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Fauxlosophe Since: Aug, 2010
#26: Nov 5th 2012 at 6:48:30 PM

That's much improved. I'm assuming they mostly draw the regular soldiers from a fairly well to do class, since that's a good bit of Iron but even then it suits. It's a rather interesting style of Warfare all the same and thinking about how it will size up against the other cultures should be interesting to see.

Class does indeed refer to the social class of the character, though I was aiming for it to be something a little more culture specific, like Merchant, Soldier, Prince, Peasant, etc.

Otherwise, Hora is accepted.

Toryl

This is Rider's Civ but he's presently absent while they were slotted to play a major role, so I'm posting what I can based off his shared notes. My assumptions/additions are in italics

  • What is the Geography like?

The Republic’s heartland is a large crescent of lightly rolling hills and stretches of fertile farmland, curving along the edge of the sea. Along the spine of the crescent runs a range of shallow mountains. From the Pyrrityl Mountains run numerous rivers which feed the plains and hills of the crescent. To the south lies the sea. Toryl, the capitol and largest city of the Republic lies in a large bay on the eastern side of the crescent.

They have since expanded greatly, having over-run both local tribal groups, then expanded over the northern lands of Gélír or Galyr as it is now known in their language, then eventually expanded East, first over the southern city states of So'raan speakers, then through political maneuvring gaining the one hotly disputed western coast of the Dussarit peninsula.

  • How many languages are there? What are they like?

Toryl itself has been largely standardized and is the only official language of the empire. Known for a very heavy system of conjugation and a flowing feel due to the relative rarity of stops. Other major dialects include the heavily Torylized Fén-related dialect spoken by the people of Galyr, a handful of So'raan dialects which have become popular for scholars in the far East of the Empire and finally, Dussarit tongue is spoken amongst emigrant pockets and travellers which arrived in Toryl lands. Tribal groups should be bound by a single language but might have a lot of dialects.

  • What myths and stories do they tell?

Toryl religion is a rather dualistic one, noted amongst Scholars for a partial similarity between their patron diety with the So'raan [and leading some to declare common ancestry on this ground];

Selug: The god of the day, the sun, civilization, cities, agriculture, masonry, writing, philosophy, and masculinity. He is portrayed as a smiling bald man with golden skin and eyes, always holding a book, a quill, or a trowel, and is always clad in soft golden robes.

However the significant divergence from the Huon tribes is that the Toryl also celebrate a Matron diety;

Pyris: The goddess of war, death, destruction, vengeance, protection, weather, animals, childbirth, tactics, and the sea. She is portrayed as a raven haired beauty with blood-red wings, holding a sword, axe, or other weapon in her sharp talons. She is always clad in black leather armor.

There are numerous other minor Gods in the region, which are respected. The Toryl also take a syncretic approach, viewing other cultures as worshipping aspects of these Gods [and sometimes Selug and Pyris] but occaisionally being mistaken on their nature.

  • What are the politics like?

This dualism has had a deep effect upon the political boundries of Toryl, in particular, Men are seen as rational scholars who may allow a city to prosper, while Women are seen as wild and emotion with a deep abiding fury that precludes them from the reason necessary for philosophy or city management but make them well suited both for war and its undertaking(paraphrased/summarized). Because of this, Toryl is ruled under a female war leader and a male domestic leader. The government itself is sort of Republic, with these two leaders elected in each city and in turn reporting to a higher regional senate appointed by the leaders of the Republic itself who elected by the vote of these local leaders.

There are four levels or citizenship based on civil and military service, ethnicity, and the status of one’s parents. The ranks are as follows:

Rynd- The lowest level, essentially less than a person. Most non-ethnic Toryls and foreigners are placed into this category at birth. Employment for these citizens is very low-level and generally demeaning. Commonly they are found as servants, beggars, or similar occupations. Less than 20% of population, possess few rights, almost no protection against higher classes.

Etruyl- The standard level of citizenship, native Toryls are born into this rank, as are the children of higher-ranking classes. This class makes up around 50% of the population, and are given standard rights. A rynd may become an etruyl through military service as an auxiliary. Employment ranges from farmers to mercenaries to merchants, and everything in between. They may be dirt poor or wealthy.

Untor- The second “standard” class, the untyr make up around 35% of the Republic. One cannot be born into the Untyr, instead one must climb from an Etruyl through military service, priesthood, or some other service to the Republic. Most respected members of the Republic’s communities belong to this class. Unlike other classes, they have voting rights.

Cyric- The “ruling” class, the cyric are the elected officials of the Republic. Whether one is a mayor of a small hamlet or a Senator, all elected citizens are cyrics. One cannot be born into the cyrics, only an untyr that run for office can become a cyric. They have direct voting in higher matters of state, although most policy is decided by a select few elected cyrics.

  • What does a family look like? How does inheretance work?

Lack of Material to Build on

  • What burial rites do they have?

Lack of Material to Build on

  • How do they make war?

Women make up the largest part of the army, though ultimately it is Men who serve as line infantry, while the rest of the army is constituted largely by Women, in particular the cavalry and auxiliary. In Toryl the men in the military are called Shield Bearers (Lugyl-Pyror) and are seen as the anvil against which the largely Female Auxiliary, Cavalry and Officers will collapse the enemy into.

Toryl gained a great deal of advantage using these tactics as it gave many of the largely Patriarchal societies in the area great deal of difficulty discerning combatants from non-combatants. Further, the heavy use of Archery, Auxiliary lines and Cavalry held a strong advantage over other more conventional tactics of the southern So'raan of the time which relied heavily on the main line or the Galyr in the north, which relied on slower and lighter skirmishers that could be more easily herded

  • What does the average citizen/tribesman look like? Clothes/Jewelery/General Appearance?

Lack of information but might be infered from near by cultures. Will fill in later.

  • History:

Toryl are believed to have originally be a So'raan diaspora who became assimilated and adopted the local customs. Theory disputes specifics, whether the tribes they encountered were matriarchal or if female soldiers were infact a So'raan invention spurred on by desperation and necessity which simply proved effective enough to be preserved in peace time. Ultimately, the Toryl adopted the language of these tribes while keeping a respect for the old So'raan tongue while expanding slowly, before eventually uniting these tribes and driving north, fermenting their position as a mighty Republic.

edited 6th Nov '12 9:32:13 AM by Fauxlosophe

Icarus24 The Risen from Australia Since: Nov, 2012
The Risen
#27: Nov 7th 2012 at 8:39:22 PM

Hey, this looks like an interesting concept, is there still room for more? I could probably have something up by the weekend.

edited 7th Nov '12 8:39:45 PM by Icarus24

It obviously isn't fast eough
Fauxlosophe Since: Aug, 2010
#28: Nov 9th 2012 at 12:24:37 AM

A Map is out:

Terrain;

http://s1357.beta.photobucket.com/user/Fauxlosophe/media/Sphaera/Sphaera.png.html?sort=3&o=2

Green is Fertile. Yellow is Arid/Hot while Blue is Cold/Inhospitable.

As a rule of thumb, a bright shade of the same colour means higher up.

Political;

http://s1357.beta.photobucket.com/user/Fauxlosophe/media/Sphaera/SphaeraPoliticae.png.html

Grey Areas mark largely unclaimed ground. Ideally new players can be shoe horned in to this, though, exceptions can be made and stuff can be slightly reshaped to suit the needs of players.

http://s1357.beta.photobucket.com/user/Fauxlosophe/media/SphaeraCulturae.png.html?sort=3&o=1

Minor Groups added here, in order to create a more organic history and continent, colours usually match with the main culture, here's the full explaination;

Loeryr: Toryl, originally related to the Fén, their lands have long been conquered and integrated. Some physical aspects and loanwords persist but mostly assimilated.

Galyr: Pacified but the old Fén language still persists there to some degree or another amongst the common folk.

Ghalír: Northern Fén. Whether they remain invovled or are removed will depend on the space filler

Toryl Oen: West Toryl. Founded on culturally similar tribes, It's not quite the heart land of Toryl, but close enough.

Soraenyl: Conquered So'raan lands.

So'rit: Heavily Dussarit influenced So'raans. They adopted the Dussarit language and style some centuries past and have recently fallen under the control of the Toryl.

Panichalit (Spelt Panchinalit on the map): Former power in Eramos Plateau until internal tension and hostilities caused them to collapse. They fell quickly into the powerstructure of the Eralih, though they can be resentful of it at times. Retconning name because Pan-China-Lit.

Sicholirit: Heavily influenced/influence on the Dussarit. Arid climate makes efficent farming essential.

Eralai: Chilai who settled in Eralih mountains granted to them in gratitude for service to the Eralih crown.

Tal: Unassimilated into the Zewan-Tal Untion.

Zetal Colonies: Areas less settled by the Zewan-Tal. Occaisionally still home to Viha.

Reakin: Traitor Tribe to the Saremitas Confederation.

Ietsahru: Rather brutal tribe from hard lands who have maintained independance both due to the vicious individuality of its people and the inhospitality of the desert.

edited 9th Nov '12 1:37:46 PM by Fauxlosophe

Hydrall 「MENACING」 from Dio's Mansion, Cairo Since: Jun, 2009 Relationship Status: Above such petty unnecessities
「MENACING」
#29: Nov 11th 2012 at 4:53:54 PM

I really don't have any reason not to post this now. I adapted this from another setting I was writing so there -might-be some things I forgot to change that need to be...

The Confederacy of Saremitas

What is the Geography like?

The confederacy is located at the northernmost end of the continent, following the north coast and several small and large islands nearby. Most of the country's territory is taiga or tundra, with harsh winters and short summers, the soil somewhat fertile but frozen too much of the year to be fully made use of. Huge evergreen forests cover the landscape in between plains of ice and snow.

As harsh as the north is, however, there is still life in this frozen landscape. The more southerly lands are, if cold, able to be farmed and survivable. Most of the nation's people live in the south, with only scattered groups sticking to the north.

Due to the vast distances between cities, communication is difficult and travel is harsh. Isolation is common for smaller towns – However, the confederacy's leaders have been working to fix this, establishing a group called the Inuxtin – Watchers - to patrol the roads, provide guides, and clear what obstacles they can.

How many languages are there? What are they like?

Tribal groups should be bound by a single language but might have a lot of dialects. An Empire probably also has a lot of dialects but might have a few significant minorities maybe even imported from other PCs.

The language of Sarem is dominated primarily by a large number of suffixes and prefixes that change the meaning of words involved. Most true words are monosyllabic, but with the prefixes making it mean anything. For example, Hagesin, composed of the prefix ha, the suffix in, and the true word ges. Ha as a prefix calls upon their religion, invoking greatness or size, while in is a suffix usually used for groupings or leadership. The word Ges simply means farmer, and so Hagesin could be translated as 'great farmer people'... It loses something in the translation. However, this is not actually the translation; The prefix doesn't add to the word, but rather it defines what follows it. With ha in front of it, ges is established to mean a very large farmer – A plantation owner, or even a merchant. Merchants and plantation owners are rarely called hagesa anymore, but the word still sees use now and then.

Plurality is established through the suffix -a or -n. The suffix -n is usually used for words ending with a vowel sound, while -a for those ending with connecting consonants.

In spoken conversation, there are several more prefixes and suffixes used to indicate respect or titles. When transcribed, they are usually unconnected to the word (Ure [Name], for example).

Some examples:

  • Prefixes:
    • Ha: Indicates greatness, size, fertility, power.
    • Ton:
    • La:
    • Moc:
    • Rax:
    • O-Ne: Femininity, humans.
    • O-Me: Masculity, humans.
    • U: Used to indicate protectiveness or guardianship.
    • Man: Used to indicate diminutive or lower-class words, or simply small sizes. Not necessarily negative, but often appended to names as an insult.
    • Re: Negativity. Often used to invert the meaning of the following word or prefix.
  • Words:
    • Ges: An old word for 'farmer'. The more modern word is Hen.
    • Gi: Can mean wanderer, traveler, or vagrant.
    • Ru: Rider, used in a variety of ways.
    • Thi
    • Umi:
    • Te: Not quite a word, but a connector when one word is not enough to establish a meaning. Gestegi, for example, means a nomadic farmer.
    • Ra: Depending on the prefix, can mean leader, scout, or explorer.
    • Ak: Retainer or soldier. Occasionally used as a prefix for loyalty.
    • Hain: Family or clan.
  • Suffixes:
    • In: A very common suffix in both names and clans, indicating that the previous parts are a grouping. In older times, firstborn males would often take on their clan's name as their own, and so the -in prefix is still used for male children.
    • A / En / N: Plurality.
  • Conversational Prefixes
    • Ure
    • O-mehain: Clan Father or Lord.

  • Conversational Suffixes

FUCK IT I GIVE UP I'LL DO THIS LATER

What myths and stories do they tell?

The religion of Saremitas revolves around the sun as a primary god, known as the Sustainer. From it comes light and heat, and it provides a comforting influence to a harsh land. The Sustainer made the North in order to test His own power, and so His light only reaches it for some of the year – For the remainder, He must rest and recover from the exertion of protecting His chosen people. For the dark months, the northernmost clans must band together and stand against the darkness that their lord drives away; There are festivals of light in the dark months where massive bonfires are burned for days.

