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.

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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.

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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.

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Discord (required)
 
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Picture:

Name: Keladora I Brisartanzuir
Race: Sun Elf (53 years old)
Birthplace: Birsartansbar
Rank/Occupation: Queen of Birzartanses
Location: Birsartansbar
Biography: In addition to her impressive usurpation of her father, Keladora is an addict, but not in a traditional sense. She is a addict of schemes and ambition, a keen-eyed administrator because she cannot stand knowing a detail and not improving it. In other lands and times, one could call her something of a control freak. She found the dispassionate, indolent, and almost melancholy court of her father displeasing, and so, with likeminded young elves, she made a change. Now her father sits in her dungeon and she on his throne, a much more pleasing situation to her. One thing Keladora is not is a traditionalist, though she owns the shaft of Dinatoldir, the great Jaher's spear. She sees the mighty weapon as merely a political tool to achieve her ambitions. She is also something of a secularist, believing that while yes, she is superior to humans, it's because she is Keladora, not merely because she is a Sun Elf. However, she keeps this last belief only in her heart, for now. Best not upset the court, after all.

She also enjoys baking and eating dumplings greatly, and keeps a small bakery in her royal quarters precisely to make her own.
 
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Would it be possible to play an Orc warband chasing the Goblins fleeing south from the North?

If not, then I'd like to ask which Elven kingdom is the most, how would you say, 'jerks to humanity'?
 
Name: Dartaxes I szel-Forramaz
Race: Human (trust me) (53)
Birthplace: Birzartanses
Rank/Occupation: Akal of the Dartaxagerdim
Location: Highlands of Birzartanses
Biography: The first Human King in Bulwar in centuries, Dartaxes still remains very much the product of the Sun Elf domination of his homeland. Having been raised in the court of Keladora's father as a ward, quiet and persistent rumours insist that Dartaxes is, in fact, a Half Elf himself - the product of some liaison between the royalty and a lesser family. Perish these rumours. Squash them. Dartaxes rose to his position as General through merit, grit, and determination: he is the Spear that Broke the Winged, the Bulwark of Bulwar. His men camp in the highlands outside the vaunted spires of the Sun Elves, and he plans his next victorious campaign.

For when a man gambles everything, there is only one way out.
 


Name: Jaddar Jexiszuir
Race: Desert Elf (282 years old)
Birthplace: Disputed
Rank/Occupation: Commander of the Jaddari Legions, Heir of Jexis, Herald of Surael
Location: Far Salahad
Biography: There is no god but Surael, and Jaddar is his prophet (You know who he is).

Biography (For people less familiar with the mod: Jaddar! Leader of the Jaddari legions, the founder of the Jadd sect of the Sun Cult and the alleged heir to the Jaherian Empire, bastard son the last Phoenix Empress Jexis. After the failure of his guardian, the Legionary Commander Erelessa to secure Bulwar in the Partition of Kalib, he was educated in the ways of the Masnsih people and the Jexisian legionaries, and would later become the head of the Desert Legions, those remnants of the Phoenix Legions too loyal to the old empire to join one of the successor states, soon enough to be renamed in honour of their new faith and new commander.

Forged in the belief that all the gods are dead and only Surael persists as the Sun to hold back the Darkness, the Jadd differ from the New Sun Cult in that they believe that all races should have the chance to join Surael's chosen and fight against the Malevolent Dark. Each tribe, each nation they encounter is thus presented with a choice - convert, or be counted amongst the servants of evil.

Having united the desert tribes of Far Salahad and integrated them with the aging veterans of the Legion Jaddar now turns his attention westwards, to the nascent empire of the accursed Zokka, Devourer of Suns. Jaddar will slay the gnoll warlord, or else die in the attempt.

Edit: Disregard, this claim was made before the ban on Jaddar was added to the op.
 
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Name: Uman I szal-Gelsibir
Race: Human (58)
Birthplace: Gelkalis
Rank/Occupation: Akal of Gelkalis
Location: Gelkalis
Biography: Uman is an old man. Beaten and battered by age, grief and loss. War against his overlord's Elven enemies, the Harpies and the Goblins have taken away the flower of his people. Including his many sons, brothers and many a nephew. The succession line, though existing, is threatened. An infant grandson, a nephew and a niece still remain to Uman. His last living family besides his wife. Personal desperation to keep his surviving kin alive is coupled with more practical concerns as the Akal has proven unable to have more children ever since the dark days started.

