever go explore the east.
What makes this special?
Unlike other RPs this RP will have each character relate the events of the day through the format of the diary with no outside interactions happening. This means that all the text you write will be in first person relating the events and interactions of the day.
How would this work?
The GM would give out the general events that had happened to the caravan that day which would make sense to be mentioned in the specific characters post. Then players can among themselves decide who of the other players they will mention in their diary posts and what kind of interaction they had with that person or group of persons.
Example:
Spoiler: ExampleGM: So we are entering the second week of travel. Our caravan just went off the main road. There's something nasty following our caravan some of you can feel it you are as of yet unsure of what it exactly it is. One of the party has been struck down by a suspicious disease. The caravan master asked for volunteers to scout the area but the scouts find no obvious dangers however they do find a wondrous sparkling cave in front of which we decide to camp.
Player 1: Can I be the one to get the disease?
GM: Sure then talk to Player 2 he is playing the doctor so you guys should have some mentions of each other in the diary posts you write.
Player 2: Will take your sickness into account will write in my post what my character prescribed to you and you can riff off of that.
Player 1: Okay thanks.
Player: Hey GM me and Player 4 would like to be the scouts because we think our characters would have interesting interaction we could mention in our diary posts.
And so on...
Why do you want to do this?
In most social situations we do not show all our cards so to speak. We might nicer/meaner than we actually are or just go along with things that we actually abhor. In ones diary however when processing the events of the day we can be our true selves. Usually with the assumption that no one will read it at least for awhile so we do not have to fear retribution for telling the truth. In such writing the concept of the unreliable narrator would be fun to write as in some ways no person has a completely fair and balanced assessment of themselves and their actions. Personally that sort of exploration sounds hugely fun to me. Plus the diary format allows me to stretch my first person muscles which outside of RPing is my favorite and main fiction writing form.
Examples:
Spoiler: More examplesPlayer 2 character fancies himself a ladies man and he had a conversation with Player 4s female warrior character during the day. In his diary he relates how he charmed and wooed her with his wit and good looks. However when reading Player 4 diary entry we find out that she thought him a twit and a sexist blaggard just did not dane to say anything of the like to him as she did not really care enough to respond.
Player 1 just mentions off hand in his diary entry how he accidentally dropped a box on Player 3s toe. He relates it as a funny joke not something serious or regularly occurring. Reading Player 3s diary post shows a rant about Player 1 characters clumsiness and plans on how to get revenge on him.
Do I really have to read all that world building?
No but you should read at least some of it to make a good character.
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Rules
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Spoiler: Rules1. Join this RP only if you are ready to write in the diary format.
2. Do not God Mod anyone's character into your post always ask them beforehand if you think that it would make sense for them to be mentioned. (even if you want to make your character stalk or secretly spy on the other persons character they still have a right to know that information and maybe mention that they felt that someone was watching them during the day)
3. Be open to other people wanting to talk and mention your character in their post. If they have asked you and you feel that your character could have such an interaction do it!
4. If you have a dispute with another player keep it out of the OOC and take it to PMs
5. No god modding, railroading and powerplaying
6. All characters must be 16 and over
7. Post schedule is once a week and post length should be at least 300 words (more is always better)
8. Me and anyone I recruit to be a CO GM will have the power to change and add to these rules as is required of us
9. Have fun and if you have read these rules put "The Savior of Ienna" at the end of your CS
Name:
Age:
Gender:
Description: (Picture or description or both)
Religion:
Nationality: (If not originally from Ienna describe how he/she got to where he/she is now)
Profession: (Will put a list of professions below that might be needed in a caravan)
Skills: (Learned skills)
Traits: (Physical traits like 20/20 vision and such like)
Equipment: (What does your character have with him or her)
Personality: (it is very important that you mention your characters outward personality hear as that might be hard to find out through diary entries)
Bio:
Spoiler: Proffesion listScouts (One spot left)
Caravan guards (no more than two players)
Guard Captain (Taken)
Scout General
Cook (Taken)
Kitchen helpers (no more than two players)
Doctor (Taken)
Doctors assistants (One spot left)
Quartermaster (Taken)
Animal handlers (no more than two players)
Diplomats (One spot left)
Traders (no more than two players)
Nobles for marriage alliances (Two, one male and one female can not be from Ienna as Ienna does not have nobles)
Servants (for the richer people)
Mapmaker (Taken) (He/she would/could have a specialized assistant or servant as well)
Scholar (Taken) (He/she would/could have a specialized assistant or servant as well)
Tracker
Entertainers (One spot left)
Priests or Drens (One spot left)
Caravan master (closed to players)
If you think of anything that should be added or if you want to play someone who is not one of these profession's PM and we can discuss it.
Spots reserved for: Hoef, Caoimhe294
Profession and spot reserved for: Cfavano (Priest of the Aspect of War)
Accepted Characters:
Spoiler: Setsa - Lady Casreina "Cass" Kisnourn, DiplomatName: Lady Casreina "Cass" Kisnourn
Age: 18
Gender: Female
Spoiler: Description:Standing at 5ft. 7in.... Her long hair reaching to the middle of her back. She's of a tone, admired curves build. Soft olive skin, green eyes that seem to pierce through any lies spoken in her presence. Wearing for this journey black or dark tan leggings, dark blue or black leather corset, and select few long sleeve tunics. Taking only one formal dress for when it's absolutely needed, if at all.
Religion: Church of Ur
Nationality: Reinis- Having arrived in Ienna a couple months ago to join the Council summoned to discuss the travesty of the kingdom that was growing and putting strain on everyone.
Profession: Diplomat
Skills: Reading, Writing, Politics (including public speaking and the like), Skilled Light Weapons fighting
Traits: 20/20 vision, intelligence, level headed mind, sharp/sensitive hearing.
Equipment: (For the journey)(Such is either on her or able to be packed away into saddle bags or rolled up and fastened behind the saddle for travel.)
One dark blue hooded cloak [see image]
Few changes of clothes (5 with one being for more formal, diplomatic occasions)
Basic tent (big enough for 3 shoulder to shoulder)
Survival Gear- Fur pelt/blanket, wool/cotton blanket, rations, leather journals, water skin, horse's tack, steel and flint, soap etc...
Weapon- One long dagger strapped to her belt against her right hip at all times.
One large, well trained, black stallion built for long distances
Personality: Sweet and considerate, to her common sense and instincts are two things that one must always listen to. Be it considered the guidance of the Aspects or not; Casreina will listen to what her instincts and even intuition tell her over what she sees or hears. Such has made her a woman who will listen to both sides of a debate with the wisdom past her years. Her smile almost infectious to those that are nearby. Cass is one that will get in the mud and help get a wagon moving, over sitting on her horse wondering what's taking so long.
Bio: Born the daughter of Lord and Lady Kisnourn, a strong noble family that has earned the respect of the people many times over the generations. She was raised to always take into consideration that there are two sides to everything. As such, her father taught her how to fight with what she was born with, to fight without a weapon unless absolutely necessary. So that the young lady could protect herself and the people in need.
As she grew up into a very attractive young woman, her skills made Cass noticed and appreciated. She was welcomed as a Diplomat to serve her kingdom by time she reached adulthood at 16. When trouble and hardship set into Reinis her family had delayed arranging her marriage as more crucial things were coming to that was of bigger concern.
So when the Ienna City Council asked her to come to the people's aid. She left immediately and since then have been in Ienna for month serving as a diplomat well. Even agreeing to be apart of the first caravan to the East when she was asked by the council. Feeling that by doing so...she would help with the others to finally get some answers.
Spoiler: Juicesir - Kenrohi, Cook and mapmakerName: Kenrohi
Age: Pretty damn old
Gender: Male
Description: As inspired by Noh daikijin masks, Kenrohi is an Orthun of prodigious size for his age. With skin so red it is almost black, Kenrohi stands a few hairs over two meters, though his mane gives him even greater height than that. Despite his ferocious looks and grotesque face, a calm smile is often his expression of neutrality, and he has deep laugh lines that can easily be mistaken for something more sinister.
Religion: None
Nationality: Ienna
Profession: Mapmaker/Cook
Skills: Cartography, poetry, herbalism, some small bit of metallurgy and seige weaponry, along with a vast and varied experience in all the culinary arts.
Traits: Cataracts, hearing loss (mainly in his right ear), a limp in the right leg, easygoing, well-spoken, kind-hearted, loyal to a fault, and possessing of a very, very excellent memory to the point that its perfection is often thought unequaled.
Equipment: A significant collection of quills, inks, parchments, scrolls, and maps (both drawn by himself and others), a large flagon of some strange liquid, various herbs and spices, a set of knives which might as well be butchers blades by virtue of their size, and a very good walking stick.
Personality: The old saying to never judge a book by its cover is certainly applicable here, for never was there a more fairhearted and peaceloving fellow than the Orthun named Kenrohi. He has a slow way about him, and has seen a great deal in his time on the earth. He is fond of both jokes and anecdotes, and thoroughly enjoys the company of people he keeps. He is as slow to anger as a dormant volcano, and it is very difficult to get a true reaction of anger out of him. He is a passionate friend of creatures of all kinds, and a pacifist by his own desire. He delights in children and their antics, long walks and their secrets, and evenings spent with good drink and good friends.
Bio: Kenrohi is less a citizen of Ienna and more a landmark of it. A monument, really. He has lived in the small city state as long as any can remember. Father's grandfathers sometimes speak of how even they are not quite sure when he came to country, or if he was simply born from the ground and the sky surrounding. A legend would be putting it mildly; Kenrohi is as much a part of Ienna as any of its buildings or gardens.
