Please use the format listed. Character creation will be handled in Discord but sheets MUST be posted here
Character Sheet
Name: (What are you called?)
Race: (One of the various peoples of the Empire)
Affiliation: (Where does your Backing/Influence come from?)
Descriptors: (Choose 3 plus Racial)
Skills: (Choose 5 or 3 and Magic)
Magic: (You may sacrifice 2 Skill Slots for Magic - One Specialty, One Tradition) (OPTIONAL) (edited)
Appearance
Personality
Background
Races
The various people who all belong the the Nostro Empire, many incorporated over centuries of conquest. All are considered citizens of the Empire so long as they commit no act of treason against it. Each race has three descriptors to choose from when selecting it to present some additional advantage to your character from their cultural background.
Dwarf (Earthen, Resilient, Stubborn)
The masters of the Northern mountains. Dwarves are long lived with long memories. They are some of the finest craftsmen in the Empire and have a notable link the living stone of this world few others can manage. Dwarves have been a long standing ally of the Empire, even before they joined it and have strong bonds with humanity from fighting in the Long War together.
Elf (Agile, Perceptive, Sylvan)
The Elves reign over the Eastern holdings of the Empire. They hold a strong link to nature and woodlands but also must combat its most extreme elements in the various beings of the Feywild that emerge from the depths of their great forests. Imperial support has helped in holding back such invasions.
Gnome (Cunning, Industrious, Inventive)
Gnomes have survived by their wits before the Empire and since then have used those wits to find an impressive niche. Dwarves may make an axe that lasts, but Gnomes make the machinery that simplifies life for many a common citizen from harvester combines to the impressive sewers of the Tideveil city-states. Where there is industry and invention, there are Gnomes.
Halfling (Brave, Hardy, Stealthy)
A stout people with a love of food and life. Many joke that Halflings mastered farming before any other discovery. Beyond this, they were a surprisingly brave and hardy folk that protect their lands with determination. Various city-states of the South have learned the folly of attempting to conquer a Halfling Shire. They are a people unafraid of conflict to protect their own and are surprisingly good at guerilla warfare due a natural talent for stealth among their people.
Human (Ambitious, Adaptive, Diplomatic)
The heart of the Empire. Humans dwell in every direction of the empire often by the side of the more dominant races of those regions. The Imperial Dominion is where the greatest concentration dwell. Humanity has drawn together the various races of the region through various means to forge the Nostro empire. They are a people known to adapt to any region they encounter, much to the distress of the longer lived races at times. They often have found themselves the arbiters between the various peoples of the Empire.
Orc (Fierce, Relentless, Strong)
No other race could scrape out a living and survival after countless centuries of fighting save for the Orcs. The West perhaps had more life to it at one time, but the Long War destroyed that. The Hordes squabble over their holdings and water sources, each dominating an Oasis City. Joining the Empire has brought much to their lands, but they are forced to rely on trade and service in the Imperial Legions to ensure better resource access for their people. No race of the empire can outdo an Orc in sheer physical prowess generally.
Affiliations
Estate General
The great assembly holding the Empire together. You have some link to it either as a ranking Representative or connections to several. To be backed bye the Estate General is to owe favors you are expected to repay, lest those allies holding you up elect to find someone else to support.
Highborn
You are a member of the nobility. Noble houses are founded out of the lineage of great heroes of the Empire, no matter what race. They can be found in the Imperial Dominion and any of the Four Veils. Land, wealth and power reside in your lineage and title. You must see to the needs of the Highborn as more than one house is backing you to sit on the Regent Council. Beware the intrigues of the squabbling houses.
Imperial Colleges
The Imperial Colleges are the foundation of magical knowledge and research in the Empire. They hold a great degree of influence in politics and affairs due to this as they provide many trained casters to server in roles all across the Empire. To be affiliated to the Colleges it to have powerful magical support but obligations of ensuring the Colleges continue to have a voice in affairs and the funding needed to continue to do their work.
