StarCraft® II

The Tides of War Discussion/Planning

Besides the Lunus backstory which could be used as part of the mythos of the RP, it is very good. I might just very well copy and paste it and add it on to the magic section.

I think I am almost done.
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IMPORTANT: NOTHING NEW EXCEPT WHEN MENTIONED BELOW, JUST REFORMATTING FOR COPY AND PASTE IN THE ACTUAL RP THREAD WHEN IT IS UP.

1. Everfrost added to the White Lands

Geography:
The continent of Ridehu is bordered by the Silent Seas to the west, the Summer Sea to the north, and the Frigid Sea to the south. It is separated from Yeunn, a much more massive continent blocked by a body of water called the Black Sea to the east. The entire continent of Ridehu is under the reign from a single king who rules from his throne in the city of Avora, a great coastal fortress-city near the Black Sea.

The King governs the affairs of Ridehu with the help of his council and loyal retainers. His council advise the king in matters concerning the financial and political state of Ridehu. When he first united the continent under his banner, he had each surviving lord swear an oath of loyalty to him and executed those who did not. The lords who took on the oath were allowed to return to their homes and governed their own land. In return, all they had to do was pay their taxes and tribute to the king. As such, these lords hold significant autonomy regarding matters of their lands.

Ridehu is divided into several administrative regions and five were separate kingdoms before they were united some 100 years ago. Each region has its jurisdiction under a House of a great lord and they in turn report to the king.

Population density: least to greatest
  • The Island of the Stormwinds
  • The White Lands
  • The Vale
  • Doam
  • The Range of Mesorath
  • Land of the Crown
  • The Verdant Valley
  • Landmass from greatest to least:
  • The White Lands
  • The Verdant Valley
  • Land of the Crown
  • Doam
  • The Range of Mesorath
  • The Vale
  • The Islands of the Stormwinds
  • Regions within Ridehu
    The White Lands
    The south's climate is generally cold and gets progressively worse in winter. In the summer years, the climate is more temperate, enough for plants to grow. Due to the harsh climate of the South and way of life, the South's population is sparse despite it accounting for more than 30% of Ridehu and being the largest region of Ridehu. Past the Barriers, a series of very formidable mountain stretching from the Silent Seas to the Frigid Sea, the land is in a state of semi-permanent state of frost. Though life is still present in such conditions and nomadic people roam the tundra, it is very sparse and none have returned from an expedition to explore the region called Everfrost.

    The Vale
    A marshy and heavily wooded region that is rather lush. It is in the northwest. Along the coasts are rocky cliffs and small ports It is a humid place in the summer and it is bearable in the winter. There are plentiful areas where various wildlife are found. It is a populated region. Due to the deep and plentiful lakes and rivers and bountiful trees and wildlife, fishing, hunting, and lumber are prime industries, as well as trade.

    The Island of the Stormwinds
    The Island of the Stormwinds is a series of six major islands off the the western coast of Ridehu, south of the equator and only several hundred miles away from the Southern coastline. The islands are rainy and cold and as such, the people living there are known to be a hardy and rowdy warrior race. They are known privateers and are the most troublesome and rebellious subjects under the crown.

    Doam
    Doam is a region whose climate is a harsh desert and contains the only desert in Ridehu. It occupies the northern part of Ridehu. As a result a political marriage to one of the King's son, Doam was allowed to keep many of its local customs and laws and is ethnically distinct from the other regions in Ridehu. The population is small in comparison to others and congregates along the coast and few things thrive in the inhospitable desert. That desert serves as an important barrier against their southern brethren should they decide to invade.

    The Verdant Valley
    As its name suggest, the Verdant Valley has the most fertile land in Ridehu. It is gifted with rolling fields of crops and flora. Thanks to the fertility of the land, it is the most populated and richest region and it can field the largest army because of it.

    The Range of Mesorath
    A series of mountainous and hills, the Range of Mesorath is rich and silver and gold. Despite being one of the smaller regions, the wealth provided by the gold and silver is no laughing matter. The lord of the Range is the wealthiest man in Ridehu and his vassals have benefited greatly from this wealth.

