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  • Hey there, and welcome to our roleplaying section. Please take some time to read two of these useful resources below, if you're already a roleplaying expert, then there's no need to read the following beginner's guide, but be sure to read the rules.

    Free Form Role Playing Guide for Beginners
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    Blitzz

    A Friendly Brit
    Rotafar. A land as old as time itself. A land with a great history, written in blood. In the Northern lands, Kingdoms have been forged, great and strong and powerful. Armies are rising, and the songs of war flow freely on the breeze. Rotafar is about to experience the next chapter in its ever-growing story, and there is no doubt this time that this new chapter will be soaked with blood and darkness. But what will the legends tell, a thousand years from now? Will the kingdom of the east rise up to take the continent for themselves? Will the central lords unite, or will they destroy each other entirely? Only time will tell. Only you will tell.

    +++

    From the ashes of the RTS RP We Are Legion, I, Blackdoom59, Daryl Dixon and Colonelscout312 bring you Age of War. Set in yet another player-created map, this time Rotafar, each player will create a Kingdom, and attempt to claim whatever he can to fulfill the ruler's wishes. What will your aim be? Total religious conversion? Continental domination? Or survival? All of it is up to you.

    118elqf.png


    The RP will progress as the players see fit. There are rules as always, but you should all be familiar with them by now.

    For a Kingdom Card, the expected layout is:

    Kingdom Name
    Kingdom Banner
    Ruling Dynasty
    Dynasty Members
    Other Significant Characters, e.g Lords, Generals, Ambassadors
    Religion
    Political System
    Territory Detail, e.g Terrain, Cities, Forts etc.
    Military Details
    Wealth
    Trade Status
    Resources
    Political Stability
    Starting Stats
    Extra Info

    It's long, I know, but that's what's necessary. Any player looking to join, we have left the southern continent entirely open for new players, so feel free to claim territory there, although many will attempt to colonize that southern continent.

    CAST

    Blitzz - The Kingdom of Vorrindor
    Blackdoom59 - The Etumas Patriarchy
    Daryl Dixon - The Mercer Supremacy
    Colonelscout312 - Sondheim
    Valin Oakthorn - Cherawyn
    Skyrimosity - Lotharine
    Simus - The Solaran Fleet
     

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    Blitzz

    A Friendly Brit
    The Kivikoshi - A race of 8' tall stone-fleshed men with four arms. They were driven underground around 400 years ago and since have lived in three major cities beneath the ground. They are strong and fierce but normally considered a docile people. They gave up the worship of their gods after they were supposedly forsaken by them when they lost the war that resulted in their exile, and turned to revering the group of ancestors that set about founding their new civilization. They reach adulthood after just six years normally, but have very short lifespans of between 20-25 years. Although there is no more common gender, males tend to keep three or four wives. In turn, each of these wives 'belongs' to more than one man. This allows for rapid population growth, providing more men for a workforce consisting of primarily miners and builders. For food, the Kivikoshi have trouble finding animals and edible plant life without straying to the surface, so they simply trade their massive mineral wealth for ample food supplies. The hierarchy of the Kivikoshi differs from city to city. For example, Sundari Kivikoshi revere a sort of Shaman as a leader, who is said to be able to communicate with the dead and communicate their ancestor's wishes to the people, whereas the Viro Kivikoshi look up to a king who earned his place in a meritocratic society, where the strongest
    lead.

    The Draíochta (Pronounced Dry-Och-Ta, Dry-oct-ah)

    Inter-species races: “Diabhal”


    There are two variants of this race. The only major difference is their skin colour, while the tanish golden skinned are called Draíochta, the darker skinned are called Diabhal. For most however, Draíochta is the adoptive term used to describe them all, going into specifics is when you call the darker skinned Diabhal. So as an entire species, Draíochta is what they are called.
    Famous For

    Their extremely long lifespans, tanish gold skin, darker skin, unusual eye colour.
    General Description

    Overall Appearance

    Their eyes are always a shade of purple for the females and red for the males. They stand with their shortest full grown adults at 6 ft, their tallest at 7'3. The females have very alluring and feministic voices, while the males usually have a deep and powerful voice. The Draíochta sleep for roughly 3 hours per every 24 hours. They eat a variety of foods, but due to their extremely powerful immune systems are capable of eating what would kill humans.
    The Head

    The females are fresh faced, unlined and look perfectly sculpted. That is not to say all the females are attractive, but their faces show no signs of flaw or error. Such as freckles, aging wrinkles or blotches. The features may not be attractive, but they are without physical flaw. Their hair depends on the individual but the Draíochta have very thin hair and so it is difficult to keep their hair in a specific style, as the weather can ruin it very easily. The city dwelling Draíochta keep their hair maintained and in a specific style that suits their needs. This usually means a ponytail, or loose but neat just below the shoulder length hair. As this is very easy to maintain. It is rare to see a Draíochta with flowing lush hair.

    For the males, they usually keep their hair very short and unstyled. Their faces are chiselled and craggy, a difference from their female counterparts. They are unable to grow bears and so their faces always resemble a perfectly clean shaven man. The Draíochta are unable to grow body hair in general.
    The Body

    The males are usually fairly masculine, whether they are laboring workers or not. The females keep a somewhat slim athletic appearance, by nature and by their own doing. The females usually like to keep an attractive appearance for the same reasons as some human females. The males are fairly strong naturally and like to keep their athleticism. Their hands tend to grow short but sharp nails, almost like little claws. Only they protrude just past the finger and are triangular in shape, the end of the triangle being the nail. Their nails are fairly light or dark, dependent on variant of race, and extends sloping up above a normal human nail.

    (What I'm trying to say is, where human nail is just flat, theirs slopes upward a little. Get me?)
    Special

    They do not grow body hair, females do not menstruate, they age much slower than humans and when they do get older in age their skin does not appear to age. Their skin heals without scar. Their immune systems are extremely strong, however they are at a great weakness when something is lodged into them. Even a small bit of rock getting stuck into their skin after going through an open cut can prove very problematic and hospitalize them, their body completely rejects it and if the rock is not forced out or surgically removed via a knife or other means, their heart could shut down and they could die of a serious blood infection.
    Gods

    The Draíochta do not have a cultural god, but they worship the god of their King. A fair few however are non believers, or they believe in gods of other cultures. Their culture has not created a god to worship of its own. This leads to many of the non-believing Draíochta to consider the believers of any race brainwashed into believing whatever gods they are taught to believe, since religion comes unnaturally to their race.
    Specific Accomplishments

    Inventions and Discoveries

    The Draíochta have helped discover many cures and tonics to poisons for other cultures, which has well integrated them as an important contributor to society. They find out when something is poisonous in other races, and by using their cures on themselves and having this poison removed. To them it is something harmless being purged from their body, but to the other races it is lifesaving. Ways the poison comes out is usually by puking or bowel movements.

    So they are not cures per se, but they do remove the poison in their system.
    World View

    Culture and Customs

    There is no dominant workers in their culture, the males and females work just as much in most cases. There are no gender expectations, although sometimes one gender is predominantly better at an activity or job than the other. They are hard working for very long periods of time and then they have very long holidays as well, holidays which can exceed 10 years after working for 100.

    Their marriage ceremonies are big outdoor celebrations, usually very fancy, regardless of class. Among the Draíochta weddings are a right that everyone has, if they cannot afford it everyone pitches in and contributes in their own way. Weddings are a sign of good faith for everyone involved, even the richest of their race have much of their own weddings contributed to by their fellow Draíochta.

    Funerals are also outdoor, spiritually representing the freedom of the outdoors rather than the entrapment of closed in walls. The body is cremated in a huge fire for all to watch, and then the remains are scattered somewhere high up where the wind can take them.
    Society

    The Draíochta blend in well humans very well, the way they build their houses is fairly similar only the Draíochta build bigger houses for obvious reasons. The families usually are limited to a married pair and do not exceed 3 children. Draíochta women are unable to produce more than three babies as after this most become infertile. The record for most children among their kind is 5.

    The Draíochta are an important part in keeping
    Language

    They do very well in picking up foreign languages and are very good readers of body language, they have integrated with the human society for a very long time and have stuck to the common tongue of the humans.
    Combat

    The Draíochta are generally a peaceful race and prefer to not be involved with any tournaments or unnecessary fighting, wars included. They do still learn fighting skills and spar like most others, but most do not like to use this to fight unnecessary fights. Hunting is an entirely different matter however.

    Many of the Draíochta also resort to magic, as a whole their population has 85% of females knowing magic and 65% of males.


    tiefling_and_aasimar_by_chetosee-d4m99h0.jpg



    The Li'ivi - The Li'ivi are a race of dark-skinned humans that dwell in the mainland deserts. Unlike normal humans, the Li'ivi possess a sort of natural armor plating in the form of thickened muscles under their skin to protect from beast attacks. Extra layers of skin reduce the shredding damage dealt by raging sandstorms. They have an extra finger on each hand and an extra toe on each foot, for added balance and surer grip, as hunting for survival in the harsh desert climates is incredibly difficult, so the need to be fast and steady is of the utmost importance. They typically do not communicate with the city-dwelling races, preferring to remain isolated in the desert where no others are adapted to best them, however certain tribes have migrated to cities. They seem to share the same properties as humans in terms of height and weight but have much longer average lifespans of 140-150 years, reaching full adulthood at 18 like humans. Due to their isolation and reliance on self-sustainability, the Li'ivi have grown as generation after generation of hunters and alchemists, capable of turning almost any desert plant or animal into a high-quality meal. Typically the weapons they use are short-swords, bows, and the deadly Naginata.

    sacient_san_dwellers_by_sancient.jpg


    Garron Li'ivi - The Garron Li'ivi are a race of mountain-dwelling Li'ivi. Still native to desert regions, the Garron Li'ivi, nicknamed Stoneheads due to the masks they carve for themselves from stone, are shorter and have thicker skin on their palms and feet, due to the difficulty in finding resources for clothes and shoes, they have adapted to make climbing rock faces easier. The Garron Li'ivi are very rare, with less than five known clans left in the world. None remain in the desert, but instead have moved on to islands and mountain ranges. The locations of these clans are not known and it is speculated on whether they have become extinct or not.

    CH_Pathfinder_CU_01.jpg



    The Yunta - The Yunta are a race of bug-men, composed similar to a Centaur. A heavily-armored six-legged thorax eventually gives way to the torso of a standard human being. They are typically quite mercantile in their society, carrying out even the most trivial of tasks for money. Their six legs and natural exoskeleton gives them incredible speed and remarkable physical strength that far surpasses that of a human. However, to allow for mobility they tend not to armor the human part of their body very heavily, making it a weak spot in battle. A race of skirmishers as much as warriors, the Yunta frown upon most forms of magic, and live in camps organized outside of cities rather than inside them. Like the Viro Kivikoshi, their society is a meritocracy, in which only the most accomplished and richest of the Yunta may rule. In combat, the Yunta fight with short-shafted spears and one-handed axes, slashing and stabbing their foes to pieces in rather crude fashion. They do not, however, isolate themselves from human society, and it is not uncommon to find Yuntan citizens on the cities. They have average lifespans of 50 years, and have been growing increasingly scarce as of recent after a deadly disease known as the Thunderplague that only affected the Yunta wiped out more than half of their population before humans helped them to stop it. Now less than 10,000 remain in the known world.