Imperial Legions
The Nostro Empire was forged through trial and tribulation. The Imperial Legions have been there from the beginning. They are the shield and sword of the Empire. Even today the Imperial Legions provide support to the various parts of the Empire to provide security and safety. To be backed by the Imperial Legions means an expectation of keeping them supplied and supported with Imperial resources. Failure to do so could have dire consequences for you and the Empire.
Imperial Watchers
The Imperial Watchers feign neutrality while trying to maintain their position of power within the Empire during these difficult times. They control the spies, informants and agents of the Empire. Backing means some faction within the Watchers has elected to support you. They may make odd requests for you at times. Fulfilling them will lead to reward but could have unexpected consequences. Failure will mean increasing apathy from them when it comes to your concerns.
Inventors Guild
Aqueducts, sewers and engines of industry define the Inventors Guild. They maintain the great engines of state that keep the Empire's populace happy and healthy. They also have a notorious reputation for blowing Imperial funding on wild projects that sometimes lead to nothing save a body count. Their public reputation is one of wonder and disdain. To be affiliated with the Inventors gives you access to potentially wonderous solutions to problems, provided you can maintain Imperial patronage for the Guild. To work with the Inventors is to gamble, but the payoffs can be beyond belief. Failures can be disastrous.
Merchants Guild
Commerce is king; so the merchants say. The Merchants Guild is the lifeblood of Imperial trade. No merchant worth his coin operates without a Guild membership. The Merchants control the banks and man trade venues across the Empire. In exchange for this freedom, they pay taxes to the Imperial Estate. The Merchants Guild seeks to maintain their autonomy and expects you to protect it and other interests of theirs on the Regent Council. Be warned, assassination is technically a form of business in the Empire should you fail to remember your backers.
Regional (Frostveil, Greenveil, Tideveil, Sandveil)
Your patron is one of the Veil Lords of the Empire, representing an entire Dominon of the Empire. They expect you to see to the interests of the Veil and their own ambitions. Be wary for some may have aspirations of Secession or even a shift of power dynamics in the Empire. You will have choices to make. Each provides unique forms of benefits and penalties.
Character Sheet
Name: (What are you called?)
Race: (One of the various peoples of the Empire)
Affiliation: (Where does your Backing/Influence come from?)
Descriptors: (Choose 3 plus Racial)
Skills: (Choose 5 or 3 and Magic)
Magic: (You may sacrifice 2 Skill Slots for Magic - One Specialty, One Tradition) (OPTIONAL) (edited)
Appearance
Personality
Background
Races
The various people who all belong the the Nostro Empire, many incorporated over centuries of conquest. All are considered citizens of the Empire so long as they commit no act of treason against it. Each race has three descriptors to choose from when selecting it to present some additional advantage to your character from their cultural background.
Dwarf (Earthen, Resilient, Stubborn)
The masters of the Northern mountains. Dwarves are long lived with long memories. They are some of the finest craftsmen in the Empire and have a notable link the living stone of this world few others can manage. Dwarves have been a long standing ally of the Empire, even before they joined it and have strong bonds with humanity from fighting in the Long War together.
Elf (Agile, Perceptive, Sylvan)
The Elves reign over the Eastern holdings of the Empire. They hold a strong link to nature and woodlands but also must combat its most extreme elements in the various beings of the Feywild that emerge from the depths of their great forests. Imperial support has helped in holding back such invasions.
Gnome (Cunning, Industrious, Inventive)
Gnomes have survived by their wits before the Empire and since then have used those wits to find an impressive niche. Dwarves may make an axe that lasts, but Gnomes make the machinery that simplifies life for many a common citizen from harvester combines to the impressive sewers of the Tideveil city-states. Where there is industry and invention, there are Gnomes.
Halfling (Brave, Hardy, Stealthy)
A stout people with a love of food and life. Many joke that Halflings mastered farming before any other discovery. Beyond this, they were a surprisingly brave and hardy folk that protect their lands with determination. Various city-states of the South have learned the folly of attempting to conquer a Halfling Shire. They are a people unafraid of conflict to protect their own and are surprisingly good at guerilla warfare due a natural talent for stealth among their people.