    King's Valley
    Under the direct rule of the king, the Land of the Crown is a site of many battles as it is the center of Ridehu. Old scars still bear witness to the great atrocities committed in times past as broken shields and swords can still be found. Today, the Land of the Crown has seen its land converted for farming and the climate is wet and warm. However, it is still heavily in woodlands. Avora, the fortified fortress capital of Ridehu is located on the coast of the Black Sea and is the most populous city.
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    1. New Religion added.
    2. Ores added.
    3. Economy added

    Culture of Ridehu:

    In poor families, the wife and husband tend to their fields along with their children. With some percentage of their crops given to their lords as payment for living in their lands, these families often only have enough money after selling their goods to keep food on their table. As such, they are unable to pay for the children's education and they need all the hands they can get. Whatever education they receive is limited to their parents. Should a child show a particular skill in a craft, the parents can appeal to a local master for apprenticeship in hopes that their children earn a better living. Many of the poor are illiterate.

    On the other hands, the children of the nobles live a much more luxuries style. They are able to get afford an education. They do not have to toil in the fields or worry about their next meal. Boys learn the arts of war and speech and are groomed to be the successors of their Houses while the girls learn the necessary skills to be an ideal noblewoman for political marriages.

    Knight:
    Knighthood is not hereditary. A nobleman who is a knight does not means his sons are knights. They have to train themselves to be a knight. A poor can rise through society and good standing by becoming a knight but such a process is expensive and out of reach for most folks.

    Knights make up a minority of nobility and are expected to uphold the code of chivalry; defend the weak and the innocent, fight fairly and honorably, and obey their lords. However, the code is upheld differently by different knights.

    A knight is expected to maintain their own armor and horse. This costs a lot of money. Most knights are able to afford or cover most of the expenses by providing a great service to their lords who return such service with land, titles and money. In addition knight can earn recognition or fade into obscurity in jousting tournaments in peacetime.

    Female knights are rarely seen and they are subject to ridicule from the male counterparts for it is considered improper for a lady to be in battle.

    There are 3 kinds of Knights-Those without lords wander from town to town looking for job and are typically poor, those who are serving a lord, and those who are serving a land and are rewarded greatly.

    Religion: The predominant religion in Ridehu is called the Order of the Ascended (WIP). There are five deities: Yver the goddess of oaths and justice, Visnu the goddess of wisdom and fertility, Korak the god of strength and war, Mryt the god of crafting, and Zevark the Whisperer of from the Unknown.

    (Regarding their order, they are similar to the medieval Catholic church in structure and beliefs. Very hierarchal but women can hold position of power. They also consider all other forms of religion as sacrilege.)

    A new religion called Monuta (Way of the One God) has recently crept upon the shores of Ridehu. It has originated across the Black Sea. It believes main tenet is the belief that there is only a single god and any other god is a false deity. In a time of darkness, an avatar of their god will be reborn and save the world. Currently, it is a minority religion and weak in influence...

    Communication: Birds of different variety are used by different houses for communication and it is the most popular method of communicating quickly. These birds are trained at an early age and they can cover great swathes of distances in a short time. These birds are often held in a large birdhouse located in the land of a lord and can be used by the poor and the rich alike although the poor will likely require permission and perhaps a small fee to use them.

    Economy:
    Bartering is a common way to pay and buy services for those who do not have money. The kingdom has instituted a hard money currency. These consists of copper coins, silver coins and gold coins. 100 copper coins equals 1 silver coin and 100 silver coin equals 1 gold coin. Money is collected in the form of a tax.

    Money is also borrowed from foreign banks in the continent of Yuenn, many of which are located in independent city-states. The biggest loaner to the throne is the Bank of Yrad, a bank representing the interest of several key city-states along the coast.

    Ores:
    Copper- Abundant, not so useful unless turned into an alloy.
    Bronze- A copper alloy made primarily with tin, bronze is harder and more durable than copper.
    Iron- Also abundant, soft in its purest form but begins significantly stronger than bronze with the addition of impurities during the smelting process.
    Steel- An alloy made from iron and other elements which can modify its characteristics. Steel is expensive and time consuming to make. A full steel armor will take 2-3 weeks to make with typical blacksmith.
    Mithril- A rare ore, it is silvery and stronger than steel but much lighter in weight.
    Thorium- A rare ore, It is amazingly strong and heavy. The added weight makes it ideal for a heavy axe or for the metal part of a spear but because of its weight, few people can practically use it as armor or as a weapon.
    Adamantine- An alloy made with mithril and thorium, it is as light as mithril and as strong if not better than thorium. However, if say 10 pounds of mithril and 10 pounds of thorium is used to make adamantine, only a little over half will end up as adamantine.
    Obsidian- An uncommon ore, it is jetblack in color, sharper than steel, and exhibits fire properties. However, it is brittle and for this reason they are relegated to being used as arrowheads and small knives.
    Vandarium- Exceedingly rare, this ore is extremely difficult to use and is reserved for all but the best blacksmith in the land to make use of. The few hundred of weapons made with Vandarium are kept closely guarded by their owners. Reforging a Vandarium weapon is an easier albeit difficult process. Vandarium weapons are the sharpest in the land, second to pure pyrite weaponry.
    Pyrite- This ore is found only in the Ghostlands, a series of guarded and sealed abandoned mines located deep within the Barriers of the Whiteland. It exhibits a blood red aura. The ore is infamous for somehow driving miners insane and it has the habit of exploding when it is not smelted or harvested correctly. Few dare to work with pyrite and it is primarily for this reason the mines are sealed.

