Killigrew
Magnificent Humanicorn
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The Humans Believe:
Airesh - Goddess, chaotic good. Gives morality to man, the moral compass that guides all but the depraved that turn against nature and the gods. (Wind)
Flamberge - God, Neutral. The god that gives strength to all humanity. (Fire)
Eesna - God, lawful neutral. Judges us for our impurities. (Ice)
These gods first appeared to humanity while our race still wandered the forests as beasts. It is to them that we give the glory for our cities, for our hearts, and for our minds. They gave to us the ability to think, (see Promethius-esque story) and for that we can never thank them enough. But in their goodness, these gods see fit to still guide us in their wisdom, and speak to a gifted few by the blood that binds them.
The religion worships based on relics and artifacts, which they believe create a pathway to the respective god, and that certain prayers and chants make it through to their god and create the magic (also called miracles) that is observed. Priests, not clergymen, are the religious persons, the Abbas being the head of the religion. Priests would be the leader in a small town's temple, but he would have his attendants, probably at least two. A relic would be in the temple; there are never more temples than relics.
The Dragons Believe:
The first three dragons found this earth, and took the form of the humans that lived here. These dragons were first worshipped as gods, for their great works and strength they were raised up as rulers. But the human kindness did not last, and they grew to resent the dragons for living in luxury as they faced hard times ahead.
The one-time king had a wife, and the Flame Dragon, overthrown by passion as the fire dragons sometimes are, took the form of a human and shared her bed. This disgrace was uncovered, and the humans would not forgive this misdeed.
War broke out. While we are glad to say we dragons fought with honor, the humans revealed the darkness so masked within their own hearts. They tore the corpses of our brethren, and bathed in our blood, unnaturally coming into the abilities that have grown in us for thousands of years.
By their dishonor, they defeated us, and few of us escaped to the desert country below.
But food here has grown scarce. We must return.
But we will not make the same mistakes we once did.
Context:
A thousand years ago, Dragons came to the land that now is called Gallace, and brought culture and society with them, ruling over the land as deities, with absolute power. But absolute power corrupts absolutely, and the sensations of their human form sent the dragons to enact great evil on the humans in their desire for pleasure. Encumbered by their now tyrannical rulers, the humans overthrew the dragons in a great war, and believed the dragons to have all been destroyed. Unbeknownst to them, the dragons instead travelled to the southern continent, the Land of Death, a desert land, a harsh and unforgiving natural environment.
This war is known as "The Great Slaying". The human heroes of this war are as follows: the honorable Gawain, the indomitable Siegfried, and the lionhearted Richard.
The humans, with no clear ruler, began to war amongst themselves, and three strong groups emerged amongst the fighting: the Teutonics, the Lionharts, and the Templars. This war lasted for three hundred years, and, is subsequently known as the Three Hundred Year War.
A treaty ended it, promising joint-three-man rulership, one representative from each group. The Lionharts decide by vote, the Templars by birth, and the Teutonics by strength in battle. And it was thus that the country of Gallace was formed.
For five hundred years, peace reigned under this three-way voting system. But, two hundred years ago, emerging from the mountains of the west, came the ForeSworn. At first, the rulers of Gallace welcomed them as weary travellers seeking refuge. But it was not long before this small group of barbarians revealed their brutality, slaying civilians in a drunken rage that very night. They were thrown from the town, banished with the Mark (a brand of W burned into their forehead), and thrown back on the mountain from whence they came. Swearing revenge, these ForeSworn returned to their tribe, and united their people against Gallace. Forts at the border of the Western Mountains strained to keep the ForeSworn from crossing into our borders, but the ForeSworn, in their brutal way, overcame us, and raged a slue of evil into our good country.
It was then that the dragons emerged from the forests, where they had hid and populated the land in secret. They united with us against this terrible threat, and with them by our side, we overcame the ForeSworn and pushed them back into their mountains, where we hope they will stay.
Now the dragons and humans have an uneasy peace, their history and religions contrarily scraping against one another. Three dragons from the small tribe that inhabits our land have been accepted into the Knight's Academy in hopes of future peace. Depending on the fate of these dragons, there may be the possibility of future relationships. But should this attempt at reconstruction prove tragic, the war shall begin once again.
Badly Drawn Timeline:
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Lore:
Rather than a king, the country of Gallace is ruled by the 3 leaders of the 3 knightly orders, each holding tenets of their own. But they are united under this excerpt from the Law of Hammurabi: "To bring about the rule of righteousness in the land, to destroy the wicked and the evil-doers; so that the strong should not harm the weak; ...and to enlighten the land, to further the well-being of mankind."
No mages, only priests, Based upon which of the 3 Gods (Ice, Fire, Air, Air being the greatest), that are worshiped, and the amount of faith for said god, that's what the level of power the priest has.
Or so humans think.
Dragons are magical beings, of the three elements, and the magic used by humans is actually only attained through the 1000 year old remnants of the dragon. These are found throughout their city. These remnants coupled with their power of belief manifest magic. The belief is the catalyst, but the dragon is the means. (IE: high priest's garb is made from dragonskin.)
Ironically, the religion portrays dragons as devils and hideous monsters.
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Playable Races:
Dragon
: Currently they roam the earth in human form, but to prolong their life, transform back when circumstance allows. A transformed dragon retains the colors of their scales and eyes, making for abnormal-looking humans (Green Dragon → Green-haired human). Their eyes do not change shape or type (dragon eye on a human). They are superior in strength and magical ability to the average human.
While fully in the form of a human, dragons become biologically human. Their entire bodily system translates. The hair retains similar color, and their skin is as hard and as thick as their scales; upon magnifying glass-level inspection it can be seen that it is actually a smaller collection of the same scales, masked to appear like human skin. A dragon in his prime physically appears as a human in his mid-twenties to late thirties, depending on the dragon's will, Dragonlings become Children, Drakes become teens, and ancient dragons may take on the guise of older humans. Dragons may age in their human forms, but it is still noticably slower. The year ratio is roughly 3:1 in their human form and 7:1 in their dragon form.
# of Dragons:
3 spots
Human
: Only able to play those that live in Gallace. You can be any human ethnicity that exists IRL. Gallace is not divided by race, only by ideals.
High Noble (Lionhart)
: 3 spots
Noble
: 8 spots
Commoner
: 2 spots
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The 3 Knightly orders:
Teutonic
: Those that glorify power above all else. After all, with power comes capability. This Order holds the largest body-count. They teach and speak german and are a power-based group. The career ranges from townsguard to army general.
Lionhart
: The primary Order for rulers of large provinces, the equivalent of Dukes in collection of property. Their focus is one-on-one combat, as this is the only way they are able be killed or judged lawfully. They wield rapiers, mingle with the other two races during educational study (in the Temple), but differ completely in combat training. (Sabre - a mortal battle, this style is reserved for those that have committed reprehensible insult. Epee - for First blood disputes. Floret - for mortal, honorable battle.)
Templar
: Priest-Knights that follow the tenets of religion as well as Chivalry. They spend their career giving aid to those that need it, taking only donations. As the most respected among society of all knightly orders, they are subsequently the most difficult to be knighted into. They obey the leader of the religion.
Lionhart and templar both speak/are taught latin as an educational language.
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The Academy:
The Academy is an enormous castle cut into main sections; the dining hall, the training field (there’s a separate one for Lionhart), bedding quarters (4 separate wings), the Temple, and the (the principal) Grand Master’s bedchambers.
It is a place where Knights come and dine, but its function as a school is primarily to train the youths in the basics of knighthood so that they can become an apprentice to a current knight that appreciates their skill or sees potential in them.
An academ can also be knighted in this place. But it is more likely they will be kicked out if they cannot find a knight to serve before they reach the age of 25.
Each Order is given a separate wing of the castle for dorms and private training. A fourth wing is given to the religion, the topmost for Air, middle for Fire, and the lower, underground rung for Ice.
Order initiation is determined by blood, but a test (one a scant few survive) is able to be taken by those age 14 and younger, by which their merit is determined.
Curriculum:
Swordsmanship:
Location: Training Field
Subject Matter: Games, hitting dummies, practicing technique with heavy sticks and practice shields.
The Pell: a dummy, usually stuffed sandbag, that was made to spin about upon being hit, and pages would practice upon them to practice reflexes and technique
Horsemanship:
Location: The outer fields
Subject Matter: Primarily riding prowress, but the upperclassman learn weapons and archery atop a horse.
The Quintain: Used for jousting, and accuracy while on horseback.
Alt:
Education:
Location: The Temple
Subject Matter: History, language, Chants and Magical buffs.
Strategy (pasttime):
Location: Dining Hall, after supper and during free hour.
Subject Matter: Playing Chess, a serious sport.
Only four of these total.
1 Exam Week at the end of every year where each of these subjects will be evaluated. Based upon the student’s performance, they may be taken on as an apprentice of one of the observing knights.
Classes are optional; the exam is all that really matters.
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Artifacts:
The Flamberg - Flame-sword worn by the Hochmeister of the Teutonic knights.
Echod - An intricately designed gown, shines of its own light. Embues the wearer with dragon-like power over the air. (The High Priest of Airesh wears this)
Eternal Light - an ever-burning Coal submerged in water, used during the Initiation trial. (Watched over by Flamberge priests)
Holy Girdle - the wearer spreads a frozen expanse all he or she touches (Eesna high Priest)
"The Promise" - A Dragonscale shield unique in that the dragon used to create it is still very much alive. It's pure white and made from the blood and scales of the Eldest Dragon, the leader of all Dragonkind. It was gifted to the humans in order to cement the truce. It's ice power shatters any blade that makes contact against it.
(willing to add more, and some armor and weapons have dragon's skin and blood in them unbeknownst to the weilder)
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The ForeSworn:
They seek anarchy and destruction. They want to return to the wild and seek after every desire of their heart. Characterized by lack of restraint.
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Added Information:
Current Time: Summer
Month: August
Date: August 13, 1003
Common schedule:
An Academ would commonly spend their day waking first in the morning for prayer, and then heading to the Grand Temple for morning lessons. Then they would adjourn for the morning meal. After having filled their stomachs, they would be taught techniques and guided by the mentors, and for some, horseback riding practice occurs here. Free time follows these lessons, as the mentors either go hunting, visit the town, go for tea, or ride the countryside. They return before sundown, and spend their time practicing the sword by torchlight or studying in the Library. This continues until suppertime, the evening meal. A period of free time follows the evening meal, spent within the Academy’s walls. The bell then rings for evening prayer, and the every priest, academ, and knight meets in the common area, the ground floor, of their respective tower. There they pray and, afterwards, socialize.
Another thing to be added; in every tower, there remains a special mentor; the proxy for the leader of the order. This proxy evaluates and examines every academ, even befriends some of them. They represent and relay the intentions and expectations of the order in the place of the Order leader.
Other things your character may do:
Public Executions occur regularly in town
Parties happen in the town, at the bar
A gypsy troupe visits during the second week, party in the town
(And whatever else you come up with! ((if you can, confirm with me first though ))
A monthly Grand Hunt where visiting knights come and join with the older squires in the sport of hunting. (in this case, August 31st, and the particular hunt is called Sir Gawain’s Hunt, in reference to the hero from the Scouring.) Lots of merchants and fun time in the week before.
Siegfried’s Contest (the Exam): September 23, Fall Equinox. Human paranoia will be at an all-time high this night. Their legends go that it is on the Fall Equinox that the dragons, devils, have their power heightened by the coming darkness, and Airesh and the two lower gods’ connection grows weak with the waning of the sun on this special day. Fear is prevalent. The tournament supposedly scares devils away by showing off the strength of humanity, and their allegiance to even their hindered gods.
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Religion:
The belief is as follows; each god has their own set of workers, called artifexi, that are assigned to every relic. Depending on the strength of the artifex, so too will the relic be able to work great feats.
