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    Simus

    An Excellent Site Member
    The Solaran Fleet

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    This is the flag of the fleet and the Solaran people. The flag used to be a golden sun over a blue field, the symbol of the Kingdom of Solare. The flag was changed after the Splinter War when the Solarans lost their homeland. The red field on the flag represents the blood spilt to defend and protect the fleet and the blood lost trying to defend the Homeland. The white background represents the tears shed by the Solarans over their lost homeland and the hardships they've endured since. The crescent moon is a waxing moon, embodying the Solarans' belief that despite being a shadow of their former selves they will restore their home and make it even better than before. The star is Solare, their lost homeland. Like the stars in the night sky its memory is always there to guide them, to remind them what they live, fight and die for.

    Government

    The Admiralty Board

    Admiral Shala Rosenkov: Admiral of the Patrol Fleet, 62
    Admiral Edward Garrel: Admiral of the Heavy Fleet, 54
    Admiral James Sable: Admiral of the Civilian Fleet, 53
    Admiral Livinia Morrigan: Admiral of the Mage Fleet, 49
    Admiral Gabriel Tacitus: Admiral of the Assault Fleet, 54

    The Conclave

    Admiral Shala Rosenkov: Mediator of Procedures
    High Forcemage Isidor Morrigan: Speaker for the Conclave and brother of Livinia. 47
    Inquisitor Lord Mordecai Toth: Enforcer of Procedures, 48
    Conclave Representatives (300)

    Other Important Members

    Alice Tacitus: Gabriel's daughter, 16
    Jessica Garrell: Edward's daughter, 16
    Emily Rosenkov: Shala's granddaughter, 10
    Inquisitor Elspeth Adrastia: Guardian of the Pilgrims, 55
    Sun Keeper Virgil Astora: Holy warrior and Gabriel's second in command, 27
    Veetor Tonbey: Aspiring mage and pilgrim, 18

    Religion

    Solarans have a monotheistic religion centered around one god, Pelor. They believe that Pelor is the creator of the universe and the world. The religion is taught from a holy book called the Way of the Sun and it details what happened at the beginning of time, how and why the world formed, what the Solarans can expect in the afterlife and what is expected of them while they're alive. The book divides time into three distinct sections. The Age of Chaos, the Age of Light and the Age of Darkness.

    The Age of Chaos

    The Age of Chaos is described as the formation of the universe and is shrouded in the most mystery. Rotafar existed during this early time but it was not as modern humans know it. The world was shrouded in great storms of fire that blotted out the sky. Humanity existed to serve insane and bloodthirsty gods who changed the laws of reality on a whim. Horrible beasts and monsters roamed the charred, desolate land. The oceans were made of molten rock, nothing grew on the land, humanity was granted just enough to survive. Suffering was unimaginable. But one day a champion rose. A man who was immune to the taint of chaos and who could inspire others to fight it. His name was Pelor and he traveled the world, uniting and freeing humanity and slaying all the beasts and monster the gods could throw at him. This gave humanity hope and Pelor allies. They gave him strength and courage when his own doubts came to haunt him and he led them to victory. Pelor taught humanity how to wield a new energy, an energy that could fight chaos. Those who learned his gift became his disciples and many became his friends. Over time they gathered a large army and took back their world country by country. Where Pelor conquered, life took root. Grass grew, flowers bloomed, rain fell for the first time. The humans had never seen anything so beautiful and it repulsed and weakend the demons. Soon the gods themselves sought Pelor's destruction. Nito, the oldest and cruelest of the gods, made his own army and started to conquer the new human lands, burning everything that lived. The two armies soon met each other and Pelor and Nito did battle. Both sides ceased their slaughter to watch their champions fight, knowing that the victor would decide the fate of the entire world. Nito had the upper hand and it seemed that Pelor would be defeated but at the very apex of his victory Nito grew overconfident and Pelor saw an opening. With the last ounce of his strength Pelor thrust his holy greatsword into Nito's chest and channeled his very life essence into it. Nito became covered in white cracks and then was destroyed in a white ball of fire that shot into the sky. There was a massive explosion and the remaining human forces were afraid that their champion was lost, but what they saw amazed them. A great ball of fire was on the horizon and its golden rays lit up the world like nothing they had ever seen. Pelor was gone but the demons were all destroyed and the fires that had once consumed the very sky were gone, leaving only blue with white clouds. These men and women had witnessed the first dawn and with it The Sun was born.
    They knew this was Pelor's work and that with his dying breath he had saved them all. Pelor told them these things in their minds and said that the world would be free forevermore from chaos and darkness. He and the sun were one in the same and they would forever light the world.