As far as anyone can tell, Kenrohi has always occupied a small, out of the way building on the precipice between what can be considered the heart of the city and the start of its poorer parts. The old Orthun welcomes all to his home, and will provide a meal to anyone if they give him two things: a good tale and a good description of where they came from. You do not buy maps from Kenrohi; they are lent out to persons he considers of great worth or need of them, and they are the finest creations in any land. His truly exquisite and remarkable memory - along with his own talent for keen visualization - allow him to recreate places in astounding detail. Many a pilgrim has been in awe to see their childhood home recreated with exact accuracy to what they themselves recall.
While many count him as friend, there are a few who do not like him. He has a longstanding issue with the Confederacy which he never speaks of, only saying that others of his kind aren't as keen on having tea as he is. The ruling elite of Ienna themselves have teetered through the years between adoration and repulsion. Currently, the opinion is swinging from the former to the latter in a way it's never done.
This fact, combined with a desire to see the world with his own eyes before he passes, is why he has set about joining this caravan. With little persuasion, he was able to assign himself to its service. Anticipation now fills him for the first time in his many long years.
Spoiler: plaguesurvivor - Aina Norling, ScoutName: Aina Norling
Age: 26
Gender: Female
Description:
Spoiler: Aina NorlingStanding 5ft 6 inches, Has long pale blonde hair that is often done in various braided styles. When loose, her hair is wavy. She is broad-shouldered and muscular, but still has some feminine curves. She appears more mannish when she dons armor, and while wearing a helmet could pass as male. She wears mail armor, though it's considered outdated with the advent of firearms. She regularly wears pants and tunics when not in armor.
Religion: Church of Ur
Nationality: Marneg: Aina had been hesitant to leave her home at first, but after much family support and a dash of wanderlust, she was more than eager to travel to Ienna to assist in any way she could ever since rumors of troubles reached Marneg.
Profession: Scout
Skills: Horse Riding, Trapping small game, Sword-fighting, Survival Skills, Mandolin playing
Traits: 20/20 Vision, Burn scar on her right arm going from the bicep to the tricep, high stamina, dexterous
Equipment: Light armor consisting of a Helemt, Mail (chain mail to be specific, and partnered with padding), a light tabard, dark pants and heavy boots. They seem a little old fashioned, but she insists on wearing it.
Extra boots, Fur-lined cap
One deep brown stallion, ready for a long journey.
Horse carries: Changes of clothes ( plain cotton tunic, dark pants, perhaps a formal outfit )
Small tent: two people max.
Survival materials: flint and steel, soap, dried foods, strips of clean cotton, setting-equivalent of fishing line, things like that.
An instrument case containing a Mandolin
Her primary weapon: a broadsword
Secondary weaponry: flintlock pistol and a survival knife
Personality: Aina is a "typical" Marn at first glance, she doesn't use many words to express herself, and usually has very little to say. She is by no means a grump, and in fact is a rather cheerful girl, but she is not excessively expressive, and despite speaking kind words, will seem intimidating or of-putting because of her resting expression. She carries herself in a masculine way but doesn't always realize it. She is of average intelligence, but can be seen as naive or ignorant due to her never having left her home before and is not shy about asking questions. She holds promises and oaths as any other Marn does, and will not let one of hers be broken. Internally, she is softer than her outward appearance, and holds a fondness for delicate things, as well as worrying if she will be on good terms with the people she meets. She's one of those people who has more likes than dislikes. She is hard to anger, and generally even-tempered.
Bio: Aina had grown in Marneg up surrounded by brothers, and had quickly followed their footsteps into hunting and fighting as children. She had no problems challenging her brothers to agility matches and sparring matches. Much to the chagrin of her mother, Aina found that she was not terribly good at textiles, sewing, and housemaking, but she excelled in riding and sports. One by one her brothers grew and went into different professions, one a guard, one a doctor, a couple as soldiers. She tried to follow after a couple of them, but found that she was not suited to guard life, nor did she have the qualifications to join the military. However, she did find that she had a knack for scouting, despite her large size. She was quick and dexterous, often scouting ahead for traders and travelers to ensure a safe return. She would not want to believe the rumors of trade dwindling, and at first declined any suggestion that she leave, hoping that it was something Marn could not be effected by. When the time came for the caravan to be formed, it was apparent that many places would be plagued by the scarce trade, and it was then that she made up her mind. Aina asked her brothers what to do, and most of them encouraged her to go and help. She looked in to the outside world, sparking her curiosity and further supporting her decision to go. In the end she asked for her parent's blessing to join the caravan, and received it, though not easily.
Spoiler: Tatzlwyrm - Dr. Pasquell Anacortes Giardin, DoctorName: Dr. Pasquell Anacortes Giardin
Age: 29
Gender: Male
Description:
Spoiler: Dr. Pasquell Anacortes Giardin
Beneath his outfit, the doctor has short, messy black hair, olive skin, and brown eyes. He is gaunt and thin, with shadows under his eyes and a perpetually stiff posture.