There are a great many creatures in Saremitasian myth, usually related to the ice fields – Tracts of barren ice that stretch for miles, the remnants of ancient lakes. Many young men have ventured into these places in search of semimythical islands located within, but almost all succumb to the cold and starvation. Those who return are usually deluded, telling tales of wolfmen called Ice Fangs, women with insect's heads, and beasts of indescribable horror and form. None of these exist in reality, but have earned a place in the clans' mythology.

For Empires, is there a degree of religious tolerance or is there only one Emperor under (the) God(s)?

The religion of the Fen is tolerated, considering the two nations' close mythological connections. Other than that, though, religious dissension is regarded as a high heresy and often punished severely, especially in the Wazama.

What are the politics like? Is it a multitude of tribes? Or an Empire? Does the ruler hold power by divine right or is he seen as owing duty to his people or some combination of the two?

The government of Sarem is a confederacy that operates in a hierarchical system – Each clan, large or small, controls a certain area that they govern and set policy for. The smaller clans of a region meet with their superior Great Clan, usually once a month, in order to deal with larger problems, and then once a year the Great Clans' leaders gather on the mountain Saremitas. Gatherings can be called during the rest of the year if necessary, but not easily.

This is not the original system – At its foundation, every clan would have been equally powerful in terms of political clout. However, the smaller, weaker clans quickly gravitated to the stronger, or towards their traditional rulers in the case of the Wunizan – As such, it functions more representationally, with smaller clans entrusting their voice at the gatherings to the Great Clan they serve.

There are six Great Clans, formerly seven. All but one are named using the suffix '-in', which denotes a grouping. Many men also use this suffix, there once having been a tradition of male children taking on the clan as their name. From southernmost to northernmost, they are...

  • Laruin: A border clan, entirely sedentary with villages and town scattered across the southeast. They are fairly militaristic nonetheless, often launching raids across the border into Reakin territory. They are the only Saremian clan with widespread domesticated horses. Located to the southeast.
    • Population: Medium-Small, located in villages and towns. Fairly primitive and scattered, with most jobs being devoted to herding, craftsmanship or military roles.
    • Clan Capital: Laliken
    • Climate: More temperate, but dry. Steppes and plains, infertile soil- More suited to grasses and wheat. Herding is the primary agricultural business here.
    • Industries: Herding, meat and dairy, rope and wool crafts/clothing.
    • Leading Family / Clan Father: Larui / Tonoralan Larui
    • Affiliated Clans: Suvonoin, Oziain, Kaiisuin, Ontyo

  • Mocthin: The largest clan, population-wise. They possess very fertile land, controlling much of the food supply. However, they are known as a clan of peasants, having not come from commonly noble stock. Their influence is thus not as strong as it might have been, constantly relegated to lower roles. Lacking ambition, their leaders are unlikely to move forward any time soon. They are located in the southwest/central regions.
    • Clan Capital: O-memaku
    • Climate: Relatively farmable – Still cold during winters, with harsh weather potentially ruining crops, but able to be used with relative frequency. Size of their controlled territory allows for much more reliable yields, though it necessitates a wide-spread organization and a relatively high reliance on smaller clans' ability to govern themselves.
    • Industries: Agriculture, primarily, but with a high volume of artisans and merchants – Most 'average' of the clans, possessing the stablest economy and industry.
    • Leading Family: Irg / Granna Irg
    • Affiliated Clans: Asrukin, Yumaruin, Sumain

  • Hagesin: The second largest clan, population-wise, but the most influencial by far. Shrewd clan leaders and cunning politicians, they dominate the politics of the land due to their ability to manipulate and their control of that precious, growing resource: Iron. They are located in the south-central areas.
    • Clan Capital:
    • Climate: Hilly and mountainous at some points, with agriculture limited to the valleys and occasional rice paddocks. Many forests and cliffs, hard to navigate without a guide. Noted for many caves. Some volcanic soil allows for fertile farms. Harsh, longer winters.
    • Industries: Mining and smithing, especially of tools. Agriculture as well.
    • Leading Family: Hagesa / Fansar Hagesa.
    • Affiliated Clans: Cradarin, Farenin, Hunevin

  • Tongi-in: 'Far Traveling People', otherwise translated as 'sailor people'. The coastal cities of the Tongi-in, located along the east coast, are highly influential in the waters nearby. Have a relatively small territory, but denser cities and the most wealth of all the clans. Does not keep a standing navy.
    • Clan Capital: Tosaen
    • Climate: Cold, but survivable – Requires farming from other regions to support itself.
    • Industries: Trade with other coastal states, primarily, bringing in goods and materials from outside. High volume of tradesmen, mercants, artisans and skilled workers within its cities, creating goods for the other clans with foreign materials.
    • Leading Family: Tong / Cashin Tong
    • Affiliated Clans: Tosain, Sunso-Alsin, Ionin, Worrin

  • Raxumin: Wanderers of the woods, this Clan retains nomadic families following the herds in the taiga. However, more of the population is moving towards agriculture, though its harsh, central Taigan climate makes this difficult. In order to secure a position of influence, they have begun to especially congregate towards mining and lumber-milling, providing much of the desired red-colored wood that is traded throughout the East of Sphaera.
    • Clan Capital: None – The Clan heads make a circuitous route around their territory every year, basing themselves wherever they find themselves.
    • Climate: Cold year-round, notably having long, snowy winters. Forested and mountainous, much of it remaining unexplored and unmapped. Few roads kept open by patrolling Inuxtin, but generally are impassable during snows. Large herds of herbivorous animals roam the slopes, providing adequate food for the nomadic families.
    • Industries: Lumber, primarily, with furs, pelts and leather being a secondary industry. Raw metals are beginning to grow in importance.
    • Leading Family: Muneran / Rogirin Muneran
    • Affiliated Clans: Minol, Raxum, Ilfi,

  • Wunizan: The naming convention of the clans fails here, as the Wunizan are not members of the same culture as the rest of Sarem. Worshipping its own gods, speaking its own languages, only the threat of invasion keeps the Wunizan willing to call themselves Saremitasian and follow their laws and decrees. Pushed into the harshest, most unforgiving of northern climates, the clan's main influence comes from the high presence of aboriginal peoples within the other clans, who still hold allegiance to the old tribes.
    • Clan Capital: Ai-Mulaam
    • Climate: Really, really fecking cold, oftentimes frozen most of the year. Agriculture, where there is any, is difficult, unreliable, and required to be hardy. Ice sheets are cracked to get at seals and whales to the northern end.
    • Industries: The Wunizan primarily produce raw materials mined from the frozen wastes, as well as exotic furs, leathers and pelts from the northern animals. Fishing and whaling especially are major industries. Seal clubbing time!
    • Leading Family: Wazama / Mariun Wazama
    • Affiliated Clans: Amasa, Losa, Ilsoma, Wunizma

  • Reakin: The last clan, whose original name has been purged from the very memory of Saremitas and lost to history- Even amongst the Reakin, there are few who can recall their old name, having embraced their current one as an act of rebellion. It means 'traitor clan'.