    The Age of Light

    The Age of Light is the current age and is written as a history of the Way of the Sun. It describes how the religious institution grew, who the early leaders were and contains several letters to new and existing churches. The letters detail things like how to solve specific problems, how to live one's life, the importance of the sun to everyone, and the reminder that the sun and Pelor are one in the same. Solarans believe that when someone of faith dies they are transported into the sun to join Pelor and the faithful in an earthly paradise. It isn't so much a place where someone can get anything they want on a whim so much as a place where someone feels truly content. They spend eternity doing whatever they feel they were meant to do and whatever they enjoy. Eventually they start caring less and less about mortal interests and more and more about joining the paradise itself. When this happens they are said to join a greater whole. The greatest of warriors and solders are said to join the Knights of Pelor after death, an order of the greatest heroes that battle demons all day and feast all night. Any woulds are magically healed and anyone who dies is reformed after a few hours. The knights spend an eternity defending Pelor's paradise and training for the inevitable day when chaos returns.

    The Age of Darkness

    This age hasn't happened yet and The Way of the Sun isn't clear on when it does. Only that it will occur some time in the future. It is said that someday Nito will return to seek vengeance on Pelor and wreathe the world in fire. Pelor will know when this happens and will descend down to Rotafar and judge the world. Every soul, believer and otherwise, will be judged. Those found to be good and faithful to themselves and others will be saved and join Pelor's army. Those who are not will be left to burn with Nito and join his army. It is said that Pelor and his knights will return to his paradise and ready the faithful for the final battle. The end of the world. Everything mortalkind holds dear will be destroyed and all hope will seem lost. Pelor himself will die in this final battle and Nito will appear victorius. All the faithful will die before this and must watch this from oblivion but the text speaks of hope. When the last of the faithful falls and Nito claims the universe he will be destroyed forever and a new world will form from the ashes of the old. A world of light and hope free from evil due to the sacrifices of the holy.

    Modern Interpretations

    The Way of the Sun was written roughly 1200 years ago, around the time of the Age of Wings where humans served as slave races to harpy and feroci empires. Modern Solaran scholars speculate that the book wasn't written literally as was previously thought. It is more likely that it was written in the context of humanity's plight. A people enslaved by winged monsters would empathize with a story about early man being enslaved by demons and chaos and would garner hope from Pelor's revolution and ultimate sacrifice. This would evangelize what was at the time a new religion and not only help humans cope with their situation but give them the courage to change it.

    A common Solaran proclamation in times of joy or relief is "Praise the Sun!" This has been part of Solaran speech for hundreds of years and has become a normal part of the vernacular. When someone says "Praise the Sun" they may be giving thanks to the ball of light that makes all life possible or to the sacrifices Pelor made to save the world. A person could mean both or be thanking Pelor himself for intervening on their behalf. Pelor and the sun are interchangeable in most situations.

    On the other hand, a common Solaran curse is "By Nito!" or "Nito curse you!" This expresses a clear wish to see someone else harmed or to express extreme frustration. "By Chaos!" or "What in the name of Chaos?" Is used to express frustration at a seemingly unfair, impossible or unimaginable situation when other words are insufficient. Any of these are considered impolite at best and an attack at worst by faithful Solarans.

