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NorthOfOrdinary

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  1. The Kalipsa Khaliphate Region I - Drakkis "From the ashes of the one star, fire spreads." Geography Drakkis is a large alcove of rocky, barely arable land in North-Western Emjata. The region is split into northern and southern halves by a great river, Serpent's Mouth. The northern half of Drakkis is dominated by Mount Obs, an active volcano, and its many sister peaks in the Drakkian mountain range which shield the region's northern, eastern, and southern borders. To the west, Drakkis is bordered by the Ortassa Sea, including two large inlets in the form of the northern Bay of Wyrms and the southern Bay of Swords. The Coast of Drakkis is spotted with thick coniferous forests. Many of the trees here have been untouched since the dawn of time, growing to be hundreds of feet tall. The residents of this portion of the region claim they are able to build an entire ship or home out of just one log. Outside of sleepy fishing settlements and logging camps, this part of the region is home to mostly moose, deer, small predators, and small game. Settlements are usually built from stone and timber on fjord cliffs overlooking the water, within walking distance of rocky beaches used to land small boats. The Interior of Drakkis is barren and hilly, consisting primarily of great steppes carved by ancient glaciers from the Drakkian mountains. A few farming villages call this area home though most that inhabit the interior consider themselves nomadic. It is far easier to avoid danger here then it is to withstand it. Large herds of caribou, yaks, mammoths, and wild horses roam the mountain plains ever weary of being hunted by packs of dire wolves, saber cats, rocs, and wyverns. Even humans seldom travel the interior alone. It is far safer to mimic nature and travel in groups. The Mountains of Drakkis are tall and imposing, casting a shadow over the rest of the region. The snow never quits here, though volcanic springs allow life to continue to sustain itself even at the highest of elevations. Mountain goats, cave bears, and trolls make their home amidst the cragged canyons and jutty peaks. It is also here that the wyverns and rocs nest, prey themselves to great dragons. Rich in metals, those hardy enough to settle in the wilds of the Drakkis Mountains and make it back down alive bring tales of great mineral wealth. People and Culture There are three distinct groups of people that inhabit Drakkis, divided largely by how they have come to adapt to survive the harsh landscape. Along the relatively safe coast dwells primarily humans, colloquially named "Dejan-landers", descended from those of the Emperor's troops to land by sea in Drakkis and then never depart and the various other human tribes that were native to Drakkis but flocked to join Dejan's host when it first landed. The title is a misnomer, as percentage wise the Dejanlanders are mostly descended from the original humans in Drakkis but the title stuck nonetheless as an insult to their loyalties. Dejanlanders are very similar in size and appearance to native Avakonians, though the presence of small traces of night stone in their drinking water, found only in Drakkis, gives many Dejanlanders a slight violet hue to their irises. These humans make up by far the largest proportion of inhabitants in Drakkis. They are a simple, hardy, and practical folk who tend to focus mostly on their families and immediate surroundings. Well versed in sailing, Dejanlanders are good fisherman and adequate traders. An axe and shield under every bed, when called to arms they make ample raiders and militia. The Interior of Drakkis belongs to the nomadic, "Zky-ni" or "Sky", people. Primarily orc-kind with a few tribes of goliaths, the Zky-ni is hardly a centralized group of people. Hundreds if not thousands of tribes make up the Zky-Ni and they commonly war amongst each other over resources and hunting grounds as they cross paths. Grudges between tribal leaders are often bloody but fleeting. It is said that orcs do not have very long memories when it comes to misdeeds or loyalties. Each tribe revolves around a single chieftain, usually male, chosen by defeating the previous chieftain in honorable battle. Steppe horses are revered by the Zky-ni, almost religiously, for their importance in maintaining their hunter-gatherer way of life. Annually, many of the chieftains meet for a great moot high in the steppes to discuss issues common amongst the tribes, celebrate life, and drink and have a good time. Reigning above all others in Drakkis, from the volcanic fortress of Obs'dum, are the Drak'ow. (Drow) Drak'ow are mostly humanoid in appearance, though with slender bodies, pointed ears, a lack of body hair, and skin that takes on an ashen hue. Their hair ranges from platinum blonde to black in color, though it does not naturally take on colorful hues such as red or brown. In contrast, their eyes seem to glow in a bright purple hue. Male Drak'ow usually reach a similar height to humans and female Drak'ow are slightly shorter. Faster and more agile, but with less raw strength, Drak'ow often rely on superior wits and dexterity to overcome their opponents. The Drak'ow are very few in numbers but may live up to a thousand years or more, allowing them to have survived more then one cataclysmic event by simply outliving their foes. Their culture reveres the projection of power and the establishment of order over chaos. A mysteriously religious people, the Drak'ow worship their queen as a godly entity. Their society is largely egalitarian. Technically matriarchal, female Drak'ow hold most positions of civil and religious significance. The male members of the species however are expected to lead Drak'ow armies and defend its peoples. This isn't to say a particularly steward-savy male Drak'ow couldn't govern a hold, nor that a female Drak'ow couldn't find herself on the frontlines of a battle. In practice, ambition is a sought after trait in a mate for either sex, creating a caste system in which Drak'ow typically only marry from within their level of ranks or those from below who show great potential to climb in the ranks of their society. Great failures that dishonor a family are reason enough for a Drak'ow of either gender to request divorce from their partner. They view most other species with disdain. History and Government For many eons, there was not a single human-dominated settlement in Drakkis. The Zky-ni tribes ruled the steppes and the Drak'ow inhabitated the coastal forests in numbers. They coexisted peacefully, beyond minor skirmishes, and the most conflict to be had in the region was with the wilds themselves. That all changed when Dejan the Conqueror landed a host at the Bay of Swords and rallied the disaparate human tribes of the region to his banner. The Drak'ow, previously blind to civilizations beyond their region, fractured into two separate factions. Half wished to welcome Dejan and appease the invaders in hope of creating a fragile peace. Half believed that only destruction could result from Dejan's landing and sought to build a host to meet Dejan in battle. The Avakonians struck first in a night of terror, slaughtering most of the Drak'ow and claiming their homes as their own. Those that survived fled into the mountains and hid amongst the ancient temples of their people. This era is known as The Smothering in Drak'ow teachings. Following, The Smothering, the Drak'ow survivors endeavored to build a new home in the mountains of Drakkis. Previously separated temples were connected to form a stone fortress deep within the mountains from which their society was reborn. They slowly repopulated and learned to tame wyverns as mounts. While food was always difficult to come-by, the mountains provided ample metals to forge weapons and armor. The priestesses spoke of a prophecy known as The Rekindling, a daughter would be born on the day that Dejan dies to lead the Drak'ow back to the surface. So it came to pass. News of the death of Dejan reached even the Drak'ow in their hidden citadels. A host of Drak'ow, supplemented by allied Zky-ni tribes, sacked the Dejanlander settlements and raised a new flag over the coast. In Drakkis today, the land is mostly at peace. Dejanlanders are allowed limited self-rule in the form of individual settlement councils, provided they pay homage and tribute to the Drak'ow who maintains a governor in each city. Only Drak'ow may form armies and lead them. The Zky-ni tribes, incapable of understanding formal rulership, are mostly left alone provided they each send a few sons each year to serve the Drak'ow as soldiers and manual laborers. The Drak'ow, now led by a daughter born on the day of Dejan's death as foretold, plot the slow but steady expansion of their lands and their race in order to prevent any other extinction events from unfolding. The Blazing has begun. The Kalipsa Khaliphate has been declared. Economy The Economy of Drakkis is largely driven by fishing, logging, and mining. Dejanlanders provide most of the labor force that makes the economy function, overseen by their Drak'ow lieges. The Mountains of Drakkis are well-stocked with iron, copper, tin, gold, silver, and of course - nightstone or Kalipsa. This rock, native to only Drakkis, is famous for causing those that drink Drakkian waters to develop a purplish hue to their eyes or skin over many years. It is also famous for another quality. Pure nightstone crystals have a hypnotic effect when combined with the proper hallucinogenic substances. It is the secret behind the Drak'ow practice of taming wyverns and many of their religious ceremonies especially in regard to conquered peoples. Resource: Nightstone The Population in Drakkis has always been most limited by the abundance or lack thereof of food crop in the region. There is plenty of fish to catch and game to hunt around Drakkis, but a lack of large farmable fields leaves wheat and agricultural crops lacking. Required Resource: Food Crops Faith Perijanism, and by extension Dejanism, is strictly outlawed as heathenism by the Drak'ow though it likely remains practiced in secret by some of the Dejanlanders along the coast. The Zky-ni tribes can be best described as following a derivative form Jalyeong-bo, with a greater emphasis placed on ancestral spirits then natural ones. The Drak'ow themselves primarily follow their own religion, Drak'owism, which is technically an offshoot of Dejanism though to explain that to its worshippers is not a wise path to tread. The Drak'ow believe it is their destiny to follow an arbiter, or godly priestess, to spread their race across the continent as Dejan had so that no ancestor of the Avokonians may ever threaten their people again. If Dejan is a deity, then their ruler is the Anti-Dejan, her birth being the great undoing of Dejan himself as told in their religious texts. Various sects of the Drak'ow disagree as to whether this conquest of the world must be by fire and blood or if diplomacy and trade will suffice, but all will follow their Queen with the fervor of zealots. Hallucinogenic incense and the use of nightstone is common in Drak'owist ceremonies to induce visions that the Drak'ow view as enlightening. Majority Religion: Drak'owism Minority Religions: Perijanism, Dejanism, Jalyeon-bo Initial Ruler Name: Kassandra I Title: Holy Khaleesi of the Kalipsa Khaliphate, Goddess of the Sun and the Moon, Daughter of Drakkir, Mother of the Drak'ow, Tamer of Serpents, and Bane of Dejan. Race: Drak'ow Religion: Drak'owism (Faith Head) Stats: Diplomacy 1, Military 4, Economy 3, Faith 5, and Intrigue 4 Background: Kassandra was born the first of her name on the day that Dejan the Conqueror died. Per the prophecies of her people, she was immediately taken from her family and raised amongst the Drak'ow priestesses deep in the volcanic fortress of Obs'dum. There she was groomed by brightest minds of the Dra'kow to rule her people. She will lead the Drak'ow to salvation or to ruin. (Note: See application post for rolls. 4,4,1,3,3)
  2. Ok, made edits to answer these suggestions! Very helpful feedback! :) Edited so that the human population was primarily bolstered by nearby human tribes. Explicitly listed the majority and minority faiths. Added "Kalipsa" as the colloquial name for Nightstone, the resource, and then named the government the Kalipsa Khaliphate. Renamed resource requirement to food crops, much less wordy haha Any good resources to make cool banners like some of the other applications have?
  3. Drakkis The Kalipsa Khaliphate Region I "From the ashes of the one star, fire spreads." Geography Drakkis is a large alcove of rocky, barely arable land in North-Western Emjata. The region is split into northern and southern halves by a great river, Serpent's Mouth. The northern half of Drakkis is dominated by Mount Obs, an active volcano, and its many sister peaks in the Drakkian mountain range which shield the region's northern, eastern, and southern borders. To the west, Drakkis is bordered by the Ortassa Sea, including two large inlets in the form of the northern Bay of Wyrms and the southern Bay of Swords. The Coast of Drakkis is spotted with thick coniferous forests. Many of the trees here have been untouched since the dawn of time, growing to be hundreds of feet tall. The residents of this portion of the region claim they are able to build an entire ship or home out of just one log. Outside of sleepy fishing settlements and logging camps, this part of the region is home to mostly moose, deer, small predators, and small game. Settlements are usually built from stone and timber on fjord cliffs overlooking the water, within walking distance of rocky beaches used to land small boats. The Interior of Drakkis is barren and hilly, consisting primarily of great steppes carved by ancient glaciers from the Drakkian mountains. A few farming villages call this area home though most that inhabit the interior consider themselves nomadic. It is far easier to avoid danger here then it is to withstand it. Large herds of caribou, yaks, mammoths, and wild horses roam the mountain plains ever weary of being hunted by packs of dire wolves, saber cats, rocs, and wyverns. Even humans seldom travel the interior alone. It is far safer to mimic nature and travel in groups. The Mountains of Drakkis are tall and imposing, casting a shadow over the rest of the region. The snow never quits here, though volcanic springs allow life to continue to sustain itself even at the highest of elevations. Mountain goats, cave bears, and trolls make their home amidst the cragged canyons and jutty peaks. It is also here that the wyverns and rocs nest, prey themselves to great dragons. Rich in metals, those hardy enough to settle in the wilds of the Drakkis Mountains and make it back down alive bring tales of great mineral wealth. People and Culture There are three distinct groups of people that inhabit Drakkis, divided largely by how they have come to adapt to survive the harsh landscape. Along the relatively safe coast dwells primarily humans, colloquially named "Dejan-landers", descended from those of the Emperor's troops to land by sea in Drakkis and then never depart and the various other human tribes that were native to Drakkis but flocked to join Dejan's host when it first landed. The title is a misnomer, as percentage wise the Dejanlanders are mostly descended from the original humans in Drakkis but the title stuck nonetheless as an insult to their loyalties. Dejanlanders are very similar in size and appearance to native Avakonians, though the presence of small traces of night stone in their drinking water, found only in Drakkis, gives many Dejanlanders a slight violet hue to their irises. These humans make up by far the largest proportion of inhabitants in Drakkis. They are a simple, hardy, and practical folk who tend to focus mostly on their families and immediate surroundings. Well versed in sailing, Dejanlanders are good fisherman and adequate traders. An axe and shield under every bed, when called to arms they make ample raiders and militia. The Interior of Drakkis belongs to the nomadic, "Zky-ni" or "Sky", people. Primarily orc-kind with a few tribes of goliaths, the Zky-ni is hardly a centralized group of people. Hundreds if not thousands of tribes make up the Zky-Ni and they commonly war amongst each other over resources and hunting grounds as they cross paths. Grudges between tribal leaders are often bloody but fleeting. It is said that orcs do not have very long memories when it comes to misdeeds or loyalties. Each tribe revolves around a single chieftain, usually male, chosen by defeating the previous chieftain in honorable battle. Steppe horses are revered by the Zky-ni, almost religiously, for their importance in maintaining their hunter-gatherer way of life. Annually, many of the chieftains meet for a great moot high in the steppes to discuss issues common amongst the tribes, celebrate life, and drink and have a good time. Reigning above all others in Drakkis, from the volcanic fortress of Obs'dum, are the Drak'ow. (Drow) Drak'ow are mostly humanoid in appearance, though with slender bodies, pointed ears, a lack of body hair, and skin that takes on an ashen hue. Their hair ranges from platinum blonde to black in color, though it does not naturally take on colorful hues such as red or brown. In contrast, their eyes seem to glow in a bright purple hue. Male Drak'ow usually reach a similar height to humans and female Drak'ow are slightly shorter. Faster and more agile, but with less raw strength, Drak'ow often rely on superior wits and dexterity to overcome their opponents. The Drak'ow are very few in numbers but may live up to a thousand years or more, allowing them to have survived more then one cataclysmic event by simply outliving their foes. Their culture reveres the projection of power and the establishment of order over chaos. A mysteriously religious people, the Drak'ow worship their queen as a godly entity. Their society is largely egalitarian. Technically matriarchal, female Drak'ow hold most positions of civil and religious significance. The male members of the species however are expected to lead Drak'ow armies and defend its peoples. This isn't to say a particularly steward-savy male Drak'ow couldn't govern a hold, nor that a female Drak'ow couldn't find herself on the frontlines of a battle. In practice, ambition is a sought after trait in a mate for either sex, creating a caste system in which Drak'ow typically only marry from within their level of ranks or those from below who show great potential to climb in the ranks of their society. Great failures that dishonor a family are reason enough for a Drak'ow of either gender to request divorce from their partner. They view most other species with disdain. History and Government For many eons, there was not a single human-dominated settlement in Drakkis. The Zky-ni tribes ruled the steppes and the Drak'ow inhabitated the coastal forests in numbers. They coexisted peacefully, beyond minor skirmishes, and the most conflict to be had in the region was with the wilds themselves. That all changed when Dejan the Conqueror landed a host at the Bay of Swords and rallied the disaparate human tribes of the region to his banner. The Drak'ow, previously blind to civilizations beyond their region, fractured into two separate factions. Half wished to welcome Dejan and appease the invaders in hope of creating a fragile peace. Half believed that only destruction could result from Dejan's landing and sought to build a host to meet Dejan in battle. The Avakonians struck first in a night of terror, slaughtering most of the Drak'ow and claiming their homes as their own. Those that survived fled into the mountains and hid amongst the ancient temples of their people. This era is known as The Smothering in Drak'ow teachings. Following, The Smothering, the Drak'ow survivors endeavored to build a new home in the mountains of Drakkis. Previously separated temples were connected to form a stone fortress deep within the mountains from which their society was reborn. They slowly repopulated and learned to tame wyverns as mounts. While food was always difficult to come-by, the mountains provided ample metals to forge weapons and armor. The priestesses spoke of a prophecy known as The Rekindling, a daughter would be born on the day that Dejan dies to lead the Drak'ow back to the surface. So it came to pass. News of the death of Dejan reached even the Drak'ow in their hidden citadels. A host of Drak'ow, supplemented by allied Zky-ni tribes, sacked the Dejanlander settlements and raised a new flag over the coast. In Drakkis today, the land is mostly at peace. Dejanlanders are allowed limited self-rule in the form of individual settlement councils, provided they pay homage and tribute to the Drak'ow who maintains a governor in each city. Only Drak'ow may form armies and lead them. The Zky-ni tribes, incapable of understanding formal rulership, are mostly left alone provided they each send a few sons each year to serve the Drak'ow as soldiers and manual laborers. The Drak'ow, now led by a daughter born on the day of Dejan's death as foretold, plot the slow but steady expansion of their lands and their race in order to prevent any other extinction events from unfolding. The Blazing has begun. The Kalipsa Khaliphate has been declared. Economy The Economy of Drakkis is largely driven by fishing, logging, and mining. Dejanlanders provide most of the labor force that makes the economy function, overseen by their Drak'ow lieges. The Mountains of Drakkis are well-stocked with iron, copper, tin, gold, silver, and of course - nightstone or Kalipsa. This rock, native to only Drakkis, is famous for causing those that drink Drakkian waters to develop a purplish hue to their eyes or skin over many years. It is also famous for another quality. Pure nightstone crystals have a hypnotic effect when combined with the proper hallucinogenic substances. It is the secret behind the Drak'ow practice of taming wyverns and many of their religious ceremonies especially in regard to conquered peoples. Resource: Nightstone The Population in Drakkis has always been most limited by the abundance or lack thereof of food crop in the region. There is plenty of fish to catch and game to hunt around Drakkis, but a lack of large farmable fields leaves wheat and agricultural crops lacking. Required Resource: Food Crops Faith Perijanism, and by extension Dejanism, is strictly outlawed as heathenism by the Drak'ow though it likely remains practiced in secret by some of the Dejanlanders along the coast. The Zky-ni tribes can be best described as following a derivative form Jalyeong-bo, with a greater emphasis placed on ancestral spirits then natural ones. The Drak'ow themselves primarily follow their own religion, Drak'owism, which is technically an offshoot of Dejanism though to explain that to its worshippers is not a wise path to tread. The Drak'ow believe it is their destiny to follow an arbiter, or godly priestess, to spread their race across the continent as Dejan had so that no ancestor of the Avokonians may ever threaten their people again. If Dejan is a deity, then their ruler is the Anti-Dejan, her birth being the great undoing of Dejan himself as told in their religious texts. Various sects of the Drak'ow disagree as to whether this conquest of the world must be by fire and blood or if diplomacy and trade will suffice, but all will follow their Queen with the fervor of zealots. Hallucinogenic incense and the use of nightstone is common in Drak'owist ceremonies to induce visions that the Drak'ow view as enlightening. Majority Religion: Drak'owism Minority Religions: Perijanism, Dejanism, Jalyeon-bo Initial Ruler Name: Kassandra I Title: Holy Khaleesi of the Kalipsa Khaliphate, Goddess of the Sun and the Moon, Daughter of Drakkir, Mother of the Drak'ow, Tamer of Serpents, and Bane of Dejan. Race: Drak'ow Religion: Drak'owism (Faith Head) Stats: Diplomacy 1, Military 3, Economy 3, Faith 4, and Intrigue 4 Background: Kassandra was born the first of her name on the day that Dejan the Conqueror died. Per the prophecies of her people, she was immediately taken from her family and raised amongst the Drak'ow priestesses deep in the volcanic fortress of Obs'dum. There she was groomed by brightest minds of the Dra'kow to rule her people. She will lead the Drak'ow to salvation or to ruin.
  4. "I'm not here very often, so I usually-" Madde finds herself cutting off at the sudden disturbance elsewhere in the restaurant. "Did she say 'naked'?" Against her better judgement, Madde too gets up and walks over to the front windows. She looks to see if she can see what is causing the commotion. It wasn't everyday that a naked person was trying to bite their neighbors. She pulled out her phone in case it was worth recording.
  5. Madde looks up from her menu at the man as he approaches. "Thank you. My group hasn't arrived yet either though." She flips over her menu, feeling bad that his friends didn't show up for him. "You can join us when they get hear if you'd prefer. My name is Madde." The young woman extends the man a small hand to shake. That was another thing that always surprised her about the United States - people were so forwardly friendly. She had always thought the rest of the world should give it a try too. "Do you go to the University of Richmond too?" Madde asks, smiling at the question. "We should work out together some time."
  6. Madde had attempted to speak with London in my last post, just wanted to check if that was missed or if he’s deliberately ignoring her before I write my next one. :)
  7. Let’s say the family lives at 63 Maryneta Avenue, and their boat is docked at Walden’s Marina.
  8. I’m thinking a family of four - mom, dad, and a son and daughter that are quite a bit younger than Madde. Perhaps middle school or high school age. The dad works an upper blue collar job, maybe a foreman for a construction company. The mother is a school teacher. Simple little sailing boat, comfortable for a half dozen folks to take a day trip off shore but not something you’d want to live on for an extended period of time. It’d be tied up at a leased/rented slip in one of the marinas. I honestly know nothing about sailboats so hopefully that’s an ok description. Being purposefully vague so you have room to make any changes or imagine them however necessary to incorporate them into the story. :)
  9. Isabelle Krähen “What is a Coupé, but a Revolution that hasn’t yet obtained popular support?” Name: Isabelle Krähen Race: Dhampir Gender: Female Age: 27 Class: Bard (Demagogue Archetype) Traits: Addicted Friend, Ambitious, Bastard, Final Embrace, Power-Hungry Sheet: Concept and Plot Hook: Isabelle is a minor noble woman that resides on the East Shore. Her family, Krähen, gained its wealth and notoriety long ago for its service in the Cousin’s War. Her mother was a high society socialite up until the day she overdosed on shiver in a back alley. Her father, rumored to be a vampire, was never in the picture. Isabelle was raised by the strict guidance of her maternal grandparents. When they too passed, Isabelle inherited everything from the family’s raven crest to the riverside estate to a sizable treasury and a retinue of servants. She has always enjoyed the finer things in life but they’ve only ever been a distraction for her true desires. The affluent heiress craves the one thing she doesn’t yet have and perhaps the only thing that would allow her to end the crime ripping apart Korvosa’s streets once and for all - power. The timely delivery of a certain letter from a certain person however, at least offers her the chance to collect justice from one undeserving soul in particular. “My father was a whore. My mother was a shiver fiend. It’s a good thing grandfather had more sense then