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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.

1,430 readers have visited Talmora: Kingdom of Magic since Fishbucket created it.

Introduction

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Talmora, a Kingdom of magic and majesty

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. But through a life of hardship and struggle, he created a kingdom to serve as a safe haven for himself, and all those like him who had nowhere to call home.

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Of Politics and Peerage
Within the King's court, a number of aspirants have risen over the years. Each designated by him to fulfill a role given by the king, the peerage around his majesty consists of individuals of singular skill and talent. But even they will face a great challenge in the days to come.

Working quietly amongst the denizens of Talmora, the shadowbrokers tend to matter's best kept from the king's hands, lest they are dirtied by the filth that these patriots must oft deal with. Spy's and assassins, they fight a secret war for Talmora to aid the King with his dream of a safe home.

Ever at his side, The King's Hand organizes and arranges the matter's of state so that the King need only concern himself with those problems to big to be handled by lesser men. Loyal to a fault, The hand can be trusted with his majesty's Wish.

They say that behind the greatest men lies a woman who makes all his efforts worthwhile. Perhaps such is the case with the queen, to whom falls to the task of safeguarding the King's heart and soul. There are a great many evils that those who seek to rule must commit to ensure the safety of their own people, and when such burdens weigh heavily on the mind, only the one who can be trusted with all the power of a crown can aspire to such a station.

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Rivals and Ruin
The rise of Talmora has led to troubles amidst it's neighbors. To the north, south, and west, troubles grow and threaten the safety and peace of the Kingdom. If aught is not done soon, then Talmora may soon fall ere long before it can truly achieve it's potential.

To the south, orcs gather in great numbers, a singular warchief among them. At present, a tenous peace exists between this warchief and Talmora, though like any bond with such bestial creatures, it may snap at a moments notice.

Across the sea, the consortium of merchants, mercenaries, and scholars that dwell in the deserts watch Talmora with eager interest, their eyes sighted upon the riches that a newborn, fledgling kingdom can provide.

To the north, dwarf clans provide no welcome for the people of Talmora, whose settlement sits far too close to them for either sides liking. Westward, men of strait seek ever to remain unchanged, in a world that threatens great upheaval, and further still lie a kingdom of elves, as Enigmatic as they are arrogant.

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Before you stands a monumental task, the forging of a kingdom, the establishment of a legacy. The rise and fall of this nation rests upon the shoulders of those who have taken the mantle of leadership upon themselves. Will you buckle 'neath the pressure of such a burden, or will your hand be the one that spares this Kingdom of destruction?

Your time has come, and the game has begun.

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.

Browse All » 6 Settings to roleplay in

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

A peninsula hanging in between the bitter north and the habitable equator of the world, Alva Sorria holds an abundant supply of resources for those few peoples willing to live in this relatively untamed land.

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

Market Street

Market Street by Fishbucket

The first thing one sees when entering haven is the bustling Market Street. Here you will find a multitude of shops and shoppers from various parts of the kingdom meandering amid the stalls of merchants and tents of charlatans.

Niatiri

Niatiri by Fishbucket

Niatiri is surprisingly virile considering it sits at the very edge of the habitable zone for it's star. It is the surest representation of that old adage: Life will find a way.

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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Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.

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Welcome home, Promethean. Here, you can manage your universe.

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Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

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You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 6 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

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While not required, locations can be organized onto a map. More information soon!

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

A peninsula hanging in between the bitter north and the habitable equator of the world, Alva Sorria holds an abundant supply of resources for those few peoples willing to live in this relatively untamed land.

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

Market Street

Market Street by Fishbucket

The first thing one sees when entering haven is the bustling Market Street. Here you will find a multitude of shops and shoppers from various parts of the kingdom meandering amid the stalls of merchants and tents of charlatans.

Niatiri

Niatiri by Fishbucket

Niatiri is surprisingly virile considering it sits at the very edge of the habitable zone for it's star. It is the surest representation of that old adage: Life will find a way.

Add Group » 0 Factions to align with

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Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


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.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

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Locations where Mobs and Items might appear.

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The Forge

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 Market

Buy, sell, and even craft your own items in this universe.

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Character Portrait: King Tandril Xerces Talmora

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Character Portrait: King Tandril Xerces Talmora
King Tandril Xerces Talmora

"I have a full and thorough understanding of pain, suffering, and despair. From the studies of those subjects I came to the conclusion that life is harsh and cruel, and so there is no need for me to be such. I shall instead counterbalance it."

Trending

Character Portrait: King Tandril Xerces Talmora
King Tandril Xerces Talmora

"I have a full and thorough understanding of pain, suffering, and despair. From the studies of those subjects I came to the conclusion that life is harsh and cruel, and so there is no need for me to be such. I shall instead counterbalance it."

Most Followed

Character Portrait: King Tandril Xerces Talmora
King Tandril Xerces Talmora

"I have a full and thorough understanding of pain, suffering, and despair. From the studies of those subjects I came to the conclusion that life is harsh and cruel, and so there is no need for me to be such. I shall instead counterbalance it."


View All » Places

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

A peninsula hanging in between the bitter north and the habitable equator of the world, Alva Sorria holds an abundant supply of resources for those few peoples willing to live in this relatively untamed land.

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

Market Street

Market Street by Fishbucket

The first thing one sees when entering haven is the bustling Market Street. Here you will find a multitude of shops and shoppers from various parts of the kingdom meandering amid the stalls of merchants and tents of charlatans.

Niatiri

Niatiri by Fishbucket

Niatiri is surprisingly virile considering it sits at the very edge of the habitable zone for it's star. It is the surest representation of that old adage: Life will find a way.

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.

Niatiri

Niatiri is surprisingly virile considering it sits at the very edge of the habitable zone for it's star. It is the surest representation of that old adage: Life will find a way.

Market Street

The first thing one sees when entering haven is the bustling Market Street. Here you will find a multitude of shops and shoppers from various parts of the kingdom meandering amid the stalls of merchants and tents of charlatans.

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

A peninsula hanging in between the bitter north and the habitable equator of the world, Alva Sorria holds an abundant supply of resources for those few peoples willing to live in this relatively untamed land.

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