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Fantasy Blackpowder: A Fantasy Early Modern Era RP

ValinoreanDawn

Namarië
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Avallion, The Era of the Reney-Sance


Welcome to Avallion! The mystical twin of Earth, though the connection between worlds long since withered, and while the powers of The Life-Change has diminished on the Earth it has remained strong on Avallion. The Life-Change, the source of Magick as many know it, permeates all living beings from the lowliest weed to the mightiest beast. A cosmic force that surrounds us, binds life together, and threads the Universe with form and function. Avallion is a world of various races, dangerous sorcery, and mighty Lords and Ladies. A world slowly leaving the characteristic Feudalism of many fantasy settings and progressing into the Early Modern Era.

The world of Avallion primarily exists technologically between the timeframe of 1485 to 1683. Encompassing many technologies of the Early Modern Era and the transformation from Feudalism to emergent NationStates, global empires, and at least to 21st Century Terran eyes more modern economical aspects. Players will assume the role of controlling a burgeoning polity in this setting, which the OP will provide the base for in order to give creative guidance of how the world looks at the start of the RP and then decide how to mold their polity as the RP progresses. Will you transform feudal lordships into parliamentarians? Will you engage in Absolutism and Enlightened Rule? Perhaps a rebellion from an empire into a newfound republic? Or perhaps your destiny is to forge a new Colonial nation in the New Lands beyond the Horizon.

The Forgotten Lore tab below traverses a variety of important events but will end in 1387. From 1387 to 1495 (the start year of the RP) players may introduce their own customization and homebrew events to formulate the last hundred years of their polity. As it goes through the Late Medieval Period into the Renaissance. One departure from IRL progression is that the New Lands were first discovered in 1453 instead of IRL 1492 and that populations are already growing larger. Seinor for example canonically starts out in 1495 with a city population of 300,000.

On the Nature of the Arcane

The nature of the arcane is a mysterious and esoteric understanding of cosmic working far beyond the mundane physical realm. Philosophers, mystics, scholars, and even practitioners can never truly know all of the arcane’s hidden mysteries. Especially not now, not since The Massacre of the Halflings and The Deluge which followed. For there are few who still live to remember it, and what has since been lost. The most apocryphal texts speculate that the World of Avallion was host to a cosmic force known simply as The Life-Change. A powerful, invisible, force that permeated the world and also found on other life bearing planets. Or at least could be. In the present the workings of Magic are governed by two schools of thought. The Preservationists, or Wizards. Who believe in careful tapping of the Life-Change present in the environment and indeed all life itself to conduct their magical efforts. While the traditional Mages since the time just before the Deluge believe in the imposition of one’s will on the Life-Change. To harness it from the environment for their own ends. The scars of their works left on the land itself. For it is Defiling and the frequent use of such powers destroys plants, can sap the life of animals and people, and in the most extreme extents of abuse. Render the soil infertile. As a result, by the Renaissance period practically all races and their societies do not tolerate magical users. In many it is a crime warranting immediate execution. Some even regardless of intention. For few nations trust magical practitioners and the damage they could bring.

Now, while many people can learn simple charlatan magical tricks. True mages are those of specific blood lines, though generations can be skipped which can lead to a sudden discovery of one able to practice magic, which have propagated through the thousands of years among the world's population at-large.

It is in this danger that the Pshaiolin Orders were founded, shortly after the emergence of the first Psions in the decades after the Immaculate Restoration, who could harness their own inner Life-Change without damaging the surrounding environment or others. Focusing on internal mystic arts and meditation. While, to directly combat wanton Mages and their reckless arts the Mageslayers were created. The Psimurai. Psionic warriors trained from childhood to hunt and slay Mages wherever they may be.
 
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Timeline New
-300,000 Years: Humanity evolves on a distant blue-green world alongside other primate races. The Halflings are already masters of "the life-change" a deep esoteric, spiritual, force quickly dubbed "magic". A race of Hominids also masters this force and become known as the Elves. The Halflings, perhaps as a side effect of their whimsical nature also master the art of astral projection and thus discover the world of Avallion. A Super-Earth like world heralded as Earth's twin and bound together by the 'Life-Change.' Believed to be what truly spawned life on both worlds and why both worlds mirror each other.

-74,000: Halfling and Elf seers learn that a catastrophic event is nearing on Earth and make preparations to "preserve the life-change". Creating various arks and transporting entire races to Avallion. But this process is interrupted by The Youngest Mount Toba eruption. As such the process is incomplete and much knowledge is lost as the Precursor Master Civilization which sat in the Atlantic Ocean between modern Iberia and North Africa sinks beneath the waves. Humanity is rendered nearly extinct and life on Earth is devastated.

A side effect of this is the severance of Avallion from Earth. The spiritual union of the worlds is broken. Magic begins to slowly die out over the process of millennia on Earth.

-49,000 The Neanderthals that were saved by the Halflings from Earth do not adapt well to Avallion and their species diverges. Becoming shorter but still rotund and strong. Cave dwelling Neanderthals develop into the Dwarves and Gnomes while those living life in plains and forests become the Goliaths.

-31,000 Humanity begins developing and spreading to various regions of Avallion. The Halflings uplift Humanity and teach them about magic. Great human civilizations emerge, clustered in a few areas, on Avallion. With cities of hanging gardens and floating citadels.

-25,000 Human Civilization reaches a high watermark, and Humanity is ruled by a Grand Conclave of Mages.

-21,007 birth of Sarassilon in the Hanging Garden City of Boreia which circles in the Northern latitudes of the world. Sarassilon will eventually become the High Mage of the Grand Conclave in the middle 20th Millennia of the Pre-Solar Calendar. Human life spans free of disease and extended over a millennia by this point. But murmurs, namely from Sarassilon and then later his followers, question the teachings of tradition and believe that the Halflings by nature will be supplanted by a more masterful race who can express better, industrious, control over The Life-Change.

-19,099 Sarassilon and his faction adopt increasingly illustrious titles and seek ever more ways to prolong their lives and youth. Many begin turning to darker arts. Slowly poisoning the Life-Change with their dark deeds.