    Giants - Giants are sapient beings that resemble oversized(4 times bigger) versions of old humans. They inhabit quiet mountain regions and sometimes grasslands. They are spread into clans and inhabit both warm(non-dessert) and cold regions. The number of giants decreased severely when the Patriarchy declared their hostility on them and exterminated them from the western lands. Today, most giant clans are peaceful, refusing to fight humans, or to fight between themselves, and some giants go as far as to help humans in constructing cities for no price at all. There are, however, some hostile Giant clans, that paint their body with weird symbols that resemble the old gods. The hostile giant clans do cause a lot of ruckus but are generally made of mideles giants that want to please the old gods by sacrifice. Giants are very weird beings, no scientist has fully understood them. They do not reproduce, but their numbers do grow in time, and no one knows why. There are tales of Giants stealing children at night, performing rituals on them until they grow in size. Giants do not require food to live, but they do drink a lot of water. They don't exactly worship the old gods as much as they believe they exist, and are permanently afraid of them. Giants are said to never age, and they are all very smart. They are afraid of magic since they are unable to use such a thing. Giant clans have no leader, instead every single member of the clan has a say in important matters. There are very few giants left, known to be 73 clans left standing.

    1367704580074.jpg


    Harpies - The Harpies claim that they were the first beings to ever walk the earth, and that the humans were created by them. Harpies tell that a millennium ago they were joined by their husbands, the Feroci. The Feroci are assumed to be an extinct race of male harpies. In harpy legends, the Feroci were descended from the old gods, and they conquered the harpies, forming the Feroci empire. The harpies took them as husbands are offered them children, even tough one in 5 offsprings was female. The Feroci Empire is said to have covered all known world, and the humans were nothing but slaves. Legends say the old gods took pity on the humans and gave them power through sacrifice. For the price of freedom, powerful mages sacrificed those they held dear to gain great powers whom they used to defeat the Feroci. The Feroci are now extinct, and the harpies are all that remain. The harpies look the same their entire life, but have a life cycle of about 300 years. Soon harpies started to mate with humans in order to continue their bloodlines. Not many humans wanted to mate with harpies, however, which is why their population is very slim, of about 20, 000 in the entire world. Today, Harpies can be seen flying like regular birds, finding pray, both animal and human. They took their worship of the old gods to the same level as the mages that killed their husbands centuries ago. Harpies are able to use magic after they sacrifice humans to the old gods. Many young harpies have the habit of seducing young humans, breeding, and then sacrificing them. The offspring is sacrificed too if it comes out a human. Few Harpies live within civilization, but those that do are generally nobility.

    harpy_matriarch_by_mr__jack-d4qol31.jpg


    Guardians - Guardians are humanoid beings that protect certain sacred forests. Not much is known about them other than the fact they can take the form of trees, elks, bears, wolves or any other forest animal. They protect their few sacred forests in mysterious ways. Besides being able to morph freely into any animals, they can also become hybirds and cast strong alteration and illusion magic(as in the pic above). It is traditionally known which forests are sacred, and people generally avoid them. If a human kills an animal or a chops down a tree in those forests, they hear a strong magical voice saying "Leave" before a winds starts blowing strongly and animals unleash their characteristic sounds. If the human is bold enough to continue whatever he was doing, the forest will eat him alive.

    There is a common poem which justifies the existence of the Guardians, called Robson's Justice. The poem goes as follows:
    There once was a strong king named Robsom
    With a son brave and quite handsome
    That picked on the art of hunting
    Forever he wanted but one thing
    To see the forest on a glorious day
    And to also hear, what it has to say
    So did the son venture deep in the forest
    But when the father had heard from his fortress
    That his son never could came back
    His heart was broken and his blood turned black
    Both his fists and his teeth did he clench
    As he desired his sweetened revenge
    He rose his armies of a thousand banners
    The smiths forged him a sword with their hammers
    And he marched in the forest with torches and steel
    Sure to himself no one can match his zeal
    The trees were ablaze and smokes climbed high
    And the king believed he served justice hereby
    But neither the king, did ever the return
    And his armies had a valuable lesson to learn
    As the roots and the trees fought against the flames
    All the noble knights were turned to remains
    "You have heard our voice" the forest talked back
    "Never do come here and always turn back"

    Teracari
    Cari
    Pterosaur-Hornbill_RAIZA-V2.jpg

    Appearance
    Height: 1 ft
    Weight: 5 lbs
    Desc: a small primate with talons, a birds head, wings, and a tail. Male's feathers are beautiful to attract females, while the females have much more dull feathers.
    Behavior
    Wild: Live in flocks, scared of most races besides guardians.
    Tame: Very playful, will bond with a single person.
    Movement: Moves much like a small monkey, but flies to heights or long distances.
    Eats: Fruit.
    Extreme Fear: Smoke.
    Traits: Hollow bones like a bird, quick like a monkey, extremely intelligent (can learn commands to the extent of the most intelligent monkeys and apes.), pretty useless for battles, extremely loyal to it's owner, can easily deliver messages to anywhere it has been before or shown on a map.

    The Grok - The Grok are a quadrupedal race of swamp-dwellers that feed upon mainly plants and small insects. Despite their sharp teeth and claws, it is rare for them to attack people and other animals. They possess a series of small bumps on their back that glow blood red to deter chasing predators.

    monster_monday_volume_2_sketch_1_by_comicbookist-d6af4bh.jpg


    The Viryi - The Viryi are a very small race of poisonous insects that swarm on dead creatures and melt the flesh into goo with their venom before carrying it back to nests to feed their hundreds of young. Their poison is strong enough to melt flesh and they are not afraid of attacking humans in swarms, but races like the Li'ivi are seldom bugged by them.


    The Drono - The Drono are a race of large serpents, around 12 feet long in places, covered in spikes and armor. They are not venomous, and they prey on smaller animals. They are found commonly in deserts and swamps, and even more so in jungles and grasslands. They are very large and very dangerous, but their meat is a delicacy to those brave or foolish enough to hunt them.

    cerastes.jpg


    The Styre - A huge race of reptilian behemoths, larger than giants and twice as strong, the Styre live in mountain caves and feed on large animals. They are very dangerous and should be avoided at all costs, but there are only about 10 left in the world and only one has ever been tamed.

    nemesis-sh.png


    The Fex - The Fex are a race of small tree-dwelling predators, lethal and very agile. They are weak and scare easily, but they are ferocious and capable enough to literally shred flesh to pieces.

    802c8d9347fb3240ab3a86e29eac27a8-d55t4r4.jpg


    The Mire - The Mire are a race of swamp-dwelling herbivores. They make their homes in boggy earth and bury themselves to hide from predators. They have very hard carapaces that prevent them from being chewed up for long enough for them to release their natural poison into the predator's mouth, forcing them to drop the Mire. They are very small at about two feet high, and are eaten commonly as food.

    rust_monster_sketch_by_hologramzx-d5z1hg3.png


    The Dzin - A gargantuan race of passive herbivores, the Dzin are enormous quadrupedal beasts that are herded by giants and ridden by the Li'ivi desert tribes. They provide an excellent source of milk, and from there cheese and creams, and when killed their skin and meat is incredibly useful.

    218a5449fd93265594b4a82bba79dbe5.jpg


    The Nauna - The Nauna are a docile race of herbivores that graze grassland plains. They are also common in forests, and variations are found in deserts and icy regions. They are often hunted and commonly eaten, as their antlers hold medicinal qualities. They are too lively and free-willed, however, to be tamed and ridden or kept on farms and ranches.

    th


    The Inkus - The Inkus are a race of small scaly hounds, with red skin, believed to be the spawn of dragons and wolves. They are fiercely loyal and strong despite their meager frame, standing at a maximum of 1 foot high and 3 long from nose to tail, they are surprisingly strong, making them good substitutes for dogs in hunting, but they scare easily at loud noises and so make for poor wardogs.

    The Swiftwing - only four Swiftwings exist in the known world. They are enormous birds that resemble the phoenix, with a wingspan of 30 meters. They often feast on the Dzin, and in one case a pair was able to kill and feast upon a Styre.

    The_Fire_Bird_by_Kittie_cat_black.jpg


    The Vun - The Vun are a race of griffin-like creatures, except much more predatory and much less isolationists. often in flocks of 4-8, the Vun are about as large are horses and can be tamed temporarily, but never long enough for effective use before they turn rogue again. Taming them seems to be extreme pacification more than any thing else.

    wxp21d.jpg


    Karks - Karks are mountain-dwelling quadrupeds. They are normally hostile, feeding on rodents and small insects. Growing normally to only three feet tall, Karks have large spiky backs resembling rocks to allow them to hide from larger predators and blend into their mountain homes. In mountain regions, farmers often attempt to herd them, although they are often overlooked and it is difficult to keep them in groups larger than ten.

    390993f82c300b884bea06548f9ef772.jpg


    Nachi - The Nachi are swamp-dwelling humanoid predators. They are human-sized and live in clans of up to 20. They are not intelligent and communicate through clicks and growls. They hunt small creatures like the Mire and Grok, but cannot speak. They are feral and primal, unable to wield weapons. Their teeth inject venom into prey, meaning even a single bite from a Nachi can be fatal to most creatures.

    Skale.jpg


    Xhox - Swamp-dwellers, Xhox worms are often kept as pets by the Nachi, although they are found wild. They are around 5 feet long and a foot in diameter. They feed on rodents and small creatures like the Mire. They are very toxic and so are never eaten under any circumstances, even by the poison-immune Nachi. They are normally used for tracking, and are difficult to tame.

    1308326253_guild-wars2-orrian-grub_www.nevsepic.com.ua.jpg


    Gors - Gors are grassland predators. Roughly the size of a very large dog, Gors hunt in pairs and mate for life. They feed on the Nauna mainly but have been known to attack humans, and can easily kill them They are strong and quick, and some have been domesticated by beast-masters and trained as personal pets. Due to their pairing mentality they do not work well alone and do not work well in groups larger than the pair.