How does a city work in general? Are priests more like poets or are they at least somewhat organized? Are traders rich? How powerful is the warrior class?

What does a family look like? How does inheretance work?

Families live together in large communal homes called Jahu (Jah-who, plural Jahun) that generally house between two and ten families, with the average being three or four. They are usually patriarchal, but matriarchal Jahun are common in the Wunizan and Mocthin, and not unheard of elsewhere. They follow a similar structure to the Clankeepers- One person is the master of the Jahu and given the title Ure (IE "Presenting Ure Hydrall"), and their immediate family are usually the more important members. Below them are the families of the Ure's sons and daughters who have not left to form their own Jahu, as well as the families of their servants (if they have any). A child is not usually expected to leave and form their own Jahu in the event of their marriage unless they come into a large sum of money. Instead, they remain and live in the family house. When the Ure dies, his title is passed on to the eldest child, and while some households survive such a shift it often results in the Jahu splitting the funds of its former Ure and each subfamily going off to form their own.

However, this results in long-running feuds and other logistical problems, as would be expected of having so many isolated families. As such, many ordinances have been passed reducing the size of the Jahu, their ability to have conflict with other Jahun, et cetera.

Amusingly, this also has led to Saremian cities looking as though they consist entirely of many palaces of varying size and quality, with markets arrayed out front to display the family's wares. In many cities the Jahu system is breaking down entirely, as single-family homes or apartments are becoming more economically viable and less space consuming, and at the same time 'mini Jahu', derisively called Jahi, have begun to appear, being tightly packed structures still keeping the old system but at both a smaller scale and lesser extravagance.

Jahu are generally unique, but follow a certain design- Centered around a large circular room, there are seperate outlying structures (Hua/Hua-a) attached via small hallways. Each Hua will house a family's quarters, storage, and other facilities. A single Hua is reserved for kitchens and food preparation.

Because so many families may become part of a Jahu, it may eventually become too large for the structure by limits of design. Usually a family or two may leave to form their own Jahun before that point, but in the case that they can't a second circular structure may be built and more Hui added to that, and so two Jahun will be located on the same property.

What burial rites do they have?

Burial customs are varied withing Saremitas. Primarily, clans bury their dead on their Jahu's ground, keeping ancestors and close relations together. However, smaller clans and families often take another route – Cremation is not unknown, especially in the far north where digging may not be viable or healthy. Cremation is usually considered 'returning' the person to the Sustainer.

How do they make war? What weapons do they use? How do they recruit people? How are they fed on a long campaign if at all?

Sarem's military is divided between all the clans- each O-mehain is expected to maintain and train their people in preparation for war. There is also a peacekeeping force in the form of the Inuxtin, who patrol the clan's roads and investigate crimes. Actually calling the regiments to war is a process that takes weeks, meaning that response to an invasion is, naturally, slow.

The military is primarily male, with women only serving in the Inuxtin or militia when absolutely necessary. They divided into units of approximately one hundred to 150 soldiers, each filling a certain role. They are mostly armed with Y-bladed spears or long bows, with short blades or small axes as a sidearm, but units using larger swords or other unconventional weapons are not unheard of. Cavalry units are uncommon in the Clans, due to the environment and the scarcity of horses or other mounts, an irony considering that their former member the Reakin is famed for its mounted armies. In battle, they fight through maneuvering, cutting off small forces of the enemy to eliminate them one by one – Communicating through shrill, ear-piercing war flutes called Apa'a.

As far as military success goes, the Clans have a good record. In the few skirmishes against the Reakin since their unification, they've had complete success, while their invasion of the Wunizan ended in a total victory.

However, they are otherwise mainly untested – All talk and no proof to it. Besides the occasional internal conflict, the Saremitasian Confederacy has yet to engage in a major campaign against a continental power.

What does the average citizen/tribesman look like? Clothes/Jewelery/General Appearance?

Citizens of the Confederacy generally are Asiatic in looks, with short and stocky bodies well-adapted to their harsh climate. Those from the immigrant clans slightly resemble the Meiya, with rounder faces with pointed chins - However, they have a stronger profile, hardened by their climate. Meanwhile the Wunizan have pale, thin, sharp faces with narrow eyes and wide mouths, features they are identified and discriminated by.

Clothing in the Clans is predominantly wool or furs, leather being common as well. Fancy silks, cottons and such are completely useless in a country where half of it is frozen for most of the year. Most clothing is modest, form-concealing and thick, usually involving gloves and boots; Hoods are often worn as a separate garment, consisting of the hood and a capelet reaching the middle back, covering the shoulders and upper arms - As such, their clothing often seems to lack an upper part, with sleeves often lacking a shoulder portion, since loka (as they are known) are often worn casually, indoors, where the extra layer would be uncomfortable. These detached sleeves and such are seen more in the noble caste, however.

Optional: General gloss of their history; How did they come to be what they are? Did they once have a different homeland? How did the Empire come to be? etc.

The Saremitasian clans' origin lies somewhere in the south, though their northward journeys happened in the distant past. What is known through a combination of written and oral history is that they were once all separate, coming from different areas. Through war and plague and famine they were driven north, six weak, scarcely functioning clans. Encountering each other, they at first attempted to keep from contact and remaining in their own territories, but over time they came to rely upon each other enough that they began to discuss unification.

Many took objection to this, and several wars were fought as the clans tried to quell internal dissent. Eventually, the clan who would become the Reakin fled the region, settling elsewhere in order to preserve their own independence.

It wouldn't be until the burgeoning Wunizan attempted to drive the foreigners out that the clans became united. After a drawn-out, painful war, the Wunizan were forced to surrender all of their lands, their importance and influence only surviving through luck and their occupied population.

It was after that that territory was drawn up and the confederacy's system outlined, at a meeting atop a frozen mountain called Saremitas. Over time, this became the country's name.

edited 11th Nov '12 5:45:20 PM by Hydrall

Fauxlosophe Since: Aug, 2010
#30: Nov 11th 2012 at 11:41:51 PM

The Palaces line strikes me as a little odd, but I assume you mean more stone houses.

