Post by Bannanachair on Aug 15, 2017 10:25:13 GMT -4
I'm drawing inspiration from numerous sources, but credit for one mechanic that I really like and am borrowing goes to Tikobe. If you see a strong resemblance between my "Elements" system that I'm trying and the multiple storylines of Crestfall (am I the only one who remembers that it even existed?), it was intentional.
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Table of Contents
1) Storyline
2) Magic
3) Wrennia
4) Names
5) Elements
6) Combat
7) Rules & Notes
8) CS
1) Storyline (1
King Ceolweard "Halfhand" IV, great king of Wrennia, has finally concluded his thirty-four year reign at his deathbed in this year of 988AG. His reign saw great wealth and political stability come to Wrennia, with many wars won and trade plentiful. He has passed of old age after an unfortunate fight against a deadly illness went horribly wrong, and the kingdom is in mourning. His reign was the golden age of Wrennia, with it seeing prosperity it had not seen since almost five hundred years earlier with the reign of king Ardwulf II.
At the time of Ceolweard's death, you were in the northern border city of Drudovell for a diplomatic mission. Negotiating peace between Wrennia and the neighbouring Greathian kingdom of Wudour in an attempt to end yet another successful war and establish Drudovell as the Wrennian-Wudourian border instead of another city eighty miles to the south. Because of this, you were too busy at the time of Ceolweard's death to claim the inheritance that was rightfully yours.
2) Magic (2
Magic in the world of Wrennia works in a system of Runes, or symbols carved on specific minerals. The knowledge of how to make Runes is a secret known to only a few (who practice this art very infrequently at that), but the usage of Runes is very well-known. Runes have to be held by the flesh of the caster (or occasionally the blood), and the carving has to be completely covered. Sometimes certain words have to be said, or intent to use otherwise proven, to activate the Rune to prevent accidental triggering of the Runes, but sometimes all that's needed is touch. People who have Runes are called Runecasters or, more colloquially, Wizards, although the latter term originally referred to those who made the Runes.
3) Wrennia (3
Wrennia is a coastal kingdom on the island of Cavakria. On the island of Cavakria, there are eight Gronian Kingdoms and five Greathian Kingdoms; Gronian Kingdoms are kingdoms established by the various Gronian tribes that arrived in Cavakria at the beginning of the "AG/BG" (After Gronia and Before Gronia, respectively) calendar. Greathian tribes are tribes that were present on the island of Cavakria prior to the Gronian invasion. Cavakria, in turn, is an island off the western coast of a large continent, whose internal politics are of little concern to Wrennia.
Wrennia's government is highly feudal, with the king reigning over dukes, who in turn have earls who have barons. Knights are landless nobles and generally lead smaller continents of main armies. All nobles, even knights, belong to a clan, a patrilineal thing very similar to the surnames that peasants have, and if a peasant is made a nobleman he becomes the founder of a new clan. Clans are more significant than just a surname, though - the leader of a clan (often decided by direct male primogeniture from the founder, but there are some exceptions) has the right to determine his clan's stance on any particular internal military issue, although he can opt not to if he has no interest, and he can instead leave it up to other members of the clan to determine whether to participate as individuals. Clans are legally not allowed to infight, although they can splinter through a complex legal process.
The god worshipped by the Wrennians is Wrenn, for whom the kingdom is named, although some of his servants are revered as minor deities. Wrennism is a state-controlled religion, although it is highly compatible with the religions of the other Gronian kingdoms (with Wrenn being just one of the "Gronian pantheon").
4) Names (4
People from Gronian kingdoms have names that in the real world we'd associate with anglo-saxons. People from Greathian kingdoms have names that we'd associate with being more celtic in nature. fantasynamegenerators.com/anglo-saxon-names.php is a good name generator if you need one.