Religion: Church of Ur [Possible Zoraist leanings]
Nationality: Candrian
Profession: Doctor
Skills: Reading, Writing, Medicine, some Chemistry, Religious Doctrine, Basic Firearms Training
Traits: Nearsighted, Tinnitus, Muscle Stiffness, Intelligent, Inquisitive
Equipment: Medical Powders, Unguents, Herbs, etc.
Surgeon's Kit
Flintlock Pistol
Perfume Sachets & Incense
Medical Texts
Silver-Tipped Cane & Silver Goblet
Personality: At first glance, Dr. Giardin can seem imposing or even severe. He can appear to have a taciturn manner to people he first meets, but he is simply a man who thinks much and says little - his perpetually tense posture and religious convictions do not help this image. He genuinely cares about victims of disease; this combined with his burning curiosity to learn and discover has driven him to experiment and seek cures with single-minded determination. His obsession with the workings of disease can result in a sometimes odd or unpleasant bedside manner, but it comes from a place of compassion.
Bio: Pasquell's childhood in Candria was fairly typical; he was a devoted member of his church's choir throughout his youth, and a rascal during festival weeks. An apprehensive sort even from childhood, Pasquell had aspirations for the priesthood; under pressue from his father, however, he was compelled to join the Candrian Army as a reserve officer. He held this position for only five months before his father passed, and Pasquell found himself free to pursue other career paths.
Pasquell immediately enrolled in the nearest medical school, his zealous desire to help people blending well with his natural intelligence and curiosity. Reasoning that war and disease were the true downfall of society, the work of the doctor would be more effective than that of a priest or soldier. To that end he set up a small practice in the city, at which he worked for several years.
About a year ago, the plague came to Candria. Pasquell found his office stuffed full of sick and dying bodies, without a single clue how to combat the disease. When a mysterious young Kirin approached and offered to become his assistant, he was in no position to refuse the help. Pasquell attempted several times to unite the doctors of the city against the disease, but each had different ideas about treatment and several flat-out refused to share research with the other doctors. Frustrated with the lack of progress being made in the city, Pasquell decided to head to the source of the mysterious illness in search of a cure. He's gathered up all the research he had amassed over the course of the year and struck out from Ienna, headed East.
Spoiler: Tatzlwyrm - Myfi Gwylan, Doctors assistantName: Myfi Gwylan
Age: 17
Gender: Female
Description: Short and pear-shaped with long, wavy copper-blonde hair. She wears a simple white cotton tunic and a pair of navy blue leggings with sturdy leather boots. Her neck and arms have a great deal of freckles on them, and her mask has only a simple design; two circular eyes with a horizontal slit for a mouth, with two small indentations on the cheeks.
Religion: Anderous
Nationality: Kirin Isle
Profession: Doctor's Assistant
Skills: Reading (poor), Writing (poor), Apprentice-level Medicine, Fishing, Some Cooking, Woodcutting, Sewing, Anderous Acolyte Training
Traits: High Stamina, Impulsive, Clumsy, Perceptive, Good Memory
Equipment: Hatchet & Pocketknife
First-Aid Kit
Fishing Line, Hook & Needle
Survival Gear ( Ropes, Woollens, Flint & Tinder, Waterskins, etc. )
Salt
Personality: Impetuous and quiet, it can be difficult to discern what exactly is going on in her head a lot of the time. She is eager to help out around the caravan, but because of her natural shyness it can be difficult to get her talking. Once she begins to trust somebody, she can be quite effusive. Like her master, she is an innately curious person, but she is more curious about other people's lives and perspectives than he is. She has a generally easygoing demeanor, but will not brook insults about Kirin Isle or the Anderous religion, both of which are a touchy subject for her. Otherwise she tries to be optimistic in spite of her cultural differences and natural clumsiness; any attempt to touch her mask, however, will be met with severe resistance.
Bio: Myfi grew up on the mysterious Kirin Isle, and she doesn't speak much about her childhood. She was an acolyte of the Anderous Priesthood, but some circumstance appears to have caused her to leave the church. It seems that she has left the island of her own free will, though she still refers to it as 'paradise'; she is curious and open about the world she is now exploring, but a large part of her still yearns to return home.
Myfi has acquired a number of interesting skills during her time on the island and during her travels, but her main goal is to learn medicine and return to Kirin with newfound knowledge and expertise. She was fortunate enough to find and apprentice herself to Dr.Giardin, as 'a doctor without a mask isn't trustworthy.' Despite her relative inexperience, the extra pair of hands she provided during the plauge outbreak made her invaluable, and so she's joined him on his journey to the East.
