The Long Road (NC human, Freeform)

Started by Chloris, May 22, 2013, 05:21:21 PM

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Chloris



The Long Road

On an Earth much different from the one we know, yet very similar...
Civilisation takes ahold of more and more parts of the known world. In the southern continent of Forts, settlements of rugged men and women start to grow and expand at last. In the western continent of Dai, the unification conflcits start to settle down, after a time so long nobody who was here when it started lived still. Thus giving birth to the Holy Zhuyin Empire. In the Eastern continent, fragmented more than any others, fables of a promised land beyond the seas, or of a path around the globe arise, leading to an international naval race some nickname "the polite war".

All these parties know each other as well. The reason for that is of course mostly driven by the economy. Many settlements, linked together, by ship, when the giant sea snakes, storms and evergrowing corral reefs are not an issue. And, through caravan, bands of merchants, traders and artisans, independant, yet grouped together to face many dangers, like brigands, hunger, wild beast, and perhaps the greatest of all: loneliness.

What is it about, then?
The players will be recent additions to a specific caravan, as it begins a long journey across the continents, along something more or less akin to the silk road. There will be many cultural exchanges and differences involved. The PCs will act independantly, as an integrant part of the caravan, or banded together, depending on the situation and their own preferences. Make money off trade or crafts to finance their travel, and ideally some extra. Discover the members of the caravan itself, and generally enjoy an interesting atmosphere, never remaining too long in the same place.

The game will be played without a system. For a while, FATE was considered, and if there is a strong demand for it, may be considered again. However, I realized that there will be a lot to assimilate for those that want to participate in this adventure, and that adding a game system on tome of that may be discouraging. All gaming elements will not be completely suppressed however. In case situations may prove equally interesting and to add a few surprises, some dice may be rolled behind closed curtains. And, there will definitely be some management aspect, though its exact form is undetermined and will be that way until we have a starting team at least. As for the posting structure, instead of posting topics per places, they will represent mostly focus on time, with in general one topic during travel, one during a camp, and one in a town, with some regular rotation.

Now, the most astute of you may have recognized a similar announcement in the non-adult area, and as such, wonder if this post here is merely fishing in a bigger pool while keeping the intent exactly similar. And, it isn't entirely wrong. However, adult themes will be embraced and not simply brushed over. There will be love, twisted love, interesting species, strange encounters, slavery and magic to some degree, though admittedly it won't be as strong a focus as it may be in other games. A fair warning though, I tend to strongly favor F/F relationships due to personal preference, so unless someone comes to Co-gm, and handles more masculine relationships, I may leave men something to be desired. That doesn't mean they'll be forbidden to participate, or to have sexual activities during that game, but I probably won't intervene in there as much as I could with others.

So, what kind of character can I create?
It's getting a bit late, and for now, I'm mostly gauging interest. But, here, have a proto-sheet. Don't fulfill it religiously for now however, it's meant to change, and only here to give a few ideas here and there.

QuoteName: Should be picked according to your origins. Though since the countries aren't clear-cut yet, simply harmonize it all and feel free to pick whatever.
Age: Is it even necessary to precise the minimal age?
Species/Race: Humans are a given, though there are several subdivisions, depending on skin color, general build and so on. Plus, there are more exotic species as well, from the faceless, whose name reflect both their lack of facial features and their lack of imagination. Meek, which are basically catgirls and catboys. And elves, who are as rare as they are diverse. Others can probably be involved, so feel free to propose some more.
Gender: Males and females are a given. Other genders may happen to diverse species though.
Sexual preferences: Homosexuality, heretosexuality, bisexuality, assexuality? Plus a few ons and offs, while we're at it.
Appearance: Just the most distinctive physical traits, and common accessories. Clothings are fully expected to change a lot depending on the climate.
Personality: A few character traits, nothing too big. Most of the personality should be very clear during play anyway.
Country of origin: People aren't expected to all come from the country they'll join the caravan. For now, simply assume your country exists.
Skills: A few strong points that make your character an asset. He or she may be a good fighter, a great cook, good to tell stories, or something like that;
Profession: The caravan is here to trade. You may be a trader along the caravan, or one of the wheels of that mechanism, from cooks to doctors, entertainers, or carpenters.
Character goal: Why do they take on that travel ? Is it something they hope to attain, or some place they want to reach?
Background: Basically put in there what you couldn't put in the sections before, and/or tie it in nicely.
What you are looking for: as a player, mostly. Feel free to throw in a few more suggestions and the likes. It's a work in progress, make it count!

Update 1: map, members, rules, and various fauna


Biological wonders

For starters, here are the well known sentient races in the world. Those colored green are playable, the ones in red aren't.

Humans: They're the good old masters of most of the known world, as we know them. Two arms, two legs, two eyes, etc. Their features tend to vary a bit depending on the region, but only the most atypical variations (through nature or culture) will be mentionned.
-Westernesse: Dark skin and light blonde hair, the Westernesse are quite striking. They tend to sport a rather large amount of tatoos over their bodies, and to have a somewhat duplicitous nature. They take great care of their appearance, possibly as a way to hide better what lies underneath. Associations with them can be occasionally touchy, but there's always a chance you're not the target of their lastest scheme, but merely a tool that will incidentaly benefit from it.
-Valkyr: The reputation of Valkyrs being an entire race of pillaging overly muscular women is a bit overblown. The fact is that most of the perfectly feminine women tend to remain on their home island, leaving only the strong, aventurous sailor meet other people. They bridged down the gender gap quite a bit more than most humanes, to a point where the ones with dicks (only a 1/5 ratio) are considered shemales, rather than males. But otherwise, they appear as pretty human.
-Heavenlies: Said to be the result of an ancient, powerful pact, the Heavenlies are humans, generally sporting lithe features. Their most striking features, however, is the feathered wings they have in their back. They tend to be lighter than humans, and have at least twenty feet of wingspan. It still doesn't allow them to fly in most conditions, however, seasonal winds allow them to travel quickly, which they use to migrate. They see living too long in one and the same place as very frustrating.

Elves: The elves have mostly unknown origins. Some say they lurk deep beneath the earth, others that they emerge from other dimension. That they are beings of magic, or that they live beyond the outer ocean. The truth, and many other fact regarding elves, is completely unknown. They tend to come and go according to incomprehensible whims. To act where things are unnecessary, and as far as anyone knows, not a single one ever bothered to learn a known language, or teach their means of communication. They are almost closer to a force of nature, than an actual species. It should also be noted that there seems to be some diversity amongst them, with things like stature, skin color, and ear shape varying quite a bit.

