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Kingdom of Germany |
Posted by: Ayzek - 06-08-2018, 03:06 AM - Forum: OOC: Alternative Earth
- Replies (1)
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Kingdom of Germany
Common Names: Germany
Capital: Aachen
Demonym: German
Languages
Official/National: German
Recognized/Regional:
Ethnic Groups
Germans?
Government: Absolute Monarchy
Head of State: King of Germany
Head of Government: Chancellor
Legislature: None
<Links to various detailed posts>
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Armello |
Posted by: Seperallis - 06-07-2018, 01:25 PM - Forum: The Gameroom
- Replies (7)
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Let’s talk about Armello.
Discuss character builds!
Setup times for to play games with others!
Talk about games!
Mainly I’m making this to show off some games, and to have a place to discuss the game without always taking over game chat on discord. So come on down and let’s get to talkin’. And if you don’t have Armello, get it I’d/when you can afford it; it’s great fun, especially with friends.
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Nyland Elections, Vintyr 1592 |
Posted by: Seperallis - 06-07-2018, 02:04 AM - Forum: Elections
- Replies (4)
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1592 Nyland Federal Elections
For President and Half the Legislature
15 Vintyr 1592
Quote:This is a thread for the 1592 elections in Nyland. The Presidency is contested, and half the legislature's seats are up for grabs. Actual in-context, rp voting took place in Vintyr of 1591. Legislative voting opens now, and presidential voting opens later.
Party Voting is OPEN
Presidential Voting is OPEN
>>> CLICK HERE <<<
Show ContentPast Elections Results:
Welcome to the 1592 Elections! We have a very important election this time around, but when are they not: not only are half of the legislature's seats open, the Presidency is up for grabs again! Finally! Things are happening after so long of no one doing anything about anything and sitting on their thumbs instead of taking any initiative! Does this mean something in the world is about to happen? Analysts say that's "unlikely, no," but we'll do it anyway because we're not part of the problem! Right? Right!
As always when we have both a presidential and legislative voting year, voting will take place in two phases:
Party Voting will start now and run until the end of the election. Duh. More specifically, party voting will remain open until presidential voting ends; you can see below for when presidential voting will end. Everyone will have THREE votes this time to split between all parties, because I anticipate a lack of participation. A list of all registered parties, and links to their information can be found below, and may also be found within the vote itself. If you don't see any parties that fit your ideals, you like, or want to create your own just for the heck of it, then you can come to this thread and set one up! If you're curious about the makeup of the past term's legislature, you can see that at the veeeeeery bottom of this post.
Show ContentPolitical Parties of Nyland:
- Nyland Liberalists (NL)
- Progressive Conservative Party (PCP)
- Nylander Popular Alliance (NPA)
- Nyland Centrist Democratic Alternative (CDA)
- Ultranationalist Party (UP)
- National Messanic Party (NMP)
- League of Communists of Nyland (LCN)
- National-Communist Party of Nyland (NCP)
- New Conservative Movement (NKR)
- Moderate Coalition of Nyland (MCN)
Current Seats Affected by This Election
Nyland Liberalists : 34 open seats
Progressive Conservative Party : 10 open seats
Nylander Popular Alliance : 17 open seats
Nyland Centrist Democratic Alternative : 39 open seats
Ultranationalist Party : 41 open seats
National Messanic Party : 14 open seats
League of Communists of Nyland : 11 open seats
National-Communist Party of Nyland: 13 open seats
New Conservative Movement: 27 open seats
Moderate Coalition of Nyland: 59 open seats
PRESIDENTIAL voting will happen in 1.5 weeks starting on the 18th of June because I'm late on the ball and want to give people time to get candidates in; if you would like to put forth a candidate, see the form below. Actual voting will run from the 18th to the 23rd. Remember, anyone who wins the election will be the President of Nyland, and the person who put forth that person as president will essentially be "in control" of the direction the country will take! You get one vote for presidents, but this vote will be a ranking of your top three or four picks, depending on the number of candidates available. A list of candidates is below, as well.
Show ContentPresidential Candidate Submission Form:
Code: [b]Name[/b]: (Required)
[b]Party:[/b] (Required, may be "Unaffiliated")
[b]Picture/Description:[/b] (optional)
[b]Platform:[/b] (Write some number of paragraphs highlighting important views)
[b]Political/Campaign History:[/b] (Give some info regarding their current public standing, and how they got there)
Show ContentPresidential Candidate List:
- None Declared
Let the elections commence! Feel free to make IC posts regarding the elections, from campaigning to news, if you so desire.
1591-1592 Nyland Federal Assembly
UP 106 | CDA 101 | MCN 70 | NKR 68 | NL 66 | NPA 45 | NCP 25 | PCP 21 | LCN 18 | NMP 15
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Alt Earth OOC |
Posted by: Flo - 06-06-2018, 12:00 PM - Forum: OOC: Alternative Earth
- Replies (17)
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WELCOME TO ALTERNATE EARTH!
This is something we've been cooking up the last week or so after some folks had interest. Below is the map as of 1780.
(note, I do not have it labeled yet. I hope to do that by Thursday evening).
Player States:
Blacaria: Iberia (portugal and castile, american colonies, and some footholds in africa and one sliver in india i believe)
Deschaine: Ireland (light green in ireland, some american colonies, and i believe a foothold in africa as well)
Floman: The Ottoman Sultunate (light green in balkans, anatolia, iraq, and bits of north africa, also has semi-autonomous "vassals" of Egypt, Syria & the Levant, and Tunis)
Hadash: England & France (the pinkish color in england and france, also some american colonies and bits of africa and some india)
Ikarius: American something or other (light blue on eastern US seaboard)
Lynis: The Holy Roman Emperor (that lanlania blue in germany -- bavaria, mecklenburg, pommerania, and bits of belgium, east france, west germany, etc. also has indirect domain over the rest of the holy roman empire, though the largest HRE states still mostly do their own thing -- for now > : ) Note: Holland/Netherlands is a member of the HRE)
Nentsia: Russia: big green blob across the far east of europe and north asia, as well as some alaska)
Sal: Dandy aborigines
Sep: Persia (light green in iran area)
There might be a couple edits, assuming there aren't any specific requests, but for the most part the map is finished.
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Announcement: Forum Update |
Posted by: Ayzek - 05-31-2018, 11:12 PM - Forum: The Bulletin Board
- Replies (8)
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The forums will be unavailable Saturday or Sunday evening/late-night/midnightish. I will be updating them to the latest version of MyBB. Hopefully nothing will go wrong and they'll be back in an hour or six.
Also, hi.
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The Golden Road |
Posted by: Hadash - 05-23-2018, 03:25 PM - Forum: Siora
- Replies (24)
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Imperial Kingdom of Hôinôm
Just the beginning | Early 1589
Northeastern Hoinom was hit by heavy rainfall and a series of devastating floods along the Môi River, with notably destructive incidents. The ability of the rice crops to survive this was reduced by the growing monoculture of green rice. Rice crops were devastated and prices rocketed. Meanwhile, in the eastern provinces, landslides, due to the floods, damaged houses and structures in many villages, killing those who were trapped. The heavy rains resulted in large flashfloods and massives landslides. Entire villages and settlements had been obliterated, while the town of Vin Xuỳên suffered heavy damage and loss of lives. Over 100,000 people were stuck in various regions because of damaged or blocked roads. People in several southern provinces were stranded for more than a week. Môi-Xuân Road, an important artery connecting Central Hôinôm and the eastern regions was also washing away along Chiên Chàm Province. The roads were seriously damaged in many provinces, resulting in huge traffic jams, and the floods caused many cars and other vehicles to be washed away. Bodies of people washed away were found in distant places. Hôi Luýên, the capital city of the kingdom, was also heavily affected by the floods, although not that much as othe regions, resulting in huge economy loses. Despite of lack of official confirmation by the local authorities, it was estimated that between 5,000 and 12,000 people resulted dead as consequence of the floods, the deadliest since 1527. However, this soon proved to be just a minor problem.
By early Marth, as result with the destruction of crops and infrastructure, it became obvious that the government was facing an humanitarian crisis. However, the national government resisted to officially announce the famine, and meanwhile people suffered in the rural areas due to starvation. Bùc Trâng and Pha Làm provinces were specially affected, with local authorities secretly reporting 1,000-5,000 deaths in late Marth. Starvation was not the only factor, a significant number of deaths were attributable to cholera, malaria and diarrheic diseases. The poor, labourers and non-landowners in rural areas were specially susceptible. Aid was sent through helicopters, but the local hospital were not able to cope with severe situation.
Combined with the floods in the north, a severe drought in the eastern and southern provinces resulted in the famine spreading along the countryside. Wage labourers suffered the highest mortality of all groups. Crude death rate among landless families was three times higher than for families with three or more acres, contributing to the political turmoil. As unconfirmed reports started to rise the numbers of deaths nearby 20,000, protests erupted in Central and Eastern Hôinôm. Hôi Luỳên and another cities also witnessed protests and social mobilization against the government, the situation in the capital seemed calmer after Prime Minister Quang Công Quang announced economic compensations and the creation of a social fund for those affected by the floods.
However, the situation worsened in distant provinces when the government passed legislation restricting movement of foodgrains between districts along local government mismanagement of foodgrain stocks and distributional failures. Still, the famine did not occur among all areas and populations but was concentrated in specific areas: particularly the northeastern and southern provinces, while the wealthy western provinces were mostly unaffected.
Phan Thành Bào found himself in the middle of the crisis. The only son of Phan Vân Vang, one of the wealthiest businessmen of the country, he had gained political prominence after his sister Thu had married Lâm Thành Thuân, Empress Hông's cousin. Appointed governor in Duông Làt, a minor province in central Hôinôm, he invested heavily in the farm and transportation industries, and through political influences as well, he gained prominence in the region gaining in which could be described as market command over food distribution. As a result, Bào enriched considerably soon, without major rival competences. He resulted beneficiary in the rise in food prices in the last five years. However, by late 1586, it seemed that the food were stabilizing again, resulting in a nationwide increase of average consumption which helped the economy. But now, as result of the collapse of the state rationing system as consequence of the destruction of harvest and the flood, the surviving crops were increasingly affected by speculative hoarding by farmers and traders and a consequent rise in prices, which only worsened the situation.
As news about mobs assaulting warehouses in several southeastern provinces, Phan Thành Bào ordered that grain storages were moved to a safer location as much as possible, in order to avoid millonaire loses for his own businesses.
The first protests seemed contained by the local authorities. Notwithstanding, clashes between police forces and protestors resulted in 200 death only in Vin Xuỳên, eastern Hôinôm.
After a month of calm, mass protests started on Quartyr 18 in Tay Lanh. On Quartyr 22, the protests spread in nearby provinces. Only a few days later, a de facto rebellion began in Sông Lôm province. Thousands of people in Hoa Làk marched in prosest against the social situation. The protest quickly descended into violence. Police forces were routed and the city hall and adjoining Tresaury building were burned. One day later, on Quartyr 27, Governor Vuong Quang Vang was sent to Hoa Làk to resolve the situation (he was called to Hôi Luỳên for a special meeting of governors with the national government). On his arrival he was held hostage for several hours at the train station and assaulted by the protesters. Hoinomese military forces intervened to extract Vang. The next day, every government institution in the town was looted and destroyed, except the nearby military barrack, where Governor Vuong Quang Vang was moved, which was heavily protected by Hoinomese soldiers.
On Fein 11 and 12, violence erupted in other eatern towns, such as Vin Dêng. On Fein 14, a political council was formed in Tay Lanh by opposition parties and union leaders to lead the protests. Anger was also directed against the government for allowing that grain storages were moved while the province was suffering famine. As allegations grew that ministers and their relatives had personally profited from the schemes, many became convinced that deep changes were needed and they called Empress Hông to depose the government and call for early elections (last election was held in 1586).
On Fein 18, state police were attacked in Quang Cai, and a day later, in Duông Xanh, military troops attacked and brutally dispersed protesters, after thousands gathered in fron of the palace where Governor Vuong Quang Vang lived . As a result, the next day Prime Minister Quang Công Quang announced the mobilization of the Armed Forces in several provinces. Meanwhile, Nam Dinh stock market exchange collapsed and the Finance Minister expected the economy to fall into recession in the coming months.
An emergy meeting of the National Assembly was called, in which the opposition demanded to create a parliamentary committee to investigate both the violence and the causes of the famine. However, the majority of the parliament, controlled by Prime Quang Công Quang's supporters and conservative lawmakers, rejected the proposal. Prime Quang Công Quang declared the state of emergency in 12 of 31 Imperial Kingdom of Hôinôm's provinces. Thousands of people were arrested, some of them moved to unknown location. Despite this, violence continued in distant areas which were both heavily affected by the famine and difficult to get into as consequence of the destruction of infraestructures as a result of the floods early that year.
Several days later, thousands joined violent protests in Biam Hông province. In Khanh Tum, an unrecognized "Regional Committee" is formed calling the government to seek a political and economic solution. Similar committees are established in nearby provinces. In Yên Nông, northern Hôinôm, a police station was attacked by armed crowd, casualties include three dead and twenty injured. A small group left-leaning lawmaker declare that the only solution of the crisis is through protests against the government.
On early Zechyr, violence continued in the southeastern regions. Government headquarters in several provinces were burned by armed groups. The national government announced that up to seven governors were going to be sacked. This, however, failed to pacify the rioters. On Zechyr 14, a group of about 50 special forces troops were viciously attacked by a mob of thousands in Hoa Làk. The rebellion spread throughout southern Hôinôm. The state of emergency is announced in all the country the ext day.
On Zechyr 27, Hà Thi Lan, a child killed in Biam Hông during clashes between soldiers and protesters is buried. Her funeral is turned into an anti-government demonstration that burned the governor residence in Khanh Tum. Alarm spread over the lack of bread and rice in the city, despite the city was barely affected by the famine. Khanh Tum's "Regional Committee" calls for dialogue with Prime Minister Quang Công Quang, with no avail. Meanwhile, insurgency increases in the northern provinces. Multiple kidnappings and disappearances are denounced by local groups.
On Septem 4, a hunger strike began at Imperial University of Nam Dinh. Approximately 200 students join the strike and demand the resignation of the government. The banned Nationalist Party organizes a violent demonstration in Quang Cai in which six policemen were seriously injured. Meanwhile, despite armed forces start to distribute aid and food in affected provinces, angry crowds attack state institutions in many eastern provinces.
On Septem 25, thousands of students march in Hôi Luỳên against a rumored "attack" by state forces. The next day, 100 students in Hôi Luỳên campus start a hunger strike. Their demands are similar to those of students in Nam Dinh. Unions call for a five-day general strike on Ochtyr 10.
On Ochtyr 8, it was reported that Hoa Làk, with a population of 1,663,301 in 1586, has no functioning government. In Sông Lôm province, police were brutally beated. New of massacre of Royal Hoinomese Army officers shocks Prime Minister Quang Công Quang, which even conservative media pressures to resign. However, the government react by mobilizing more troops in the capital city and nearby provinces. On Ochtyr 10, a successful general strike paralyze Nam Dinh, not so much in Hôi Luỳên, where thousands of unionist and political activists were already in prison. On Ochtyr 14, rioters take control of a military base in Chiên Chàm. The next day, Prime Minister Quang Công Quang announces a reshuffle of the government. Nghiêm Vàn Bào, the founder of the far-right "Thánh Hiệp" milita in the 1550s, is announced as Minister of National Security.
On Ochtyr 22, the national government ordered indefinitve closure of schools and universities throughout the country and imposed even stricter restrictiongs on the press and consumer goods. In Nam Dinh, over 2000 government's partisans were reportedly armed by the police to defend the city in case of rebellion. Mordvanian news agency commented that evening: "the whole scenario is emerging as a political-military strategy and not merely as a law and order crisis".
On Nueva 11, despite rumours of resignation or dismissal, 144 of 222 MPs pass a parliamentary resolution giving full confidence to Prime Minister Quang Công Quang to solve the political crisis. This leads to massive riots in many provinces in central and eastern Hôinôm - western Hôinôm remains relatively peaceful. The city of Tay Lanh is taken by so-called revolutionary forces, after several weeks of riots. There, a local detention facility is broken into and hundreds of weapons are seized. The remaining soldiers in the city form committees. The military leadership tries to contain the rebellion to Tay Lanh, Hoa Làk and Kêt Nôi province to stop it from spreading to the rest of the country. Destruction and killings -along as reprisals by government forces- continue throughout the region
On Nueva 28, a "Committee of Public Salvation" is formed in Tay Lanh, headed by Lâ Vân Quân, a former member of the banned Nationalist Party, and which starts to act as a parallel government. In a nearby town, one member of the military police is burnt alive and others are taken hostage. A group of soldiers join the rebels. A similar committe of public salvation is formed in Quang Cai, this time headed by an union leader.
On Dein 4, Prime Minister Quang Công Quang holds a meeting with members of the parliament to sign a stement, condemning the massive plunder and destruction of military warehouses and calling for surrender of weapons. The statement is signed by even moderate and liberal lawmakers, including former Prime Minister Bûi Quang An. The Quang Cai answers the government that they are ready to enter in negotiations with the government, as soon as the state of emergency is suspended and all "political prisoners" are released from prison.
On Dein 20, with the fall of Minh Xân, most of southeastern provinces are out of government control. Weapons continued to spread across the country. Yên Nông National Airport is attacked by villagers from the surrounding area, and the University of Vin Xuỳên is looted. Ethnic Bhmer soldiers defect to insurgency in northern Hôinôm.
On Dein 28, Empress Hông appears on national television and address the nation with a statement where she calls for "reconciliation, solidarity, unity, and calmness". But the armed forces are forced to withdraw from the eastern Pha Làm province. Unopposed on the battlefield, rebels in southwestern region launch a wave of extraordinary destruction. Countryside summer houses are burned down entirely, along rural military barracks.
On Elva 4, the rebellion seemed to spread in Vin Xuỳên, but it is completely crushed after armed forces gun down hundred of rioters. Curfew is declared. During the rest of the month, hundreds are killed in Nam Dinh, Hôi Luŷên, Bâc Duong, and Yên Nông in crashes between state forces and protesters.
"It's been a long time", Jiang Yong Du said.
"Chiang...?", Lâ Vân Quân asked.
"Jiang Yong Du", the man answered. "Mr. Jiang if you prefer".
"Yes, it has been a long time", Lâ Vân Quân said. "How is everything going?".
"Everything is great", Jiang replied. "To be honest, everything looks here even more chaotic that I had expected. Even I wasn't sure if we wouldn't be able to make safely our way here".
"I understand", Lâ Vân Quân replied. "We are trying to make the basic works...It's not been easy because we lack resources, and it is almost as starting for scratch".