5) Elements (5
You may have noticed that the storyline is a little short. That's because you get to choose which story elements to include in your particular ISRP. You are to choose one Dynastic Element and one or more External Element(s). There's a tradeoff to having more External Elements, though - the fewer External Elements that you have, the more time I can spend on each one's development, but the more you have, the more inherently complex the story is but I'll be less able to develop each of the different storylines. More External Elements also mean that ruling would be more difficult, and so it may make it harder for you to gain support in a war against someone who is doing surprisingly okay considering the odds. Note that if you don't fill out an External Element I'll go with Tyrant by default.
Dynastic Elements:
Younger Brother: Your father, Ceolweard, decided upon a form of inheritence in which the eldest son would inherit the whole kingdom, but the other sons would each be given a duchy within that kingdom. You weren't the eldest, and while you were away and too busy to make your claim, your brothers carved up the duchy that was rightfully yours and split it among themselves. Now that they've done that, you can see that they are too greedy to lead Wrennia justly. (Alternately, your eldest sibling took everything, disinheriting the rest of your siblings as well).
Dishonoured: You were the eldest son or daughter of Ceolweard, but you had a quarrel with your late father that had you sent away on this diplomatic mission to begin with. What the quarrel was about was inconsequential, but that argument led to you being unrightfully disinherited and now your younger brother sits on your throne.
Favoured Nephew: You were a son or daughter of Ceolweard, but after the death of your uncle your nephews joined you in your father's court. Your father took a liking to one of the nephews, almost moreso than to his own sons, and now that your father is dead your cousin has claimed your throne, angering you and all your brothers in the process.
Sonless: You're a nephew or niece of Ceolweard, and as he had no sons nor surviving brothers, his inheritance became more complex. As the eldest (surviving) son of one of his brothers, you believe yourself to be the rightful heir, but the only support you can get is from your own brothers, nephews and children. All of your cousins have differing opinions as to who should be king, and one of them is sitting on the throne in your place.
Usurper: You're Ceolweard's only son, and the last scion of a dying clan, but as you were away for the signing of the most significant treaty in Wrennia's history in the past century, there was an immediate power vacuum. In the confusion, a powerful duke has named himself the new king - a declaration that you do not agree with in the slightest.
Daughter: Despite the legal protections in place allowing women to own and inherit land and have equal legal standing as men, there are some who believe that women should not have this right. Ceolweard had no sons, only daughters, and you are the eldest of his daughters. Despite the fact that he trusted you enough to go on a diplomatic mission on his behalf your cousins and uncles decided to use your gender to prevent you from your birthright. (Alternately, you were his eldest child and a daughter but your younger brothers took the throne from you).
Bastard: You were Ceolweard's eldest child, but you were born to his mistress rather than his wife. Despite your status as the oldest, and the fact that you are otherwise more able to rule than your siblings, you were denied your inheritance due to this and your half-brother sits on the throne in your place.
Coup: You were Ceolweard's eldest child and there was no opposition to you inheriting from anyone else in your family. However, despite your popularity among your family, you were not the most popular at your father's court - therefore, in an attempt to prevent you from taking the throne, a faction of the court has opted to install one of their own in your place.
External Elements:
Tyrant: The false king who sits on the throne is a tyrannic despot, ruling through military might only and oppressing the peasantry. He is an unpopular king among the common people, and it would be immoral of you not to fight for your claim - but he has the corrupt nobility on his side, so it will be an uphill battle.
People's King: The false king who sits on the throne is too much a man of the people, very much antagonizing the nobility and professional politicians and leaders. He is going out of his way to remove the entrenched nobility, even those who do their jobs exceedingly well, and replacing them with untrained and uneducated peasants. Though they don't know this, this is just as bad for the peasants as it is for everyone else (though you're more concerned with the nobility).
Secession: Part of the reason that the reign of Ceolweard Halfhand was so prosperous was because he significantly changed the political geography of Cavakria - just fifty years ago, there were nine Gronian kingdoms, not eight. The former king of what used to be a kingdom has been relegated to a powerful duke, but now, with the political chaos caused by Ceolweard's death, his grandson has declared independence and the false king who sits on your throne is either unwilling or unable to adequately prevent him from seceding. Your fight is not just for personal gain, but also to secure the legacy of Ceolweard doesn't deteriorate.