Some say its grief. Others blame his wife and a few whisper of an unmanning wound sustained in combat.

So here stands a man much like the nation he rules. Battered by defeat, surrounded by enemies and teetering close to the edge of despair. Still, there is a glimmer of hope. The hope of the mad and desperate. The hope of those who have nothing else to cling on. Hope that tomorrow can be better. That the shepherding hill folk will find the strength to finally turn things around. Or that their distant overlords by the coast will finally come to their aid. Or anyone else. As long as at the end of the day, they can lay down without fear of Goblins skulking in the hills or Harpies descending from the skies.
 
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Name: Aerion I Irrliazuir

Race: Elven (56 Years Old)

Birthplace: Irrliam

Rank/Occupation: Prince of Irrliam

Location: Irrliam

Biography: Aerion was a child born with expectations placed upon him the second he drew breath due to his lineage. The titanic shadow his grandfather and capable mother left only became more oppressive when his mother tragically passed away and his Grandfather stepped back in line to rule Irrliam and raise Aerion to be a worthy successor to both Taelarios and his own mother. As such, it was something of a dissapointment that it became clear he was not as exceptional as his lineage. However, that shouldn't be interpreted as Aerion being incompetent.

Perhaps not as impressive or charismatic as Taelarios (in fact, he's rather quiet and withdrawn), Aerion is a bright and intelligent lad. Much of Taelarios' time and effort has been in educating and teaching Aerion the finer points of statesman ship, court politics, diplomacy, strategy, and finances to which Aerion has developed a great interest in all. He has also grown accustomed to and interested in the significant human population of his future realm.

With Taelarios' failing health and Aerion's close proximity to coming of age, many predict that Aerion's rule will be a continuation of the Status Quo, an unexciting if peaceful period in Irrliam's history... of course, the world has ways of warping what should be with what is, and with many opportunistic forces surrounding the kingdom, Irrliam may soon find itself demanding the exceptional from the young and untested prince.

Note: I have never played the Anbennar mod for EU4 and know little beyond the fact it is a fantasy setting. I look forward to playing with everyone as (hopefully) the good guy!
 

Name: Istara I Ayarakin

Race: Harpy

Birthplace: Ayaralen Roost

Rank/Occupation: Matriarch of the Harpylen Queendom

Race: Harpy

Age: 51 (Born 1393 AA)

Location: Harpylen Roost

Biography: Firanya's Queendom once ruled all of Bulwar, the Roosts of our clans and flocks dotting it's mountains and clefts, and yet Firanya was murdered, and her daughters tore the Queendom apart. While her descendants would from time to time temporarily reforge her great realm, yet in the face of Human and later Elven adversaries beyond and scheming matriarchs within, these pale imitations could never last.

Yet now, as the Elves burn their fellows to cinders and drags their servants down into the abyss with them, the time has finally come for the last true descendant of Firanya to rebuild her ancestral birthright. Istara was that chosen, born in the Roost of Ayara in 1393, she quickly demonstrated herself an apt negotiator and hunter, her silver tongue and martial prowess quickly won her many allies amongst the disparate flocks. Yet her greatest ability was yet to be seen, for Istara was blessed with magical talent seen only once in an age. With this grand power at her fingertips, and with the Harpies of Firanya united in purpose, the Elves were driven from the hills and mountains, their pitiable attempts to resist destroyed by swoop, spear and bow.

And yet, this is only the beginning, for the Queendom once ruled all of Bulwar, and soon it shall do so once again...
 
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Name: Finorian "The Lion" Olozuir (and Filinar "The Owl" Olozuir)
Race: Sun Elf (94)
Birthplace: Re-Uyel
Rank/Occupation: Rotating Executives of Re-Uyel
Location: Re-Uyel
Biography: Finorian and Filinar Olozuir are a rarity among Sun Elves, identical twins. One blessed with a strong gift in magic and the other with a physique worthy of Jaher. An Inseparable pair from the earliest times. the two together did as so many do in the officer's republic and enlisted. Now in their ninety fourth year the two have locked down much of the voting base of the officer corps and have spent the last 32 years swapping off each other in 8 year terms. Many in the Re-Uyel state now identify themselves as "Oloists" but no one can really nail down what exactly Oloism is or even means. Oloism seems to lean more traditional sun cult but also cultivates a strong base among human officers. Oloism seems to content to continue the religious policy of tolerance but strongly frowns upon Jaddari and Old Sun Cult prosthelytizing and conversions. Really the many thing can be said about Oloism is its strong support for the continued election of the Olozuirs, a strong military and expansion of the republic.
 