    Most Solarans believe in the Way of the Sun but not all of them. Considering the amount of time between the Age of Chaos and the Age of Light is vague at best the Way of the Sun doesn't deny the existence of other deities and therefore doesn't demand violence or forced conversion of gentiles. This includes other Solarans. The Way of the Sun isn't a state religion and other religions, such as belief in the Old Gods or the Vorrindor Pantheon, are tolerated. Non-believers are usually slightly isolated from their peers as they go against their society's expectations but aren't treated any differently. Mistreating, discriminating against or abusing a non-believer because of their belief is illegal and is dealt with harshly. Spiritually, The Way of the Sun demands kindness and understanding for all people, including gentiles so not doing so would go against teachings. Practically, the fleet couldn't function if a religious dispute got out of hand so any that appear must be dealt with decisively.

    Political System

    The Solaran Fleet is ruled by two governing bodies, the Conclave and the Admiralty Board. The Conclave is the civilian branch of government and is made up of representatives of every ship in the fleet. Each ship gets two representatives who are elected by their crews. One junior member and one senior member. The Conclave makes the day to day decisions of the fleet and makes decisions by democratic consensus. The number of votes a representative gets depends on the decisions being made. For things like allocation of new resources or nominating future destinations representatives get votes based on how big their crew is and their projected needs. For more widespread matters such as setting a specific destination for the fleet, going to war or varying birthrate laws each representative gets one vote. Such decisions are too important to be made by a stacked majority and must be decided objectively. Junior members serve for two years and senior members serve for six years and may serve an unlimited number of terms, so long as their crew reelects them. A representative is considered senior after serving three consecutive terms as a junior member, or until the current senior member dies or steps down for some reason. Legally there is no difference in power between junior and senior members but senior members have a clear edge in experience, influence in political clout. Not to mention job security.
    The Admiralty Board consists of the five most high ranking military officers and handles all matters of fleet defense and safety. The Conclave decides where the Fleet goes and the Admirals decide how they get there. In wartime or other times of crises the Admiralty Board has final say in all decisions. If they overrule or go against the will of the Conclave however they must submit in writing why they are doing so and all 5 admirals must sign the statement to endorse it. Furthermore, the admirals must immediately resign their posts afterwards. The marines and the Inquisition, the Fleet's intelligence service, have the duty to remove the admirals if they do not cooperate. This is to safeguard against a dictatorship of the military and has worked well so far.

    Territory Detail, e.g Terrain, Cities, Forts etc.

    The Solaran Fleet is made up of approximately 100,000 humans living among 300 ships of all shapes and sizes. They are the Fleet's most valuable resource and are constantly being repaired, refitted and upgraded. Many have been replaced over the years with whatever vessels the Fleet could buy, salvage or capture in battle. but many others date back all they way to the Daybreak War and are hundreds of years old. These ancient ships have a seemingly endless amount of rusted deck pates, rotting planks, frayed rope and leaks but everything found is swiftly patched, repaired or replaced. These ships aren't pretty but for the most part they work. All ships have been expanded upon and retrofitted to comfortably house as many people as possible. The Fleet has traveled all over Rotafar and is without a doubt the largest and most colorful fleet of ships in the world.

    Military Details

    Despite the Fleet's massive size, at least three times bigger than any other known kingdom, most of it is a hodgepodge of civilian vessels. Out of its roughly 300 ships only about 60 are dedicated warships. Building new ships at sea is impossible and trying to build them on an island or coastline without any infrastructure would take so long it wouldn't be practical. Losing ships is therefore a blow from which the Fleet cannot fully recover from. As such all Solaran vessels carry some sort of armament. This deters attacks from pirates or other kingdoms and supplements the fleet's warships when it does have to fight. The fleet has approximately 15,000 marines, battlemages and other trained combat personnel. Every Solaran adult knows how to sail and serves on a warship for at least five years after pilgrimage. Once out they become part of the reserves and train regularly with their ship's militia to keep their skills sharp. The only non-combatants are children and any foreign guests or residences of the Fleet. Every The following is a list of dedicated warship types in the fleet:

    GALLYS are small, fast ships used for scouting, screening larger vessels and harassing enemy soldiers on a coastline or on the deck of an enemy ship. Though unable to stand against larger ships in open sea, galleys are usually much more maneuverable than other ships and can weave in and out of combat, targeting damaged ships with weapons or swiftly delivering marines to capture an enemy vessel. Galleys are also small enough to sail in shallows, lakes and rivers and therefore reach places the rest of the Fleet cannot. Galleys usually have between 5 and 10 crewmen.

