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Oryol, the Silver Eagle

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1Oryol, the Silver Eagle Empty Oryol, the Silver Eagle on 07/01/19, 04:55 pm

Oryol

Oryol
D-Tier
D-Tier
Name: Oryol
Age: 29; February 5
Gender: Male
Sexuality: Homosexual
Country Affiliation: Magnostadt
Race:
Magician:

Oryol, the Silver Eagle 6wkwVEO
A magician is a special breed of human who is "loved by the rukh" from the day they are born. This grants them the incredible power to command the rukh, bending them to their will in order to perform various types of magic. Despite all this, their physical bodies are naturally very fragile. This however, is generally taken care of by the powerful "borg" every single magician is born with. A powerful barrier that will appear when put in immediate danger.

TRAITS
Trait Name: Loved By The Rukh
Trait Tier: -
Trait Requirement: Magician Race
Trait Description: Blessed and loved by the rukh, magicians have a deeper connection with it than any other race.
Trait Effect:

  • Able to see the rukh and communicate with it.
  • Access to the "Borg" racial ability.


Racial Ability:
Borg
Tier: D
Class: Magician
Type: Defensive
Range: Close
Requirements/Drawbacks: Once the Borg is broken or damaged, it requires 3 turns to recover.
Scaling: Cannot be scaled
Sustain: No sustain limit
Cool Down: N/A
Cost: 5 Magoi
Description:

    A sphere of hardened magoi surrounds the user in an instant. It will defend against damage equal to its tier before shattering.

Tier:
[Novice] D-Tier: May bring up to 1 staff/wand into a thread. C-Tier and below spells can be used. Can know 1 magic type.
Rukh Alignment:
White rukh is a representation of fate and the Will of Solomon. It is the natural state of a person's rukh when they are following the flow of destiny. Having white rukh means that you are moving forward and facing the future without heavy attachments or regrets over what happened to you as a result of fate. Many types of people, both good and evil, can possess White Rukh.

  • When actively in the process of accomplishing your character's Aspirations listed in your character profile, you may request that fate intervene should your life be in danger. Fate might turn the situation around so you can be victorious, or it might only leave you just barely alive but left for dead. But chances are, it will save you from death.

  • Once per thread, you are able to resist intense physical pain (A-tier or lower) for a short time (2 posts), unless the wound is fatal.

  • By being white rukh, you are more prone to being picked by a djinn in a dungeon.

  • During events, you may request that fate give you guidance on how your character should act to get the best possible outcome. However, fate will only grant you a hint and it is still up to you to perform effectively.

  • By performing actions that instill hope and faith in the future within the general population of an area, it is possible that while rukh will gather. When this happens, all other white rukh perks are triggered regardless of their usual requirements.

Class:
Magician is a class which revolves around the usage of magic and magoi. All characters that are Magicians must use their staff or wand to channel their spells. Their techniques are the most versatile of all the classes. Must be of the Magician race to pick this class.

Primary Magic Type:

  • WIND - Wind is a type of magic where the magician orders the rukh to change into strong gusts of wind. This type is capable of producing wind and manipulating the air itself. Spells of this type have the capability to remove the air from a space and create powerful vortexes. It is the fifth type of magic. Magicians who have an affinity to this type are known as "White Magicians". Wind magicians have a remarkable aptitude toward the first type, Heat.

Additional Magic Type(s): None
Personality:
Character Flaws:

  • Vanity: Oryol has a nigh-obsessive care for his own appearance, especially when it comes to his hair. He will spend hours getting it just right, look for the nearest river to clean his clothes at a minor sign of dirtying, and use magic to float himself over puddles on his path without a second thought. In life-threatening situations this may be avoided, but only through serious willpower. He may easily come off as self-centered and arrogant at a first meeting. As an extension of this, he has come to call himself "the Silver Eagle"... in his head! His education and overall self-awareness would never allow him to give that information away easily, but he does yearn to be found "cool" as much as he wants to be considered "beautiful".

