Duke of Doge
Professional disappointment.
Greetings and salutations fellow adventures! Do you like fantasy rps? Do you like deadly sword fights, expert marksmanship, or rare destructive magical artifacts? Do you like influencing the story? Do you enjoy (potential) romance even in the face of overwhelming despair? Do you like forming friendships that could last a lifetime? Do you like being a nefarious villain, who plots against our heroes? You like jazz? If you or a loved one answered yes to any of these questions, you may be entitled to financial compensation then this is the RP for you!
Ladies, gentlemen, and Apache attack helicopters. Welcome to “A nation in havoc” a rp set in my (mostly) original setting. The continent of Okigira, more specifically- the country of Dalania, you can guess where my username came from. Created for the sake of a D&D game, which sadly fell on it's face because our dm was shit, I have now turned it into the go-to source for my OC, who you will meet later, I have established some basic lore and am continually looking for ways to improve it, and also established an event that will be set in stone for this RP, drastically changing the plot.
This is where I turn to you, my fellow adventure lovers! I absolutely love the setting, characters, and story I have established so far, but have yet to go deep into it. I offer you this setting as your playground:
Keep in mind this rp will probably start off fairly slow but should kick off in a few day's rp time.
Ladies, gentlemen, and Apache attack helicopters. Welcome to “A nation in havoc” a rp set in my (mostly) original setting. The continent of Okigira, more specifically- the country of Dalania, you can guess where my username came from. Created for the sake of a D&D game, which sadly fell on it's face because our dm was shit, I have now turned it into the go-to source for my OC, who you will meet later, I have established some basic lore and am continually looking for ways to improve it, and also established an event that will be set in stone for this RP, drastically changing the plot.
This is where I turn to you, my fellow adventure lovers! I absolutely love the setting, characters, and story I have established so far, but have yet to go deep into it. I offer you this setting as your playground:
Keep in mind this rp will probably start off fairly slow but should kick off in a few day's rp time.
Magic: Magic as in spells and wizards are rare, with magic being known by a meager 12% of the population.
There are several types of Magic:
1) Natural Magic: Those who possess an affinity for magic at birth. They wield a wide variety of abilities and are entirely unique to the individual.
2) Patron Magic: Those who seek magic from mysterious entities from other dimensions. There are several major Patron classes. Shadow, Celestial, and Hellish magic to name a few.
Enchanted items: Enchanted items are fine, but very expensive, and can be made by Dwarven smiths, just don't have an enchanted item that is on par with Mjolnir.
Currency: Copper, Silver, Gold, Platinum.
1 silver = 30 Copper
1 gold = 20 Silver
1 platinum = 10 Gold
Technology: Guns have yet to be invented. (that does not mean you can't do it tho ) Crossbows are the military norm, as are traditional swords/armor and things of that nature. Also, some machines exist but run off steam.
There are several types of Magic:
1) Natural Magic: Those who possess an affinity for magic at birth. They wield a wide variety of abilities and are entirely unique to the individual.
2) Patron Magic: Those who seek magic from mysterious entities from other dimensions. There are several major Patron classes. Shadow, Celestial, and Hellish magic to name a few.
Enchanted items: Enchanted items are fine, but very expensive, and can be made by Dwarven smiths, just don't have an enchanted item that is on par with Mjolnir.
Currency: Copper, Silver, Gold, Platinum.
1 silver = 30 Copper
1 gold = 20 Silver
1 platinum = 10 Gold
Technology: Guns have yet to be invented. (that does not mean you can't do it tho ) Crossbows are the military norm, as are traditional swords/armor and things of that nature. Also, some machines exist but run off steam.
Human:
Humans are a varied race, with members in every corner of the continent. Unlike the other Races, who have a generalized culture and history, humans have multiple histories and cultures depending on their location. For instance, The Wildlings, Humans of the Badlands, have a much different culture than the Calcians. As such, humans cannot be nailed down in one generalization except that at peak they have the advantage in endurance.
While humans lack the raw strength of Orcs or the agility of Elves, they make it up with extreme endurance. Few creatures can outlast a human in physical activities, and those can are only able to do so in very specific environments. Humans are also remarkable when it comes to surviving in extreme conditions, whether it's a hellish desert or a frozen wasteland, humans will not only survive but eventually thrive. You might outrun a human, but it sure as shit will catch up to you eventually.
Elves: Elves as a generalization live twice as long as a basic human, see in the dark, and are capable of walking silently. They live in small Villages throughout the forest province of Fenwood, one with the land, knowing its secret dangers and benefits. They are much more susceptible to disease than the other races, though this has led the discovery of many high tier medicines. For reasons currently unknown most get seasick very easily.
Orcs: The Orcs live in or next to the badlands, in clans of various numbers from small family clans of a dozen or so, to large clans of hundreds or so. Their beliefs vary from clan to clan. Some are vicious animals while others are glory seeking warriors. They are typically stronger than the other races, and wield weapons of green metal.