So long as the relic is in hand, the user can be a channel for the miracles the gods shall create. For instance, the invocation of speed is a prayer that causes the wind around the praying person to move in their favor, increasing the speed of their movement and removing the burden from their own bodies. Do feel free to make up your own, so long as you have a ‘prayer’ associated with it, and your character has enough faith to utilize its power.
The Humans perform Theurgy in this manner;
They take hold of the relic, brushing their skin against it, and call out with their hearts to the god that rules over the element of the relic. (Remember that this is their perception)
In the temples, priests train and are trained in the following prayers, and say them again and again until they truly believe that they will work, and magic is performed.
Prayers (also called Invocations):
Airesh (Air): Goddess of Life and Encouragement/Energy
Similar to air dragons, followers of Airesh can control air currents, creating shearing winds, powerful enough to cut flesh.
Speed: Followers of Airesh can channel the powers of wind to increase their speed to superhuman degrees, but going too fast can peel the skin, and even the flesh, from their bodies.
Supportive winds: Alongside the followers of other religions, Airesh Followers can use their winds to increase the powers of flame and ice used by their fellows.
Invocation of speed:
Goddess of wind, bless my blade
Whisper a precious breeze against my back
that my enemies may be pierced
and fallen before me.
Invocation of wind:
Breathe thy powerful breath against my foe
And strike fear of your might in his heart
And not I, but
To Airesh be the Glory
Blades of Wind: (blood sacrifice)
Gracious goddess, your power is true
you are the spirit in my lungs and you guide my every step.
This I request of you, I, your humble and most loyal servant
With your great power, I beg it of thee, answer
and look with favor upon me.
May the air itself turn upon my foe!
Wind Spear: (requires greater blood sacrifice, and greater faith)
May it be known to all men
That Airesh is a goddess of peace and war
And that her greatness
Shall pierce through all that stand against
Her Chosen ones!
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Flamberge (fire): God of Purification and Power
While unable to conjure fire on their own, followers of Flamberge are able to manipulate fire that already exists, and generate heat with their presence. They typically run their relic over some other item, heating it up and utilizing it as such. In rare cases, such as equipment, flames can exude from the weapon and cause harm to their foe. But fire is the purifying god, and if the wielder is impure, the priests say, those very flames meant for their foes may consume the user instead. Flame-Users typically carry a torch and tinderbox.
Heating Relic (consider it like a boiling-water level):
I request of thee, Flamberge
My Lord and King, the only one that truly I serve
Join with me here
And make your presence known.
Flame Manipulation:
The flames before me, shining bright,
They be a witness to your might.
As shall I be, should you see fit
To extend to me this holy right;
The dominion of this one flame.
I plead it of you, my god, show favor!
Fire Expulsion (flames begin to coat the relic, and a wave of the item causes them to fly towards the target. Requires blood sacrifice.):
Your purifying flames can remove
An entire generation of evil, and reveal
What is good.
God of Flame and Truth,
Use your power to purge this obscenity before me
And Burn my foe to Ash!
Fireball (requires greater blood sacrifice):
Commit thine power to my cause, O Flamberge,
Look upon me with favor, and touch this piece I hold of you
with the holy flames of power and righteousness
May these flames be united as one
and together, fly into the earth and
Obliterate all that like fools and heathens
Would stand against your will.
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Eesna (Ice): God of Judgement and Objectivity
Followers of Eesna are able to manipulate the three forms of water, though they are better with the solid form. They always carry water with them, just in case, Creating shields, weapons and armour from the ice.
They cause freezing to extend from the relic. And the Theurgy caster has to be careful not to freeze themselves, a double-edged sword aspect from this merciless god.
Freeze water (water flask, connected to relic by a string and freeze it all):
I have prepared a sacrifice of holy water
Purified by Flamberge’s flame
A holy sacrifice for you my god
Take hold of it, my god
And reveal your frozen strength
If this be thy will,
Then let it be done.
Blade of Ice from the water flask:
Eesna! Have mercy upon me,
your unworthy servant!
Please, find something redeemable
within my heart, and show your favor
by joining with me in battle
Become my blade and my protection
That I may mete out your judgement
Upon the heretics and pagan men.
Ice Shield that freezes all it touches:
I am weak without you, Eesna, my god
I will die without you. In your judgement,
find me of worth to intervene, and protect me
from the unrighteous ones and the evildoers.
I pray that you guard me, Eesna!
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Even more information lol:
Lionharts:
Hierarchy: Great Lord → Great Lord’s court, Dukes (The highest blood) → Marquis (Holds a large amount of estate of which other Barons govern) → Count (holds a large amount of estate, smaller than the Marquis’s, and has Viscounts who govern portions of it) → Viscount → Baron (all other families)
Culture: As a culture, they adore art and the appearance of good things, commonly hold balls and welcome singers, troubadours, and the like into their halls with open arms. Most Vicomte and higher ranks hold at least one musician or singer in their court for nightly entertainment. They are blue bloods to the fullest extent, born and raised as aristocrats, to be smart and clean, rich and well defined. Not to say they are spoiled snobs, though in some this manifests as such, but in the sense that they are taught and raised on a higher level than most other men. While they attend other Knight Academies, they often go to a Studium Generale as well. Lionharts believe they actually owe more to their family than they do to their government. Out of all the orders, they are the least likely to unite. The ForeSworn problem mostly bothered some of their bordering trade routes, but mostly they were unscathed by the war. During the war, they paid for a majority of the militia and infantry, they kept the standing armies standing, and mostly aimed to make a profit through investment in weapon’s development.
Government: They’re determined by birth, and they believe in divine right. That the gods choose the first born son/daughter as the heir. The heirage goes in descending order of blood rite. All members are determined to have an heir picked under them, being a family member, or a person they see fit to take the throne. In the case of a dispute, there sometimes brings on the threat of political warfare and civil disputes between families. Economically, everything is mostly privately owned, in the sense that the higher heredities simply own more land, as they do charge the masses for the use of such. All families under the Barons are considered serfs, and all families without money to pay for their own land is subject to serfdom by the Lionharts.