    Pure pyrite made weapons exceeds the strength of Vandarium and are rumored to have magical abilities. However, this forging technique is long lost. As an alloy, pyrite can significantly enhance the characteristics of any equipment in the reforging process.
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    Magic:
    Magic is rare. It is not a skill that can be taught. Instead, it is something that people are born with. The one notable quality magicians have that separates them from a regular person is that their irises change color to correspond to an element they have affinity for when they are a young child. The age where this occurs varies from individual to individual.

    Magicians walk a tight rope in society. They have to ward off superstitious fear of their own kind
    and assure the common folk that their abilities can be used for the greater good. As they are vastly outnumbered and extended use of magic greatly strains both the body and mind, magicians learn quickly during their training when the appropriate time it is to speak and talk.

    Formal education for magicians begin at academies located in prominent cities. Their training are closely watched there by teachers called Maesters. These academies accept everyone regardless of their social status and they are a quasi-independent entity.

    How Magic Works (Heaven)
    On the subject of magic, drastically simplified for pupils who have just learned to read."
    Court Magician, Evan

    "Magic is the art in which a magician absorbs radient, chemical, or heat energy from outside of their body and uses it for the manipulation of the body. This means that the energy is rapidly absorbed, compressed within the body and used for another purpose. This energy is commonly known as Mana, and is naturally present in the world, although some areas have greater concentrations of the substance.
    In otherwards Magicians can covert energy, to another form.
    The energy is either consumed by the body for a reinforcement of tissue, hardening of muscles, or projected outwards. Because self reinforcement magic can only urge muscle to work harder, it is impossible for the magicians to enhance themselves to become stronger than their maximum current potential, although only master class mage-knights have ever reached anywhere close to that level. Also, after the magic ends, despite none of the magician's own energy was spent, the muscles will still be worn out and exhausted, needing a lengthy recovery time. Therefore, this magic is less useful than the other kinds, but become essential for moving out of range in magician's duals. The second type, hardening, is when the energy is used to rapidly compress materials to make them harder or sharper. However, if the material is warped in the process, when the magic is released it will return to being warped afterwards, damage is not visible until after release, it only builds up until the magic cracks or is released. Because of this, it is extremely dangerous to use this type on your own body. Magicians attempting to break walls with their fists, have blown their entire shoulders clean off their bodies after the hardening magic was released. The final type projection uses the energy to incite or stop natural processes. Look at a smiple frost spell. After heat energy is gathered, the magician projects the magic inside their body to internalize it, then he or she aims the spell into a certain area, uses the energy to first gather water vapor, and then rapidly uses even more energy to wick heat away from the water. Including the aiming of the spell, this takes the five steps. The incantation, to focus the spell, the gathering of heat energy for the use, Aiming the spell, gathering the vapor, and eliminating the heat of the water. Using a higher class spell, like ice lance, requires steps like shaping, wind to send the spear flying, and extreme control, but can get perks like better aim, and making it harder to predict. Generally the less steps, the faster the spell will be cast.
    A beginner can take up to five minutes to cast a spell, even a simple five-step one, simply because they cannot absorb heat or internalize it well enough. However if the beginner has an affinity to a certain process such as generating electricity, then they will be faster and stronger at that type of spell casting. No magician can control their affinity.