Civil War: You're not the only one dissatisfied with Ceolweard's successor - in fact, several dukes and earls have declared war upon the false king. There's only one problem with that, though - they're all pressing for a different claimant to the throne. To retake your throne you'll need to rise to power and then fight off not just one but two pretenders.
Greathian Reconquest: For almost a thousand years the Gronian kingdoms have prospered on the island of Cavakria, but they are not the natives. Taking advantage of Ceolweard's death (or maybe causing it), a coalition of Greathian kingdoms threaten to annihilate not just Wrennia, but all of the Gronian kingdoms. The worst part is that the false king currently sitting on the throne is doing almost nothing to stop this.
Gronian Coalition: A coalition of Gronian kingdoms, taking advantage of Ceolweard's death, have decided to use this opportunity to press into Wrennia and maybe sap some of it's wealth for themselves. As with all other external threats, you feel that you'd be better able to deal with this than the man who currently sits upon the throne.
Foreign Invasion: A thousand years ago Gronian tribes arrived in Cavakria, before proceeding to invade and conquer natively Greathian lands. Now, coincidentally at the same time as Ceolweard's death, the pattern is repeating, and both Gronian and Greathian nations are at risk. Wrennia isn't the only kingdom being targeted by these new invaders, but you need to be at the head of the kingdom to better your odds of the survival of Ceolweard's legacy.
Heresy: A group of Runecaster priests with unorthodox religious views have been preaching for some time by now. Despite Ceolweard's best attempts to stop them from spreading their false religion and the political unrest that follows in their wake, they have persisted. Now, after Ceolweard's death, these heretics are stronger than ever, and it appears as if the false king is doing nothing to stop them. Whether it's because he doesn't know what to do, lack of knowledge of their existence or even the unthinkable thought that he himself is one of the heretics is a mystery, but you do know that it is your duty to Wrenn to retake your throne and extinguish these heretics once and for all.
Giants: Mortal men were not the only race that inhabited Cavakria. Before the Gronian conquests of a thousand years ago, before even the first early Greathians arrived on Cavakria, there was a race that called themselves the Qaerid. According to myths these ten-foot-tall men ruled the then-frozen island for thousands of years before the Greathians arrived and taught them the early secrets of Wizardry before they and the Greathians started warring against eachother. After the Qaerid lost, it was believed that they vanished underground, though rumours are spreading that the giants are returning and seeking vengeance. If this is the case, Wrennia will need it's rightful king in place, not the pretender who stole your throne.
Necromancer: A powerful Runecaster has found an ancient Rune that allows him to raise the dead. Using this newly-found Rune, he wants to raise an invincible, immortal army, loyal only to him, to conquer first all of Cavakria and then to travel to the continent. He is a force of unspeakable evil, but you knew him, or at least you knew of him, before he was this dark force, and you know that you can not single-handedly defuse this threat - you'll need an army at your back, and you're the only one competent enough to stop him.
Wizards: Though called Wizards in some informal circles, all people who know magic today are simply Runecasters, utilizing existing runes instead of making them themselves. However, in recent months, a strange trend has been occurring where runes previously unknown to exist are turning up at an increasing rate, which was beginning to be of some concern to people all over Cavakria. Additionally, there have been a number of small groups which claim to be comprised of Wizards. Whatever is going on here requires a strong king to sit on the throne of Wrennia, not the pretender taking your place.
6) Combat (6
I'll be using what I called the d60 system, which is a system I came up with last year for me to use the d60 that I own. You'll start with 80 health, though different people start with different amounts of health, and every time you write that you're attacking someone with a weapon I'll roll a d60 to determine how much damage is done, adding and subtracting some modifiers if there's something in the environment that would make it reasonable to do so. If I determined that you've been through a particularly tough fight I'll add 10 to your maximum health. If it's unarmed combat I'll likely use a d20 or a d24 instead, maybe a smaller die (I haven't decided yet). Magical attacks I'll determine on a case-by-case basis, but I'll be consistent, so that if that case comes up again you know what to expect.