    Creature_concept_by_PkLklMike.jpg
     
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    Blitzz

    A Friendly Brit
    Kingdom of Vorrindor​
    banner.jpg
    House Herrin
    King Isaac Herrin - King of the Kingdom of Vorrindor, 47 years of age​
    Queen Jeyna Herrin - Queen of the Kingdom of Vorrindor, 41 years of age​
    Robert Herrin - Eldest son of Isaac, 19 years of age​
    Marka Herrin - Second son of Isaac, 11 years of age​
    Layna Herrin - Eldest daughter of Isaac, 10 years of age​
    Jonno Herrin - Bastard son of Isaac, 23 years of age​
    Luca Herrin - Brother of Isaac, 42 years of age​
    Nina Herrin - Daughter of Luca, 16 years of age​
    Bodyguards
    Ser Hal Borra
    Ser Theobald Tornt
    Ser Jeremyn Lynn
    Ser Bartly Blackwest
    Ser Tythos Swiftsilver
    Ser Dreneth Clawtide
    Ser Levi Quinn
    Ser Troy Barrett
    Council
    Lord Chaplain Jurdan Redfield
    Lord Treasurer Moyses Vincent
    Lord Spymaster Mannos Tanner
    Lord Steward Serrel Denton
    Lord Marshal Luca Herrin
    Lord Adviser Mace Southsun
    Ambassadors
    Juno Hammersly
    Nico Chester
    Samm Torrance
    Mandra Branning
    Provincial Lords
    Isaac Herrin, Lord of Duskspear
    Jendra Longridge, Lord of the Marshlands
    Karrin Rockwood, Lord of Felldor
    Robert Hornbrand, Lord of the Easterlands
    Conter Geldrin, Lord of Ravenvale
    Harold Cinder, Lord of Blade Rock
    Military Leaders
    General Caelen Griffin, General of Vorrindor's Military
    Admiral Dante Rockwood, Admiral of Vorrindor's Navy
    Captain Riivok Ngalak, Captain of employed Yunta mercenaries
    Shaman Novi Granitegrip, Warlord of Sundari Kivikoshi
    Religion
    The religion of the Vorrindor revolves around a pantheon of beings, each portrayed as a different animal and each holding responsibility for a different part of creation. There are around 100 of these, but only about 10 are commonly revered among the people. They are known among the people as Anduls. The ten people commonly revere are known as follows:​
    Rerum, the God of creation. He is portrayed as a four-headed dragon, each head representing the four elements of earth, water, fire and air.​
    Venartey, the God of the Hunt. He is portrayed as an enormous black wolf with blood red eyes.​
    Talunik, the God of Agriculture. He is portrayed as an enormous ox with sharp curved horns.​
    Neitsillikus, the God of purity and fertility. He is portrayed as a white butterfly and revered solely by women.​
    Rikas, the God of wealth. He is portrayed as a fox with a coat of fiery fur.​
    Fortis, the God of War. He is portrayed as an enormous brown bear that stands on two legs, with armored plating on its back.​
    Vesi, the God of the Sea. He is portrayed as a whale with sailors clinging to his back.​
    Taevas, the God of the Sky. He is portrayed as a rainbow-coloured falcon in mid flight.​
    Kaiju, the God of the Earth. He is portrayed as a Styre, but without as many spikes and teeth.​
    Vesioduk, the God of craftsmen. He is portrayed as a tiger, with iron and gold stripes.​
    The story goes that in the beginning, there was only Rerum. Rerum grew enraged with being so lonely, and so in a fit of rage he screamed fire throughout time and space. The fires merged and their properties collided and reacted, forming a single spherical rock. The fires themselves took form, and Kaiju, Taevas, Vesi and Tulek (God of Fire, but not typically revered) where born. Kaiju gave his body to the rock, and the grass and desert and mountains were formed. Taevas gave his body to the rock, and the skies and sun and moon were formed. Vesi gave his body to the rock, and the seas and oceans and rivers were formed. Tulek, however, saw fit only to destroy. The four joined forces and used their combined powers to vanquish him, leaving only Rerum and his three pure children. Rerum replaced Tulek with Neitsillikus, and soon the four children of Rerum began giving birth to the other gods that make up the Pantheon. That is, in the Religion of Andulism how Rotafar began.​
    Politics
    The Vorrindor Kingdom is based on Feudalism. King Isaac is the King of Duskspear, the province that holds the Capital City of Duskspear. Rather than control the whole Kingdom, Isaac appoints a group of Lords under his control to manage the provinces for him. He can call upon them at any time to fulfill his demands. If there is no Heir to the throne when the last of the Herrin family die, one of the Lords that run the provinces will be appointed to King after a public vote.​
    Territory
    The Kingdom is divided into 6 provinces. One is the Ari'iki Desert, under the complete control of the Li'ivi tribesman. One is the southern outcrop that is primarily marsh, known as the Marshlands. The Central province is Duskspear. The Eastern province is known as the Easterlands. The Western province is known as Ravenvale, and the North Western Province is known as Felldor. Felldor is a desert province.​
    The Western Border is lined with forts and is a very mountainous region, making it very difficult to traverse quickly or efficiently. The North of the Kingdom, Felldor included, is all desert and home to some 17 Li'ivi tribes, around 35,000 tribesmen. Also in the mountains in Ravenvale is the Kivikoshi city of Sundari. The Marshlands are, as you would expect, marsh and bogs. However, central and eastern Vorrindor are mostly grassland and tundra.​
    Map Provinces.png
    Legend Map.jpg
    Military
    The current size of all of the Vorrindor military is 15,500.​
    + 1st Infantry Battalion [1,500]​
    + 2nd Infantry Battalion [1,500]​
    + 3rd Infantry Battalion [1,500]​
    + 4th Infantry Battalion [1,500]​
    + 5th Infantry Battalion [1,500]​
    + 1st Heavy Infantry Battalion [750]​
    + 2nd Heavy Infantry Battalion [750]​
    + 1st Archer Battalion [500]​
    + 2nd Archer Battalion [500]​
    + 3rd Archer Battalion [500]​
    + 1st Rider Battalion [1,000]​
    + 2nd Rider Battalion [1,000]​
    + 3rd Rider Battalion [1,000]​
    + 4th Rider Battalion [1,000]​
    +Yunta Mercenary Company [250]​
    The Navy consists of around 60 warships and 50 trade ships. They have a medium sized navy, but it is effective because of their good supplies of iron for reinforcement from the Kivikoshi.​
    Wealth
    There is a very clear class divide in the Kingdom. whilst next to no one is homeless, impoverished or classed as outright poor, there is a distinct upper class of incredibly wealthy citizens, most living on the resort-like Isle of Rikas, named after the God of Wealth. The Kingdom itself has a strong economy, despite their lack of trade dealings with other kingdoms. This is mainly because of the hard-working populace, which provides ample resources for the Kingdom so that it has no need to spend money on importing them. Food is in abundance thanks to the large grasslands that are almost entirely used for farming, and the surplus is so that they can trade massive amounts with the Kivikoshi for high-quality quarried stone, iron and other precious materials.​
    Trade
    Although at some point in their history the Kingdom traded with every single existing kingdom for one reason or another, they currently only trade with the Kivikoshi of Sundari.​
    Resources
    The Kingdom has ample supplies of stone, iron, gold, food, and other important metals and materials. However, one thing they are short on is lumber. After completely felling the forest island east of their coast, the grasslands meant that there is simply not enough lumber for use in construction. As a result, most buildings, even those in villages, are built from stone, of which there is an abundance, whilst lumber is saved for when it is needed.​
    Political Stability
    The government is stable, the populace is happy, but there has been a great deal of dispute between the Li'ivi and the humans, due to the fact that the Li'ivi feel like Felldor is an infringement on their territory and that they are being forced from the lands gifted to them by Ara'akhar, their deity. This will escalate into full-blown civil war if not stopped soon.​
    Starting Stats
    Wealthy, low-strength military, medium strength navy, good construction resources, very strong border defences, lack of lumber, unrest with Li'ivi, good relations with Kivikoshi, looking for trade opportunities, looking to expand/colonize, looking to marry off children.​
    Extra Info
    The Kingdom has a total population of 270,000. Slavery is forbidden in the Kingdom. Although the main religion, Andulism is not the sole religion in the Kingdom. There are very few places of worship in the Kingdom. There are many memorials of past wars, civil and otherwise. This Kingdom is the only place that the Mire and the Grok races are found.​

