Asgarnia is a community hub that focuses on the interactions between other clans and freelancers through the promotion of immersive day to day civilian role-play and entertaining plots. ICly the Kingdom of Asgarnia is shattered with the return of the Gods after the former monarch, Queen Jane Grey, abdicated in favour of Saradomin. Without the crown to unite the people of Asgarnia tension grows with the gods and god-like beings being so close to each other.
Besides the three god factions, the cracks in Asgarnia have formed smaller groups with different ideologies and agendas. Criminal gangs are on the rise, seeking to take control of the underworld while the civilians of Buthorpe and druids of Taverley stay out of the Gods way, remaining cold and neutral to the divine beings.
With Asgarnia tossing the idea of a POK role-play out the window in favour for NPC leaders has allowed the role-play to open up to freelancers and smaller role-plays who seek to have good ol fashion fun. We ask that members of the public are courteous and reasonable when it comes to creating plots, keeping in mind other plots may be going on or that big, world destroying plots will result in God intervention. With that feel free to ask one of the Asgarnian Curators to advertise or help out with your plots. If a Curator is concerned about the reasonability of the plot or if there are multiple plots currently going they have they will ask for some changes to be made (i.e. make it reasonable or wait for another plot to finish).
Clan Chat: Asgarnia 42. Discord/Skype: Ask a Curator to join. RP Type: Adventure, Nobility, Gods, Criminal, Military and Plots. Curators: Aromancer, Lady Thalia and Salt Aren.
- Last edited on 16-Jan-2017 08:02:24 by Aromancer
(You don't have to apply unless you want your character recorded <3)
Name: Age: Race: (Non-humanoid races will be looked at on a case by case basis). Religion: (Put "none" for selfworship/atheist). Occupation: (Adventurer, Baker, Guard etc). Location: (Where do they live? Are they nomadic?)
A little summary of your character:
Name/Age/Occupation - Location.
Guild Master/Business Owner: Guild/Business Name: Location and Building: Specialities: (Bakery specialising in cakes, Slayer Guild, Merchant Guild, etc).
Guild/Business Name/Specialty - Location and Building.
Plots and Events Events
(For plots could you please give us a post or two to establish context )
4th of Moevyng EstrogenDongsaid: An awful lot of shooting stars flew across the night sky. Under the cover of clouds, these weren't ordinary stars. Something collided into Gielinor. In multiple locations. The moths were stirred, hordes of them flying across the skies the next day.
8th of Moevyng Hobie Wansaid: The people of Taverley claim that something is haunting the woods south of their peaceful village, people are definitely disappearing for sure. Every night for the past month, people of southern Taverley have definitely heard what sounds like pained crying but echoed throughout the trees.
18 Moevyng By order of Saradomin himself the bounties of one Magus Concendo and one Booker Ares have been issued.
- Last edited on 26-Feb-2017 07:13:20 by Aromancer
Regarding the standard of roleplay displayed in Asgarnia Members of the Asgarnian 42 RP community are expected to make an effort to adhere to a good quality of roleplay, in line with accepted rules and conventions regarding metagaming, godmodding, overpowering and the like. If youre new or unfamiliar with these, then we will happily help and support you in growing as a roleplayer.
Asgarnia 42 is a text-based roleplay group, if you engage in Themeplay or Descriptive Gameplay, you are still free to use the land of Asgarnia, though dont expect us to interact with you.
Regarding conduct between roleplayers, in and out of the clan Asgarnia 42 is a community of mutual respect and consideration, and it is expected that you will behave appropriately and with sensitivity to everyone in and around the clan. Discrimination, insults and other japes will not be tolerated, and will be responded to with an attempt to restore relations between the involved parties. If that is not possible, then the clan leader and her moderators reserve the right to block people from involvement in clan chats and activities.
- Last edited on 15-Jan-2017 16:18:58 by Aromancer
Acting as Saradomin's main army on Gielinor and the defenders of Asgarnia, the Noble White Knights of Falador are devout Saradominists of Noble birth or title, sent to train with the Knights and become one themselves. The White Knights are staunch rivals of the Kinshra, having their roots go back to the Legendary Temple Knights of Saradomin.
The current leader of the White Knights is Sir Aimk Varze with the head of Tain's Chapter being Commander (Vacant).