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I'm gonna do a proper app after my midterms are done (approximately 4 hours from now), but I'd like to lock in Tluukt as my application. The Gnolls sound really interesting.
 

Name: Sazer Ruqašah
Race: Bahari Human
Birthplace: Re-Uyel
Rank/Occupation: Cavalry General
Location: Re-Uyel
Biography: Sazer began his life as a member of the human landowning class, with heavy elven taxation making his family's prospects unclear, and many of their subjects and landsmen forced to flee or enter indentured servitude to the wealthiest elven families. This inspired the beginnings of his concerns about the hypocrisy of the sun cultists, and the poor fortunes of his family made it necessary for him not to stay in their lands, but instead seek to make his own living as a knight adventurer, travelling from the isle of Tef to the border of Rahen in his youth, with his time spent riding with the Desert legion among the most meaningful.

This changed when he was called home to defend his family's holdings in the Revolution, where he formally worked with a number of elven officers to command the human rioters, but soon his adventuring tactics proved more successful in the urban guerrilla fighting than more formal elven training, and he took command of a warband of his own, being named as an officer and taking command of one of the first successful cavalry units, freeing many rural populations and preventing Seluzia's forces from starving out the cities. His policy of divvying up elven estates among the locals made him very popular with many rural farmers and his dashing cavalry manoeuvres inspired support among some officers.

This period of campaigning only further wore down his faith though, and he refused to protect sun elven churches that had supported elven policies of indentured servitude, in some cases overrunning their land as well. This lead to him thinking back to his days in the Desert legion, and reaching out to contacts there, with an elite light cavalry force arriving to meet him some months later, bringing missionaries with them that spoke of the value the common folk had to Surael and the corruption of the sun cult that had turned to support the dark.

This all culminated in him becoming a respected but controversial general by the time of the goblin invasion, with him winning some key successes, but returning with a strange force made up of Humans, Goblins, Elves and even a small number of Dwarves and Harpies. This eccentricity and willingness to let reformed monstrous races serve next to him, and his lack of vocal support for the church institutions as they stand were the primary limiters on his popularity as the famed sunrider now sought to enter politics.
 
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I realize I forgot to add age as something necessary for apps so I just fixed that, and also while I don't have time to properly add it in yet, Azka Sur is also available for character apps.
 
Name: Idrarseff pobnek-Vakkra
Race: Goblin
Birthplace: Aqatbar
Position: Clanboss
Location: Near Aqatbar [Marblehead Goblins]
Biography: Idrarseff was a child when the Marblehead Goblins took Aqatbar. The child of a high ranking raid leader, Idrarseff and his brother were some of the first goblins educated in Aqatbar. With a remarkable head for learning and leadership, Idrarseff quickly made a name for himself, eventually serving under his father and, when that father died, taking his place as a raid leader. While not as skilled in military matters as his younger brother Perzuk, Idrarseff proved charismatic and more than willing to delegate. When the old Clanboss Jenthib died, it was Idrarseff and Perzuk who won the power struggle. Now, with Idrarseff as Clanboss and Perzuk as Warleader, the two brothers look out beyond Aqatbar with ambition.
 
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Name: Nanalli Reddlayter (Age 18)
Race: Goblin
Birthplace: Somewhere within the Serpentsreach
Rank/Occupation: Mage Illusionist for the Marblehead Clan
Location: Aqatbar
Biography: Born in the darkness of the Great Serpentspine to a people squabbling with Orks, other Goblins and the occasional Dwarf for the scraps of an era long lost and forgotten. Nanalli was one of countless Goblins who poured into Bulwar in the wake of the Greentide. For her it was a time of revelation.

The surface is kinda poggin and being in a dark shithole sucked

Skilled as best a goblin could be with the mere scraps of magical lore and learning she could scrounge together, she came to the attention of the leaders of the Marblehead clan for skill in the Arts of Illusion and Evocation. She acquitted herself well in skirmishes and raids against the Humans and Elves of Bulwar, gaining for herself the name Reddlayter for her penchant for illusionary trickery combining with fiery spells. Armed with a lust for learning (and power but that's typical for goblins) she is now assigned to aid in the organization of the magical knowledge of the Great Library of Aqatbar. Only the time will tell what fate awaits her in those storied halls
 
Is there a reason that the Copper Dwarves of Ovdal Tûngr aren't played? @Fancy Face I would understand their exclusion if this was meant to be focused around Sun Elves above all else, but since Humans, Harpies, Gnolls, and Goblins are all playable I am at a bit of a loss.
 