-18,999 The Halflings protest these dark arts forming and the effect it has on the Life-Change. The Elves and other magical art practicing races acknowledge this and withdraw from the Conclave. Accepting the natural order that the Life-Change exhibits. Humanity views this as an attempt at keeping the true prize, everlasting life, away from Mankind and Sarassilon galvanizes many who were on the fence about his teachings to his side. While a minority of Human wizards abandon civilization for hermetic ascetic lifestyles with nature. Bringing their own followers with them.

-18,650 Sarassilon, near death, having already prolonged his life centuries beyond what was thought possible, summons a Halfling delegation to the Conclave. The Halflings arrive and Sarassilon at first politely requests that they help him stave off death for a while longer. The Halflings refuse, citing the damage done by his teachings will take far longer to heal already. Sarassilon, with growing anger demands the Halflings give their final secrets to him. Which, the Halflings respond that the secret to eternal life is that life is neither eternal nor without change and that death is merely a part of this cycle which repeats, self-replenishing. Sarassilon, enraged, strikes the lead Halfling down with his staff and thus the Slaying of the Halflings commences. Humanity purges the Halflings and hunts them down.

-18,649 The Elves, abhorring at what The Conclave and their servants have done condemn this act and began conducting a Great Ritual which will commence The Deluge. A ritual that took two years in preparation is unleashed in the Autumn of -18,647. The Oceans churn and Seas swell and the great gleaming cities of mankind are thrashed from sky and sunk beneath waves. The land in many regions drowns as the Deluge wipes out all but few scattered remnants of humanity who survive as isolated pockets. Mostly, those who followed the Wizards that turned away from The Conclave's teachings.

-18,644 The Deluge subsides leaving various lands altered. The Dwarves shut their doors to all due to the collateral damage of the Deluge which drowned several of their own cities as well. Humanity is rendered back to primitive tribes of hunter-gatherers. (edited)

-9,000 Humanity has re-populated enough to begin agricultural and stone age civilizations.

-7,000 Humanity enters a Copper Age of technology.

-3300 Humanity enters a Bronze Age and Shamans once more begin to show signs of controlling Life-Change. Now increasingly known as Magic or The Arcane. Initially, this is very passive with seers and oracles who can communicate with 'Gods'. In reality these Gods are but the spirits of long deceased Humans from prior ages that via the Life-Change can interact in certain fashions with the living.

-2000-3000 The first Bronze Age empires of humanity emerge along the Iteru, Jade Gulf, and Babil Crescent. Human arcane prowess slowly grows and becomes ritualized. The concepts of Preservation and Defiler Magic becomes known.

-1700-1800 The Human King Hammuraschezzar becomes the first Sorcerer-King in the fabled city of Babil. Established the first Mageocracy and Codifies Arcane Law to keep balance between Preservation and Defiler arts.

-1600s Solomon the Great rules an empire to the West of Babil and first Sorcerer-King to bring astral spirits back to Avallion and bound to his will. Accidentally, brings the Djinn, Ifrits, Imps, and other spiritual denizens to Avallion. However, upon his death 500 Djinn escape and destroy his city. Leaving only mounds of salt where the city once stood.

-1500s The Pharaohs of Anakh become dynasties of mages in a mageocracy of their own. Building great pyramids and cities along the vast river.

-1300-1100s Wars between Anakh and Babil create The Black Desert. The Age of Sorcerer-Kings formally is considered to begin at this time as most Human civilizations come under Mageocracies.

-1000s Defilation magic is used rampantly by old empires. Leading to the formation of the Great Desert and other wastelands. Many empires collapse with the arrival of the Dwarf Clans that invade many regions. Emerging from the underground the Dwarves and surface races fight intense conflicts. The Great Dwarf King Atelagar the Red Hand sacks many ancient Human cities. Human refugee hordes ripple out causing more ancient cultures to collapse.

-900s-600s Decline of Anakh. Babil is conquered by the Sorcerer-King Nasarhadhon of Ardash. Iron Age begins in the 800s and spreads rapidly in the 700s due to interactions with Dwarven traders who teach Iron ore working to Humanity. Emergence of Iron Age city states throughout the Inner Sea. (edited)

-666 The City of Ubar, The Desert Jewel, the City of Spices and Incense, is destroyed by defiler magic gone out of control. Ubar becomes known as the haunted Demon City. The devastation breaks off a chunk of the land from the central continent and also destroys an Anakh city that becomes known only as the Sunken City of Reeds. Though rumors abound that that city as well had fallen under the strange dark gods and practices that had led to Ubar's fall.

-552 Babil is destroyed by Defiler magic when its Sorcerer-King tries to siphon the life force of his entire kingdom to achieve immortality and godhood. The Fertile Crescent of Babil becomes the Great Silt Desert.

-550-500s Mynossos is rebuilt on the Isle of Kriton. Flourishing as Kriton settlers begin colonizing the Eastern Inner Sea. Apollinaros, Osro, Kyres, and Sakaryos are all founded. Tythonese city state of Seiracusa grows into a maritime power to rival the growing power of Carthain.

-539 Ascension of Syrus II to the throne of Susarsha. Marriage alliance with Khalasadaran and conquest of all the Ardash Highlands begins.

-529 Syrus takes the name of Ardashanshah or King of Kings of Ardash.

-528 Ardashanshah bounds the Ardashi mages to his will with the help of a dwarf forged artifact known as the Sceptre of Fire. He unleashes the Mages to help his army conquer Zandri, Choramsh, and Phraia by 527.

-526-519 the Ardash-Medic War is waged by Ardashanshah and the conflict begins the deterioration of the vegetation found on the Eldurash Plateau. The site of most battles. The Ardashi conquer Mede after a lengthy siege in 519.

-509 Founding of The Amoran Republic after overthrowing and massacring their ruling Mageocracy. (edited)

-400s-100s the classical period for various cultures in the Inland Sea region and also the growing might of the Celestial Empire in the East. The Amoran Republic expands at an increasingly rapid pace across the Inland Sea and along the Westlands.

Overthrowing many Sorcerer-Kings and exterminating various magical societies that had existed for centuries as the Amoran Republic imposes its imperium antemagium.

Kriton culture spreads throughout the East to the borders of the Celestial Empire around the same period after the conquests of Lysander of Tithos unites most of the Eastern Inland Sea region and conquers the Ardashic empire in the late 300s.

-99-50 Civil Wars in the Amoran Republic as powerful generals fight for control and eventually become subverted into an Empire.

1 AR the Immaculate Restoration occurs in the vicinity of Csarinopolis. AR=After Restoration.

30 AR The Church of the Sacred Flame emerges in Csarinopolis preaching the tenets of the Immaculate

33 AR First Psionics are born

100-200 AR (After Restoration) the Amoran Empire reaches its apex. The Celestial Empire falls into civil war and Psionics warrior schools are formed. The Celestial Order is triumphant and restores order in 199 AR.

201-400 AR Amoran Empire begins a long decline. Eventually splitting into two halves. The Western Empire with its capital at Amor and then Avenna (later renamed Avignone) as its declines amid invasions and migrations from peoples coming from the North of the Encircling Mountains. The Eastern Empire centered first at Valexandria until the 440s when it is moved to Csarinopolis by Agustos Theiodossian who builds its legendary Triple Walls when a re-emergent Ardashic empire begins to encroach on the ailing domains of the Amoric empires. The Church of the Sacred Flame, named the Apostolic Orthodox Church of the Sacred Flame becomes the state religion of the Eastern Empire in 337 AR.

480 AR fall of the Western Empire which is divided into various new kingdoms. Birth of Arthyr, which stories differ on being of Amoran stock or native to Albion, in Breiton. He becomes Arthyr of Breiton and by 411 as the Western Empire continued to fall, he ended up in Albion and founded the Kingdom of Albion. Founding the legendary fortress city of Brythain.

448 AR Death of Arthyr, mutually slaying his bastard son Mordryd, at the Battle of Lake Baernarvon. His legendary sword Caliburn passes to his son Tristan of Brythain.

500s-700s AR Pshiaolin discipline is formalized and spreads Westward. Eventually forming a school in various cities of the Inland Sea. While the Psamurai form in the early decades of the 7th century. The early to mid 6th century sees the Eastern Amoran Empire conquer much of the former Western Empire and propagates the faith of the Sacred Flame; until the 7th century and early 8th century were a series of disasters sees the Eastern Empire shrink sometimes to the Horn of Csarinopolis itself and in 627 the empire loses its last ancient Amoran vestiges and embraces its Kriton descended majority demographic. Becoming the Csarinos Empire. The Great Apostolic Basilica of the Eternal Flame is built in Amor in 529.

733 AR Birth of Arawn and Gwydion. Both enter the tutelage of the Wizard Myrlin. Who begins tutoring both in the woods around Caerleon and on the Isle of Ossex. Even as the faith of the Sacred Flame spreads to Albion it adopts a syncretic form tolerating the Wizarding druids that had existed on the isle for millennia.

756 AR Arawn begins dabbling in Defiler magic.

757 AR Myrlin warns Arawn that he is starting down the path of damnation and warns King Gawain of Brythain that Caliburn must be returned to the depths of Lake Baernarvon to avoid an approaching doom.

Gawain does not heed the warning as Arawn becomes estranged from Myrlin and leaves his side. Venturing into the dark vales and wooded Black Mountains in 761. Gwydion tries to search for Arawn but to no avail.

766 AR Gawain repels a Northman invasion and reinforces Arthyrs Wall. Gives the Duchy of Breiton to his eldest but technically bastard son, Gwalchmei. Gawain would die of old age in 772 and succeeded by his second son Benidere.

773 AR Myrlin, long in communication with the Elves, travels abroad and rumors persist that he was allowed to set foot on Avalon. But what is confirmed is that he did also at some point reaches Arca Ore and Selu'Archa. Were he communes with the Elven Wizards and Lords of the region about the doom he foresaw approaching Albion.

774 AR Birth of Karleimaine the Great in Seinor. Who would go and form the Apostolic Empire before his death in 825 AR. Gwydion becomes Court Advisor to Benidere around 775 or 776 AR and becomes by Orc sightings in the Black Mountains.

777 AR The Orctide erupts from beyond the Wilderland and lays waste to entire realms as massive hordes of Orcs rampage led by powerful Orc Mages. Only defeated by a large coalition led by the Tsar of Great Bolghar.

781 AR Myrlin journeys to Arca Faera but is captured by Dwarves from Drakulthrangbar and sold as a slave to the Night Elves of Mor Zarassan. Until he escapes in the Spring of 782 and manages to reach Arca Faera in the Summer.

786 AR Arawn arrives at Brythain and speaks to Benidere in secret disguised as an old crone. Gwydion is only summoned after the conversation takes place and the latter takes note that the Iron Crown of Annuvin, an ancient heirloom, has gone missing from the vaults of Brythain. At Gwydion's behest a watch is set on the Black Mountains while the Wizards of the Druid Order begin searching in a concerted fashion for Arawn's whereabouts.

787 AR King Benidere dies abruptly, and his young son Grisflet becomes King and heeds Gwydion's warning and makes for Lake Baernarvon to return the sword to the spirits of the lake and hopefully stop the doom approaching Albion. But his ambushed and slain by Orcs. Orc raiders come down from the Black Mountains and an Orc Fleet comes up from the South and assaults Albion. Prince Fwylthrain the heir is slain at Gelligaer repelling Orc invaders. Duke Gwalchmei, now old, sends his third son (Gullivan) with an army that relieves Albion. Gullivan retrieves the sword Caliburn but refuses to toss it into Lake Baernarvon. Instead returning with it to Brythain and as a descendant of Gawain is crowned King in 788.

789 AR Arawn declares himself the Prince of Annuvin and gathers all manner of evil to him.

790s-800s AR Rise of Karleimaine and Arawn invades across the Blacktear river and is only stopped at the battle of Highwatch by the Druid Order of Wizards in 794. Myrlin departs in the Winter of 794 from Arca Faera and arrives in 795 at the Isle of Ossex. Gwydion sends word to Myrlin of what has transpired since his departure and the old Wizard departs immediately for Brythain in the Spring of 795. Meanwhile, Prince Arthyion and Mordryd are born in the winter of 795. Myrlin informs King Gullivan that unless Caliburn is returned to Lake Baernarvon, Arawn will rule Albion in-time as a Dark Kingdom of Sorcery and that the land would be lost to devastation and darkness. Gullivan dismisses the remark and that the 'Prince of Annuvin' is bottled up in the Black Mountains and may keep his paltry Iron Crown. Myrlin, seeing the King will not be moved departs back to Ossex, knowing that since Arawn has the Iron Crown that so long as he wears it and sits upon the throne of Annuvin he cannot be slain unless in battle.