Spoiler: Low-Budget Man - Javier Hendricks, Caravan guard CaptainName: Javier Hendricks
Age: 32
Gender: Dude
Description:
Spoiler: Javier Hendricks
Religion: Ur
Nationality: Ienna
Profession: Guard Captain
Skills: Shooting, Fencing, Brawling, Drinking, Cards, Horse-riding, Extremely basic medical skills, survival skills
Traits: 20/20 Vision, Loud Voice, Partially Deaf in Right Ear from explosions, burned hands, Missing Pinky,
Equipment: (On Him) Iron Cuirass, two Double Barrel Flintlock Pistols, two Single barrel flintlock pistols, Cavalry Saber, Knife in boot, Cavalry Officer Coat, Brown Trousers, Leather boots, Officer Cap, Amulet, Leather Gloves, belt, horn of gunpowder, ammo, flask of alcohol.
(On his horse) A few changes of clothes, bedroll, tent, ammo, etc
Personality: Javier is a courageous and reckless man who often goes in first without thinking things a hundred percent through. This would be a faulty trait if Javier is not able to think on the spot. He had been promoted to his rank for his reckless and irrational behavior, for it had oddly enough won several fights against gangs and bandits. Compelling and boisterous, he is often seen as a joy to be around. Most of his soldiers have high devotion and loyalty toward him. Javier has a moral compass, though it doesn’t always point straight. He however is usually honorable and believes in loyalty above all.
Bio: Javier was born in a shit-hole of a house in the slums. Like most boys in the slums, they fought each other often, usually with fist, occasionally with knives. Javier became a fairly good fighter, and loved to fight. He yearned to join the extremely expensive military academy, but however he and his family was dirt poor. He then did what any slum boy would do. He got offered several jobs by one of the various gangs, a dangerous and immoral job. He took them and completed them. The money he made from the jobs allowed him to enter the prodigious military academy. He trained hard and made many friends as he tried to forget what he had done to get to the academy. He learned how to use sabers and guns, along with a variety of other useful skills as he trained.
After training, he was placed as a cavalryman in a company. The company was sent to various areas to exterminate operating bandits. During one mission, Javier’s company was ambushed by a large group of roving bandits. The company’s captain was quickly killed and the company was left headless. Javier however managed to rally and lead the soldiers in a risky and successful counter attack. Javier was promoted for his brave actions.
Javier joined the caravan by orders from the Ienna Council. The order was given to Javier because they greatly believed in Javier’s ability to fight and lead his soldiers in combat.
Spoiler: Sarah Tintagyl - Vittoria di Lavenza, ScholarName: Vittoria di Lavenza
Age: 33
Gender: Female
Description: https://www.mariekeabels.nl/wp-conten...Peter-Lely.jpg
Vittoria stands as a petite woman at only 5'4 and about 130 lbs. Her blonde hair falls down her back in thin waves and curls, but does not have the fine texture as a noblewoman's hair. Her body seems to illustrate time spent more in the library than worrying about her looks and thus, Vittoria has at times, a haggard apperance. Her fingers and limbs are thin, while her hands are soft from lack of physical labor. Her clothes consist of mainly robes worn by scholars in the universities of Candria, long black robes with lace around the neck.
Religion: Church of Ur - Heretical Agnosticism
Nationality: Candian - Vittoria attended the University of Turina in Candia specializing in Classical Antiquity, earning her Master of Arts when she turned 29. However to continue her education and to become accepted into the Doctoral Program of Theology, she needed experience outside of Candia and thus came to Ienna with the hopes of continuing her travels eastward.
Profession: Scholar
Skills: Flunent in Classical and Ancient Eastern languages, Literate, Oratation, Theological Understanding.
Traits: 20/20 vision, clumsy, loud mannerisms, absent minded, emotional, studious.
Equipment: Several ink wells and quills for writing, two blank booklets - one diary and the other for research purposes, canteen, survival pack - carrying bandages, wine, a hatchet, and medicinal herbs, five pairs of clothes, a fur cloak, and several books on Classical and Eastern history and literature.
Personality: Though her physical looks lend to the idea that Vittoria is quiet and shy, she actually has an outgoing personality and enjoys being the center of attention. She enjoys singing, dancing, and storytelling, though the first two she is sub-par at best. Her mood tends to change in the extreme, going from bouts of great happiness to quiet and brooding, sometimes at the snap of the fingers. She is a dilligent worker, but one who puts conversation and romance first before her research or career. Back at home she is extremely worried about her future when living in a dying land with a family coming apart at the seams.
Bio: Vittoria's life has been a story of balance, between luck and misfortune. She was born into a family of burearucrats in the Candian capital. Her father earned a meager living, but her mother succeeded in landing a job as a servant in the Turina at the university. There, Vittoria's mother helped the young girl and her two siblings enter the university all while putting up with the physical and sexual abuse of the professor she served. Vittoria never knew the dark secrets of her mother until after she earned her Bachelor of Arts. By then her mother, battling the onset of plague told the girl everything before dying. Vittoria continued her education with a heavy heart while her two brothers went off adventuring to the north.