Dwarves: Dwarves make their home in the Red Mountains, and are rarely seen far from their Volcano. Shorter than the average human, they are stocky and strong, a result of their Rocky Mountain homeland and living in tunnels. Their dedication to their home is unmatched, as well as their skill with stone and steel. They hold the secrets of Enchantment, and rarely let the other races purchase them. Dwarves are Master traders, and usually smooth talkers. It was them who suggested a Common Tongue for diplomacy and trade purposes.
Halflings: Halflings are shorter than dwarves, and live in the Province of Vilnius. They are generally not interested in the affairs of outsiders, keeping to themselves and their own matters. Many are master gardeners, growing the most potent herbs and most beautiful flowers. They as a whole are not know for much heroism, though they are no stranger to violence from the Badlands.
Half-elves: Cross between Human and Elf, widely discriminated against and often viewed as filth.
Goblins: Goblins have been around for thousands of years, yet according to reports they were not always as they are now. Once they were animals, almost monkey-like with pack-like hunting patterns and much smaller than in present times. They hunted humanoids relentlessly, finding them to be their favorite meal. However 2000 years ago they disappeared, their raids of caravans stopped. All was quiet. For a while. When they returned, they stood on two legs and taller than humans when not hunched over, holding wicked weapons made of black rock. Something happened to change them from animalistic monsters to tribal warriors. They not only showed new tribal ways, they also showed some degree of religion, erecting statues to a seemingly half-elven figure. Modern Goblins are the terror of the seas, attacking almost any vessel they see.
Demons: Un-playable race, and won't be relevant unless this rp goes on a long time. They live in The Forbidden, that is all that is known about them.
Humans are a varied race, with members in every corner of the continent. Unlike the other Races, who have a generalized culture and history, humans have multiple histories and cultures depending on their location. For instance, The Wildlings, Humans of the Badlands, have a much different culture than the Calcians. As such, humans cannot be nailed down in one generalization except that at peak they have the advantage in endurance.
While humans lack the raw strength of Orcs or the agility of Elves, they make it up with extreme endurance. Few creatures can outlast a human in physical activities, and those can are only able to do so in very specific environments. Humans are also remarkable when it comes to surviving in extreme conditions, whether it's a hellish desert or a frozen wasteland, humans will not only survive but eventually thrive. You might outrun a human, but it sure as shit will catch up to you eventually.
Elves: Elves as a generalization live twice as long as a basic human, see in the dark, and are capable of walking silently. They live in small Villages throughout the forest province of Fenwood, one with the land, knowing its secret dangers and benefits. They are much more susceptible to disease than the other races, though this has led the discovery of many high tier medicines. For reasons currently unknown most get seasick very easily.
Orcs: The Orcs live in or next to the badlands, in clans of various numbers from small family clans of a dozen or so, to large clans of hundreds or so. Their beliefs vary from clan to clan. Some are vicious animals while others are glory seeking warriors. They are typically stronger than the other races, and wield weapons of green metal.
Dwarves: Dwarves make their home in the Red Mountains, and are rarely seen far from their Volcano. Shorter than the average human, they are stocky and strong, a result of their Rocky Mountain homeland and living in tunnels. Their dedication to their home is unmatched, as well as their skill with stone and steel. They hold the secrets of Enchantment, and rarely let the other races purchase them. Dwarves are Master traders, and usually smooth talkers. It was them who suggested a Common Tongue for diplomacy and trade purposes.
Halflings: Halflings are shorter than dwarves, and live in the Province of Vilnius. They are generally not interested in the affairs of outsiders, keeping to themselves and their own matters. Many are master gardeners, growing the most potent herbs and most beautiful flowers. They as a whole are not know for much heroism, though they are no stranger to violence from the Badlands.
Half-elves: Cross between Human and Elf, widely discriminated against and often viewed as filth.
Goblins: Goblins have been around for thousands of years, yet according to reports they were not always as they are now. Once they were animals, almost monkey-like with pack-like hunting patterns and much smaller than in present times. They hunted humanoids relentlessly, finding them to be their favorite meal. However 2000 years ago they disappeared, their raids of caravans stopped. All was quiet. For a while. When they returned, they stood on two legs and taller than humans when not hunched over, holding wicked weapons made of black rock. Something happened to change them from animalistic monsters to tribal warriors. They not only showed new tribal ways, they also showed some degree of religion, erecting statues to a seemingly half-elven figure. Modern Goblins are the terror of the seas, attacking almost any vessel they see.
Demons: Un-playable race, and won't be relevant unless this rp goes on a long time. They live in The Forbidden, that is all that is known about them.
This Rp takes place in the continent of Okigira. There are many towns, cities, and countries on the continent,.
Dalania:
Bordered between The Red Mountains to the south and sea to it’s North, East, and West, the country of Dalania mainly lives of engineering, mining and trade. The country also pumps hot gas from the nearby volcano, located in The Red Mountains, providing some towns, and the capital with indoor heating.
Dalania itself is mainly covered in frigid tundra, which has lead to a packed population, which means most of them live in the capital, Dalania, from which the kingdom derived it’s name.
The country's landscape is pleasant enough; imposing and misty mountains, white sandy beaches to its southern region are just a sliver of the elegance Dalania has to offer, which is why the country is revered among foreigners, despite its cold climate.