Likes:

  • Sightseeing: Perhaps ironic when his his dislike of the natural elements and their affects on his hairstyle is considered, Oryol is a traveler at heart. Anything from "a strange rock formation in the ranges of the Kou Empire" to "the magnificent ports of Balbadd" or "a caravan-eating plant in the middle of the Central Desert" all sound appealing to him. Although many times (and especially for him) the journey will be a dreadful task, he will undergo it for the sake of sightseeing.

  • Geography: Perhaps as a direct consequence of his fondness for landmarks and foreign sights, Oryol finds much wonder in scribbling personal maps of his routes and learning about the geography of each region. Whether it is the fact that a particular mountain range is composed of a newer or older rock, or how an old route has become obsolete due to the advent of a new technology, or overall knowing where the flow of a particular river may end up, he likes sharing obtaining this kind of knowledge.

  • Cats: The one beast that he will never hesitate to approach. Cats are adorable at the same time that they are fierce predators and nimble fighters, and the odd combination of those seemingly contradictory features appeals to him deeply. Cats, and anything he perceives to be in their likeness will quickly warm up to him (including people; NOT romantically), leading him to try and hold it.

  • Politics: The most dangerous game in the world, and he knows it well. Against his better judgment, Oryol has always been fascinated with the scheming, backstabbing, deception, and the surprisingly usual good intentions behind the political workings of the world.

Dislikes:
Important note! None of what is listed below will affect most meaningful decisions. They are minor inconveniences that the character would rather avoid, but will easily push through internally screaming until he completes his current objective.

  • Dirt: Oryol is a terribly vanitous person, avoiding dirt and unclean places in general as much as he possibly can.

  • Rain: Simply due to how much effort he puts into keeping his hair styled, he would rather avoid water randomly pouring over it.

  • Flies: The little devils are EVERYWHERE! A waste of magoi, but he can and will use his magical abilities to push the diminutive fiends away.

Aspirations:

  • Flatten the World: One of Oryol's dreams is to make a comprehensive map of the world, with the major "points of interest" he identifies along the way. In his mind, he knows such a feat would be unrealistic and until hardcore world tourism kicks in, rather useless, but his heart believes that every new village, landmark and geographical feature he sees is a step in the direction of this goal.

  • Curse of the Magician: The power specifically being magic (and other manners of interacting with and controlling nature). Despite of magic's absurd capacity for violence and destruction, Oryol is no exception to the rule among magicians. He wants to understand magic and control it, to weave the power to build and destroy, to understand and manipulate rukh, and to have fun doing it all. While the thought of using it on a human body is appalling to say the least, even the most destructive of magical abilities fascinates him.

Phobia(s):
Phobias are deep and irrational fears through which a person needs to struggle in order to function. I want to emphasize that, although these have an effect on the character, involving them in one way or another is highly enjoyable! Especially when it comes to character development, and the struggle to overcome (or more realistically, cope with) them.

  • Ugliness: The antithesis to his natural vanity. Oryol has a recurring panic of "becoming less beautiful", to the point where marks or even bruises to his face will be considered unsettling. His sense of aesthetics for others is rather liberal, as he is known to enjoy the appearance of even things that many others would find ugly, but two things that will easily disturb him are: the amorphous, such as slimes and viscous substances; and the heavily deformed, such as those with scars that break their symmetry and missing limbs. In both scenarios, heavily staring may ensue, and maybe a faint or two if it's too sudden.