Half-elves: Sometimes, a being with some light elven trait is born. Circumstances of these births are often shady. Some say it is a mutation, while others tell the story of elves slipping into the bedroom of beautiful maidens at night to impregnate them. However, it appears elves are also prone to assassinate these half-elves for reasons which are, obviously, unknown. Overall, half-elves tend to be somewhat whimsical and nomadic, rarely meeting their own kind. They are complicated to deal with in more than one manner.

Meek: Physically, meek are lithe humans sporting a few feline features. An additional set of ears, a tail, sometimes darker stripes over their skin too. Centuries ago, meek used their agility, wit, reflexes and afinity with beasts to rein in rampaging warband over a large part of the known world. Now, unable to have organized and adapted in time, their organizations and nations were beaten, replaced, and manipulated until Meeks became what they are mostly known for today. Companionship, and slave labor. Some countries go as far as to only tolerate slavery for meeks. The fact they seem physically unable to hold a grudge longer than a few months certainly doesn't help their stature, but they seem to take it quite well.

Faceless: Huanoid amphibians with reddish skin, and no visible facial features, the faceless use echolocation to read their surroundings. They communicate by a sign language only very few people managed to learn. While the occasional outlier live in a large city, and they have a few settlements in the southern continent, most of them live in underwater cities.


Most animals one can find on our good old player's earth are available, with probably a few anecdotic exceptions. What is cooler, of course, is the additions to the bestiary. Here are some of  the most widely known beasts roaming the lands and seas:
Giant sea snakes: Coiling animals dwelling the inner sea, their favored food appears to be bold ships and the sailors within
Rocs: Gigantic desertic birds, rocs are said to be responsible for thunder strikes in a clear blue skye. They are wise, passive, and virtually unable to be tamed, and it takes a severe agression to anger one.
Wooly Mammoths: Yep. they're totally there.
Dragons: More a category than a specific species, dragons are very large creatures, their skin adorned with scales, and they have the ability to project something in a powerful, harmful way, through their mouth. No two dragons are alike. Some say they are the embodiment of the natural forces in the world, or the planet's ancient guardians. They are a great mystery. One more.


The Caravan

The history of that specific caravan is chaotic like the roads it rides on. It's more fun to pick up informations on the go anyway, so, let's keep it blurry.
Rules:

  • Anybody, without consideration of race, gender or country of origin is able to take part in the caravan. The only real defining factor is approval of the caravan master.
  • There are two distinctive category of people: the traders, and the personnel.
  • Traders ride along the caravan and benefit from its services and protection. In exchange, traders are expected to pay a fee on every profitable transaction they make. The exact percentage shall shan't be announced without a preleminary announcement at least one week beforehand, and cannot go above 22%.
  • Personnel are to provide dutifully their services, equally to other personnel, and to the traders. In exchange for these, they are paid a wage, taken from the taxes on the caravan. The exact amounts are to be defined in individual contracts
  • National rules apply to wherever the caravan is, and can overwrite them. Exceptions can be decided by a three out of four majority if the situation demands it.
  • At any settlement of at least 6.000 inhabitants, anybody can be expelled from the caravan by order of the caravan master, be it for divergeant opinions, commercial malpractice, behavioral issues, image issues, temper issues, or any other reason deemed wise.
  • Should harm befall upon the caravan master, the caravan shall collegially endeavor to reach the next step. From there, informations regarding succession or liquidation will be indicated in a chest resting in the master's wagon.

Proeminent members:

Murad Alekhel - The Caravan Master
Murad is someone living between two worlds. On one hand, he is a shrewd businessman, extremely practical, and not only able, but used to take hard decisions, when they're needed, without looking back, for everyone's sake. On the other hand, he kept a bit of a dreamer's attitude. At nearly seventy years old, the man certainly lost some faculties, but a healthy diet and a life of action keeps him away from any hint of senility. The amount of his personal wealth is unknown, but one thing is certain: if somebody needs a contact on the other end of the world, he is the man to know. He remains very elusive, when it comes to family.

Lei Fin - Trader of questionable substances
Originating from the Holy Zhuyin Empire, Lei Fin is a somewhat recent addition, having joined the caravan a year ago. She appears to have quite the capital, and is apparently knownledgable in all sorts of plantlife. One asset she can offer is a vast knownledge of various laws in many countries along the Long Road. If she's lucid enough to share her wisdom, that is... Since the woman seems to indulge quite a bit in what she trades...

Oktorne Fisbashar - Quartermaster
Oktorne is a Valkyr with a rather modest stature for her kind. She's still quite strong to say the least by human standards, but you feel she won't break your hand completely if she shakes it gently so that's that.
Having worked as a shipwright for the best of her years, she miraculously emerged alive when a giant sea snake attacked. She woke up on a shore in the Eastern continent, joined the caravan in hopes of returning, but grew accustomed to the lifestyle. In the caravan, she's the go to person when it comes to repairs, carpentry, and even a bit of forge.

Belle - Ritualist
Belle is a bit of a shady westernesse. Like all westernesse some would say. This beautiful girl tends to shy away from small talk. However, she is a wellspring of knowledge. It is unknown how a woman as young as her managed to master so much in so little time. In spite of her flowery appearance, she tends to b e quite grim and melancholic at times.

Flal Elianas - Fauna specialist
A heavenly young man with broken wings, Flal joined the caravan to escape the madness of stillness. Initially lacking much knowledge, he learned a lot about all kind of animals, from the dangerous large superfauna to horses and camels. He's the go-to guy when it comes to animal-related problems, from what they can eat, to sickness and toxic substances.

Virtue Thundershield - Cartographer
Granddaughter of the famous hero Valorus Thundershield, Virtue can hardly repress the aventurous legacy of her illustrous father. But, she is still quite a bit more subdued. So, instead of chosing a life of crusades, defense of justice, or even rulership, she opted to use her agile hands for drawing. Accurate, recent maps are extremely hard to come by, so she has been hired by the caravan for a turn, to have her provide freely a detailed map of the road, in exchange for free living accomodations.

Elizabeth Rovnas - Linguist, wizard
A half elf with a palid complexion, Elizabeth really likes her comfort. She tends to stray away from the caravan in several instances that may be too bumpy, and would probably drag it down if it weren't for her ability to speak seven languages like a native, understand five others sufficiently good, and has enough documentation to read at least twelve others without too much research.
Her knownledge of languages is only a consequence, however, of her great scholarly knowledge upon several esoteric matters, including the form ways of magic. While her actual ritualistic knowledge is lacking many practical applications, she tends to enjoy crafting powerful, but short-lived appliances, according to her whims.