Finishing her Masters, she left Turina and moved back in with her father in the capital. From there she entered various occupations, going from journalist, to gravedigger, to a cook at a nearby inn. None of these occupations paid well and assisted her in continuing her education. Finally, knowing she required experience outside the borders of Candia, Vittoria left home and journeyed to Ienna where a caravan to the East was being fashioned. She hoped that with her knowledge of the Classical East along with Urian Theology she could be taken on with the caravan to discover the depths of her own life. The East provided wisdom and clarity to the doubts beginning to surface in her mind about religion and society.
Spoiler: TheBarabrian - Lord Councilor Rurik Fullbright, CaravanmasterName: Lord Councilor Rurik (Ru to his wife and daughter ONLY his wife) Fullbright
Age: 47
Gender: Male
Description:
Spoiler: Rurik Fullbright
Lord Rurik is not a very tall man standing at only 1.62 meters (5,4 feet) tall yet his physical presence makes him seem taller. He is very straight backed and looks serious even when smiling. His graying hair is still brown in places yet his beard has become completely gray. He mostly wears practical yet comfortable clothing.
Religion: A strange mix of Rihilism and the Church of Ur
Nationality: Marneg - An exiled Marn lord who came to Ienna to remake his fortune and find adventure. This goal he achieved he also has become one of the councilors in the last few years.
Profession: Caravan Master
Skills: Sharpshooter with pistol, riding, planning, strategy, delegation, command, wrestling, trade, very good at card games where the emotions of the other party matter to the game and swimming
Traits: Tiny bit short sighted, very sinewy but does not look very muscled which hides his strength from most, has a very good eye for physical tells making him see through lies better, can hold his breath for a very long time, many old scars across his body with one long across his left eye that he got in a fight with a wyrm
Equipment:
On him: Spyglass, dueling pistols, an emerald quen who usually sits on his shoulder
With him: Many different books on what different scholars believe the east to be like, large tent, chest with many important papers in it, extra water, clothes and food etc, a one horn who carries all of his belongings
Personality: The most noticeable thing about Rurik is his self control in the face of anything. He will never show his true emotions about anything maintaining perfect mastery over his face and physical tells. This makes him seem serious and harsh even though he is not necessarily like that at all. When he does express outward emotion it is in the company of close friends and family where he is slightly more relaxed.
Rurik always pays full attention to anyone who is speaking be they a equal or someone of lower station. He asks a lot of questions and always makes sure he has understood the situation completely. He is always polite in conversation unless provoked by the other party in which case he will attack the offending party's mental weaknesses usually leaving them worse for wear.
An excellent leader Rurik knows how to delegate task which save time or are beyond his capabilities. He does not much care how people achieve results. To him the most important thing is that the results are achieved. Because of this he gives others complete independence to choose their own method of working never interfering unless the result leaves much to be desired.
He is very tactically minded and knows how to adapt to changing situations very quickly. When others are panicking he is the island of calm never letting himself panic however bad the situation is. He is the most alive at these times being perfectly in his element. However when a situation does not provide him with much challenge he will quickly get bored of it and try to give the task over to someone else.
Bio: Rurik was born in Marneg near the tallest mountain of Telara Gerham. His parents were the lords of the region and maintained strong relationships with both the minor nobles and peasants. His parents were very close to the royal Ildris family that at that point had ruled for two hundred years much longer than many royal houses of Marneg. An old blood debt united the two families and when Rurik was eight he was sent to foster with the kings family. He spent two happy years there learning many things including how to swim in the ocean itself.
When he was almost eleven years old the Civil War that would get the Revaani family into power began. He was sent back home where he was left as the Lord of the House his father and older brothers gone to war. It was there and then he got most of his organizational and command skills being determined to do a good job at ruling while his brothers and father were away. Five years passed like this until he was finally old enough in his fathers eyes to come and help in the war effort.
All the years until his twentieth birthday were spent in war. He soon got his own small squad to command with whom he caused serious havoc among the enemy troops. One day they came upon a young man being ravaged by a wirm. Rurik rushed to help and shot the thing with his pistol. That only angered it and soon Rurik was under the things claws. his men came to help and killed it but not before it had left Rurik scarred. The man under attack turned out to be one of the Revaani princes. He took him prisoner and the two became friends on the way back to camp.
The war ended with the storming of the Idlris family home keep. Rurik had not been there having been out scouting that day but he got word of it a day later. All of his family had been there and they all had perished. Defeated in spirit the now only surviving member of the Fullbright family gave himself him up to the new royal forces. He expected to be executed like many of the other noble lords yet the prince he had saved spoke up for him and instead he was exiled.
Young, lost and confused Rurik traveled the kingdoms for a few years alone selling his services as a guard to those that would have him. His travels finally led him to the Orthunian Confederacy. He soon grew to love the country and it's traditions. He began traveling with the Red Dream clan. The clan members soon grew to trust him and accept him as equal. The only one who did not much like him was the clans dren who thought him unnecessarily fool hardy and pig headed.