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Teutonics:
Hierarchy: Hochmeister (only one elected at a time, considered the strongest warrior and a vote is held annually to determine if he should remain in his position) → Generalkapital (general chapter) (6 of them, one Hochmeister and 5 members, as follows) The Großkomtur...(Magnus Commendator), the deputy of the Hochmeister * The Treßler-the treasurer * The Spitler, responsible for all charitable and hospital affairs * The Trapier, responsible for dressing and armament * The Marschall, the chief of military affairs.→ The Kommende (Komtur in singular form) They rule over smaller portions of lands and return a to the to the higher command. Hereditary Baronage titles are awarded based on their capability and land ownership, but they adhere to the laws and orders made by the Generalkapital. Members of the kommende find themselves moving up and down often in the class due to dueling disputes and objective judiciary absence, but the Generalkapital rarely falls below their high caste.
Government: The Teutons warrior based culture (man, these guys would be so primitive) creates a glory based governmental system. Through dueling and prestige on the battlefield, they decide whom is higher on the Teutonic tree. The Teutonic governmental system is quite simple. The hierarchy can be climbed through the means of combat and duels. But only up to the rank of Generalkapital(s). The Generalkapital(s) would elect a Hochmeister from amongst themselves. If any of the Generalkapital disputed this vote, they were free to duel the Hochmeister if they wanted the position. Generalkapitals are each in charge of a certain districts of land. They are in charge of assembling and organizing the order. They meet annually to vote amongst themselves for a Hochmeister. Hochmeister is considered the prince of the Teuton people, given complete control of the lands. The Generalkapital are five elected members by the Hochmeister. They are in charge of five offices,The Magnus Commendator, the Treasurer, the Spitler, the Trapier, and the Marschall. The government’s offices are often in trouble due to the dueling and the large amount of changing in rank.
Culture:
Bullying is commonplace in Teutonic culture. In viewing it, the observer would nod and continue on their way, expressing in their heart approval that the weak is not being tolerated; that they are forced into a position that forces them to either improve or get out of the way of their betters. As such, those under Teutonic rule are usually either cowards or almost foolishly brave.
Indentured servitude is common throughout, and judicial disputes are settled by duels, but between peasants, they must appeal to the leader in town. A tough group of people, they’re also very practical and rarely accept anything that lacks immediate application or use; as such, they’re not fond of poetry or fine arts. Bathhouses are a point of moral decay among the Teutons, and one that is pointed out often by the other Orders; in these co-ed places reprehensible acts occur, yet the Teutons have yet to combat it in any way.
Teutons have the largest bandit and ForeSworn problem as they reside in the bordering territories, and almost every grown citizen has seen battle at least once in their life. Religion is a matter of war; incense is burned to Flamberge, and at least one temple is in every city, three in their capital; the only city with one temple to each god.
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Templars:
Hierarchy: Grand Master (makes laws, ultimate authority) → Seneschal (administers to the lands, handles movement of army) → Turcopolier helicopter(commander of Calvary) → Marshall (General of war) → Draper (determines dress) → Commander of Lands (holds ultimate Judicial Authority) → Positions of land ownership [Casals] (In descending order: → Landless Knights → Sergeants (commonborn soldiers awarded a place in the Order).
Government:
Templars are ruled judicially per province of land, and disputes between high-ranking aristocrats are dealt with by the higher class. Ruling over the populace, the Order is seen as a giver of good things, and made up of do-gooders. They take only donations when it comes to taxes, but are given a large percentage of the religious tithe that they enforce.
Culture:
Templars are philosophical, religious knights; in their temples, wise philosophical thoughts are shared, and the mind is held strong above all except morality. The religion states that the gods gave them the ability to think, and that every thought that passes through their mind was given to them by Flamberge. So, debates and analysis of reality and human nature are exchanged. Consider Plato and Socrates’ teachings as a basis for this area of their beliefs.
These knights would spend the first years of their knighthood travelling the Templar lands and doing good works, and during this time worked as the law, exerting authority even over local province guardsman and judicial systems, and were answerable only to brothers of the Templar Order. During this time, they are called “Gwentmen”; “Wind Men”.
Gypsies and Pilgrims frequent Templar roads, the former rejected and the latter welcomed, for many of the Templar cities are interconnected, and a vast web of interlocking roads spread over the countryside. Templars have the largest assortment of relics and temples, and are quite proud of this fact. Gwentmen secure a moral peace, and are well-loved among most of the populace. On the outskirts and borders of their land, however, control is not so strongly secured, and barbarism and mixing mindsets are found there, and the Gwentmen so brave to travel there rarely return intact. This issue is a matter of debate; though they would send their troops out there to secure their borders, the border disputes with the Lionharts, and especially the Teutons, prevent them from securely securing the border.
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MAPS:
Heavily based off Harlech Castle plans. The blue is a wide moat/water/lake, black is the walls, and the green squiggly lines are the forest. Note: guards sleep in the wall towers.
first floor
second floor
lol my handwriting is most sloppy, feel free to ask for clarification.
Notes: Every of the 4 towers has 3 levels and a locked cellar stairway that leads to (obviously) a cellar but (not obviously) that cellar has a secret passageway into the sewers which leads to the forest + moat.
There is no inner entrance to the religious tower; it only has an outside door.
Teachers sleep on the top-most floor of the tower.
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No one is special. There must be a reason for your abilities, a reason why you're different from anyone else.
Be consistent with the established lore.
Don't be afraid to take your own liberties in the story.
Time Period is equivalent to late 1400s
There is no institutionalized racism or sexism in Gallace. They're too busy hating other nations P:
I'm considering adding: When there is a fight, and an aspect of chance to it, we will roll dice based on context and character ability to determine if it succeeds, unless the two rpers have come to an agreement ahead of time.
But I won't force this. Not unless all agree upon it. I just think it'd be cool :}
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Killigrew submitted a new role play:
Chivalry - War brews on all sides of Gallace, and you are one of many hopeful recruits at the Knight Academy.
