Heirs of Jaher: A Bulwar GSRP (Anbennar) [Applications Open!]

Setting, how the game works, etc etc


It is the year 1444, 317 years since the death of Jaher, and the birthplace of the Phoenix Empire still knows no peace. The Sun Elves rule from their estates, worshipped as semi divine by their human subjects, but their hold on power is slipping. In the north, Re-Uyel's monarchy has been overthrown by an officer's republic, even as both it and the neighboring realm of Baharkhand are sundered by rebellion and an influx of Goblins. Birsantes is split in two, separated from loyalists in the hills by the rebellion of Dartaxagerdim and the avaricious Harpies, who menace Varamhar. In the south, Sarayeand and Irrliam alike reel under the assault of resurgent Gnoll empires, while only Elizna avoids recent disaster, instead smarting over the loss of Khetarata. And yet the heirs of Jaher still fight amongst themselves, all eager to claim the ultimate prize-mastery of all Bulwar, and perhaps, a resurgent Phoenix Empire.

~~~
Hey, this is my first GSRP game, inspired by Ore's wonderful Shattered Diamond game. I've been a big fan of Anbennar for a while, and I was hit with the thought that the Bulwar-bowl would actually be a very fun setting for a GSRP, so here we are!

Rules
1. Please follow all forum rules.
2. Please do not metagame or minmax.
3. I reserve the right to veto or reject anything silly sitting in a wiki or dev post or even the mod itself somewhere people dig up.
4. Please try and "balance" your characters in terms of their skill-the goal here isn't necessarily to win, but to have a good time.
5.A. Please try and keep things "plausible"-I'm willing to work with people to keep things interesting but if you are a secret vampire you probably aren't going to be able to hide it if you're a king, for example.
5.B. In general, try and play to the "vibe"-again I'm willing to flex things to make room for OCs but if you want to play a reformer who believes in equality between elves and humans you are probably going to struggle to reach that conclusion immediately as a Sun Elf, and you are absolutely going to face pushback from your society.

~~~

Game Rules

States
have six different stats.

Stability - How stable your territory is, ranging from an oasis of calm to a complete retreat of central authority from your territory and an inability to project any power beyond a few toeholds.

Legitimacy - How your government and often you personally are viewed as a ruler, and how loyal the populace is to your regime.

Economy - Not actually a measure of how wealthy your nation is in absolute terms, but rather a measure of how well your economy is doing relative to your expenditures and losses.

Reserves - Your remaining stock of recruits and your ability to raise new armies and replace losses. This is relative to your army size and how many "commitments" your nation has, so a nation may have vast numbers of possible soldiers but still be "low" because they have so many armies to sustain, while a small nation might be "high" because they haven't tapped their reserves at all.

Army - The military power of your land forces.

Navy - The military power of your naval forces.

Military Forces, organized into specific units, have four key stats.

Morale - How eager and willing your soldiers are to fight and die. Higher morale troops will go above and beyond in their duties, while unenthusiastic soldiers are generally poor soldiers and may even refuse to obey orders.

Integrity - The actual state of a unit in terms of equipment, organization and supply. Obviously the ideal is for integrity to always be high, but the realities of war inevitably result in attrition and various forms of strain. Formations, especially professional troops, can usually sustain moderate losses of Integrity, but past a certain point their effectiveness will be compromised.

Experience - How much combat a unit has seen. Recruits often are more enthusiastic, but their resolve is brittle and vulnerable to sudden shifts of fortune. Veterans are more effective soldiers and more resilient, by comparison.


MP - The "raw" strength/numbers of a unit, and a decent way of judging its ability at a glance. Pure numbers aren't the only arbiter of campaigns, of course, but it is important and all other things being equal, higher MP will win out.

In addition to this, units will have various Traits that they can acquire or lose over the course of the game that will provide different effects and give you a better idea of their status.

Stats will usually be descriptive so you know exactly what's going on in your nation, but they'll also be color coded on the chart. Generally, cool colors are good, and hot colors are bad.