    FRIGATES are larger, sturdier ships than galleys and are designed to hunt and kill damaged ships. They are heavily armed with both front and broadside ballistas and have heavy iron rams on their bows, enabling them to smash aside or through smaller ships and smash into larger ones. They usually have between 10 and 20 crewmen and a squad of marines with a battlemage as support.

    HAMMER SHIPS are frigate sized vessels used exclusively to destroy larger ships. Their main feature is a large iron or steel weight pointed at one end and suspended above the deck by two large shafts of wood. These shafts are cranked in place and held by a large lock lever. Ropes made of animal tendons are tightened when cranked and create enormous tension on the axel the levers are connected to. When released, the tendons snap back and hurl the levers and weight forward with enormous force. The resulting impact is like hitting the enemy ship with a giant hammer. The weight can easily smash through multiple decks and sometimes splits the target in half. A long iron cover along the top of the levers turns the weight apparatus into a boarding plank after it strikes, allowing the ship's marines to storm the enemy vessel if it survives. Hammer ships have around 10 crew but 30 marines.

    CRUISERS are middle weight ships designed to take hits and dish them out. They make up the bulk of the Solaran fleet. They are armed with Ballistas and catapaults and ample oil to light their munitions on fire. They typically have 200-300 crew including several dozen marines.

    MAGE SHIPS are cruiser-sized vessels specially made to feed, house and train mages. They are built around large, pure spherical crystals called mana crystals. These crystals amplify the power and rage of any mages within range which aids in any spells they cast. They also act as a communications devices, allowing mage ships to talk to each other and exchange information in real time, a huge advantage over other fleets which use observers or signal flags to send messages. These latter types of mana crystals are called comm crystals. Solaran mages are broken up into two broad types, battlemages and shieldmages. Battlemages are trained and conditioned for combat. They use illusion magic to confuse or disorganize the enemy and destruction magic to blast, freeze or shock enemy sailors while also given full weapons and armor training and conditioning with the marines. They're trained to work together and can channel spells as a group. This lets them cast the most powerful destruction spells or greatly amplify mundane ones without needing to sacrifice victims. Some mages sacrifice anyway however, training in a specialized and dangerous form of destruction called blood magic. Blood magic lets battlemages mark any target they wish to sacrifice, usually during battle and will give the mage "experience" upon death. Battlemages are the only ones that can legally sacrifice under Solaran law and it isn't recommended. The long-term effects of sacrifice, particularly the large, painful lesions that develop across the back and neck, are well documented by the Solarans and ample evidence shows these effects to be unsustainable. No mage, no matter how powerful, can endanger the fleet and many mages that have gone insane from too much sacrifice have been exiled. Still, some continue to start the dubious practice, believing that the safety of the fleet and the lives their power could save are more important than their health. There are no mages more powerful and when leading other battlemages they can light entire ships ablaze or cleave them in two with ice or lightning.

    Sheldmages specialize in restoration, alteration and enchanting magic. They serve several support roles including battlefield healers, comm crystal operators, and shielding allies with wards or oakflesh spells. Like battlemages they are trained to work together and can channel spells as a group. As their brand of magic has no need for sacrifice, shieldmages can become incredibly powerful on their own and when coordinating other mages they can shield entire ships with their magic, or save soldiers that would die anywhere else.

    There is rivalry between the two classes of mages and members of each seek to outdo the other but when the fleet is in danger they work together to become an undeniably powerful force.