A year passed and all that time Rurik felt it hard to ever leave the drens tent. Her conversation exited and engaged his brain like no one else's ever had. With her he felt the pain at the death of his family not exactly disappear but not matter as much. She was funny, smart and in his eyes so beautiful that it was hard to look at her at times. All in all he had fallen head over heels and had no yet realized it himself. At the end of that year however Rurik felt he needed to leave. He knew that his parents would have been disappointed with his actions over the past years. He was still a lord no matter that he had worked for the past five years as a guard and lords did spend their time moping around Telara. Before he left he went visit the dren for one last time. He was unsure of what he truly wanted to say to her but he knew he had to say something. He found her waiting for him with her things packed. Surprised he asked where she was going. In response she snorted and closed the distance between them landing a passionate kiss on his lips.
Rurik and Tihan made their way to Ienna the city of opportunity. There he got a big loan from different friends he had made during his time as a guard. With this money he bought a caravan. His time spent in the Confederacy had shown him the full untapped potential of trade with that nation. He took upon himself to fix that. His investment payed off ten fold. Hides and high quality horses were much desired by the kingdoms and Ienna. Money started steadily coming and soon Rurik was one of the richest men of the city. He and his wife had their first and second child during this turn of fortunes.
He started funding many other caravans especially those ventures that were seen as risky by others. He also began funding different music and art projects at the behest of his wife. When the next election came around he was one of the candidates and got a position on the council. The fifteen or so years have been spent in comfort and boredom not having nothing much challenging or risky to do. This journey to the east has revitalized his wanderlust and desire to travel.
Spoiler: The Barbarian - Miss Eva Fullbright, EntertainerName: Miss Eva Fullbright (Named after Ruriks dead mother)
Age: 22
Gender: Female
Description:
Spoiler: Miss Eva Fullbright
Much taller than her other family members Eva stands at 1.86 meters (6.1 foot) tall. Her skin is a strange greenish blue that is unusual among her kind. She also has much shorter incisors than most of her kind. These strange discrepancies might be because she has more human rather than orthuun blood within her. While on the road she wears what would be considered male clothing in human society but which are regular traveling clothing for all orthuuns. In the evening when camp has been made she usually wears a thin green silk dress.
Religion: Rihilism from her mother
Nationality: Ienna - Born and raised
Profession: Entertainer
Skills: A master in playing the mandolin, basic skills in playing the harpsichord and flute, basic art skills especially good at doodles and sketches, great dancer, singing, song writing, riding, courtly customs, knife fighting
Traits: Beautiful voice, well muscled for a lady, very lithe, good kisser, good sense of rhythm
Equipment:
On her: Knife in her boot, mandolin on her back
The rest of her things are with her father
Personality: Eva is a great believer in her religions concept of balance. She is very free and chaotic in her personal and creative life with rules or restrictions usually angering her. Yet in her professional capacity either as a professional entertainer and singer she shows a capacity for orderliness and correctness that can astound people who know her only from social gatherings.
Eva is a very sociable person she prefers to be surrounded by people rather than be by herself. She always likes to create an aura of welcome around herself. This only goes away when she grows sad (which does not happen often) then she likes to complain about how people are prejudiced against her and no one understands her. She always tells a person what she thinks of them or if she feels the person is doing something wrong. However once someone has gotten on her bad side it is not hard to get out of it as she rarely bares grudges against anyone.
Whenever Eva sees a problem in her life she will attack it head on and try to solve it ass soon and as completely as possible. This makes her a good worker though sometimes prone to distraction. She is never not busy with something. She is always doing something be it a creative endeavor, social gathering, spending time with her husband and kids or simple work. She finds pleasure in activity and gets nervous and fidgety after long periods of inactivity.
Bio: Eva is the older of the two (the third being on the way) Fullbright children. She was interested from a young age in music and art her mother encouraging the habit as much as she could having her be taught by as many different great musicians and artists as she could. For a long time her interest was more concentrated on art but that changed once she entered her teens.
When she was thirteen she went with her mother to a common peoples concert. Before that time she had only been studying noble instruments like the harpsichord and the flute. There she saw the instrument that truly captured her heart. The mandolinst in the band played which such dexterity and soul that young Evas heart was captured. She started taking mandolin lessons soon after and dropped all her lessons to concentrate only on the mandolin. She became a true master at it and by fifteen she was playing many concert halls with her small band of friends.
She grew to be more independent from her family and cause quite the stir among the rich in Ienna for her many romantic conquests. She was seen as quite the rebel by everyone outside the Fullbright family. The Fullbrights themselves did not begrudge her the freedom though her mother did tell her to be careful and not diseases. She has calmed down in the last year but his father still thinks time away from the city would be helpful to her.