    When fighting with magic, it is important to note that one must aim before gathering vapor and eliminating heat. It is impossible to aim at a person, and expect the spell to follow that person. Also, it is not recommended to use magic in combat before the cast time of the fastest spell in the mage's arsenal is reduced to at least ten seconds. In a magician's dual, three. The fastest unaided spell in history was an ice lance spell, cast by the sage Lunus, at a speed of a whopping .12 seconds. Before trying to beat the record, it is worth mentioning that a spell in which the magic was not properly internalized can go off within the caster's body. It is fine if it is a heal spell, a spell meant to injure however, means almost certain death due to it frying several organs within the caster's body including the lungs and heart, without the most careful of healers. If an projection spell rebounds, excluding heal spells, there is only a one in a thousand chance of survival. This is why projection is the last subject taught.

    The amount of energy controllable by the magician commonly depends on talent, luck, or pressure. Although it can be bolstered by magic boosters, or staves already charged with energy for use. This can shave a few precious moments by eliminating a step.

    Spell enhancers-
    Certain objects can enhance the ability to use magic. A spell tome, helps focus and internalize magic. A stave stores the energy, and certain weapons automatically absorb the mages energy and compress. A few rare items can activate a spell by simply feeding it a precise amount of energy, (Too much can make it shatter, or even worse backfire killing the user) However, these items shatter only after a few uses and should not be used except for emergencies. This includes warp powder.
    The most legendary among magic boosters was Lunus's staff, but it is now doubtful it ever existed due to its astounding property of breaking the law of conservation of energy by multiplying the power fed into it by seven. It was also noted,that Any other magic user who the staff did not choose, went insane after using the staff in any spell.

    Countering-
    In a magician's dual, spell casters must read the flow of magic, and destroy or interrupt the casting. For example, if spell caster A cast a frost spell at B, B could either Disperse the water vapor, heat up the water preventing freezing, physically of mentally attack the spell caster disrupting the incantation, or move, getting out of the target radius. Specialized spells, such as ice lance, can chase after a moving target by first forming it, then either using pressure spells, or wind but are weaker and more prone to being dispersed. Simple spells have a very small range, and can be moved out of easily. They have no way of tracking, as even a lightning spell will always hit area aimed, despite common misconceptions. Therefore, mages in a dual must have fast reflexes, and be able to track spells, and discern what to do. Luckily after the first six months of apprenticeship they learn to "see" magic flow, allowing them to know where each spell is coming from, and what action is being done. But in the end, talent and reflexes are all the matters in the end.

    Resistance-
    Magic resistance is the body's tolerance level for magic change, and is built up naturally over time as one lives nearby mana. If one has a high enough resistance, the energy used in direct transfers will disipate instantly, giving the wielder an edge against mage-knights, who use the raw energy of mana in direct combat. Resistance causes the effects of magic to cancel out, or at the very least dissipate, a lance created by ice would weaken as the magic forming the ice is undone before impact.
    Resistance also allows people to move through areas of heavy mana concentration easier, as people unaccustomed to high mana concentrations can faint or choke in the presense of mana.
    Resistance can be built by living in areas with high mana concentrations, or handling it regularly. This is why people who live in the high altitudes of the frozen lands of white, often have higher resistance than people in valleys.
    Mana is at its highest concentration in cold places, and in places with high altitudes.
    Edited by smylez on 3/5/2013 6:47 PM PST
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    Application:

    Tentatively taking applicants

    Before applying, there are several things I will say beforehand.
    1. This role-play is intended to be slow and detailed. It will take place on thursday, friday, saturday and any other day we agree on. I reserve the right to change the dates at my whim.
    2. You aren't required to take on the role of multiple characters but you likely should to interact with other RPers as multiple side plots will run concurrent to the main plot which means things will happen all over the kingdom.
    3. If you have no one around to RP with, write a story of your character's journey on the land and his encounters with your own imagination. Something good will happen.
    4. Unless you are adamant about using one character avoid 1st person and use 3rd person for the sake of clarity. Please no underline, bold, and italics to represent characters.
    5. Setting and its description is important more so than the other RPs. Pure dialogue and action won't really cut it.
    6. I highly recommend one great house per applicant. This means your character, a great lord is administering a region in Ridehu and is the most powerful person at said region. You are free to decide how your great house should be and act along with any family members. The region of the land that I described gives an idea of what kind of people live there. No one can be king but me.
    7. Some businesses are thriving, if you know what I mean. A fair warning of the things you will read.
    8. Have fun!

    Example:

    Name: Sir John Gardner
    Gender
    Age: 26
    House and region: House Gardner, (minor) vassal of the Great House of Mejru in Doam
    Background: [Fill in blanks]
    Starting location: House Gardner, located on a oasis on the outskirts of the great Doam Desert.