813 AR Gwydion is dismissed by King Gullivan from his council over disagreements regarding the tutelage of the twin Princes. Gwydion travels north trying to thwart Arawn where he can. Myrlin departs to try and enlist the aid of Elven Wizards in the defense of Albion.

814 AR Arawn's armies assault west and besieges Alba the ancient city of Alba. Gullivan dies in battle despite repelling Arawn's forces and Arthyion and Mordryd become co-Kings of Albion and the latter takes up residence in Alba while Arthyion rules in Brythain. Caliburn is laid to rest in the crypt beneath Brythain. Arthyion gathers an alliance with the Duke of Breiton and various Northman Jarls to counter-attack and destroy Arawn. In 815 Arthyion's Alliance attacks Annuvin and besieges the Dark City. But Arthyion had taken Caliburn with him and Mordryd, taunted by Arawn's illusions, fears that his brother seeks to become sole-king and rises in rebellion. By 816 the alliance is unraveled, and the young Kings fight a bloody civil war as Arawn's forces attack North. Breaching Arthyrs wall and laying waste to the Northern cities of Edinborg, Odanborg, and more.

817 AR Gwydion tries to counsel both kings to no avail and sends word to Myrlin who makes haste to return.

818 AR Battle of the Shores of Lake Caernarvon and both sides suffer grievous losses. Mordryd is slain by his brother but not until delivering a mortal wound. The dying Arthyion, consoled by Gwydion, throws Caliburn into the lake where it is gripped by the water's spirits. Gwydion returns to Brythain as the realm searches for a heir. But Arawn assaults in the winter and lays waste to Alba, Sasson, and Weath before crossing the Blacktear and laying siege to Brythain. Myrlin arrives in the second week of 819 with an army of elves and dozens of elven wizards who defeat Arawn. Forcing him to flee back to Annuvin. The Auric Hedge is formed around Arawn's dark lands in the Black Mountains. The Kingdom of Albion is divided up into various petty kingdoms while Myrlin and Gwydion leave Albion with the elves.

late 800s-900s AR the kingdoms that would dominate the west lands and Inland Sea form. While in the Near North and Northwest the faith of the Sacred Flame spreads and contests older folk faiths. The rise of the Tsardom of Great Rusgrad occurs in this time.

1050 AR the Schism of the Sacred Flame occurs splitting the Church into the Apostolic Church of the Eternal Flame in the West and the Orthodox Church of the Sacred Flame in the East and North.

1100s-1300 AR Crusades from the Westlands attack the Southlands and eastern Inland Sea as religions there become increasingly hostile to the Faith of the Flame.

1300-1330 The Great Plague spreads around the old world.

1337-1387 The Fifty Year's War between Mersia and Seinor. Mersia is destroyed by Seinor in 1387 in the Mage's Conspiracy when a Cabal of Mages usurp Mersia and are then defeated with the help of the Mersian Errant Knight Don Sebastiano Almerida Quino. However, a magical explosion destroys much of the city and it is then abandoned.
 
Maps New
The Inland Sea
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The West Lands
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The Near North
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The Wilderland
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The North-West

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The Near East
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The South Lands
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The Further East
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The Broken Lands of the South-East

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The Jungles South of the Further East
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The Lands of Spice, South of the Near East
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The Lands of the Tourmaline Sea and Middle Western Coast of the South Lands
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The Northern Half of Albion and the Shattered Crown of Albion

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The Sunset Realms
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The Eastern Islands of the Sea of Ghosts
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A composite map is in the works (courtesy of User named Hyra) but is too large for the RPN site (each one of the above is minimum 3MBs). If there is interest work will be put into putting that composite up somewhere.
 
Although I did see some names i could fairly understand, like mordrid and the other Arturian names. I think I got lost in the names haha but I recognized a pattern of empires rising and falling by tapping into black magics(defiling).

I loved the halfling and deluge part, it was really neat. I definitely saw some Tolkien esque parts such as the humans pining for immortality and it being their downfall.

This is really interesting as a whole even if I would fail a test on it haha. What my question is, where do I fit into equation? There's so many lands and so many moving pieces i am unsure of my focus here.

In my opinion what made Tolkien awesome is all the events of the similarion were to explain sauron's rise and the fall of magic in the world. So here my question is, what am I rping to do?

Quickly off the top of my head i can see myself playing a wandering doctor who survived the plague. Or a small boy with dreams of being a powerful mage. Mayhaps a princess of a duchy about to be over run by monsters and humans alike.

But for now, not sure if I should make my own purpose or if I should wait for further instructions.

That said, I liked the alt history here. :) the life-change for instance, is this in all beings or is it a treasure one must obtain?
 
Hello,

Great questions,

The RP is meant to be faction based. So writers take on the role of a kingdom, empire, republic, city state, with an aesthetic ranging from 1485 to 1683. Writers then role play as the leaders or important figures of these nations as they compete, wage war, explore, and engage in diplomacy with each other.

Life-Change is in all living beings and everyone could be taught basically street charlatan magic but real magical power is passed down via blood lines (which can skip generations).
 
Interested
 
The Tsardom of Rusgrad New
Polity Name: The Tsardom of Rusgrad
Polity Epithets: The Nation of the Bear and the Wolf. The Land of the Great Bear. The Northern Empire.
Capital: Golden Rusgrad
Nation Heraldry: 1736975780666.png
Total Population: 17 Million
Population Breakdown:
~16 Million Humans
The majority of the population of Humans are those of the Rusan people or 'fiery folk'. Known for their high percentage of red heads, blondes, and bright eyes. Even those of black hair are often bearing green or blue eyes. The second largest group would be the Rovanish who inhabit the northern principality of the Tsardom. Smaller minorities exist in the cities.
~175,000 Dwarves
Dwarven populations from several northern clans live in the cities of the Tsardom. Often involved in the banking, metallurgical, and mining industries.
-150,000 Elves
Elves, primarily Moon and Sun Elves live in the Tsardom in primarily their own self-contained urban districts or enfeoffed rural areas.