Please only apply with characters from or for the listed nations below.
(Yes this means no Jadd the country or Zokka.)

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The State of Bulwar



The Sun Elves - Elves first came to Bulwar fleeing the destruction of their homeland in the west under the leadership of Jaher, who liberated the humans of Bulwar from the Gnollish yoke, and for this was heralded as the incarnation of the Bulwarian sun god, Surael. Jaher would march further east until he met his end, but his conquests ensured Elven dominance in Bulwar. In the modern day, most of these kingdoms were established by governors or generals during the final collapse of the Phoenix Empire, in the wake of the civil war instigated by Jaher's heir, Jexis. They are broadly characterized by a powerful and wealthy Elven nobility reigning above a human majority, with humans making up the majority of the army's lower ranks and workforce while elves staff the temples and are the only legal practioners of magic, with interbreeding between humans and elves forbidden. The devil is in the details, however-most kingdoms vary in how they view the exact role of the Sun Elf "Chosen" and it is still moldable. The reversals of the decades of devastation have marred many of them, but there is still enough strength to rebound, secure Bulwar, and continue the fight against the darkness.

Irrliam - The birthplace of the New Sun Cult, and the cornerstone of the new social order in the wake of Jexis. Irrliam holds stewardship over the cities of the lower Suran, with most of these ruled indirectly through human republics. It has recently consolidated this authority in the wake of the invasion of the Gnollish Pack of Tluukt, though this has now left the two realms poised for battle. Though zealous adherents of the New Sun Cult and the birthplace of the Inquisition, Irrliam is simultaneously known for the greater liberties and privileges allowed to its human subjects, guaranteeing higher offices in government, autonomy for its human republics, and a number of other rights, set down by the treaty of Brasan. While viewed with derision by more traditionalist Elves, this has allowed Irrliam's urban centers to accumulate a great deal of wealth and goodwill, greatly strengthening its hold and allowing it to form a union of "faith and coin". The Kingdom is currently ruled by Taelarios I Irrliazuir, the silver-tongued founder of the cult himself. Aged even for an elf at 380 years, Taelarios only rules as regent for his grandson after the death of his eldest daughter. Having guided the faith for so long, it is certain that his death will throw it into disarray.

Sareyand - Perhaps the purest and most strident example of Sun Elven supremacy in Bulwar, Sareyand is a land of vast agricultural estates worked by humans for their watchful Elf lords. Its aristocracy is extremely powerful, riding into battle as the elite of the host astride their famed Avamezan elf steeds, and the kingdom was the seat of Empress Jexis and hegemon of the upper Suran, with a vast network of human vassal states who supplied their coffers with tribute and their armies with auxiliaries. Much of these were lost with the rise of Zokka, devourer of suns, though Sareyand's army still remains as one of the strongest of the Sun Elven kingdoms, eclipsed only by Elizna. The other pillar of royal rule is the Order of the Blazing Sun-these warrior priests combine the tenets of the Sun Cult with the teachings of the Righteous Path of Haless, resulting in a disciplined pool of magical warrior adherents who can be relied upon in court and on the battlefield, especially as they are closely tied to the ruling dynasty. The current ruler is King Eledas III Sarelzuir, who is 191 years old, his reputation sullied by cowardice in the face of the Gnolls, more scholar than warrior.

Varamhar - The youngest of the Sun Elf realms in Bulwar, Varamhar was also the weakest. Hemmed in by their neighbors and harpies alike, they have been forced to carefully adapt and innovate, fending off harpies with the flying columns of the White Phoenix Guard and roofed cities, and staving off elven attack through careful subterfuge and diplomacy. Yet the most promising development of the kingdom is the university of the same name-a center of magical learning, its mundane courses also supply the state with a constant pool of educated administrators and magi, especially with legally mandated government service for students. It is these mages that most stand out among the army of Varamhar, especially the fearsome ritual casters of the Wallbreakers-for what does it matter that it takes hours to prepare a single ritual, if your target cannot move? Yet, the Kingdom still suffered defeat in the face of the Gnolls of Tluukt, losing their suzerainty over the city of Bulwar. The 234 year old King Karodir I Varamzuir is the current ruler of Varamhar, and fittingly, he is a powerful mage and scholar himself.

Birzartanses - Formed from some of the most rugged land in Bulwar, Birzartanses is mostly known for having the highest population of sun elves in Bulwar, its original governor having exerted much effort in attracting elves from other territories with the promise of free, if demanding, lands. Besides that, the kingdom has mostly encountered misfortune-it suffered terribly in the decades of devastation, split in half from its Gelkalite human vassals by harpies and seeing much land lost to the religious rebellion of the former general Dartaxes, who has drawn away many human subjects. Having yet managed a reprieve, the kingdom is now faced with both question and opportunity; how to reclaim what was lost, and ensure what happened before never happens again? Queen Keladora I Brisartanzuir is the current ruler, having usurped her father at a mere 53 years old. She is a capable, if ruthless, administrator and centralizer and holds the shaft of the ancient spear of Dinatoldir, Jaher's weapon in days long past.

Baharkand - Easily the kingdom struck hardest by the decades of devastation. Baharkand as a kingdom almost entirely ceased to exist under the twin assaults of elven rival and goblin invasion-the capital of Aqatbar is currently the seat of the Marblehead goblins, and almost the entire royal family perished in its defense. The current remnant kingdom is centered upon the mighty fortress of Azka-Evran, almost entirely propped up by the rich gold mines it guarded and what mercenaries and soldiers were forced to seek shelter behind its walls. A coastal remnant exists, lead by a loyalist human commander, but the Marblehead goblins stand between any unification. Deggarion I Evranzuir, a 103 year old bastard of the old king and former officer in the Wall Guard, is the current King. He is a skilled commander and disciplinarian, but viewed with distaste by the nobility and barely controls any of his kingdom. One of the few symbols aiding him is the possession of the head of Dinatoldir, the ancient spear once wielded by Jaher himself.

Re-Uyel - Once an elective monarchy, the old kingdom was overthrown by disgusted army officers drawn from the human and lower elven nobility during its misrule in the decades of devastation, resulting in the creation of the so called "Officers Republic", which banned all forms of slavery and indentured servitude. Yet all is not well-in fact, Re-Uyel has the dubious distinction of facing so many enemies during the previous years that they actively impeded one another and spared the nascent republic from total destruction. Having managed to outlast Baharkand, Re-Uyel's officers were faced with a demand for representation by the merchant classes from their Crathanori subjects. They refused, only to find themselves facing not just rebels, but the disciplined armies of the dwarven hold of Ovdal Tungr. It would be, of all things, the goblin invasion that spared them from complete destruction. Licking its wounds, Re-Uyel has mostly rebuilt its military, aided by an influx of new recruits, and now peers greedily at its neighbors. An outlier among the Sun Elven realms, Re-Uyel's position at the edge of Bulwar and the recent revolution have resulted in a far more relaxed attitude towards religious issues, with partisans of both Sun Cults and even the Jadd roaming mostly freely. The Republic currently consists of a large legislative body of officers, and a single executive picked from their ranks by vote every eight years, either man or elf.

Elizna - The odd one out among the Sun Elf kingdoms. Unlike those governors who ruled over the fractured realms and city states of Bulwar, Elizna's founder was the governor of Khetarata-a human kingdom that was ancient even by elf standards, sprawling along the fertile banks of the Mother's Sorrow. Even after Kheterata rebelled against them under a resurgent native dynasty, Elizna still holds a good section of the kingdom and enjoys much support from its Kheteratan subjects, greatly aided by its deliberate and deepening cultural and religious syncretism, even as their Bulwari kin look down their noses at their kin adopting the ways of the Kheteratans. In particular, the island kingdom has benefitted immensely from the disdain of the Kheteratan noble elite for merchants and artisans, who prove a loyal and influential support base. The island that had once been gifted to Jaher by the Khetarch, almost the entirety of the Phoenix Empire's fleet went to Elizna, which consequently still boasts the strongest wooden wall in all Bulwar. Their army is a more complex case-while larger than any other Sun Elf Kingdom's host, it is entirely made up of Elves, and thus immensely vulnerable to losses and reversals. Currently ruled by the 75 year old King Oloris I Vulzinzuir, his tolerant if slightly naive reign is likely to accelerate Elizna's aim to usurp Kheterata entirely.