7) Rules & Notes (7
1) I will only accept CSes of at least some quality. They don't have to be as long-winded and detailed as this OP, but I expect at least a paragraph for the bio, clothing and appearance, if for no other reason than to gauge your writing capabilities to determine if I'd be willing to RP with you.
2) I'm whimsical and biased. People I don't like are essentially autobanned, and if you see me holding some people up to less strict standards than others when it comes to the CS you can bet that I'm showing favouritism towards my friends.
3) This is basically just twelve thousand different ISRP storyline combinations in one thread, though a significant portion of those might be a bit too complicated to be very fun. I calculated 12288 different possible combinations, but I'll be periodically updating this thread with more ideas for external and dynastic elements as I think of them, so that number may very well continue rising.
4) Each ISRP takes place in it's own unconnected world. Ordinarily I wouldn't even bother to explicitly state this, but with the number of interconnected ISRPs I'm seeing nowadays I figure it's worth mentioning.
5) In the CS, remove everything in square brackets. They're there to help, but they look ugly on the final CS.
6) You can't choose both Tyrant and People's King due to the fact that they are polar opposites of one another, but aside from that feel free to go as wild as you want to.
7) If you want to, feel free to make multiple Cses and I'll make you multiple threads, but I recommend only doing this if you have two irreconcilable ideas for characters/story combinations that you really want to play.
8) If you want a magic-heavy ISRP throw in one or two of the last two External Elements, though be warned that that will make the ISRP significantly more difficult for you (because magic is meant to be devastatingly powerful). If you want an ISRP that's mostly just swordfighting and shieldwall tactics then avoid the last four External Elements.
8) CS (8
Name:
Age:
Gender:
Relation to Ceolweard: [Be specific. Don't just say that you're Ceolweard's son; say that you're Ceolweard's fourth son of five.]
Dynastic Element: [Pick one]
External Element(s): [Pick as many as you want]
Skills:
Runes:
Appearance:
Clothing:
Bio:
Other:
=====================================
Table of Contents
1) Storyline
2) Magic
3) Wrennia
4) Names
5) Elements
6) Combat
7) Rules & Notes
8) CS
1) Storyline (1
King Ceolweard "Halfhand" IV, great king of Wrennia, has finally concluded his thirty-four year reign at his deathbed in this year of 988AG. His reign saw great wealth and political stability come to Wrennia, with many wars won and trade plentiful. He has passed of old age after an unfortunate fight against a deadly illness went horribly wrong, and the kingdom is in mourning. His reign was the golden age of Wrennia, with it seeing prosperity it had not seen since almost five hundred years earlier with the reign of king Ardwulf II.
At the time of Ceolweard's death, you were in the northern border city of Drudovell for a diplomatic mission. Negotiating peace between Wrennia and the neighbouring Greathian kingdom of Wudour in an attempt to end yet another successful war and establish Drudovell as the Wrennian-Wudourian border instead of another city eighty miles to the south. Because of this, you were too busy at the time of Ceolweard's death to claim the inheritance that was rightfully yours.
2) Magic (2
Magic in the world of Wrennia works in a system of Runes, or symbols carved on specific minerals. The knowledge of how to make Runes is a secret known to only a few (who practice this art very infrequently at that), but the usage of Runes is very well-known. Runes have to be held by the flesh of the caster (or occasionally the blood), and the carving has to be completely covered. Sometimes certain words have to be said, or intent to use otherwise proven, to activate the Rune to prevent accidental triggering of the Runes, but sometimes all that's needed is touch. People who have Runes are called Runecasters or, more colloquially, Wizards, although the latter term originally referred to those who made the Runes.