Otherwise it looks good.

For the sake of this campaign, we're assuming that Meiyan and Toryl are lingua franca in the East and West respectively which our characters speak fluently. An alternative would be Eralih instead of Meiyan but Meiya strikes me as more practical because we're starting there.

On that note; I've decided to kick this game of there for reasons relating to plot. With Hydrall accepted, we're on the road. Once we get everyone's P Cs, this game will be underway.

After that Sign ups will be rather constrained at best. People who have already volunteered will be PM'd soon and asked for a progress report. If you read this and PM me first, it'd be appreciated and go far to show commitment to this game.

  • Name: Bénagén Medécir Chonímoc (Conímoc)
  • Age: 23
  • Gender: Male
  • Class: Mocén (Sophist)
  • Skills: Poetry, Rhetoric, Law, Approximate Market value of minerals, spices and various goods. Literate in Fén, Toryl and able to read Meiyan. Speaks Fén (Genibh Dialect, as well as Central), Toryl, Meiyan, Eralih, Huon. Slightly more limited knowledge of Dussarit, Sarem and some Zewan-Tal. Quick learner at language.
  • Reason for Travelling: Scholarly reasons/Trade.
  • History: Initially trained as Címén, Conímoc had little interest in achieving a much higher rank, though he impressed many scholars with his ability to aquire languages and information so quickly. Instead he prefer the life of a wandering debator, taking legal cases and occaisionally serving as a poet. Fascinated by the foreign, it wasn't long until he found himself travelling, where he eventually met up with an old friend who had taken to the mercenary life. After a hastily wrought deal, Conímoc won his life and a body guard. Now, he has left, travelling both as a merchant and a scholar. He acquires and sells wares as he goes, while also making arguments [both legal, philosophical and sometimes poetic] to make his daily wage and pay for his bodyguard.

Presently the trek has brought him across the continent and made him considerably well off, though far from wealthy. He is however careful to conceal it, spending only what is necessary and planning to save what he can for when he finds somewhere to settle or returns to Génibhír to tell his tale.

  • Name: Lónár Fínog ba Donil
  • Age: 25
  • Gender: Male
  • Class: None.
  • Skills: Sailing, Archery, Short Sword Combat, Weapon and Armour Maintenance, Literate in Fén and Toryl. Speaks Fén (North-Central Dialect), Toryl, Meiyan.
  • Reason for Travelling: Mercenary/Bodyguard/Friendship.
  • History: Originally intended to become a member of the Címén, or Member of the priestly class. However, Écun soon found himself fed up with the heavy handed rhetoric, ritual and heirarchy. It was not long before he joined a group of raiders in the north as a sell sword. This carried on for several years with him raiding various shores until he came upon an old friend from the school who asked for his protection. Hesistant to cut him down, Écún resigned his position for one of a bodyguard when offered a decent wage.

edited 26th Nov '12 8:58:07 AM by Fauxlosophe

daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#31: Nov 19th 2012 at 11:40:25 AM

  • Name: Masuyo Callicho
  • Age: 28
  • Gender: Female
  • Class: Exile
  • Skills: Combat with all common Eralih weaponry (Dagger, Sword, Shield, Spear and Bow), Astronomy, Climbing, Survival, Athleticism, Literate in Eralih and Meiya, fluent in Meiyan, Eralih, Toryl and Dussarit, Eralih Temple Education, Weaving, Cooking, Koeno, Eriwoka, Elamaka.
  • Reason for Traveling: Scholarly Reasons, Mercenary, Exile
  • History: Quite basically, Masuyo is the child of a disinherited noble family of the Eralih. She passed from being carried in arms by the previous elderly Erakalu as she was a baby to having her family lose their honor and positions due to their mistakes. Her whole family was stripped of their rank and sent to live humble lives as normal citizens of the Empire. However, while this happened, Masuyo was away from home... receiving her education in the temples of the Capital. As a formality, she was allowed to finish her education before she lost her rank. However, instead of accepting a humble station in life like her family, Masuyo took as much as she could carry and then set off on a journey to find a new purpose in life as an exile of her people.

edited 27th Nov '12 12:16:03 AM by daltar

If I'm sure of something it's that I'm not sure of anything.
Parable Since: Aug, 2009
#32: Nov 20th 2012 at 12:14:53 PM


  • Name: Jesa
  • Age: 19
  • Gender: Male
  • Class: Soldier
  • Skills: Archery, Hand to Hand Combat, Swordsmanship, Riding, Fluent in Meiyan, Hunting
  • Reason for Travelling: Journeyman
  • History: Jesa grew up as the second son of the local tanner in the village of Ovipal. It is a small settlement, off the main roads where nothing of note is nearby and nothing important ever happens. Jesa was expected to help his family, grow up and marry, and then fend for himself in some useful trade, possibly that of his father or father-in-law after moving to a new village. As a young boy, however, Jesa had met a member of the Uvo Tal, the elite guard of Zewan-Tal, who had captured the child's imagination with his tales of travelling abroad to learn about the fighting abilities of other nations as required of all would-be members of the Uvo Tal. This prompted him in his adult years to join the Uvo Tal, and to this end he has undergone training in their headquarters and as a final act of worthiness has obtained Journeyman status with the promise of being officially admitted once he has finished his required survival and studies abroad.

edited 20th Nov '12 12:15:51 PM by Parable

Hydrall 「MENACING」 from Dio's Mansion, Cairo Since: Jun, 2009 Relationship Status: Above such petty unnecessities
「MENACING」
#33: Nov 20th 2012 at 7:54:34 PM

  • Name: Igama Kuguin
  • Age: 44
  • Gender: Male
  • Class: Merchant
  • Skills: Bartering, Diplomacy, Cunning, Profiteering
    • Languages: Sarem, Wunizem, Meiyan, Zewan, Eralih, Toryl - He speaks a little of all, but only the italicized fluently.
  • Reason For Traveling: Money, Dear Boy
  • History: Igama Kuguin hails from the coastal Tongi-in Clan's regions, although he himself is simply a member of a subordinate clan. Born the fourth son of his family, he learned very quickly that life would not be kind to him - However, he chose to make his own fortune, taking to the roads. He's not some new traveler - Instead, he's walked the world quite a bit, considering he's made it this far. He travels in a distinctive red-white covered wagon, pulled by two strong horses. In normal times, he would be working with a small group of mercenaries from a clan called the Tumamxin; However, thanks to a deal gone bad and Igama cutting and running, he's traveling on his own and hoping they don't catch up.

edited 20th Nov '12 8:30:48 PM by Hydrall

Fauxlosophe Since: Aug, 2010
#34: Nov 20th 2012 at 9:36:09 PM

All Characters are approved.