Human (Ambitious, Adaptive, Diplomatic)
The heart of the Empire. Humans dwell in every direction of the empire often by the side of the more dominant races of those regions. The Imperial Dominion is where the greatest concentration dwell. Humanity has drawn together the various races of the region through various means to forge the Nostro empire. They are a people known to adapt to any region they encounter, much to the distress of the longer lived races at times. They often have found themselves the arbiters between the various peoples of the Empire.
Orc (Fierce, Relentless, Strong)
No other race could scrape out a living and survival after countless centuries of fighting save for the Orcs. The West perhaps had more life to it at one time, but the Long War destroyed that. The Hordes squabble over their holdings and water sources, each dominating an Oasis City. Joining the Empire has brought much to their lands, but they are forced to rely on trade and service in the Imperial Legions to ensure better resource access for their people. No race of the empire can outdo an Orc in sheer physical prowess generally.
Affiliations
Estate General
The great assembly holding the Empire together. You have some link to it either as a ranking Representative or connections to several. To be backed bye the Estate General is to owe favors you are expected to repay, lest those allies holding you up elect to find someone else to support.
Highborn
You are a member of the nobility. Noble houses are founded out of the lineage of great heroes of the Empire, no matter what race. They can be found in the Imperial Dominion and any of the Four Veils. Land, wealth and power reside in your lineage and title. You must see to the needs of the Highborn as more than one house is backing you to sit on the Regent Council. Beware the intrigues of the squabbling houses.
Imperial Colleges
The Imperial Colleges are the foundation of magical knowledge and research in the Empire. They hold a great degree of influence in politics and affairs due to this as they provide many trained casters to server in roles all across the Empire. To be affiliated to the Colleges it to have powerful magical support but obligations of ensuring the Colleges continue to have a voice in affairs and the funding needed to continue to do their work.
Imperial Legions
The Nostro Empire was forged through trial and tribulation. The Imperial Legions have been there from the beginning. They are the shield and sword of the Empire. Even today the Imperial Legions provide support to the various parts of the Empire to provide security and safety. To be backed by the Imperial Legions means an expectation of keeping them supplied and supported with Imperial resources. Failure to do so could have dire consequences for you and the Empire.
Imperial Watchers
The Imperial Watchers feign neutrality while trying to maintain their position of power within the Empire during these difficult times. They control the spies, informants and agents of the Empire. Backing means some faction within the Watchers has elected to support you. They may make odd requests for you at times. Fulfilling them will lead to reward but could have unexpected consequences. Failure will mean increasing apathy from them when it comes to your concerns.
Inventors Guild
Aqueducts, sewers and engines of industry define the Inventors Guild. They maintain the great engines of state that keep the Empire's populace happy and healthy. They also have a notorious reputation for blowing Imperial funding on wild projects that sometimes lead to nothing save a body count. Their public reputation is one of wonder and disdain. To be affiliated with the Inventors gives you access to potentially wonderous solutions to problems, provided you can maintain Imperial patronage for the Guild. To work with the Inventors is to gamble, but the payoffs can be beyond belief. Failures can be disastrous.
Merchants Guild
Commerce is king; so the merchants say. The Merchants Guild is the lifeblood of Imperial trade. No merchant worth his coin operates without a Guild membership. The Merchants control the banks and man trade venues across the Empire. In exchange for this freedom, they pay taxes to the Imperial Estate. The Merchants Guild seeks to maintain their autonomy and expects you to protect it and other interests of theirs on the Regent Council. Be warned, assassination is technically a form of business in the Empire should you fail to remember your backers.
Regional (Frostveil, Greenveil, Tideveil, Sandveil)
Your patron is one of the Veil Lords of the Empire, representing an entire Dominon of the Empire. They expect you to see to the interests of the Veil and their own ambitions. Be wary for some may have aspirations of Secession or even a shift of power dynamics in the Empire. You will have choices to make. Each provides unique forms of benefits and penalties.
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