Map
Here is a first map, with a very rough estimate of large terrain features, and the starting point of the adventure.

Spoiler: Click to Show/Hide

NEW AND EXCITING! OOC topic including a link to other topics. [Click here]
The Long Road: a Traveling adventure.
A Human / NC freeform roleplay following the path of a caravan.
Packing up for departure!

MzHyde

Interested. Considering playing one of these characters. Works in progress, obviously. Let me know what you think.

Lady Eliza Crosswaithe The Knight
Name: Royal Knight, Lady Eliza Crosswaithe
Age: 24
Species/Race: Human
Gender: Female
Sexual Preference: Lesbian
Personality: Dark and serious, business-like.
Country of Origin: The Scarlet Moon Empire, Eastern Continent
Skills: Excellent swordswoman and leader, diplomatic, very intelligent
Profession: Guard
Character Goal: The caravan is transporting a relic of some import to her homeland.
Background: WIP

Briar Bloodthorn The Valkyr
Name: Briar Bloodthorn
Age: 28
Species/Race: Valkyr
Gender: Shemale
Sexual Preference: Lesbian
Personality: Brash and hot-headed with a thirst for battle (and women).
Country of Origin: The Island Nation of Valkyria, home to an all female and shemale race of warrior women
Skills: Superb swordswoman, expert sailor and survivalist
Profession: Mercenary
Character Goal: Guarding the caravan expressly for the pay and the chance of adventure
Background: WIP

Malrunar

I am interested! ^__^ However it's a bit late for me to put time into a character sheet, so I'll be delayed on that, but you can count me in at least.

Chloris

Yggdrasil, if I blamed you for being unable to put out a decent character sheet because it's late where you are, I'd be the biggest hypocrite around ;D
Take your time.

MzHyde. I see you're up for a guard kind of character, which is quite neat actually. And, I won't tell you "pick this one" or "pick that one". However, here are some thoughts on both of them, which hopefully, will help you decide which of the archetypes you'll favor in the end.

About Eliza Crosswaithe: If a pay was involved, the caravan would probably turn Eliza down, since her skills would be too much for it to pay. However, if she's on a country's payroll, that makes it more possible. There probably will be more than a clash or two between imperial directives and the word of the caravan leader, but that'll create some play! So that can be interesting. The location of the empire might be a little issue, however. See, the caravan will begin its travel from the southern part of the Eastern continent, cold to temperate, and will ride north, across the entire continent, during the first months. That would mean meeting such an empire would be possible, but that it'd happen quite early. Meaning there'll either be a twist of fate once she's delivered the relic ; or that you'll have to change characters by the end of the caravan's passage in imperial grounds, a possibility I'm quite open about. Or of course, the empire could instead be on the northernmost part of the Eastern continent, or on the Western continent, or even in the southern continent, but that'd involve a change in name and type a bit.

Regarding Briar Bloodthorn: She would be both quite an asset, considering her skills in surivialism, swordsmanship, and navigation ; and a liability, due to her brash attitude that may get the entire caravan into trouble. So, that can create a nice balance, possibly involving somebody here or there deliberately sending her a couple of women to sate her while important negociations are going on. You'll have to determine if you'd like the caravan to go by Briar's origin country, by the way ; it will mostly ride on land, but there will be a moment where seafaring will be almost inevitable. I say almost because in winter, southern waters freeze, linking the three continents together, but you're going the other way initially.

In any case, t hank you for your proposals, and I'll do my best to whip up some more concrete informations as soon as possible, including a more thourough list of species, and an actual map! The continents are currently traced, but not much else.
The Long Road: a Traveling adventure.
A Human / NC freeform roleplay following the path of a caravan.
Packing up for departure!

TheHangedOne

I'm interested. My idea is a sort of jack-of-all-trades. He's a merchant's son who wants to see the world, and get a better feel for what foreign markets are like. I'm thinking his father had a connection to get him into the caravan ( a friend that owed a favor, or just a very good associate, or the like).

My character would be well-learned (especially in mercantile areas), mostly curious, fairly young. Good enough with a weapon that he won't go killing himself by accident.

I'll work on a full sheet later on, but, does this idea sound groovy?
A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

Chloris

I'd say it sounds pretty groovy indeed.
The Long Road: a Traveling adventure.
A Human / NC freeform roleplay following the path of a caravan.
Packing up for departure!

TheHangedOne

Name: Erik Carter
Age: 19
Species/Race: Human
Gender: Male
Sexual preferences: Heterosexual. Preference towards light bondage, and D/s elements (being the 's' in this case).
Appearance:
Personality: A bit nervous and shy, he is generally a good kid who behaves himself, and acts in a mature fashion.  Takes a more logic-fueled approach to most situations, rather than emotionally fueled.
Country of origin: Vulc (a small nation renowned for its philosophers, scholars, other intellectuals, and doctors. pronounced with a hard c sound; Vulk)
Skills: Good cook, great mercantile knowledge, polyglot, horse-riding, spear-fighting, first-aid knowledge
Profession: Merchant. His place on the crew, however, is more-so one of learning, rather than doing. However, he does help around with various tasks.
Character goal: Primarily, his reason for joining the caravan is to get practical, hands on experience with the work. However, he is also hoping to studying foreign markets, and get a better sense of the economy of other countries, and maybe even have a wild adventure or two along the way.
Background: [to be worked on]
What you are looking for: [to be worked on]
A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

MzHyde

I'll go with Briar then, and expand her more when some more world details crop up.