3) Wrennia (3
Wrennia is a coastal kingdom on the island of Cavakria. On the island of Cavakria, there are eight Gronian Kingdoms and five Greathian Kingdoms; Gronian Kingdoms are kingdoms established by the various Gronian tribes that arrived in Cavakria at the beginning of the "AG/BG" (After Gronia and Before Gronia, respectively) calendar. Greathian tribes are tribes that were present on the island of Cavakria prior to the Gronian invasion. Cavakria, in turn, is an island off the western coast of a large continent, whose internal politics are of little concern to Wrennia.
Wrennia's government is highly feudal, with the king reigning over dukes, who in turn have earls who have barons. Knights are landless nobles and generally lead smaller continents of main armies. All nobles, even knights, belong to a clan, a patrilineal thing very similar to the surnames that peasants have, and if a peasant is made a nobleman he becomes the founder of a new clan. Clans are more significant than just a surname, though - the leader of a clan (often decided by direct male primogeniture from the founder, but there are some exceptions) has the right to determine his clan's stance on any particular internal military issue, although he can opt not to if he has no interest, and he can instead leave it up to other members of the clan to determine whether to participate as individuals. Clans are legally not allowed to infight, although they can splinter through a complex legal process.
The god worshipped by the Wrennians is Wrenn, for whom the kingdom is named, although some of his servants are revered as minor deities. Wrennism is a state-controlled religion, although it is highly compatible with the religions of the other Gronian kingdoms (with Wrenn being just one of the "Gronian pantheon").
4) Names (4
People from Gronian kingdoms have names that in the real world we'd associate with anglo-saxons. People from Greathian kingdoms have names that we'd associate with being more celtic in nature. fantasynamegenerators.com/anglo-saxon-names.php is a good name generator if you need one.
5) Elements (5
You may have noticed that the storyline is a little short. That's because you get to choose which story elements to include in your particular ISRP. You are to choose one Dynastic Element and one or more External Element(s). There's a tradeoff to having more External Elements, though - the fewer External Elements that you have, the more time I can spend on each one's development, but the more you have, the more inherently complex the story is but I'll be less able to develop each of the different storylines. More External Elements also mean that ruling would be more difficult, and so it may make it harder for you to gain support in a war against someone who is doing surprisingly okay considering the odds. Note that if you don't fill out an External Element I'll go with Tyrant by default.
Dynastic Elements:
Younger Brother: Your father, Ceolweard, decided upon a form of inheritence in which the eldest son would inherit the whole kingdom, but the other sons would each be given a duchy within that kingdom. You weren't the eldest, and while you were away and too busy to make your claim, your brothers carved up the duchy that was rightfully yours and split it among themselves. Now that they've done that, you can see that they are too greedy to lead Wrennia justly. (Alternately, your eldest sibling took everything, disinheriting the rest of your siblings as well).
Dishonoured: You were the eldest son or daughter of Ceolweard, but you had a quarrel with your late father that had you sent away on this diplomatic mission to begin with. What the quarrel was about was inconsequential, but that argument led to you being unrightfully disinherited and now your younger brother sits on your throne.
Favoured Nephew: You were a son or daughter of Ceolweard, but after the death of your uncle your nephews joined you in your father's court. Your father took a liking to one of the nephews, almost moreso than to his own sons, and now that your father is dead your cousin has claimed your throne, angering you and all your brothers in the process.
Sonless: You're a nephew or niece of Ceolweard, and as he had no sons nor surviving brothers, his inheritance became more complex. As the eldest (surviving) son of one of his brothers, you believe yourself to be the rightful heir, but the only support you can get is from your own brothers, nephews and children. All of your cousins have differing opinions as to who should be king, and one of them is sitting on the throne in your place.
Usurper: You're Ceolweard's only son, and the last scion of a dying clan, but as you were away for the signing of the most significant treaty in Wrennia's history in the past century, there was an immediate power vacuum. In the confusion, a powerful duke has named himself the new king - a declaration that you do not agree with in the slightest.
Daughter: Despite the legal protections in place allowing women to own and inherit land and have equal legal standing as men, there are some who believe that women should not have this right. Ceolweard had no sons, only daughters, and you are the eldest of his daughters. Despite the fact that he trusted you enough to go on a diplomatic mission on his behalf your cousins and uncles decided to use your gender to prevent you from your birthright. (Alternately, you were his eldest child and a daughter but your younger brothers took the throne from you).
Bastard: You were Ceolweard's eldest child, but you were born to his mistress rather than his wife. Despite your status as the oldest, and the fact that you are otherwise more able to rule than your siblings, you were denied your inheritance due to this and your half-brother sits on the throne in your place.
Coup: You were Ceolweard's eldest child and there was no opposition to you inheriting from anyone else in your family. However, despite your popularity among your family, you were not the most popular at your father's court - therefore, in an attempt to prevent you from taking the throne, a faction of the court has opted to install one of their own in your place.
External Elements:
Tyrant: The false king who sits on the throne is a tyrannic despot, ruling through military might only and oppressing the peasantry. He is an unpopular king among the common people, and it would be immoral of you not to fight for your claim - but he has the corrupt nobility on his side, so it will be an uphill battle.
People's King: The false king who sits on the throne is too much a man of the people, very much antagonizing the nobility and professional politicians and leaders. He is going out of his way to remove the entrenched nobility, even those who do their jobs exceedingly well, and replacing them with untrained and uneducated peasants. Though they don't know this, this is just as bad for the peasants as it is for everyone else (though you're more concerned with the nobility).
Secession: Part of the reason that the reign of Ceolweard Halfhand was so prosperous was because he significantly changed the political geography of Cavakria - just fifty years ago, there were nine Gronian kingdoms, not eight. The former king of what used to be a kingdom has been relegated to a powerful duke, but now, with the political chaos caused by Ceolweard's death, his grandson has declared independence and the false king who sits on your throne is either unwilling or unable to adequately prevent him from seceding. Your fight is not just for personal gain, but also to secure the legacy of Ceolweard doesn't deteriorate.
Civil War: You're not the only one dissatisfied with Ceolweard's successor - in fact, several dukes and earls have declared war upon the false king. There's only one problem with that, though - they're all pressing for a different claimant to the throne. To retake your throne you'll need to rise to power and then fight off not just one but two pretenders.
Greathian Reconquest: For almost a thousand years the Gronian kingdoms have prospered on the island of Cavakria, but they are not the natives. Taking advantage of Ceolweard's death (or maybe causing it), a coalition of Greathian kingdoms threaten to annihilate not just Wrennia, but all of the Gronian kingdoms. The worst part is that the false king currently sitting on the throne is doing almost nothing to stop this.
Gronian Coalition: A coalition of Gronian kingdoms, taking advantage of Ceolweard's death, have decided to use this opportunity to press into Wrennia and maybe sap some of it's wealth for themselves. As with all other external threats, you feel that you'd be better able to deal with this than the man who currently sits upon the throne.
Foreign Invasion: A thousand years ago Gronian tribes arrived in Cavakria, before proceeding to invade and conquer natively Greathian lands. Now, coincidentally at the same time as Ceolweard's death, the pattern is repeating, and both Gronian and Greathian nations are at risk. Wrennia isn't the only kingdom being targeted by these new invaders, but you need to be at the head of the kingdom to better your odds of the survival of Ceolweard's legacy.
Heresy: A group of Runecaster priests with unorthodox religious views have been preaching for some time by now. Despite Ceolweard's best attempts to stop them from spreading their false religion and the political unrest that follows in their wake, they have persisted. Now, after Ceolweard's death, these heretics are stronger than ever, and it appears as if the false king is doing nothing to stop them. Whether it's because he doesn't know what to do, lack of knowledge of their existence or even the unthinkable thought that he himself is one of the heretics is a mystery, but you do know that it is your duty to Wrenn to retake your throne and extinguish these heretics once and for all.