    Great House Application:
    Sigil: (optional)
    Motto: (optional)
    Name:
    Age:
    Gender:
    Region of Power and House:
    Starting location:
    Family members: (Names and age, brief description unless you intend for them to be major players. We can assume the gender from their names)
    Relation to other Great Houses: [Hold off on this until I got the prologue started for how the current king came to power
    Background: [same reasoning as above]

    Prologue:
    TOMORROW!
    Edited by smylez on 3/5/2013 7:44 PM PST
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    Soul
    Male
    Age-17
    Investigating an apocalyptic cult in Mesorath.
    house- A commoner in service of House [insert house that smylez is ruler],
    Soul was a scout and spy in service of House [insert house that smylez rules], In the past, he had infiltrated and stolen plans from several other houses in multiple disguises. In other-words, he is the lord's ears, investigating in any matter that fascinates him. This arrangement goes well with both The Lord, and the spy. The spy gets to investigate anything that he wishes, and The Lord gets information from the darkest corners of the nation.
    A wielder of knives, bows, and some minor arts of sorcery, Soul is like a phantom, capable of silencing servants, and a few unsuspecting soldiers when he escapes after being found out.
    How he came to be in the service is unknown to anyone but the youngest son. Something about giving him some bread when he was starving.

    "In the darkness, Soul will appear, and like a ghost he will slip away."
    Guard of the house of Rein

    Cecil-
    Age-18
    House- None
    Currently in -Mesorath
    Titles- no official title, but is referred to as the fallen, or black sword.
    This wandering knight has neither horse, nor shining armor. In order to prevent the armor from being damaged from rust, it was long before dipped in black paint. This "black knight" often wanders and protects villages from bandits, in return for being able to stay the night at a corner of the inn, if he visits again. If they refuse the small privilege, then Cecil will sleep outside, and continues to wander the next day.
    Because the black knight endlessly fights, Cecil is just as skilled, if not more than most knights. But as this fallen knight lacks a horse, Cecil cannot show any skill at jousting, which is how most lords recruit knights.

    "This black sword approaches, prepare meet your end. If you had chosen an honorable path, this wouldn't be your fate."
    Edited by Heaven on 3/7/2013 5:32 PM PST
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    You realize the House Gardner was just a random name I put in? And you still need to put in what region this character is starting at. I should edit that in.
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    No...my lovely regions!

    CURSE YOU, SMYLEZ!!
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    Prologue

    Years before King Aegr of House Ironwood took power, there lived a king named Jordan Yaz who ruled his kingdom with wisdom and patience. He was the fifth king in a line of good rulers until he died peacefully at 567 at the old ripe age of 84.

    The kingdom mourned his passing and his only son, Hagar Yaz took the throne at the age of 35. The first few years of his rule went off without a hitch. People thought Hagar will be as wise and patient as his late father. Yet for all the praise he was showered with, Hagar could not find a wife. 3 years into his rule he left the kingdom to Edwin Bowin, lord of the Great House of Bowin, to find a wife.

    Hagar left took on a beautiful wife from the land of Yeunn several months later. Her name was Myrtle Izo, her origins a mystery to this day and she was considered the fairest by many members of the court. She had brilliant and fiery scarlet hair. The high lords of Ridehu protested the marriage fearing that a foreigner could subvert the kingdom but they were promptly silenced by Hagar.

    Life returned to normal soon after. However, Hagar soon began to act erratic. No matter what the court member did, Hagar only grew to be more erratic and paranoid. He was convinced the members of the court were out to get him. His words became illegible scribbles, his speeches grew more and more insane and his fits of anger worsened by the week. Governing slowed to a halt. People whispered to each other that the king, once a proud and noble man, fell under a dark spell casted by his queen. All over Ridehu, people whispered his name, Hagar the Insane.

    This descent continued for four years until Edwin Bowin attempted to step in by becoming regent with the backing of the court. Hagar responded by charging him with treason against the crown. Bowin escaped with the help of several of his court friends before the execution could take place. This culminated in the sudden execution of many lords of the in the capital and marked the point of no return for Hagar. Bowin swore to bring his lost friend to justice and fled south to his homeland.

    To be continued...

