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Author Topic: Writer's Marathon Side Project: Three Realms (On Hiatus)  (Read 1029 times)

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Online Operative13

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Writer's Marathon Side Project: Three Realms (On Hiatus)
« on: July 03, 2018, 06:21:39 PM »
Coming back to the fray once again, and while this technically isn't a revival of the previous Writer's Marathon Workshops I've hosted in the past, this is something a bit different I'm trying out.  :-\

Enter Three Realms! An otherwise shameless knockoff of the Three Kingdoms!  :D

The premise is simple. Three realms reside on the grand continent of Pantalea, a wondrous world where magic and technology collide, mysterious and otherworldly creations roam, and the unknown cresting at the edges of the vast map. The Ultimate Goal: Domination of Pantalea itself.

This goal can be achieved in a number of ways:

Diplomatic: Peace has come to Pantalea at last. You have successfully established an everlasting alliance between the powers and now work together towards a better future.

Economic: Dominate Pantalea’s entire economy. Not a single ounce of gold moves without reaching you first.

Military: Become the only superpower in Pantalea. Your rivals are crushed and all kneel before your glorious might.

Technological: You’ve become the first to harness the forces of nature to its full potential. No other can best your technological might and are powerless to stop you.

There are other ways to achieve victory, but you'll have to discover them along the way in the course of this project.  ;)

Only two people may join this project, as it is indeed a small-scale marathon. That, and there won't be any formal "writing" per say (I'll explain that part after the Marathon starts). If anyone else wishes to join as editors for the group, feel free to visit at any time, but do note this workshop is only accepting writers by Friday this week.

So, what should you expect coming into this workshop?

You will be responsible for creating one of the three realms in Pantalea. A nation to call your own. You will need to establish the nation's name, its government system, society and culture, religions, technology, landscape and economy. Everything you can think of to bring this glorious nation of yours to life! Oh, and don't forget your characters as well!  8) As there won't be anything formal when it comes to writing, we will be collaborating with the use of storyboards and outlines in its place (That also will be explained upon later).

You will initially start this project building your world inside your created realm. Develop your characters, their storylines, and establish relationships between the other two writers' realms as you progress. Expect interactions to build up and collaborations to be more aggressive as the days drag on. This will ultimately lead to the final confrontation where one realm is declared the Ruler of Pantalea and our story is completed.

Now there are some restrictions that will come with this format, however everything will be explained in further details afterwards (Of course everything is later. When has good ol' Op ever given everything up front?  8) )

This is a small, but intense project. For those who love the thrill of world-building and seeing your very own world go head-to-head with others, sign up now!  8) The moment I get my first two initiates is the moment we officially begin the Project!

Good Luck Fellow Writers!  :thumbsup:

Objectives:
Establish a diplomatic agreement with one faction within a foreign realm

Discord
« Last Edit: October 15, 2018, 01:49:56 AM by Operative13 »
“To give of oneself is the noblest of all acts.”

Online Operative13

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Re: Writer's Marathon Side Project: Three Realms (Deadline August 5th)
« Reply #1 on: July 07, 2018, 12:16:43 PM »
Well...  :unsure:

Things seem to be a bit slow around here. I am extending the deadline to the last week of the month, 'till August 5th.
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Offline Fortis Scriptor

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Re: Writer's Marathon Side Project: Three Realms (Deadline August 4th)
« Reply #2 on: July 07, 2018, 01:03:46 PM »
Oh I didn't see this until now. I may have to join this.  :clapping:

Online Operative13

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Re: Writer's Marathon Side Project: Three Realms (Deadline August 5th)
« Reply #3 on: July 07, 2018, 05:10:00 PM »
That just leaves one more position open.  8)

Should anyone take it now, the workshop will begin immediately. Time is of the essence!
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Online OhGodHelpMe

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Re: Writer's Marathon Side Project: Three Realms (Deadline August 5th)
« Reply #4 on: July 08, 2018, 07:07:02 PM »
Ah, this is like a literary game of Civilization. I'd join if my political writing hadn't taken a nosedive as of late.

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Re: Writer's Marathon Side Project: Three Realms (Deadline August 5th)
« Reply #5 on: July 08, 2018, 11:08:05 PM »
If you're still up for the task, OGHM, now would be a good time to stretch that literary muscle of yours and get you back into the swing of things  8) There's a new writing method I'm trying out with this workshop to see if it works well in this context.

Should you accept, we shall begin the workshop at haste  :D
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Re: Writer's Marathon Side Project: Three Realms (Deadline August 5th)
« Reply #6 on: July 10, 2018, 07:14:45 PM »
As the workshop is still currently seeking one last position to fill for the Third Realm, we can begin by laying down the expectations and limitations of this side project.

Here begins the (growing) checklist for what to include in creating your own realm!

Requirements:
1. Government System
Unless your realm is in total anarchy, your realm should have some form of government system. It could be as simple as a king having absolute control over every aspect of the realm or something more complex, such as a republic with its various checks-and-balances and bureaucracies. The most important thing to have is something that drives the wheel behind your realm's actions and policies. I would advise you keep it relatively simple for this workshop as you don't want to overload it with too much detail.

2. Geography
Just about as important as Government System if not more so. You will need to establish what the lands of your realms are. Is it a rich, Mediterranean island with lots of agriculture? A mountainous region pouring with the world's finest ores and gems? Or perhaps more treacherous such as a large desert with frequent sandstorms and freezing nights? Or a land where the long winters drag on for months with only little time to grow crops. Geography shapes both the civilization and the people within your realm, and will help guide you and the other players into how to tackle and exploit certain aspects of the land.

3. Society
Or what I like to call, your realm's Civilization. This includes everything that would encompass both how your realm looks and feels as well as how it operates within its lands. What is its social structure like? Is it a clearly-defined caste system or a more vague and open socioeconomic society where people make their own opportunities? What about their towns and cities? Are they giant castles perched atop tall hills? Or perhaps built underground burrowing deep within mountains? Perhaps they are dominated by giant towers of steel and glass, or are known for the fleets of ships sailing within its ports? What about religion? What do they worship? What is their History? Military? Economics? People? Etc.

This is where you make your realm truly unique. Feel free to go as overboard as you like here, as your contributions to this project will be largely basely on how much effort you want to put into this category.

4. Key Actors
Also known as your main characters. These little things are the ones that truly drive the action behind the project's story. You don't have to list every single one that you come up with. Just the ones that will have a significant impact to the story (at least for now). There will inevitably be a few new characters that pop up over the course of the project, but just the ones with a clearly-specified role are needed.

Limitations:
1. Must have a dissenting faction within your realm.
To keep things interesting and to allow other players more avenues to further their interests, you must include at least one significant dissenting faction within your realm. These are the people either actively wrestling control of the realm away from you or actively sabotaging your efforts. Such factions could be disillusioned politicians dissatisfied with your government, rebels and conspirators looking to overthrow your rule, or resistance fighters seeking independence. Whoever they may be, they must be powerful enough to pose a direct threat to your authority. No player has total absolute control of their own realm until said faction is dissolved or destroyed. Details on how these dissenting factions will work in this project will be covered later.

2. All technologies must be within the pre-determined timeline.
That's just another way of saying, don't bring lasers to a sword fight (or a nuke to a fist fight  :sure:). We're not going crazy mashing Star Wars with Lord of the Rings and the like, so try to stick with the kinds of things you would expect to see in the same technological era. Of course, there will be exceptions given this is a fantasy world, but that only applies where applicable (We'll get to that in further detail later).

3. Every power must have equal cost.
There is magic in this world (Because what fun would it be if you had to write real battles, right?), alongside other supernatural entities. But just because there is "magic" doesn't mean it doesn't have rules. One cannot simply grow one's power level to over 9000 and not expect anything bad to happen. There must be a cost to the magic you introduce, and while there is no restrictions on what that magical power might be, you must clearly specify what it can do and can't do as well as what it takes to use that magic. This is to keep things fair and balanced between the magic of the three realms, so try not to go too overboard by summoning a "magic" nuke  8)