Is there a reason that the Copper Dwarves of Ovdal Tûngr aren't played? @Fancy Face I would understand their exclusion if this was meant to be focused around Sun Elves above all else, but since Humans, Harpies, Gnolls, and Goblins are all playable I am at a bit of a loss.

Mostly it's because I hate dwarves.

The actual answer is they're not playable for the same reason the other Dwarf holds aren't, they kind of run by different rules and while Ovdal doesn't have to deal with the whole remnant stagnation phenomenon (probably because they don't have any unique content yet), I prefer to not have to deal with them and certain other nations for at least the first round of apps. That's really all there is to it, there's no complex reason.
 
Mostly it's because I hate dwarves.

The actual answer is they're not playable for the same reason the other Dwarf holds aren't, they kind of run by different rules and while Ovdal doesn't have to deal with the whole remnant stagnation phenomenon (probably because they don't have any unique content yet), I prefer to not have to deal with them and certain other nations for at least the first round of apps. That's really all there is to it, there's no complex reason.
They don't have to deal with remnant stagnation because unlike the actual remnant holds (which shouldn't include Seghdihr and Verkal Gulan, to be honest, but ah well), they haven't been surrounded by Goblins for millennia, forced to become self-reliant, and been cut off from the entire world.

Sure, they were blockaded and blocked in for like 150 years by Jaher, but that dies with the Phoenix Empire.

Plus, why would other Dwarves be playable? Seghdihr is technically next to Bulwar, but they're on the periphery and were isolationist for most of recent history, whereas Ovdal Tûngr has been part and parcel of the Bulwari political landscape since their reestablishment.

But anyway, you're the GM so it's your call. If you ever open up OT, feel free to ping me.
 
The other thing with the dwarves is everyone else is part of a scramble for controlling Bulwar, whereas the dwarves don't really have any historical claims or reason to try and reunite "their lands" so would be more likely to remain somewhat static.
 
The other thing with the dwarves is everyone else is part of a scramble for controlling Bulwar, whereas the dwarves don't really have any historical claims or reason to try and reunite "their lands" so would be more likely to remain somewhat static.
Ovdal Tûngr might not have held land directly outside of their mountains, but they had tons of influence throughout pre-Jaher Bulwar - see their NIs for details - which they would very much want to reestablish.

Sure, they would be more inclined towards indirect expansion, such as forging strong ties with allies and/or establishing debts, but a properly played Ovdal Tûngr would not just sit back in their mountains and twiddle their thumbs.
 
Edit: Was originally going to go for Greysheep, though after reading some if Varamhar's flavor text I've decided to make Varamhar my primary app instead.

Name: Karodir I Varamzuir
Race: Sun Elf
Age: 234
Birthplace: Bulwar
Rank/Occupation: King
Location: Varamhar
Biography:
Karodir was the second son of Kalindil Varamzuir, a general of the Temple of Bulwar when it was under the suzerainty of Dalarand. Whereas his older brother Ivrandil followed father's footsteps in service of the military, Karodir focused his early years in pursuit of magic and scholarship, traveling to Varamhar and Ulmiš Idiqlat where even in those days the tradition for learning was ripe. He delighted in the pursuit of knowledge for its own sake, seeing mastery of magic and reason as the way to bring about his inner light.

Then, in 1258 when Karodir was around 48, King Darastarion began his campaign to attempt to restore the Phoenix Empire. While his father and older brother went to campaign in Sareyand, Karodir was drafted to fight in the western campaigns. Although Karodir was displeased with the fact the war brought him away from his magical studies, the elven mage proved adept in his craft. And although he was not open to admit it, he felt a certain satisfaction in watching as his enemies fell helpless before his magic, especially the meager, unworthy human rabble.

The war raged on. Karodir's "comrades" fell by the many, though whether out of a lack of genuine compassion or out of commitment to his ideal of "reason" above all else, Karodir chose not to let death and disaster take its toll on him. Still, as the tides of the war began to turn against Dalarand, Karodir began to harbor doubts about the king which he and his family unquestionably served. Was Dastarion truly the phoenix reawakened?

Even so, the news of his father's betrayal of the king came as a surprise to the young Karodir. Kalindil soon moved to establish his own independent realm of Varamhar, though he faced resistance among the Sun Elven nobility who did not recognize his legitimacy. Once Kalindil discovered that his second son was alive and well, Kalindil invited Karodir to take on the position of Court Mage, to which Karodir acquiesced. And so, while his parents' lofty positions within Dalarand had afforded him some luxury before, the young elf was now effectively royalty, however tenuous it might have been. Although his older brother Ivrandil was heir and clear favorite, Karodir was nevertheless content to do his duties, which allowed him to continue pursuing his scholarly and magical interests. In any case, though his years serving in his father's court were instructive, Karodir had no especially strong interest in the politics of the court, as they took him away from what really mattered.

In the early-mid 1300s, long after the reign of his father had stabilized, Kalindil died, and Ivrandil succeeded him as king. Still, even though Varamzuir rule was now the new norm, there was still many among the nobility who questioned this young dynasty's rule. In this delicate time, Karodil could have turned against his older brother, but kingship was not something he coveted. At this stage in life, he was far more inclined to support his older brother, partly out of respect and familial bonds, but also because Karodir believed that as the king's advisor he should do his part to serve him, even if his brother did not fit his conception of a King fully embodying Surael's light.

As dissent grew, Ivrandil made the momentous decision to lead the people of Varamhar in an expedition against the harpies. Although initially successful, holding onto the harpy lands soon proved to be difficult, and the tides of war began to turn against the nation. Ivrandil himself was killed in a major battle near Arkašul, which saw much of Varambar's forces routed.

For whatever reason, Ivrandil had neglected to marry anyone, so once news came of Ivrandil's death, Karodir suddenly found himself in the seat of kingship. He did what he could to keep the harpies from overrunning the now vulnerable Varamhar (his experience in Darastarion's army certainly helped although the harpies may have been focused elsewhere). Karodir was eventually able to stabilize the frontier against the harpies. Although there could never be peace against creatures of the Darkness, Karodir chose not to press his luck more than necessary, having learned from the campaigns of his brother and Darastarion.

In the meantime, Karodir would Alarel Arazuir, who belonged to a prominent noble family. This was hardly a marriage of love, but instead a means to secure some support from some factions of the nobility, especially when the rule of the Varamzuir dynasty was still tenuous.

For Karodir's early reign, he was keen not to rock the boat too much. To some degree he delegated tasks to people among his court especially since ruling a kingdom took him away from his magical and intellectual pursuits.

Years would pass. Sometime after getting over his initial view that running a kingdom was a chore, it eventually dawned on him that as a king, he might be able to re-order society to produce a more rational, enlightened elven rule, conductive to bringing every elf's inner light, genius, and potential. At first, it was just a humble decree here and there, but as time passed, and the length of his reign surpassed his brother and father's, his vision grew bolder. His kingdom would be the pinnacle of Sun Elven civilization, led by its brightest minds. To pursue this end, he would found the University of Ulmiš Idiqlat, together with his longtime friend Archmage Veharia Szel-Naza.

But the university's creation was only just the beginning of Karodir's new aspirations. For not too long ago, Karodir and Archmage Szel-Naza received a dream, a vision of a golden phoenix reborn. Inspired, perhaps, by the hearsay of an avatar of a false god appearing in some far forsaken lands, an idea quickly dawned on them, not only that an avatar of Surael might appear once again, but that it might be possible to beckon one forth.

Surael will descend upon this land once again, with Karodir as his vessel. He will be the true phoenix reborn, bringing forth an era of true light and reason.
 
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Name: Artabānu szal-Harrumanz
Race: Human
Age: 75
Birthplace: mountains near Kuzak
Rank/Occupation: Head of the Šebhuliam
Location: Fortress of Kuzak , Dartaxagerdim

Biography:
Oh how our sacntums would not have been desecrated ,
And our people not so massacred ,
Had our Lions surrounded them !

Now that a human Akal for the first time in generations reign a refuge has been made in which once again TRUTH can be Law.
The Word of Šanqu is at an end and the Word of the Sword is beginning ,
For until the wrongs have been made right the Sword is the expression of Truth.
 
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