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Ethia's Crusades

The Kingdom of Ethiafell

a part of “Ethia's Crusades”, a fictional universe by NethanielShade.

The Kingdom of Ethia has been the center of power in Drazlia for five hundred years. But now everything that the people have known is being threatened. (Advanced RP. OPEN/ACCEPTING CHARACTERS Finally!)

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Ethia's Crusades”.
Discussions pertaining to roleplay on RPG.

The Kingdom of Ethiafell

Tips: 0.00 INK Postby NethanielShade on Fri Jan 16, 2015 12:17 am

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The Beautiful Kingdom of Ethiafell



Table of Contents
Demographics & Cities
History
Geography
Races, Beasts & Magic
Military


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Demographics
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Kingdom Name: Ethiafell
Physical Area: 248,368 sq. miles
Population Density: 60 people per square mile
Kingdom's Age: 1681 Years

Physical Area: The Kingdom of Ethiafell covers an area of 248 thousand square miles. Of this, 49% (122 thousand sq. miles) is arable or fertile land, and 50% (126 thousand sq. miles) is wilderness. A mountain range lies to the north and curves slightly to the west, acting as a protective dome for the kingdom. To the west is a large sea, the Ethian Sea.
Population: The Kingdom of Ethiafell has a total population of 8.1 million people.
Settlements: The largest city has a population of 51 thousand people, the second largest 37 thousand, and the third largest 20 thousand. There are 3 other cities of note in the kingdom, and 45 towns. The remaining population lives in numerous small villages, isolated dwellings, etc. This information was taken from the census two years ago.
Castles: The Kingdom of Ethiafell has 298 active castles and 122 ruined. Of these, 179 castles and 80 ruined are in civilized lands, and 119 castles and 42 ruined are in the wilderness, along borders, etc.

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Ethany (Capital)
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Picture
Population: 51463
Size: The city of Ethany covers an area of approximately 848 acres, with a total population of 51 thousand people.
Location: Ethany is located in Northern Ethiafell, along the Atian River.
By Trade:
27 Bakers
63 Coopers

185 Barbers
12 Copyists

17 Bathers
30 Cutlers

52 Beer-sellers
29 Doctors

45 Blacksmiths
47 Fishmongers

18 Bleachers
312 Furriers

10 Bookbinders
27 Glovemakers

8 Booksellers
14 Harness-makers

48 Buckle Makers
53 Hatmakers

54 Butchers
34 Hay Merchants

106 Carpenters
12 Illuminators

33 Chandlers
15 Inns

49 Chicken Butchers
53 Jewelers

42 Locksmiths
43 Saddlers

17 Magic Shops
61 Scabbardmakers

139 Maidservants
30 Sculptors

142 Masons
256 Shoemakers

87 Mercers
20 Spice Merchants

181 Old Clothes
149 Tailors

51 Painters
14 Tanners

121 Pastrycooks
162 Taverns

46 Plasterers
64 Watercarriers

63 Pursemakers
111 Weavers

42 Roofers
90 Wine-sellers

38 Ropemakers
13 Woodcarvers

13 Rugmakers
31 Woodsellers

Other: The city has 246 noble houses. The peace is kept by 159 guardsmen, and there are 120 advocates to assist with legal matters. For those more concerned about their soul, there are 1827 clergymen and 43 priests.

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Ethaland
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Population: 37712
Size: The city of Ethaland covers an area of approximately 621 acres, with a total population of 37 thousand people.
By Trade:
72 Bakers
84 Coopers

164 Barbers
17 Copyists

9 Bathers
23 Cutlers

15 Beer-sellers
21 Doctors

30 Blacksmiths
28 Fishmongers

7 Bleachers
128 Furriers

17 Bookbinders
19 Glovemakers

6 Booksellers
19 Harness-makers

31 Buckle Makers
28 Hatmakers

38 Butchers
10 Hay Merchants

85 Carpenters
8 Illuminators

40 Chandlers
20 Inns

55 Chicken Butchers
110 Jewelers

15 Locksmiths
58 Saddlers

11 Magic Shops
38 Scabbardmakers

149 Maidservants
17 Sculptors

44 Masons
350 Shoemakers

73 Mercers
37 Spice Merchants

127 Old Clothes
218 Tailors

36 Painters
11 Tanners

54 Pastrycooks
121 Taverns

18 Plasterers
36 Watercarriers

15 Pursemakers
40 Weavers

18 Roofers
23 Wine-sellers

27 Ropemakers
15 Woodcarvers

13 Rugmakers
17 Woodsellers

Other: The city has 97 noble houses. The peace is kept by 125 guardsmen, and there are 91 advocates to assist with legal matters. For those more concerned about their soul, there are 963 clergymen and 19 priests.
Last edited by NethanielShade on Sun Jan 25, 2015 6:03 pm, edited 7 times in total.
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Re: The Kingdom of Ethiafell

Tips: 0.00 INK Postby NethanielShade on Fri Jan 16, 2015 12:36 am

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History of Ethiafell
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Note: The historical point "0 AS" would be at a different time in history than our "0 AD" would be. This means that, though the current year in the roleplay is 2815 AS, it would be somewhere around AD 500-1000. Though I'm not a history nut so I bet some inventions won't correlate exactly to that time period, please bear in mind this took place in another world with another history.

In the year 1134 AS, Queen Ethia I, known then as Ethia Tybalt Greyford, took 11,000 human refugees from the nearby Elvish kingdom of Eldanoore and traveled over the Avasete Mountains. This new and unsettled land was named Ethia's Fell, and refugees from Eldanoore continued to trickle into the new kingdom.

Two years later, the Church of Atia recognized Ethia Tybalt Greyford as a Saint and a Seraph. There has not been much discovered written history from this time, but we can assume that Saint Ethia and the Church of Atia spent much of their time building the early city of Ethany.

In the year 1141, Saint Ethia Tybalt Greyford was crowned Queen of Ethia's Fell at age 29. Queen Ethia I worked hard to better the young kingdom. The next year in 1142, Ethany was formally recognized as the capital of Ethia's Fell. Gold was discovered, and Ethia Fell's economy finally started to be formed. Before then, it was a Traditional Economy, relying on trade. Gold coins, named Tybalts, became the kingdom's currency. At this time, there was only once city, Ethany, and five towns. Expansion began, and settlements and villages popped up around the land.
In 1152, Queen Ethia had a son by the name of Aequitas Greyford. The father is still unknown to this day. Queen Ethia I and the Church of Atia both claimed that his father was an Angel of Atia.
In 1160, Queen Ethia I died at age 48. 8-Year-old Aequitas Greyford was crowned King of Ethia's Fell, which was then renamed to Ethiafell in honor of the first Queen of the country.
In 1160-1178 King Aequitas Greyford grew up to be the first Warrior King of Ethiafell, founding many of the kingdom's military traditions. He founded the Rangers, the Army's elite force, and he also came up with the Army's system and more.
In 1178, princess Isabela Greyford was born to 26-year-old King Aequitas Greyford of Ethiafell.
In 1187, 35-year-old King Aequitas Greyford of Ethiafell dies, and Isabela Greyford is raised by her mother until she can become queen. Queens born with the Greyford name do not take their husband's last name when married to keep the Greyford name and it's lineage alive.
1190's-2500's Many kings and queens are crowned and die and time passes, and generations go by. There is expansion southward until the whole mainland is claimed, and Ethiafell's surrounding islands.
2500's-2759 "Tybalt's Rot" A period of time where Ethiafell falls into economic crisis, there being a shortage of gold, cities fall into a state of disrepair, and probably the only reason the kingdom hasn't been conquered is how hard it is to reach. In 2760, the kingdom's mines hit new gold veins, and the economy and living conditions slowly rise as trade with other kingdoms becomes accessible again. To this day, many parts of the city that are from this era and not new, show signs of disrepair.
In the year 2791, King Threllen Greyford I (son of retired and deceased Queen Ethia Greyford IV) and his wife had a son, who they named Threllen Greyford II.
In 2809, 18-year-old Threllen Greyford II of Ethiafell is crowned King of Ethiafell and his father retires, but is still alive. Threllen Greyford is a trained fighter, like all past kings and queens, but he is the fifth ever Ranger to be crowned King.
In 2811, King Threllen Greyford II finishes his five year Ranger training.
Mun I, 2815- Current Date. King Threllen II is 23 years old, to turn 24 this year. (War has not been proclaimed yet, that will happen in the roleplay. Same with the weakening of the veil and the demon invasions.)

The month system and day system are identical to ours, but months are named Mun followed by a roman numeral for example: "Mun III" for March. (Roman numerals is the number system of Ethiafell. They also use roman numerals for age, EVERYTHING, I just have actual numbers here for convenience. In the roleplay please use roman numerals.)

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Atia's Separation
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Three thousand years ago in -200 AS, a being so powerful he was worshipped as a god by the Humans, and many individuals of other races, lived on Drazlia. This being's name was Atia. He was so powerful he had created two races, the Valkyries and the Angels. He was also a master of Holy Magic.
What makes something a god? It is unknown if Atia created Drazlia, but it is certain he had incredible godlike power.
The Elves didn't believe Atia was a god, and many of them envied his magical power. So an army of Elves declared war against Atia, and instead of killing off a race, Atia decided to leave Drazlia without conflict, and he took his Angels with him. Two hundred years later, a group of Elves attempted to leave Drazlia through some form of ancient magic. It is said that they attempted to go in pursuit of Atia. Atia, sensing this, completely disconnected his realm from Drazlia. Instead of reaching Atia, the Elves ended up in a void between the worlds that was filled with demons. These Elves were twisted, mutated, and warped, and came back to Drazlia as the first Orcs.
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Re: The Kingdom of Ethiafell

Tips: 0.00 INK Postby NethanielShade on Sun Jan 18, 2015 3:27 pm

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____________________
Geography
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Note: Just incase I forgot to mention it, Drazlia is what they call their planet. It's an ancient word from another Human language, meaning "Ruin."

To the north, Ethiafell borders the Elvish kingdom of Eldanoore. Separating the two kingdoms at the border, is the Avasete Mountains. To the west is the Haloisi Ocean. To the south, there are many small islands and two larger islands. The closest and smallest of the two is a part of Ethiafell, and the island farther south is a kingdom named Skalaholt. The Haloisi Ocean surrounds those islands to the south, and also surrounds Ethiafell to about halfway up it's eastern side. To the northeast of Ethiafell is the Ethian Sea, or Ethia's Sea. The people of Ethiafell call it either or both.

Climate and Regions
Ethiafell has many different climates, the northern third of the kingdom being alpine and tundra and also being the most rugged part of the kingdom, having the highest altitude, the only mountains, and also being very cold and snowy most of the year. The north has many thick pine forests on the eastern half of the area.
The second third of Ethiafell has two different climates. To the west is wilderness and thick deciduous forests, and to the east are grassland plains that are mostly flat but hilly in some areas closer to the north and west parts of the plains.
The third, third of Ethiafell is fertile, green lowlands on the south-southwestern corner of Ethiafell. The southern and southwestern coastlines are called the Aureus Coast, is the long, smooth golden beaches, warm almost tropical water in the summer time, and cool water in the winter. The southern isles are a mix of freshwater swamps closer inland and saltwater marsh closer to the coast.

Image

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Fiefs
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Fief
/fēf/
noun
1. historical
An estate of land, especially one held on condition of feudal service.


Ethiafell has a total of 42 fiefs, and 42 noble families. (I am not going to name them all, but if you want a character thats part of a Human noble family, feel free to tell me what you want the family name to be, and where it is located geographically, and I'll write it down if I deem it acceptable.)

1.) The Warcrest Fiefdom: Located in northern Ethiafell along the Ethian Sea, is a beautiful, cold, large area of land owned by the noble Warcrest family. There they have a castle and the Warcrest manor, as well as a town within the fief. The daughter of the Warcrest family, Eseth Warcrest, is also a captain in the Ethian Navy.
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Re: The Kingdom of Ethiafell

Tips: 0.00 INK Postby NethanielShade on Sun Jan 18, 2015 3:40 pm

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Races
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There are seven sentient races in Drazlia, though the three most common in Ethiafell are Humans, Elves and Tellem. The non-human races aren't all clones of each other, they have variation in many aspects just like humans.

Humans (Humans)
Humans are the most common race in Drazlia, and have a variety of different builds, heights, and weights, allowing them to be all sorts of trades. Humans can be warriors like knights, they can be more thief or roguelike, or if born with the gift humans can even be mages. Humans are virtually identical in this world and ours, so I don't feel the need to put a ton of information, or even pictures. The Human's language (English) is called the "Common Tongue."

Elves (Elda)
With a slightly taller build and slightly skinnier than humans on average and pointed ears, Elves are not built for physical activity, but are quite adept at magic. Though they are not the only race with the ability of magic, they are the only race where every single member of the race born has the inherent gift of magic, and are on average stronger at magic than all of the other races. Elves have very large lifespans, living up to one thousand years old. The magic flowing through their veins makes them hard to kill, and slow at aging. If injured, they have very fast regenerative abilities. Elves have pale skin and usually have white or blonde hair and brightly colored irises, but it isn't extremely rare to see a dark haired Elf. Elves have their own language, a beautiful language consisting of lots of vowel words. Many names of towns and countries are influenced by the Elvish Language, even those of Humans and their countries.
Male Elf
Male Elf
Male Elf
Female Elf
Female Elf
Female Elf
Elves are capable of any of the colors of magic, excepting Holy Magic, unless the Elf is born a Seraph. Unlike the other races, an Elvish individual is capable of having on primary form of magic and two secondary forms of magic.

Tellem (Irah)
Often mistaken as Elves' children by humans due to their small size (4 1/2 feet to 5 feet.) and pointed ears, the Tellem are a nimble, agile, and pilfering race. Tellem are consummate thieves, though most get quite offended if this is suggested. Tellem simply have little grasp on the concept of personal property, and are naturally good at picking locks and pockets (e.g. "Here, you must have dropped this", or "Ooops, this door seems stuck!"). Tellem are biologically immune to fear. This is good; they never run in panic. This is bad; they never run in panic. Many Tellem have stood their ground against a charging beast thinking "Gee, he looks mad...." A Tellem has a similar lifespan to a human. Tellem usually have darker hair and dark irises. They are durable, hard to break bones from falling, but they heal slowly if they are injured. The Tellem speak a different language than Elves, but most Tellem use the Common Tongue.
Male Tellem
Male Tellem
Male Tellem
Female Tellem
Female Tellem
Female Tellem

Orcs (Saura)
Orcs are the tallest race on average in Drazlia, being the height of Elves to half a foot taller. Orcs have a heavy muscular build, green skin, most have pointed ears, and most have fangs. They are usually bald, or have receded hairlines, and normally have dark hair, but some can have red hair. Orcs can only be born with the ability to control Dark Magic, though it is extremely rare (5% of the Orc population). Orcs are generally more of the warrior type, preferring not to be archers. Female Orcs usually have a skinnier build than male Orcs, and females are also outnumbered by males 4 to 1.
Male Orc
Male Orc
Male Orc
Female Orc
Female Orc
Female Orc

Valkyries (Aina)
Valkyries are a proud and chivalrous race of winged humans. Humans are the closest race to Valkyries, though Valkyries are more war-like (though not savage,) because, besides the Orcs, they are the only race of Drazlia to be artificially created. Valkyries were created to be the guardian race of Humans, to make sure the race doesn't die off. Valkyries have free will and live on their own, but generally the only race they like or get along with is the Human race. Valkyries can have hair of any color, eyes of any color, skin of any color, though it's usually white, and their wings come in three colors; White, Black, and the rare Brown. Valkyrie's wing sizes differ, though usually males have larger wings, all healthy Valkyries have the ability to fly. They are a mortal race like the others, not divine like Angels, and the average Valkyrie lifespan is 500 years. Female Valkyries outnumber male Valkyria 9 out of 10. (A male Valkyrie is called a Valkyria.)
Male Valkyria
Male Valkyria
Male Valkyria
Female Valkyrie
Female Valkyrie
Female Valkyrie

Faeries (Fae)

Cervidae (Cervidae)
The Cervidae are a curious bunch of people. They don't have kingdoms, but they do have territories in many kingdoms' woodlands. Cervidae are closer to nature than the other races, they don't even wear clothes, and the population as a whole is a lot more likely to be born with the gift of Nature Magic. Cervidae can have skin of any color, though white is much more common, but their fur and hair are usually brown. Cervidae are normally a nomadic people, and they are all herbivorous, but some have been known to settle down in a single forest (Such as the tribes in Ethiafell). Some have been known to live in cities, but it is very rare as the people as a whole tend to enjoy nature more than urban areas. The Cervidae are quadrupedal hexapods, having four legs and two arms, the lower half of their bodies resenbling deer. Cervidae also have antlers, both male and female, they grow it as naturally as hair, albeit slower.
Male Cervidae
Male Cervidae
Male Cervidae
Female Cervidae
Female Cervidae
Female Cervidae

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Other Races / Subtypes
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Other

Siren (Please do not play this race without my permission)
Not a whole lot are known about about Sirens, as they are a very hostile aquatic race. They are said to kidnap humans and drown them, they small boats, and more. Siren's magical abilities are unknown, but most seem to not possess magic, and those who are reported to seem to only control blue magic. Siren are often called Sea Fae, or Sea Faeries/Fairies.
Male Siren
Female Siren

Subtypes

Seraph Seraph races are born when an Angel has a child with another race. The child takes on the full physical appearance of the non-Angel race, while being born with slightly super-human(or other race) abilities, and the inherent gift of magic, the primary magic always being Light Magic and the secondary magic never being Dark Magic. Seraph are extremely rare, as Angels only come to Drazlia if Atia sends them, when he foresees a time of darkness, and even then he only sends a few to make children. Atia doesn't directly intervene in Drazlia, or send his Angels to fight, but the Seraph are his gift instead.

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Magic
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Elves are the only race where every individual born has the ability to control magic, for the other races it's somewhere between 50% to 5% of the population.
First and foremost, magic is called upon by spoken Words of Power, and there are two types of magic. Firstly, the Magic of Mortals and secondly, Dragon Magic.

Mortal Magic is the magic most commonly used by the races of Drazlia, and it is called upon by the Ancient Tongue (Latin), which is the first language and the language that all the races spoke at one time. Magic is only limited by three things, knowledge, Aura, and willpower.
Firstly, you must know a word of power. For example, "flamma" means "flame." It's that simple to learn a word of power, just be told what the word is and what it means.
Secondly, there's Aura. Aura is the mana or energy that magic draws upon. All living things have an aura, including plants, but not all have access to controlling Aura. This is the difference between those who can use magic and those who can't. Now, the aura flows as an energy invisible to the naked eye, in the bodies of living things. If you were able to see auras, by using words of power to let you see them, or otherwise, it would appear as a colored silhouette. Now, when you say a word of power, your aura leaves your body, getting smaller in volume, and does what the word means. In this case, saying flammas would create fire. When aura leaves your body, you become fatigued, and tired, but it won't kill you unless you run out of all of your aura.
Lastly, there's willpower. You must be able to tell your aura what to do after it becomes what the word calls for. This is the part of magic that practicing will make better. For example, flammas just means flame, nothing more, nothing less. If you wanted to throw a fireball at an enemy, you would have to use your will to make the flame become a fireball. At first, you probably wouldn't be able to do this, and it would take too much aura, forcing you to stop. You may, however, be able to make a small flame in your hand to light things on fire. With enough practicing the smaller tasks, the word will draw less aura, and thus making the bigger tasks easier to practice. Master sorcerers can call upon familiar words with ease, only taking a little bit of energy to do so. It's like doing mental pushups, soon enough your mind will get stronger, except each word is controlled by different muscles.
Also, there are multiple colors of auras. having a certain color of aura makes some words draw less of your aura, for example someone with a red aura can call upon flames better than someone with a blue aura, but this does not make it impossible for someone with a blue aura to call upon flames. Aura doesn't make some words harder, it just makes some words easier. Now, people who have the ability to call upon magic start to leak it once they start using it a bit proficiently. Their aura is not only inside them, but they require so much it starts to be outside of their bodies. Someone with an aura like this, for example, would be a relatively powerful sorcerer, but not extremely powerful. Elve's auras are so big, when they are born their aura isn't even confined to their bodies,albeit only by a little. An adult Elf can have an aura that the edge is up to a yard away from them.


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Magical Beasts
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In the year 0 AS, when the first Orcs came to Drazlia, demons from the void followed them. They possessed animals and twisted and corrupted them into monsters, and bred. 2,000 years later, these monsters are now a natural part of Drazlia, but they are still fearsome beasts. Beasts are not typically hunted to extinction, and they aren't always bloodthirsty. All of these beasts breed with others of their kind just like regular animals.

Dragons: Dragons are immortal to time, some of the strongest beasts on Drazlia, and the most fearsome. Not every dragon is identical, but they all breathe fire. They are capable of speaking, and some used to wreak havoc on cities, while most leave Humans and the other races alone if they are left alone. Dragons' scales are virtually unbreakable, and rarely penetrable. Dragon Eggs are also immortal to time, the shells stronger than steel, and they will only hatch if exposed to extreme heat. Dragons, if left alive long enough, can grow to be enormous, some the size of actual castles.
(Think Smaug from The Hobbit movies. Dragons are absolutely terrifying in this world, not something for a single hero to slay.)

Hooded Hydras: Hooded Hydras are large beasts with legs as long as an Orc is tall, and five poisonous cobra heads. One living head can control the whole body, and to kill it, all five heads must be decapitated. It can also die other ways, such as a slashed open stomach, or a pierced heart, although these are less dangerous ways to kill it they are significantly harder. They typically leave humans (or other races) alone if they keep their distance and the hydra isn't hungry. Hooded Hydras have a lifespan of around 100 years.

These are a few examples. There are possibly hundreds, to thousands, of magical beasts on Drazlia. If you want one in the RP, ask me first and send a pic. I will add them here as before they are encountered in the roleplay. This also applies to the Demons of the Void section.

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Demons of the Void
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The Demons of the Void are different from Magical Beasts in that they are much, much stronger, they are immortal, and many of them can use magic. Some are humanoid, some look like beasts, all are completely deadly and want to kill all living things.
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Re: The Kingdom of Ethiafell

Tips: 0.00 INK Postby NethanielShade on Sun Jan 25, 2015 3:17 pm

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Organizations
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Ethian Army:

The Ethian Army consists of the heavily armored warriors and knights used in frontline battles over land. There are several ranks in the Ethian Army.

•Squire: A squire is someone, typically a male around the age of 13-15 (Though females can join the Ethian army too), who is being trained in swordsmanship, and is not yet ready to fight in wars. A squire has no badge. A squire can go on to be a knight or go to the Navy to become a
•Knight: A knight is the standard footsoldier, wearing heavy armor, a shield and a broadsword. They are the most abundant in the Ethian Army. The badge of a knight is a single arrow " › " that they usually have engraved on their armor somewhere visible, such as the top of the right gauntlet.
•Phalanx: A phalanx is one rank above the Knight, and in the Ethian Army, on the battlefield, they are the very closest to the enemy, the first in the formation. They carry large tower shields that form a protective wall, and they have spears and longswords to switch to if the wall is breached or the spear is broken. The Phalanx's badge is a double arrow " » ".
•Paladin: A Paladin is a very high rank in the Ethian Army, they command knights and phalanx on a battlefield, and are the only rank to have magically enchanted equipment. A paladin's badge is the " † " holy double dagger.
•Special Rank: The Special Rank is given to a hero or someone else by the King or Queen themself. There can be a single adventurer or a band of heros with the rank, it is up to the King or Queen. It is a position of great honor and their orders are to be acknowledged by anyone of a lower rank. The badge of this rank is the " ‡ " double dagger.
•King or Queen: The King or Queen of Ethiafell is not only expected to be a good leader of a country, but also a good war leader, and the King or Queen may always be in major battles during a war, fighting alongside the kingdom's men and women. As the highest rank, no badge is needed, but they often wear a special helmet/crown/armor that makes them identifiable to their ranks.



(WIP) Ethian Navy:

Ethiafell has a considerably good Navy, but Ethiafell doesn't focus on naval battles, but instead transporting both the Army and Marines to other lands. However, they do have ships made for fighting. The Marines resemble the Army, but the Army is made for massive land battles where the Marines are less in numbers, made for land settlement or fortress raids. The Marines are also slightly better trained, as they are not mass-trained like the Army and

Marines:
•Squire: Identical to Army Squire, and same rank and badge.
•Marine: Marines are essentially lightly armored Knights, still wearing armor but not the heavy plate metal of a Knight. A Marine's badge is a squiggly line " ~ " representing a wave.
•Crossbowmen: Crossbowmen are snipers used for shooting at other ships' crew at sea, or ranged battle on land. They are lightly armored for mobility and carry a shortsword for backup. A Crossbowman's badge is a double wave " ≈ ".
•Leviathan:


Ranger Corps: →

The Ranger Corps is an organization established during King Aequitas's reign of Ethiafell. They are the elite military units of the Ethian Army, tasked with scouting, intelligence-gathering, assassination and other specialized operations. By tradition, all Rangers in Ethiafell are male.
"An ordinary archer practices until he gets it right. A Ranger practices until he never gets it wrong."
-Traditional Ranger saying.
You do not have to read past this if you do not plan on making a Ranger character, though you still may read if you are interested.

Attire: A Ranger's most essential article of clothing is the mottled green and grey camouflage cloak. Made of tightly woven wool, it offers protection from the weather, and the color makes it easier to remain unseen in the forests of Ethiafell. The cloak has a heavy, deep cowl which, when pulled over the head leaves the Ranger's face in deep shadow. This hides the Ranger's face and allows him to scan his surroundings without being too noticeable. Most Rangers wear a long sleeved, green linen shirt covered by a brown leather tunic that also aids in concealment and helps the Rangers to carry all of their tools and weapons. They wear light-weight, soft-soled, brown leather boots, which allow them to move silently but also aid in riding.They never polish their boots, as the glint of reflected sun can give their position away. They usually have a leather gauntlet on their non-dominant forearm to protect them from the strings of their own bows when firing. On their belt they wear a double-scabbard with their throwing and saxe knives placed next to each other. They carry a quiver of 24 arrows on their back as well as a longbow.

Weaponry: Rangers are best known for the longbows they carry and the twenty-four arrows in their quiver - this, combined with the fabled accuracy of Rangers, gave rise to the saying "a Ranger carries the lives of twenty-four men on his belt." They of course carry extra arrows in their saddlebag. Rangers are extremely accurate with their longbows and can shoot rapidly with accuracy. A Ranger's main tasks include reconnaissance, intelligence, assassination, anti-crime detail, situational intervention, and special operations. They also wield a throwing knife and a heavy bladed saxe knife.

Training: Occasionally, one of the older and more experienced rangers take themselves an apprentice when they see someone with the potential to fulfill the demanding role of a ranger. The apprentices taken are usually around fifteen but may be taken at a younger age. For five years they are training and regularly assessed at the annual Ranger Gathering by a number of rangers who are delegated that task. They are first assessed a number of months after first being taken on as an apprentice and if they pass are given their silver arrow necklace.
Over these five years the apprentice ranger is gradually given more and more responsibilities and missions to carry out and handle until they are believed ready to be made a full ranger and given their golden arrow necklace.

Techniques: There are numerous techniques developed or adapted by rangers over the years since their formation. One such technique is called 'Look. Shout. Shoot'. One Ranger looks for tracks, whilst the other keeps watch over the ranger tracking at a distance. If a person is spotted who looks to be a danger to the tracker, the watcher shouts to warn the other Ranger who is tracking. The Ranger tracking immediately drops to the ground, and at the same time the other Ranger shoots the person if they are a danger.