     
    Last edited:

    Valin Oakthorn

    Vagabond Extraordinaire
    Well. I guess it's time to do the usual thing that I do when someone creates a RTS roleplay. I will tell you that I am very interested and then struggle for a great deal of time trying to think of a KC. In the past I haven't done well on the KC, but perhaps the original continent will help me stray away from the typical KC I tend to think up.

    Wish me luck. :)
     

    Blitzz

    A Friendly Brit
    I do, but just in case you did miss it, the North continent is entirely claimed, but the islands and South continent are free for you :) good luck!
     

    Valin Oakthorn

    Vagabond Extraordinaire
    Question, will you be putting the various races in the bestiary? If so I may wait for that to be completed before making a KC.
     

    Valin Oakthorn

    Vagabond Extraordinaire
    I'll go ahead and wait till' you guys get all the information up. However I would like to claim the small continent in the South East corner, to avoid needing to change the idea I have for the KC because someone else wrote a KC while I wait. If that is okay with you guys, of course.
     

    Blackdoom59

    BATMAN!
    The Etumas Patriarchy

    tumblr_n1jhnsVcoC1sjnh4bo2_500.png


    House Solari

    (click on the names to see pics!)
    Patriarch Willard Solari - 62 YO - The cultural, political and economical leader of the Patriarchy, Willard is by far the most respected and important person in the state.
    Catherine Solari - 57 YO - The Patriarch's wife and high priestess
    High Inquisitor William Solari - 62 YO - The military and defence leader of the Patriarchy, William is respected and feared in equal manner.
    Alexander the Bastard - 11 YO - William's only son.
    Princess Eva Solari - 17 YO - Willard's youngest daughter
    Anna - 23 YO - Willard's oldest daughter, married to Greymund Ashfort against her father's will
    Prince Caelin Solari - 18 YO - Willard's only son, heir to the Patriarchy

    Bodyguards

    The 5 Protectors are 5 mages so strong that instead of being punished, they were trained as knights, and now are the most trustoworthy and loyal bodyguards of the Patriarch. They keep their masks on all the time and are the only ones allowed to use forbidden magic when the patriarch is in danger.

    Council

    Greymund Ashfort - Economy and Treasury Ministry
    Silicia Robinson - Espionage and Assassination Ministry
    William Solari - Defence and Army Ministry
    Caelin Solari - Overall Advisor
    Catherine Solari - Cultural and Religious Ministry
    Zevros Areni - Foreign Affairs and Diplomacy Ministry

    Military Leaders

    William Solari - High Inquisitor - 45% of the army
    Jorrah Sandbone - Elite Inquisitor - 20% of the army
    Anders Ferus - Elite Inquisitor - 15% of the army
    Evelyne Arrow - Inquisitor - 10% of the army
    Oliver Crown - Inquisitor - 10% of the army

    Religion

    The etumari started worshiping the New Gods. The new gods are the sons of the Old Gods whom started helping mortals against the Old God's wrath. There are few New gods of note since they are said to be the stars on the sky, watching over their followers from a distance and guiding them. There aren't many religious traditions as of yet since the religion was founded not a century ago, but the Solari Dynasty is said to descend from the New Gods. Use of Destruction, Conjuration or Illusion magic is forbidden and punishable by death. Restoration and Alteration are the only permitted schools of magic.

    Politics

    Most matters are discussed by The Patriarch and High Inquisitor. Their word is law. Quite tyrannical but most citizens view the two as gods. Even if the Patriarch appears to be the ruler the Patriarchy is actually a Diarchy. The Nobles hold a larger power in the state then expected, half of the Patriarchy's facilities and agricultural fields belong to the nobles, and more than half of the population works for them. While the Patriarch wishes to live peacefully with the nobles The High Inquisitor wants them destroyed.