The people of Dalania are gracious towards foreigners and tend to welcome them with open arms. They feel foreigners could bring prosperity the country's well being.
The country’s flag is a simple red X on top of a red background, and its coat of arms is a red rose growing on a green hill.
The Red Mountains: Home to the Dwarves, the large and almost impassable Red Mountains are where they make their homes, in large, and complex system of tunnels that crisscross the mountains. They also draw power from the volcano, and the entry laws are the 2nd strictest, topped by the empire. The dwarves make their income by supplying top-tier tools, jewelry and weapons, their craftsmanship is legendary worldwide.
Laws are well enforced while inside the mountain. Especially to outsiders.
They don't own a flag, but their official symbol is two crossed pickaxes over a mountain.
Fenwood: While not an official country, it is left alone. Fenwood is a mostly untamed wilderness where the elusive Elves make their home in the vast forest and large trees. Due to its reclusive nature, not much is known about the territory.
Askary Republic: A group of Humans got tired of the Calcian Empires way of rule, and formed a small republic to the north-west of the Imperial City. Dominated by vast rolling steppe, the country has very tolerable weather, though it is common to vast amounts of rain, which can flood small towns.
Law enforcement is average, not too strict, but not too lenient. The people are very patriotic and despise the empire, they tend to make the majority of their income off of the excellent, and world renown horses that are bred there, as well as trade it’s neighbors.
Their flag is a white eagle, on top of a gold background, their coat of arms, being the same.
The kingdom of Melgar: The Kingdom of Melgar mainly lives off fletching, their horses, and livestock.
Melgar itself is mainly covered in flatlands and has a semi-snowy climate, which has lead to a lightly spread population, which means most of them live in small towns.
The country's landscape is sublime; vast flat fields, which are dotted with forests. The people of Melgar are loving towards foreigners and tend to welcome them with kindness
The country’s flag is white, with a red cross on it.
The government is also highly manipulated by the empire, though you’d never notice.
Vilnius: *insert description of the shire*
The Holy Calcian Empire: The resident superpower in the world. A country founded on religion, they have a bit of everything. Basically a blend of all countries. Extremely corrupt government.
Nag-rar-Gazel: Home of the goblins. Do not enter!
The Forbidden: It is in the name...
Dalania:
Bordered between The Red Mountains to the south and sea to it’s North, East, and West, the country of Dalania mainly lives of engineering, mining and trade. The country also pumps hot gas from the nearby volcano, located in The Red Mountains, providing some towns, and the capital with indoor heating.
Dalania itself is mainly covered in frigid tundra, which has lead to a packed population, which means most of them live in the capital, Dalania, from which the kingdom derived it’s name.
The country's landscape is pleasant enough; imposing and misty mountains, white sandy beaches to its southern region are just a sliver of the elegance Dalania has to offer, which is why the country is revered among foreigners, despite its cold climate.
The people of Dalania are gracious towards foreigners and tend to welcome them with open arms. They feel foreigners could bring prosperity the country's well being.
The country’s flag is a simple red X on top of a red background, and its coat of arms is a red rose growing on a green hill.
The Red Mountains: Home to the Dwarves, the large and almost impassable Red Mountains are where they make their homes, in large, and complex system of tunnels that crisscross the mountains. They also draw power from the volcano, and the entry laws are the 2nd strictest, topped by the empire. The dwarves make their income by supplying top-tier tools, jewelry and weapons, their craftsmanship is legendary worldwide.
Laws are well enforced while inside the mountain. Especially to outsiders.
They don't own a flag, but their official symbol is two crossed pickaxes over a mountain.
Fenwood: While not an official country, it is left alone. Fenwood is a mostly untamed wilderness where the elusive Elves make their home in the vast forest and large trees. Due to its reclusive nature, not much is known about the territory.
Askary Republic: A group of Humans got tired of the Calcian Empires way of rule, and formed a small republic to the north-west of the Imperial City. Dominated by vast rolling steppe, the country has very tolerable weather, though it is common to vast amounts of rain, which can flood small towns.
Law enforcement is average, not too strict, but not too lenient. The people are very patriotic and despise the empire, they tend to make the majority of their income off of the excellent, and world renown horses that are bred there, as well as trade it’s neighbors.
Their flag is a white eagle, on top of a gold background, their coat of arms, being the same.
The kingdom of Melgar: The Kingdom of Melgar mainly lives off fletching, their horses, and livestock.
Melgar itself is mainly covered in flatlands and has a semi-snowy climate, which has lead to a lightly spread population, which means most of them live in small towns.
The country's landscape is sublime; vast flat fields, which are dotted with forests. The people of Melgar are loving towards foreigners and tend to welcome them with kindness
The country’s flag is white, with a red cross on it.
The government is also highly manipulated by the empire, though you’d never notice.
Vilnius: *insert description of the shire*
The Holy Calcian Empire: The resident superpower in the world. A country founded on religion, they have a bit of everything. Basically a blend of all countries. Extremely corrupt government.
Nag-rar-Gazel: Home of the goblins. Do not enter!
The Forbidden: It is in the name...
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