The Game is officially underway.

Going to update the opening post, accordingly.

Game is here

Discussion is here

edited 20th Nov '12 9:36:34 PM by Fauxlosophe

nman Since: Mar, 2010
#35: Nov 24th 2012 at 2:09:58 PM

Alright, so I finished this up... let's see if all the line breaks work.


People: The Conclave of Kergen
What is the Geography like?
The lands of the Kergen consist primarily flat steppe lands with wildly varying temperatures, from frigid to arid, with fertile lands thought the west and center. To the west is the ocean, and it is roughly in the political center of the other nations.
How many languages are there? What are they like?
The Kergen language is very brutal, isolating, and has a large amount of words. There are no genders, cases or honorifics that can be added on to words - instead extra words are thrown into a sentence. The language also sounds primitive, as it has a large amount of hard sounds and low-pitched vowels. Oddly, though, it also possesses a sizeable amount of words which use the "ee" sound.
What myths and stories do they tell?
Kergen do not have the concept of deities, believing that all humans are spirits related to the moon. Nor do they have traditional priests. Instead there are the Ajdeeg, a type of scholar who is responsible for recording a village's history, educating children, and other matters, but in their free time[[hottiper:*:and they have a lot of it]] they take up playing instruments, producing art, and pondering. Myths involve the concept of two lands: Zeteka, where they live, and Aprhaes, the moon, the land that is ten thousand days across the ocean by ship, which can only be reached once one has left this life behind. Ten thousand is a common number in their stories.
They believe that their bodies are temporary containers for souls on their First Life. When they die, they turn into spirits that can reach the moon. Their True Life - which starts when their soul leaves their body and reaches Aprhaes - will have its rank and land determined by the success that one had in their First Life. The definition of success is sometimes different depending on the region, but it usually involves popularity. Those with weak spirits will be much slower and take longer than the others to reach Aprhaes, and will find a much smaller portion of the land there unclaimed.
Non-Kergens are referred to as Tzergen, and it is believed that they are Kergens who long ago forgot that there is a True Life, and their spirits do not know the way to Aprhaes. A Tzergen can become a Kergen by renouncing their false beliefs and joining a Kerghan. Conveniently, this allows the Kergen to kill their enemies in war without fear of losing their own claim to Aprhaes.
What are the politics like?
Their government is a cross between a tribal group and a kingdom. There are numerous villages (they are called villages, but they range in size from hamlets to smaller cities) called Kerghan that have their own chief and council. A village's economy is governed by the council, while the chief deals with matters of the law. The council is made up of an odd amount of people, consisting of only three people for small villages, and scaling up for larger populations. When a new councilmember or chief is needed, the adult men and women in the village decide in the public square who in the village is most worthy. They do this by first seeing how many people have at least ten people supporting them. At this point, those who have been selected nominate anyone in the group except themselves to see who is most worthy from that group. Having at least one son or daughter living in the village is the only real requirement, as it shows that one has been in the village long and is dedicated to it, but Gedur and Ajdeeg are the most commonly chosen. The chief apoints a member of the Gedur as the commander of the Gedakur for that village, known as the Gedhajur.
From there, there are seventeen super-tribal regions known as Kerglerii that act like a state. Each council selects a representative from their village, who is required to have at least three children living in the village they represent, who joins the council of their Kerglerii on behalf of their village. From the representatives, one is chosen as the chief of that region, the Kergjen. The Kergjen acts like a governor of that region, and also appoints the military commander of that region, known as the Gedejur. In the council, the Kergjen's vote counts for five.
One of the representatives is chosen to represent their entire Kerglerii in the Conclave of Kergen. The Conclave is the government of the nation, and while it does not have the same fine controls that a council has, its scope is the entire nation rather than a single village or region. The Conclave decides when to go to war, decides when a council or chief has strayed, and other matters based on simple majorities. When a region faces a time of hardship, or is attacked, it is the Conclave that instructs the other regions to offer aid. There are laws that dictate when aid must be given or when they must go to war, which can be interpreted differently by those who stand to lose and gain. Often, fights break out amongst the representatives as they attempt to sway the views of the majority, with deaths not being unheard of. Of the representatives, one is chosen as the Kergheen, who acts as a national chief of sorts. They make decisions in all matters of policy, military, and economy without having to ask the Conclave first. The Kergheen's vote counts for seven in the Conclave. The Kergheen appoints one of the Gedhajur to become the Gedhenur, who is the highest military leader in the nation.
The Conclave is located in the coastal village of Kerg, which acts as the capital of the nation. It is by far the largest village, and is a city in design and population, with strong walls and bustling streets. It is believed to be the first village from which all villages sprang from, and it houses the Conclave of Kergen.
How does a city work in general?
Even though everyone should be equal as there are no set classes in Kergen society, there's a implicit social ranking system based on one's profession, usually based on how influential or prestigious the job is. Being on the council or the chief are the highest ranking professions, while laborers are on the lower end. The Gedur and Ajdeeg are usually the social elite of a village. In addition, this sometimes affects the quality of life of those individuals: For example, because the council decides when the mason, carpenters and builders should build new houses and who needs them, the son of an Ajdeeg, Gedur or blacksmith would usually have a higher priority than the son of a fisherman or woodcutter.
Houses in Kerhans are typically smaller than in other nations, being mainly a place for a family to sleep at night, and where one can store their Djerge. Families do not eat in their houses, instead there are communal dining halls where each citizen goes to eat, and the village's food is distributed there during the two meals of the day.
Most of the time, children are taught the same trades as their parents, but in cases of abundance or scarcity of workers, the Council may assign a child to be apprenticed to another worker.
There is no Kergen currency. Because the council assigns workers, distributes food, and controls the village, the typical transactions that require money do not exist. A Kergen in need of a house does not buy one, instead when the council decides they need one, usually after a marriage, they are given one to own. Things such as food and water cannot be owned by anyone. The Kergens have a sense of personal ownership, though. In addition to where they reside, they have special possessions, known as Djerge, "interesting things", which are exactly that - interesting things. They are objects that hold no value to the village in terms of survival, but have personal meaning to the person. Djerge depend on the person - to some it might be a sword they claimed in battle, a shiny rock they found, or a piece of pottery they like. Trade with other nations such as in the ports tend to rely on barter.