    Thoughts so far?
    Edited by smylez on 3/6/2013 8:06 PM PST
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    Nice, I quite enjoy it... And I might steal The Islands of the Stormwinds as my houses place. It should be interesting and I already figured that they'll have to rely on shipping and trading. Maybe fishing from the geological standpoint.
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    His queen, who once stood on the balconies as customary now leaned over his shoulders and whispered dark and terrible secrets to his ears. Hagar ruled through fear and installed brutal and violent men into positions of power to fill in the seats of the lords he executed. Once loyal knights and guardsmen were replaced with ruffians who delighted in inflicting pain. The remaining retainers he had that he did not executed or sent to prison either swore a new oath of fealty to him or fled the capital at the chance they had. Hagar reserved the executioner's blade and the cell for those he deemed as traitorous. Torture was commonplace. Spiked heads littered the kingdom.

    The poor sought respite from the brutality of their new lords and found little. As Hagar blew the treasury's money and borrowed heavily, the poor only found their problems aggravated and they were helpless to do anything.

    Mages did not escape Hagar's wrath as Hagar was very suspicious of their supernatural ways. He began a witch hunt for them. The mage academies were attacked in full force and the vastly outnumbered mages were overwhelm. Out of the tens of thousands of mages in the academies, less than 2,000 survived the attacks and they were badly scattered throughout the land.

    King Hagar the Insane only had enough men to cover the center of Ridehu which included King's Valley and parts of the Vale, the Range of Mesorath and a significant part of the Verdant Valley. The White Lands were too far south, cold, and expansive to be properly controlled and Doam, which was an independent nation at the time, had a formidable desert between them. The Islands of the Stormwinds had sworn fealty to King Hagar.

    Edwin Bowin of the White Lands called for a secret convention with the remaining High Lords that were against the mad king as soon as he returned to the White Fields. They were Kendric Ayne of the Vale, Sandra Lebelon of the Verdant Valley, and the future king, Aegr Ironwood of Mesorath. Veseere Niraya of Doam declined to join the convention and pursued an isolationist path.

    The three men and woman agreed to aid each other and enlist the help of the mages. Each High lord declared war on Hagar recognizing that their oaths to the king meant nothing if it meant the destruction of their kingdom. Edwin would march north, Kendric would push south and Aegr and Sandra would push east. Their armies would converge on Avora and oust the king from his seat.

    The Four Year War was a long campaign and the separatists managed to defeat the loyalists. The loss of life was staggering; over 2 million of the population died. Much of the land was ravished. King Hagar's worst fears was realized as the armies of the separatists closed in his walls when a member of his personal guard, assassinated him during his private ramblings.

    That very knight opened the city gates with a group of followers and allowed the Edwin's forces to march right into the capital and take it with little effort. With the city overtaken and the queen no where to be found, the four high lords faced the momentous task of rebuilding and crowning a new king.

    1 MORE TOMORROW AND I THINK WE CAN GO?
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    Lookin' good.
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    I'll make a char but I have a lot to finish tonight so ... might get a char up tomorrow ...
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    can my guy be like a wanderer?
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    Great House Application: House Remnani
    Sigil: A White Oak being swallowed by the sea, autumn leaves dripping into the water.
    Motto: Become Brave In Death
    Name: Lord Ceodore Remnani
    Age: 37
    Gender: Male
    Region of Power and House: The Islands of the Stormwinds, House Remnani
    Starting location: The Islands of the Stormwinds, Northern Island, Port City, Ferrlon
    Family members: (Names and age, brief description unless you intend for them to be major players. We can assume the gender from their names) Will do later, I just want to get the House out of the way.

    Relation to other Great Houses: [Hold off on this until I got the prologue started for how the current king came to power] Will do later, I just want to get the House out of the way.
    Background: [same reasoning as above] Waiting for Prologue to be finished.
    Edited by CrymsonRaven on 3/8/2013 1:13 PM PST
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    Will join when I have a chance to type.
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    I'll think about it. I may have found a place for Amy Corsin...
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    "I am taking Vale as my house. I did create it. Though I am unsure what my weapon will be and what it shall be made of. Though my primary character shall be the child of Kendric Ayne since you already placed him as the head of the Vale."
    Edited by ShadowFury on 3/7/2013 5:15 PM PST
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    "I know this is a double post, but screw it. It's my character/house submission sheets."