Humans - Though believed to be the birthplace of human civilization, Bulwar has spent the majority of its history under the foreign yoke, from Genies to Gnolls to Harpies to the human empires of Castanor, Dameria, and Kheterata. Now the Sun Elves reign (mostly) supreme, yet the Bulwari remain an industrious, enterprising people, famed for their merchants, craftsmen, and cities. Though suppressed by the Elves, there also persists a storied magical tradition, reaching all the way back to the ancient God-Kings who were taught the means to free themselves from the Genies by Brasan the Emancipator. Though primarily ruled by foreigners, the humans of Bulwar remain the most numerous inhabitants of the land.

Dartaxagerdim [Light Green] - The first independent human realm in Bulwar since 1162, spawned from the disillusionment of the human General Dartaxes szel-Forramaz with the Elven rulers of Birzartanses and his resulting rebellion. Though Dartaxes was prevented from seizing total victory by Goblin and Harpy incursion, he was able to force the old king to recognize the legitimacy of his rule and his independence in 1435. Yet this, rightfully, is viewed by both sides as simply an extended armistice. The existence of the kingdom is a constant threat to Sun Elven legitimacy, especially with the flourishing of the Old Sun Cult, those holdouts who rejected the raising of Elves to the role of Chosen, and the resurgence of human magi within its borders. The most feared of Dartaxes allies, however, is the Sebhuliam, the Green Helmets, a militant religious sect dedicated to a single purpose-the overthrow of Sun Elven rule in the entirety of Bulwar. Dartaxes accepted their mission, and in turn, the Sebhuliam have become his most steadfast ally, a badly needed core to bind together his disparate grouping of villages, mountain tribesmen, and defecting soldiers. Dartaxes himself still rules as an effective, inspiring leader of men as Akal, though at 43 years old the question of an heir becomes more paramount.

Gelkalis [Light Blue] - Cut off from their overlords in Birzartanses, surrounded by harpies and goblins, the hardy tribesmen of the highlands have paid dearly for their loyalty to their masters, for it was the loss of so many warriors in the wars of elves that lead to their current dire predicament. Once made wealthy from their wool, weavers, and weaponry, the current Akalate consists of a small remnant clustered around the fortress city of Gelkalis and little else. Their current Akal, Uman I szal-Gelsibir, is an old man of 56, and while an effective ruler, is incapable of producing another heir.

Bulwar - Founded by twelve great families, in the days of Castanor, Bulwar was the administrative capital of the entire region, where delegations from all the city states were allowed a seat. Since then, it has remained a prominent economic and cultural center, its rulers as adept at weaving together treaties and backroom deals as its craftsmen were at weaving tapestries. The Bulwar of today is not what it once was, quite literally-the Gnolls of Tluukt have ravaged the city, even as their demands for tribute drain it economically. Yet the ruling Council of Twelve have not yet given in-rather, they rebuild. They carefully secret away funds. And they send their agents to find any ear willing to listen, about the necessity of an anti-gnoll alliance...The Council of Twelve is a legislative body made up of representatives of the Twelve Families, and naturally their elections for the Executive position take place every 12 years.

Azka Sur - One of the oldest cities in Bulwar, once masters of the Suran river, Azka Sur faces its darkest hour, and this time, there will be no Jaher to save them. Having held themselves aloof and free of the infighting and decadence that plagued the Sun Elf Chosen of the west, they would find themselves among the first to fall to the march of Zokka, the devourer of suns. The kingdom lost its allies, its vassals, most of its territory, and its king. So dire was the state of the kingdom that rule fell to a human Akal, yet these are no rebels-they hold firm to the mission of the New Sun Cult, viewing elves as valuable guides and fonts of wisdom, while allowing humans to rise nearly to the very top. All is not yet lost, as well-their alliance with Seghdihr, dating from the foundation of the city as a Genie trade post, remains as strong as their famed, dwarf influenced fortresses. Having taken leadership during the crisis, 43 year old Mardint szel-Sur now finds himself in the awkward position of needing to justify his own talents over those of the Chosen, while simultaneously preparing for the return of the Gnolls.

Monsters - This is not the worst incursion by the so called "monstrous" races Bulwar has seen, but considering there was a period where the entirety of humanity was enslaved by demon worshipping gnolls, that's something of a damning by faint praise. From the Goblins pouring from the Serpentspine in the north, to the Harpies sweeping in from the east, and finally the resurgent Gnoll packs in the south, Bulwar is beset on all sides. But despite their labelling, and their own ferocity, the monsters need not remain monsters. They are capable of planting down roots and forming complex states and empires of their own-in many ways, the first steps have already been taken.

Tluukt [Light Brown] - Tluukt is not a kingdom per se, but instead a mighty gnoll pack united around the personage of the same name-Tluukt, the Cleaver of Realms. Having forcibly unified the fractious packs of the Sad Sur mountains into a single alliance, the gnolls have come careening down from their mountain stronghold onto the plain, immediately dealing a terrible series of blows to human and elf alike, slaying the Akal of Zansap and Karodir I Varamzuir alike. Gnolls are ferocious and aggressive, preferring powerful charges and aggressive attacks above all else, but are riven by infighting and backbiting. They are infamous and practiced slavers, well used to having other races do the menial tasks they have little patience for, and have powerful deals and bonds with demons, sacrificing captives for boons. Tluukt has ambitions of forming a more lasting realm for gnollkind and a shifting alliance of matriarchs, and as a powerful mage she is capable of doing so, but already 53 years old, she does not have much time left.

Harpylen [Lavender] - Though viewed as invaders and pests, Harpies have resided in Bulwar since Bulwar existed, giving the Harpy Hills their name. In fact, the Harpies of northern Bulwar view themselves as superior to their kin in distant lands, as only they still reside in their homeland and the sacred realm of their hallowed ancestor, Firanya, the first harpy. Harpies are all capable of flight and usually organize themselves into familial groupings called flocks, each ruled by a matriarch, recognizing the authority of one of their number as supreme among them. They are unique as being the only all-female race yet known to exist within the world, and this quirk has defined a great deal of their society. Their reliance on other species is one of the key reasons for their incessant raiding, or their preference for establishing loose tributary systems. Harpylen itself has profited greatly from the instability of the decades of devastation, greatly expanding its territory, but it is still loosely organized and now threatened by goblins and recovering realms. They are currently ruled by the 51 year old Istara I Ayarakin, a powerful mage and adept schemer, who claims descent from Firanya herself and hopes to reforge the ancient realm.

Marblehead [Pale Yellow] - Driven into Bulwar by their flight from Orc invasion and subjugation, the Goblins of Marblehead break with many of the stereotypes levelled against their kind by being remarkably disciplined, organized, and militarized, yet still joining this all with their terrifying numbers. It was likely this that allowed them to be the most successful of their kin, seizing the great city of Aqatbar and making it the center of their nascent kingdom. Careful to preserve the great library within and to begin rebuilding its walls, Marblehead continues to follow the Goblin trend of a general lack of interest in enforcing unity of faith and culture as long as tribute is paid and the Chief is obeyed. Their current leadership is the brotherly duo of the 21 year old Idrarseff pobnek-Vakkra, and the 19 year old Perzuk pobnek-Vakkra.

Greysheep [Grey] - The last of the Exodus Goblins to arrive, the Greysheep were content to settle in the hills near where they emerged and concentrate on herding sheep and cattle, building a nascent wool industry and simply staying in their lane. So far, their largest military achievement has been the development of sheep riding cavalry, a development that quickly spread to the other Exodus Goblins. Still having a connection to the Serpentspine, their numbers are frequently strengthened by follow-up migrations of goblins, and they have now begun eyeing the rolling hills and remaining herds that Harpylen and Gelkalis still hold. Their current ruler is the crafty 21 year old Clanboss Guklo Greysheep, whose leadership style is as domineering as the harpies she models herself after.

Mountain Hugger [Yellow Green] - Repelled by the white walls of Bal Ourdia, the Mountain Hugger goblins were forced to make a costly crossing across the mountains, losing many of their number. But upon their arrival, they were able to seize the rich gold line of Zlatikonu from the dwarves of Ovdal Tungr, and now happily exploit it to prop themselves up with the aid of unscrupulous mercenaries and willing human defectors. The current Clanboss is the 28 year old Dheep Mountainhugger, a harsh goblin who burns with the desire to avenge himself upon Ourdia and finally crush it.

Landshark [Purple] - Broken by the white walls like their cousins, Landshark is made up of those goblins who chose to flee across the sea on makeshift rafts. Again like their cousins, losses were heavy, yet they have managed to carve out a tenacious foothold on both sides of the gulf. Though they quickly take to the sea as a source of supply and wealth, Landshark is surrounded by enemies on all sides, and only time will tell how well they manage to stick the landing. Clanboss Jenthib Landshark is a bold commander, but has little else to his name as a young goblin of 24.

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FAQ

Q:
Are those the only cities on the map?
A: No, just the most prominent at game start.

Q: Can I only play 'canon' rulers?
A: I'm open to OC rulers, within reason. No Goblin King of Sareyand except by right of conquest.

Q: Can I only pick one of the starting nations?
A: You can only pick a character within them, but you don't have to be the ruler or even part of the government.

Q: Do I need to know the lore to play?
A: Not at all, I hope the summaries above give you a good idea of what's going on, but you can also check the Anbennar wiki for additional details on things, and I intend to make lore and informational posts as the game goes on, fleshing out the rest of the world.

Q: I'm new to GSRP, can I play?
A: It would be insanely hypocritical of me to say no, go ahead.

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App Template

Picture:
(This is optional)
Name:
Race:
(Elves are the longest lived race, and the oldest elf on record lived to be over 400 years old. Every other playable race ages at roughly the same rate)
Age:
Birthplace:
Rank/Occupation:
Location:
Biography:
(This doesn't need to be super long but please give me an idea of your characterization, talents, and how you got where you are)

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Turns and Orders

Turns are Six Months each, please send orders to me in the format of a PM that goes [Bulwar] [Character Name] [Kingdom]. For orders themselves I will impose a 400 word limit, and keep in mind that there's only so much you as a single person can do within the space of a turn and the more spread thin you are, the greater the chance something will suffer. I do wanna emphasize that if you have subordinates, you do not have to specifically micromanage every element of what they're doing and in fact this can be counter productive to the realities on the ground, sometimes it's best simply to set an objective and boundaries and then let them handle it.

~~~

Discord (required)
 
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Round 1 of Applications Closed
And that's a wrap! Thanks for applying, everyone. I'm working on the IC OP right now and hope to have it ready soon.

I realized I forgot to say who got in so this is our current roster, for now.

@Zioneer @Bandeirante @DeMarcheese @Weygand @Rincewind @Carol @americanCaeser @LurkingWreck @JuliusNepos @Theaxofwar @ArvisPresley @Haruhi is Waifu @Cathari @jankmaster98 @RedDragon2000

For anyone who didn't make it in, don't worry-you can always apply for the next round, and with this roster I expect there to be some aggressive winnowing.
 
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Round 2 of Applications OPEN
So, it's been a while, but the game is in a state where it can do with some more players. Firstly, the nations of Jadd, Kheterata, Nirat, and Zokka are now OPEN for player applications.

I also want to introduce some ground rules-for right now, if you want to app as an Adventurer or Subordinate, it must be to a kingdom with less than three players. Major NPCs can be claimable, but I would like to review any applications for them first to see if they're suitable, and recommend doing a back up just in case.

Lastly, I would appreciate it if we could get a player for Sareyand.
 
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