Those who break the law are grabbed by witnesses and taken to a platform in front of the house of the village chief. At that point, the chief tells those gathered the person's name and crime, and then they are beaten. Once the beating is over, their punishment is considered over. However, if the crime requires the death of the perpetrator, then an event known as Alkuen, a "reckoning," is called for.
As the Kergen believe that taking the life of another human who was not fighting back as an ultimate sin, one which corrupts the soul, they cannot simply execute those who deserve death. At a Reckoning, the criminal is given a sword while the people of the village likewise take up arms against them. This grants the culprit a chance to die in battle, where they can then go on to their True Life. They believe that this way, even the worst spirit can reach the moon after ten thousand generations, and have some stake of Aprhaes, no matter how small. However, there are those who refuse to fight at their reckoning. Those individuals are considered the lowest of the low, as they willingly forsake any claim to their True Life. They are branded Alkatzerii, "One whose soul who will wander for ten thousand generations and still not find the True Life". Literally - their faces are branded with the mark of the Alkatzerii and they are exiled from the village, with anyone giving aid to them punished by a severe beating.
Kergen culture does not have much gender inequality, however men tend to make up higher proportions of more physically intensive jobs.
What does a family look like? How does inheritance work?
A family consists of a father and mother and their children. The oldest child usually inherits the house, while the other children get portions of their parent's possessions. Infants are left with older villagers who have grown too weak for hard labor, while children start working with their parents as soon as they are old enough to do so. If both parents die, then it is the responsibility of the next-youngest sibling of each parent to raise their same-gendered children, or else the council assigns them to families.
What burial rites do they have?
While it might shock other cultures, Kergen consider bodies almost worthless once the soul inside is gone. But because people are people, the remains are usually cremated in the belief that the smoke might try to follow the soul across the ocean to Arphaes.
How do they make war? What weapons do they use? How do they recruit people? How are they fed on a long campaign if at all?
The Kergen do not go on wars of offense, tending to only engage in wars of defense against nations encroaching on their territory. Each village is expected to maintain a defensive force, known as the Gedakur, that is a mix of trained militia and soldiers. The soldiers, known as Gedur, who live in each village and are expected to be commanders of the Gedakur in war, and to make sure the art of war craft is not lost in times of peace. As a militia-oriented culture, everyone old enough to carry a weapon is expected to fight in a war, regardless of gender. In wars, a fraction of each village is sent to battle - the Gedur and any villagers who have been taught to fight as part of the Gedakur. When more soldiers are needed than that, the rest of the village is ordered into a militia with only a small part of the village left behind to take care of those who cannot fight and prevent it from withering away from neglect, with the exact amount varying depending on the scale of the conflict. This lets the Kergen maintain a relatively small standing army that can be supplemented first by partially trained soldiers, and then by militia.
The majority of the weapons used by the militia are strong wooden sticks with an iron head attached to it, mainly consisting of hammers, axes, and poleaxes. They are not above pilfering swords and armor from the field of battle. The Gedakur, though, tend to fight with swords. Bronze shields are very commonly used by fighters. Metal armor and cavalry is almost nonexistent except for commanders who wear full bronze armor and ride horses.
The supply lines employed by the Kergen are internal, rather than external, with militia bands usually bringing carts with them, and if enough time is given to prepare, other villages will begin sending supplies to the battle as well. Because of this, they will stay close to the village or villages they are defending, instead of going to other nations.
Overall, they rely on their large size to reduce the amount of soldiers an opposing nation can afford to send during war, while causing invaders to have to fight the entire population of their villages in addition to their soldiers. They make use of fighting on familiar terrain to create as much of a disadvantage for invaders as possible.
What does the average citizen/tribesman look like? Clothes/Jewelery/General Appearance?
Kergens are on the taller side, with men averaging 6'2" and women 5'8". They are a pale skinned, brown-eyed people where blond hair makes up the majority. Those on the west and in other villages where breeding with other cultures occurs, darker skin and black and brown hair are more common. Both sexes tend to wear simple clothes (pants and shirts), and occasionally wear a Djerge around their necks for social gatherings.
History
Long ago, the Kergen lived in Aprhaes with all the other types of spirits. Aprhaes is a land so large, that you could walk for ten thousand generations and still not get to the end. But due to their increasing popularity, another group, the Gjeegu, grew jealous. They used their powers over the winds to make the sun start moving and making a night, tricking all the other spirits into thinking the Kergen had stolen it. All the spirits gathered together and stole all the the powers from the Kergen, turning them into humans. Then they called a great earthquake, the likes of which was never seen, to make a chasm so large the Kergen could never cross it, and then filled it with water so they could not live there. This created all the oceans and islands. When the sun came back the next day, the others knew they were tricked, and they knew they couldn't undo the oceans they had created. So they cursed the Gjeeru, stealing the wind from them. They used the wind to make the moon move, so that at night, the spirits of the Kergen could jump up touch the moon, instead of having to try to go over the ocean. But because they had taken away all the power from the Kergen, their spirits couldn't reach the moon in one night. Instead, the Kergen have to live an entire life growing stronger, until their spirits are strong enough to reach Aprhaes quickly.
And a potential PC.
  • Name: Zedeeru the Woodcutter, son of Belkatar the Woodcutter
  • Age: 27
  • Gender: Male
  • Class: Exile
  • Skills: Zedeeru is a woodcutter. He is used to spending all day doing extremely intensive manual labor in the forests, and has a very strong upper body and calloused hands. He is unlettered, but can speak both his native language and Meiyan.
  • Reason for Travelling: Exile
  • History: Zedeeru was the child of Belkatar the Woodcutter, and because his older brother was chosen as a Gedur, he was the oldest of his brothers who were to learn his father's profession. As such, he was trained by his father in the art of cutting wood, his childhood mainly consisting of him constantly exhausting himself trying to keep up with his father despite his child's body, gradually overtaking the old man. His life would have been a fairly typical story of a woodcutter if it weren't for a twist of fate.
    The chief's third son, Kuzad, had always been somewhat odd, and tended to scare the other villagers with his seemingly random manner. However, his odd behavior was usually overlooked due to who his father was. Thus, when Kuzad killed his wife in town one day as she was performing the life ceremony, Zedeeru's life was forever changed. At his reckoning, Kuzad refused to fight, not caring about his fate. In a fit of rage, Zedeeru took his ax to Kuzad, declaring he would rather become an Alkatzerii in his place than let the man who killed his wife and child freely walk away.

edited 24th Nov '12 10:52:56 PM by nman

Fauxlosophe Since: Aug, 2010
rabbitRider The Sword of the Morning from Shurima Since: Mar, 2011 Relationship Status: I'm just a poor boy, nobody loves me
The Sword of the Morning
#37: Nov 30th 2012 at 7:47:11 PM

I have arisen from places better left unsaid, and my return will be marked with fire and death.