Appearance:
Face-Claim: Nozel Silva (from Black Clover)
Hair Color: Platinum/Silver
Eye Color: Light purple
Height: 177 cm
Weight: Light
Special Features: Oryol's hairstyle mimics the appearance of an eagle.
Oryol, the Silver Eagle DrHzyXnWkAA3L2_Oryol, the Silver Eagle Tumblr11
History:
Setting
Far to the northeast of Reim, a small peninsula exists, reaching out into the sea and narrowing the distance between the Western and Eastern continents. Ruthania is a land of inhospitable cold and trade between the two continents, as well as the northern entrance to the Reim Empire. Previously a land of raiders, it was conquered several hundred years in the past, and is used as a main port for trade with lands to the east and north. Historically, the tribal chiefs that would once form the nobility of Ruthania would trade local commodities, such as ice, berries and seafood (anywhere from small fish to sea monsters). Today, as a province of Reim, it serves the same purposes, though trade outside the empire is kept to a minimum. The people are hardy, tough and prone to skirmishes, and the line of previous warchiefs has managed to keep on past emperors' good sides, so the province is allowed a degree of self-governance. The governor is always a descendant of past would-be kings, allowing for the rise of nobility among the common folk. A few traces common to these nobles, such as vanity and a lighter frame, are unseen in most of the populace, suggesting a past hybridization between different peoples, or a non-local origin to either commoners or the nobility. While the smallfolk is generally bulky, easy-going and known for action rather than thought, the stoic nobility is known for being vain, cold and very cunning, unfit for physical labor but inherently talented at politics.

Though the reputation of each social class is somewhat unfair, they seem to like it that way, the stoic figure befitting nobility, while the hard-working stereotype benefits the populace. House Krest, also known as "Silver Crosses" due to their family emblem, is the politically leading family of the region, and oversees much of the trade, both legal and "not as legal". The latter is specifically linked to a black market trade in goods from the east, such as the odd Tenzan and Kou goods (much of it having illegal origins). The province is especially known for its effective system of transportation of goods and law enforcement on the sea, as a whole suffering relatively less at the hands of well-armed pirates than the surrounding lands. Iron from Ruthania is also known to resist cold in a way that southern alloys could not, and is known throughout Reim as the best option for colder climates. The metallic alloys native to the province are extensively exported, to the point where they even import metals in order to manufacture them. The architecture and overall aesthetic of the province also differs from Reman standard, more closely resembling Imuchakk with its extensive use of wood and indoor fire pits to fight the cold. Ice skating is a very common hobby during the colder seasons, though snow and freezing are not common during the summer. People from Ruthania have uncommonly pale skins when compared to the rest of Reim, and their hair is more often in the lighter shades of blonde and, in the case of nobility, silver.

The line of Krest was notable for a reason beside their political power however. Ruthania is home to a small tradition of magical research and usage. Stemming from traditional shamanistic rituals, all magic of Ruthania was originally limited to raw magoi, same as the magoi manipulation of the Imuchakk but in a ranged form. House Krest, however, has a line of (primarily) White Magicians, with an specialization in what they call King's Gale, an usage of especially "elegant" Wind Magic, often used in
traditional performances in order to form beastly and heroic forms out of the air. Magically talented traders and fishermen use it to sail against the wind, the supposed origin of the technique's name. The "King" was one who couldlead his people through the sea better than any other. Military use of magic is limited and often ignored in favor of traditional weapons such as pole arms and swords. Magic affinities in the House have been known to vary, as Water (known in tomes as the Rusalka's Breath) and Thunder (known in tomes as the Warrior's Spark) Magic are also slightly well known, but those are considered isolated cases, the techniques and usage of any other kind of magic being treated as scholarly curiosity and belonging in a librarian's account.

Background
Oryol was born a first child in one of House Krest's leading families, his father being an overseer of an active port and several villages. As the heir apparent to his father, the cutthroat politics of the Empire shaped his education, as he was always encouraged to learn the names and crests of prominent families and organizations within, and attending regular business trips to Remano, learning early on not to let his true intentions and emotions seep through what his father referred to as one's "business face". Despite the dreadful feeling when meeting other nobles, especially due to their status as "provincials", he enjoyed the trips for the traveling itself. The core of the Reim Empire was fascinatingly different than its farther reaches, and the figure of the Emperor and the imperial army earned his respect. Like his father, and his father before, Oryol has a natural affinity to Wind Magic, and has learned the King's Gale through training, although true mastery of it was never strongly encouraged, as it has been considered of late as little more than a tool for commoners to perform laborious tasks. Oryol never agreed to his peers' view on magic, however. General opinion was that the concept of magic was noble, but its use in commoner jobs tainted it.

With a growing interest in magic, Oryol grew researching it as a hobby, taking over the most monotonous tasks of the estate and the region's administration as his father's health declined. Constant trips to Reim's largest cities allowed him to learn about the world without having to move too far, but once his younger siblings had grown enough to take up his place, he relinquished his position. With a proper successor to the northern branch of the Krest family trained in the art of politics, he left his home, considering his duty to the family that raised him sufficiently paid. He took very little with him, wanting to take no more from the household than his father's old wand and a pouch of gold for traveling expenses. He wanted to further his understanding in magic and the world outside of imperial reach, and made for the "capital of magic" he had heard so much about. City-states were not uncommon, but for news of one growing in power enough to even bother major polities was notable. Politics and magic were among his main interests, and so he traveled, to the port of Magnostadt.
Role-Play Sample:
Imperial Forms
Nezhinka was the main administrative and cultural center of Ruthania, and there the estate of the Krest family was located. With his father's incoming retirement, the young Oryol sat near his father as he did the necessary paperwork for mundane, but strictly regulated transactions, the empire being very methodical with their records. As the sound of scribbling went on, the boy walked around, checking out the view of the port outside. At least that was nice, a sunny summer afternoon, and the room was projected to make very good use of the sunlight, with numerous windows beside the balcony. He needed to learn how to be patient, but all he could think at that moment was how monotone it would be, to work alone on that desk. From the balcony, one could see the narrow sea, separating the Western Continent from the Eastern, and though activity had fallen in the last few years, the port had ships being loaded and unloaded every day, most of the goods leaving to one or other imperial route along with a good portion of the money that would otherwise go to his House.

"A 25% tax on the trade is an outright abuse." He finally commented. It was not the first time he had thought of that kind of thing, but having spent some time looking through the papers made him feel cheated, as his father had likely also felt when inheriting leadership of House Krest, all those years ago. It was almost a certainty, given the look his father gave him. His father had a good heart, but was stern and cold as the land he was raised in. Oryol then held his tongue. His father was certainly well aware of their situation, and needed not be reminded of it. A comment like that would often earn him a firm scold, or at least a disapproving gaze, but the old man's eyes were sympathetic as he spoke. "We owe much to the Emperor of Reim. Provinces rarely remain self-governed for long, and we need to show ourselves worth of that trust."

He was technically being berated still, but he could tell from that unusual tone of voice that, though his father was using his brain to respond, his heart was in complete agreement. That was also a lesson. He was reminded of the past, when his father would outright speak his lessons. It was an easier time, but not nearly as insightful. "Give your mind to the Empire, but keep your heart home", he would say in those days. Not anymore. The boy let out a sigh, sitting right beside his father, and put on a cheerful face as he examined some of the paperwork. "So when I get a ship in the port, every box of goods needs one of these forms, right? It sounds like it would take a long time to check them all." The afternoon went with lengthy, often tiresome questions and explanations, but this meant finally giving his father some rest, and the man had been far too good for him.

2Oryol, the Silver Eagle Empty Re: Oryol, the Silver Eagle on 12/01/19, 03:24 am

Zion

Zion
β-Tier
β-Tier
Approved~

You have been awarded 10k huang for completing your character as per the New Character Package! Remember to post in that thread using the template to keep track of your rewards.

Now that your character is approved, don't forget to create your Vault. You can register your starting traits and abilities here and your starter weapon here.

Code:
[b]Name:[/b] Oryol
[b]Age:[/b] 29; February 5
[b]Gender:[/b] Male
[b]Sexuality:[/b] Homosexual
[b]Country Affiliation:[/b] Magnostadt
[b]Race:[/b] [spoiler="Magician"]
[center][img]https://i.imgur.com/6wkwVEO.png[/img][/center]
A magician is a special breed of human who is "loved by the rukh" from the day they are born. This grants them the incredible power to command the rukh, bending them to their will in order to perform various types of magic. Despite all this, their physical bodies are naturally very fragile. This however, is generally taken care of by the powerful "borg" every single magician is born with. A powerful barrier that will appear when put in immediate danger.

[b]TRAITS[/b]
[quote][b]Trait Name:[/b] Loved By The Rukh
[b]Trait Tier:[/b] -
[b]Trait Requirement:[/b] Magician Race
[b]Trait Description:[/b] Blessed and loved by the rukh, magicians have a deeper connection with it than any other race.
[b]Trait Effect:[/b]
[list]
[*]Able to see the rukh and communicate with it.
[*]Access to the "Borg" racial ability.
[/list]
[/quote]

[b]Racial Ability:[/b]
[quote][center][b]Borg[/b][/center]
[b]Tier:[/b] D
[b]Class:[/b] Magician
[b]Type:[/b] Defensive
[b]Range:[/b] Close
[b]Requirements/Drawbacks:[/b] Once the Borg is broken or damaged, it requires 3 turns to recover.
[b]Scaling:[/b] Cannot be scaled
[b]Sustain:[/b] No sustain limit
[b]Cool Down:[/b] N/A
[b]Cost:[/b] 5 Magoi
[b]Description:[/b]
[list]
A sphere of hardened magoi surrounds the user in an instant. It will defend against damage equal to its tier before shattering.[/list]
[/quote]
[/spoiler]
[b]Tier:[/b]
[quote][b][Novice] D-Tier:[/b] May bring up to 1 staff/wand into a thread. C-Tier and below spells can be used. Can know 1 magic type.[/quote]
[b]Rukh Alignment:[/b]
[quote][b]White rukh[/b] is a representation of fate and the Will of Solomon. It is the natural state of a person's rukh when they are following the flow of destiny. Having white rukh means that you are moving forward and facing the future without heavy attachments or regrets over what happened to you as a result of fate. Many types of people, both good and evil, can possess White Rukh.
[list]
[*]When actively in the process of accomplishing your character's Aspirations listed in your character profile, you may request that fate intervene should your life be in danger. Fate might turn the situation around so you can be victorious, or it might only leave you just barely alive but left for dead. But chances are, it will save you from death.

[*]Once per thread, you are able to resist intense physical pain (A-tier or lower) for a short time (2 posts), unless the wound is fatal.

[*]By being white rukh, you are more prone to being picked by a djinn in a dungeon.

[*]During events, you may request that fate give you guidance on how your character should act to get the best possible outcome. However, fate will only grant you a hint and it is still up to you to perform effectively.

[*]By performing actions that instill hope and faith in the future within the general population of an area, it is possible that while rukh will gather. When this happens, all other white rukh perks are triggered regardless of their usual requirements.
[/list]
[/quote]
[b]Class:[/b]
[quote][b]Magician[/b] is a class which revolves around the usage of magic and magoi. All characters that are Magicians must use their staff or wand to channel their spells. Their techniques are the most versatile of all the classes. Must be of the Magician race to pick this class.[/quote]

[b]Primary Magic Type:[/b]
[list]
[*][color=#ffffff][b]WIND[/b][/color] - Wind is a type of magic where the magician orders the rukh to change into strong gusts of wind. This type is capable of producing wind and manipulating the air itself. Spells of this type have the capability to remove the air from a space and create powerful vortexes. It is the fifth type of magic. Magicians who have an affinity to this type are known as "White Magicians". Wind magicians have a remarkable aptitude toward the first type, Heat.
[/list]
[b]Additional Magic Type(s):[/b] None
[spoiler="Personality"][b]Character Flaws:[/b]
[quote][list]
[*][b]Vanity:[/b] Oryol has a nigh-obsessive care for his own appearance, especially when it comes to his hair. He will spend hours getting it just right, look for the nearest river to clean his clothes at a minor sign of dirtying, and use magic to float himself over puddles on his path without a second thought. In life-threatening situations this may be avoided, but only through serious willpower. He may easily come off as self-centered and arrogant at a first meeting. As an extension of this, he has come to call himself "the Silver Eagle"... in his head! His education and overall self-awareness would never allow him to give that information away easily, but he does yearn to be found "cool" as much as he wants to be considered "beautiful".
[/list]
[/quote]
[b]Likes:[/b]
[quote][list]
[*][b]Sightseeing:[/b] Perhaps ironic when his his dislike of the natural elements [strike]and their affects on his hairstyle[/strike] is considered, Oryol is a traveler at heart. Anything from "a strange rock formation in the ranges of the Kou Empire" to "the magnificent ports of Balbadd" or "a caravan-eating plant in the middle of the Central Desert" all sound appealing to him. Although many times (and especially for him) the journey will be a dreadful task, he will undergo it for the sake of sightseeing.

[*][b]Geography:[/b] Perhaps as a direct consequence of his fondness for landmarks and foreign sights, Oryol finds much wonder in scribbling personal maps of his routes and learning about the geography of each region. Whether it is the fact that a particular mountain range is composed of a newer or older rock, or how an old route has become obsolete due to the advent of a new technology, or overall knowing where the flow of a particular river may end up, he likes sharing obtaining this kind of knowledge.

[*][b]Cats:[/b] The one beast that he will never hesitate to approach. Cats are adorable at the same time that they are fierce predators and nimble fighters, and the odd combination of those seemingly contradictory features appeals to him deeply. Cats, and anything he perceives to be in their likeness will quickly warm up to him (including people; [u]NOT[/u] romantically), leading him to try and hold it.

[*][b]Politics:[/b] The most dangerous game in the world, and he knows it well. Against his better judgment, Oryol has always been fascinated with the scheming, backstabbing, deception, and the surprisingly usual good intentions behind the political workings of the world.
[/list]
[/quote]
[b]Dislikes:[/b]
[quote]Important note! None of what is listed below will affect most meaningful decisions. They are minor inconveniences that the character would rather avoid, but will easily push through [strike]internally screaming[/strike] until he completes his current objective.
[list]
[*][b]Dirt:[/b] Oryol is a terribly vanitous person, avoiding dirt and unclean places in general as much as he possibly can.

[*][b]Rain:[/b] Simply due to how much effort he puts into keeping his hair styled, he would rather avoid water randomly pouring over it.

[*][b]Flies:[/b] The little devils are EVERYWHERE! A waste of magoi, but he can and will use his magical abilities to push the diminutive fiends away.
[/list]
[/quote]
[b]Aspirations:[/b]
[quote][list]
[*][b]Flatten the World:[/b] One of Oryol's dreams is to make a comprehensive map of the world, with the major "points of interest" he identifies along the way. In his mind, he knows such a feat would be unrealistic [strike]and until hardcore world tourism kicks in, rather useless[/strike], but his heart believes that every new village, landmark and geographical feature he sees is a step in the direction of this goal.

[*][b]Curse of the Magician:[/b] The power specifically being magic (and other manners of interacting with and controlling nature). Despite of magic's absurd capacity for violence and destruction, Oryol is no exception to the rule among magicians. He wants to understand magic and control it, to weave the power to build and destroy, to understand and manipulate rukh, and to have fun doing it all. While the thought of using it on a human body is appalling to say the least, even the most destructive of magical abilities fascinates him.
[/list]
[/quote]
[b]Phobia(s):[/b]
[quote]Phobias are deep and irrational fears through which a person needs to struggle in order to function. I want to emphasize that, although these have an effect on the character, involving them in one way or another is highly enjoyable! Especially when it comes to character development, and the struggle to overcome (or more realistically, cope with) them.
[list]
[*][b]Ugliness:[/b] The antithesis to his natural vanity. Oryol has a recurring panic of "becoming less beautiful", to the point where marks or even bruises to his face will be considered unsettling. His sense of aesthetics for others is rather liberal, as he is known to enjoy the appearance of even things that many others would find ugly, but two things that will easily disturb him are: the amorphous, such as slimes and viscous substances; and the heavily deformed, such as those with scars that break their symmetry and missing limbs. In both scenarios, heavily staring may ensue[strike], and maybe a faint or two if it's too sudden[/strike].
[/list]
[/quote]
[/spoiler]
[spoiler="Appearance"][b]Face-Claim:[/b] [url=https://blackclover.wikia.com/wiki/Nozel_Silva]Nozel Silva (from Black Clover)[/url]
[b]Hair Color:[/b] Platinum/Silver
[b]Eye Color:[/b] Light purple
[b]Height:[/b] 177 cm
[b]Weight:[/b] Light
[b]Special Features:[/b] Oryol's hairstyle mimics the appearance of an eagle.
[img]https://pbs.twimg.com/media/DrHzyXnWkAA3L2_.jpg:large[/img][img]https://i.servimg.com/u/f22/20/01/79/81/tumblr11.jpg[/img][/spoiler]
[spoiler="History"][b]Setting[/b]
Far to the northeast of Reim, a small peninsula exists, reaching out into the sea and narrowing the distance between the Western and Eastern continents. Ruthania is a land of inhospitable cold and trade between the two continents, as well as the northern entrance to the Reim Empire. Previously a land of raiders, it was conquered several hundred years in the past, and is used as a main port for trade with lands to the east and north. Historically, the tribal chiefs that would once form the nobility of Ruthania would trade local commodities, such as ice, berries and seafood (anywhere from small fish to sea monsters). Today, as a province of Reim, it serves the same purposes, though trade outside the empire is kept to a minimum. The people are hardy, tough and prone to skirmishes, and the line of previous warchiefs has managed to keep on past emperors' good sides, so the province is allowed a degree of self-governance. The governor is always a descendant of past would-be kings, allowing for the rise of nobility among the common folk. A few traces common to these nobles, such as vanity and a lighter frame, are unseen in most of the populace, suggesting a past hybridization between different peoples, or a non-local origin to either commoners or the nobility. While the smallfolk is generally bulky, easy-going and known for action rather than thought, the stoic nobility is known for being vain, cold and very cunning, unfit for physical labor but inherently talented at politics.

Though the reputation of each social class is somewhat unfair, they seem to like it that way, the stoic figure befitting nobility, while the hard-working stereotype benefits the populace. House Krest, also known as "Silver Crosses" due to their family emblem, is the politically leading family of the region, and oversees much of the trade, both legal and "not as legal". The latter is specifically linked to a black market trade in goods from the east, such as the odd Tenzan and Kou goods (much of it having illegal origins). The province is especially known for its effective system of transportation of goods and law enforcement on the sea, as a whole suffering relatively less at the hands of well-armed pirates than the surrounding lands. Iron from Ruthania is also known to resist cold in a way that southern alloys could not, and is known throughout Reim as the best option for colder climates. The metallic alloys native to the province are extensively exported, to the point where they even import metals in order to manufacture them. The architecture and overall aesthetic of the province also differs from Reman standard, more closely resembling Imuchakk with its extensive use of wood and indoor fire pits to fight the cold. Ice skating is a very common hobby during the colder seasons, though snow and freezing are not common during the summer. People from Ruthania have uncommonly pale skins when compared to the rest of Reim, and their hair is more often in the lighter shades of blonde and, in the case of nobility, silver.

The line of Krest was notable for a reason beside their political power however. Ruthania is home to a small tradition of magical research and usage. Stemming from traditional shamanistic rituals, all magic of Ruthania was originally limited to raw magoi, same as the magoi manipulation of the Imuchakk but in a ranged form. House Krest, however, has a line of (primarily) White Magicians, with an specialization in what they call King's Gale, an usage of especially "elegant" Wind Magic, often used in
traditional performances in order to form beastly and heroic forms out of the air. Magically talented traders and fishermen use it to sail against the wind, the supposed origin of the technique's name. The "King" was one who couldlead his people through the sea better than any other. Military use of magic is limited and often ignored in favor of traditional weapons such as pole arms and swords. Magic affinities in the House have been known to vary, as Water (known in tomes as the Rusalka's Breath) and Thunder (known in tomes as the Warrior's Spark) Magic are also slightly well known, but those are considered isolated cases, the techniques and usage of any other kind of magic being treated as scholarly curiosity and belonging in a librarian's account.

[b]Background[/b]
Oryol was born a first child in one of House Krest's leading families, his father being an overseer of an active port and several villages. As the heir apparent to his father, the cutthroat politics of the Empire shaped his education, as he was always encouraged to learn the names and crests of prominent families and organizations within, and attending regular business trips to Remano, learning early on not to let his true intentions and emotions seep through what his father referred to as one's "business face". Despite the dreadful feeling when meeting other nobles, especially due to their status as "provincials", he enjoyed the trips for the traveling itself. The core of the Reim Empire was fascinatingly different than its farther reaches, and the figure of the Emperor and the imperial army earned his respect. Like his father, and his father before, Oryol has a natural affinity to Wind Magic, and has learned the King's Gale through training, although true mastery of it was never strongly encouraged, as it has been considered of late as little more than a tool for commoners to perform laborious tasks. Oryol never agreed to his peers' view on magic, however. General opinion was that the concept of magic was noble, but its use in commoner jobs tainted it.

With a growing interest in magic, Oryol grew researching it as a hobby, taking over the most monotonous tasks of the estate and the region's administration as his father's health declined. Constant trips to Reim's largest cities allowed him to learn about the world without having to move too far, but once his younger siblings had grown enough to take up his place, he relinquished his position. With a proper successor to the northern branch of the Krest family trained in the art of politics, he left his home, considering his duty to the family that raised him sufficiently paid. He took very little with him, wanting to take no more from the household than his father's old wand and a pouch of gold for traveling expenses. He wanted to further his understanding in magic and the world outside of imperial reach, and made for the "capital of magic" he had heard so much about. City-states were not uncommon, but for news of one growing in power enough to even bother major polities was notable. Politics and magic were among his main interests, and so he traveled, to the port of Magnostadt.[/spoiler]
[b]Role-Play Sample:[/b]
[quote][b]Imperial Forms[/b]
Nezhinka was the main administrative and cultural center of Ruthania, and there the estate of the Krest family was located. With his father's incoming retirement, the young Oryol sat near his father as he did the necessary paperwork for mundane, but strictly regulated transactions, the empire being very methodical with their records. As the sound of scribbling went on, the boy walked around, checking out the view of the port outside. At least that was nice, a sunny summer afternoon, and the room was projected to make very good use of the sunlight, with numerous windows beside the balcony. He needed to learn how to be patient, but all he could think at that moment was how monotone it would be, to work alone on that desk. From the balcony, one could see the narrow sea, separating the Western Continent from the Eastern, and though activity had fallen in the last few years, the port had ships being loaded and unloaded every day, most of the goods leaving to one or other imperial route along with a good portion of the money that would otherwise go to his House.

[i]"A 25% tax on the trade is an outright abuse."[/i] He finally commented. It was not the first time he had thought of that kind of thing, but having spent some time looking through the papers made him feel cheated, as his father had likely also felt when inheriting leadership of House Krest, all those years ago. It was almost a certainty, given the look his father gave him. His father had a good heart, but was stern and cold as the land he was raised in. Oryol then held his tongue. His father was certainly well aware of their situation, and needed not be reminded of it. A comment like that would often earn him a firm scold, or at least a disapproving gaze, but the old man's eyes were sympathetic as he spoke.[i] "We owe much to the Emperor of Reim. Provinces rarely remain self-governed for long, and we need to show ourselves worth of that trust."[/i]

He was technically being berated still, but he could tell from that unusual tone of voice that, though his father was using his brain to respond, his heart was in complete agreement. That was also a lesson. He was reminded of the past, when his father would outright speak his lessons. It was an easier time, but not nearly as insightful. "Give your mind to the Empire, but keep your heart home", he would say in those days. Not anymore. The boy let out a sigh, sitting right beside his father, and put on a cheerful face as he examined some of the paperwork. [i]"So when I get a ship in the port, every box of goods needs one of these forms, right? It sounds like it would take a long time to check them all."[/i] The afternoon went with lengthy, often tiresome questions and explanations, but this meant finally giving his father some rest, and the man had been far too good for him.

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