    Great House Application: House Ayne
    Sigil: A blossoming tree with a bright orange fox on a deep blue background.
    Motto: Together we shall stand firm against anything
    Leader's Name: Kendric Ayne
    Leader's Age: 55
    Leader's Gender: Male
    Region of Power and House: The Vale, House of Ayne
    Starting location: The capital of the Vale, called: Natte Hart, or Wet Heart
    Family members:
    Kendric Ayne: Lord of the House. Short black hair with little edges of grey. His eyes are brown and has a beard that hangs down blocking view of half his chin. He cares much for his children and will purchase what they require to further the skills they have with his vast wealth. He is an understanding man and can always tell when one lies.

    Kalvir Ayne: Info shall be given on character sheet.

    Moria Ayne: Wife of Kendric. Moria provides unconditional love for her children. She is a beautiful woman with long golden hair and green eyes. She always wears long elegant dresses. Is forty years old.

    Sierra Ayne: Eldest daughter. Sierra has a great skill for weaving, but is also a great dancer. She surprisingly has different traits than both her mother and father having deep brown eyes and long brown hair. It is rare to see her out of her custom made dresses, skirts, and blouses. Is nineteen years old. She is ready for marriage, but her father is yet to arrange it.

    Darren Ayne: The middle son. Darren showed signs of being an amazing hunter from a young age. His marksmanship is great and he gives about an eighth of his annual kills to the merchants and the other seven eighths he keeps for his family to eat so as little money is spent on food so his siblings can spend more time pursuing their interests. Is seventeen years old.

    Harris Ayne: Youngest son. Harris has a great skill for forging. He has littered the great house with swords, hammers, and axes from his practices. He also custom made his brother's armor. He has green eyes and extremely short black hair and no beard to avoid catching fire to himself. Is sixteen years old.

    Kara Ayne: Will also be placed in a character sheet.

    Relation to other Great Houses: House Ayne is on good terms with the other houses, except for House Remnani due to it staying loyal to a mad king, so it is fine with their presence, but they aren't necessarily allies. They did once have something against Ironwood house, but it has cleared. For them, all is fine, at the moment.
    Background: House Ayne is likely one of the wealthiest houses. Also the Ayne family is the only people, with the exception of their most trusted of nobles who speak Valsi, the ancient language of the marshy Vale. The Ayne family was always considered the leaders of the Vale when it first organized from a tribal aspect, but it wasn't established as a house until assimilated into Ridehu.

    Name: Kalvir Ayne
    Gender: Male
    Appearance: A scar goes right down through the right side of his lip. He has black hair and blue eyes. He has a fair amount of muscle mass. His hair is short. He has pale skin.
    Age: 20
    Weapons: Adamantine sword (http://darla-illara.deviantart.com/art/Dragon-age-Awakening-Vigilance-174962872).
    House and region: House Ayne within the Vale.
    Background: He is the eldest son of Kendric Ayne and as such is the heir. He has four siblings. He has an affinity with both swords and fire magic. His father purchased the services of a wizard that left the Mage's academy to teach Kalvir and his sister. Kalvir also is a good at playing the lyre. He is highly respected in the Vale from his honor and understanding. He carries an Adamantine great sword and has Mithril gauntlets and chest piece, the armor was forged by his brother and the sword was bought for him.
    Starting location: Natte Hart, more specifically his home.

    Name: Kara Anye
    Gender: Female
    Appearance: Green eyes and long black hair. Her muscle mass is slight. She lacks any scars. Her skin is pale.
    Age: 16
    Weapons: A silver stave and amulet (http://darla-illara.deviantart.com/art/Dragon-age-Awakening-Vigilance-174962872).
    House and Region: House Anye of the Vale.
    Background: She was born with natural gifts with magic, especially in the way of healing and the manipulating of water and nature. Kara is the youngest daughter and her father purchased he services of a wizard to teach her and her brother magic. She if often wearing beautiful green and blue silk robes sown by her sister. She can play the flute, but is still has much to learn.
    Starting Location: Natte Hart, more specifically her home.

    "I would also like to add the following lore about the Vale:"

    The Vale was once a country of its own with its own culture and language. The language was in use until it was assimilated into Ridheu. It's cities are still referred by the residents of the Vale by their names in the ancient language, but only the the head family and their most trusted nobles can speak the ancient language, which helps avoid the eavesdropping when they speak to each other. The Vale's large cities also have older looking districts that reflect what it was like before the assimilation. It's capital is Natte Hart or Wet Heart from it being right in the center of the Vale.

    "Also, would a guitar be available? I kind of wanted Kalvir to play the guitar."
    Edited by ShadowFury on 3/8/2013 7:32 PM PST
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