List of Ranger's Gear:
Longbow:
Longbows are simple, typically wooden bows that are often sixty to a hundred inches tall, (about 1.5 to 2.5 meters) and consist of a simple shaft of wood with the ends tied with a thin, strong piece of linen or other type of string. Longbows in this roleplay are based off of the same English weapon, which has been used since about 1000 AD, and was put to use during the War of the Roses, as well as the Hundred Year's War. Longbows are powerful weapons in the hands of those who know how to use them. Typically, despite their wide use by the English, longbows's strengths are still measured in pounds. A good longbow has a draw weight of 120 pounds, though some can be as low as 80. The Longbow is the primary weapon of the Ranger Corps, though Ranger Apprentices use recurve bows as they are easier to draw and fire. The longbow is a weapon made mainly for long distance fighting. Rangers are trained to shoot very accurately and can hit their targets from almost any distance and elevation by the time they end their training. Longbow arrows are much bigger than recurve arrows. Rangers carry two dozen arrows in their quiver, as well as extras in their pack.
Recurve bow:
A Recurve Bow, created by the Tellem, is a short bow with the traditional curve down the middle, and the tips bending over in opposite directions. Rangers' Apprentices use this bow, though Rangers do sometimes use this bow in certain situations. The extra curves gives the user extra speed and power at lower draw weights. They are made by gluing together several pieces of wood. These, in addition, are of varying widths and follow a different grain.This causes the bow to curve into the desired fashion (an S shape). A recurve bow has several distinct advantages over a traditional shortbow or longbow. As mentioned above, it has higher power for at lower draw weights. It also is far more compact than the traditional bow, enabling it to be used on horseback. A recurve must not get wet, as it weakens the glue between the horn and sinew (some compound bows used by the Finns, Persians, Tartars, and Scythians of our world used horse glue, which was not affected by water.) It is also far more complicated to construct than a new longbow. Also, once all of the necessary materials are collected, it takes far more time to construct (the composite bows used by the Turks, Scythians, Koreans, and other horseback archers could take several weeks to months to years to construct).
Ranger Saxe Knife:
One of the two knives used by a Ranger, the saxe knife is a specially made close combat knife that is extremely hard. The Ranger's saxe knife is the lower knife in the special ranger double scabbard. The Ranger Saxe Knife is similar the Saxe Knife used by many human sailors (or sea ax) but made of far superior steel (giving the blade a faint blue tint). It is longer than the throwing knife, with a grip made of a series of leather discs set one above the other and a short brass crosspiece. The blade is long and straight, nearly the size of a short sword. It is kept razor sharp on one side while the other end is thick and heavy. Made by the finest steelsmiths in Araluen, the Ranger Smiths, the knife is strong enough to block a sword stroke without being damaged. Even a high grade sword would blunt its edge against a Ranger saxe knife. Although it is mainly used as a close combat weapon, it is balanced for throwing and can be used in unison with the throwing knife in the double knife defense. It can also be thrown hilt first to stun an enemy. *
Throwing Knife:
Throwing knives are short, with a "thick, heavy grip made of a series of leather discs set one above the other", and a brass crosspiece between the hilt and the blade. Throwing knives, as the name implies, are meant and balanced for throwing. It is thin at the hilt, widens considerably down its length, then narrows quickly to a sharp point. A throwing knife is carried by Rangers in a double scabbard along with the Ranger Saxe Knife as it is part of the compulsory Ranger Gear. Sharp and dangerous watch out for these in the air.
• Arrows:
Arrows are used by archers throughout Drazlia, being the standard projectile fired from bows. Each arrow has a tip, a shaft and feathers on the end to make it fly straight. Arrows differ from bolts, the ammunition of the crossbow. Arrows vary greatly from archer to archer, and Ranger's don't have a set type of arrow, and there are multiple different shaped arrows that the Rangers use.
-General Purpose Arrow: This arrow is the standard issue arrow of the Rangers and the Tellem because of its ability to pierce armor. Its tip is very pointed. Because of this arrow's lack of sides that secure the arrow in the flesh and cause more damage if the victim attempts to dislodge the projectile, the arrow can be removed, sanitized, and reused, although the Rangers, who rely on swift, quick and killing shots to the head or vital organs for a fleeting end, consider this idea distasteful.
-Broadhead Hunting Arrows:
These arrows slanted sides tear through fur and fat which many arrows will become trapped in. Its sides also leave the arrow in the wound and cause death by bleeding if quarry escapes.
-Message Arrows:
These arrows cause no damage themselves, but are used to carry messages to places inaccessible to the Ranger that fires them, such as enemy prison cells. The arrow, instead of having a point has a cylinder that can open up to put a message in. Before anything can be fired, the paper must be weighed and a little math must be done in order to calculate the perfect trajectory of the arrow.
-Barbed Arrows:
These are barbed broadhead arrows, and thus they cannot be removed from the wound except for being pushed through, making for both a painful wound and a painful removal. They also tear the flesh of the victim hit, causing extreme bleeding.
-Bodkin Arrows:
This arrow is special because it has no barbs or points that stick outwards. In all simplicity it is just a single point, like a giant dart, and used to pierce through armor with extreme speed.
-Spiked Arrows:
Spiked arrows are one of the deadliest types of arrows as they can tear through armor with ease. Spiked have many small and large spikes on them and looks like a chisel. And are loosely based on real life Bodkin Arrows and broad heads combined.
-Ranger's Arrows can also be dipped in poison, or set on fire.
Dowsing Necklace:
A polished rock or gem pendant at the end of a silver necklace. The dowsing necklace is an enchanted magical item that can only be made by someone with skill in making magical artifacts, and are one of the only enchante gear Rangers actually use. A dowsing necklace, when held at the top of the chain with the pendant at the bottom, will always be slightly pulled towards the north as if by some force. If the user wishes to find some other item or person, under certain circumstances, the dowsing necklace can also point towards other things.
Cloak (and cowl):
A cloak is a type of loose garment that is worn over indoor clothing and serves the same purpose as an overcoat—it protects the wearer from the cold, rain or wind for example, or it may form part of a fashionable outfit or uniform. Cloaks are as old as human history; there has nearly always been some form of long outer garment used to protect people from the weather. Over time cloaks have changed their look to match current styles and textile needs.
Cloaks generally fasten at the neck or over the shoulder, vary in length, from ankle all the way up to the hip, mid-calf being the normal length. They may have an attached hood, and may cover and fasten down the front, in which case they have holes or slits for the hands to pass through. However, cloaks are almost always sleeveless. The cloaks that the Ranger Corps used are very distinctive. They wear either a mottled green, brown, and grey, or a cloak that is all one of those colors on the outside, and all one color on the inside and is made to be reversible. The cloak made experienced wearers almost invisible in the dense forests of Ethiafell. Rangers can also have a black and white variant in the north so he could blend in with the winter landscape, and there is a summer desert issue, made of varying shades of light brown, for when in the desert areas of Orcish lands. The winter cloak is a very heavy woolen cloak, while the summer issue desert cloak is much lighter, being made of heavy-duty linen. The Ranger's quiver is under the cloak and there is a flap that can be opened or closed to reveal the quiver.
• Medical Pack:
A medical kit containing herbs and cloth for bandages.
• Book And Quill
All Rangers are supplied a book and quill along with ink (and are educated enough to read and write) for whatever they may need it for.
• Whetstone (for sharpening blades)
• **Sling
• **Lead Shot

Pictures Feel free to use any of these pictures for your character, I won't mind.
Ranger
Ranger
Ranger



*The Saxe Knife is based on the Saxon Seax. The word "Seax" is a synonym for" knife" in Old English terms and was adapted from the Old Saxon word "saks", also for knife. The Seax was a dagger length single edged knife with a thicker, weighted opposing edge. Many different style seax knives have been unearthed over the years, all of which can be seen on the right. This picture only shows the blade, not the handle. The style Saxe Knife the Rangers use would most likely be blade "a" or "b", due to the fact that this style hasn't been altered to perform a specific job. These blades are also better for fighting situations and "a" has the optimal balance for throwing, as they sometimes do.
** Rangers don't always use this, but they have been known to.

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NethanielShade
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Re: The Kingdom of Ethiafell

Tips: 0.00 INK Postby NethanielShade on Sat Feb 21, 2015 3:30 pm

____________________
Flora of Drazlia
____________________

A fantasy world with fantasy races and creatures... But real plants? Let's spice things up again. First thing's first: Since this roleplay is my original creation but it is also not a book or anything commercial, I'm not going to feel bad about stealing a few plants from other worlds. Dragon Age and The Elder Scrolls series come to mind. So here I'll be posting plants from those universes (And maybe others? Who knows.) for quick reference, and maybe I'll end up making a few plants unique to Drazlia and not in other stories. That said, if you have a plant idea you want to be in this roleplay, feel free to tell me about it and I'll add it here.
Key: Water Plant, Rare, Magical, Alchemical.

W Water Lilies:

W Lotus Flowers:

WA Water Hyacinth: The Water Hyacinth is a pink flowering aquatic plant that grows in almost any body of water, but where it's shallow such as ponds, lake shores, and ocean shores. The plant itself isn't good for alchemy, but instead the nectar is.

WASpindleweed: "It is an old country saying that spindleweed grows best for the sorrowful. Verdant spindleweed in a household's garden has often brought neighbors offering consolation, usually without even asking what might be wrong.
This originates from the plant's use as a seasoning for dishes meant to speed the recovery of the infirm. A person who grows much of it is likely caring for the fatally ill."
Spindleweed is a red-leaved common medicinal herb that grows near water and has a peculiar twisting pattern.

W Marshmerrow: The sweet pulp of marshmerrow reeds is a delectable foodstuff, and when eaten fresh or prepared, it has modest healing properties. Marshmerrow is an important cash crop of the farms and plantations of Crescent Island, but it also grows wild in the lowlands and southern shore, though it is rare, it can also be found growing in springs or ponds throughout the country.

A Elfroot: Elfroot was first used by the elves of Dales, hence the name. The root gave their medicines particular efficacy, so when the elves brought the plant east by sea to Eldanoore and Ethiafell, the magi adopted its use and its popularity spread to all corners of Drazlia.
Elfroot is a hardy plant with large green leaves that grows wild in many places. It's so common that it tends to show up in most gardens and fields, almost like a weed. Unlike a weed, however, most people appreciate having access to the wonderful little plant. The roots can be used with very little preparation. Rubbing some of the juice on a wound, for example, will speed up healing and numb pain. And chewing on a slice of root treats minor ailments like indigestion, flatulence, and hoarse throats. There are several varieties, but the most useful for herbalists are the Bitter, Gossamer, and Royal Elfroots.
-WA Bitter Elfroot: Bitter Elfroot is a variant of Elfroot that favors swamps and has lower healing properties than that of regular Elfroot, but seems to be able to draw poisons from wounds with better efficiency. Unlike it's other variants, Bitter Elfroot has a wooden stalk and it's most useful part is the leaves.
-RA Royal Elfroot: Royal Elfroot is a variant of Elfroot with purple edged leaves, and has enhanced healing properties even farther than that of Elfroot. The plant is unfarmable as it is identical to Elfroot and Royal Elfroot seeds will grow regular Elfroot. It seems that the chance of Elfroot becoming Royal Elfroot is somewhere between 1% and 5%.

WRMA Drazroot: Drazroot is a very rare and bright green plant that grows near water. They glow, making them easier to locate at night, and they give off a low hum when nearby due to it's amazing magical potential. Originally black-leaved, the plant mutated drastically during the Atia's Separation event in 0 AS. Due to its magical nature, it was incredibly vulnerable to the first opened Rift. When the Drazroot had black leaves, it had many malevolent magical/alchemical properties, but when the first Rift opened it also mysteriously sucked the malign magic out of the species, leaving it with altered power, but still incredibly strong auras.

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NethanielShade
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