4. No Deus Ex Machina
Just a fancy way of saying don't toss something into the story out of nowhere just to solve something. If you haven't established it beforehand, it doesn't exist. This is in particular to when players begin to stage scenes with one another, particularly in the mid to late stages of the project. This includes, but are not limited to, Mary Sues(or Gary Stus), hidden/unknown strengths, weaknesses, powers, sudden change in character, etc. Be consistent, and be creative with what's given. Having characters live or die because of a screwup is much more interesting than when things go "exactly according to keikaku."  :D

That should be it for now (until other concerns arise). If there are any questions/comments/concerns about this, do let me know, otherwise the workshop will begin as soon as the last participant joins  ;)
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Offline GreenTrap

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Re: Writer's Marathon Side Project: Three Realms (Deadline August 5th)
« Reply #7 on: July 12, 2018, 03:45:36 AM »
I think I might be interested...   :ninja:

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Re: Writer's Marathon Side Project: Three Realms (Deadline August 5th)
« Reply #8 on: July 12, 2018, 04:02:28 AM »
If so, then the workshop can begin  8) May all the interested parties PM me asap, then we can get this lil' project rolling  :D
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Re: Writer's Marathon Side Project: Three Realms (In Progress)
« Reply #9 on: July 12, 2018, 06:05:14 AM »
The workshop has officially begun! Stay tuned for further updates!  ;)
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Re: Writer's Marathon Side Project: Three Realms (In Progress)
« Reply #10 on: July 14, 2018, 02:54:26 AM »
Dominion of Dautora

Dautora is in a state of chaos. After a brutal and bloody civil war, the Foreseers had seized power from the weak and inept King Aeris I and ousted his royal family, House Claryn, from the throne. To solidify their authority, the Foreseers executed King Aeris I and proclaimed a new republic in which no king may ever hope to rise again: the Dominion of Dautora. In place of the former throne, the new position of Lord Protector was established, held by the shrewd and cunning Kerric Hangel, a Great Sage and former advisor to the late king in the Royal Council. However, Lord Protector Hangel does not wield absolute authority. He bends to the will of the Council of Sages, the leaders of the Foreseer Order, and now the new legislative authority within Dautora. Yet even still, they are not the ones in control. That power lies with the Farseer, Scholar Dakhiel, who pulls the strings of the Council of Sages. A master of magic and a brilliant inventor, Scholar Dakhiel has spent a lifetime rallying like-minded individuals to his cause, and now he has finally achieved his goal of freeing Dautora from the corrupt influence of the Crown.

Yet now he faces a new threat, both inside and out. The Council of Sages are eager to test their newfound power and authority, and with it their political influence within the Foreseers. Viewing Scholar Dakhiel’s authority as weak and misguided, there are some who wish to cast him out entirely and seize power within the realm for themselves, including Lord Protector Hangel. But Farseer Dakhiel is protected by the Commonwealth Army, who view him as a saviour and father figure. Should Dakhiel lose the support of his army, he risks a coup by his own followers. Purging the traitorous elements would strengthen Dakhiel’s position, however he risks incurring the people’s wrath, an especially vulnerable time as the republic has yet to shed its feathers. An even greater threat lies with unfinished business with the Royalists. Although the capital Daumatoren rests firmly within Foreseer control, much of the southerlands are still held by feudal lords loyal to the Crown. There is reason to believe the young prince Aeris has taken shelter with one of the High Lords alongside the remnants of the past king’s council. He is to come of age within the following year, at which point he may come to challenge the legitimacy of the Dominion and seek to rally Royalist sympathizers in an effort to retake the throne and establish Dautora once more as a Kingdom of God. For now, Lord Commander Jarken Versiz acts on the prince’s behalf as Lord Regent, courting anxious nobles to their cause. Silencing Versiz should be the first step in weakening the Royalist resolve, before permanently removing the royal bloodline for good.

There is much to do, and little time, for the Farseer must move quickly if he hopes to secure Dautora's future under the banner of the Rose Sword.

Part 1: The Rise of the Republic
“The King is Dead! Long Live the Republic!”

The capital was in a jovial mood following the execution of King Aeris I. People welcomed the victorious Commonwealth Army as they marched through the streets parading the red banner of the Rose Sword. Exuberant cheers and spontaneous celebration broke out throughout every street, as Daumatoren’s citizens welcomed a new age in the realm’s history, an age in which the commoners now had a voice. This day marked the beginning of the Dominion of Dautora, the first republic of its kind.