    Territory

    The etumari lands hold 9 provinces.
    yh5km.jpg

    LAND
    1 - Crownlands (Industrial Grasslands)
    2 - Eastern Ferocia (Grasslands + Forest)
    3 - Western Ferocia (Forest + Grassland + Mountains)
    4 - Swordbreaker Plains (Agricultural Grassland + Forest)
    5 - Koraki Mountains (Mountains)
    6 - Winter's Touch (Tundra Grasslands)
    7 - Soforia Plains (Agricultural and Industrial Grasslands)
    8 - North Soforia (Tundra Grasslands+ Forest)
    9 - East Soforia (Forest + Mountains)

    WATER
    1 - Koraki Bay(Pearls)
    2 - Scholar's Dock(Fish)
    3 - Ferocia Coast(Fish)
    4 - Soforia Coast(Fish+ Pearls)
    5 - Southren Ocean
    6 - Eastern Ocean

    Each province has at least one fortified city accompanied with a few or more villages. All mountain regions have strategic castles that serve as headquarters for the Etumari Army. Grassland Regions have more villages in general, while forest regions have less.
    Capital - Starhold in the Crownlands
    Duskshatter in Swordbreaker Plains
    Soforiana in Soforia Plains
    Shallowkeep in Koraki Mountains
    Golden Palace in North Soforia

    Military

    The Patriarchy's Standing Army consist of 24,000 trained solders.
    +1st Heavy Knight Battalion [2,000]
    +2nd Heavy Knight Battalion [2,000]
    +3rd Heavy Knight Battalion [2,000]
    +4th Heavy Knight Battalion [2,000]
    +5th Heavy Knight Battalion [2,000]
    +Elite Heavy Knight Battalion [1,500]
    +1st Battlemage Division [1,750]
    +2nd Battlemage Division [1,750]
    +3rd Battlemage Division [1,750]
    +Elite Battlemage Division [1,000]
    +1st Archer Brigade [1000]
    +2nd Archer Brigade [1000]
    +3rd Archer Brigade [1000]
    +4th Archer Brigade [1000]
    +1st Crossbow Platoon [1,500]
    +2nd Crossbow Platoon [1,500]

    There is a levy force which only the Patriarch Himself might use when the Patriarchy is under attack. If the situation calls for it he can conscript up to 60,000 more untrained solders. The Patriarchy views woman and men equally unlike other kingdoms, thus the solders can be both male or female
    The Patriarchy only has 20 trading and ships and no assault ships. Plenty of workboats

    Extra Info on military: The army of the Patriarchy is considered to be the strongest land army in the entire world for a lot of reasons.

    To clear something up, the Patriarchy has no mounted troops, as horses were imported in Etumas roughly 20 years ago. They are used mainly for breeding and they are quite expensive, thus only nobles and high ranking generals use them. Since they are so new to the Patriarchy, most solders don't have a clue on mounted combat (although they know how to counter mounted combat). Some are currently being trained to become riders, but it will take years before a mounted squad will be incorporated into the army.

    The military organisation on the field is exceptional. The most common tactic is using a large organised, very slow but very deadly juggernaut force and fighting with caution. They are not the kind of guys who do short skirmishes, or harass tactics, they either go in or they don't.

    I'l try to explain how the army is organised.
    The front line is made out of crossbowmen, medium armored(plate metal on chest and shoulders, leather everywhere else) ranged troops that occupy the front lines to fire on charging enemies before retreating through ranks. The Patriarchy's crossbows are special, they fire two bots which are placed one in front of another. This way the crossbow can fire twice without reloading but it takes longer to reload. The crossbowmen have no swords, but they are trained to use the crossbow as a meele weapon. They have large tower shields on their back which they can use to defend against incoming missles, kinda like a cover sistem. Recruits spend 5 years training.

    The second line is made out of the Heavy Knights(also known as the vanguard). They wear heavy armor(full plate, very hard to bring down) and use two handed weapons. They are spread in many groups of what weapons they use. They can use longswords, halberds or warhammers. Recruits spend 10 years training.

    The second line is made out of Medium Knights (known as the Second Shield). Medium armored(with slightly more plate than the crossbowmen) they are also spread into groups and use one handed weapons and shields. They can use swords or maces, and they have thick wooden shields covered with a little metal. Recruits spend 7 years training.

    The 3rd line is made out of the Battlemages (known as the holy guard). This line is actually halved into two smaller lines so to speak. The first half has heavy armored battlemages that use one handed weapons AND shields. They use mostly restoration magic, healing the wounded, laying down strategically placed circles of protection. The second half is made out of medium armored battlemages with a large supply of magicka potions They are more vulnerable to magic than any other unit in the army, but they use high level alteration magic to protect the archers from harm. If a group of cavalry tries to flank the archers, they will unleash a flurry o paralyze bolts on the front lines of the riders. You can imagine what happens if the first rank of an army of raiders falls off paralyzed. Recruits spend from 14 to 16 years in training.

    Archers are the last line and they do what you would expect. They also wear medium armor and have a backup sword in case they have to fight. Recruits take 3 years training.

    The elite guys only answer to the high inquisitor and they are the best of the best.

    Another reason the Patriarchy has feared military is because of their siege capabilities. Besides using Balistas and ladders like all the other nations, they have 2 powerful machines that are hard to engineer and are unique to the westernlands. Firstly, they use a specialized version of the trebuchet , which is way taller. This version can spin the boulder twice and up to 5 times before they release it, thus damaging walls tremendously. In order to spin twice, there have to be a lot of small stones placed alongside the boulder to keep it from falling off. It takes longer to fire, but it fires stronger.

    The other machine is a large battering ram with a wierdly shaped metal head. The battlemages enhance the head, making it much sturdier, and then when they use it on the gate it is 5 times more efficient, since the metal head has magical proprieties already.

    The patriarchy troops are heavily disciplined and sturdy. They are trained to endure all climate types, and speak their own language. That's right, the soliders and generals use a language that they learn since they were recruits. They call it words of might, and it is not a written language, only the solders know it and they teach it to the recruits. It doesn't have a bunch of words in it either, just things that are very important to say on the battlefield and that the enemy won't understand. For example if the inquisitor says charge, the enemy knows they are gonna charge. If he says fire the enemy knows they are gonna fire. If he says something in this language no one has a clue what he said. There a multiple versions of the same word which mean the same thing for further confusion.

    And finally, all heavy and medium armors are enhanced to give them ressistance to magic(except for the medium battlemages, which are enhanced with more magicka.)