Spoiler: Imperial1917 - Ehtrun Daetra, QuartermasterName: Eturn Daetra
Age: 53
Gender: Male
Description:
At roughly two meters, Daetra presents a towering, imposing image to those around them. His arms are well-muscled from years of heavy lifting and smith work. His face is usually clean-shaven, the angles of his skull hidden only by the well-toned, fatless flesh of his face. His head is completely shaven and has been so for such a long time as to no longer grow hair. A scar, a trophy of an illness bore and survived in Candria, mars his chest where the festering surface symptoms struck.
Religion: Non-religious, but well-educated the Church of Ur and passes as such.
Nationality:
- Marneg born
- Reinis educated
- Worked as quartermaster for both Reinis and Candria
- Retired to Ienna.
Profession: Quartermaster
Skills:
- Flute playing
- Basic medical
- Survival skills
- Literate (including numbers)
- Metallurgy and some Trading
- Horse riding (for travel with supplies, not combat)
- Weapon selection/training/advice (for other people)
Traits:
- 37/40 vision
- Physically powerful
- Chest scar (see description)
Equipment:
- War Hammer and short chain mail shirt
- Traveling provisions (clothes, including the ones on him, etc.)
- Basic food/cooking provisions - includes a bowl or two, food, etc.
- Quartermaster supplies including general goods and small martial goods
Personality:
- Speaks very little
- Miserly when circumstances are not dire
- Inwardly pessimistic, but not outwardly so
- Generally gruff, but with an underlying humor
- Observes the chain of command, but not to the point of foolishness
Bio:
Born in Marneg, Daetra has had a long and winding history behind him. At an early age, his family, moderately wealthy and well-known smiths, sent him to Reinis. Ever the visionaries, they foresaw that education would be the future of their craft, a lesson perhaps sharply delivered by a drop in quality steel prices thanks to the introduction of easier production methods. Daetra would spend his formative years there before returning home to Marneg and taking on the family business.
Daetra's work in smithing was somewhat short-lived, however. Reinis entered into yet another war with Candria... or itself; Daetra was never quite sure which one it was. In any event, war needs smiths and some of his friends from his studies in Reinis came and begged him to go with them to war, calling it "an opportunity of a lifetime". Recently betrothed, Daetra was torn, but agreed to go in the end, biding his beloved fiancee Maria to wait for him. He promised that he would return.
Life in the army, whatever army it was, was not as glorious as the old fables made it out to be. Upon his return to Reinis, Daetra's friends were quickly drafted into the army of one lord or another. Daetra, a skilled smith, was given "an opportunity" to "join" their "righteous crusade". He would later reflect that, had he any wisdom, he would have packed his stuff and headed back to Marneg the same day. Instead, he followed his friends into the service of a lord. And then another one. And then one after that. More than one, he was sure, was actually from Candria, not Reinen.
The battles drew on and on, slowly depleting Daetra's supply of friends. During this time he moved from known smith to quartermaster as his predecessor died from something or another. Capitalizing on his education, he exchanged his services for some training here and there. The rigors of war taught him more than the dusty volumes of Reinis ever did and he slowly acquired a reputation as a jack-of-all-trades as well as a smith. As he would tell people when pressed, "When you go to war, you learn a lot of things - provided that you live long enough to learn them." Daetra saw very little "action" during his time, being situated behind the lines.
Eventually Daetra ran out of friends and out of patience. He had never believed in any of the causes that... whoever was in charge... was fighting for, nor did he care for military life. During a routine stop for recuperation, he simply walked away. He never got back-pay for the inevitable shortage of funds that caused his wages to be withheld, but he didn't care. He was tired of war. Before anybody realized it, he had used some of his trade skills to get a horse and supplies and set out back to Marneg. He heard later that his departure caused a brief spat of minor departures.
Upon his return to Marneg, Daetra settled down and married his beloved Maria, who had remained faithful all those years. He set about taking up the family business. It didn't last long. It was only a year or two later that he realized two things. First, the adventuring spirit his friends had imbued him with when they convinced him to leave Marneg in the first place never left him. He was, in a way, a free spirit that was simply wary of war, not adventure. Even Maria noticed that he was a little more adventurous than he had been when he had left. She didn't seem to mind though.
However, Daetra also realized that he was a relic. His siblings still worked the forge themselves, but they had all started families long since while he was at war. While everyone welcomed his return, the truth was that the "tongs were being passed to another generation". There was not really a place for an old war veteran like him among his nieces and nephews.
So Daetra left Marneg, probably for the last time. Maria accompanied him and some other family members who were heading to Ienna. They were intent on extending ties to the smiths there, who specialized in more exotic kinds of the craft. When they left the city, triumphant in their cause, Daetra settled down there with Maria. Together, they started a branch of the family business in the trade city.
Maria is dead now. Having given birth to many children, she passed away in her sleep. With his children now already in adulthood or close, Daetra again finds himself adrift. A new generation had once again replaced him. Seeing this, he decided to look into the rumors of a trade caravan headed east, seeking to reopen that route. His feet had begun to itch again anyways.
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