Spoken of in hushed whispers and a hint of fear is the Temple Knight Order, devout Saradominists who serve the God of Order and Wisdom himself. With service to Saradomin, protection of his people and their homeland, Asgarnia, the Knights roam the Kingdom as silent enforcers of Saradomin's will. Supposedly.
Many doubt their existence, especially with the stories of their members. Supposedly the World Guardian is a member. Supposedly Hayley Spears, a public figure of importance to Falador was one, and an Icyene sent by Saradomin himself by rumours. Then come rumours more preposterous than that. Stories of Temple Knights fighting off multiple Mahjarrat where even Legendary Arrav of Varrock failed to defeat one. Stories of them returning from the Dead by Saradomin's very will!
What can be said among former royals and high-Noble officials alike... The Temple Knights do exist. And they are a force to be reckoned with. Their daily operations leader is unknown to the public, but if they do exist it is safe to say they serve Saradomin himself, directly.
The following are religious authorities of Asgarnia's Saradominist Church. Abolishing the position of Divine Rector and the Crown's authority as arbiter of faith, Saradomin has taken it upon himself to lead his flock by personally selecting the Bishops of Asgarnia.
The Bishops of Asgarnia acts as a link between Saradomin and his followers. They are responsible for the administration of Asgarnia's regions, international diplomacy and spreading the good word.
The Current Bishops of Asgarnia are: Bishop Cadmas Apollyon of Falador. Bishop (Vacant) of Buthorpe. Bishop (Vacant) of Sarimia.
Along with the Bishops, Asgarnia is home to other leaders within the church, being: Mother Superior of the Poor Ladies: Abbess Helen. Head of the Ragged Monks of Edgeville: Benedict Laud.
- Last edited on 25-Jan-2017 16:30:54 by Aromancer
Part of the initial unification of Asgarnia by Raddalin the Asgarn, the Kinshra Order was the offensive powerhouse that drove the line. However, their rivals, the White Knights disapproved of their devout Zamorakian beliefs.
The Kinshra received a fortress to aid in offensive goals at the Northernmost part of Asgarnia, a stalwart defence that is hard to reach, siege and subdue.
When the Void Knights were removed from Falador, the balance they brought was soon lost. The White Knights gained more important positions until finally, King Vallence fell ill. Supporters of the Kinshra and Crown Prince alike believe the White Knights were responsible or let him die. The Kinshra were soon expelled from Falador all together, and the Asgarnian Civil War began.
Since then, the Kinshra have had varying political stances toward Falador. Most recently, they marched on the capital and were repulsed by combined domestic and Camelite forces, falling back to their Fortress. But with the abdication of Queen Jane Grey in favour for Saradomin, the alliance with the Kinshra that her mother created is questioned.
The Kinshra have often had to deal with internal struggles, reinforcing that Chaos does not necessarily represent Evil. In some cases this had led to their forces being culled, in others, it has led to atrocities of war. Their current leader, Baron Kryos Jai-Leng, may take them one direction or the other, as well.
They hid in the shadows, afraid of persecution from the followers of Saradomin and Zamorak. Taking refuge in isolated places throughout Gielinor while their ancestors were hunted like kebbits, they remained loyal to their fallen lord. Now with Sliskes game finally over it is time for Zarosians to finally have their fun.
De VII (or The Twelve in common) are a secretive organisation that was formed after the Zarosian Remnants faction was destroyed by Deborah and her dolls during Slikses Countdown. Now lead by the Sanctae, they seek to cripple the warring factions so that they cannot oppose their Lords plans.
Members of the Twelve are recruited from isolated populations throughout Gielinor with many Kharidian and Wushankese humans making up a majority of the organisations ranks. Many of the Twelves brothers and sisters are chosen by agents of the order who seek out the best scholars, warriors and rogues to join.
If you wish to join or have any questions about De VII please contact Aromancer.
- Last edited on 25-Jan-2017 16:26:02 by Aromancer
The Imperial Guard is the Premier Guard force of Burthorpe. Entrusted to fight to defend Burthorpe in times of pressure, this defensive force does more patrolling and policing than military fighting, but that may change with the return of the Gods.
The sole leader of the Imperial Guard who has authority over the entire force.
The current commander is, Commander Denulth.
Battle tacticians who are responsible for a regions company and that crime rates are low during peace times. Their uniform consists of regional colour identification.