Hi guys.

I'm back.

I'll work on the Toryl a bit later, but for now, here are my characters so I can jump right it with the RP.

  • Name: Artum Entyrais
  • Age: 31
  • Gender: Male
  • Class: Merchant
  • Social Class: Untor
  • Skills: Basic proficiency with swords, pikes, and other basic weapons used by the Toryl military. High degree of skill and accuracy with crossbow. Haggling, bartering, gambling appraisal of goods. Speaks and writes Toryl, Fen, Meiyan, and Dussarit.
  • Personality: Friendly and good-natured. He likes to gamble on pretty much anything. He has an intense fondness for drinking.
  • Appearance: Fairly unremarkable: Has curly black hair, several days worth of stubble, green eyes, a typical Toryl tan, and he never stops smiling. He wears a long tunic, not too shabby but obviously worn from the road.
  • Reason for traveling: Merchant with a hands-on approach to trade.
  • History: A full-blooded citizen of the Toryl Republic, Artum grew up in a small trading city in the heartlands of the Republic. Although a male, he still chose to serve in the military when he came of age. He spent four years stationed in the east, and participated in regular skirmishes with nomads and other raiders, where he distinguished himself with surprisingly good marksmanship with a crossbow. When he returned home, he took up a career as a successful merchant and trader. A few years later he was shipwrecked in Meiya while on a trading venture. Devoid of the valuable Toryl wine he had been selling, he decided to take up trading in Meiya. (he will have been in Meiya for about a year)

  • Daelia Gaipyl
  • Age: 26
  • Gender: Female
  • Class: Mercenary
  • Social Class: Etruyl
  • Skills: Basic proficiency with swords, bows, and other basic weapons used by female Toryl forces. Experienced in Mounted Combat and Maintenance of Weapons and Armor . Speaks and writes Toryl and Dussarit(and the So'rit dialect), but only speaks Meiyan.
  • Personality: Serious and humorless, with a short temper and a sarcastic streak.
  • Appearance: Somewhat pretty despite a thin white scar from beneath her left eye to her ear. Has light brown hair to her shoulders, often kept in a braid, heavily tanned skin(darker than most Toryl), and brown eyes. She rarely smiles. Her frame is rugged, muscular, and lithe. She wears an eclectic mix of armor: a worn Toryl breastplate and an assortment thick Meiyan leather armor. Always wears a sword at her hip and a roundshield on her back.
  • Reason for traveling: Mercenary bodyguard.
  • History: Aelia was born mixed-blood, half Toryl and half So'rit. Her mother was a servant in a wealthy household, and she never knew her father. Born a Rynd, she grew up on the lowest rung of Toryl society, barely surviving off of scraps while her mother worked long hours. Despite this, Aelia fought her way up the ladder the only way she could: war. She joined the auxiliary as what she saw as the only way to improve her life, but took to it like a fish to water, and soon became an officer, despite attitude problems. She mainly fought, ironically, in the conquest of her own people. She ascended to Etruyl, left the military, and became a mercenary, and then eventually a pirate. Her ship was sunk by a Meiyan vessel and she washed up on shore with no more than a sword and shield to her name. She eventually was hired by Artum as a bodyguard.

edited 2nd Dec '12 2:11:22 PM by rabbitRider

Your legacy shall drift away, blown into eternity, like the sands of the desert.
Fauxlosophe Since: Aug, 2010
#39: Jan 17th 2013 at 9:15:11 PM

  • Name: Saerrul Daelyn
  • Age: 61
  • Gender: Male
  • Class: Cyric
  • Represents: Fulael, Galyr.
  • Skills: Literate in Toryl, Huon. Skilled public speaker. Etc.
  • Personality: Jaded and openly distrustful of Galavic peoples in general, in particular the the natives of Galyr and the Huon. He believes himself to be a voice of tradition and reason in an increasingly divided senate.
  • History: A full-blooded citizen of the Toryl Republic, Sarrul Daelyn was taken to Galyr in his youth. Where he saw Galyl bandits cause constant stress to the local economy of settlers and natives alike. Fayn raids as well were not unknown along their borders. This instilled a deep distrust and dislike in him which only cemented as he grew into a wealthy money-maker like his father. Still, he became a skilled speaker and managed to convince a local defence force to organize themselves to suppliment the main forces. They used slightly more questionable tactics than the main military which allowed for additional successes which the army hesistated to seize. His skill at rhetoric and business allowed him to skirt the narrow line on which he operated with a great deal of success until he eventually retired into full time politics. Popularity amongst the settlers saw him propelled into the Senate but came against the grumblings of the Galyr. This opposition and empathy for settlers with an eye on Toryl's economic interest in these colonies has coloured his present perceptions of the political situation.

edited 21st Jan '13 5:03:53 PM by Fauxlosophe

Parable Since: Aug, 2009
#40: Jan 21st 2013 at 2:49:44 AM

  • Name: Gaerum Dysesis
  • Age: 41
  • Gender: Male
  • Class: Cyric
  • Represents: Lugyr, Toryl Oen
  • Skills: Speaks Fayn, Soraan, and Eralih. Literate.
  • Personality: Quiet and distant. Gaerum is close to very few people, but works tirelessly on behalf of those he represents. His preferred hobbies are reading and playing music.
  • History: Gaerum is from the city of Toryl Oen. Born and raised there, he was a quiet but intellectual young man who despite his distaste for oratory found himself alive in public projects and matters concerning civic affairs. Using written words and personal relationships, he won the respect of his fellows for his vigorous defense of their well-being. From then on to his adulthood, Gaerem devoted his time to working in Toryl Oen. With his advancing age, he decided to seek higher office and was elected as the region's senator 6 years ago.

edited 14th Mar '13 8:56:57 PM by Parable

Fauxlosophe Since: Aug, 2010
#41: Jan 21st 2013 at 6:15:04 PM

Odd languages to be on the list, and you'll want to settle where he's from precisely [Oen Toryr, Toryl Oen] works if you want to go that route].

Also you'll want to included "Toryl" and literacy on the list.

Parable Since: Aug, 2009
#42: Jan 21st 2013 at 7:50:53 PM

Added. And it does say he's from Toryl Oen city.

Fauxlosophe Since: Aug, 2010
#43: Apr 12th 2013 at 4:44:51 PM

Sign Ups have been reopened due to a lack of players [4 active, 2 absent due to circumstances, 1 dropped]

The Initial limitations may seem stiff but to those interested with a specific vision and an idea of what they want, I am willing to discuss and compromise a great deal.

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