    BATTLESHIPS are large, hulking ships designed to pound enemy shorelines and fortifications and to dominate any naval battlefield. They are bristling with broadside weapons of all types and have a large compliment of marines, battlemages and over 1,000 crew.

    DREADNOUGHTS are battleship-sized vessels that house a single huge ballista that can fire a bolt enormous distances with good accuracy. The bolt is so large and is propelled so fast that it can sink many ships with a single shot. No sane admiral would take on a dreadnought with anything less than another dreadnought. They are vulnerable to broadside or rear attacks however as their main weapon is useless. They are armed with broadside ballistas, catapults and battlemages but they still rely on battleships or smaller ships to screen them.

    The Patrol Fleet is mainly composed of galleys and frigates and is used to screen the rest of the fleet in battle as well as to find the enemy or valuable resources. The Heavy Fleet consists of all ships capable of sustained combat and is the backbone of any naval operation. It is composed mainly of frigates and cruisers and all of the Fleet's dreadnoughts. The assault fleet is composed of frigates and all of the Fleet's hammer ships. It also has the largest amount of marines and carries out any beachhead operations. Against other ships the assault fleet charges into an enemy fleet after the heavy fleet and patrol fleet have engaged and boards or destroys the most dangerous ships. The civilian fleet usually stays away from combat but in an emergency it can bring a huge amount of ships, men and firepower to a battle.

    Wealth

    The Solaran Fleet has evolved to become almost completely self-sufficient. Its people can grow their own food, mine and refine their own ore, furnish their own wood and manufacture their own weapons and armor. Considering everyone lives on ships resources are scarce and everything must be recycled or reused. Over the years the fleet has had amazing success. It has everything it needs to survive, from forge ships that specialize in blacksmithing to mining ships that have the equipment to grind rock and smelt ore to massive crop ships that grow magically engineered food staples to feed the population. As would be expected, there are also an abundance of fishing ships that can work in conjunction to catch anything from salmon to blue whales. The fleet doesn't have much money but it doesn't have to. All ships trade resources to make sure everyone has what they need so they don't need money. The money the fleet does have is used to buy resources it can't get itself from other cultures. The fleet has made many creative ways to earn money including the sale of exotic seafood, local arts and crafts and maps of distant lansd. Ship repairs, spare parts and old ships that can be refurbished are where most of the public funds go but luxury goods such as fresh food, unique alcohol and jewelry are big spending targets for the populace.

    Trade Status
    The Fleet goes all over the world and buys, sells, salvages and trades anything it can to anyone it can. Many kingdoms are reluctant to trade with what they see as nomads however and such a large fleet entering a kingdom's waters usually has a negative impact on local resources.

    Political Stability
    The Fleet's power structure is more or less stable but Solarans like to debate. They live in cramped ships all their lives and many of them never see land so they need an outlet. That usually involves getting in each other's business and a very argumentative process of decision making. Sometimes arguments in the Conclave are so intense that the admirals have to send in the marines to keep order.

    Starting Stats

    Poor, small army, huge navy, local, self-sufficient economy, looking for alliances with other kingdoms, looking for new trade agreements.

    Extra Info


    The Spinter War

    Roughly 500 years ago the Solarans discovered conjuration magic. Solare was rich with magical artifacts from ages past and naturally occuring mana crystals and magica plants and creatures but no conjuration magic. It was discovered through contact with the rest of the world and the Solarans took to it like wildfire. Being able to create beings made from the very elements or raise the dead to do one's bidding was something the Solarans had never dreamed of and the applications of such magic were enormous. Practice of this new magic exploded and within five years over forty percent of all Solarans knew some form of conjuration.

    Necromancy and sprit-calling were particularly popular. Veritable armies of undead were used for slave labor and cannon fodder in Solare's wars. Conjurers could create powerful, lasting thralls with minimal sacrifice, gaining power from dozens of victims what would take other mages hundreds or thousands. The magical wounds and lesions that appeared on the backs of mages who practiced other "illigal" magic didn't appear on Solaran Conjurers. Within 50 years their entire culture had been restructured to raising and controlling the dead.

