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Post by Pa'landri on May 16, 2014 20:55:58 GMT 1
It's no secret that a big part of the roleplay revolves around the conflicts between the four main factions of Palandri. But they are not the only factions in Palandri; All across the land bands of highwaymen, traveling fellowships, athromorph clans, free cities, orders dedicated to protecting the weak, and many other groups are scattered. They all vary in size and kind, some restricted to certain classes or races while other's take whatever they can get.
This thread is a masterlist of all official Palandri groups, whether their numbers are three or three thousand.
Want to found a group of your own? Message the administrator (me) with a name, leader and description of the requested group, as well as stating if you want it to be open to anyone or restricted to a select few. If it's approved, it will be created and added to this list shortly. NOTE! If your group is restricted to a certain class, you will need to have a character of at least level five of that class to be able to claim leadership.
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Post by Pa'landri on May 17, 2014 15:28:03 GMT 1
Main Factions - The Four Houses of PalandriHouse VolcanionSummary: The ruling house in Volcanion County. Most of it's members are descendants of the great mage Volcan, who served the High Goddess and was blessed with her knowledge of the fire element when she passed. Volcan was fierce, powerful, and once she set her mind to something she was as unstoppable as a raging forest fire, letting nothing and no one stand in her way. Most of her descendants are much the same way, allowing the blessed fire burn through their beings freely and guide them towards victory. House Volcanion believes their element is the superior one, and that the High Goddess' blessing was a sign that they are the true successors of the throne. The other Houses' opposition enrages them, but also feeds their fire and strengthens their belief that to get what is rightfully theirs, they must take it by force. Military: House Volcanion commands the largest military force in Palandri. In fact, almost their entire county is an enormous training ground, and each of the Six Cities of Ignis is strategically placed around the capital to protect it against attacks from all directions. Children are given basic combat training from the age of 10 and many, mostly Pyromentalists, join the army as soon as they turn 18. It is a source of pride for Volcanion County and soldiers generally have a higher status in their society than members of other professions do. Customs: - All sons and daughters in House Volcanion have their marriages arranged to ensure healthy, strong, and capable offspring.
- Every member of Volcanion House, once they've come of age, is branded with a mark of fire on their left hand.
- Twice a year, the oldest Lady of Volcanion House is required to visit The Grey Island to pay respects on the House's part to Mage Volcan.
Goal: World Domination. If one dragon could banish the Great Darkness, imagine what an entire nation - united under the Volcanion banner - could do. For a fire to keep burning it must be fueled continuously. All as one, they are more than powerful enough to take the land beyond the sea and expand the domain of the Goddess. Notable actions: - The Great Relocation - After the High Goddess' death and the initial clash between the four mages, Volcan withdrew to the capital of her county and soon began the construction of the Six Cities of Ignis. She commanded the inhabitants of the villages scattered across the wasteland to help build and thereafter move into the new cities. Most complied and left their homes, but a few questioned Volcan and was consequently executed for it. Volcan's army then burned the abandoned villages to the ground, leaving nothing (and no one) left behind.
- The Death of Volcan - The last battle between Mage Volcan and Mage Sie took place on The Grey Island roughly one thousand years ago. It was an epic fight which lasted for three days before Mage Volcan managed to fatally burn Mage Sie by releasing her energy in a devastating flare which set the entire island ablaze. But before Mage Sie succumbed to her wounds she used the last of her power to crush a wave against Mage Volcan, washing both of them down to the bottom of the ocean.
- The Steam Conflict - After the deaths of Mages Sie and Volcan, inhabitants of the two grieving counties clashed in an attempt to extract revenge upon one another. This battle took place on the west side of the Dragonteeth Rapids and resulted in roughly one hundred dead. Among them nearly half was civilian casualties, some of which were from Palandrion villages rather than Volcanion or Sieron. The conflict ended after twenty two hours when a Palandrion guard force marched in to the scene and promptly broke it up.
- The Desert Snake Hunt - A fairly successful attempt at decreasing the Elapine population. Making life difficult for the miners and alchemists of Volcanion to gather materials in the wastelands, as well as posing a dangerous obstacle every time the army marched out, it was deemed necessary to hunt down and cripple the Elapine population that shared the Volcanion land. However, not wanting to risk the lives of valuable soldiers, a hefty reward was instead offered to any civilian who turned in the head of an Elapine. They suffered several casualties because of this, but ultimately managed to deal a great blow to the Elapine, most of whom nowadays make it a point of not straying too close to the Volcanion cities.
- The Terror Plains Massacre - The Terror Plains Massacre was the result of a failed invasion on Quakerion by the Volcanion army. The army marched for the south county by the Quakerion Pass, believing themselves to have the element of surprise on their side, but never even made it behind enemy borders. Instead they took a devastating loss from being met with the Quakerion army at the head of Rockmount, which used the very ground under their enemies' feet to crush several hundred of their soldiers before they could get close enough to retaliate. The remainder of the Volcanion army quickly retreated after that, and has yet to fully recover from their losses.
Motto: " With fire we conquer." Star(appears above character icon if they are a member of this group): Three red stars. Duke(s): None. Duchess(s)': None. Lord(s): None. Lady/Ladies: Naena Valjin. House Quakerion Summary: Quaker, one of the four mages who served the High Goddes, and the one who was blessed with her knowledge of the element earth when she passed, is the namesake of both Quakerion County and it's ruling house. He was patient but uncompromising, always keeping his feet firmly on the ground even in the face of a raging hurricane. His descendants take after him and always walk without boots so that they can remain connected with the earth at all times. They find the other Houses' attempts to claim the throne understandable but pointless, as House Quakerion with their blessed element is obviously the ones meant to succeed the High Goddess. Once crowned they will make sure the other houses learn their places, but before that can happen, they need to make sure they do not get in their way. Military: House Quakerion controls a moderately sized military force. They are picky with their selection of who gets accepted into the army, to make sure only the absolute best (and most obedient) are put in charge of their county's defense. Discipline and loyalty is of outmost importance; they do not want hot headed and fight happy younglings. They do not need soldiers. They want tools, tools that stand their ground in their defense, and charge on without hesitation when the need arises. Customs: - All sons and daughters in House Quakerion have their marriages arranged to ensure healthy, strong, and capable offspring.
- Every member of Quakerion House, once they've come of age, is branded with the symbol of earth on their chest.
- A tree is planted for every child born into the Quakerion house. If it dies before it's time, or does not grow at all, it is believed to be a sign of disaster and the member born by it is executed.
Goal: Complete Control. The only way to eradicate conflict in a land is to rule it with an iron fist, and that's exactly what House Quakerion plans to do. It must be organized, precise, with no room for doubt or question. The other Houses? They will obey, or they will fall. Notable actions: - Death of Mage Quaker - Mage Quaker died during an attempt to assassinate Mage Thor, only shortly before Mage Volcan and Mage Sie ended one another. Having had his best herbalist blend together a most potent poison, Mage Quaker requested a meeting with Mage Thor on a neutral ground, under the pretense of desiring to negotiate an alliance between their two counties. His true intention was, of course, to subtly slip some of the poison into Mage Thor's meal and take over command of his fellow mage's forces once he'd passed. However Mage Thor was not so easily fooled and managed to trick Mage Quaker into taking the poison himself, foiling these plans and killing himself on the spot.
- The Siege of the North Quakerion Woods - The need for expansion of the county brought the Quakerion army to march for the North Quakerion Woods; a much desired area for it's abundance of natural resources, but widely populated by Feline prides, who had long managed to put up resistance against the Terramentalists and kept them from driving them out of their homelands. After many failed attempts at taking the woods, however, the Quakerion Army finally laid siege to them during a harsh winter two hundred years ago. The Felines inhabiting the woods were either killed or fled down to the South Quakerion Woods and has not made any attempts at reclaiming their lost home.
- The Terror Plains Massacre - The Terror Plains Massacre was the result of a failed invasion on Quakerion by the Volcanion army. The army marched for the south county by the Quakerion Pass, believing themselves to have the element of surprise on their side, but never even made it behind enemy borders. Instead they took a devastating loss from being met with the Quakerion army at the head of Rockmount, which used the very ground under their enemies' feet to crush several hundred of their soldiers before they could get close enough to retiliate. The remainder of the Volcanion army quickly retreated after that, and has yet to fully recover from their losses.
- The South Woods Retreat - Nearly a hundred years following the Siege of the North Quakerion Woods, the Quakerion forces made an attempt at taking the Southern Woods as well. This time it didn't go as well, though. The Felines who had fled from the North had contributed to greatly increasing the South population, making them stronger and capable of - time after time - driving the Quakerions out of their homes.
Motto: " Our wealth is the earth." Star: Three green stars. Duke(s): None. Duchess(s)': None. Lord(s): Etmere (banished). Lady/Ladies: None. House Sieron Summary: Sie was as brutal and unpredictable as the sea. She never connected with her enemies, rather let her ravishing water wash them out of her path, seeing herself as more a goddess than a woman and deeming everyone but her own people unworthy of touching her. The High Goddess' blessing made Sie irreversibly certain with her beliefs. This great sense of superiority lasted through generations and envelops House Sieron yet today, to the point where many of it's members spend their entire lives without leaving the capital's walls. They are convinced the outside world is tainted with the pretense godhood of the other houses, as well as the beastial races who are allowed to roam the land and ravage as they please. Palandri is far overdue for a thorough cleansing. Military: The army consists mostly of an extensive navy force with a smaller amount of on land soldiers (many of whom are rangers) stationed in each of the coastal cities. Being the only faction to have an abundance militarized ships, House Sieron quite literally dominates the sea surrounding Palandri, effectively blocking all of the other Houses from reaching their cities through the waters. This also means that the only way to enter Sieron County at all is by marching over the Sieron plains, which leaves any approaching force easy to spot and devoid of cover.
Customs: - All sons and daughters in House Sieron have their marriages arranged to ensure healthy, strong, and capable offspring.
- Every member of Sieron House, once they've come of age, is branded with a mark of water on their right hand.
- Each member of the Sieron House must be cleansed after each trip made to anywhere outside of the Sieron Capital.
Goal: Purification of the Land. There can never be peace as long as the other Houses, and the wild tribes, are allowed to live on Palandri. Two waves from different winds cannot coexist, they can only crash together. Once the throne belongs to House Sieron, they must join their energy to take control of the sea and wash away the taint on their land. Notable actions:- Death of Mage Sie - The last battle between Mage Volcan and Mage Sie took place on The Grey Island roughly one thousand years ago. It was an epic fight which lasted for three days before Mage Volcan managed to fatally burn Mage Sie by releasing her energy in a devastating flare which set the entire island ablaze. But before Mage Sie succumbed to her wounds she used the last of her power to crush a wave against Mage Volcan, dragging both of them down to the bottom of the ocean.
- The Steam Conflict - After the deaths of Mages Sie and Volcan, inhabitants of the two grieving counties clashed in an attempt to extract revenge upon one another. This battle took place on the west side of the Dragonteeth Rapids and resulted in roughly two hundred dead. Among them nearly half was civilian casualties, some of which were from Palandrion villages rather than Volcanion or Sieron. The conflict ended after twenty two hours when a Palandrion guard force marched in to the scene and promptly broke it up.
- The Great Plain Cleansing - The only recorded successful extermination of an entire race in the history of Palandri; The Sieron House with their ambitions of cleansing Palandri of all "lesser" races put their plans in motion about seven hundred years ago by first targeting an area closer to home, namely the Sieron plains, which was then housing several wild herds of Equines, a horse-like anthromorphic race. They had long lived peacefully beside the Sieron people, and was thus taken completely off guard when they launched a large scale invasion of their many villages. They managed to put up hardly no resistance at all before the army of Aquamentalists forced their extinction, leaving not a single Equine alive.
- The Battle for the Sea - As soon as House Sieron began turning their on-land forces into a naval army, they were opposed by the Piscine whom lived and dominated the coasts of Palandri. House Sieron simply scoffed and ignored the smaller acts of defiant sabotage caused by the other race, continuing on with their plans, until the sabotages evolved into larger scale destruction of ships and the harbors of the coastal cities. House Sieron retaliated by spreading the rumor that capturing a piscine would bring luck, causing previously terrified fishermen to venture out in hordes trying to get themselves their very own "mermaid". This "battle" is technically still ongoing, with neither side admitting defeat, believing themselves the victor, while still continuing to step on one another's toes at every possible opportunity.
- The Purity Lie - Not so much a notable action as it is a rumor surrounding House Sieron, claiming that the only reason the House has remained "pure" (aka, without birthing any Mundane children) for over a thousand years is by promptly killing any Mundane child born, and denying their existance. These rumors themselves have obviously always been denied by House Sieron, and no one has yet found any explicit evidence otherwise.
Motto: " By water, not land." Star: Three blue stars. Duke(s): None. Duchess(s)': None. Lord(s): Cilas Sieron. Lady/Ladies: None. House Thorion Summary: The last of the blessed mages was Thor, of Thorion House and County. He was renowned for his quick wits and silver tongue, able to trick his foes into submission without lifting a hand, and otherwise commonly found sticking his nose in every matter out of his own business. There are old myths claiming even the blessing from the High Goddess was a result of masterful manipulation on Thor's part, but of course, no evidence exists. Ironically, House Thorion is today the most secluded and hardly ever heard of of the four houses, located in the "flying" city Skaeya among the northern mountains. No one truly knows what brought this change - considering the other Houses are the images of their founders. Military: The Thorion army is as good as non-existent; As the county is already very well protected by the hazardous terrain, they can afford to instead concentrate on infiltrators, spies, and saboteurs, of which they have several spread generously across all of Palandri, putting a subtle stop to their enemies' plans and feeding intel back to the Thorion House. If there is something to know, the Thorions know it.
Customs: - All sons and daughters in House Thorion have their marriages arranged to ensure healthy, strong, and capable offspring.
- Every member of Thorion House, once they've come of age, is branded with a symbol of air on their shoulderblades.
- Before any member can take on the position of a Duke or Duchess they must first spend (and survive) an entire month out on their own in the frozen wasteland. This can be done at any point in their lives.
Goal: ???. House Thorion takes the struggle for the throne a lot less seriously than their fellow Houses, treating it almost like a game. Only the Goddess know of their true reasons for wanting it at all. Notable actions: - The Foiled Assassination - Mage Quaker died during an attempt to assassinate Mage Thor, only shortly before Mage Volcan and Mage Sie ended one another. Having had his best herbalist blend together a most potent poison, Mage Quaker requested a meeting with Mage Thor on a neutral ground, under the pretense of desiring to negotiate an alliance between their two counties. His true intention was, of course, to subtly slip some of the poison into Mage Thor's meal and take over command of his fellow mage's forces once he'd passed. However Mage Thor was not so easily fooled and managed to trick Mage Quaker into taking the poison himself, foiling these plans and killing him on the spot.
- The Death of Mage Thor - Mage Thor was the only one of the four blessed mages to die of old age, nearly forty years after the last of his fellow mages had gone. He spent the last of his days in his private housing in Skaeya, seemingly simply waiting for death to claim him. He passed peacefully in his sleep at last and was buried in an elegant tomb inside the mountain the capital city is built upon.
- The Northern Truce - House Thorion is the only house to not ignite a war with an anthromoprhic race. Rather when, during their expansion attempt, they ran into the Lupine in the Northeast, the two races came upon a truce that let them live peacefully side by side (albeit a bit suspicious of one another) to this day.
Motto: " Strength from the heavens." Star: Three light blue stars. Duke(s): None. Duchess(s)': None. Lord(s): None. Lady/Ladies: Indi Williams (unofficially).
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Post by Pa'landri on May 17, 2014 15:31:24 GMT 1
Class Specific Groups
The Order of Hunters Summary: The Order of Hunters, slayers of the undead. They're based in Palandrion on neutral ground but have agents stationed within every county in the land, and even a few roaming the wilderness. Motto: "Seek out and Vanquish!" Class: Hunter Star: Two silver stars. Leader: None. Members: None.
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Post by Pa'landri on May 23, 2014 14:55:20 GMT 1
Wild Tribes
Snowlands Pack Summary: One of the northern Lupine packs. Their territory lies on the Lochsea Peninsula. Motto: None. Race: Lupine. Star: A single dark blue star. Leader: None. Members: Cloud-Chaser, Plays-With-Fire.
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Post by Pa'landri on May 23, 2014 14:55:46 GMT 1
Other Groups
Messengers Summary: The collective of all Columbine messenger groups in Palandri. It is the most common profession for Columbine residing within human societies. Motto: "May the winds carry us safely to our destination." Race: Columbine Star: A single lavender star. Leader: None. Members: Magpie.
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