Empires Rise, and Empires Fall. Many kingdoms have risen, achieved a brief pinnacle of glory, then inevitable fall. The question is: will yours survive the winds of time, or will you be eroded away and lost to memory. It is up to you.
Description: A semi-fantasy RP, about several warring kingdoms. I will give you a skeleton lore, feel free to add and expand on it here.
The Story: For thousands of years, beyond the memory of humanity, powerful dynasties have ruled over humanity. Dynasties endowed with magical power, a mystical force few understand. The opressed commoners live out harsh, brutish lives in feudal socity. The religious are hypocrites, preaching virtue and goodness, but being selfish and using their religion for political purposes. Play wisely, or you will be trampled underfoot by fate.
Map:
The Factions:
The Zyrinian Union (1):The dominant power of the east, a vast land of cold plains, and tundra, ruled by a king whose ancestor united the disparate peoples "between the river, and the trees." They savagely defend their ground with superior heavy cavalry, and skilled militia. (CLAIMED DARK DWARVES 2)
The Iron Horde (2): Utterly alien people, possesing knowledge of artifice, and the creation of magical machines. They swarm across the steppe, annihilating all in their way. (FACTION CLOSED. ONLY FOR GM USE)
Karinar (3): A land divided by civil strife between princes, and being torn asunder by the advancing forces of the Horde of Iron seems doomed. However, the emperor of Hairak, and the D'neri would likely come to it's defense if it came close to defeat. Perhaps even unifying it by the sword.
Freehold of Asaur (4): A merchant freehold (all freeborn landowners have a say in governance, but true power is only held by the Princes Freeholder, an elite magic-using group) encircling the Bay of Fog, massively wealthy and the major naval power (CLAIMED CHAZMANIAN DEVIL)
Cheftaindoms of the North (5): Heathen barbarians feared throughout the known world for their ferocity in battle, and their utilization of both fire, and ice magic. (CLAIMED DRAUGLUIN)
Empire of Holy Aralia (6): Most definitively not Holy, and not Aralian, this is a loose collection of states constantly squabbling, and quarreling. The only thing in common is their shared liege.
The Warring States (7): Protected by both the church, and the mountains, the petty kings of these lands have been murdering each other for centuries. The princes are often wealthy, and as often poor. (CLAIMED BY SHADE)
Soverign Duchy of Ereste (8): Having savagely won independence from the Dalgii, and taking much of the surrounding land too, the Duke of Ereste has earned a fearsome reputation, biding his time, and building defences, and making laws, Such as the one legalizing the murder of any person caught speaking Dalgii.
Haraikkese Empire (9): The remnants of Aralia, and as such the mightiest remnants the world has ever known. Able to hold it's own on both fronts, and pushing both it's neighbors to the negotiating table multiple times, these proud people are a foe to be feared.
Kingdom of Dalg (10): Having lost 2 wars to secessionists, and involved in a civil war between the bastard son of the deceased king, and his cruel half brother. Dalg is in poor shape.
The Hak'nakr'i of Duu'gazsh (11): The newest nation, having won independence in the last decade. Their Ha'nakr Thruval Varkuul, defeated the combined forces of Dalg, and Cerusya, kidnapped the youngest of the Dalgii princesses, and then marched back over his mountainous home; to savagely defeat the Cerusyans yet again. The Lion, the Griffon, and the Bear wave again over the Crag, the ancient palace of the house Varkuul, and all Duu'gazshi are awed. For the warrior Ha'nakr's of yore have returned, and with them an age of blood, of veangance, of glorious war waged in the name of the faith! (CLAIMED BY THE INDOMITABLE)
The Kingdom of Serre (12): An old kingdom, peaceful, and wealthy. But militarily stagnant, and as such the wounded Cerusyans look to them as easy prey.
Cerusya (13): Having been soundly defeated by the upstart Duu'gazshi, the Cerusyans are reeling, their economy severely damaged, and their military in shambles. But, the prince Ver'dasko hopes to change that. War with a peaceful neighbor could do.
The Mountains of D'ner (14): "Most realms are finite, but D'ner is forever", is a saying oft repeated throughout the civilized world. Having survived in one form or another for almost as long as history has been recorded. No outsider has seen their valleys, and lived to speak of it. For, having converted to a form of the faith, they held the very priest who converted them for the rest of his days, fearful of what evil he would bring, if men learned of what was hidden there. (CLAIMED EUREKA ENDERBORN)
The Durrgarr Sultanate (15): Oft enemies of the faith, these people have repeatedly tried to regain a foothold beyond their mountains, having been defeated by revolts both to the north, and east.
The Land of the Suur'uuk (16): Nomadic pastoralists, skilled warriors, but too interested in their own business to care much about the "lands beyond the desert."
The Kingdom of Juir (17): A mighty southern empire, having beaten back their northern neighbors over a dozen times. They are regarded as heretics by almost everyone else. But, they do not care, the old way are enough for them.
The Deserted Lands (18): A haunted land, rumored to be inhabited by demons.
The Faith: A completely corrupt faith, rotten to its core. The nobility love it, for it gives them divine right to exert over their subjects, and it gives the commons a hope of something in the afterlife. (FACTION CLOSED: ONLY FOR GM USE)
Rules:
You will notice that I have not included much informaton. I want you, as the players, to develop culture and ideas for your own. Feel completely free to do so.
GODMODDING, RAGING, AND METAGAMING WILL BE BANNED. ONLY ONE WARNING WILL BE GIVEN.
Sentances must be grammaticaly correct.
You must be detailed in your posts.
HAVE FUN.
Name:
Faction:
Faction Info: (Basicaly put culture, and whatever you want here):
Magical Ability: (Yes / No. Specify on what kind.)
Story: