Post by Bannanachair on Jul 25, 2017 10:32:56 GMT -4
30/3/2016
I'm drawing inspiration from innumerous 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.
=====================================
Table of Contents
1) Storyline
2) Magic
3 Wrennia
4) Names
5) Elements
6) Rules & Notes
7) CS
8) Admins & Credits
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 dual-reign of the twin brothers Ardwulf II&III.
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 a hundred kilometres 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 southern 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 gavelkind 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.
Dishonoured: You were the eldest son 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 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 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.
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.
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.
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.
6) Rules & Notes (6
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 essentially well over a thousand ISRPs in one signup thread. I forget the formula for how to calculate it, but with a total of eight different External Elements to choose from (and you can have as many as you want) multiplied by the five Dynastic Elements you have plenty of choice in determining both the complexity of the storyline and the specifics of the storyline.
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) There's another thread with more stuff that I want to post but ROBLOX doesn't want links to more ROBLOX for some reason. I'll post it as a reply.
6) In the CS, remove everything in square brackets. They're there to help, but they look ugly on the final CS.
7) Only humans, no other races. Nationality is undoubtedly Wrennian if you have as strong a claim to the throne of Wrennia as you do. That's why those two mainstays of my "standard" CS are missing, by the way.
7) CS (7
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.]
Dynastic Element: [Pick one]
External Element(s): [Pick as many as you want]
Skills:
Runes:
Appearance:
Clothing:
Bio:
Other:
8) Admins & Credits (8
Timpookie: Spending three bloody hours writing this after thinking of the idea two hours earlier while busy with stuff in real life.
Tikobe: Some inspiration for how I'll handle the storyline.
I'm drawing inspiration from innumerous 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.
=====================================
Table of Contents
1) Storyline
2) Magic
3 Wrennia
4) Names
5) Elements
6) Rules & Notes
7) CS
8) Admins & Credits
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 dual-reign of the twin brothers Ardwulf II&III.
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 a hundred kilometres 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 southern 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 gavelkind 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.
Dishonoured: You were the eldest son 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 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 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.
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.
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.
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.
6) Rules & Notes (6
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 essentially well over a thousand ISRPs in one signup thread. I forget the formula for how to calculate it, but with a total of eight different External Elements to choose from (and you can have as many as you want) multiplied by the five Dynastic Elements you have plenty of choice in determining both the complexity of the storyline and the specifics of the storyline.
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) There's another thread with more stuff that I want to post but ROBLOX doesn't want links to more ROBLOX for some reason. I'll post it as a reply.
6) In the CS, remove everything in square brackets. They're there to help, but they look ugly on the final CS.
7) Only humans, no other races. Nationality is undoubtedly Wrennian if you have as strong a claim to the throne of Wrennia as you do. That's why those two mainstays of my "standard" CS are missing, by the way.
7) CS (7
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.]
Dynastic Element: [Pick one]
External Element(s): [Pick as many as you want]
Skills:
Runes:
Appearance:
Clothing:
Bio:
Other:
8) Admins & Credits (8
Timpookie: Spending three bloody hours writing this after thinking of the idea two hours earlier while busy with stuff in real life.
Tikobe: Some inspiration for how I'll handle the storyline.