However, this festive mood did not ease Scholar Dakhiel’s mind. The king’s execution only worsened his fears. Days before the death of King Aeris I, the Farseer had called upon the Council of Sages to discuss the matter of the king’s capture and what course of action to take. Dakhiel did not want to shed unnecessary blood if he could make the new republic an example for the world to follow.

“The King is no more above the Law than any lesser Man,” the Farseer said. “We have no right to dictate His fate behind closed doors. It should be left for the People to decide.”

The Council disagreed. Although Daumatoren was now firmly under the Farseers’ control, and the King held hostage, there still remained a significant Royalist force of at least 50,000 men retreating to the southerlands. And the young prince’s escape did not ease the Council’s worries. They feared that delaying the execution of King Aeris to try him in a Court of Law would instead weaken the Foreseers’ position and allow the Royalists to mount a counteroffensive to rescue their dear King. That was not their only concern. The commoners have trusted the Foreseers with blind loyalty on the promise that power be given to them to rule themselves, to which the Council knew that not to be true. Once the truth is exposed, people that once supported the Commonwealth might rethink their stance and become sympathetic to the old king. Yet even more so, there stood the fundamental question of Dautora’s future.

“So long as the King lives, Dautora will never truly be a Republic. We have gone too far to doubt our resolve now. Seal His fate, so that we may never turn back,” Hangel, then a Great Sage, said.

Dakhiel was in doubt. He feared the reactions of other realms and the terrible repercussions it would bring should they demonstrate what a republican takeover would be. Such actions would jeopardize Dakhiel greater goals of world peace, and condemn his beloved realm to an endless state of war. Yet in the end, he agreed to the Council’s decision. He could not risk the possibility of losing public support for his cause, nor could he continue to allow the threat of the Crown’s return to undo all that he had accomplished. To Dakhiel, he had no other options that would satisfy both him and his people. One would have to give.

“The die has been cast. Now we must deal the hand we are dealt, and pray it does not come to take it all,” Dakhiel told Hangel as they rode alongside the troops.

On the same day of King Aeris I execution, the Council of Sages announced the creation of a provisional government to replace the old monarchy that before had ruled over them. It was then that they proclaimed a republic, governing the people’s new Dominion of Dautora. Kerrec Hangel was selected to become the first Lord Protector of the Dominion, with the Council of Sages acting as the legislative body until a new body could be created. All the meanwhile, Scholar Dakhiel moved quickly to consolidate power around him. He knew that without some political backing, he would quickly be ousted by his own Council and turn Dautora to what they themselves saw fit: the Council had no interest for anything outside the borders. Dakhiel placed the Commonwealth Army under his direct command and supervision while the new Dominion Army was assembled, much to the disdain of the Council which sought to consolidate the Commonwealth Army into the government-backed Dominion Army, and began a major shakeup of the armed forces, replacing a number of veteran commanders with those loyal to him. Hangel, suspicious of Dakhiel’s upheaval of power, requested a personal meeting with his mentor.
« Last Edit: July 14, 2018, 07:10:01 AM by Operative13 »
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Offline Fortis Scriptor

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Re: Writer's Marathon Side Project: Three Realms (In Progress)
« Reply #11 on: July 16, 2018, 07:15:26 AM »
The Kingdom of Surlyn
Spoiler

Five years have passed since the death of King Edward ‘The Wise,’ and his eldest son and heir Prince Astor. It was a time of heartbreak for the proud Kingdom of Surlyn, the King and eldest prince had been so beloved that many of the people had doubts when Prince Joss took the throne following the news of Prince Astor’s death in the Holy Land. But now most of those fears and doubts are long gone as King Joss has proven to be his father’s son, and more for those who seek reform. The defense of the kingdom’s borders have been consolidated. Taxes for the crusades have been moved to funding and support of schools and the arcane colleges. Within such a short period of time, the now beloved King Joss and his Queen Isabella have not allowed King Edward’s work to be brought to ruin, but instead have expanded upon it bringing happiness and the beginnings of an improved standard of living to the people of the kingdom.