The Humans Believe:
Airesh - Goddess, chaotic good. Gives morality to man, the moral compass that guides all but the depraved that turn against nature and the gods. (Wind)
Flamberge - God, Neutral. The god that gives strength to all humanity. (Fire)
Eesna - God, lawful neutral. Judges us for our impurities. (Ice)
These gods first appeared to humanity while our race still wandered the forests as beasts. It is to them that we give the glory for our cities, for our hearts, and for our minds. They gave to us the ability to think, (see Promethius-esque story) and for that we can never thank them enough. But in their goodness, these gods see fit to still guide us in their wisdom, and speak to a gifted few by the blood that binds them.
The religion worships based on relics and artifacts, which they believe create a pathway to the respective god, and that certain prayers and chants make it through to their god and create the magic (also called miracles) that is observed. Priests, not clergymen, are the religious persons, the Abbas being the head of the religion. Priests would be the leader in a small town's temple, but he would have his attendants, probably at least two. A relic would be in the temple; there are never more temples than relics.
The Dragons Believe:
The first three dragons found this earth, and took the form of the humans that lived here. These dragons were first worshipped as gods, for their great works and strength they were raised up as rulers. But the human kindness did not last, and they grew to resent the dragons for living in luxury as they faced hard times ahead.
The one-time king had a wife, and the Flame Dragon, overthrown by passion as the fire dragons sometimes are, took the form of a human and shared her bed. This disgrace was uncovered, and the humans would not forgive this misdeed.
War broke out. While we are glad to say we dragons fought with honor, the humans revealed the darkness so masked within their own hearts. They tore the corpses of our brethren, and bathed in our blood, unnaturally coming into the abilities that have grown in us for thousands of years.
By their dishonor, they defeated us, and few of us escaped to the desert country below.
But food here has grown scarce. We must return.
But we will not make the same mistakes we once did.
Context:
A thousand years ago, Dragons came to the land that now is called Gallace, and brought culture and society with them, ruling over the land as deities, with absolute power. But absolute power corrupts absolutely, and the sensations of their human form sent the dragons to enact great evil on the humans in their desire for pleasure. Encumbered by their now tyrannical rulers, the humans overthrew the dragons in a great war, and believed the dragons to have all been destroyed. Unbeknownst to them, the dragons instead travelled to the southern continent, the Land of Death, a desert land, a harsh and unforgiving natural environment.
This war is known as "The Great Slaying". The human heroes of this war are as follows: the honorable Gawain, the indomitable Siegfried, and the lionhearted Richard.
The humans, with no clear ruler, began to war amongst themselves, and three strong groups emerged amongst the fighting: the Teutonics, the Lionharts, and the Templars. This war lasted for three hundred years, and, is subsequently known as the Three Hundred Year War.
A treaty ended it, promising joint-three-man rulership, one representative from each group. The Lionharts decide by vote, the Templars by birth, and the Teutonics by strength in battle. And it was thus that the country of Gallace was formed.
For five hundred years, peace reigned under this three-way voting system. But, two hundred years ago, emerging from the mountains of the west, came the ForeSworn. At first, the rulers of Gallace welcomed them as weary travellers seeking refuge. But it was not long before this small group of barbarians revealed their brutality, slaying civilians in a drunken rage that very night. They were thrown from the town, banished with the Mark (a brand of W burned into their forehead), and thrown back on the mountain from whence they came. Swearing revenge, these ForeSworn returned to their tribe, and united their people against Gallace. Forts at the border of the Western Mountains strained to keep the ForeSworn from crossing into our borders, but the ForeSworn, in their brutal way, overcame us, and raged a slue of evil into our good country.
It was then that the dragons emerged from the forests, where they had hid and populated the land in secret. They united with us against this terrible threat, and with them by our side, we overcame the ForeSworn and pushed them back into their mountains, where we hope they will stay.
Now the dragons and humans have an uneasy peace, their history and religions contrarily scraping against one another. Three dragons from the small tribe that inhabits our land have been accepted into the Knight's Academy in hopes of future peace. Depending on the fate of these dragons, there may be the possibility of future relationships. But should this attempt at reconstruction prove tragic, the war shall begin once again.
Badly Drawn Timeline:
View attachment 42188
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Lore:
Rather than a king, the country of Gallace is ruled by the 3 leaders of the 3 knightly orders, each holding tenets of their own. But they are united under this excerpt from the Law of Hammurabi: "To bring about the rule of righteousness in the land, to destroy the wicked and the evil-doers; so that the strong should not harm the weak; ...and to enlighten the land, to further the well-being of mankind."
No mages, only priests, Based upon which of the 3 Gods (Ice, Fire, Air, Air being the greatest), that are worshiped, and the amount of faith for said god, that's what the level of power the priest has.
Or so humans think.
Dragons are magical beings, of the three elements, and the magic used by humans is actually only attained through the 1000 year old remnants of the dragon. These are found throughout their city. These remnants coupled with their power of belief manifest magic. The belief is the catalyst, but the dragon is the means. (IE: high priest's garb is made from dragonskin.)
Ironically, the religion portrays dragons as devils and hideous monsters.
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Playable Races:
Dragon
: Currently they roam the earth in human form, but to prolong their life, transform back when circumstance allows. A transformed dragon retains the colors of their scales and eyes, making for abnormal-looking humans (Green Dragon → Green-haired human). Their eyes do not change shape or type (dragon eye on a human). They are superior in strength and magical ability to the average human.
While fully in the form of a human, dragons become biologically human. Their entire bodily system translates. The hair retains similar color, and their skin is as hard and as thick as their scales; upon magnifying glass-level inspection it can be seen that it is actually a smaller collection of the same scales, masked to appear like human skin. A dragon in his prime physically appears as a human in his mid-twenties to late thirties, depending on the dragon's will, Dragonlings become Children, Drakes become teens, and ancient dragons may take on the guise of older humans. Dragons may age in their human forms, but it is still noticably slower. The year ratio is roughly 3:1 in their human form and 7:1 in their dragon form.
# of Dragons:
3 spots
Human
: Only able to play those that live in Gallace. You can be any human ethnicity that exists IRL. Gallace is not divided by race, only by ideals.