Religious Breakdown:
The State Religion of the Tsardom is The Orthodox Church of the Sacred Flame with the Rusan Patriarchate based out of Golden Rusgrad's Cathedral Basilica of the Saviour's Resurrection. Though only two thirds of the human population adhere to this belief. Many in the rural communities and smaller cities practice syncretic beliefs or solely to old local folklore beliefs.

Dwarf and Elf practices are tolerated but not in public squares.

Government
Type of Government: Tsarist Monarchy
Current Leadership: Tsar Dimitri I
Leadership Information: The Tsar and his Heir
1736975934069.png
The Tsar (Emperor) of Rusgrad is Dimitri I has reigned for thirty-three years, the youngest son of Tsar Yurei II of Rusgrad and a direct descendant of the founder-tsar Vasil I the Vampireslayer.
Dimitri was married to Grand Princess Anna Angeliophos of the Imperial House of Csarinopolis in a religious-political marriage organized between the Patriarchates of Rusgrad and Csarinopolis to bring greater unity to those realms that adhere to the Orthodox Church of the Sacred Flame. As part of the wider schism between the Apostolics and Orthodoxy halves of the Faith of the Sacred Flame. This union has however been fruitful and while Anna was seven years his senior at the time of the marriage in 1464 she managed to bear five children before her passing in 1491.

Vasil Dimitrivich of Rusgrad: The Grand Prince of Rusgrad and heir to the Tsardom is aged thirty years and a veteran of war and intrigue. Having led two expeditions East of the Dragonspines as the Tsardom seeks to expand Eastward into the Sybirian Taiga. He himself is married to Princess Marina of Great Bolghar and has fathered seven children of his own.
----Ivan (7): Grand Prince of Mosk'va, is the eldest son of Vasil Dimitrivich and the grandson of the Tsar. Given the title of Prince of Mosk'va to show seniority among the grand children of the Tsar.
----Anna (6): Duchess of Samarovo, eldest granddaughter and to ensure lands remain within the family the Tsar has bestowed a title to even female descendants as part of a wider scheme in autocratic centralization.
----Marzanna (5): Princess of Rusgrad
----Vasili and Grigori (3) the twin sons are invested with the titles of Prince of Rusgrad.
----Svetlana and Elizaveta (1) twin daughters born under a blue moon which is heralded as an omen of splendor.

Boris Dimitrivish: Grand Prince of Old Novagrad is the second son (27) of the Tsar and married to Zerina of Sighisoara, eldest child to the Count of Sighisoara, a political bid to one day extend control of the Tsardom south toward the Shrouded Valley. Their marriage has been less fruitful given Boris often prefers to hunt and campaign than domicile life. However, two children have been born to this union.
----Katara (4) Princess of Old Novagrad
----Feiodor (2) Prince of Old Novagrad

Yurei Dimitrivich: Aged twenty-five and the third son of the Tsar is invested as the titular Grand Prince of Krongrad. The senior of the three titular republican principalities brought under the umbrella of the Tsardom in the last hundred years. He is married to Boyarina Kira of Krongrad, a wealthy landowner and leader of the conservative faction in the Krongrad City-Council. They have three children.
---Spiridon of Krongrad (3)
---Marina of Krongrad (1)
---Yulian of Krongrad (Newborn, few months old)

Marianna of Golden Rusgrad: The twenty-one-year-old daughter of the Tsar and still unwed, much to the consternation of the Tsar given her age. More alike her brother Boris than anyone else. Marianna likens herself to the warrior-maidens of myth and even has custom armor and weapons fitted to her build forged for her by the Elves of the Phoenix Isle.

Yelizaveta of Golden Rusgrad: At eighteen years of age, she is more like her elder brother Vasil, stately and proper, and her hand is keenly sought after.

Government Structure: The Tsar sits at the top of the government hierarchy with the various Grand Princess and Grand Dukes beneath him. There are also the City-Councils of the Three Princely Republics which hold him as their liege while they elect their own Princes which act as executives of their legislation. Below this are the various wealthy land owners, the Boyars, who make up the Zemstvy Sobor, a grand assembly who can vote on important matters or voice their concerns over a major issue. Beneath this are various Dukes and Counts who hold smaller territories and finally Princes which is more an honorific title (unlike Grand Prince). Finally, the lower nobility is primarily Vityaz and Kossacki Atamans.

The Tsardom is still strongly feudal however newer government organs modeled on southern practices, but in a northern style, are being formed. Such as Ministries over Commerce, Currency Minting, Finance, and Justice have been founded. While in the East various towns are given over to appointed governors rather than feudal lordlings.

State Religion: Orthodox Church of the Faith of the Sacred Flame. However, the Old Faith practiced by those who call themselves Old Believers' remain strong especially in the rural countryside. Worshipping a pantheon of Gods, Goddesses, and Nature Spirits. The Rusan Patriarchate is headed by the Patriarch of Golden Rusgrad and is the top of the Church's domains in the Tsardom. Beneath him being various Heirophants, Archpriests, and Preachers.

While the Old Faith is more decentralized under a variety of High Priests and Priestesses.

Economic Information
Currency:
A golden coin called Knyaz (Prince) is a large, a 24-carat pure gold coin, minted solely in Golden Rusgrad and highly valued. But not often traded because of its weight at 4,45 grams.

The Rouble is a smaller gold content coin at 20,5 carats and is the coin preferred by merchants due to its wider liquidity.

The Grivna: A Silver coin often used in urban markets and often enough in rural areas as the family inheritance for peasants. A silver coin of 20 carats of fine silver minted in a variety of cities but to the same weight and measure.

The Poltina is the common currency and a small silver coin of 16 carats.

The Zemstara is an electrum coin originally from Old Novagrad that is 12 carats of gold and 12 carats of silver. But it is generally only used as an accounting tool due to it able to be used for money changing conversion and banking.


Major Industries:
Economic Endeavours: The Tsardom is primarily an agricultural economy with large tracts of land worked either by free peasants or serfs. The majority by serfs who have various protections and rights such as ownership of 9/10ths of their produce and land divisions in the villages based on family size (an old scheme to produce larger families and thus more sons for levy service). Taxation is few and primarily levied on the land-owning Boyars, merchant, ports, or urban classes. Taxation to the rural peasantry is generally levied only in times of conflict when villages and hamlets are expected to supply a certain number of men, based on the population of the area, to the Tsar's armies.