    But as time went by the Solarans noticed some troubling trends. As their conjuration spells got more and more powerful the undead the summoned became smarter. Gradually they learned to think, to perceive people and things around them, to talk and listen. Their thought processes became increasingly more abstract and eventually they started to question their existence. Their conjurer masters began to suffer from all the sacrifice that their civilization took for granted. No one's backs started to bleed and no one went insane but the essence of their magic started to weave itself into their bodies. Their skin started to grey and wrinkle, their hair got thin, their eyes turned hollow. The Solarans had become so dependent on necromancy that they were starting to become undead themselves.

    This sent shockwaves throughout Solare. Wiser heads than the conjurers saw that their own magic had turned against them. The change had taken decades and the Solarans had ignored it in their arrogance but now the change was all to clear. Conjuration magic was systematically outlawed but tens of thousands of Solarans had fallen to this "hollow disease." The healthy were terrified of them and couldn't tell the difference between these poor souls and their undead slaves. The Hollowed, as they were called, were seen as monsters even though most were still the same people as they were in "life." No cure for the disease could be found. More and more hate crimes were committed every day by both sides. Panic levels were critical and it seemed the Hollowed would rebel.

    The government decided to have every Hollow rounded up and executed. Surgical strikes were launched and thousands died in the first few hours but the Hollows were too many and too powerful. Their conjuration magic had become so powerful that they could raise the dead and restore their souls. This made them nothing less than sentient undead that had the same hopes, fears, pleasures and joys as any human. The Hollows wanted to live and they were done being treated like monsters so they banded together and started the very rebellion the Solarans feared.

    For two years Solare and its island colonies were locked in a bloody war. The Solarans had more people and better infrastructure but the Hollows were virtually unkillable. Every time one was slain he was revived by a friendly conjurer a few minutes later. Fallen Solaran soldiers were raised as "mindless." Non-sentient zombies that the Hollows used as cannon fodder. Though not true Hollows, Mindless were strong, fast, immune to pain and able to be summoned in vast numbers quickly. The Hollows sacrificed thousands of Mindless to wear down the Solaran will to fight, thin their numbers and exhaust their ammunition. Even if the attack failed they took heavy losses and it was an easy matter for the Hollows to finish the battle with their own troops. This made every battle the Solarans fought harder and despite their best efforts the war effort proved unsustainable. They were forced to flee their own homeland or be slaughtered. The Hollows had the means to chase them down but allowed them to leave. They now rule Solare and have not left their island since. That was 300 years ago. Today, conjuration magic is strictly forbidden and punishable by death. Considering their isolation the Solarans have learned virtually nothing about the Hollows since their exodus but ships have been spotted occasionally on the seas. Ships made of black wood and smelling of death. It seems the Hollows are expanding and that could only mean trouble for the Solaran Fleet and all of Rotofar.

    Pilgrimage

    Every Solaran youth goes on a pilgrimage during their late teenage years, usually between 16 and 18. They do so to for many reasons. The first is to prove they will not be a burden to the fleet as an a adult. The second is to help them explore the world to gain perspective as living on ships your whole lives can skew things. Third, the Solarans must move among their ships to increase the genetic diversity of their offspring. If everyone had children on the ship they were born in the risk of mutations due to inbreeding would increase sharply, resulting in an unacceptable amount of heath problems. When youths find something valuable enough to benefit the fleet in some way, they return to their homeship for their Homecoming, a huge party in honor of the pilgrim's safe return and of the gifts they bring. They then take some time to think about what ship they want to serve on and present their gift to that ship's captain. As this is going to be the ship they will serve and live on for the rest of their lives it's a big decision that can take weeks or months to make. No one is ever rushed on this and to do so is a great insult in Solaran culture. Once the gift is presented the captain welcomes the new crew member and the entire ship celebrates. Usually with lots of eating and drinking. Captains almost always accept a pilgrim's gift out of tradition but there's stigma associated with a substandard gift and it really isn't a good way to make a first impression so most pillgrims work long and hard to find something valuable, be it food, fuel, resources, or knowledge that can make life on the fleet easier. Even political agreements with other kingdoms are accepted.​
     
    Last edited:

    Simus

    An Excellent Site Member
    This took 6 hours to write and I'm dead right now so I'm sorry for the crappy ending and formatting. I'll make it better after I've had some sleep. Hope you guys like it.
     