High Noble (Lionhart)
: 3 spots
Noble
: 8 spots
Commoner
: 2 spots
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The 3 Knightly orders:
Teutonic
: Those that glorify power above all else. After all, with power comes capability. This Order holds the largest body-count. They teach and speak german and are a power-based group. The career ranges from townsguard to army general.
Lionhart
: The primary Order for rulers of large provinces, the equivalent of Dukes in collection of property. Their focus is one-on-one combat, as this is the only way they are able be killed or judged lawfully. They wield rapiers, mingle with the other two races during educational study (in the Temple), but differ completely in combat training. (Sabre - a mortal battle, this style is reserved for those that have committed reprehensible insult. Epee - for First blood disputes. Floret - for mortal, honorable battle.)
Templar
: Priest-Knights that follow the tenets of religion as well as Chivalry. They spend their career giving aid to those that need it, taking only donations. As the most respected among society of all knightly orders, they are subsequently the most difficult to be knighted into. They obey the leader of the religion.
Lionhart and templar both speak/are taught latin as an educational language.
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The Academy:
The Academy is an enormous castle cut into main sections; the dining hall, the training field (there’s a separate one for Lionhart), bedding quarters (4 separate wings), the Temple, and the (the principal) Grand Master’s bedchambers.
It is a place where Knights come and dine, but its function as a school is primarily to train the youths in the basics of knighthood so that they can become an apprentice to a current knight that appreciates their skill or sees potential in them.
An academ can also be knighted in this place. But it is more likely they will be kicked out if they cannot find a knight to serve before they reach the age of 25.
Each Order is given a separate wing of the castle for dorms and private training. A fourth wing is given to the religion, the topmost for Air, middle for Fire, and the lower, underground rung for Ice.
Order initiation is determined by blood, but a test (one a scant few survive) is able to be taken by those age 14 and younger, by which their merit is determined.
Curriculum:
Swordsmanship:
Location: Training Field
Subject Matter: Games, hitting dummies, practicing technique with heavy sticks and practice shields.
The Pell: a dummy, usually stuffed sandbag, that was made to spin about upon being hit, and pages would practice upon them to practice reflexes and technique
Horsemanship:
Location: The outer fields
Subject Matter: Primarily riding prowress, but the upperclassman learn weapons and archery atop a horse.
The Quintain: Used for jousting, and accuracy while on horseback.
Alt:
Education:
Location: The Temple
Subject Matter: History, language, Chants and Magical buffs.
Strategy (pasttime):
Location: Dining Hall, after supper and during free hour.
Subject Matter: Playing Chess, a serious sport.
Only four of these total.
1 Exam Week at the end of every year where each of these subjects will be evaluated. Based upon the student’s performance, they may be taken on as an apprentice of one of the observing knights.
Classes are optional; the exam is all that really matters.
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Artifacts:
The Flamberg - Flame-sword worn by the Hochmeister of the Teutonic knights.
Echod - An intricately designed gown, shines of its own light. Embues the wearer with dragon-like power over the air. (The High Priest of Airesh wears this)
Eternal Light - an ever-burning Coal submerged in water, used during the Initiation trial. (Watched over by Flamberge priests)
Holy Girdle - the wearer spreads a frozen expanse all he or she touches (Eesna high Priest)
"The Promise" - A Dragonscale shield unique in that the dragon used to create it is still very much alive. It's pure white and made from the blood and scales of the Eldest Dragon, the leader of all Dragonkind. It was gifted to the humans in order to cement the truce. It's ice power shatters any blade that makes contact against it.
(willing to add more, and some armor and weapons have dragon's skin and blood in them unbeknownst to the weilder)
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The ForeSworn:
They seek anarchy and destruction. They want to return to the wild and seek after every desire of their heart. Characterized by lack of restraint.
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Added Information:
Current Time: Summer
Month: August
Date: August 13, 1003
Common schedule:
An Academ would commonly spend their day waking first in the morning for prayer, and then heading to the Grand Temple for morning lessons. Then they would adjourn for the morning meal. After having filled their stomachs, they would be taught techniques and guided by the mentors, and for some, horseback riding practice occurs here. Free time follows these lessons, as the mentors either go hunting, visit the town, go for tea, or ride the countryside. They return before sundown, and spend their time practicing the sword by torchlight or studying in the Library. This continues until suppertime, the evening meal. A period of free time follows the evening meal, spent within the Academy’s walls. The bell then rings for evening prayer, and the every priest, academ, and knight meets in the common area, the ground floor, of their respective tower. There they pray and, afterwards, socialize.
Another thing to be added; in every tower, there remains a special mentor; the proxy for the leader of the order. This proxy evaluates and examines every academ, even befriends some of them. They represent and relay the intentions and expectations of the order in the place of the Order leader.
Other things your character may do:
Public Executions occur regularly in town
Parties happen in the town, at the bar
A gypsy troupe visits during the second week, party in the town
(And whatever else you come up with! ((if you can, confirm with me first though ))
A monthly Grand Hunt where visiting knights come and join with the older squires in the sport of hunting. (in this case, August 31st, and the particular hunt is called Sir Gawain’s Hunt, in reference to the hero from the Scouring.) Lots of merchants and fun time in the week before.
Siegfried’s Contest (the Exam): September 23, Fall Equinox. Human paranoia will be at an all-time high this night. Their legends go that it is on the Fall Equinox that the dragons, devils, have their power heightened by the coming darkness, and Airesh and the two lower gods’ connection grows weak with the waning of the sun on this special day. Fear is prevalent. The tournament supposedly scares devils away by showing off the strength of humanity, and their allegiance to even their hindered gods.
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Religion:
The belief is as follows; each god has their own set of workers, called artifexi, that are assigned to every relic. Depending on the strength of the artifex, so too will the relic be able to work great feats.
So long as the relic is in hand, the user can be a channel for the miracles the gods shall create. For instance, the invocation of speed is a prayer that causes the wind around the praying person to move in their favor, increasing the speed of their movement and removing the burden from their own bodies. Do feel free to make up your own, so long as you have a ‘prayer’ associated with it, and your character has enough faith to utilize its power.
The Humans perform Theurgy in this manner;
They take hold of the relic, brushing their skin against it, and call out with their hearts to the god that rules over the element of the relic. (Remember that this is their perception)
In the temples, priests train and are trained in the following prayers, and say them again and again until they truly believe that they will work, and magic is performed.
Prayers (also called Invocations):
Airesh (Air): Goddess of Life and Encouragement/Energy
Similar to air dragons, followers of Airesh can control air currents, creating shearing winds, powerful enough to cut flesh.
Speed: Followers of Airesh can channel the powers of wind to increase their speed to superhuman degrees, but going too fast can peel the skin, and even the flesh, from their bodies.
Supportive winds: Alongside the followers of other religions, Airesh Followers can use their winds to increase the powers of flame and ice used by their fellows.
Invocation of speed:
Goddess of wind, bless my blade
Whisper a precious breeze against my back
that my enemies may be pierced
and fallen before me.
Invocation of wind:
Breathe thy powerful breath against my foe
And strike fear of your might in his heart
And not I, but
To Airesh be the Glory
Blades of Wind: (blood sacrifice)
Gracious goddess, your power is true
you are the spirit in my lungs and you guide my every step.
This I request of you, I, your humble and most loyal servant
With your great power, I beg it of thee, answer
and look with favor upon me.
May the air itself turn upon my foe!
Wind Spear: (requires greater blood sacrifice, and greater faith)
May it be known to all men
That Airesh is a goddess of peace and war
And that her greatness
Shall pierce through all that stand against
Her Chosen ones!
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Flamberge (fire): God of Purification and Power
While unable to conjure fire on their own, followers of Flamberge are able to manipulate fire that already exists, and generate heat with their presence. They typically run their relic over some other item, heating it up and utilizing it as such. In rare cases, such as equipment, flames can exude from the weapon and cause harm to their foe. But fire is the purifying god, and if the wielder is impure, the priests say, those very flames meant for their foes may consume the user instead. Flame-Users typically carry a torch and tinderbox.
Heating Relic (consider it like a boiling-water level):
I request of thee, Flamberge
My Lord and King, the only one that truly I serve
Join with me here
And make your presence known.
Flame Manipulation:
The flames before me, shining bright,
They be a witness to your might.
As shall I be, should you see fit
To extend to me this holy right;
The dominion of this one flame.
I plead it of you, my god, show favor!
Fire Expulsion (flames begin to coat the relic, and a wave of the item causes them to fly towards the target. Requires blood sacrifice.):
Your purifying flames can remove
An entire generation of evil, and reveal
What is good.
God of Flame and Truth,
Use your power to purge this obscenity before me
And Burn my foe to Ash!
Fireball (requires greater blood sacrifice):
Commit thine power to my cause, O Flamberge,
Look upon me with favor, and touch this piece I hold of you
with the holy flames of power and righteousness
May these flames be united as one
and together, fly into the earth and
Obliterate all that like fools and heathens
Would stand against your will.
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Eesna (Ice): God of Judgement and Objectivity
Followers of Eesna are able to manipulate the three forms of water, though they are better with the solid form. They always carry water with them, just in case, Creating shields, weapons and armour from the ice.
They cause freezing to extend from the relic. And the Theurgy caster has to be careful not to freeze themselves, a double-edged sword aspect from this merciless god.
Freeze water (water flask, connected to relic by a string and freeze it all):
I have prepared a sacrifice of holy water
Purified by Flamberge’s flame
A holy sacrifice for you my god
Take hold of it, my god
And reveal your frozen strength
If this be thy will,
Then let it be done.
Blade of Ice from the water flask:
Eesna! Have mercy upon me,
your unworthy servant!
Please, find something redeemable
within my heart, and show your favor
by joining with me in battle
Become my blade and my protection
That I may mete out your judgement
Upon the heretics and pagan men.
Ice Shield that freezes all it touches:
I am weak without you, Eesna, my god
I will die without you. In your judgement,
find me of worth to intervene, and protect me
from the unrighteous ones and the evildoers.
I pray that you guard me, Eesna!
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Even more information lol:
Lionharts:
Hierarchy: Great Lord → Great Lord’s court, Dukes (The highest blood) → Marquis (Holds a large amount of estate of which other Barons govern) → Count (holds a large amount of estate, smaller than the Marquis’s, and has Viscounts who govern portions of it) → Viscount → Baron (all other families)
Culture: As a culture, they adore art and the appearance of good things, commonly hold balls and welcome singers, troubadours, and the like into their halls with open arms. Most Vicomte and higher ranks hold at least one musician or singer in their court for nightly entertainment. They are blue bloods to the fullest extent, born and raised as aristocrats, to be smart and clean, rich and well defined. Not to say they are spoiled snobs, though in some this manifests as such, but in the sense that they are taught and raised on a higher level than most other men. While they attend other Knight Academies, they often go to a Studium Generale as well. Lionharts believe they actually owe more to their family than they do to their government. Out of all the orders, they are the least likely to unite. The ForeSworn problem mostly bothered some of their bordering trade routes, but mostly they were unscathed by the war. During the war, they paid for a majority of the militia and infantry, they kept the standing armies standing, and mostly aimed to make a profit through investment in weapon’s development.
Government: They’re determined by birth, and they believe in divine right. That the gods choose the first born son/daughter as the heir. The heirage goes in descending order of blood rite. All members are determined to have an heir picked under them, being a family member, or a person they see fit to take the throne. In the case of a dispute, there sometimes brings on the threat of political warfare and civil disputes between families. Economically, everything is mostly privately owned, in the sense that the higher heredities simply own more land, as they do charge the masses for the use of such. All families under the Barons are considered serfs, and all families without money to pay for their own land is subject to serfdom by the Lionharts.
* * *
Teutonics:
Hierarchy: Hochmeister (only one elected at a time, considered the strongest warrior and a vote is held annually to determine if he should remain in his position) → Generalkapital (general chapter) (6 of them, one Hochmeister and 5 members, as follows) The Großkomtur...(Magnus Commendator), the deputy of the Hochmeister * The Treßler-the treasurer * The Spitler, responsible for all charitable and hospital affairs * The Trapier, responsible for dressing and armament * The Marschall, the chief of military affairs.→ The Kommende (Komtur in singular form) They rule over smaller portions of lands and return a to the to the higher command. Hereditary Baronage titles are awarded based on their capability and land ownership, but they adhere to the laws and orders made by the Generalkapital. Members of the kommende find themselves moving up and down often in the class due to dueling disputes and objective judiciary absence, but the Generalkapital rarely falls below their high caste.
Government: The Teutons warrior based culture (man, these guys would be so primitive) creates a glory based governmental system. Through dueling and prestige on the battlefield, they decide whom is higher on the Teutonic tree. The Teutonic governmental system is quite simple. The hierarchy can be climbed through the means of combat and duels. But only up to the rank of Generalkapital(s). The Generalkapital(s) would elect a Hochmeister from amongst themselves. If any of the Generalkapital disputed this vote, they were free to duel the Hochmeister if they wanted the position. Generalkapitals are each in charge of a certain districts of land. They are in charge of assembling and organizing the order. They meet annually to vote amongst themselves for a Hochmeister. Hochmeister is considered the prince of the Teuton people, given complete control of the lands. The Generalkapital are five elected members by the Hochmeister. They are in charge of five offices,The Magnus Commendator, the Treasurer, the Spitler, the Trapier, and the Marschall. The government’s offices are often in trouble due to the dueling and the large amount of changing in rank.
Culture:
Bullying is commonplace in Teutonic culture. In viewing it, the observer would nod and continue on their way, expressing in their heart approval that the weak is not being tolerated; that they are forced into a position that forces them to either improve or get out of the way of their betters. As such, those under Teutonic rule are usually either cowards or almost foolishly brave.
Indentured servitude is common throughout, and judicial disputes are settled by duels, but between peasants, they must appeal to the leader in town. A tough group of people, they’re also very practical and rarely accept anything that lacks immediate application or use; as such, they’re not fond of poetry or fine arts. Bathhouses are a point of moral decay among the Teutons, and one that is pointed out often by the other Orders; in these co-ed places reprehensible acts occur, yet the Teutons have yet to combat it in any way.
Teutons have the largest bandit and ForeSworn problem as they reside in the bordering territories, and almost every grown citizen has seen battle at least once in their life. Religion is a matter of war; incense is burned to Flamberge, and at least one temple is in every city, three in their capital; the only city with one temple to each god.
* * *
Templars:
Hierarchy: Grand Master (makes laws, ultimate authority) → Seneschal (administers to the lands, handles movement of army) → Turcopolier helicopter(commander of Calvary) → Marshall (General of war) → Draper (determines dress) → Commander of Lands (holds ultimate Judicial Authority) → Positions of land ownership [Casals] (In descending order: → Landless Knights → Sergeants (commonborn soldiers awarded a place in the Order).
Government:
Templars are ruled judicially per province of land, and disputes between high-ranking aristocrats are dealt with by the higher class. Ruling over the populace, the Order is seen as a giver of good things, and made up of do-gooders. They take only donations when it comes to taxes, but are given a large percentage of the religious tithe that they enforce.
Culture:
Templars are philosophical, religious knights; in their temples, wise philosophical thoughts are shared, and the mind is held strong above all except morality. The religion states that the gods gave them the ability to think, and that every thought that passes through their mind was given to them by Flamberge. So, debates and analysis of reality and human nature are exchanged. Consider Plato and Socrates’ teachings as a basis for this area of their beliefs.
These knights would spend the first years of their knighthood travelling the Templar lands and doing good works, and during this time worked as the law, exerting authority even over local province guardsman and judicial systems, and were answerable only to brothers of the Templar Order. During this time, they are called “Gwentmen”; “Wind Men”.
Gypsies and Pilgrims frequent Templar roads, the former rejected and the latter welcomed, for many of the Templar cities are interconnected, and a vast web of interlocking roads spread over the countryside. Templars have the largest assortment of relics and temples, and are quite proud of this fact. Gwentmen secure a moral peace, and are well-loved among most of the populace. On the outskirts and borders of their land, however, control is not so strongly secured, and barbarism and mixing mindsets are found there, and the Gwentmen so brave to travel there rarely return intact. This issue is a matter of debate; though they would send their troops out there to secure their borders, the border disputes with the Lionharts, and especially the Teutons, prevent them from securely securing the border.
* * *
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MAPS:
Heavily based off Harlech Castle plans. The blue is a wide moat/water/lake, black is the walls, and the green squiggly lines are the forest. Note: guards sleep in the wall towers.
first floor
second floor
lol my handwriting is most sloppy, feel free to ask for clarification.
Notes: Every of the 4 towers has 3 levels and a locked cellar stairway that leads to (obviously) a cellar but (not obviously) that cellar has a secret passageway into the sewers which leads to the forest + moat.
There is no inner entrance to the religious tower; it only has an outside door.
Teachers sleep on the top-most floor of the tower.
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No one is special. There must be a reason for your abilities, a reason why you're different from anyone else.
Be consistent with the established lore.
Don't be afraid to take your own liberties in the story.
Time Period is equivalent to late 1400s
There is no institutionalized racism or sexism in Gallace. They're too busy hating other nations P:
I'm considering adding: When there is a fight, and an aspect of chance to it, we will roll dice based on context and character ability to determine if it succeeds, unless the two rpers have come to an agreement ahead of time.
But I won't force this. Not unless all agree upon it. I just think it'd be cool :}
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Killigrew submitted a new role play:
Chivalry - War brews on all sides of Gallace, and you are one of many hopeful recruits at the Knight Academy.
Read more about this role play...Playable Races:
Dragon: Currently they roam the earth in human form, able to transform back by the amulet at their neck, where they store their magical power. A transformed dragon retains the colors of their scales and eyes, making for abnormal-looking humans (Green Dragon → Green-haired human). Their eyes do not change shape or type (dragon eye on a human). They are superior in strength and magical ability to the average human.
While in the form of a human, their lifespan is that of a human....
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