"I see", Jiang said. "That should be change soon".
"Yes, it should, of course", Lâ Vân Quân replied. "We're grateful for your...contribution to the cause".
"Sure", Jiang said. "When will everyhing be ready?".
"It's difficult to say...", Lâ Vân Quân answered. "Next month we will meet in Màu Vàng and then we could advance our agenda".
"You may not have that much time", Tai Zedong Wong, who had remained silent until now, said.
"I know", Lâ Vân Quân replied. "But it's not easy to organize in the current situation. We don't control the southern border, so it is very difficult to pass men and information. And after so many decades without being able to move freely in our own country, it's better to be careful. Not everyone will be ready to accept that scenario. I need time to prepare my our cards".
"Do whatever you need to do", Jiang said. "But remember you should work it out if you don't want to miss this unique chance. If you need anything more for now, we will be in our hotel".
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Beyond the Wall, an OOC Thread |
Posted by: Seperallis - 04-23-2018, 12:17 AM - Forum: Andlosheim OOC
- Replies (4)
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I did it! I brought it back! Woo! A lot of what follows will be copy-pasted, but much has been changed, especially the premise. So pay attention! or don't.
I had an idea some years ago to see how we can do a sort of psychological character roleplay. However, I realized I really didn't want to go so far as to make an entire RP arc so full of doom and gloom and "stress" or whatever. Instead, I've changed the idea into being more of a tabletop format played via forum. A forum-DnD almost, except nothing will be rolled (unless I want "fate" to decide how I respond to something I guess, as DM) and no stats will be tracked, but characters will be persistent from one "campaign" to another - including their risk of death - if anything gets that far, and their actions will have consequences and might even become Andlosheim lore.
But don't worry about that, all it means is that I won't be spelling things out for you: it's up to you to let me know what your characters are doing, and it's up to me to give you good and complete directions (and make sure you're entertained enough to continue, of course). I won't be "pulling punches" as it were, but I will of course be fair and give as much warning as any situation warrants if it might involve character death. You just focus on making and writing and playing good characters, I'll be fair and make sure the story is good (enough), and everything else will fall into place!
Speaking of everything else, here's the meat of it:
Overview
As you might have guessed, this is a character RP. My focus is of course on the plot, but a big part of what I want to see and explore is the development of characters, as they are molded over time by the challenges they face, and the consequences of the actions they perform. The ultimate goal will of course be to complete the group's mission, but how they go about it could have lasting consequences for them and the realm. Some characters may even die...and that's okay! Don't get mad, I'm here to make a compelling story after all, and a story where danger abounds yet everyone is somehow immune to said danger is hardly compelling!
The roleplay of course takes place in Andlosheim, but far on the fringes of human civilization in a land known as Darnathir, several decades before the actions of the "main" plot. Darnathir used to be a homeland for other races, until human settlers arrived on its shores from far, far beyond the waves; over time, they subsumed the local civilizations via the usual methods that humans have of subsuming cultures. The various citystates of what is generously called a "kingdom" are now dominated by humanity, with any other races generally given a suspicious side-eye or relegated to second-class citizens. Mages are mostly in a similar boat, with magic and its practitioners tightly regulated and controlled through most of the realm. Furthermore, women are generally accepted as being as capable at any task as a man by virtue of both necessity and practice, almost like a fantastical wild west; the land is also one of deep-rooted societal norms where "women should be women and men should be men," whatever that means (this view generally doesn't extend to the Riders due to its nature). Basically, Darnathir is a land of "tradition," but for all its faults and backwardness is a tradition built on a need for social consensus in order for humanity to merely survive in a land that wants to see it gone. Everything and everyone has a place and a purpose, and many consider that upsetting that order will be the downfall of humanity.
I only emphasize this so you can have a clear understanding of what to expect.
The characters that are part of this roleplay would all be members of an organization known as the Riders, whose crest is an azure field with a single, white, rearing Pegasus. These Riders are unique in that they pledge an allegiance to the realm, not to any particular city-state or even not to the king. While they often take cases and requests for these various factions and often act with the king's direction and authority, their oath binds them to act for the good of the entire realm: they are funded by all the cities, and ruled by none. While the organization is most well known for its military arm - guarding the frontiers and keeping the peace - the organization runs far deeper to include high-level policing, espionage, disaster response/cleanup...anything that might need going for the general good of the realm, and its members drawn from all facets of society based purely mostly on any skills that will meet the organization's needs.
I can tell you right now that many of the challenges faced by characters will have nothing to do with fighting or other direct conflict, and there is definitely a place for those without combat abilities. One could say such people might even be required for success of the mission(s). *hint hint*
Of course, this means new characters would have to be created. Non-human and/or magical characters will be outright declined without speaking to me about your character concept beforehand; this is due to the restrictions of Darnathir's society. I will of course create a character sheet for people to create their characters, if they desire. The most important thing to remember is that your character have a skill useful to the group in some way, and deep personalities and histories. Multiple characters are allowed...encouraged, even, if you plan on continuing to roleplay following certain members' eventual deaths, though I feel you'll only have one at a time out on any particular mission.
Okay, so here's the deal. My original plan was to have all the information that anyone could ever want, in the library. While I've been doing some writing in my notebook, the progress I've made on it, and the depths into which I delve with the subject makes it clear that my ideal scenario isn't going to happen for several months at least a really long time.
I'm going to write summaries on as much as I can as fast as I can, trying to hit all the major information that is absolutely necessary to making a character and having a basic understanding of the setting.
If you still have any questions, feel free to ask them and I'll give you the info you so desire. Speaking of which, I'll place an "FAQ" of questions that have been asked and answered down under these topics.
So, here goes, in spoiler form:
Show ContentMagic:
Magic
I'm putting this first, just because I know it'll be a thing that'll seriously affect at least one character.
Magic is heavily regulated throughout Darnathir, especially in Holmevang, to the point that mages and the like effectively do not exist in public. Aside from those living in the much more cosmopolitan city of Eshn'edhil, mages are almost mythical to most people, kept out of sight due to the close imprisonment "supervision" by the Order, given such authority by virtue of the law of the land. Any mage is required to be physically restrained by a heavy metal collar and chain that makes the practice of magic much more difficult, and socially bound to a member of the Order in Darnathir who is charged with both protecting the mage (held much more helpless by their collar) and - more importantly - protecting the people from the "dangers" and corruption of the mage.
There are two notable exceptions to this policy. The first and most visible are clergy, priests and other clerics of the official human pantheon. The second, much less known, are mages in direct service of King and country (including the White Riders), who exchange the privilege of free movement and free agency for being eternally scarred with a brand of the King's mark upon their face, visible to all that look upon them. Any mage not so affiliated, or otherwise "restrained" by the Order, is living an illegal life, an apostate in a land that despises their existence, a dangerous rogue who may be freely detained or killed without question or recourse.
Why such heavy restrictions on mages? Originally, mages were blamed for the events of the Cataclysm (to be explained in the History below). As a means of maintaining peace, power & order in a fractured & ravaged land, provisions were given for the previously distrusted Order to receive nearly boundless power and influence to pursue these scourges, and a general mistrust formed over the "radical, corruptible free agents" of mages.
Thankfully, the Order's power has since been diminished to little more than babysitters for mages, but the legacy remains.
Show ContentGeography and Places:
-- Click for larger image --
This map is obviously a quick shitpiece to get something up and isn't done; people can just make up towns for their characters, which I can put on the map, or use what's available.
Geography
As a whole, Darnathir lies far beyond the ocean from Sidgard on a large island-continent (name pending), taking up roughly 1/10th of the landmass. Maybe. I not sure, I haven't settled on the final form of the continent...but I do know it's surrounded by water, so most of what takes place on it takes place in relative isolation to more distant realms, such as Sidgard.
Darnathir's geography is generally temperate and includes: dense forest in the south, fertile plains in the heart of the country, rocky crags in the East and Northeast, and rolling hills and mountains in the West. Three main rivers run through the country, West to East: the Memyzht, which defines the edges of the northern frontier and bisects the port city of Myzh; the Stilna, broad and slow, the life-giving artery of the land that nourishes the central plains and upon which the capital Darnathis sits; and the Milra, whose winding course defined and carries beyond the dense foliage of the southern frontiers. West, beyond the uplands south of Calmor's Garrison, lie vast uninhabitable arid wastes, a product of the Cataclysm, a deadened scar upon the land to serve as a constant reminder of the dangers of unchecked magics.
Places (of note)
Darnathis -
The seat of power of the old elvish city-state of the same name, Darnathis is now the home of the Andryr kings and the central point of human influence on the continent. The city itself was already the largest in the region in ancient times, protected by two sets of walls on both banks of the river Stilna, and has only grown more so after human conquest and migration. More recently a third wall was added in A.C. 462 (S.Y. 4022) around much of the "New Town," though it has continued to sprawl beyond even these and along the byways and avenues leading to the city, and much of the forested countryside has given way to miles of farmsteads and pastures rich from the fertile river plains.
Despite its size, the city maintains strict order in public law and appearances. The well-funded town watch is under employ of the local Burgher Council, a group of esteemed city civic, merchant, and guild leaders who manage affairs of the city by concensus, and headed by the town Bailiff who serves with the authority of the King. Wealth and status are very clearly shown in the layout of the city's ringed districts: those most recent arrivals, with the least means, or who have otherwise been barred from the city live in the ever-growing alleys outside its walls. Inside the outer earthwork and timber wall is the "new town" where craftsmen ply their trade near the Lower Market square and young money and new residents live; buildings here have a very familiar human feel with wattle, daub, plaster, timber, and sometimes masonry construction. Within the second ring's old and battered stone wall, one can find the upper market, guild houses and manufactories, homes for the more distinguished, and the cathedral - which once served the gods of elves - now in service to Tyrus and the Valhalnir, and all of them built in the old "moulded stone" style of their original elvish inhabitants and their smooth, contiguous and seamless contours. Much of the same arcutecture continues within the third wall and outer bailey.
Castle Rock sits in the middle of the river. Once home to the magnificent Crystal Palace, not sit the inner bailey and keep of its new human rulers and the Andryr family.
As the jewel of the kingdom and under the close scruitiny of the Court, the city is well maintained with large public works rarely seen elsewhere; hygene is important, and fresh water is carried into the city from mountain springs via several sets of aquaducts and pumped directly from the Stilna well upstream of the city and delivered via pipes and ducts, and the old elvish sewers in the old city expanded to servenearly every home. Bath houses and public latrines are common; avenues are wide, well maintained and, most notably, cleaned regularly.
Myzh -
Once the largest human city and center of culture, the sacking in A.C. 338 (S.Y. 3898) scattered its inhabitants and drove them south. The last two hundred years has seen the coastal trade hub rebuild into an important center of trade once more, but the recent rise of Eshn'edhil as a trading port and the introduction of shallow-draft ships that can sail the Stilna has meant the new Myzh is only an image of its former self. Flanked by two forts and sitting upon the cliffs above the mouth of the river Memyzht, the city has a commanding view of its surroundings.
The city and its surrounds are ruled by a small group of mercantile patrician families, though Darnathis has held a large garrison there since Togugh's invasion and the Andryr kings have since then interfered in local matters: slavery, once legal in the city since antiquity, has allegedly been outlawed in recent decades. Regardless, the local guilds still hold much power.
The city's defining feature is that much of it extends beyond the cliff upon which it's built, with avenues winding down the cliff face and disappearing into a literal "undercity;" most of these tunnels were built long ago during the city's height, and much of them still sit abandoned. The city's well-known still for its extensive craftshouses under the protection and association of the local guilds; money and skill talks in Myzh, and anyone with either (and preferably both) can make their way here with little judgment. The centerpiece of the city was once the old coliseum, which now sits defunct. Magistrate's Hill looks over the city, upon which sits the forum where the city's patricians meet elect the city's ruling Magistrate and discuss matters.
Eshn'edhil -
Also called Enstrad, the great City of Eshn'edhil was one of the old elvish city-states with the longest contact with humans, sitting not far south of Haroldstrand in the mouth of the river Milra. For a long time it had close and amenable relations with the settlement until the long war between humans and elves, where the city's army sent Haroldstrand into the sea. Of the old elvish kingdoms, it was the first to eventually surrender and submit, saving itself from siege and destruction; it is thus the largest preserved example of ancient architecture in the kingdom (Manuhil being much smaller).
Eshn'edhil is a city of canals, and sits entirely on reclaimed lands around an island in the mouth of the Milra. Though without walls, a ring of towers protects the city, and its winding and narrow walkways make navigation difficult. Natives use a unique system of teleportation gates to easily traverse between different islands, through the defensive towers, and even to Castle Enstrad itself, a white-stone rocky fortress that dominates the flat landscape.
Eshn'edhil is also a city of learning, containing the largest library in Darnathir, most of which is open to the public: the Great Annals of Knowledge, Time, and History, compiled and kept safe within the protective shell of Castle Enstrad, is rumored to contain the endless works of both the elvish and human worlds, written and unwritten, recorded and not. Its spaces are impossibly cavernous, a leftover elvish design subsumed and expanded by its new inhabitants. It is said that many such, smaller places existed throughout Darnathir before the Cataclysm, before the Order; times were hard on the city afterwards as learning and scholarship retreated, but the city and its collections, and its elven inhabitants, survived and have seen a revival in recent years.
The destruction of Myzh saw Eshn'edhil become a much more prominent city in recent generations, but the more lax restructions on mages has truly been a boon to the city. Without Myzh, Enstrad became the largest coastal city; an entirely new port and adjoining trade quarter was built, and the city has seen a flourishing of culture, wealth and scholarship that has made it a center for innovation that the country hasn't seen for ages.
Holmevang -
Darnathir's stalwart bastion against the hordes of the north. The northern fortress-city began its life as a human settlement in the wild lands beyond the mountains, and grew into the northernmost watchpost in defense of the pass further south, long before the Wall or even the Stenraamna were built. Using nearby darkstone quarries to build its walls and developing a well-drilled permanent army to defend itself on its isolated frontier, the castle and its town grew into a formidible defensive home, the inner and outer walls thick and ironclad with steel gates rolling on sets of gears; these give the city's fortress its moniker, the Iron Citadel.
Holmevang eeks out an existence in a land that doesn't want it there, and much of the people live a meager existence in a harsh climate. The kings of Holmevang, house Eirikur, themselves are rich from the wealth of the nearby mines, the largest single dig in the country. Many of the people live and work in the underground forges in the old bored-out mines, which have the added benefit of keeping things very warm during the cold harsh snows...even if everything is tainted with the soot of their labor. The old world's dwarves that struck out to make their fortune in Darnathir can be found here, living in conditions they often find most familiar.
This is a land where order and tradition rule above all others simply as a means of survival, and here more than anywhere are the people most skeptical of mages, who are all but outlawed...and actually this attitude extends to many strangers in general, as people who are different could bring changes which could disrupt an order and way of doing things that has kept these people alive against all odds. While some of the more well-off surface-dwellers might have the luxury for such things as passions and liberties, most know that devotion to one's duty is what keeps this society continuing against the odds that have been stacked against it for centuries.
Milransari -
the old capital of Manuhil before its inclusion into the growing human kingdom, it is an elvish city deep in the dense southern forests near to the banks of the Milra. The city remains something of a sanctuary for the Old Inhabitants of the realm, where few humans live. Nearly all of the buildings are built in the old moulded stone and wood styles of the elves, full of twisting organic shapes within, around, and upon the trees of this old forest. Many of the old customs are still kept here, despite the nearby garrison from Darnathis, making it something of a window to the past.
Fallgarde -
Known as Syn Caelora in the old days (and more commonly the Black Citadel now), Fallgarde are the ruins of the last old elvish realm to oppose the realms of man in Darnathir, from which the liches of the cataclysm made their pact and launched their campaign of destruction. The land here is a desolate waste that has long since eaten away at itself and died from the twisted magics that turned its inhabitants into an undying, unfeeling rotten horde. Adventurers have saught their fortune here from time to time in the ruins of Fallgarde and nearby, though hardly any were crazy enough to breach the grounds of the Black Citadel, or at least lucky enough to live to spread the tale. The place has pretty much remained untouched since the destruction of the last lich, but who knows what horrors still linger?
Calbas -
Sitting in the craggy hills at the foot of the Bellowing Peaks, this small mining town is home to the large and prestigious Calbas Quarries, from which some of the finest building stones are cut and transported across the kingdom. It's an otherwise unremarkable town, though home to several master masons and many more apprentices hoping to learn their craft.
Bhonn -
A trading town in the Blood Hills that sits on the crossroads of the main Holmevang-Myzh and Holmevang-Darnathis highways. Not especially large, though well-served by merchants and home to a broad array of establishments that ply their custom to strangers, travelers, and other such wayfarers.
Calmorshaven -
A small town, fairly normal, and unremarkable except for their several well-known stables and horse ranches, Calmorshaven is known mostly as a place of supply and support for the nearby frontier fort, Calmor's Garrison, which acts primarily as training camp and headquarters for the Riders of Darnathir.
Kegan -
A sizable village just east of the Thundering Summit and within the south forests, it sits upon the Southern Highway out of the kingdom to foreign realms, and is the first large settlement most southern visitors come to when entering the kingdom. Pretty normal for a village that supports its local countryside, the place is notable for its frankly huge biannual markets - one after the spring melt, and one at the autumn harvests - that draw people from all over the realm, and even many from far beyond it.
Causari -
Arguably the most isolated point in the kingdom, Causari is little more than a small fishing hamlet supporting a nearby military outpost, whose central tower dominates the misty, windswept landscape. The tower serves as an observation point for potential enemy navies coming to Myzh, or armies coming around the Kholgrum Rise in the north. Being sent to this distant edge of civilization is often seen as a punishment of sorts.
Stenraamna -
Stonebreach was the name given to the narrow, jagged, natural low pass through the Bellowing Peaks through which the first human travelers passed on their way to settling Holmevang. Eventually the pass was altered slightly, its pathways widened and secured for easier and consistent travel by wagons and caravans. Eventually the pass was fortified, the fortress taking on the name of the pass in which it resides, and a town grew up around this new checkpoint...which also took the name of the pass; the name can thus accurately be used for all three, and "fort," "town," or "pass" is usually added to distinguish them. In any case, the fort and its surrounds are ruled by a military governorship granted by the kings of Holmevang, and acted as a tax and customs check and indomitable fortress before the unification of the realms under the Andryr family in Darnathis.
Haroldstrand -
The oldest permanent human settlement in Darnathir. Though once the center of human power in the region, the town eventually ceded that title to Myzh and fell into a slow decline from ever growing irrelevance as settlement moved from the craggy eastern shores to the Memyzht river valley, and its power eventually ended with the sinking of its coastal castle into the sea by elvish magics during the great wars. The town has recovered since then, but it is little more than a fishing harbor now and holds none of the significance of its past, except as a point of heritage.
(possibly more to come?)
Show ContentHistory in Brief:
(Very brief. Or maybe not so brief; I'm working on it, but I'm up to several hand-written pages.)
Humans are originally alien to Darnathir, which was an old elvish kingdom long ago. How long ago? Let's do a quick timeline:
About Sidgardian Year (SY) 2500, First contact was made with an elvish civilization from across the vast Miklavastansaer. "Turbulent waters" toss a trading vessel headed for Lenssian ports off-course. With a broken rudder, the vessel drifted with the wind and sea before running aground on previously uncharted shores. Presumed lost at sea by people back home, the survivors of the harrowing trip (detailed somewhere in a story based on the log of its captain, Gerrat Mylner) make contact with a never before known elvish kingdom; trading what remained of their belongings for provisions and a seaworthy ship, 9 of the original 45 crew eventually return to the Storslagen, while 12 remain in this new, strange land.
Approx. S.Y. 2600, shipbuilding practices of the age make leaps and bounds in Sidgard and the human realms with discoveries made from the return of the strange elvish ship. Knowledge spreads, but craftsmen in the Storslagen become the first to create both larger and faster ocean-faring ships capable of enduring longer voyages. While most still ply the safe and known routes, a new interest in exploration begins: a fleet of exploration ships is assembled under Thebaldus Shaunson to find the land mentioned in the journals of Captain Mylner. After a month at sea, the fleet strikes unmarked, hidden shoals on what was supposed to be a clear route, and is forced to return to Sidgardian ports.
S.Y. 2700, The search for a safe route continues, and some question if the land even exists. Interest wanes in this mystical "land of elves," though the strange and exotic human land of Shin is discovered, a boon of knowledge and wealth. Sporadic exploration ships continue to chart the odd, shifting, mist-draped mid-ocean shoals, which they name Duspitr.
By S.Y. 2800, the discovery is made that these mid-ocean shoals are related to a gargantuan, roaming sea turtle. How the turtle lives, where it goes to or where it's from, and other mysteries remain unsolved, though the turtle's movements are charted and shown regular and consistent in where it appears, finally making the seas fully navigable. Colart Reinald becomes the first explorer to both find his way to this wild new continent and make his way back having made contact with the natives. Trade fleets are soon to follow, opening the port of Myzh as the first major trading partner. Some few travel to make their fortunes.
S.Y. 2948, the first permanent, continuous settlement of Sidgardian humans is founded at what becomes Haroldstrand. A hardy nature and short generations sees humanity spread by migration - peaceful and otherwise - across most of the region since, though the Darnathir area (which they call the entire continent, actually) remains their chief center of human population and civilization on the continent...but I'm getting ahead of myself
S.Y. 3070's, human influence has spread across the northern plains by this point in a widely-dispersed patchwork of small communities and petty "kingdoms," from Haroldstrand on the east coast to Holmevang - far across the plains and beyond the Spines in the west. Darnathis, Manuhil and Eshn'edhil remain independent elvish realms.
S.Y. 3200's, and the original settlements in the east still hold considerable influence but life on the rocky shores and empty plains was poor and hard, so human civilization began to centralize west-northwestward more around the Memyzht. Sitting at the mouth of this river of rising importance, the ancient seaside city-state of Myzh morphed into a cosmopolitan mix of new and old, east and west, that rivaled the power and grandeur of even the Old World's most renown cities.
S.Y. 3268, and not all was peaceful. Most of the remaining Elven city-states, and especially the shining jewel of Eshn'edhil, began to openly resent and perhaps fear as a plague the rising influence of these short-lived upstarts from beyond the waves. Whatever their reasons, the Elven powers and their various puppets allied together and launched a vicious campaign to reassert hegemony over the lands they had "lost" to the sprawling human encroachment. With ancient magic, skilled fighters, and ferocious thralls they overwhelmed the fractured and unprepared human lands. Any who did not submit to the supremacy of the Mer were slaughtered to the man, and while most took the first option, many were swept asunder by the second: places like Haroldstrand, whose gates stood fast in brave defiance until elvish magics broke the land from under foot and washed the entire citadel into the waves.
S.Y. 3270's, and with victory close at hand, Elven city-state politics intervened. The Elven alliance broke down as disparate factions with different war aims squabbled amongst themselves before openly attacking each other over their various ambitions, even going so far as to create pacts with some of their former human enemies...and so the war dragged on, fueled by animosities far older than any human history. Before the decade's end, all sides would exhaust themselves, and the "war" would smolder in a state of near-lawless uncertainty for the next 300 years.
S.Y. 3550's, and over the past decades, new imported weaponry, tactics, and the generally short generations of the human population compared to their long-lived enemies began to counter Elven superiority and win the game of attrition. What were once the last vestiges of humanity on the continent were now in firm control of Holmevang and Myzh as the balance of power shifted and the frontier boundaries moved closer to the status quo. Still, it wasn't until Thrisbras Haak assumed lordship of Holmevang (as payment for a bet, no less. What bet? Wouldn't you like to know) and took leadership of the human alliance that a path to peace, bloody though it might be, was realized.
S.Y. 3559, and the both recklessly ambitious and sharp witted Lord Haak forced negotiated surrenders of Darnathis and Eshn'edhil after several decisive victories in his three year campaign of war. Exhausted, the ancient Elven city-states were subsumed into the new human union. Riding through the gates of Darnathis as conquering hero, Haak proclaimed himself "King of Darnathir," founding its first (albiet short-lived) ruling dynasty. Human lands now stretched from north of the Memyzht south past the Stilna to the forests of Manuhil.
But the worst was yet to come.
A.C. 0 (S.Y. 3560), and one elven city-state refused to give up the fight: Syn Caelora, past the far western marches continued to fight despite the collapse of its alliance. With human armies approaching in the late autumn, the leaders of Syn Caelora made a blood pact with demons and dragons, and made overtures to their gods asking for strength and forgiveness as they performed the blood rituals that sacrificed their entire peoples to decimate the invading armies. Syn Caelora's rich flora shrank into barren wastes and its people twisted into pain-wracked shambling horrors, while the "great" Elven leaders and archmages became as demigods: undying, unfeeling liches of immense power sowing ruin upon the lands with their twisted allies at their side.
A.C. 1 - 40's (S.Y. 3561-3600's), and one by one the great liches and their hordes were defeated, but not before causing much havoc for humanity in Darnathir: old and noble houses fell, while new ones rose before they too were cut down; mountains cracked and rivers shifted and twisted in the monumental war for survival while settlements large and small were desecrated and destroyed by the hordes. Even the gates of Darnathis shook from siege, and although the city stood fast and survived, its timeless Crystal Palace and many of its inhabitants did not. Truly, much was lost.
One of the many things lost in this time was freedom for those who practiced the magical arts. The liches were of course beings of great magical power who had once been powerful mages, and the destruction they'd sewn left many fearful and resentful of those who practiced these arts, beginning a long distrust with magic and even bookish intellectualism, which was seen as the hallmark of the mage. At one point, The Order, which had previously been kept out of Darnathir, was invited in to control and even hunt those who practiced magical arts outside of specific prescribed circles, such as those in service to the state or clergy (ignoring the irony that it was elvish clergy in service of "the state" that had become liches). Over time, the power and authority of The Order in Darnathir grew to almost rival that of its counterpart in Sidgard.
A.C. 42 - 338 (S.Y. 3602 - 3898), and what is known as the Great Peace lasts for 300 years with little interruption (and the exception of a couple minor internal crises). With the defeat of the last known lich, the land started to know peace once more. The Andryr family that rose to prominence in the latter months of the turmoil captured power in Darnathis and solidified its authority in the coming years, and still holds power there to this day (with a couple barley-notable exceptions). For many generations, humanity rebuilt once more and reached new heights of prosperity. Exhausted from centuries of fighting, old enemies settled their enmity in the following years as well: Manuhil allowed itself to be nominally absorbed into the fledgling kingdom (technically making it a kind of empire, I'd guess. Anyway...), while the rest of the southern powers made their peace and turned their attentions elsewhere.
A.C. 338 (S.Y. 3898), and no peace can last forever, and the northern tribes arrive to end the great peace. Well, technically they've always been there: fractured warbands of orcs, goblinkin, and other wild societies who roamed north of Darnathir in uncharted lands, their alliances and holdings always shifting in the politics and grudges of their barbarian culture and posing little actual threat beyond raiding frontier homesteads of some poor settlers every once in a while. With incredible strength and uncharacteristic guile for an orc, the warlord Togugh hav Kilug rose above his rivals to unite much of these tribes into a great Horde, with him as their first "Orok." He set about pacifying the other clans and beastmen, gathering them to him with his battle prowess, but the lands of these northern tribes were spoilt and poor, and soon his sights fell upon the rich lands of Darnathir.
With tens of thousands of warriors behind him, he invaded south with no warning, burning and pillaging human homesteads as he went, but he wasn't here for simple raiding; he reached the upper banks of the Memyzht, the heart human civilization, and began a reign of terror as he obliterated the unprepared garrisons and wiped town after town off the map, seizing much bounty and many thousands of slaves or "cattle" and sending a great human wave of people fleeing his hand south toward the Stilna, where many of them still reside. Before long he came to the great city of Myzh, crashed the walls with an army of trolls and ogres, and sacked the great city such that the sky and river both burned with the same smoke and rust. He moved further south, pillaging as he went, before heading inexplicably east towards the Stenraamna, whose gates heroically held for twenty-two long days and nights before the army of Darnathis appeared in the south to challenge their larger foe; the horde turned to face them, but was outflanked by the army of Holmevang that had arrived on the other side of the pass days before and which poured through the gates of the fort. The battle was fierce and the cacophony of corpses stained the grasses and gave the Blood Hills their name; the balance of the battle could have swung either way for hours until Orok Togugh was eventually killed in the fighting - though it's said he took twenty men with him - and his horde routed not too long after.
A.C. 348 - 375 (S.Y. 3908 - 3935), and plans for the frontier wall - known simply as "The Wall" - are finished and construction begins near both Holmevang and Myzh, the latter of which was still a desolate shadow of its former self. Plans for the wall change several times over the course of its construction, such as after another attempted invasion by another orc leader, Orok Yargug hav Hig, who was strong but lacked Togugh's capability and thus was defeated by a much more alert defense north of Myzh. The attempt did at least force a reconsideration of the wall, moving its final location many miles north.
Even though the wall is technically not completed near Myzh, construction completes due to new fortifications being built in the area.
A.C. 397 (S.Y. 3957), and the wall is tested once again, though this time in Holmevang, as another Orok (whose name is not known) attempts to break the completed wall. The wall and its defenders hold easily. Another horde would try again some years later, and suffer the same fate, though it's noted that these hordes don't have the same overwhelming strength as Togugh's original horde.
A.C. 402 (S.Y. 3962), and the Riders of Holmevang are originally formed as a branch of Holmevang's army, to patrol the frontiers and beyond the wall. The Riders of Darnathir are formed in Darnathis soon after for the same purpose, though this branch eventually moves beyond purely an arm of the Darnathis army and becomes a separate organization servicing the entire kingdom whose purpose changes to keeping the peace, though patrolling the frontiers remains an integral function of the group.
Near this time, efforts by the ruling Andryr family have seen some erosion of The Order's power in Darnathir. Some say the formation of the Riders is part of this, though public confidence is mages had been on the rise since the first invasion of the northern hordes, where the kingdom's battle mages were integral to ending the northern threat, and whose rituals staved off death and plague for those who survived. Also, the Cataclysm is ages past by now, though superstition is still a powerful force.
A.C. 522 (S.Y. 4077) is the "current year" for the beginning of Beyond the Wall.
A.C. 545 (S.Y. 4100) is the "current year" for Elke's adventure to stop the Blackspawn to begin.
Show ContentIn-Frequently Asked Questions:
I gotta copy them!
Characters
Okay! So, given all that, if you want to partake and make characters, I've attached a quick character form that you can fill out that will have the minimum necessary; you can of course add more, and I definitely encourage it.
Code: [u][b]Name:[/b][/u]
[u][b]Gender:[/b][/u]
[u][b]Age:[/b][/u]
[u][b]Race:[/b][/u]
[u][b]Allegiance:[/b][/u]
[u][b]Description:[/b][/u]
[b][u]Personality:[/u][/b]
[b][u]Biography:[/u][/b]
[u][b]Abilities/Strengths/Weaknesses:[/b][/u]
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