Aside from agriculture the Tsardom has a large fishing and shipbuilding industry alongside significant access to lumber, and extensive mines in the Dragonspines. Along with close ties to the Dwarves of Mithrabar, Highgrym, and Amethrilkaz. Where foodstuff is often sold to the dwarves in exchange for valuable ores or refined materials.

Military Breakdown:
While the Tsar and the Boyars may raise many thousands of peasants to fight in its wars. Peasant levy are not often sought after in the wars between various realms. Instead, the nobility (whether landless or not), mercenaries, or professional soldiers on the payroll of the imperial treasury are used.

Vityaz

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Analogous to the Knightly nobility of the Southern realms the Vityaz are often the subject of legends and are some of the oldest elements in any Tsarist or Boyar army. Professional warriors raised since childhood and often lesser landowners able to afford horses, spear, armor, and melee weaponry. The Vityaz also uniquely include females, often daughters who could not find husbands or traditionally the third daughter in a household, raised as a light cavalry warrior with armor, bow, and saber. A growing number of these warriors are however exchanging the spear for the arquebus.

The Bogatyr

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Professional, often trained in Tsarist Warrior Schools are the Warrior Guard of the Bogatyr. Exact armaments may vary as well as armor per school but generally maille and scale armor, more suited to the northern climate, is worn alongside wielding of arquebus, bardiche, sword, and axe. Bogatyr are capable of fighting on horseback but generally it is preferred to deploy in ordered companies as infantry once battle is decided to occur.

The Kossacki

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Initially, composed of dispossed sons and outlaws seeking a pardon by service on the frontiers against Orcs and whatever else stalks the snowy woodlands of the North. The Kossacki have since become semi-independent warrior societies stationed in geographic regions. Often the first line of defense against Orcs in the East and monsters in the southern woods. The Kossacki generally eschew heavy armaments and weapons for light, swifter, forms of warfare. The heavy sword is given to the saber, heavy suits of maille and plate are given way to lighter lamellar armor joined by maile about the neck and arms. The arquebus while used is often inefficient in such style of war and thus many of these warriors are expert bowmen.

The Streltsy
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Initially, made up of orphans and wards of the state but now seeking professional enlistments as the 15th century brought new challenges for the Tsardom. The Streltsy have adopted a more southern style to war in the mass use of the arquebus and polearm. But instead of pikes, of lesser use in winter and the forests of the north, the Streltsy adopt the use of the Pole-axe, bardiche, and corsique. While some, use the Streli, a name of the Pole-axe arquebus that is dwarf forged on request by individual soldiers or as a state award to soldiers. Organized into regiments of 1.000 men the Streltsy also uniquely have females stationed with them from the Tsarists Battle-Wizard schools. Trained in preservation magic the Snow Wizards are an all-female order that act as medics and counter-spell experts in field battles.

The Sons of Tor
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A religious warrior order with roots in pre-Orthodoxy Rus'. The Sons of Tor famously ride and fight alongside bears. Generally, they ride to war against non-human threats to the Tsardom and eschew the conflicts the Tsars engage in among human opponents.

The Winter Guard
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Originally, the bodyguards of the first Tsaritsas in a pact with the Wizards of the North. Given mutagenic preservation magic elixirs the Winter Guard are a hardy religious order that adheres to the Old Gods and Goddesses of the Rus'. Tolerated by the Orthodoxy for their state services (but only just) the Winter Guard are barracked outside Golden Rusgrad and are one of the few allowed to bear arms into the Imperial Palace. Trained from a young age the Winter Guard are experts in wielding blades of magical ice and bowmasters. Additionally, they are expert survivalists in the harsh lands of the North and are even known to go to war alongside various beasts like Leopards, Northern Tigers, Snow Lions, and packs of Lynx. Further, they are often Psionic in nature and as such often sent to hunt down various arcane threats on behalf of the Tsar. Their mutagens allowing them to survive the blistering cold, stave off hypothermia, greater endurance, sight, hearing, and sense of smell.

History:

The Tsardom originated among the various city-states and Principalities of the North. The Rus' were initially various tribes that lived in the region for millennia in the western foothills of the Dragonspines. Gradually expanding west ward and eventually becoming sedentary the Rus' would found various cities and settle widely. The greatest polities emerging in the 700s being Old Novagrad, Lunegrad, Krongrad, and Veliki Ryaz.

By the mid-800s the Faith of the Sacred Flame was spreading from the South and Orthodox missionaries had journeyed North but initially met with hostility. This changed in the Orctide of 888, also known as the Wintertide, for when a million Orcs swept into the North from the lands in the East during the height of winter, previously thought impossible. The Dwarf cities of Mithrabar and Highgrym were besieged while Orcs in their many thousands swept West sacking, looting, enslaving, and killing. More than one army of the various Rus' states were obliterated in the fighting. Until the army of Old Novagrad led by Prince Aleyxdr, through the use of wizards, managed to lure an Orc army onto the frozen Lake Neva and at the right moment shattered the ice. Thousands of Orcs drowned in the frigid waters and Aleyxdr led a fearsome counterattack that led to another crushing victory at the site of were Mosk'va now stands in 890. The prince would then found the town of Mosk'va as an eastern fortress for Old Novagrad. These events, which the Sacred Flame missionaries said would happen if the prince believed in the purity of the restoration, led to his conversion and establishment of the faith in his lands.

The 10th Century saw the founding of Golden Rus as a Principality in 905 as the towns along the mouths of Novirski grew. Becoming a prosperous city and inviting a Boyar from Krongrad to be its Prince. The Prince, of half-elven descent, founded the Roumanskoi dynasty as Prince Ivan Roumanskoi of Rus'. The wealth of the city growing tenfold with the discovery of rich gold deposits around the mouths of the Novirski. Including large veins of Authril, the Sun Metal. As strong as dragonscales and light as a snowflake and capable of converting magic on contact into itself to repair, invigorate its wearer, or heal injuries. Rus boomed and became known as Golden Rusgrad.