It is unfortunate that the reign of King Joss is built on a false claim. On the horizon, the truth comes calling for Joss’s head on a fleet of three hundred ships with black and red sails. Prince Astor The Dragonheart, a man who has spent a decade in foreign lands fighting for God and the Kingdom of Surlyn returns to his homeland with a shattered heart and fire in his eyes. For five years, he has gone without the knowledge that his father was dead, let alone that his family and people thought he and his army were fallen. Now he comes home, with his army at his back, a force of twenty thousand battle hardened veterans, including the remnant of his original force of crusaders, the rest made up of soldiers of his second homeland, those of the Kingdom of Karshotat, the homeland of his love and wife, Princess Asimat, a powerful Magus known as the Lady of Silver Light.

With the arrival of the fallen crusader prince on Surlyn’s shore, the kingdom faces a crisis. Honor and tradition dictates that the throne belongs to Astor, but this is a man who they have not seen for a decade, one who comes to their lands with an army made up substantially of heathen foreigners not least of which including a witch who calls herself his wife.

The fate of Surlyn now lies in the hands of the people and their loyalty. Will those who support tradition claim victory over the usurper? Or will the supporters of King Joss, who has committed his life to serving and reforming the kingdom carry the day?



Offline GreenTrap

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Re: Writer's Marathon Side Project: Three Realms (In Progress)
« Reply #12 on: July 17, 2018, 05:45:03 AM »
The League of Ortan-Taig

Intro


The League of Ortan-Taig is a Constitutional Monarchy dependent on the co-operation of a privileged Aristocracy and exploitation of non-human races. It’s situated in a hilly yet fertile patch of land surrounded by mountains, coast and swamps. It depends on a plantation-based economy to supply vast quantities of consumables as well as raw materials for the massive production centers centralized within the 9 key city-states known as ‘Kals’.


Kal’Ortan is the capital city and the Taig dynasty rules under the vigorous yet impulsive King Marik II alongside the High-Council and it’s 60 most prominent dynasties. There is a strong belief in blood and place in society; a farmer can’t be a merchant, a merchant can’t be a dentist, and a dentist most certainly can’t be a King or slave. Social mobility is looked down upon and there is a strong belief of traits being inherited through bloodlines.


Upon the sacred mountain of Widow’s Peak lies the tomb of the first monarch, or as they were called ‘Senrad’. The myths around her seem to be real as the entire area is imbued with unnatural magic. It’s common for pilgrims to travel the carved steps into the now dangerous mountain path, but what is astonishing is that individuals can take part in the Ordeal of One. By entering the tomb, an individual is subject to the trials of the near-omnipotent Guardian which vary from person to person but will always include a sacrifice of sorts at the end. Survival rates are 47% and success rates are extremely low, with about one successful person emerging every three years on average. They are imbued with magic unique to their character, granted by the Guardian as a sign of being worthy. They are known as ‘Umagon’ and only around a dozen exist at any given time. They notably have no allegiance to anyone apart from themselves.




Government System
Simple Terms: An aristocratic-dominant Monarchy with a human-specific hegemony over nearby border states.
Full Terms: Evolving from a group of ancient yet powerful city-states known as Kal’s, The League was a loose confederation of humans who organized themselves along a caste-based system. As they encountered hostile civilizations in the form of different races however, this confederation appointed a ‘Senrad’ who was invested with full military authority. Overtime, this ‘Senrad’ centralized power within their office and eventually became the modern title of King.

Developing alongside this were the 9 strongest city-states who established themselves as administrative areas ruled by privileged noble families who collectivized their voices on the High-Council in the form of 60 leading dynasties.

Additionally, The League changed from eradicating non-human species to enslaving them and incorporating them within a caste system that is becoming somewhat more liberal in recent decades. This is only within the 9 core city-states however, as each of the three subject races have a ‘puppet-state’ in which the League has near total domination in economic and diplomatic matters.

The Taig dynasty has ruled the League for near a century after overthrowing the previous one. Currently King Marik II has ruled for 50 years and is the 4th ruler from his dynasty. The King has full power over military matters in accordance with the title’s ancient role but can still be subject the High-Council. There are two separate constitutions that the King has no legal power to change on his own, ‘The Rights of the Few’, and ‘The Organs of The League’.

The Rights of the Few: An ancient and rarely revised code pertaining to the privileges that the nobility are entitled to within The League including tax breaks and rights to private property.
The Organs of The League: A more recent and modern document which sets out the role of each race within the society of The League. It’s revised constantly depending on the current status/crisis of each race within The League.

To change the two constitutions, the King needs a 2/3rds majority from the council through a vote, but the noble families are stubbornly protective of their rights in the first constitution. In other cases outside the two constitutions such as diplomacy and economics, the King has to send proposals through the council first for scrutiny and they retain a 6-month veto on matters. Each minor race has representatives for the council but they have little authority on any matters and mostly observe proceedings.



Geography
Geography

Society
Society

Key Actors
King Marik Taig II: Like most Taig’s, Marik is short-tempered and hot-blooded. If he can’t resolve issues with his imposing presence, then he’ll conclude them with his fists! He is naturally a war-time leader and thus has made the majority of his rule a war-time endeavor.

From a young age Marik display quick wit and was a talented speaker who found himself loving adventure, gambling and women. He is near illiterate however and displays little interests in academic topics. At the age of 24 he was described by his retired tutor as curly haired with piercing eyes and full red lips, along with an average height of 5’11 and an addiction to smoking tobacco.

However, when he was 26, Marik took part in the Ordeal of the Sacred Mountain, though it’s unknown what he sacrificed. He successfully completed the trials and the Guardian granted him power that would draw from his natural vigor. This has enhanced his character over the years to becoming King of The League, developing into a dominating frontline commander and maintain a robust figure into his 70’s.

In his old age Marik has become more impulsive and violent, which many suspect to be a part of the magic that the Guardian granted him. He is now 7 feet tall and is openly cruel in public, with rumors that he is sustaining his life by keeping The League on a continuous war footing to maintain the energy needed for his magic. There is also a rumor going around that Marik is suffering from lung cancer.

As of now, Marik hasn’t decided who his successor will be and uses power/violence to maintain control of the League. Some worry that the Taig dynasty will be overthrown when he dies, whilst others will hope for a new age of reform and harmony.


Mark: A Neko who was one of four daughters to servant of one of the most powerful Council Dynasties. Unlike most minor races, this allowed her to learn how to read, write and take up a specific trade in which she became an assistant to a well-known surgeon.

Mark had a natural love for books and she was always curious about the different places and cultures that she studied. The constitutions banned her from leaving her master’s service however and she was naturally frail. When she read up on the Ordeal of the Sacred Mountain however, she saw a way out. Nobody expected her to survive or even succeed the trial, but through her intelligence she managed. She sacrificed her name, meaning she forgot and will never be able to learn what her birth and family name was. Although she is unable to locate her family, she also found herself legally no longer obliged to serve her master due to this. This and that the Guardian granted her magic that drew from her natural curiosity, Mark set about travelling the world.

Neko’s naturally have short lifespan, so even with magic she is nearing her twilight years after 50 years of life. Because of this, she rarely uses her magic as it has a unique deteriorating effect on her age. She has an ability to interact with wood and paper which can be used in unique and witty ways.


Dissenting Factions

-The 60 Dynasties: The major aristocratic families which make up the High-Council and receive unique privileges as stated within their constitution. Most of them are centered in or near the 9 key city states of the League and thus control major aspects of the economy and production. Each major dynasty has several minor noble families sworn to them under the guise of a ‘tithe’. This tithe is an old contract stating that each minor noble family and their plantation/manor must provide a certain amount of raw materials or food. In turn this gives each dynasty a generous amount of free resources to fuel their chosen line of production.