    Blackdoom59

    BATMAN!
    *puts on bad guy mask*
    Okay so I'm gonna address some problems I've seen with your KC and then talk about worldwide lore in Rotafar.

    Firstly, this quote
    The Solaran Fleet
    The Way of the Sun was written over 5,000 years ago
    Contradicts this
    Age of Life - from year 0 to 800 - Rotafar is covered in forests and oceans as life slowly starts appearing. The guardians were first, then the giants, then the feroci and harpies.
    Age of Wings - 800-1436 The Feroci, large eagle-humanoid creatures with access to all kinds of magic that claimed to be the descendants of the old gods. It is said they created the humans and other humanoid races to use as slaves for their empires.
    Age of Sacrifice - 1436-1680 The humans discovered sacrifice, and shared it with the other races. With their newfound power they exterminated their former masters and almost killed off the harpies as well. Since then, only the strongest and most capable rose to power, creating barbaric tribes off of the feroci remains.
    Age of Fortune - 1680 to 2000 Empires were forged, some larger than others, but in the end large feudal kingdoms were created, strong foundations build large civilizations of diferent religions, cultures and characteristics. The humans became the most dominant race, thus this being the golden age for them.

    Age of War - 2000+ S e e w h a t I d i d t h e r e ?

    I have nothing against your guys having a different culture or history and view of the ages, it makes up for it since they are this exotic nomad kingdom, but when we kinda agreed in the lore convo that the world is 2000 years old.

    Next up, I'm confused about Solare, Is it the island east of Vorrindor or is it just not on the map and on a different continent?

    The orcs. I hate to do this again but just like the elves I feel they wouldn't fit in this roleplay, especially because you gave them nothing new, except making them geth-like(i only play ME2 please don't spoil anything) beings that took over their masters. We could argue about this just like before, we could vote, or you can just make up an unique race like Daryl did with the Draiochta.

    Blitz you should update the bestiary with Teracari and Draiochta already.

    Since some of you didn't show up in my lore talk, I'm gonna press the issue here. What the fluff do we call our continents? What fills the large gap in the south continent? Daryl and Simus, post the ~population number somewhere in your KC to give us a better idea of your kingdom. Daryl get on with the fluffing vampires already.

    *removes bad guys mask*
    Nice KC, Blitzz
     

    Simus

    An Excellent Site Member
    No worries about being the bad guy Black. You caught some important things that I missed at 3 a.m when I posted my KC. I was at the last bit of my creative candle so things got sloppy toward the end. The lore date for my book is easily fixed. I just forgot about that part of the lore talk. I'll change it to 900 years ago. The Age of Chaos actually fits rather nicely with the Age of Wings.

    Solare is the big island east of Vorrindor. If I knew how to edit our world map I would do so.

    As for the Orcs, I was tired and desperate to post this so it was really badly written. I took a chance on tv Orcs and if you don't want them it's no big deal. I do however need to think of another reason why the Solarans lost their homeland but can still reclaim it one day. The island sinking or being destroyed by a super volcano is out and my original ideas of an undead or elemental race are just like the Orc story.
     

    Simus

    An Excellent Site Member

    Skyrimosity

    Well-Known Member
    How do the Solarans mine ore aboard their own ships?
     

    Simus

    An Excellent Site Member
    They find an island, coastline or shallow area with ore, mine it out and refine it aboard their ships.
     

    Simus

    An Excellent Site Member
    I'll make those edits tonight. Take another look at the bestiary to see what creature apocalypse I could use to ruin Solare.
     

    Skyrimosity

    Well-Known Member
    Thanks a ton Blitzz. It's simply amazing!

    Now, in terms of naming the southern continent:

    Alltamas
    Estion
    Ferelion
    Lorrin
    Vardas
    Varrune

    Just some suggestions
     

    Blitzz

    A Friendly Brit
    I like Vardas for the southern continent. For the North I'd favour Ferelion or Varrune. Love the CC Simus but as Doom already pointed out, Orcs are a no-go I'm afraid. I suppose the island could have been lost to rebels, some sort of zombies, a plague, a demonic cult, civil war, there are all kinds of routes you could take.
     

    Simus

    An Excellent Site Member
    Thanks Blitzz, I really appreciate that. I was busy today but I'll have time tomorrow to fix things.
     

    Blackdoom59

    BATMAN!
    Vardas sounds cool. What fills the uncharted gap though? Sky and Valin you two should decide. Also would it be too much if the north continent is called Etumas :D?
     

    Daryl Dixon

    Absentee
    Varrune sounds good, I think. Also, yes Black. Yes it would. Blitzz, if you get around to it you should PM me some content to fill in on my post. Simus, welcome aboard.
    Black, nice text map. But it's actually "The Mercer Supremacy." So if you could fluffing pay attention next time that would be great ok? Ok. (I'm completely kidding pls no bad ratings I am messing with you)
     

    Skyrimosity

    Well-Known Member
    Okay, so this is what I have as an idea for a split near my half of Vardas. I am willing to make KC's for each of these kingdoms should they be approved. I tried to make these pretty original so as to make the world feel real.

    Black Line - Vardas Mountains (or some such name)

    Lime Green - The Northern Tribes. Each city is independent and have their own rulers but should a foreign power invade then they (with historical precedent, as I shall explain for the KC if approved) shall band together to oust the invaders.

    Light Blue - Republic of Lancia. They have representatives from each region of their nation as a form of government. New form of government that challenges the rule of Kings and as such is disliked by foreign powers.

    Dark Blue - Kingdom of the Mountains. Highly religious people who believe that living high upon the mountain makes them closer to the gods. Social status is determine by placement upon the mountains. The highest in social class may live high upon the mountains while the lowers must maintain the fields below faithfully, in hopes that their children may one day advance into mountain homes. No enemies.

    Orange and Yellow - The Estion Empire, altogether a form of a dual monarchy in which each region has its own King but the Dual Monarchy is built into their religion. Basically, the Kings agree simply by being Kings that they must co-operate and any hostility between Kings could lead to outright rebellion. (Basically, they are a rather large and powerful nation but with the fragility of their government it is hard for them to do much politically)

    (Ignore the random green dot on the Vardas mountains in the Kingdom of the Mountains.)

    03ac5d56-75d6-4b52-8348-acc034342df2_zpsdbc66295.png
     

    Skyrimosity

    Well-Known Member
    Also, I made some pretty important changes to my Age of War IC post. Originally, I had confused the location of the Patriarchy. Now, my little scouting mission is going to the island north and in the middle of my two northern colonized islands, nearer to the Mercer Supremacy.
     

    Simus

    An Excellent Site Member
    Great ideas Sky. I'll have my edits done tonight and I hope to start an IC post sometime tomorrow. It's 8:15 PM here in the D.C area. I'd like to establish some sort of exchange program with a kingdom. Particularly Sky's. Solarans go on a pilgrimage just like Quarians in Mass Effect to find something valuable to the fleet. I figure what better way to help the Fleet than a new perspective and possible trade agreements. I'd like to have at least one of my teenage characters, probably Alice, to be ant to live with the Lotharinian court for a few months to learn about their people and to give Garrus a chance to know the Solarans. Maybe have a member of the Lotharinian court live with the fleet for awhile? What do you think Sky?
     

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