    Wealth

    The Patriarchy is on the verge of Bankruptcy and is slowly climbing towards a stable economy. This thanks tot he Patriarch's new trade reforms and the many fundings of the nobles. Without the nobles, the Patriarchy would succumb to a lack of coin.

    Trade

    [OOC I can change this if you guys dont liek it] The Patriarch was able to conduct trade with every major civilization with the exception of Vorrindor, whom's he still trying to persuade into Trade on sea.

    Resources

    The Patriarchy has an ample supply of wood, iron and steel(although they are skeptical about trading the last two) alongside some luxury resources like silver, gems or pearls which can be found on the rich mountains and seaside bays. Food production is stable but slowly goes down as the population increases. Due to that reason the Patriarchy does NOT trade food and will soon agree to import.

    Political Stability

    The Nobles are greedy and always desire more than they already have. The Patriarch tries to use diplomacy as his weapon against them while the High Inquisitor threatens them. Major misunderstandings between the two monarchs can lead to a civil war. While The Patriarch is content with the current Territory and plans to change some old laws to make the peasant's life better, the High Inquisitor wants more solders for a rapid expansion in the north and east.
    There are many homeless people and slums that even the nobles can't take care of, and most of the population that works for the state instead of the nobles is plainly poor.

    Starting Stats

    Poor, High Strength Military, No naval force, Very cultural, Hostile towards magic and Old Gods Worshipers, Stable growth in cities due to nobles, High population growth due to laws, looking to marry off children and High Inquisitor.

    Extra Info

    The Giants and Harpies were exterminated from the Patriarchy Lands. Most mages are either dead or fleeing the kingdom. Non-human races are permitted but not welcomed. There is a HUGE underground city under the capital where the mages are punished. There is a large population of Kivikoshi in that city, and they more or less work for the High Inquisitor. Due to the same views on magic the Kingdom has the highest population of Yunta in all the other kingdoms (3,300). The laws encourage couples with children by giving them bonus income. This is why the Patriarchy has a very high population of ~500,000

    History

    The Etumas's history can be dated back 5 centuries ago, when the westernlands where split between tens of tribes and petty kingdoms. The largest of them all was the Etumas tribe who possessed the entirety of the crownlands. The Etumas tribe was ruled by the strongest mages in the westernlands, and their subjects were mostly slaves whom worked the lands or warriors whom helped the mages on the field. The tribe started rapidly expanding north as more mages joined the fold, they took a liking to sacrifice and pleasing to old gods. By the time they controlled half of the westernlands, the mages were many at number but the slaves had gotten out of control.

    The first slave revolt was known as the Western Uprising and the slaves were too much for the Etumari to handle. Soon they had forsaken most of their old tribal views when the revolt was finally put down by a seasoned warrior and mercenary leader by the name of Loghain Solari. As a reward, Loghain became the marshal of the Etumari armies, and he was granted titles and lands. His family became nobility in the Crownlands. The clan took the name of Imperium, and a legendary mage - Nervan Highwing took it's lead. Nervan was allegedly the strongest mage in the entire Imperium. Under his rule the Etumari held lands very far in the east, and they managed to vassalize strong clans such as the Scar-Bearers. The Imperium rule wasn't kept for very long and most of their far-away vassals were only briefly affected by the new change.

    Nervan started to thirst for power, sacrificing many nobles in his court openly, but none dared oppose him. When Loghain's daughter was sacrificed, he plotted against him, helped by the very mages that swore fealty to Nervan. The etumari armies had their weapons and armors enhanced to resist and fight magic. Loghain rose and army and after many years he managed to end Nervan's rule. But with the end Nevran came the end of the Imperium, as many solitary clans became independent once more. Loghain's son took over what was left of the Imperium, renaming it the Etumas Patriarchy, while Loghain's other daughter became the first Inquisitor. The mages, giants and harpies of the westernlands were outlawed, and battle-hungry knights cleansed the land of illegal magic. After centuries, the Patriarchy slowly expanded in the westernlands.

    30 Years ago, the Solari bloodline was almost vanished on an event known as Shallowkeep massacre, where mages assassinated almost every member of the Solari Family with the exception of Marcus Solari, whom fought his way out of the keep. Being no one other to rule alongside him, Marcus became both High Inquisitor and Patriarch, taking the role of a Tyrant in order to raise gigantic numbers of solders. Marcus's armies were well equipped and large that they took North Soforia from Sondheim with ease. They also managed to expand east, conquering East Soforia and uniting the Soforia Plateau. With a surplus of population, Marcus plunged the Patriarchy into bankruptcy when he tried raising armies for a full invasion of Sondheim. However, he was assassinated before he could get anything done, leaving his twins to clean up after him. Lately the Patriarchy lost land and populance to the nobles, while the army number dropped severely to avoid bankruptcy. Crime was raising as many ex solders made a living from raids, but they were swiftly placed down by the new High Inquisitor. The Patriarch and High Inquisitor were both raised by a ruthless father, and, even if their ways are different, they both want what's best for the patriarchy​
     
    Last edited:

    Blackdoom59

    BATMAN!
    In my story I'l have North and East Soforia(see territory) taken by force 30 years ago from Col and Daryl specificly. You guys are cool with that?
     

    Blackdoom59

    BATMAN!
    The Patriarch is gonna want to trade with your guys as well as marry Robert Herrin to Eva Solari.
     

    Blitzz

    A Friendly Brit
    Robert Herrin needs to be married off, heirs and all that :) hopefully our Kingdoms don't have as much bad blood between us as in WaL when we were on the cusp of war
     

    Blitzz

    A Friendly Brit
    And Doom, just a though, if you wanna start some conflict you can stake a claim on that Island off your east coast, that gives you reason to attack it unless they give it to you
     

    Blackdoom59

    BATMAN!
    Well the Patriarch doesn't want conflict but the High Inquiz does. My guys dont expand on sea btw
     

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