Giants: Mortal men were not the only race that inhabited Cavakria. Before the Gronian conquests of a thousand years ago, before even the first early Greathians arrived on Cavakria, there was a race that called themselves the Qaerid. According to myths these ten-foot-tall men ruled the then-frozen island for thousands of years before the Greathians arrived and taught them the early secrets of Wizardry before they and the Greathians started warring against eachother. After the Qaerid lost, it was believed that they vanished underground, though rumours are spreading that the giants are returning and seeking vengeance. If this is the case, Wrennia will need it's rightful king in place, not the pretender who stole your throne.
Necromancer: A powerful Runecaster has found an ancient Rune that allows him to raise the dead. Using this newly-found Rune, he wants to raise an invincible, immortal army, loyal only to him, to conquer first all of Cavakria and then to travel to the continent. He is a force of unspeakable evil, but you knew him, or at least you knew of him, before he was this dark force, and you know that you can not single-handedly defuse this threat - you'll need an army at your back, and you're the only one competent enough to stop him.
Wizards: Though called Wizards in some informal circles, all people who know magic today are simply Runecasters, utilizing existing runes instead of making them themselves. However, in recent months, a strange trend has been occurring where runes previously unknown to exist are turning up at an increasing rate, which was beginning to be of some concern to people all over Cavakria. Additionally, there have been a number of small groups which claim to be comprised of Wizards. Whatever is going on here requires a strong king to sit on the throne of Wrennia, not the pretender taking your place.
6) Combat (6
I'll be using what I called the d60 system, which is a system I came up with last year for me to use the d60 that I own. You'll start with 80 health, though different people start with different amounts of health, and every time you write that you're attacking someone with a weapon I'll roll a d60 to determine how much damage is done, adding and subtracting some modifiers if there's something in the environment that would make it reasonable to do so. If I determined that you've been through a particularly tough fight I'll add 10 to your maximum health. If it's unarmed combat I'll likely use a d20 or a d24 instead, maybe a smaller die (I haven't decided yet). Magical attacks I'll determine on a case-by-case basis, but I'll be consistent, so that if that case comes up again you know what to expect.
7) Rules & Notes (7
1) I will only accept CSes of at least some quality. They don't have to be as long-winded and detailed as this OP, but I expect at least a paragraph for the bio, clothing and appearance, if for no other reason than to gauge your writing capabilities to determine if I'd be willing to RP with you.
2) I'm whimsical and biased. People I don't like are essentially autobanned, and if you see me holding some people up to less strict standards than others when it comes to the CS you can bet that I'm showing favouritism towards my friends.
3) This is basically just twelve thousand different ISRP storyline combinations in one thread, though a significant portion of those might be a bit too complicated to be very fun. I calculated 12288 different possible combinations, but I'll be periodically updating this thread with more ideas for external and dynastic elements as I think of them, so that number may very well continue rising.
4) Each ISRP takes place in it's own unconnected world. Ordinarily I wouldn't even bother to explicitly state this, but with the number of interconnected ISRPs I'm seeing nowadays I figure it's worth mentioning.
5) In the CS, remove everything in square brackets. They're there to help, but they look ugly on the final CS.
6) You can't choose both Tyrant and People's King due to the fact that they are polar opposites of one another, but aside from that feel free to go as wild as you want to.
7) If you want to, feel free to make multiple Cses and I'll make you multiple threads, but I recommend only doing this if you have two irreconcilable ideas for characters/story combinations that you really want to play.
8) If you want a magic-heavy ISRP throw in one or two of the last two External Elements, though be warned that that will make the ISRP significantly more difficult for you (because magic is meant to be devastatingly powerful). If you want an ISRP that's mostly just swordfighting and shieldwall tactics then avoid the last four External Elements.
8) CS (8
Name:
Age:
Gender:
Relation to Ceolweard: [Be specific. Don't just say that you're Ceolweard's son; say that you're Ceolweard's fourth son of five.]
Dynastic Element: [Pick one]
External Element(s): [Pick as many as you want]
Skills:
Runes:
Appearance:
Clothing:
Bio:
Other: