[BoP: Maurland] Signup Thread

Should posts in the main thread (when it goes up) be restricted to in-character only?

  • Yes, it would be more conducive to an immersive environment.

    Votes: 7 31.8%
  • No, some things would be hard to do in-character.

    Votes: 2 9.1%
  • No, but it should be encouraged.

    Votes: 10 45.5%
  • I don't play this game.

    Votes: 3 13.6%

  • Total voters
    22

Users who are viewing this thread

P1z7p3s.png




Hail and well-met. Noticing a distinct lack of Medieval Fantasy lately, I have taken the initiative to adapt a universe which I've been working on for several years to a format suitable for BoP. While many BoPs seem to be very oriented towards being a jerk to everyone around you to form the biggest blob, Maurland is designed to be much more story-driven than that. While random acts of senseless violence are still possible and bound to happen, it's my hope that I'll be able to keep players adequately entertained through writing that they won't deem it necessary to do something comparable to... say... using retroviral engineering dark magic to create a megavirus curse that kills millions of people for no other reason than that they're bored. Of course, if you want to, go ahead and try, but there might be some very angry clerics who would like a word with you.

Without further ado...

The map!
Hulk made this. He's also my cohost. Pretty cool, right?
final.png

The Provinces!
Auslandhafen

Auslandhafen (noun adjuncts don’t work the same way in German, name may change) is one of three provinces that could rightly refer to itself as seafaring. Its capital city is one of the three which has proper access to the Königssee, owing to the rocky terrain and cliffs of the vast majority of the realm’s coastline. Unlike most places in the realm, the Lord-Governor of Auslandhafen is elected quadrennially, but makes the same oaths to the wearer of the crown as any hereditary feudal vassal would. Merchant culture exists strongly, and those of Auslandhafen are willing to deal with people that more upstanding provinces like Königshafen would shy away from, including the Aurezijskij and small, independent merchants and traders. They control the Aderstrom estuary and all traffic and trade which flows through it. While it used to be much larger, it voluntarily ceded all territory west of the Aderstrom following a series of wars with Holzfeld. It produces a large amount of lumber, decent amounts of coal and ores, and considerable income from trade and control of the Aderstrom.

Bergmark (non-playable)

Nothing bad and/or cataclysmic happened here whatsoever.

Coschen

Coschen is relatively unremarkable. A simple place for simple people. Considered to be, along with Königsberg, the crossroads of the country, it attracts lots of traders and travelling merchants - as well as the problems that come with them. It produces a good balance of food and lumber, while lacking slightly (though with enough to get by) in coal and metals. It commands the strategic fork at Nordwacht, controlling entry to the Säumwasser and further river traffic up the Aderstrom. Content with its current holdings and wealth, the nobility of Coschen often focuses on consolidating the territory it already has instead of going to acquire new territory, especially with militaristic provinces such as Hartenricht and Holzfeld along their borders.

Elynsland

A land ruled by violent egocentrists who care for nothing but their own wealth, going so far as to name their realm after themselves. Elynsland, in the past, was considerably smaller, being themselves vassals of Hartenricht with their current eastern territory having belonged to Hohenbergen and some of their territory north of the Elynsstrom to Winterspitze. Over time, they gathered great wealth and power, being the foremost of the then-Duke of Hartenricht’s most trusted retainers, gaining support from his courtiers and advisors and collecting many ducal favors before issuing a deadly stab in the back. Elynsland struck out quickly and decisively, seizing large amounts of land from its three neighbors, who had been weakened on wars with eachother. Elynsland eventually outran their infrastruture and supply lines, forcing it to negotiate peace with its enemies, but none have forgotten the Great Western War...

Hartenricht

The remnant of what was originally a once larger realm, both Hartenricht and Winterspitze lost considerable integral territory to the villains of Elynsland in the Great Western War. Large swathes of flat land are excellent for food production, as most of the forests of Hartenricht were either cut down to fuel their war efforts or were captured by Holzfeld in wars past. With Elynsland to the south, Holzfeld to the north, and Hohenbergen to the southeast, Hartenricht was forced to develop a strong military tradition to maintain its territory. Many dispossessed noblemen, known collectively as the Landless (might get a more lore-friendly name later ye be warned) have assembled bands of soldiers and hire themselves out to others, hoping to accrue enough support and funds to retake their former territory and exact revenge upon the traitorous Elynsländer.

Hohenbergen

A province consisting largely of violent raider bands who see fit to plunder what they need. Inflicting innumerable atrocities upon the populations they raided and/or conquered, many of their more prominent warlords were often members of the same Blood Cults as those in Valahr before being driven out by the crusades. Having been largely pacified by the crusades and pushed back east by Elynsland (who consider them ‘savages’) in a series of wars, they are not the same universally-feared scourge of the realm they used to be, but they are still widely considered as capable warriors. Their remaining territory is highly defensible with a wealth of coal and lumber, and the contested Steinsee is both a good fishing zone and staging ground to raid or retake lost territory from, if a Lord-Governor desired to do so.

Holzfeld

As seems to be endemic in the west, Holzfeld has a long history of military actions and violence. Engaging in brutal wars of aggression with all of its neighbors on at least three separate occasions, they are quite isolated diplomatically from everyone else. Relations are particularly strained with Auslandhafen, who were so aggrieved by a war with Holzfeld (which included such atrocities as a public massacre of the then-royal-family and a razing of a city in the area now known as the Black) that they didn’t even demand the territory back when the tide was turned. Despite this being almost 100 years ago, before Valyn Fletcher and Taeren Falconshield had even been born, the fires of vengeance burn bright in the hearts of some. Holzfeld, like the other northerners, produces exceptional light/raider infantry. They produce great amounts of lumber and acquire a good percentage of their food through hunting, as farming is often viewed as a crutch for the weak.

Königsberg (non-playable)

The capital province as well as cultural and economic center of Maurland, Königsberg is a force to be reckoned with. Close allies with Schelize, together they served as the driving force behind Maurländer unification. Home to first the Falconshield and then the Fletcher dynasty who rule from the impressive Citadel in Königsberg Stadt, it also serves as the main center of politics and intrigue. While the city is now recovering from a relatively brief siege, that has done little to dull its glory and prestige, where everything and anything can be found for the right price with the right connections. The throne is currently a point of contention, as not all agree with Erryk Fletcher’s ascension to it, but those who would contest it lack the political and military power to challenge it. Whether that will change is left to be seen.

Königshafen

The venerable Lord-Governorate of Königshafen is the richest province of Maurland. Possessing the estuary of the Königslauf as well as a royal charter that grants it exclusive access to serve as the hub for government-level trades, it brings in considerable amounts of money in trade income. Neglecting its army in favor of the fleet, Königshafen is mostly protected from aggression by fear of the Crown’s wrath, given how important it is diplomatically and commercially. The city of Königshafen itself is controlled largely by the guilds and leagues, feuding amongst themselves in the shadows constantly. In addition to the sea, much of the Great Eastern Mountains are within Königshafen’s borders, producing no small amount of metals and stone. However, the province is currently lacking in lumber due to the explosion of the shipbuilding industry, despite large-scale replanting efforts.

Northpeak

Hell on Earth. Northpeak is a dark, desolate place, overgrown with thick forests and inhabited by vicious, dangerous wildlife. Despite being one of the largest provinces by size, it is one of the least-populated. By humans, that is. Few save for the Rangers and the nobles who pay them know what truly goes on in Northpeak, and perhaps that is for the best. Of the many who go north attempting to tame the wildernesses of the province, few return, and those who do often decline to speak of their experiences there. Because of how remote it is, it is not politically important, and the Lord-Governors of Northpeak often stick to their own devices.

Schelize

One of the oldest provinces that has remained stable, the Duchy of Schelize had always enjoyed strong relations with Königsberg, so when the young Duke Taeren Falconshield and Knight Valyn Fletcher approached Duchess Janika Steelsword with their idea for a unified Maurland as a response to the rising threats of Montemoore, Yestribia, and Andovoya outside and Valahr, Bergmark, and Hohenbergen inside, she was quick to pledge her support. Schelize produces exceptional longbows, and longbowmen, serving as strong defense infantry. Indeed, the city of Evenfall, carved out of and into a mountain, is widely considered to be the second most fortified city in the realm short of Königsberg itself. It controls the southern district of the great city of Kreuzlingen, known as Kreuzlingen-Süd, with the great river of Königslauf running through the center of the land, as well as Valyn’s Stand where the Great Unification War was de facto won.

Valahr

While Northpeak endures horrors supernatural, Valahr endures horrors of man. Once home to the infamous Blood Cults, fanatical worshippers of the blacksouled and their assorted atrocities, Valahr has a long history of bloodshed. Deeds so dark have been committed that the area’s magical aura has been tainted, therefore mages from Valahr are more attuned to and experienced in dark magic than the mages of other provinces, for better or for worse. As a result of the crusades, however, much of its population has been depleted and many of its ancient magic houses have been expelled, uprooted, or extinguished. Valahr starts with no experienced mages, and magic heroes will be harder to come by. It commands the River Ende, with its city of Osthausen being one of the three cities that have proper functionality and location as a seaport.

Westwatch

A march created by Schelize and Königsberg from their own territory to defend against Valahr, Hohenbergen, and Bergmark. Dotted by numerous fortresses and other fortifications including Valyn Fletcher’s own Ironblood Keep in the south, it served its purpose well. With the loss of Bergmark, the reigning in of Hohenbergen, and the defeat of the more seditious elements of Valahr, Westwatch has lost much of its significance as a march and is now widely considered and given the same respect as any other province of Maurland. The noblemen and populous still remember their roots and are generally fiercely devoted to the Crown and the loyalists of the realm. It possesses many great quarries, producing no small amount of stone, as well as fertile land along the rivers and a third of the great city of Kreuzlingen, known as Kreuzlingen-West.

Winterspitze

A mountainous province inhabited primarily by sturdy folk fond of drink and industry. Home to a multitude of large ore deposits and larger mountains, the people of Winterspitze never want for stone or metal. Unfortunately, though, the same things that provide its greatest strength are also its greatest weakness - with a lack of suitable flatlands to plant fields, it’s often hard for them to maintain a steady supply of food and lumber without relying on imports. Furthermore, large networks of caverns and valleys pose a danger to unwitting miners and explorers, nobody truly knowing what dangers might lurk in the deep places of the world. Beyond that, they are also known for their propensity to engage in untimely revel-
Urist McHost cancelled write description: Attend Party

In addition to the twelve playable and two non-playable provinces, there are other locations on the map, namely the Free Marches, Yestribia, and Andovoya. These are but a small few NPCs and locations that may be interacted with via event. More info below.

The world!
Lore primer. Reading optional. Also I did this on Google Docs and I might not have reformatted everything for BBCode.
Our own home, the realm of the north. None may surpass us in the arts of smithing, enchanting, and illusion. Our disciplined armies clad in the finest of Whitesteel defend their snowy homelands against any who would seek to do us harm, not that any hailing from the Lands-Beyond-the-Peaks could actually do harm to us worthy of note. Despite our might, we Maurlaender are an industrious yet reserved people with a rich culture, history, and treasury. I digress - some history for the masses:

With the defeat of the Valaner Host in (an action which would later be known as) the Battle of Valyn’s Stand heralding the end of the Fourth Crusade, the Great Unification War too came to a close. Those who had not sworn allegiance to the newly-crowned King Taeren Falconshield had defeat at their gates and rather than face dispossession by unification supporters would begrudgingly bend the knee. The dream of Valyn Fletcher had been realized, though having perished during the battle, he was not alive to see it. He was survived by his son Erryk who inherited his lands and titles as well as the Principality-turned-Lord-Governorate of Koenigsberg, the cultural and economic capital of Maurland. This begins the dating period “AMU” - After Maurlaender Unification.

The newly unified realm prospered under the wise and benevolent rule of King Taeren who had finally brought peace to the troubled land, but not all were content with his leadership. They assembled in secret and sewed banners in the candlelight, massing weapons and supplies for a new campaign. When the incident (there is seemingly ink here, but it is smudged and unreadable) occurred in 11 AMU, they finally had their chance. King Taeren called up the levies and rallied the forces of the realm to link up with Lord-Governor Janika Steelsword of Schelize, a seasoned commander and the King’s foremost military advisor.

The forces of the treasonous plotters arrived late, after the loyalist forces had already began their march south. King Taeren himself was forced to go north to visit the Aurezijskij, the information about the circumstances of which shall be found further down. Seeing their opportunity, they launched a surprise attack upon the capital city and its citadel, defended only by the city guard and the Koenigsberg levy which had been made to remain at the city until the King’s return. The plotters sought to remove Taeren from the throne and install one of their own in his place, having convinced the skeptical among their men that the King had surely perished at the Dark Isles and that Erryk Fletcher, the Lord-Governor of Koenigsberg, was the true usurper.

This plan, of course, was foiled when King Taeren returned with his army from Aurezija to find the city besieged. The beleaguered soldiers defending the city were reinvigorated upon seeing the image of a great Falcon conjured up by the King’s Archmage, Ilse, which drew all eyes to them. The soldiers who had believed the King was dead now realized the treachery of their Lords and turned their blades against them as the defenders of the Citadel sallied forth and the King’s army began its charge. The traitors were defeated, but not without cost. The King died shortly afterwards, and at this point we have two conflicting accounts of his death.

The first account of his death, that of Lord (now Prince) Erryk Fletcher and the Archmage Ilse, as well as most others who were at the battle, is that Taeren had been perforated by the crossbow-bolts of those loyal to the betrayers, and collapsed from his horse upon triumphantly entering the city. Erryk and Ilse specifically report a flash of magical light following this, and still hearing his voice despite his supposed death. With his last dying breath, the King (believed to be childless, he died unmarried and before his time. Saints guard his soul) named Erryk as his successor, ending the Falconshield Dynasty and ascending the Fletcher Dynasty to the throne.

The second account of Taeren’s death is that of the cleric Andrea, who had gone missing for a time, but later returned to the realm’s borders as the sole survivor of a large force of clerics who had been sent south to partake in a clandestine mission while the armies of the realm battled other forces. She states that Taeren had arrived at [smudged] right as the battle seemed lost, and single-handedly defeated [Yet more smudged text], ending the campaign in the south. Some question the validity of Andrea’s account and attribute it more to delirium, having found herself severely wounded during the fight.

Some scholars and mages assert that these two possibilities aren’t exactly mutually exclusive, but weren’t willing to elaborate to us, warning us about the dangers of prying into realms we cannot fathom. Some others assert that Erryk’s claim might’ve just been an attempt at a power-grab, but this seems unlikely with the amount of witnesses, including the King’s loyal retainers, present. As we do not know for sure, both accounts are hereby recorded.

Regardless of the circumstances of King Taeren’s death, what can be said for sure is that Erryk Fletcher took the throne. Few contest his claim, and those who do would be hard-pressed to build support. Out of respect for the late King, Erryk did not reuse his title: “Maurland has had but one man worthy of being called King, and he is not me. To take up his title after his death would be the greatest insult to the greatest man I’ve ever known” was given as his explanation. Whether his path will lead us to further greatness or devastating ruin, only the future holds.
A disparate group of feuding, warring, mercantilist city-states in the land of Andovoya directly to the southwest, they could not strictly be referred to as a realm or nation, with each city-state being its own, beholden only to their greed and the wills of their 'God-Kings'. They are led by such men who they revere as divine, but we the educated of Maurland know that 'divine' is simply how those of the Lands-Beyond-the-Peaks understand magic. As ‘divinity’ to them is held by so few and used so sparingly, they’ve turned away from magic and instead resorted to the low form of chemistry, having created rudimentary devices to propel a bolt of metal with an explosion. These will certainly never catch on.

Beyond that, we know little about them - they are a mysterious folk, and since we both generally keep to our own devices, they are largely an enigma to us. Despite all of this, however... out of all of those of the Lands-Beyond-the-Peaks, they would be the quickest we might call friends.
The Aurezijskij are a people both troubled and troublesome. We Maurlaender have a deep-seated distrust of these men, if they could be called that. They certainly don't consider themselves men. Aurezijskij view everyone outside of their culture as an inferior race and treat them as such, isolating themselves from and scorning the outside world. Their appearance is considered a bad omen, and they taint whatever they touch with their inherent evil. Few among us would be willing to deal with them, and those who do are certain to face appropriate reactions.

Their legends hold that they did not originally inhabit the archipelago to the west that we know as the Dark Isles, an area so treacherous that those among us who deign to take to the waters are very intent so as to avoid crossing within close distance of it. They were forced to flee their original continent after it was cursed by a 'demon' (other translations read something closer to 'fallen god' but is, once more, most likely just a very powerful mage causing mischief) known as the Black Wolf. The late king Taeren Falconshield had many theories about this Black Wolf, which was a major point of contention between him and the Aurezijskij Tsar Nikolai Kazimirov, whom Taeren referred to as 'Kazimirov Cursebringer'. The King went so far as to fault them for the incident at [the text being smudged is seeming more and more deliberate. Why?], and given that he himself was the one who ended it, sacrificing himself in the process, we see no reason to disbelieve him.

As their lands are tainted by the everpresent aura of reprehensible evil, they themselves are often victims. One of the final actions the King embarked on before his death was a diplomatic mission to the Dark Isles, which many of his advisors (save, notably, his archmage Ilse) advised him against. Bringing a full contingent of the province of Koenigsberg's, and the union itselfs' best troops, King Taeren helped the Aurezijskij repel an assault by monstrous creatures who could only be described as undead, to begrudging thanks but also resentment and fear from Kazimirov. This, apparently, is a normalcy of life for the Aurezijskij, and any who would journey there (though why one would do so is certainly beyond this chronicler) would best keep that in mind.
The honor-bound warriors of the sand, the Qeristani are a monarchy led by the Malik Al’Qadir bin Zohred. Exporting large amounts of salt, glass, and metal, they are known among us for their combination of both decadence and skill at arms. We do not have much interaction with them, though the late King Taeren and the Malik had several verbal altercations during his lifetime at diplomatic events. They appear to have something of an issue with pirates and marauders, and their stance on slavery is much different than ours. Many of their pirates on the surface are lawful vassals sworn to the Malik, but often they will supplement their incomes by enslaving innocents - an act reprehensible in their culture, as they only view enslavement acceptable in response to a crime of honor. While they are strange people who we do not always see eye-to-eye with, we view them with a healthy level of respect, as honor is very important to our culture as well.
Our allies and enemies, the greatest friend and foe we have ever had. Montemoore is slippery, one cannot count on them to act in any capacity that does not strictly benefit Montemoore. There is a considerable level of instability within the realm following the death of their Emperor Alexander (Imperator Iskandar, in their tongue) with several factions vying for control, including his son Artur who appears to be little more than a puppet of their strange church. Alexander and Taeren were friends in life, but history with Montemoore is rocky at best.

Montemoore views the entire world as their domain and thus does not shy away from intervening uninvited in the affairs of others. Their philosophy is that as their “God” supposedly created the world, and they are supposedly the favored of said deity, they are entitled to the world itself. As such, they invoke the name of the subject of their worship as they invade swathes of territory they would otherwise have no claim to, with mixed results. Their present rate of expansion is certainly alarming, and if it continues, we may find ourselves fighting against their black legions once again.

They, like us, are practitioners of magic, though their magic differs from ours. While our magic channels the power and attributes of the soul, their magic seems to be based solely on willpower, but with a disastrous cost to the body of the caster. Many of their mages have taken to consuming what they call “Orm Extract” - a substance that greatly increases focus at the risk of overwhelming themselves with their magic and resultingly dying.

Signup Information
At this point, you've either read everything above and said "Yeah, okay, this is cool, sign me up" or "Jesus Christ, Ev, get on with it." Regardless of which of these people you are, here is the info you need:

Code:
Username:
Choice one:
Choice two:
Choice three:
Custom character [Y/N]
Claimant if full [Y/N]
Reserve if full [Y/N]

At this point, you may have some questions. Questions like what's a claimant? To answer that, since we only have twelve provinces, some people shall be allowed to play as landless nobles who are seeking to press their claims to either a province or the crown itself. Their actions will be limited in scope until they become landed, and will be almost entirely reliant on a patron to keep them fed and funded at their court. It's more or less "super duper hard mode" and should only be agreed to if you're willing to not get the 'full game experience' until you acquire land.

How about what's a custom character? A character you design the appearance, name, personality, history, etc of yourself. This will require us to have a discussion about what is and isn't lore friendly, so if you say yes to this then contact me on skype (Epicrules), steam (linked on my TW profile), or via PM here and we can talk about it! If you say no, a character will be designed for you.

Maybe you're wondering what's playable? Everything listed under "The Provinces!" not tagged as (non-playable) is playable.

Or are you wondering what do I actually control? What's my goal? You control your province, part of the realm of Maurland, through the precarious times following the Maurländer interregnum. You command production, populace, construction, and soldiers to secure a future for yourself and your subjects however you can.

What about players? If people ignore my trades and diplo can I interact with NPCs? Heck yes! There are many NPC organizations which exist and will interact with you one way or another throughout the course of the game. More info about these when the main thread goes up or as asked.


TL;DR lore primer
We live in Maurland. Maurland is cold and has mountains. Also magic. Maybe dragons. Nobody knows if dragons are real, not even the people who have dragons on their flags. It used to be a bunch of different realms led by nobles who hated eachother. This guy named Taeren Falconshield united the realm under his banner, and he was awesome. Then he died, and people started being assholes again. His successor, Erryk Fletcher, took the throne afterwards and is trying to maintain the safety and stability of the realm against foreign powers to protect the people of Maurland, but not everybody likes him and they want to put their friends on the throne instead or just do ****-all in a corner somewhere. Also magic. Did I mention magic?

Important information
If you have questions, don't be afraid to ask! I love talking about my lore, and everybody will be much happier in the long run if they understand the game better. I'll be updating this thread with pertinent info as needed.

Player Q/A

Slavery?
Mildly socially acceptable kidnapping.

Bergmark?
Scary.
 
Provincial players:
1) Auslandhafen - Teo
2) Coschen - Pixel
3) Elynsland - Aust
4) Hartenricht - Coffe
5) Hohenbergen - Mason
6) Holzfeld - Alma
7) Koenigshafen - Moose
VIII) Northpeak - Arcadius
9) Schelize - Grimmend
10) Valahr - Arthur
11) Westwatch - Harkon
12) Winterspitze - Amountaindillo

Claimant players:
1) MaHuD
2) Draorn
3) Fifth
(if you want to know what they're claimants to, you'd have to ask them.)
 
Username: Lobiok1
Choice one: Valahr
Choice two: Königshafen
Choice three: Winterspitze
Custom character: Y
Claimant if full Y
Reserve if full: N
 
Username: Pixel, duh
Choice one: Coschen
Choice two: Königshafen
Choice three: Elynsland
Custom character [Y]
Claimant if full [Y]
Reserve if full [Y]
 
Holzfeld
Hartenricht
Northpeak
Character depends on province
Other 2, depends on circumstances

Conveniently opposite of Arc  :lol:
 
Username: MaHuD
Choice one: Valahr
Choice two: Westwatch
Choice three: Schelize
Custom character [Y/N]
Claimant if full [Y/N]
Reserve if full [Y/N]
 
Username: Harkon Haakonson
Choice one: Westwatch
Choice two: Hohenbergen
Choice three: Holzfeld
Custom character [Y] Yes, yes, yes, yes, yes.
Claimant if full [Y]
Reserve if full [Y]


HYPEEE
 
Username: Moose
Choice one: Königshafen
Choice two: Hohenbergen
Choice three: Auslandhafen
Custom character [Y]
Claimant if full [Y]
Reserve if full [Y]
 
Current list of people's choices are as follows. Provinces will be assigned once we cap out on players (currently 11/12 with an option on 15)

Auslandhafen
- Teo (1)
- Moose (3)

Coschen
- Pixel (1)

Elynsland
- Pixel (3)
- Aust (1)

Hartenricht
- Arcadius (2)
- Aust (3)

Hohenbergen
- Harkon (2)
- Moose (2)

Holzfeld
- Arcadius (3)
- Monty (3)
- Harkon (3)
- Aust (2)

Koenigshafen
- Grimmend (2)
- Arthur (2)
- Pixel (2)
- Moose (1)

Northpeak
- Arcadius (1)
- Draorn (1)

Schelize
- Grimmend (1)
- MaHuD (3)
- Monty (2)

Valahr
- Arthur (1)
- MaHuD (1)

Westwatch
- MaHuD (2)
- Draorn (2)
- Teo (3)
- Harkon (1)

Winterspitze
- Grimmend (3)
- Arthur (3)
- Monty (1)
- Draorn (3)
- Teo (2)

(Updated)
 
Due to their immense unpopularity, I'm amending my choices.

Username: Austupaio
Choice one: Elynsland
Choice two: Holzfeld
Choice three: Hartenricht
Custom character [Y]
 
Back
Top Bottom