Malrunar

#8
Name: La'ora
Age: 29 years
Species/Race: Half-elf.
Gender: Female
Sexual preferences: Bisexual. La'ora is attracted to those who show power and confidence, not the weak and meager who easily fall pray to intimidation or violence. Her experiences aren't vanilla, but some of the more darker flavors of the sexual world have yet to be discovered. They're curiosities she's heard about through travelers on the road, but as of yet she remains open-minded to them, yet unexplored.
Appearance:
Personality: Quirky. Quick witted. Has little respect for those who strut around claiming titles and honors through generations, and those calling themselves authorities. To her, those who deserve respect have to earn it, and until its earned you're little more than meat. At the same time, she seems to generally care about her duties, which include acting as a translator and guide for those on the road. Her stubborn behaviors do not make her heartless or insensitive, it's just mix blood and isolation.
Country of origin: Locke
Skills: Ranger. Good with locks and sensing danger. She has a natural talent when it comes to dealing with monsters, and can speak a variety of languages, even those of the more uncommon beasts. Some healing skills through herbs and plants. Excellent night vision. Its rumored that she knows magic, but little truth is based around this tale.
Profession: Technically she's a ranger, but really she travels the length of the caravan trail, protecting those who seek to travel on it, and wards off those looking to use it for their own personal gain.
Character goal: This is the only driving sense of purpose she has; banished for her mixed blood, she replaces that chasm with meeting strangers on the road. Even if she's most often looked upon with the sense of desire one gives rotting meat.
Background: Depends on how the elves are going to be played out. Basically she grew on this path, calls it home, and paces its long-ass length with traveling caravans and those who hire her to act as a guide.
What you are looking for: I'm mostly interested in character interaction; how will she handle large groups compared to small groups? Wealthy lords to poor peasants? How would she handle victimized people with nothing but the clothes on their back if she likes the company of strong, independents such as herself? What's the source of her compassion? What are it's limits? Does her darker side take over more often? I want to explore this character, and see how others react to her discombobulated ways.

Dashenka

Count me in. Definately 100% in.

No idea what kind of character I want to play though so I'm gonna have some tea and biscuits over that. Some questions though...

1) Is there room for magic?
2) Will the world be like earth? Climate and size wise?
3) You state you favour f/f, does that mean you will play a female character?
4) Which board will it go to? (If it goes to Non-Adult I probably need to tweak all the characters I have in mind.)
5) What is the purpose of the caravan when it started? Exploration? Commerce?
Out here in the fields, I fight for my meals and I get my back into my living.

I don't need to fight to prove I'm right and I don't need to be forgiven.

Chloris

Hanged Man, as I mention, the base idea for your character sounded groovy, and I stand by that opinion after seeing more of him. Like everybody else, a bit of food for thought.
Regarding his personality, do you expect the opposition between his logical approach to thing and his shyness -emotionally fueled most likely- to be presented as a character developpment point, or were words carrying you further than your thoughts?
About Vulc, I'm figuring it could be a small country indeed, with a long history of neutrality and mediation... Basically, something like switzerland. Quite possibly a republic or some other form of democracy too.
About your skills, they are pretty diverse, and I'd like you to remember that, if I have absolutely no problems with your character being a jack of all trades, he'll also be a master of none. Which seems like an integral part of what's needed to your character, since he's basically in the caravan to study. I just mention that when I'm reading things like "great" mercantile knownledge, or "polyglot". At 19, even with good teacher, and with plenty of outdoor interest like horse riding, cooking and medecine, kid's a lil' genius.
Also, it doesn't really fit in a specific section, however, considering your character's status, you'll probably paired with a few people. If you have a kind of NPC in mind, do tell. And, a few PCs might also stick to you for one reason or another.

MzHyde, sounds good to me! I was considering a possible background for a herm/shemale amazonesque tribe before seeing your application actually, so I'll probably run a few things through you, lest we end up with two somewhat similar species. So far, I was thinking southern islanders used to rough currents and cold weather, and going through a four stage life with radical changes involved. The first one would be infancy, and the three others would be in a seemingly random order depending on the individual. The three non-infant stages being one of pleasure, recreative sex, beauty and all that kinda things involved. One of strength, with hormones quite agitated, and needing to be canalized, and one of responsability, care and watchfulness. Does that appeal to you, or would you rather keep it to a more traditional amazon image?

Yggdrasil
Regarding half-elven age, I'm figuring something near-human would be fare, so in her thirties.
If you're seeking to be hunted and feared, I'm thinking we may have at least half your bases covered, with an idea I have. Namely that elves would be excessively rare, apparently coming in individual or small-numbered groups from lands unknown and never revealed. A few join in for exploration, restless and discrete, and some might give in to their passions, leaving behind some children like you. However, for some reason which is, just like so many things about elves, completely unknown... They then send a few of their own to kill the half elves. They can be somewhat unsubtle at times too. Of course, if you're seeking something more twisted, I'm all open to consider things. It's just a hook I thought of, that keeps things simple... Yet quite complicated.
Regarding her job, things seem a bit geographically focused, unless she has traveled the entire world (which I'd prefer not). So, she could very well be a trailblazer, hired to take the caravan through a shortcut that might make a trip between the two first steps at least a week sooner. And then she'd join in some more due to some events, quite possibly tied to her free-spirited nature and/or her half-elven status.

Dashenka
Glad to see such enthusiasm! It's always a great pleasure. Now, regarding your questions...
1) Yes, there is room for magic. It exists in four different ways.
-Ritualism, which tend to take absurdly specific conditions only discovered through a mix of calculation, luck, experiments or dreams. Nothing is instant, and ingredients can be costly and spread across the land, and as such, quite a large source of profit for knowledgeable caravaneers. Effects can range from health preservation to localized incineration, and material tempering. The general idea though is to take the universal mana flow circulating the planet, and provoke an overflow to materialize something in the tangible world.
-Historism, which is a mostly uncontrolled discipline. Items involved in legends acquire traits tied to their legends and become artefacts. A pike that killed a giant sea snake might be just a pike for its user, but ten generations later, it might arouse the fury of waters, or bend around to always find the target's eye.
-Pactisanism, which is handling powers bestowed by otherworldly entities generally considered divine. All attempts at rationalizing it failed so far, and only faith, chance and fate can allow one to wield these powers and exert miracles. The relation is never one-way, and terms of the pacts are seldom understood, even by those who undertake them.
-Universalism, is the magic that ties the universe together. It is the very nature of some creatures, and white possibly of the planet itself, or existance, and of the gods. This fundament is only theoretical however, and nobody ever managed to handle it in any usable form.
So, it's extremely hard to throw a fireball with less than six hours of preparation in the right conditions. Magic is a craft more than a skill, and I'd rather avoid pactisans. I don't have a problem with someone posessing an artifact, or some knowledge, theorical or practical, of rituals, however.

2) Like earth, yes, in many ways. But different in others. The known landmass is more or less entirely in the southern hemisphere. Not all the planet has been explored, but what is is already large enough to justify trips taking up to two years at a good pace. Like the one you'll undertake. There will be temperate forests, arid canyons, lush jungles, sandy deserts, endless stretches of ice, and so on. To give you a more precise idea, here is an early version of the map of the known world, with color telling the basic temperature areas, unmodified by things such as mountains, proximity to the oceans, etc. I'll probably add an inner sea or two.

3) I will probably not play a specific character, and will do my best to avoid doing so. I'll focus on situations more than a specific GMPC. I figure the caravan leader is an old man, and that the caravan should count dozens of NPCs, if only to allow one of these NPCs to suddenly come to life as a PC late to the party. But, if for some reason I fancy getting a character involved in some sexual activity, that character will indeed be female.

4) It will go to Nonconsensual human, freeform. Human, because there won't be furries or monstergirls or really strange things involved, but somewhat humanlike species. Nothing much beyond orcish. At least for the things you can sleep with. And I don't mean "technically" can. There are horses!. Hrm, anyway. Nonconsensual because things like legal punishment, slavery and the likes can very well come into play here and there. And freeform because, well, no system.

5) It's hard to define when the caravan started properly. It takes bits of other caravans here, sheds a few wagons here, change leader occasioanlly. However, since the current caravan leader has been in charge, it's always been about commerce. Anything more ancient than that will probably be unknown unless someone asks him directly.


To no one in particular now
I hate to be stiff in giving directions, but I'd like to put a halt on fight-centric characters. We already have two to three PCs that either guard others, or themselves. If you aren't really sure what else could be of use, by all means, ask with a few hints of what you want to play, and I'll be all too happy to express myself on the matter. Because I'm such a diva.
The Long Road: a Traveling adventure.
A Human / NC freeform roleplay following the path of a caravan.
Packing up for departure!

TheHangedOne

I do see it at a development point; it's something for him to work on (and his father is probably hoping that the journey will be enough of a shock to make him get rid of those traits).

As far as your ideas on Vulc, I totally agree with them; that is the feeling I had been going for as well. Maybe I'll remove the polyglot thing, but it stands to reason that an active merchant would know more than one language; all the better for negotiating with foreign markets, you know?

Being great at mercantile just seems like a natural thing; being mathematically inclined, which I did not include, as well. He comes from a merchant family, and is looking to continue the family business, when his father retires. Note, though, he's not a particularly good haggler; I make no mention of that in his skills. That's because he's too uncertain (the shy and nervous part) to try it; though once he finds his back bone, he'll probably give it a whirl.

So when it comes to being a merchant, he's got some serious strengths, and a big weakness. I feel like it balances out in the end. I could short him on the fighting aspect, though, if you think that would make him more acceptable, skill-wise.

No particular NPCs in mind, I will just suggest that the caravan master (which I imagine would be an NPC) is either a friend or associate of my character's father, and that my character has been accepted precisely because of some form of a deal between his father and the caravan master; an old debt, or just a friend doing another friend a solid. I'll let you figure out which works best.

A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

Chloris

Well, I feel one precise point would probably help sort a few things out regarding dear Erik here, and his father. Namely, what type of business does Erik's father holds? And I don't simply mean what are the wares he sells, but also, if it's independant or affiliated to a guild, and if he has a store or not. That kind of things might justify some language barriers here and there, though some basics should probably be learned (on the road, why not?)

The way I see it, your character seems like a hard worker, someone with some pretty good theorical basics, but hardly any practice, which is precisely why dad called in a favor to give him a little world tour. Thus prompting interesting happenings, when a language he believes he masters is turned into complete gibberish through outlandish accents and mercantile slang.

So don't worry, it's not a matter of limiting skills here and there. I only want the best for your character and the whole group, and to make it all clear ;)

Oh, one thing I thought could be that you've been given some transport methods (a small horse or ox-drawn cart) filled with some seemingly absurd wares, and you'd be asked to return home with a set amount of money. Just to validate how useful the trip would be in the end. Works for you?

And while we're at it, if you want more freedom regarding the relationship between your father and the one that justifies your freeboating on that caravan, your liaison can also be a PC or NPC merchant, not necessarily the caravan master. Hell, it can even be a dead NPC whose favored got transfered over to the caravan master.
The Long Road: a Traveling adventure.
A Human / NC freeform roleplay following the path of a caravan.
Packing up for departure!

Dashenka

I think I have a bit of an idea. Thinking up some details as I'm writing this so don't be too harsh on me (it's been a long day at work and I'm pretty knackered).

Is it alright if I play one (or two) girls that have ran away from their village/tribe/caravan? They could have been whores or slaves or something. With some basic survival skills they managed to survive until the caravan picks them up for whatever role the caravan wants. This could be right at the start of the game?

Or maybe they are sold to the caravan in return of something else?
Out here in the fields, I fight for my meals and I get my back into my living.

I don't need to fight to prove I'm right and I don't need to be forgiven.

TheHangedOne

That is a good question. Affiliated with the Mercantile And Money-changer's Guild in Vulc; which is really just a catch-all. Merchants of all sorts work there, though independent ones do spring up from time to time. You don't have to be a member of the guild, it just comes with benefits.

I am thinking, as far as wares go, the family business is in clay products; urns, pottery, plates, jugs, so on, so forth.  His family buys the products from the artisans, turns around and sells them for a profit. Everybody involved wins!

Having a small cart (probably big enough for his own single horse to pull along) full of said things would probably be a good idea. Plus, he'll also have a pouch of money with him; his family is one of the more successful ones.

QuoteThe way I see it, your character seems like a hard worker, someone with some pretty good theorical basics, but hardly any practice, which is precisely why dad called in a favor to give him a little world tour.
Yes! Precisely this. And I am all for the occasional slip up leading to good-drama.  ;)
A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

Dashenka

More ideas! How my knackered brain is producing them is beyond me and I will be off to bed after this post but...

if the whole refugee whore idea I presented earlier isn't going down too well, I got some back up plans.


It does require a bit of shapeshifting though (I know it's a long shot). Like a normal girl, perhaps trading something, but she would be able to shapeshift or morph or whatever rocks your boat into an animal. Haven't decided which one yet.


or..

My character would basically be a cook of some sort. Cooking for the caravan and trading supplies like spices and herbs and discovering new things along the way. Have to think of somethings to make it exciting to play her though.

So let me know, I'll read up tomorrow.
Out here in the fields, I fight for my meals and I get my back into my living.

I don't need to fight to prove I'm right and I don't need to be forgiven.

Elijia

#16
Name: Tailin West
Age: 33
Species/Race: Westernesse. Sub-Branch of Human. I may well be rebuked, but it's worth a shot. But I think that Tailin is a Man of the West, a    place of flaxen-haired folk with a penchant for illusion, deceit and betrayal. Naturally predisposed to sleight of hand and intrigue, rumor has it that their republic was wrested from the hands of an ancient empire through blackmail, making it the only modern republic that was built entirely without bloodshed. (I'm totally fine with changing this)
Gender: Male
Sexual preferences: Heretosexual
Appearance: A golden haired giant and the perfect picture of general amiability. He has thin, almost avian, features highlighted by a prominently crooked nose and thick lips that are curled, almost permanently, into a lopsided grin. Covered, head to toe, by an intricate web of swirling, light blue, tattoos of non-descript origin that serve, regularly, as the source of some tall tale, epic ballad, or dirty limerick. Bizarrely, the same tattoo never seems to tell the same story twice.
Personality: Tailin has always prided himself on his ability to draw a smile from even the most dour of companions. His passion for story-weaving is matched only by his proclivity for ale and compulsion for wagers. Perhaps bizarrely, for someone who insists that they were born with a Pactisanic tie to the goddess of luck herself, Tailin would seem to be completely penniless. Also, for all of his general amiability, his stories never seem to involve the same group of companions twice and no patrician, drunk, or whore along any of the worlds major trading routes can ever recall him telling a tale of his family or homeland.
Country of origin: Republic of Horn.
Skills: Tailin insists that he be referred to as a bard, though his actual role with the Caravan is somewhat more complex than that. As a minor celebrity along the trade roads he has carefully groomed a series of connections with prominent traders that he offered to extend to the caravan leaders in exchange for a percentage of the profits. He is an expert musician, orator and tumbler who has spent 25 years travelling the long and dangerous trade roads plying his trade and it would be reasonable to expect that such a man might just have a trick or two up his sleeve.
Character goal: Tailin has always kept his purpose for travelling with the various caravan's close to his chest. It is, however, reasonable to suggest that the only true life for a bard is a life on the road, and the caravan offers a safe and profitable way to pursue it.


Background: Did you know that Joss Whedon's inspiration for writing Firefly was nine people looking into the blackness of space and seeing nine completely different things? It's sort of like that, but not with space...I'm rambling. Basically, I just really enjoy writing and storytelling and working on a larger collaborative story with a host (I'm calling Chloris a host) who seems to have a strong vision is a great way to work out some of the kinks of my story and explore the different ways that individuals can look at a larger story.
What you are looking for: Oh, jeez. Thoughtful characters with an eye for strong plot development and a passing interest in exploring the way that different people view, collaborate on, and eventually reach conclusions on complex problems. But I'll settle for a few warm bodies who can hit a keyboard in an amusing way.

(I'm currently looking for an image for my character, I'll find one too. It'll be awesome, lots of great detail and it will miraculously match my current description. Unfortunately, I have to go to work so the search must be delayed. I hope you'll all forgive the absence and abstain from any particular negative judgement of me for a few hours. )
Plot Thought: https://elliquiy.com/forums/index.php?topic=227654.msg11174429#msg11174429

O/O: https://elliquiy.com/forums/index.php?topic=241722.0

How boring is that signature? Here is a fun word: Architecture. Try it, it feels great.

Coyote

Hello! You might remember me, I expressed interest in joining the non adult version of this, happy it is back up in this form!

Name: Jahaari Mund
Age: 30
Species/Race: Human
Gender: Male
Sexual preferences: Bisexuality, Dominant

Appearance: Tall and fairly muscular, with dark skin. He keeps a thin mustache as well as a thin and pointed beard on his chin. He has a long thin face, which emphasize his large dark sad look eyes. He is always  wearing a red sash covered with various markings across whatever he is wearing, a part of his religious order. His thin mouth usually displays a gentle smile and he often wears a round red cap on top of his curly black hair.

Personality: Quiet and reserved, but not in a cold way. The feeling that Jahari exudes is warmness with a twinge of sadness. His quiet and gentles manner come from the genuine respect and interest he has in others. He would rather learn about people and hear what they have t say then speak himself. That being said, he has firm moral and spiritual principles he will not compromise on. Although he will try everything possible to avoid a conflict he believes it is his duty to step up for good and defend others and cannot help but to get involved in those circumstances. He is always seeking new knowledge and new friends, to teach others and to learn from them.

Country of origin: Janos (I’m thinking something that has a Persian/Indian feel? Does that sound fine?)

Skills: A skilled doctor, Jahari has a firm grip on the basics of surgical operation and the medicinal properties of herbs and substances. Jahari can turn his medicinal knowledge to harmful purposes but he has renounced those skills, preferring now to help instead of harm. He also knows the basics of ritualistic practice, which he learned as part of his religious training, although his practical knowledge is quite slim and he has only achieved minor results as of yet. He has a sharp mind for understanding theoretical matters.

Profession: Doctor and Apothecary. He takes care of medical problems that are brought before him, and can serve as an adviser in medical related issues to the caravan.. He also collects materials to create medicines and concoctions built of a range of herbal and chemical ingredients. He has a business selling these and he may create specific things by special order.

Character goal:
A journey to help others as much as he can and atone for his past mistakes. Jahari is on a spiritual quest which every member of his religion undertakes, to see the world’s troubles and to understand as much as he can.

Background: Jahari was born the eldest son of a royal physician, the physician to the Sultan himself, and could reasonably have been expected to take over that position himself one day. He studied hard under his father’s tutelage and was given every advantage of a boy of high status. When Jahari was 18 his father was forced into a complicated moral choice which cost his family the royal favor. He was scheduled to be put to death, and his family exiled, but before his death he managed to broker a deal to have Jahari stay and work in the palace, but in a much different capacity. Jahari was transferred to a secretive organization, a group of royal assassins and poisoners, and participated in the assassinations of political opponents of the Sultan. Jahari was trapped in what he believed was an impossible situation, he knew too much and even if what he as doing was wrong he would be killed if he did not comply. Many times he thought about taking his own life but found himself too cowardly to go through with it. Ironically by killing, he was learning how precious every life could be. Eventually the family of one of the people he had killed found out that Jahari was the chief poison makers and organizer of the assassination. They struck at him and nearly killed him, leaving him for dead in a gutter. But luck, or fate, intervened, for a monk had witnessed the whole thing and took him in. Hiding from his enemies, who though he was dead, Jahari slowly attempted to build himself a new life at the monastery. The near death experience brought about a spiritual renewal in him, as the monks helped him to truly understand that there was hope for him to change and become a better person. He resumed his medical practice and study, focusing on helping the poor.  It took eight years of serious spiritual training, which at first he fought every step of the way, to truly rid him of his past, to understand himself and the good he could do. Now, he has entered the next stage of his education, traveling the world and trying to do good where he can, trying to keep the darkness buried deep inside of him.

What you are looking for: Hmm what are your thoughts on what I have so far? I'm not sure how much of the setting you planned out so i kept specifics of the country and religion quite vague for now. As for what I am looking for, I am looking for exploration of the world and being thrown into unexpected and different situations. I’m looking to help build the setting with you and the other players. I would like good character interactions and to form interesting relationships between the characters, and I would like to have my characters ideals and beliefs tested at various occasions.
"Power resides where men believe it resides. No more and no less. A shadow on the wall. Yet shadows can kill. And ofttimes a very small man can cast a very large shadow"

-Lord Varys, The Spider

Malrunar

I really liked your suggestion, Chloris.  ;D Adding the occasional assassin-elf into the mix would be a nice bit of flare, and should keep things relatively interesting. I think I'm going to be adopting this.


MzHyde

I think the Valkyr would be just a more Amazon-like race. All female, some of them are born shemale. They don't distrust men or anything like that, but are generally wary of strangers unless one proves their usefulness. Their society is kind of like the military, very organized and disciplined. They tend to be athletic and fighters, but not all of them. There are still obviously some females that aren't born for fighting and take up other, more menial jobs. Leadership and powerful positions are determined by raw strength and skill, though. The Valkyr are known for being proficient sailors, thanks to their island home. The Valkyr that leave home to travel more often than not do mercenary work to make ends meet, so they've gained a reputation for being reliable sellswords.

Briar Bloodthorn The Valkyr
Name: Briar Bloodthorn
Age: 28
Species/Race: Valkyr
Gender: Shemale
Sexual Preference: Lesbian
Country of Origin: The Island Nation of Valkyria
Profession: Mercenary

Personality: Brash and hot-headed with a thirst for battle (and women), Briar is the type of person that simply acts on their desires first and thinks about consequences second. While such quick acting and bravery often results in saved lives and won battles, it can also lead to trouble. She's no good at handling delicate situations, her personality too blunt and brash for any kind of diplomacy. Her passions are adventure, fighting, and sex - in whichever order pleases her that day.

Skills: As a Valkyr of some experience and status, Briar is an excellent melee fighter. She is trained in traditional Valkyri Grappling, and knows how to wield most martial weapons with skill and efficiancy. She is most comfortable with a sword or mace and a shield. Her body is honed to perfection and it shows in the way her muscles stand taut against her tanned, smooth skin. She is exceptionally strong and tough. All Valkyr are taught how to survive on their own and Briar is no exception. She knows how to build crude shelters, how to use the stars to find direction, tracking, how to identify edible plants, how to hunt, and live off the land. Thanks to her nation's island home she is also a competent sailor and can stand in for any role on a boat.

Character Goal: Briar's goal is the same as many Valkyr; glory, riches, and honor. She wants to be renowned throughout the world and she wants her name to be etched into history. The caravan seemed like a good stepping stone. It promised adventure and the pay was good. Plus, there were a lot of lovely women..

Background: Briar's upbringing was typical of most Valkyr. While not famous or high-ranking, her parents were both well respected warriors, which gave her a bit of an edge in life. Like all Valkyr, she was pressed into military service at the age of twelve for a mandatory eight year service. She excelled in most fields and made her parents proud. Briar proved to be an excellent combatant and even a charismatic leader (though prone to rash decisions that sometimes led her squad to failure in mock battles). Instead of staying on, however, she sought something more exciting. So, Briar joined the Valkyr's armada of fishing vessels and took up the open sea for a few years. Eventually she bored with this as well and found it was time to head elsewhere for excitement. Leaving her homeland behind, Briar ventured to the continents to travel and take up mercenary work while searching for fame and fortune. She has now been working as a merc for some time and has a reputation for being reliable and skilled in battle. Just don't let her near your daughter.

Chloris

What an amount of creativity and enthusiasm. It is truly heartwarming, and promises great things for that game! So first and foremost, thank you for putting your effort and inspiration into all this!

Now, one by one, once again. Dashenka: I like the idea of one, or a couple of slave girls joining in. However, they'll have to pay their ride or prove their usefulness to the caravan if they don't want to be marked as a liability to leave behind. The way I see it, three main solutions shine through. Either they're not free at all, and property of one of the caravaneers -even though some country the caravan's passing through frown severely on slavery-, or, in their escape, they managed to steal some goods they intend to sell along the road here and there, thus improvising themselves merchants (I have no idea hy I'm constantly assuming two characters while it's only a possibility by the way) or, they could manage to have a sufficient number of caravan members vouch for them, in exchange of personal services. I leave the interpretation of "personal services" to you.

Not fond of shapeshifting. I think amongst all kinds of shapeshifting, what you proposed would be the most acceptable one, but it's still a stretch so, yeah. You can't be Erik's horse, sorry :v

As for the cook idea, that's certainly an acceptable role. Especially mixed in with a bit of a survivalist or a hunter (though Ai'nkh/Lau'ra would probably fit that role as well) in there. Another good point that could be thrown in could be to have her work as an appraiser of sorts for foodstuffs. Knowing how much is a fair price for this spice, or that berry, etc. And of course, the slavery idea and this idea aren't entirely incompatible.

TheHangedMan, I hereby declare your father is a hairy potter.

Hilarious (it was!) joke aside, I can see Vulc's guild not only as an association for commerce in the country, but also as a bank. Meaning you could have only a little bit of change, but also some credit letters for some faraway banks.
As for the contents of the cart, pots and plates certainly seem like they could be part of it, yes. But, I intend to throw some other stuff inside... A few surprises and confusing things. Does that work for you?

Elijia, Regarding your character's race, I like the westernese. Of course, contrary to what their name could indicate, they don't span the entire western continent, but you hail from there. Instinctively, I'm leaning towards the north of the western continent. Sunny, somewhat tropical. Dark skin, but light blonde hair. And yes, the idea of separatists from the empire that managed to settle nicely without a war sound nice to me!

However, there is something that bothers me a bit after that. If he's been on the road since eight, for a long enough time to have been left and right, all around, twelve times... First, he'll be completely disconnected with his country of origin, which may be interesting. Secondly, he'll know it all already, thus dulling the sense of discovery, which is, I feel, key to this game. Something that isn't quite as interesting. Now, of course, he'll have to have traveled, if only because he comes from the other end of the known world. Considering his knowledge of many tales, and quite possibly several languages, how about he navigated the outer seas with various crews for a more reasonable ten or twelve years? Knows several languages decently alongt he Eastern continent, plus his home language, and even some songs in tongues he doesn't know at all.

