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Talmora: Kingdom of Magic

Talmora: Kingdom of Magic

20.25 INK

War, Death, Despair. Of these, nothing good can be born. This was the belief held by all until the founding of Talmora. A single man, made a monster for war, made a choice to grow from the suffering, and spare all others from it.

268 readers have visited Talmora: Kingdom of Magic since Fishbucket created it.

Introduction

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Talmora, a Kingdom of magic and majesty, a place where all the dreams and hopes a child might have can be realized.
A prosperous nation with a powerful ruler, and a stalwart sense of justice, community, and nobility. Talmora stands as a representation of an Ideal held by King Tandril Xerces Talmora, who founded the kingdom long, long ago. In many ways, the kingdom's philosophy and culture simply would not be possible if not for the King himself.

Tandril was born a monster, created by a mad wizard who sought to create the ultimate weapon that he planned to mass-produce and use to conquer the world. To this end, The wizard created a twisted breeding program that churned out an endless supply of monsters, until he was stopped by a dedicated team of adventurers, who would later go on to be heroes.

These self-same heroes did not care that they had slaughtered the young monstrosities the Wizard had produced, whose only crimes were having been born against their will. But in spite of their actions, Tandril survived. Born of the union between an Elf and a Dragon, Tandril was kept safe by his mother, who saw the scaley, wretched creature in the way that only a mother could. Her demise, brought at the hands of the would-be heroes, left Tandril alone.

His early life was spent embattled and in conflict, and though it is recorded and kept by the Archivist, the entire story is seldom known by the citizens of Talmora. What is known is that Tandril himself, after long journeys and great conflicts, used the power he had gained from his experiences to forge a castle out of a mountain which he meant to serve as a safe haven for all those who had no such thing in their lives. Over time, the refugees became his subjects, and the Haven his kingdom. With he alone residing as King, Tandril has spent a great deal of time refining and tweaking the governance and maintenance of his Kingdom, so as to ensure its safety and prosperity.

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In the current era of Talmora's Reign, Peace and Prosperity are quite sufficiently abundant in the Kingdom. Most of the common citizens have little to complain about, and most of the nobility find nothing at all to fault for their lives. The Kingdom has well established trade ties with it's neighbors, and the King's military forces are functionally invincible. The future is secure in Talmora, leaving most of the people who live their lives in it's borders free to pursue their dreams, their goals, and their ambitions.

Toggle Rules

This is a non-story-oriented Roleplay Setting. Players are encouraged to create characters and socialize together in the environments provided.

If you've ever wanted to play a character in nobility, navigating through the dangerous waters of social hierarchy, this is your chance.

There are Ten Roles currently Open to anyone wishing to be directly involved in the governance of the kingdom need only apply, marking in their character application the role you are seeking to claim.

The Court
The Court of Talmora consists of a supporting cast of individuals whose purpose is to aid the king in the governance of his kingdom through the use of intelligent and logical reasoning. The King maintains final say in all matters, but it is the courts purpose to determine the hierarchy of those matters. To this end, the court is split into two groups: The Generals and The Masters.

The Masters
Each of the masters is established as the highest controller of a broad field of disciplines. They have beneath them a number of Adepts, Journeymen, and Apprentices, all organized for the purposes of handling the many concerns of running a kingdom. Each individual is a link in the chains that uphold the land, and the people who live on it. Most every job, shop, and artisan in Talmora falls under the jurisdiction of one of the masters, and all of them must earn at least Journeyman Rank within their respective field in order to market their services.

Master of Nature
The Master of Nature is responsible for all areas in which the natural world is concerned, including but not limited to Agriculture, Hunting, Alchemy, Medicine, Landscaping, etc. Because of this, the individual who claims the title of Master of nature must be well versed in all of these sectors. One of the exceptions to the rules of the Journeyman, In the field of Agriculture, any citizen of Talmora may volunteer to work the fields owned by the crown. Those who do so may earn coin in compensation for the work that they do. In this way, Talmora offers a means for any and all its citizens to earn a livelihood without resorting to crime or violence.

Master of Fire
Responsible for all work that involves crafting, metalworking, construction, etc. There is nothing built or constructed in Talmora that does not receive the approval of the Master of Fire. All tools, forges, tailors, carpenters, even shipwrights are held to a high standard, and it is the Master of Fire and his acolytes that enforce that standard. Industry in Talmora is carefully regulated to prevent both loss of life and loss of quality to the citizens that live in Talmora. One such regulation is how all craftsmen are required to apprentice under a Journeyman to learn their trade. The Journeyman, upon completing the Apprentices training, will facilitate their testing for Adept Status. Adepts must present proof of mastery of their craft, by providing a piece of their work, to the Master of Fire for Approval. Once Approved, they earn their Journeyman Status.

Master of Earth
The Master's often work together, their jurisdiction overlapping. Perhaps more apparent than anywhere is in the Master of Earth, whose tasks include building homes, establishing defenses, mining ores, collecting herbs and materials, and surveying land. The Master of Earth is, more than anything, a logistical provider for all other fields, ensuring that the master of fire has the means to build, that the master of nature is equipped to treat sickness, and so on. Because of this, the Master of Earth holds dominion over a great deal of freight delivery, commanding a small army of wagons, carts, and ships for delivering men and material.

Master of Heaven
Teacher, Scholar, Communicator, the Master of Heaven is responsible for ensuring that the people of Talmora have clear skies to fill with their hopes and dreams. The Master of Heaven holds responsibility for education and communication, as well as regulation of magic in the kingdom.
The education system of Talmora is built around a three-part concept. First, it ensures that young children between the ages of 1 to 12 are taught basic math, writing, and social skills, as well as a general understanding of the history of Talmora, taught via fun and educational songs and reenactments. Then, from the ages of 13 to 18, the young adults of Talmora are taught how to research and educate themselves, how to study and find the answers to their own questions. This is intended to empower the citizens of Talmora to be able to learn more about themselves and what they want so that they can put themselves in a position where they can live peaceful and prosperous lives. The Final stage of Talmoran Education involves apprenticeship with a Journeymen from a particular master. Various Journeymen specialize in particular areas of the field, so most citizens have ample options to choose from.

Master of Hell
There is no crime that cannot be reasoned, no criminal that cannot be redeemed. The Master of Hell, then, serves an all too important purpose. They are responsible for the incarceration of criminals, as well as their redemption. Their task is to ensure that the criminals, the deranged, and the insane are removed from public society so as to protect those who would be their victims and also help them come to terms with their crimes so that they might yet return to better society. There will always, however, be some who simply cannot be redeemed. Those whose actions are truly heinous, who refuse to repent for their sins, who insist on their own self-righteousness and importance. These individuals are relegated to the Pit, where they spend the entirety of their lives toiling amidst filth and death until they succumb to death themselves. Some may see the Pit and think it horrific and evil, but in Talmora the citizens are reminded that only the truly evil will ever find their way there, those who have been given many chances, and always return to their sins.

Shadow Brokers
There are three shadowbrokers in Talmora. They are responsible for a very... sensitive part of governance. The establishment of a spy and intelligence network, and control of criminal elements. This puts them at odds sometimes with the Master of War, whose job is to control such criminal elements, but cooperation between them is expected by the King. The Shadowbrokers are separated into three distinct groups, Investigators, Outriders, and Underdwellers.

The Investigators
The Investigators function primarily in urban environments and social communities. They are the spies, the Crime Lords, the Master's of the underworld. Their responsibility is to ensure the continued safety and prosperity in Talmora by gathering intel and information on both allied and enemy kingdoms. To facilitate this, the network will often utilize Criminal elements of their target countries, at times even empowering such elements so as to destablize the host kingdoms and cities so that they do not pose a threat to Talmora.

The Outriders
Rangers, Adventurers, and Survivalists. The Outriders have many names, but their purpose is the same: To go where no other has gone, to map out the region, and to explore the unknown. Often employed for the mapping of unknown terrain, as well as for leading Talmora's Armies through hostile Territories, The Outriders most closely work with the Generals in Talmora's Court, though they will also work with the Master's of Earth and Heaven, so as to ensure safe passages remain safe, and that the natural environment is not growing to a threat against Talmora.

The Underdwellers
Monstrous creatures that are seldom seen amongst civilized races, The Underdwellers are the servants to Talmora that go into the dark places where most humanoid races dare not venture. Comprised of a remarkable number of Kobolds, Lizardmen, and Goblins, The underdwellers are servants to The King for the same reason that his Generals are: They see him as a God.

The King's Hand
Whatever the will of the King, The Hand will carry the sword. So goes the Idiom of the Station granted only to those who have proven beyond any shadow of a doubt their loyalty, competence, and intelligence. It is the duty of the Hand to see to it that the King's will is carried out, that all concerns and matters of importance brought to the king are of sufficient relevance to require his precious time and attention.

The Queen
Due to the nature of the King, The position of Queen in Talmora is not nearly as romantic as many young girls think it to be. Rather, the Queen serves more as a diplomat and liaison for the King himself, both to other nations and to the citizens of Talmora itself. The position of Queen is one served for life, and like the Hand, the Queen is expected to be competent, Loyal, and Intelligent, Enough so that she can serve as ruler in the King's Stead, when other matters demand his direct attention.

The Archivist
Essentially a master librarian, the Archivist records and keeps track of all tomes, manuscripts, and other sources of knowledge in the Kingdom, recording, copying, and otherwise safe guarding it against the depredations of time and war. It is The Archivist who is relied upon by almost all other members of the Kingdom's court, and who even the King himself turns to when in dire need, for in Talmora as nowhere else is the old Adage believed: Knowledge is Power.

The Rules for this setting are as follows
1. GM holds final say over all contested outcomes.
2. All characters must have 3 stat scores on their sheet. These stats represent Mind, Body, Spirit. In the event of a direct confrontation between two characters, if neither player is willing to compromise or cooperate towards a resolution both find agreeable, then GM will look over the situation and decide one of these three scores. Whoever has the higher score is the victor in the scenario. In the event that both scores are identical, GM will flip a coin to decide the outcome.
3. All Site rules must be followed.
4. Three month grace period for posts. Any player who does not post within 3 months will have a post written for their character, removing their character from the location so as to allow other characters to continue engaging.
5. Players must allow for other characters to react to and engage with their character/actions.
6. The Setting is fantasy based, so fantasy creatures are allowed, try not to go over the top with it though.
7. The time setting for this campaign is a mixture of Feudal and colonial styles, with magic used to offset some mechanical limitations. As such, clothing and apparel should be appropriate for such an era.

The Story So Far... Write a Post » as written by 1 authors

King Tandril Xerces Talmora vanishes into nothingness, but you get the feeling they are heading somewhere else.

The setting changes from Daragen Swamp to The Kingdom of Talmora

King Tandril Xerces Talmora materializes from the void.

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The Kingdom of Talmora

The Kingdom of Talmora by Fishbucket

A prosperous and peaceful nation, Talmora was founded on the concept of community strength, where the people stand strong because they stand together.

Alva Sorria

Alva Sorria by Fishbucket

Alva Sorria is a sizeable landmass, having several hundred thousand square miles of land to account for, with mountains, forests, rivers, and a desert spread amongst vast plains. It is a largely wild and untamed land, and not fully explored.

Haven

Haven by Fishbucket

"When one enters Haven, the first thing you will notice is how much cleaner it is than other places. This is because those who live in Haven enjoy prosperous, happy lives, and wish to maintain them. Let it stand as proof that a happy citizenry, is cleaner

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Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

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Use your INK to craft new artifacts in Talmora: Kingdom of Magic. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

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The Kingdom of Talmora

The Kingdom of Talmora by Fishbucket

A prosperous and peaceful nation, Talmora was founded on the concept of community strength, where the people stand strong because they stand together.

Alva Sorria

Alva Sorria by Fishbucket

Alva Sorria is a sizeable landmass, having several hundred thousand square miles of land to account for, with mountains, forests, rivers, and a desert spread amongst vast plains. It is a largely wild and untamed land, and not fully explored.

Haven

Haven by Fishbucket

"When one enters Haven, the first thing you will notice is how much cleaner it is than other places. This is because those who live in Haven enjoy prosperous, happy lives, and wish to maintain them. Let it stand as proof that a happy citizenry, is cleaner

The Kingdom of Talmora

A prosperous and peaceful nation, Talmora was founded on the concept of community strength, where the people stand strong because they stand together.

Haven

"When one enters Haven, the first thing you will notice is how much cleaner it is than other places. This is because those who live in Haven enjoy prosperous, happy lives, and wish to maintain them. Let it stand as proof that a happy citizenry, is cleaner

Alva Sorria

Alva Sorria is a sizeable landmass, having several hundred thousand square miles of land to account for, with mountains, forests, rivers, and a desert spread amongst vast plains. It is a largely wild and untamed land, and not fully explored.

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