By the 11th Century the City of Golden Rusgrad had expanded its influence to include Samarovo, Volovgrad, Varatov, Khemki, and Belgrad. While Mystchichvo was founded by the Principality in 1042. The latter half of the 11th century saw invasions from the West by the powerful Kingdom of Huszpodolia which was repelled in a series of conflicts led by the Grand Principality of Golden Rusgrad. Leading to it emerging as a leading political force among the Rus and from these wars led to the incorporation of Veliki Ryaz, Kasirgrad, and Staraya while Kronovski was founded in the first years of the 12th Century.

The 12th Century would be the Troubled Century as invasions from the East intensified and also migrations from Eastern peoples occurred. Further, Vampires had taken control of various lands along the Shadomira and this "Midnight Aristocracy" made war on the North to bring the Rus' into their dark embrace. The last of the old line of the Old Novagrad were slain and the Grand Princes of Golden Rusgrad absorbed the old city and also Valyirgrad and later freed Cherevets from the vampiric yoke. Until the Dark Nights arrived in 1171 which lasted for fifty years when the fearsome vampires of the Shadomira valley cast a powerful spell that dimmed the stars in the northern sky. Lasting for fifty years the Nights grew darker and the Moon dull. The Rus suffered horribly as vampires and ghouls prowled their forests and powerful mages held entire villages in thrall.

Until the coming of Grand Prince Vasil who in 1228 ascended the throne of Golden Rusgrad and began to wage a religious war, despite his syncritic views, and in the War of the Long Night from 1229-1253 the Grand Prince drove the vampires back to the High Tatras. Becoming known as the Vampireslayer for personally slaying at least one hundred vampires in his lifetime. Vasil would then turn East and come to the aid of the Grand Principality of Mosk'va (which had expanded greatly itself from the Tolyatt hills to Krymovo and outposts East of the Dragonspines) and repelled a large Orctide in the Battle of the River Novirski and the Grand Prince of Mosk'va swore fealty to Vasil, in turn the Prince of Tyver also swore fealty, and thus the lands of Rus were united. In 1258 the Tsardom was founded with Vasil as the first Tsar (Emperor) of All-Rus'.

Vasil would die in 1278 and be succeeding by his son Yurei Roumanskoi, known as Yurei 'of Golden Domes' for his extensive construction projects in Golden Rusgrad, Old Novagrad, Valyirgrad, and Mosk'va. Reigning until 1308 when he was succeded by Ivan I Roumanskoi or Ivan the Orcslayer for repelling several Orctides and establishing strong ties with Mithrabar, Highgrym, and later Amethrilkaz. Ivan would also see extensive resettlement of land and also become suzerein over the Three Princely Republics of Lunegrad, Krongrad, and Sungrad in 1339. Ivan II would become Tsar in 1345 and reign until 1357 before being slain by an Orc in the Tolyatt Hills. Leading to Daniiel Roumanskoi, his eldest son, to purge the Hills and eastern lands of Orcs by 1372. Even ranging east of the Dragonspines and founding the city of Noslavl as a bastion against the Orctide. Daniiel would move the capital to Mosk'va as a more central location to combat the Orcs of the Wilderlands until his death in 1390. His daughter, Variska, become the first ruling Tsaritsa in 1390 and founded the spa city of Tsarisk in 1400. Her rule was largely peaceful and she mothered an impressive sixteen children during her long reign while also being a psionic, the first of the imperial line, and establishing the Winter Guard as a formal Tsarist guard force. She would reign umtil her death in 1442 and be succeeding by Yurei II Roumanskoi who would be known as the "Kingmaker" for engaging in various long term diplomatic deals and arrangements. Notably the marriage of his youngest son and eventual heir Dimitri I Roumanskoi. Militarily, Yurei's reign was rather peaceful, but he did extend Imperial control in the North over the Rovanish chieftains and founded the city of New Zneimgrad. In the East he continued his mother Variska's policies of expansion into the Taiga, though he himself never led a campaign, and fortress towns of Pyrmov, Oskovo, and Vishniy Simbir would thrive. While control over the Khanates of Tambir, Sybir, and Khiv would be concluded in a series of campaigns that saw the Khanates of the northern wilderland accede to formal Tsarist suzerainty.
 
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What are the boundaries for our custom factions
 
What are the boundaries for our custom factions

Like territory? Basically, within reason. Like if you're playing the Not!French you can customize various aspects but if you want to start out with half the Not!German regions that would be a no. That would be something to achieve in the RP itself.
 
I can also answer specific questions like where Elves and Dwarves are etc.
Is commanding Orcs an option or are they too stupid- otherwise I'd enjoy a human city founded by an adventuring party, pretty much defending others by sending their battalions
 
Is commanding Orcs an option or are they too stupid- otherwise I'd enjoy a human city founded by an adventuring party, pretty much defending others by sending their battalions
Orcs are rather wild.

Orcs are as intelligent as humans and were originally created by Mages doing experiments on Neanderthals (ethics? never heard of them). The experiment basically created an excellent warrior race but also a very savage one. Orcs of their own will are not civilization builders, they do not build, they do not farm, and they certainly don't care for things like law & order. The Orc tribes found in the Wilderland and unknown unmapped regions beyond in the far East are nomadic, and when food runs thin, they are not above cannibalizing the weakest among them.

Orcs obey a might is always right mentality. If you're the best fighter and the meanest and can provide for the tribe then they'll follow. Many times, a chieftain can get enough to unify other tribes and clans and form an 'Orctide' aka many thousands, tens of thousands, or even a few hundred thousand Orcs migrating in a path of pillaging, sacking, enslaving, and slaughtering.

Orcs are fearsome, they have good eyesight though better at night, they have excellent hearing that borders on echo location, they are strong and hardy and able to run for many kilometers at a pace humans would find fast with relative ease.

Attempts at civilizing Orcs has always ended in failure. But they are opportunistic. They can be bribed, paid off, or otherwise directed to a weaker polity where they can pillage for whatever they wish.

While on the topic of races diverging from the fantasy norm:

Gnomes as well are not the quaint little rapscallions we all know. Their goal black eyes (even the sclera is dark) is the first give away, even if you don't see their rows of razor sharp, barbed, teeth. Gnomes are carnivorous and many a child in a remote hamlet has fallen prey to their wiles. Desperate farmers searching for the child in the dead of night only to come across gnawed bones.