And I trust your character picture will be perfect. Completely. If only because divine thunder shall befall upon you if it doesn't fits. That's the rules!

Coyote: Of course I remember you. Glad you see you're joining us here. Especially with such a character.
A persian/indian country was already being considered, so it's perfect to have someone hail from there. I see it as the northern edge of the western continent, basically. Of course though, returning there might be... Problematic, considering your character is officially dead, a traitor and a deserter.
Regarding his skills, I'm figuring if you want to throw in some basic ritualistic knownledge, the simplest way to do it would be alchemy. Which is basically ritualism meets chemestry. Of course, most of your practice would actually be mundane.

So, yeah, over and all, a doctor/traveling apothecary that finances himself, with a sinister assassination background works nicely to me!

Yggdrasil Glad you like it! There'll be plenty of tension at times, don't worry. If t hat's any reassurance, elves don't have a super-elf-vision that'll allow them to spot who you are, as long as you keep a few hints hidden.

MzHyde, that works nicely for me. I figure the Valkyrs would be one of the few daring to regularly sail on the inner seas, and even then, not everywhere. I feel obliged to ramp up the inner seas' dangers, because if it isn't completely unreasonable to sail there, naval commerce becomes much more logical, and caravans can't have the importance I intend them to have in this game.

However, regarding your background. If I may throw a couple of suggestions your way. Considering your character's thrillseeking, adventuring demeanor, and the Valkyr's militaristic society, it could be interesting to have your character act as a caravan guard not merely out of taste, but also because of perhaps some legal problem, a great shame that befell onto her, a boon she was denied, something like that?
The Long Road: a Traveling adventure.
A Human / NC freeform roleplay following the path of a caravan.
Packing up for departure!

TheHangedOne

#21
Hahaha. That was a good joke.  Having letters of credit makes sense, yes; that would work similar to  real-world bearer bonds, right?
Sure, some odds and ends works.

Edit: And yes, the Guild is also the banking system. My idea is that in the countries history, there used to be two guilds, but they eventually merged; partly because it made it easier for everyone in both guilds to get more favorable deals, and for some additional political clout.

I'm also thinking Erik will have a signet ring or emblem of some sort to mark him as being a guild member.  Which, given the fact that Vulc loves to trade with everybody, many countries would recognize it (and of course, thieves and the like might recognize it, too, and think he's a great target).

A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

TheHangedOne

Name: Erik Carter
Age: 19
Species/Race: Human
Gender: Male
Sexual preferences: Heterosexual. Preference towards light bondage, and D/s elements (being the 's' in this case).
Personality: A bit nervous and shy, he is generally a good kid who behaves himself, and acts in a mature fashion.  Takes a more logic-fueled approach to most situations, rather than emotionally fueled.
Country of origin: Vulc (a small nation renowned for its philosophers, scholars, other intellectuals, merchants, and doctors. pronounced with a hard c sound; Vulk)
Skills: Good cook, great mercantile knowledge, polyglot, horse-riding, spear-fighting, first-aid knowledge
Profession: Merchant. His place on the crew, however, is more-so one of learning, rather than doing. However, he does help around with various tasks.
Character goal: Primarily, his reason for joining the caravan is to get practical, hands on experience with the work. However, he is also hoping to studying foreign markets, and get a better sense of the economy of other countries, and maybe even have a wild adventure or two along the way.
Background: Erik was born to Jelanda and Ivan Carter; like most in the merchant caste of Vulc, both of his parents are business owners.

His mother oversees grain plantations, and trades in dried grain good, while his father has associations with the clay artisans, buying their finished products, and selling them for a profit both locally and in foreign markets.

Erik's youth was spent being schooled by a professional tutor, who taught him the fundamentals of reading and writing (in a few languages), mathematics, the history of their country, the history of the guilds, and, later on, the fine art of mercantilism.

He also liked to pester the cooks with questions, and watch them. Consequently, he knows a bit about working in the kitchen.

His teen years were spent with more active hobbies, which included horse-riding (by and far, the most common mode of fast transportation in their land-locked country), and spear-fighting; this last bit was seen as something of an eccentricity, since the Merchant caste typically employed other people to protect themselves.

While his training occurred with a member of the Warrior caste, he also picked up some basic knowledge about treating injuries from his instructor.
What you are looking for: Action! Adventure! A big bit of comedy and a small bit of tragedy.
A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

TheHangedOne

And ehre's what I got for ideas of Vulc. Feel free to make use of this as you wish, Chloris.

About Vulc

Vulc is a parliamentary monarchy; there is a king, however, said king at all times has a council of 12; a 2/3rd's majority council vote can overturn the king's ruling.  Most council members have guild affiliations and backings, which are openly displayed.

The Caste System
Vulc has, as far back as their recorded history goes, used a Caste system to divide people. It is exceedingly rare for someone to marry outside their Caste, or to take on a new Caste. The Caste are:
Philosophers
Diplomats/Politicians
Merchants
Doctors
Craftsmen
Warrior
Farmer
Probational Worker (indentured servants)

While Vulc used to slave trade, it abolished the act about 60 years ago; the slaves in the country at the time were freed and slowly incorporated into other Castes.

Originally, high crimes (rape, murder, pilferage, etc) would result in someone being enslaved; now they are put into the Probational Worker Caste for their crimes. Probational Workers are second class citizens; they have limited rights, but they're not full on enslaved any more.

Culture
Vulc has always valued patience, intellect, honesty, and diligence,  as well as creativity. Philosophy is an important aspect of their culture as well, and their are several common schools of philosophy (based on the Greek ones of Cynicism, Stoicism, and Epicureanism).

(some of the) Known Guilds
Mercantile And Money-changer's Guild (Merchant caste)
The Swords and Shields (Warrior Caste)
Guild of Nature's Bounty (Farmer Caste)
Clinician's Association (Doctor Caste)
The Gathering of Crafters (Craftsman Caste)
The Free-thinkers (Philosopher Caste)
The League of Gentlemen (Diplomat/Politician Caste)

Fashion
Every year, there is a new fashion trend in Vulc, typically keeping some elements of the previous years fashion.  In this year, the most popular color is red, and the favored accessory is a half-mask. The half-mask is a carry-over from last year's fashion, although the Craftsmen, whom are the ones who typically set the fashion, are already talking about getting rid of them for next year.
A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

Dashenka

Another question.... What's the tech level going to be? No tech at all? Steampunk-ish? Modern world?
Out here in the fields, I fight for my meals and I get my back into my living.

I don't need to fight to prove I'm right and I don't need to be forgiven.