Of course, the 60 Dynasties are highly protective of their rights and privileges even if it’s a detriment to everyone else around them. They will do anything to challenge anyone who appears to be anti-establishment. Some will conspire to push their agenda even further and ensure their dominance as the ultimate authority within the league. And there are those few ambitious dynasties who want to place themselves on the royal throne…

-Muttonheads: Muttonheads are a self-given name to an organized group of minor nobility who are trying to resist the current tithe and serf/slave-based plantation system. It can be expensive to find the manpower (if one doesn’t contemplate slavery), pay them to farm, mine or chop the materials needed and transport them to their overlords. Rather, the muttonheads are instead more interested in converting their lands into sheep farms. The wool trade is booming at the moment and textiles are in high demand in towns. Not only do sheep farms produce wool, but also meat and milk alongside needing much less manpower to maintain. There is greater chance for profit and it requires less policing over slaves. Of course, the 60 Dynasties don’t want to give away their free labor and so are passing several laws to curb the practice (Such as how much land may be used for grazing, how many sheep are allowed to be kept, etc.). The minor nobility can’t organize professional troops the way the 60 Dynasties can, but they do have some levies and border horse guards at their disposal for anyone who would lighten their load…

-Slavery Resisters: The three minor races of the League; Nekos, Squats,

-Rogue Umagon’s: Umagon’s are very unique individuals. Not only that they had the ability to survive the Ordeal of One but the unique magic powers they were granted with it. As such, some are employed under the League, some are involved in less noble pursuits such as piracy, slavery, mercenary work, and then there are those who are doing their own thing. If a leader had the opportunity to hire any of the currently alive Umagons, it would be a great supplement to their forces.

-The Crawford Isles: The Crawford family is one of the 60 Dynasties and they own the entirety of the Crawford Isles. Once a backwater chain of islands, recent discoveries a hundred years ago and a wave of migrations from the civil war which placed the Taig dynasty on the throne resulted in discoveries of silver, gems and spices. Although some of these islands are over a thousand miles from the continent, the resources they contain are rare and valuable. Thus the population feel different from the others within the League and have assimilated with the natives. The Crawford family are constantly funding new expeditions and settlements of these islands, keeping most of the wealth thanks to generous contract they negotiated with the first Taig king. Although not exactly strong by themselves, they could possibly assert their independence with foreign backing.



« Last Edit: August 07, 2018, 06:13:16 AM by GreenTrap »

Online Operative13

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Re: Writer's Marathon Side Project: Three Realms (In Progress)
« Reply #13 on: July 25, 2018, 06:00:40 PM »
Before the War (Dominion of Dautora)
“The Sheep does not wish for a sheep to lead them, but a Lion.”


For centuries, Dautora has been ruled by House Claryn, a great lineage of kings and nobles who watched over the lands for as long as the people could remember. They were the first to bring stability after a nearly half-century of divided kingdoms and warlordism plagued the lands. Under their noble rule, Dautora came to grow and prosper. Yet, as the realm thrived, the rule of House Clayrn began to falter. Centuries of isolationism on the Claryn’s insistence of staying out of foreign wars had mellowed the once-proud chivalric orders that had defended Dautora’s lands long before their rule, and corruption began to fester as the House’s rule began to stagnate. Although ages have passed with new knowledge gained and greater wealth obtained, civil and social reform had grinded to a stuttering halt. Past attempts to remedy the issue had been rendered ineffective by aristocrats and noble houses, who feared their powers would be severely weakened, and thereby, as they argued, weaken their ability to stamp down “evil” wherever it may be. It did not take long for corruption to seep into the noble houses themselves. Indecisiveness, ineptness, and inaction became rampant. Raiders and brigands terrorized the people before disappearing into the wilderness outside the realm. Foreign agents abused and exploited the generosity and kindness of Dautorans, whose king would rather reach compromises than risk war and famine. The Royal Officials, sworn to protect and serve the People and the Realm, could do little to stop these misdeeds, if they were not one themselves. The Times had changed. Yet their rule had not. The once proud lion that united Dautora and its people all those centuries ago, had become nothing more than a mellow sheep. Change would need to be had, and change was desperately needed, for the people could not stand passive any longer.
“To give of oneself is the noblest of all acts.”

Offline GreenTrap

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Re: Writer's Marathon Side Project: Three Realms (In Progress)
« Reply #14 on: August 07, 2018, 12:16:30 AM »
Just a question, what time period are other players aiming for with their civilisations? I'm going for a 1450-1650 style with mine  :hmm: