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The Song of Sheathed Swords and Scarred Souls

The Song of Sheathed Swords and Scarred Souls

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Five years after a multi-generational war, you are a veteran soldier who still has not found steady peacetime employment, and you are one of thousands. It is surprising you're still alive. How will you and your former comrades continue to cope?

1,324 readers have visited The Song of Sheathed Swords and Scarred Souls since DokodemoElisa created it.

Introduction

The “Half Century War” in the disputed lands of Iria has been over for five years, and this is generally considered to be a momentous and extremely good thing. No war in the history of man had ever been so bloody and destructive, and the war only ended when all three warring parties finally came to the conclusion that the once lush and fertile land of Iria had become not only cursed and haunted by the land’s original inhabitants (most of whom perished in the first twenty years of the war), but very nearly uninhabitable. In short, they stopped fighting over it because it was no longer worth it. A peace accord was signed, and the three kingdoms of Bailen, Kreiss, and Yerrik not only managed to settle their remaining differences, but also exchanged princess and princesses in marriage for security. In the present day, it seems extremely likely that the peace will hold.
Of course, this has left the Narain continent with an entire generation of disenfranchised professional soldiers who, after five years of searching for non-war-related employment with little or no success, has started to cause problems. There are most certainly not enough masters in any craft willing or able to take on so many adult apprentices. Alms houses, monasteries, and convents are all filled to well over capacity with the repentant and unemployed. Efficient and militarily organized bandit gangs have recently started to terrorize the more remote parts of the continent’s major highway systems. Some of the subtle-minded former soldiers have even been attempting to spread dissent and start small wars between lesser fiefdoms.
The kingdoms may be at peace, but this has not made everyone “peaceful.”

The setting: Narain is a large continent (about the size of North America), connected to the southern continent of Ocinew by a narrow and mountainous strip of land that is extremely difficult to traverse. Any trade between these neighbor continents is therefore conducted by sea. The technology level is similar to that of the mid-sixteenth century in Europe, with the enormous exception that medical knowledge is advanced to the point that the people A) have a perfect grasp of germ theory, B) endeavor to keep wounds clean and to sterilize surgical tools, and C) bathe regularly when it is at all possible (incidentally, public baths similar to “Roman baths” are quite popular in all three kingdoms). Also, explosives technology is closer to that of Asia in the sixteenth century than that of Europe in the sixteenth century and, unlike the sixteenth century almost anywhere on Earth, gender equality in Narain is a fact of life. Nobody knows any different, except through the hearsay and invention of traders from the Ocinew nations. Even within royal and noble families, land and titles generally pass to the oldest child, regardless of gender. Oddly, though gender-blind, prudishness in the guise of “propriety” is taken extremely seriously among the upper classes. Either a male or a female unmarried individual can have his or her “honor compromised” through suspicion of “improper relations” between him/her and a member of the opposite (or occasionally same) sex. The lower echelons of society are generally less stiff about such matters, though it is considered to be in good taste for unmarried couples to exercise some level of discretion in public.
On an entirely different note, magic in Narain functions exactly as it does on Earth in the present day. Some people claim to practice it, but can they prove it? Generally not, though there are people who genuinely believe that their spells have succeeded. On the other side of that coin, David-Copperfield-esqe magicians are extremely popular at court, and lesser tricksters are extremely popular at country fairs and children’s birthday parties.

Religion: All three kingdoms of Narain are primarily henotheistic. People usually believe in a supreme and all-powerful, gender-neutral god/creator (referred to and addressed as The Creator), but also allow for the existence of lesser gods (worshiped and idolized similarly to Catholic patron saints). Monasteries and Convents in service to The Creator are common in all three nations, but regular church services, complete with a clergy structure, are only present and popular in Kreiss. Please note that though Henotheism is the norm, a small percentage of the population practices other types of belief systems. The most notable of these other belief systems is that of the Sun God Cult in the Padeja Desert of Yerrik (see the section on Yerrik for details).

A Breakdown of the Three Kingdoms of Narain:

Bailen (North Central Narain): Known for their naval prowess (particularly their advanced navigation techniques) and excellent mechanical workshops (especially with regard to siege engine production), Bailen is home to a raucous bunch of extremely blunt-spoken, friendly, and often painfully honest people who love a good fight. This is not the character of every individual Bailener, but it is certainly the character of the nation. In the modern day, a large faction of the wealthiest Baileners are investing in the whale oil market and sending out far-reaching and long-term whaling expeditions. Bailen’s major exports are winter squash, mutton, wool, finely tanned hides, whale oil, cross-bows, and sheep cheese. Do not let this list fool you! The country is large enough to have widely varied climate regions, and the people of Bailen produce nearly every form of food, clothing, and fuel they consume within their own borders.

Current Monarch: Queen Kesweria III (45 years of age, thought to be a great beauty)
Current Royal Consort: King Payton D’Neri (37 years of age, thought to be a great teller of tall tales. He won the national yarn-weaving contest eight times before his subsequent marriage to the queen, which disqualified him from all future contests)

Kreiss (Southwest Narain): Known for its exemplary metallurgy, Kreiss is a country nearly ringed in a rugged mountain range, though the valley between the mountains is mostly a fertile and pleasant plain. The mountain-dwellers of Kreiss are a rough-and-tumble bunch who eke out a living mining, raising mountain goats, and cultivating multiple forms of tea (which formerly grew wild in the far-west Kreissish mountain range, the Undine Ridge). The valley dwellers of Kreiss are a mixed bunch of farmers and city-dwellers who generally consider themselves more socially and culturally advanced than the mountain dwellers. The valley dweller society is based on a system of 25 family clans, each with surprisingly individual styles of local government. Major exports include copper, iron, musical instruments, grain, tea, and fine gemstone jewelry, but the most coveted of all Kreissish exports is Kreiss mountain apples. Groups of bandits have recently started raiding mountain apple caravans, though it would seem that they are more interested in eating their ill-gotten-gains than they are in selling them.

Current Monarch: Grand Mikado Elzarrik, of the Voo clan (21 years of age)
Current Royal Consorts: High Queen Sirma Kileen (25 years of age, member of the El clan), Under Queen Kip D’Neri (17 years of age, fifth daughter of the current queen and king of Bailen)

Yerrik (Southeast Narain): A large swath of western Yerrik is home to Narain’s only arid desert region, the Padeja, which is, peculiarly enough, home to a large faction of zealous “Sun God” cultists who are convinced that rain is the bringer of all evil. Nobody outside the cult is entirely sure how they survive. They are extremely unfriendly toward non-cultists and generally keep to themselves. The rest of the country is a mixed-bag sort of place that includes everything from feudal fiefdoms to communes (usually areas where the common people have bought the land from defunct and bankrupt lords and ladies). However varied individual communities may be, all regions outside of the Padeja send tribute and taxes to the federal government (a monarchy influenced by a parliament of one representative per regional community. Some are elected, some are appointed by a ruling lord), and all regions also contribute a certain percentage of their population to the national army in times of war or disaster. The federal government is in turn responsible for the nation’s sophisticated and well-maintained highway system, international politics/relations, the military and border patrol, and a 100% federal-scholarship-based system of national universities (meaning: money will not get you into an institution of higher learning in Yerrik. Standardized test scores or a show of exemplary skill in a given field will. On the other hand, if a wealthy individual wishes to buy into higher learning, he or she has the option of hiring a tutor or entering a university in one of the other two kingdoms). Major exports are: books, textiles, rice, citrus fruit, drugs/medicine, furniture.

Current Monarch: King Gregor Ilich (72 years of age. Probably the most intelligent ruler in recorded history).
Current Royal Consorts: None. Deceased Royal Consort: Queen Jonid Beve (married to the king for 51 years, she experienced the full arc of the war and bore 8 children before her passing 1.5 years ago at the age of 69. She is greatly missed by her people and her king).

Current Prime Minister of Parliament: Ms. Grace Everly (51 years of age, unmarried, and truly a force to be reckoned with, both in and out of the political arena)


Note: Yerrik is the only Narain nation to share a border with an Ocinew nation. Said Ocinew nation is called Iver, and relations between the two nations are friendly but sparse, due to the nearly impassible nature of the mountain range along the border.

Toggle Rules

Character Creation: When submitting characters, a player must identify the character's kingdom of origin, religious inclinations (alternately lack thereof), former military rank, and weapon of preference. Also, please include A) the thing your character fears most, B) a list of any surviving family, C) one non-military skill your character believes he or she is good at (and whether or not he or she actually is good at it), D) your character's highest level of education, E) any character quirks or points of interest.

#1 rule of all combat situations: I, the GM, will expect you to know the extent and limitations of what your weapons (including hand and foot) can do in a real-world situation and play it respectably (I will do the same for NPCs). Either side may get injured or die if one or the other's actions are foolish or beyond their weapons/fighting capabilities, but otherwise I'm not going to spring player death on anyone who is as careful and smart as any real, intelligent ex-soldier. Basically, if I write that you spot an encampment of 50 bandits armed with crossbows and swords and someone says "I charge in alone and screaming," death will most likely happen.

Rules of posting structure:
1) There is no maximum or minimum post length. If one word suffices to make your character's point, so be it, and if you feel you'd like to submit a veritable short-story about your character's day, so be it. However, please try to fit your post length to the current action.
2) Please put notes about the setting in brackets, notes about character tone of voice between stars, and notes about character actions between parenthesis. If no punctuation is bracketing the text, it will be assumed that the words written are the words of the character out loud. If you wish to make a note about what a character is thinking and not saying out loud, please underline the text and put it between two dashes. You may feel free to bold text for emphasis.
Example: [The vegetation is dense, the sun is setting, and the trail is becoming increasingly difficult to see. Still, there appear to be faint hoof prints in the damp soil.] (yells and waves arms) Hey, guys! Look, I think I found some deer tracks. *confused* Are there deer in this part of the world? -what other kind of animal could it possibly be?-
3) Please refrain from out of character commentary in in-game posts.
4) Remember the difference between your player and your character. If you read a series of posts during which your character was not present, your character may NOT know that information without asking about it in-game, and there's no guarantee your fellow characters will tell you the truth. If they do not, your character does not have super-human powers of knowing when good liars are lying.
5) Have fun, and respect the fact that everyone should be having fun.

Browse All » 7 Settings to roleplay in

The Three Kingdoms of Narain

The Three Kingdoms of Narain by DokodemoElisa

Narain is a large continent (about the size of North America), connected to the southern continent of Ocinew by a narrow and mountainous strip of land that is extremely difficult to traverse. The three kingdoms are Bailen, Kreiss, and Yerrik.

The Kingdom of Bailen

The Kingdom of Bailen by RolePlayGateway

Known for their naval prowess (particularly their advanced navigation techniques) and excellent mechanical workshops (especially with regard to siege engine production), Bailen is a very large country in North-Central Narain.

The Kingdom of Kreiss

The Kingdom of Kreiss by RolePlayGateway

Known for its exemplary metallurgy, Kreiss is a country nearly ringed in a rugged mountain range, though the valley between the mountains is mostly a fertile and pleasant plain. Kreiss is the country that dominates Southwestern Narain.

The Kingdom of Yerrik

The Kingdom of Yerrik by RolePlayGateway

Located in southeastern Narain, Yerrik is a mixed-bag sort of place that includes everything from feudal fiefdoms to communes. It is the only Narain country with a large desert, and it is the only country to border Ocinew, the southern continent.

The Wastes of Iria

The Wastes of Iria by RolePlayGateway

The Wastes are what is left of what was once a country. Iria fell under an ownership dispute between the three kingdoms approximately 60 years ago, and the war left it barren and supposedly "haunted." Very few Irians survived.

Fair Friars, and The Fair Friars Fair

Fair Friars, and The Fair Friars Fair by RolePlayGateway

The Fair Friars Fair is a gigantic fair held on the plains of northern Yerrik every autumn, very near the small town of Fair Friars. It is said a person can buy or sell anything at the Fair Friars Fair. Fair Friars is otherwise of little note.

The Duke's Drake Inn and Pub

The Duke's Drake Inn and Pub by RolePlayGateway

The Duke's Drake is a sort of haven for every wary traveler on his or her way. It is a great place to buy supplies, or a drink and a hot meal, and it is also a reasonably clean place to stay the night. It is also a good place to get information.

The Story So Far... Write a Post » as written by 3 authors

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Character Portrait: Kalsim Abdalik
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I don't know about cursed, but the place is definitely a death-trap by this point. Not only did all three armies leave various nasty surprises for each other on the field, but I'm sure the Ikrane had its own that are laying in wait for some fool to set them off. I do know that there's been no sign of any of the nobility, not even in exile, which is a strange sort of news. Nor of anyone pawning off more than trinkets, though i suspect something like the crown would be best hidden. Having such an item would set some fires ablazing again. But it's definitely a lure, we had men go over the line the night it all fell with the idea of getting rich or claiming themselves king if they could find a crown or scepter. I think if there was any treasure left in Ikrane, I took my share when I was young and spent it all on avoiding being shot.

(He moves a little to give her better space and hearing, and smiles a little at the guess) I'm nearing my 70th winter, and I have been with the ranks since I could hold a spear. I remember when war was still unsure about the usefulness of these even. (Here he pats the pistol in his belt lightly.). It was a wild time when we started coming up with ideas on how to make it work with us. You wouldn't believe the crazy things that actually worked!

(he laughs at a memory, shaking his head a little). Ah, those were grand times. If you don't think about the blood or lives lost. I still feel sorry for the walls.

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Character Portrait: Kayn Bowyer
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(duly impressed, though it does not specially show in her expression... or lack thereof) Have you ever considered writing a book? Or becoming a bard? I bet you have some truly unique stories to tell, and you tell them better than I could, even if I knew them all. (Pauses for a beat) I'm sorry, I didn't catch your names. I'm still thinking of you as "the people who bought my drink." (Tries to smile Ylona's way, but it probably looks more like a weird facial tic from lack of practice)

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Character Portrait: Kalsim Abdalik
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You may call me Kalsim, and the Lieutenant is Miss Irathi. You are welcome to join us old warhorses, though if anymore join us we may need our own table.

(he smiles to show it was a joke)

I've never been much a writer myself, and most my stories are the kind people want to forget in these times of peace. I'd be happy to tell you what I know, though it may be a little dry. It happens when you're born from the sand dunes they say. I was born out in near the desert, family was mostly traders and farmers. Even if that little cult wants to block out the world, there's always someone who wants something from someone else. And we did a good job providing the service, so I hear anyway. I never got into the business, already had too many mouths and hands around and I wanted something else in my life. But I'm sure you've heard such stories all around. How did you become the songstress for our evening, if you care to trade tales?

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Character Portrait: Kayn Bowyer
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Well. I was honorably discharged exactly seven days after the Tri-Kingdom Peace Treaty was signed, and all I'm good at that isn't directly related to military action or maybe sport, which nobody is willing to pay for unless there's gambling involved, is memorization. Especially if something has easy memory cues like in rhyming verse. I sort of accidentally-on-purpose learned every song I heard out in the field, so I thought maybe I could use that, especially since the hunting market is glutted past capacity since peace set in. And the Captain behind the bar counter takes pity on terminally broke, underemployed veterans, no matter how mediocre a musician he or she may be. The end. My tale isn't specially interesting, actually, now that I bother to tell it.

(Turner sneaks up to the side of Kayn, hands her a pint, and scurries off to the other side of the pub to flirt with good-looking women. Kayn takes a conservative sip)

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Character Portrait: Ylona Irathi
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#, as written by Aelthai
Please, call me Ylona. Miss Irathi is - well, that doesn't really matter, does it?

I'm one of those hunters you mentioned, since the war. I've not had much trouble with other hunters, so long as I stay well away from settlements for my hunting - and anyway, many of the former solders simply aren't good hunters, no idea how to lay a good trapline or stalk game without scaring it off ... not that that's mattered much near places like this, I admit. Anyplace soldiers gather, there's no game to be found for a day's travel ... 'tis sad, I say! But where there are too many hunters, there's other odd jobs to do ... much like your singing, Kayn.

It sounds like Ikraine City is quite the mystery, then. Hm, could be interesting ... I doubt there's much treasure there, truly, beyond illusions and rumors, but the mystery ... reminds me of something ...ah yes, I remember. Quite a place, that was. Have either of you heard of Zaelar's Tomb?

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Character Portrait: Kayn Bowyer
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No, actually. Have you, Kalsim? Please, do tell. (takes another sip) You know, this is a really good brew year for Northern beer.

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Character Portrait: Kalsim Abdalik
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Count Zaelar, the most austere and grandiose windbag of the entire region? (He snorts, and then smirks a little.) No, I've never heard of her. I apologize if I speak ill of the dead, but there was a woman who deserved her fate. I can't remember how many good troops she got killed, but I do know that pretty much every unit celebrated the day she was killed by a very well aimed trebuchet.

(He pauses to twist his neck for a moment, then the other way, a few pops coming loose)
Mm. Sorry about that, sometimes the grease in the joints needs to be let loose. Anyway, I have heard of it, and I know perhaps a little more fact then myth. Her tomb though is actually more of a family crypt, supposedly going back to the founding of the country. Personally my favorite rumor about it is that it's a secret coven of vampires who control all that happens, and that the great war was actually a fight between the rivals of the Ikrane's royal family, who was about to break loose from them.

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Character Portrait: Kayn Bowyer
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Um... there are people who actually believe in vampires? Even Irians didn't believe in vampires. That's just weird. Gran would have laughed... and then started talking about faeries, of course. (rolls eyes slightly upward)

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Character Portrait: Enpie Caesar
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(Edward sidles up to the stage, arranges Kalsim's food and drinks along the edge, nods jovially, and scurries away to answer a nearby customer's waving hand)

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Character Portrait: Ylona Irathi
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#, as written by Aelthai
There's a bit more ... or rather, less to the tomb story than that - at least, to the one I saw! No vampires at all. I heard that one, but it's not the one my story is about; no, mine is much more recent.

You see, her homeplace is pretty far out, and I went by there a few years back, not long after my release was finally approved. I wasn't headed for there, of course, I'd been there a bit before, but it was on my way to the coast - rather a roundabout way, but I'd been the other way before. It did, however, make a good stopping point for the night, and there was an inn there with a quite excellent cook ... only when I reached the nearby village, the place was nearly deserted - as you can imagine, this was very unusual, there should have been ex-soldiers EVERYWHERE. It was a relaxing break, but I did ask that night over dinner.

What they told me was simple - and pretty terrible. You see, her ghost had risen from the grave and was haunting the tomb - and the town. During the night, if you went near the tomb, you would hear her wailing, and see strange lights - and if you continued to approach, she would gruesomely kill you. Her range and times of activity had been growing, until now everyone barricaded themselves in their homes at the beginning of twilight, and stayed there until full sun - and never went near her tomb, because if you approached it even in daylight, she would flay you with her anger. To keep her from entering their hones through the bars, they were leaving food or valuables outside the door each night - which were always gone int he morning.

Now, I don't really believe in ghosts - but I particularly don't believe in day-walking ghosts; the Bright One's gaze would not permit such a thing to exist under His light. As for ghosts that value *food* of all things ... no, that didn't make sense. Which meant - something other than ghosts was doing it. So I thanked them for the warning, barred the door of my room, and slept well that night. The following day, I headed on - and doubled back towards the tomb, disguising my path and making sure I wasn't seen. I was very glad I was so careful, too, because what I found was a group of former soldiers gathered for a feast collected the previous night, splitting the spoils. They had found a way to loot the town "safely" - to terrorize the town into giving them what they wanted without ever being seen or threatened.

Even though they knew no one would come, they still posted sentries, so I had to be careful. I snuck around behind each of them and made sure that each sentry would ... not be reporting in. It took a while before they realized the routine checkin had been missed, but eventually they did figure it out and started hunting for whoever was killing them. Thankfully, their best woodsman had been the man watching the sentries, and I'd already taken care of him, so I was able to catch them unawares and in small groups repeatedly, and managed to finish the job unscathed. To make a long story short, I ended up with a few captives and a bunch of dead bodies. The noises were deliberately made by the former soldiers, and the light was simply foxfire.

I found out why it happened - as you said, she was hated among the troops. Her local people didn't hate her though; instead they respected her. So these idiots decided to try to change that. they started by trying to make the place seem haunted and dangerous ... but that all changed when someone tried to appease her ghost and they realized they could take advantage of that.

So no vampires, no real ghosts - simply a group of greedy soldiers with a plan they thought was clever.

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Character Portrait: Kayn Bowyer
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Yick. That sort of thing gives all of us a bad name. Y'know, I hear there are towns that post "No Military or Ex-Military" signs on their walls, now. And really, most of us are perfectly honest and decent people. It's just that the news of the bad ones travels faster and louder.

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Character Portrait: Ylona Irathi
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#, as written by Aelthai
(Ylona takes a large drink from her mug, looking contentedly at the remains of her meal.) Indeed it does. Though there are plenty of the bad sort ... and simply the desperate sort, as well. I remember ....

Ah, no. That story is ... sad, more than anything. (Ylona shakes her head.) We were talking about Ikrane City. I think I am curious enough to go see what's there - fairies, or simply something mistaken for them? I've never seen such a thing, and it sounds like something worth seeing ... if indeed it's real. So I'll be looking into that after Faire, I think. How about you two, any plans?

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Character Portrait: Kayn Bowyer
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Well, mostly I'm going to keep my ear to the ground and hopefully find work at the fair. I tried that last year, too, though, and it didn't do me much good. As for faeries, the way I see it is if they really did exist in Iria like Gran believed, we'd have seen them when we were fighting there all those years. Wouldn't they have tried to screw us all over or something? I mean, worse than we were already screwing ourselves and each other? I wouldn't go there, if I were you. It's a death trap. Maybe even as much as when we were fighting there, but for different reasons. And there's nobody out there anymore to hear you scream if something goes wrong.

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The Three Kingdoms of Narain

The Three Kingdoms of Narain by DokodemoElisa

Narain is a large continent (about the size of North America), connected to the southern continent of Ocinew by a narrow and mountainous strip of land that is extremely difficult to traverse. The three kingdoms are Bailen, Kreiss, and Yerrik.

The Kingdom of Bailen

The Kingdom of Bailen by RolePlayGateway

Known for their naval prowess (particularly their advanced navigation techniques) and excellent mechanical workshops (especially with regard to siege engine production), Bailen is a very large country in North-Central Narain.

The Kingdom of Kreiss

The Kingdom of Kreiss by RolePlayGateway

Known for its exemplary metallurgy, Kreiss is a country nearly ringed in a rugged mountain range, though the valley between the mountains is mostly a fertile and pleasant plain. Kreiss is the country that dominates Southwestern Narain.

The Kingdom of Yerrik

The Kingdom of Yerrik by RolePlayGateway

Located in southeastern Narain, Yerrik is a mixed-bag sort of place that includes everything from feudal fiefdoms to communes. It is the only Narain country with a large desert, and it is the only country to border Ocinew, the southern continent.

The Wastes of Iria

The Wastes of Iria by RolePlayGateway

The Wastes are what is left of what was once a country. Iria fell under an ownership dispute between the three kingdoms approximately 60 years ago, and the war left it barren and supposedly "haunted." Very few Irians survived.

Fair Friars, and The Fair Friars Fair

Fair Friars, and The Fair Friars Fair by RolePlayGateway

The Fair Friars Fair is a gigantic fair held on the plains of northern Yerrik every autumn, very near the small town of Fair Friars. It is said a person can buy or sell anything at the Fair Friars Fair. Fair Friars is otherwise of little note.

The Duke's Drake Inn and Pub

The Duke's Drake Inn and Pub by RolePlayGateway

The Duke's Drake is a sort of haven for every wary traveler on his or her way. It is a great place to buy supplies, or a drink and a hot meal, and it is also a reasonably clean place to stay the night. It is also a good place to get information.

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View All » Add Character » 4 Characters to follow in this universe

Character Portrait: Enpie Caesar
Character Portrait: Kayn Bowyer
Character Portrait: Ylona Irathi
Character Portrait: Kalsim Abdalik

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Character Portrait: Kalsim Abdalik
Kalsim Abdalik

With pike slung over shoulder, a elder warrior searches for place to call home, and knows nothing but war.

Character Portrait: Ylona Irathi
Ylona Irathi

Although she looks like a strong wind would blow her over, Ylona has served as everything from a "scout" to a front-line swordsman, but her real love is travel and new experiences.

Character Portrait: Kayn Bowyer
Kayn Bowyer

Kayn is a scarred and hardened soldier, and she looks the part. The scars are strong and pale against her weathered skin. She has striking, thoughtful blue eyes and goes nowhere without her bow, arrows, and dagger.

Character Portrait: Enpie Caesar
Enpie Caesar

A jolly, chubby sort of motherly type lady, Enpie is currently the owner of the Duke's Drake Inn and Pub. She is a former Captain of the Yerrik Third Particulars Artillary Unit, and she loves to exchange war tales with visitors to her bar counter.

Trending

Character Portrait: Ylona Irathi
Ylona Irathi

Although she looks like a strong wind would blow her over, Ylona has served as everything from a "scout" to a front-line swordsman, but her real love is travel and new experiences.

Character Portrait: Kayn Bowyer
Kayn Bowyer

Kayn is a scarred and hardened soldier, and she looks the part. The scars are strong and pale against her weathered skin. She has striking, thoughtful blue eyes and goes nowhere without her bow, arrows, and dagger.

Character Portrait: Kalsim Abdalik
Kalsim Abdalik

With pike slung over shoulder, a elder warrior searches for place to call home, and knows nothing but war.

Character Portrait: Enpie Caesar
Enpie Caesar

A jolly, chubby sort of motherly type lady, Enpie is currently the owner of the Duke's Drake Inn and Pub. She is a former Captain of the Yerrik Third Particulars Artillary Unit, and she loves to exchange war tales with visitors to her bar counter.

Most Followed

Character Portrait: Enpie Caesar
Enpie Caesar

A jolly, chubby sort of motherly type lady, Enpie is currently the owner of the Duke's Drake Inn and Pub. She is a former Captain of the Yerrik Third Particulars Artillary Unit, and she loves to exchange war tales with visitors to her bar counter.

Character Portrait: Kayn Bowyer
Kayn Bowyer

Kayn is a scarred and hardened soldier, and she looks the part. The scars are strong and pale against her weathered skin. She has striking, thoughtful blue eyes and goes nowhere without her bow, arrows, and dagger.

Character Portrait: Kalsim Abdalik
Kalsim Abdalik

With pike slung over shoulder, a elder warrior searches for place to call home, and knows nothing but war.

Character Portrait: Ylona Irathi
Ylona Irathi

Although she looks like a strong wind would blow her over, Ylona has served as everything from a "scout" to a front-line swordsman, but her real love is travel and new experiences.


View All » Places

The Three Kingdoms of Narain

The Three Kingdoms of Narain by DokodemoElisa

Narain is a large continent (about the size of North America), connected to the southern continent of Ocinew by a narrow and mountainous strip of land that is extremely difficult to traverse. The three kingdoms are Bailen, Kreiss, and Yerrik.

The Kingdom of Bailen

The Kingdom of Bailen by RolePlayGateway

Known for their naval prowess (particularly their advanced navigation techniques) and excellent mechanical workshops (especially with regard to siege engine production), Bailen is a very large country in North-Central Narain.

The Kingdom of Kreiss

The Kingdom of Kreiss by RolePlayGateway

Known for its exemplary metallurgy, Kreiss is a country nearly ringed in a rugged mountain range, though the valley between the mountains is mostly a fertile and pleasant plain. Kreiss is the country that dominates Southwestern Narain.

The Kingdom of Yerrik

The Kingdom of Yerrik by RolePlayGateway

Located in southeastern Narain, Yerrik is a mixed-bag sort of place that includes everything from feudal fiefdoms to communes. It is the only Narain country with a large desert, and it is the only country to border Ocinew, the southern continent.

The Wastes of Iria

The Wastes of Iria by RolePlayGateway

The Wastes are what is left of what was once a country. Iria fell under an ownership dispute between the three kingdoms approximately 60 years ago, and the war left it barren and supposedly "haunted." Very few Irians survived.

Fair Friars, and The Fair Friars Fair

Fair Friars, and The Fair Friars Fair by RolePlayGateway

The Fair Friars Fair is a gigantic fair held on the plains of northern Yerrik every autumn, very near the small town of Fair Friars. It is said a person can buy or sell anything at the Fair Friars Fair. Fair Friars is otherwise of little note.

The Duke's Drake Inn and Pub

The Duke's Drake Inn and Pub by RolePlayGateway

The Duke's Drake is a sort of haven for every wary traveler on his or her way. It is a great place to buy supplies, or a drink and a hot meal, and it is also a reasonably clean place to stay the night. It is also a good place to get information.

The Duke's Drake Inn and Pub

The Duke's Drake is a sort of haven for every wary traveler on his or her way. It is a great place to buy supplies, or a drink and a hot meal, and it is also a reasonably clean place to stay the night. It is also a good place to get information.

The Three Kingdoms of Narain

Narain is a large continent (about the size of North America), connected to the southern continent of Ocinew by a narrow and mountainous strip of land that is extremely difficult to traverse. The three kingdoms are Bailen, Kreiss, and Yerrik.

Fair Friars, and The Fair Friars Fair

The Fair Friars Fair is a gigantic fair held on the plains of northern Yerrik every autumn, very near the small town of Fair Friars. It is said a person can buy or sell anything at the Fair Friars Fair. Fair Friars is otherwise of little note.

The Wastes of Iria

The Wastes are what is left of what was once a country. Iria fell under an ownership dispute between the three kingdoms approximately 60 years ago, and the war left it barren and supposedly "haunted." Very few Irians survived.

The Kingdom of Yerrik

Located in southeastern Narain, Yerrik is a mixed-bag sort of place that includes everything from feudal fiefdoms to communes. It is the only Narain country with a large desert, and it is the only country to border Ocinew, the southern continent.

The Kingdom of Bailen

Known for their naval prowess (particularly their advanced navigation techniques) and excellent mechanical workshops (especially with regard to siege engine production), Bailen is a very large country in North-Central Narain.

The Kingdom of Kreiss

Known for its exemplary metallurgy, Kreiss is a country nearly ringed in a rugged mountain range, though the valley between the mountains is mostly a fertile and pleasant plain. Kreiss is the country that dominates Southwestern Narain.

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The Song of Sheathed Swords and Scarred Souls

This is the auto-generated OOC topic for the roleplay "The Song of Sheathed Swords and Scarred Souls"

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