Dwarves are basically take a human, make them shorter, and rebuild them as a brick shithouse. Denser muscles, denser bones, bone teeth strong enough to fracture a grown man's forearm with a bite, two hearts, and while poor long distance marchers they are quick sprinters. Dwarves are however unable to practice magic except for their art of Runesinging. Their dirges working Life-Change into various ores. Producing high quality devices, armaments, and armors that often have characteristics of their own. An arquebus that is more accurate shooting at say, Orcs. Or armor that invigorates the wearer when struck.

Werewolves
Victims of the Lycanus Meningetitis, the Lycan Bacterium. The origins of Lycanthropy are contested but likely the result of ancient Conclave of Magic experiments during the latter decades of Sarassilon's cohort's dominion over the precursor Human civilization. Where non-magical humans were experimented on to create superior warrior-slaves. The result of which led to the creation of Werewolves. Cast aside by their creators as a failed subject to the Lycanus bacterium's inducing of feral savagery in its victims. Now, millennia later, the bacterium has evolved into a dominant variant which does not totally replace the personality of the victim. Allowing a degree of control over not only the physiological metamorphosis, despite it being painful, but also in retaining some form of sanity. As a result Werewolf packs are often formed as fringe communities in remote regions.

Vampires
Homo Sapiens Sanguinesis are a race of unclear origins. The Pureblood Vampires, Higher Vampires, state that they came with the Halflings from a distant world and that like many races Avallion was not originally their home. While those of the Lower Vampires, those converted via bite and infection with the Vampire Viral Gene Mutatation, emerged as a byproduct of their feeding. Vampires take a variety of forms and appearances but generally seek to blend into the societies they infiltrate. However, while Lower Vampires burn in sunlight, Higher Vampires may survive in a weakened state. Vampires feed on the blood of living animals but only the blood of sapient races may preserve their bodies and souls. Giving them the ageless immortality which surrounds them. Vampires are also capable of becoming adept Life-Change users as they themselves are in-fact not truly dead. Merely another form of predator.

Goliaths
Nomadic, the Goliaths roam the Old World and its vast wildernesses as nomads. Occasionally enlisting as mercenaries for various powers. The Goliaths evolved from Neanderthals and are of roughly human intelligence. Larger, taller (200cm is short by their standards), with dense musculature. Goliaths are surprisingly fast for their bulk.
 
Orcs are rather wild.

Orcs are as intelligent as humans and were originally created by Mages doing experiments on Neanderthals (ethics? never heard of them). The experiment basically created an excellent warrior race but also a very savage one. Orcs of their own will are not civilization builders, they do not build, they do not farm, and they certainly don't care for things like law & order. The Orc tribes found in the Wilderland and unknown unmapped regions beyond in the far East are nomadic, and when food runs thin, they are not above cannibalizing the weakest among them.

Orcs obey a might is always right mentality. If you're the best fighter and the meanest and can provide for the tribe then they'll follow. Many times, a chieftain can get enough to unify other tribes and clans and form an 'Orctide' aka many thousands, tens of thousands, or even a few hundred thousand Orcs migrating in a path of pillaging, sacking, enslaving, and slaughtering.

Orcs are fearsome, they have good eyesight though better at night, they have excellent hearing that borders on echo location, they are strong and hardy and able to run for many kilometers at a pace humans would find fast with relative ease.

Attempts at civilizing Orcs has always ended in failure. But they are opportunistic. They can be bribed, paid off, or otherwise directed to a weaker polity where they can pillage for whatever they wish.

While on the topic of races diverging from the fantasy norm:

Gnomes as well are not the quaint little rapscallions we all know. Their goal black eyes (even the sclera is dark) is the first give away, even if you don't see their rows of razor sharp, barbed, teeth. Gnomes are carnivorous and many a child in a remote hamlet has fallen prey to their wiles. Desperate farmers searching for the child in the dead of night only to come across gnawed bones.

Dwarves are basically take a human, make them shorter, and rebuild them as a brick shithouse. Denser muscles, denser bones, bone teeth strong enough to fracture a grown man's forearm with a bite, two hearts, and while poor long distance marchers they are quick sprinters. Dwarves are however unable to practice magic except for their art of Runesinging. Their dirges working Life-Change into various ores. Producing high quality devices, armaments, and armors that often have characteristics of their own. An arquebus that is more accurate shooting at say, Orcs. Or armor that invigorates the wearer when struck.

Werewolves
Victims of the Lycanus Meningetitis, the Lycan Bacterium. The origins of Lycanthropy are contested but likely the result of ancient Conclave of Magic experiments during the latter decades of Sarassilon's cohort's dominion over the precursor Human civilization. Where non-magical humans were experimented on to create superior warrior-slaves. The result of which led to the creation of Werewolves. Cast aside by their creators as a failed subject to the Lycanus bacterium's inducing of feral savagery in its victims. Now, millennia later, the bacterium has evolved into a dominant variant which does not totally replace the personality of the victim. Allowing a degree of control over not only the physiological metamorphosis, despite it being painful, but also in retaining some form of sanity. As a result Werewolf packs are often formed as fringe communities in remote regions.

Vampires
Homo Sapiens Sanguinesis are a race of unclear origins. The Pureblood Vampires, Higher Vampires, state that they came with the Halflings from a distant world and that like many races Avallion was not originally their home. While those of the Lower Vampires, those converted via bite and infection with the Vampire Viral Gene Mutatation, emerged as a byproduct of their feeding. Vampires take a variety of forms and appearances but generally seek to blend into the societies they infiltrate. However, while Lower Vampires burn in sunlight, Higher Vampires may survive in a weakened state. Vampires feed on the blood of living animals but only the blood of sapient races may preserve their bodies and souls. Giving them the ageless immortality which surrounds them. Vampires are also capable of becoming adept Life-Change users as they themselves are in-fact not truly dead. Merely another form of predator.

Goliaths
Nomadic, the Goliaths roam the Old World and its vast wildernesses as nomads. Occasionally enlisting as mercenaries for various powers. The Goliaths evolved from Neanderthals and are of roughly human intelligence. Larger, taller (200cm is short by their standards), with dense musculature. Goliaths are surprisingly fast for their bulk.
Could I possibly have a smart Orc (Later in the story) begin to forge a civilization- starting with a few small villages
 


I want to lead an army of demi humans who dabble in black magics, but are really dumb except 1 or 2 figures in their society.
 

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