Current majors are: Major Mary Rancour of Buthorpe (Red). Major (Vacant) of Taverley (Green). Major (Vacant) of Aethyra (Blue).
Tasked with leading a platoon of officers during battle and keeping soldiers in line. Their uniform consists of the regional colour identification.
There are three captains per company.
In charge of the training of officers and trainees in the peacetime and a squad of officers during battle. Their uniform consists of the regional colour identification.
There are three Sergeants per platoon.
The main force of the Guard and consist of Recruits, Privates and Corporals ranked members. They are tasked with fighting on the front lines in platoons, detachments or guard duty during peace time.
New members of the Guard who train under their senior officers in Buthorpe.
- Last edited on 19-Jan-2017 07:46:31 by Aromancer
Falador, the capital of the Asgarn Nation and home of the White Knights. A city bustling with life as adventurers from far and wide travel to the city attracted to the Dwarven Artisans in the Eastern Square as well as the armour and weapon merchants in the West. While they are not sharpening their blades or buying a new kite shield you can find these travellers in Faladors taverns and inns with a cold Asgarnian Ale in hand.
The white city would have a noticeable presence of armed guards posted at the northern and southern entrance of the city while smaller squads would patrol the streets. Members of the White Knights would be posted at the bridge leading to their castle. Despite the combined presence of the guard and White Knights, petty crimes and small brawls are common within Falador.
Besides the merchants, pubs and White Knights Castle there are other points of interest in the city. Falador Park is a quiet lush garden that contains some of Asgarnias rarest flora making it a wonderful place to bring family and friends for a picnic. In the Eastern Square is home to both the Party Room, a large ballroom that can be hired out for private functions and The Keep, a large library that is home to the Sorcerers Society and also contains records on various magical topics.
With heavy influence from the White and Temple Knights, the Church of Saradomin and the Big Blue himself, the majority of Falador's population are Saradominist.
- Last edited on 25-Jan-2017 17:40:01 by Aromancer
Rimmington is a quiet fishing village located to the west of Port Sarim. Home to many woodcutters, fletches, crafters and farmers, the village is for those who wish for a quiet and peaceful mundane life.
The Rimmington Guard is small and rarely seen making patrols through the village's quiet streets. Still, if trouble occurs the nearby White Knight barracks is only a hop, skip and a jump away from Rimmington.
The Population of Rimmington are mostly Saradominists with the odd villager being a rumoured Zamorakian Witch or a crazed Brassican mage.
- Last edited on 25-Jan-2017 17:13:28 by Aromancer
Port Sarim, the capital of Sarimia and home to Gielinor's largest port. A melting pot of cultures as merchants and adventurers from across the globe gather.
A large presence of guards would be noticed within the city the town's home to one of Asgarnia's prisons. The guards also serve to protect the local populace from the ever growing criminal underbelly and possibly the threat of piracy. To the west of the city lies Outpost Basilisk, a military barracks that houses some White Knights.
With the White Knights and Church of Saradomin's heavy presence in the port city, it can be said that a large Saradominist population would exist here.
- Last edited on 25-Jan-2017 17:11:23 by Aromancer
Aethyra is a Duchy located just North of Vorago, in central Northern Asgarnia. The Renderra of Aethyra survived by first establishing a brutal warrior reputation, then remained isolated, detached from the recent Kinshra and White Knight Conflicts.
There are two populations of Aethyra. The natives, with their warrior culture and steadfast Guthixian beliefs, and the new, immigrant population seeking shelter from the War. Ancient, Formidable, and traditionalist describe Aethyra well.
That said, there are five counties to Aethyra.
Stellavista, led by the Zamorakian Kalcin Family Lessia, maintained by Dwarves, Giant's Hill, maintained by Ladies Sajid and Noir Keystone, lazily maintained by the Realtα family And of course, the Soulwood, the seat of the Renderra family.
Due to its rocky terrain, much of the land is worthless for farming. Many of the mines, barring Lessia, have long dried up from countless wars. Aethyras land is used mostly for cattle ranching, care of sheep (which none dare eat), and other ranch animals. Some food, specifcally squashes, maize, and sparing amounts of subsistence farming comprise most flora, aside from the towering oak and yew trees.
Most money from Aethyra today comes from pelts, divine energy products, and the cattle ranches. Considered useless by outsiders, and priceless to natives, many are right to question if the Aethyrites who remain are truly devout, or devoid of intelligence.
Regardless, this sleeping giant is as threatening as Vorago to the South, with the native Aethyric Bowmen and Order of the Raven making their nest here.
- Last edited on 25-Jan-2017 16:51:01 by Aromancer
Freda's Home - (Vacant). 2h Sword Shop - (Vacant). Bob the Cat's Home - (Vacant). Hild's Home - (Vacant). Xuan's Tent - (Vacant). Runecrafting Shop - (Vacant). House East of Mess Hall - (Vacant). Gnome Commerce Centre - (Vacant).
Chainmail Shop - (Vacant). House East of Chainmail Shop - (Vacant). Jewellery Shop - (Vacant). Hair Salon - (Vacant). Mace Store - (Vacant). General Store - (Vacant). Rising Sun - (Vacant). Shield Store - (Vacant). Forge - (Vacant). Real Estate Building - (Vacant). House East of Real Estate - (Vacant). Aspera Tower (Dark Wizards' Tower) - Sharne Aren. Haggshome (Witch's House) - (Vacant).
Falador Castle - White Knights/Saradomin. Eastern and Western Bank - Government. Falador Party Room - Government. Clan Camp - - Government.
General Store - (Vacant). Archery Store - (Vacant). Betty's House - (Vacant). Chemists' House - (Vacant). Crafting Store - (Vacant). House West of Wheat Field - (Vacant). House North of Crafting Store - (Vacant). Melzar's Maze - (Vacant). Rimmington Mine - (Vacant).
Crafting Guild - Crafting Guild.
Battle Axe Store and Forge - (Vacant). Fishing Store - (Vacant). Grocery Store - (Vacant). House South of Jewellery Store - Dawn Lakewood House North of Axe Store - (Vacant). Jewellery Store - (Vacant). Magic Store - (Vacant). North Sarimia Farm - Eathan Reine. Port Sarim's Church - (Vacant - Saradominist Order Preferred). Rusty Anchor Bar - (Vacant). Thurgo's Shack - (Vacant).
Port Sarim's Gaol - Government. Outpost Basilisk (White Knight Camp) - White Knights.
- Last edited on 25-Jan-2017 16:32:32 by Aromancer
The position of Major of Buthorpe is taken by another player. We'll be asking her if she'd like to move her position to another region so that Major Mary Rancour can resume her position as Major of Buthorpe.
Until we hear back from the other player, would you mind thinking about being a Major in a different location? Please see page 3 post 10 for available positions.
@ Everyone else,
Added the role-plays information, applications, rules, diplomatic ties and some fraction posts. Updated the events, bounty hunter and census posts too.
- Last edited on 16-Jan-2017 08:19:05 by Aromancer
Like I said, another role-player has priority of what region she'll be a major of after Buthorpe's leadership changes back to Analf. Sorry to keep you waiting, but we will let you know when she's decided and you can have the choice of becoming the major of the region she didn't choose or another position within the Imperial Guard.
Pretty much what Nat said. As long as they're fighting pests I don't see Saradomin caring.
I'll speak to you about setting up weekly events at the Rising Sun.
Again, we are a community where NPCs hold their leadership positions for the sake of lore and because of this she'll have the choice of changing the region she's a Major of and has priority over you as she applied as a Major before on the last thread. So please wait for her decision.
You should speak to the WKs about it. They have a Landscaled Fortress build where the WK Camp is in-game. They may be blocking the entrance to the lair.
Bounties Target's Name: Magus Concendo. Threat Level: Dangerous. Wanted Alive/Dead: Alive. Rewards: 500,000 gold and titles. Wanted For: Hoarding illegal magical tournaments with undead, demons and forbidden magic, assaulting the Bishop of Falador and an Agent of Saradomin, and resisting arrest.
Characteristics: Short Gnome, Wizard, Runecrafter, long white beard.
Bounties Target's Name: Booker Ares. Threat Level: Handle with caution. Wanted Alive/Dead: Alive. Rewards: 20,000 gold. Wanted For: Aiding in the resisting of Magus Concendos arrest.
Characteristics: Blonde hair, blue eyes and commonly found wearing brown coats and wielding a rapier.
- Last edited on 26-Feb-2017 07:05:14 by Aromancer