the both of them or I'd be unable to rid this city of that vault rat Gaedran Lamm.” Description: Isabelle is one of those figures that towers over everyone else in the room. A tall statuette of flawless beauty, she’s never had to search for suitors despite possessing an almost ominous aura. She inherited her father’s ghost-like pale skin and through a combination of his foreboding crimson stare and her mother’s sparkling blue irises, she gained a set of eyes in a shade of violet that is as enchanting as midnight orchids. Isabelle’s hair is long, straight, like a pillar of obsidian turned to fine thread. Her slim but shapely figure is intoxicating to behold. At six foot four inches in height and a hundred and seventy pounds, she commands respect in any conversation. Her stare is decisive. Her face is imperial. Her visage like a condescending remark over a bottle of fine red wine. You may get drunk on her words but do be weary, for this heiress has only hidden her fangs. “Do not fear me love. I’m just your future queen.” Personality: Isabelle is an enthralling orator with the uncanny ability to seize a room full of people and convince them all to drop what they are doing and focus their full attention on her voice. People generally either loathe her or admire and adore her. She leaves little room for the in-between and wouldn't have it any other way. Bad press is still publicity after all. Starved of affection for much of her early childhood, she craves idolatry even if she hates to admit it. Isabelle is often the first and most eloquent perspective in any discussion. Even on the fly her words are carefully selected and her arguments roll off her tongue as if rehearsed. They are in a way. Somewhat of a socialite in her own right, Isabelle often finds herself sitting down with other wannabe-infouential minor nobles to discuss philosophy, history, and political theater. If it were up to her - Isabelle would be crowned the ruler of Korvosa yesterday. She has little respect for the current king and his mistress, something she has never done well to hide, though it’s not like they've ever met given the difference in their station. An elegant provocateur and misguided philanthropist if there ever was one, Isabelle's biggest motivation beyond her image is doing what she believes is the right thing for the people of Korvosa whether or not they agree with the means. The people need security and safety in their homes. A revolutionary autocrat in the making, Isabelle would light that fuse if only she could guarantee enough people would follow her to make it worthwhile. As calculating and manipulative as one might describe the Dhampir lady, cold is hardly a fitting addition to this list of descriptors. She isn’t evil. The chip on her shoulder rarely extends to the little guy. Those in Isabelle’s close circle know her as loyal friend that, while perhaps a little bit eccentric and a lot of bit ambitious, cares deeply for those around her. She may kick you in the shin to advance her own plots, but she’ll also be the first to pick you back up and place you on a better pedestal when she gets what she wants. Isabelle never forgets a debt owed.
  10. That was unintentional but is also kind of hilarious in reading back, I'll leave it the same and the staff can give Madde a snarky reply. She earned it.
  11. That still shows up blank for me after my character’s name.
  12. I don't see any writing after any of the names? That's ok though, I kind of figured we'd all be strangers until we meet in the pizza place. :)
  13. Maddie entered Delta Pie from outside. The sight of such a long line was slightly discouraging to the young woman. She had been waiting outside for almost ten minutes already, before deciding it was best to just go ahead and reserve a table for her and her old host family whom she was here to visit. Americans. Maddie had to ponder the irony. Her old host family had always been five minutes late to everything, as long as she had known them, and here she was still insisting on being punctual. The petite college student quietly joined the queue waiting to be seated and pulled out her phone. She took a quick selfie and sent it to a friend through snapchat. A few minutes of scrolling through Instagram and Facebook and it was finally her turn. "Hallo," Maddie greeted the hostess. "Table for five, please." Her english was good when she kept it simple. This was something she had prided herself on for years, even if the German accent and the deliberate spacing of her words betrayed that it wasn't her native tongue. She followed a waiter to the newly opened table and took a seat. She looked at the man at the next table over munching on trail mix and the faintest hint of a smile appeared on her normally stoic face. "Hungry?" Maddie laughed, sparking a friendly conversation with the stranger. "Normally people come here to eat pizza and not bring their own snack, yes?" It was strange behavior to her, but it was also kind of cool in a fun and dorky way. As she straightened out her black tennis dress, Maddie hoped that the man wouldn't mistake her attempt at dry humor as rude.
  14. She’s just along for the ride on those boating trips. She doesn’t actually run the boat. It’s just there to give her a reason to be in Deltaville. :)
  15. BACKGROUND Madde Tiedemann grew up in Düsseldorf, Germany. From a wealthy family of business moguls, she never had to worry about money as much as she did living up to her parent's oppressive expectations. They at first wanted a doctor, but when Madde proved more adept at gymnastics then academics they pushed her to aim higher and higher in hopes that would be her ticket. For her part, Madde did love the sport. Growing up she remained amongst the best of the best in all her age groups. She studied in the best schools even while training, including a year as a foreign exchange student in the United States, before returning to Germany for a chance at joining their national team. She didn't make it - her parents were insufferable in response. Dreams crushed, Madde decided to return to the United States with an athletic scholarship to study health and wellness at the University of Richmond in hopes of becoming a sports trainer or a physical therapist. It gave her a chance to grow up and continue to train in the sport with some space away from the rest of her family. There she has flourished, beginning to find herself amongst the rest of the student body. With newfound confidence, she hopes to try again in a year for the German National Team. She still visits her old exchange family in Deltaville from time to time. They own a boat in the harbor and enjoy hosting her on weekend sailing trips. DESCRIPTION Petite and muscular, Madde has a lean frame and a small stature that really showcases her athleticism and raw natural power. She stands at five feet tall and weighs just over a hundred pounds. Her hair is long, blonde and usually up in a bun. Her eyes are hazel. She walks and moves with a soft graceful precision that took a lifetime to learn. Always one to keep up appearances, she dresses rather preppy and fashion-chic for class and regular outings though she is much more comfortable in casual athletic attire at the gym or in her dorm. Her face usually displays a rather serious or not-interested expression, but it's an unintended mask. Madde is actually rather bubbly and happy-go-lucky as a default. She enjoys adventures and has a naive curiosity about the world that often leads to new experiences, both of the good and bad kind. She tends to avoid conflict even if it means doing something she doesn't want to and after years of living sheltered, her street smarts aren't all there especially if it involves something she can post later on to social media. On the flip side, Madde still isn't one to panic when things go wrong preferring to draw on a strong sense of calm pragmatism to solve her issues. She's a supportive and well-meaning friend, often showering those in her corner with small favors and gifts. She's also a rule follower to a fault.
  16. Madde Tiedemann Agility d10 Smarts d6 Spirit d6 Strength d4 Vigor d6 SKILLS Academics Athletics Common Knowledge Driving Notice Performance Persuasion Stealth d6 d12 d4 d4 d4 d6 d8 d4 Pace Parry Toughness 6 2 4 LANGUAGES German (Native) d8 English (Acquired) d6 HINDRANCES Curious (Major) Mild-Mannered (Minor) Small (Minor) EDGES Acrobat Free-Runner GEAR Casual clothing, cellular phone, backpack, blanket, reusable water bottle, sports first-aid kit. Armor: None Weapons: None Cash: $310 Advances: None
  17. From top to bottom: Eagle’s Phalanx, Squill, Respita. Respita is volcanic as well. Then could we close the gap between the mountains in the NW and the coast a little bit more so Eagle’s Phalanx is the only land route into the peninsula. :)
  18. So uh, the true answer is apparently I'm bad at geography and got the starting location mixed up. The Ozarks are definitely not in Kentucky. Lol Oops. :) I think I'll add to her story though later tonight to give her more a reason for pushing south.
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