Inventory: Simple travel rations. Rheine gave away most of her personal possessions in order to better the lives of people less fortunate than her, and continues to be charitable. She only keeps what's neccesary, and of course gifts that people give her.
Limit Breaks: Rheine's Radiance - Soothing white light radiates from her staff, easing the aches and pains of those illuminated by it.
Appearance Details: There isn't much to Rheine's appearance that makes her special. She's just a healer from Yuiwa, making the most of what she has.
Personality: Shy around strangers, but eager to help in whatever ways she can.
Biography: Born in the unforgiving north of Osprey, Rheine spent the majority of her early life sheltered from the horrors of conflict and the worst of Yuiwa's cruel weather; there was always a cup of water if she asked for it, and safe shelter from the heat.
Her parents, an older woman and her farmer husband, frequently quit the safety of their house at night to go explore the dark- or so she thought.
Yes, she had heard of monsters and terrible happenings in Yuiwa, but she had never seen much. Not enough to stave her curiosity.
And so it was that, on one fateful evening, little Rheine decided to follow her parents when they left for the night.
What she saw that night would stay for her for the rest of her natural life.
She... She had never seen them so *angry* before.
There was screaming and shouting- and then the monsters came.
Because of her... Because they were so preoccupied trying to get her back to safety...
There was so much blood.
Before she even knew what she was doing, she was trying to fix the damage. Stop the bleeding. Some other townsfolk had come by when they heard the shouting, and now the monsters were all gone- but they... They wouldn't-
She spent some time alone, after that. People she thought were her friends avoided her now. She was *strange. Unnatural.* She almost didn't make it.
She didn't want to make it.
But then some old friend's of her parents took pity on her, and brought her in. Gave her a bed, some food and water. It wasn't anything like her old life, but it was still more than she deserved.
After that, she stayed indoors at night... Until one of her adoptive parents came home blee-
After that, she went outside every night. She had learned, in those few short years, how to stay out of trouble. She would make sure what happened to her parents never happened again. She'd use her strange and unnatural powers to repay these kind folks, and the rest of Yuiwa.
And so that's what she's been doing for the last... Gosh, a long time. The people have warmed up to her a bit, and she's gotten good at using aether. Not many other white mages have crossed through their town, so she hasn't had the opportunity to expand on her knowledge much, but she has something.
Hearing the call to arms from Edren, she saw this as an opportunity to help her community more. There will surely be some form of payment involved, and she can send that back home, to help her people. Maybe get them the aid they need.
Traits: Rheine actually spends quite a bit of time training with her magic, and modifying her staff. When she's not doing that, she's performing small tasks for the locals. Anything to keep her occupied.
Relationships: Rheine currently supports her foster family, but they can never take the place of her real parents. They share a cordial relationship, like friends. She's aquainted with a couple other people in Yuiwa, but struggles to form strong connections with anyone.
Eusimare is a godless world, ruled by cold logic, and the enigmatic laws of magic. Despite this, intelligent life has not only managed to survive in this strange world but thrive in it, taming nature and magic both in an effort to stave off entropy and ensure their race and culture persist.
Of the creatures mad enough to challenge the world itself, the most prominent are:
Ponies: A particularly prolific species, ponies are renowned (and infamous) for their adaptability and ingenuity. Great pony kingdoms can be found the world over, and they have established themselves as a majority over most of the Great Continent
Family: Equidae Average lifespan: 60-70 years Average height: 4ft (137 cm) Preferred habitat: Grasslands Preferred diet: Herbivorous
While ponies are most recognizable as four-legged herbivorous equines, there are a staggering number of subspecies that have derived from the basic earth pony (although some scientists argue not every subspecies came from the earth pony)
The basic earth pony is sturdy, long-lived, and possesses a magical awareness of their environment.
Unicorns possess a horn located on their forehead, typically of a curved or conical design. Unicorns are innately sorcerous and can manipulate magic within themselves and their environment.
Pegasi are volant animals, sporting two wings capable of assisted flight. Pegasi usually possess passive abilities, such as cloudwalking and resistance to electricity, but can actively manipulate the weather with practice.
Preferred habitat: Mountainous regions / high altitudes
Lilliponies are small (aprox. 60-90cm) and stocky and possess the innate magical ability to alter their appearance.
There are common debates about which creature is "wisest", but there can be little doubt as to which is most clever. The Liliponies -trademares and expert conversationalists- are the most marketable little balls of comfy, fluffy goodness around. And they know it. From their first contact with the outside world, after emerging from their knothole homes, one thing became immediately obvious:
Bigger creatures think they are ADORABLE.
And what is adorable is profitable. The Liliponies -tired of exercising their greed only on one another- held a council, and it was decided: If ponies are going to fawn over them, they'll be made to pay for the privilege. Lilipony fashion, dance, merchandising, and clothing exploded in popularity. A race that had previously known very little harmony and community had banded together in pursuit of riches. And they could do it all while looking so very, very innocent.
A wellspring of heavily-commercialized culture erupted from the lilipony homelands, spreading over the wider world in months until they could be found running taverns of their own in every popular town, complete with gift shops. There are even rumors that certain elements of lilipony history were entirely rewritten simply for marketability's sake, though getting a straight answer from one of the precious sprites is nigh impossible. Or at least, impossible before you cough up your bits.
In the game of industry and capitalism, they are the champions. When the world runs on commodification, becoming the commodity yourself gives you power untold.
There is one variant of lilipony.
Pixies share the same basic features as the lilipony, but possess luminous yellow eyes, small fangs, and large floppy ears.
Pixies reach sexual machurity at a young age, allowing them to reproduce at a faster rate than other ponies.
Blade-work and dancing —an ignorant pony might think— are worlds apart. When one sees a lilipony trot about merrily, shake their tushie, and spin those pretty scarves like ribbons, they might be simply enraptured by the spectacle. It is, after all, a dazzling display. The cloth flows not unlike water, ripples swimming through its gold and red fiber. All the better a distraction, of course. Those bewitching golden patterns are -for many- their last sight. For swiftly as a lilipony spins, so to does its knife soar. At least in their last moments, a patron is sure to be gleeful before the blade strikes between their eyes. In a way, it's a mercy, to kill one as they're so distracted by beauty.
If only they'd noticed the yellow eyes as readily as they'd noticed the velvet scarf.
Dragons: Dragons are ancient, powerful creatures that can and have influenced cultures and history the world over. Commonly found as the tyrannical dictators of their own countries, dragons are not to be trifled with.
Family: Average lifespan: 500 - 900 years Average height: 32ft Average weight: 16 tonnes Preferred habitat: Deserts, forests, prairies, marshes, and rocky areas Preferred diet: Carnivorous
Dragons are widely regarded as gods amongst mortals, indomitable forces of will that impose themselves upon the world. Despite their status, they are actually few in number, owing to their incredible longevity and generally solitary nature.
The 22 ancient dragons of Eusimare are the oldest and the strongest of the living dragons, and are the progenitors of the lesser dragons.
Perth ᛈ Mother of the 22 is the late Perth. It is she who shaped the current dragons into who and what they are today
Raidō ᚱ X
Sōwilō ᛊ ᛋ X
Hagalaz ᚺ ᚻ X
Isaz ᛁ X
Nauthiz ᚾ X
'Lesser' dragons are no less grand or imposing than their elder kin, often possessing immense influence over history and culture wherever they are found. What sets the lesser dragons apart is their age and relations to the ancient dragons that spawned them.
The three legendary dragons of Caprice once ruled over the woods and mountains, instilling awe and fear into the native unicorn populace. One by one, the dragons were felled, but not before they could leave a mythical legacy.
The Lightning King (Thiz) Found within the history books of Nabos is the Lighting King, a yellow dragon that embodied power, and was slain by the Alstonian hero Boscage. The Lightning King lorded over the Kingswoods, a forest of gold that glitters with the remnants of his power to this day.
The Fulgur (Na)
The Cripple (Nat)
Wazen, the Wizard
The Iron King (Kunakan)
Dragon culture can be found seeded across Eusimare, reflected in mythology, ancient treatises, and the very land itself. Dragons, historically, rarely create physical relics of their culture, but usually influence the society they govern in particular ways. Dragons do, however, have their own system of beliefs.
In the gulf of time's absence, spun somewhere between what is and what is not, lie a single thread of fire. And try as timelessness might to contain its hunger, all would eventually bend to its might. As it lay its eyes on our open, innocent universe, all would become as ash. The skies black and charred, all land a broken tarry waste.
Until one moment -as a piercing light cutting through darkness- an arrow of cold hope struck at the heart of fire. Writhing in pain, burdened by the weight and suffering of newfound agony, the primordial rage of creation could not continue its rampage. It would at last suffer the curse of responsibility.
The mighty beast of flame was tamed and settled, brought low to crash and scatter all over the cosmos. Its shattered corpse filled the blackened sky with stars, and the remnants of its molten corpse made fine soil for all life hence. In the bubbling wake of this tyrant, the dragons and their followers would rise.
Before there were ponies, there were horses, wild- but sapient- equines that roamed the Great Continent steppes and plains. Dragons found these creatures to be convenient servants, and so captured, bred, and trained them. Horses served as livestock, working animals, and on occasion pets. Over time, the consumption of horses became unpopular ("Uncivilized") and some horses were trained to raise other, less intelligent animals as livestock. Most horses were laborers, and lived lives little better- or worse- than today's slaves. As time went on, horse aggression became problematic, and dragons began to breed them to be more submissive, physically smaller, and 'cute'. Modern day ponies are the direct result of thousands of years of selective breeding, as can be distinguished by their coloration, corporal builds, and generally mild temperament.
There are dozens of creatures around the world that have all developed -independently- differing ranges of intelligence. They have built kingdoms, raised cultures, and written histories all their own, and continue to do so to this very day.
Chimeras: Chimeras are any creature with a clear division between their inherited traits. Griffons are the most common example of a chimera, possessing the upper half of an avian, and the lower half of a large cat.
Family: Average lifespan: variable Average height: variable Preferred habitat: variable Preferred diet: variable
Chimeras are similar to -but distinct from- hybrids in that they express the traits of their parent species seperately, rather than blending them like hybrids do.
Griffons possess both avian and mammillian features, sporting the head, chest, wings, and forearms of an avian, with the hind legs, hindquarters, and tail of a feline. Griffons are usually temperamental and territorial creatures, and wars tend to be a common trend in their history.
There are x variations of griffons
The opinicus is physically similar to their violent kin, but are of a more docile nature. An opinicus has a slender body, a short tail, and usually eats fruits and nuts.
An opinicus' wings develop over time.
Average lifespan: 70-90 years Average height: Preferred habitat: Tropics Preferred diet: Herbivorous
Hippogriffs are the hybrid spawn of ponies and griffons, possessing the former's temperament and the latter's lethality. Hippogriffs possess the passive ability to cloudwalk, as well as limited weather manipulation. Hippogriffs with unicorn or pegasus parents typically have a greater affinity for weather manipulation.
Hippocerfs are docile creatures crossed between pony and deer. Hippocerfs have the upper body of a deer, and the lower body of a pony. Due to a uniform color scheme, Hippocerfs are sometimes confused for a deer subspecies.
Hippocerfs with unicorn parents may possess limited sorcerous abilities, such as levitation.
Capricorns are the taboo hybrid spawn of sirens and capra mating. They possess the upper body of a goat, and the lower body of a siren. Capricorns are innately sorcerous, and possess abilities similar to the siren.
Ungulates: Including ponies, ungulates are amongst the most influential of intelligent fauna. Ungulates comprise of two distinct orders: odd-toed, such as ponies, rhinos, and tapirs, and even-toed, such as camels, capra, and deer.
Equines: These include ponies, but here we're going to discuss other equines, such as donkeys and zebras.
Family: Equidae Average lifespan: 60-70 years Average height: 4ft (137 cm) Preferred habitat: Grasslands Preferred diet: Herbivorous
Family: Average lifespan: Average height: Preferred habitat: Preferred diet:
Family: Average lifespan: Average height: Preferred habitat: Preferred diet:
Deer: Deer are widely recognized for their fair appearance and distinctive antlers. Deer are often associated with forests, and tend to be rather elusive.
Family: Cervidae Average lifespan: 40-50 years Average height: 3.4ft - 5ft. (106 cm - 152cm) Preferred habitat: Forests Preferred diet: Herbivorous
Deer are four-legged ungulates typically well-adapted to forested environments. They tend to form tribal communities, and most deer cultures exalt their melanistic/albino members, believing them to have a spiritual connection to the moon.
Reindeer- also called caribou- are larger than their more temperate kin, possessing a thicker coat, and limited access to magic. Some reindeer are innately sorcerous, but this is uncommon.
Perytons are pegasus × deer hybrids and possess two wings capable of assisted flight. Perytons also possess passive magical abilities, such as cloudwalking and resistance to electricity.
Capra: "Capra" is the moniker given to both sheep and goats, who more often than not form joint societies. Capra are notorious for their hatred of sirens and, by extension, most seafaring species.
Family: Bovidae Average lifespan: 35-40 years Average height: 2.8 - 3.6ft. Preferred habitat: foothills, mountains Preferred diet: herbivorous
Capra are distinguished between ovis and true capra, with the former typically taking the place of second-class citizens. Ovis are four-legged mammals with wool, small stature, and the males- rams- possess horns indicative of their station. Capra are large four-legged mammals with thick coats and larger horns than that of the ovis.
Sheep- or ovis- possess magic wool that gives them a passive resistance against dangers both magical and mundane.
Goats are large and muscular and possess enhanced physical strength and durability.
There are x variations of goats:
Colors derive their name from the capra word for "tall" and are, put simply, giants.
Family: Average lifespan: Average height: Preferred habitat: Preferred diet:
Family: Average lifespan: Average height: Preferred habitat: Preferred diet:
Family: Average lifespan: Average height: Preferred habitat: Preferred diet:
Family: Average lifespan: Average height: Preferred habitat: Preferred diet:
Family: Average lifespan: Average height: Preferred habitat: Preferred diet:
Cetaceans are an odd bunch, only really encountered underwater. Cetaceans are marine mammals often found under the employ of seaponies, and are known for being creative and, at times, oddly cruel.
Great birds: Great birds are exactly what they sound like: gigantic avians that dwarf most modern fauna in size and might. Great birds are distinguished from their mundane cousins in that they possess an intelligence unseen in many non-ungulate or canine/feline species. It is a common belief that great birds go back to the Age of Monsters, and are a holdover from ancient times.
Family: Average lifespan: 50-100 years Average height: 7-20 ft. Preferred habitat: Subtropical, tropical, mountains Preferred diet: Carnivorous
The sovereign songbird is a variant firebird native to Boscage, and specifically hunts within the Kingswoods. Unlike
Unintelligent fauna constitute animals incapable of rational thought. They are, put simply, simple creatures, and are often subject to the whims of predators and intelligent creatures.
Artificial entities possess the likeness of a living thing, but are not, themselves, alive in the conventional sense. Artificial entities are created with an express purpose in mind, and can theoretically be created from any material, so long as that material is conducive to magic.
Simulacra: A simulacrum usually takes the appearance of an important person or thing, and houses the spirit of an intelligent creature. Simulacra can be created to guard a person, place, or thing of personal significance, or they can be an alternative to revenants, allowing knowledgeable sorcerers to theoretically live forever.
Simulacra are usually made out of stone, metal, or bone.
Sphinxes: Mightiest of the phix are the sphinx, titanic winged felines with tremendous psychic power.
Magic, in its most basic form, is an exchange. The inner spirit of all living things- animate or not -is capable of interacting with its environment in a myriad of ways, from altering the shape of physical objects, to communicating complex concepts to other spirits. Magic is conciousness, emotion, and memory, a formless insubstantial phenomena poorly understood by even the most astute of minds.
When not channeled through the biased lens of a mind, magic is usually perceived as a blue energy that eminates from the source of that magic. When channeled by living creatures, magic is "colored" by their thoughts and feelings, distinguishing magic-users in form and substance. Many creatures possess innate magical abilities, and those who are able to manipulate arcane forces do so through a focus, an organ located somewhere on or within their bodies that is attuned to their inner spirit. Creatures are limited in their use of magic, and are not equal in skill or power.
The spirit Every living thing- be it plant or animal- possesses an internal, incorporeal "spirit" usually conceptualized as an inner flame, although by definition an entity's spirit has no defined form.
The spirit is the source of an entity's magic, and it is the core of their consciousness and emotions. Sorcerous creatures channel magic from their spirit to influence the material and immaterial, although many creatures have also adapted to manipulate magic within their environment as well. A creature that loses its spirit- and continues to function as a "living" entity- loses their consciousness and becomes a mindless animal incapable of rational thought or empathy. Under normal circumstances, the spirit only leaves the body when it can no longer contain it. I.e. "death."
Nidir Nidir is the popular term given to the Eusimare underworld. Nidir is believed to be a plane of existence "below" the material world where the spirits of the dead travel to, and is also the source of external magic and gemstones.
On occasion, spirits fail to transition to Nidir, and continue to influence the material world- for better or worse.
Possession Possession is the process by which spiritual entities (or the spirits within gems) influence living creatures to such a degree as to violate their free will. A good comparison would be that their consciousness takes priority over your own, and your feelings become theirs. This can be temporary or permanent dependent upon many factors, but usually results in a gestalt entity with the combined power of both spirits.
Possession usually manifests physically, as well; your magic takes on a new color, your eyes change color, your physical appearance changes to become more like the possessing spirit, etc.
Types of spiritual entities Two conditions are required for the manifestation of spiritual entities: The entity must be experiencing a strong emotion at the time of death, and there must be a tremendous amount of magic present in the same moment.
Eidolons: Eidolons- also called ghosts, geists, and specters- are the strongest expression of the spirit in the material world. Eidolons have solid, distinguished forms, have high opacity, and possess strong magical abilities. Eidolons usually manifest in places that experience constant high levels of magic saturation, and are considered to be extremely hazardous.
Benevolent eidolons can be called aeons, while malevolent eidolons are usually called fiends.
Wraiths: Wraiths are weak spiritual entities with low opacity that sometimes appear after death. Wraiths are temporary entities, slowly transitioning to Nadir over time unless forced to manifest more strongly through exposure to magic. Wraiths may become eidolons if certain conditions are met.
Phantoms: Also called figments, phantoms are an insubstantial presence commonly confused with the feeling of being watched. Phantoms have no visible manifestation, and influence creatures in subtle ways. Creatures also call them figments because they could be "figments of the imagination."
A phantom is created when a creature dies but leaves a vestige of themselves behind, imprinted on a person, place, or thing. More powerful phantoms may be able to possess creatures that comes into contact with these objects.
Sometimes objects haunted by a phantom are called fetishes.
Undead Undead are a subcategory of spiritual entities that include possessed corpses and dead creatures manipulated by spirits.
A defining trait of undead includes insatiable "hunger" and chronic fatigue.
Revenants: A revenant- also called a lich -Is a creature that has been returned to their deceased body or, less common, the deceased body of another creature. Revenants undergo a ritual to bind their spirit to the body (Usually through blood, silver, gems, or other materials capable of channeling spiritual energy), and must constantly consume magic in order to sustain themselves.
The creation of a revenant is an intentional process that begins with the creation of a Nail. A Nail can be any object capable of puncturing the body, and is typically made out of silver or another magic conducive material (The higher quality the Nail, the higher quality the revenant.) The prospective revenant then inserts the Nail into their body, mortally wounding themselves. There can be more steps involved, but the ultimate outcome is the often painful death of the prospective revenant. If the ritual has been performed correctly, the revenant's spirit possesses the Nail, which in turn gives their spirit control over the physical body.
Their artificial counterpart is the simulacrum.
Ghouls: Ghouls are corpses possessed or partially possessed by an eidolon or wraith. Ghouls may experience brief periods of lucidity, but are usually emotionally unstable and incoherent. They are attracted to sources of magic, and are known to attack the living with extreme prejudice.
Due to ghouls possessing a consciousness- however feeble- they make for ideal servants to experienced necromancers, who are capable of giving them complex orders.
Zombies: Given enough magic to animate them, a sorcerer can imprint their will on a corpse, allowing them to give it simple commands. Zombies are entirely reliant upon a constant source of magic to remain animated, and their inability to perform complex tasks makes them unsuitable for most activities.
The moon is commonly perceived as a spiritual entity in its own right, and influences magic worldwide.
Lunar phases: As the moon waxes and wanes, so too does magic saturation. Many rituals take place at night for the express purpose of utilizing moonlight as a catalyst, whilst others will use tools that have saturated in moonlight instead. When the moon is full, magic is at its strongest. On a new moon, magic is weakest.
Crystals are tangible magical structures created by high concentrations of spiritual energy, often binding with terrestrial elements. Crystals can typically be found underground, although theoretically can be found anywhere (Or artificially created), and allow non-sorcerous creatures to perform magic. Crystals allow creatures to 'tap into' an emotional spectrum of spiritual energy, that emotion usually indicated by the color of the gem. Sympathy with the corresponding emotion allows for easier use, while creatures that do not align emotionally with them gem they are attempting to use run the risk of spiritual harm, or even death.
Magic, when used practically by sentient creatures, often falls under a certain category that defines the intention of said magic use.
Transmutation: Transmutation refers to the changing of one thing into another, and is distinguished between transfiguration and transformation.
Transfiguration, or glamour, is when a sorcerer alters the physical appearance, texture, smell, taste, and/or sound of a person, place, or thing. The change is temporary, and requires a steady supply of magic to maintain. If disrupted, the change is immediately undone. Most transmutation is transfiguration.
Transformation is the permanently alteration of a creature or object. To transform something, you must change the form of their inner spirit. Changed to the inner spirit of a creature or object does not cause immediate physical changes, but causes radical changes in body and mind over time, depending on the severity of the change. Creatures who attempt to become dragons do so through transformation and not transmutation.
Eusimare is a pre-industrial setting, with most civilizations using wood or stone tools, and advanced nations using metal.
Eusimare is divided into
The Age of Monsters still lives on today, in the form of dragons, great birds, horses, and other megafauna. The Age of Monsters was a tmultuous age where primordial forces roamed a more wild Eusimare.
There are seven major continents in Eusimare, although some creatures may argue there are only six or five.
THE GREAT CONTINENT
The Great Continent is the central and largest landmass in Eusimare, featuring a wide array of environments; towering mountains, lush forests, vast deserts, and more.
Lorded over by voracious guilds and their serpent king is the merchant city, Ophidia.
The Crimson King The imposing, shrewd, and ravenous Crimson King -a serpent without equal- presides over all of Ophidia. Its guilds, trades, businesses, and taxation are all swept up snugly in his firm, merciless coils. He's as much monster as pony, but his massive stature, overwhelming muscular tone, and brutish figure betray a collected, sadistic, calculating interior. He is an accountant, an overlord, a master combatant, and singlehoofedly brought Ophidia to prosperity. All which passes through his kingdom only does so by his graces. His love for power and wealth is matched only by his hatred of all things magic.
Rinkhal Sister and servant to The Crimson King is Rinkhal, a serpentine creature with a personality as venemous as her bite. Rinkhal leads her Fangs in assassination and subterfuge, a job too dirty for her brother to handle.
The Fangs are former Silver Scorpions fleeing The Jewel in pursuit of their own interests. Unlike the magnanimous Scorpions, the Fangs use their knowledge of medicine to end life, usually at the behest of Rinkhal herself. Nopony quite knows how they came under her employ, but one thing is for certain: they make for a deadly combination of malicious cunning and lethal efficiency.
The Ophidian Expeditionary Society The Expeditionary Society (or ES) tasks its members with exploring the hazardous ruins of the Sunken City in pursuit of wealth and fame. Creatures from all over are drawn by promises of treasure and adventure, although the cost of exploration is often fairly high...
The Currant Trade: Run by the aggressively capitalistic liliponies is the Currant Trade (or CT) stationed around the banks of the River Currant. The Currant Trade is responsible for those candied currant snacks you so enjoy, as well as an array of jellies and jams to go with your bread. The Currant Trade also produces wheat products and other foodstuffs, but currant is their staple.
The Desert is the single largest dry desert on The Great Continent and, in fact, all of Eusimare. Several centuries ago, a Great Rebellion shattered dragon total rule and divided The Desert into The Jewel of The Desert and The Dragon Kingdoms.
The Jewel of The Desert
Founded on the protective power of the titular Jewel, The Jewel of The Desert stands as a marvel of artistry and innovation. The Jewel of The Desert is the capital of crystal and creatures throughout the world journey there in hopes of gleaning some arcane knowledge or acquiring mastercraft artifice.
The Jewel A symbol of freedom and the power that keeps the vengeful dragons at bay, the titular Jewel is beleived to be a hexagonal ruby held within the heart of Rubellite. The Jewel was stolen from the dragons during The Great Rebellion, and protected the revolutionaries during their Exodus across the desert.
The Six Saints Saviors. Heroes. Deities. The founders of The Jewel, and the core figures of the Ecclesiarchal faith. Some say they were instruments of a higher power, igniting the fires of The Great Rebellion, and freeing countless souls from the tyrannical grasp of the dragons. Of the six, only four survived to forge The Jewel's society and tenets, shaping it in service of the greater good. The remaining two perished in their fight against oppression.
Saint Lore -The Emerald- hailed from the Fehu Dominance. He successfully negotiated Fehu's neutrality in The Great Rebellion. Utilizing his great knowledge of politics, and a compassionate ear, he won the heart of Fehu and turned the dragon himself to the light. A rare and beautiful victory, which has made Fehu the black sheep of his dragon brothers ever since.
Saint Dawn -The Thespian- made a spectacular performance of his treason. He sought the ultimate symbol of his theatrical spirit: the Star of Destiny itself. Armed with his prize, filched from the gilded palace halls of the Poet King, he presented the luminous sapphire to the ponies of the Dagaz Dominance. He became a shining beacon to those in need, brimming with the confidence and beauty to overcome any adversity. His considerable social grace allowed him to manage civil welfare in the Jewel, and he swiftly became the posterboy of The Saints.
Saint Cipher -The Arcane- ultimately failed to rouse a rebellion within the Tiwaz Dominance, and so instead turned her sights to Dawn, granting him the knowledge to operate the Star of Destiny, and realize its true potential. She has been called Dawn's opposite, as she finds little pleasure in socializing, performance, or vanity. This does little to diminish Dawn's affections and gratitude toward her, and her magical knowledge was instrumental in bringing The Jewel to prosperity. Often forgotten, but of no less importance than Dawn himself.
Saint Ember -The Iron-
Saint Tempest -The
Saint Asperity -The Last Stand-
Saint Bellicose -The Bold-
The Ecclesiarchy The Ecclesiarchy is the reigning faith of The Jewel, and established the canon of the Saints. Run by a living saint, the Ecclesiarchy is tasked with the spiritual well-being of the denizens of The Jewel, as well as policing the numerous settlements. Lower clerics make up the majority of the Ecclesiarchy, while higher clerics handle executive matters.
Crystal ponies During the latter years of The Jewel's founding ponies made contact with the camel caravans of The West. While the founders, now aged, advised against associating with slavers, their successors were quick to purchase the impoverished crystal ponies in a well-meaning effort to liberate them. Crystal ponies have since returned to their shackles, even if they serve new masters.
The crystal ponies of The Jewel actually originate from Frostland, a barren waste that, according to They Who Remember, was once a lush tundra. The Frost descended upon the crystal ponies, killing most of them while the few remainders fled west, where they eventually encountered the camel slavers and submitted themselves to slavery. Most crystal ponies have since forgotten their history.
The crystal ponies have their own artful language called Silasu, and they are known to interact with magic- specifically crystal magic- in unique ways.
On occasion, crystal ponies will come down with the Frost Fever, a supernatural malady that manifests as ice cysts that grow on and in the victim, eventually cracking them open and killing them.
Crystal mages Weilding tremendous power both magical and political are the crystal mages. Crystal mages are proficient in the use of crystal magic, and fit many niche roles within Jewel society.
The first moonstone mage, Sundial, the Sage, set a precedence for every moonstone mage after her. Moonstone can only be weilded through the power of love... Or sheer force of will... And grants the user power over creation itself. Only the greatest among crystal mages may weild moonstone without succumbing to madness and despair.
Founded by Saint Cipher, Cabochon is the gathering place of the brightest minds The Jewel has to offer. It is here that the next generation of Crystal Mages are trained and disciplined, and where no few legendary artifacts have been spawned.
The Madrasa It was Saint Cipher who originally unlocked the secrets of crystal magic, and it is here that her very own teachings continue to school the next generation. The Madrasa is the school every nascent crystal mage aspires to get into, and where the greatest sorcerers The Jewel has ever seen came from.
Standing before the school- a gift from Saint Dawn, whom Cipher famously rejected at every turn- stands a spectacular silver statue of the great mage herself, welcoming young minds to her school with horn raised high.
The Museum of Lore Mirroring Fehu's grand Athenaeum is the Museum of Lore, a collection of stories and relics that tell the past of the Saints, and explore their trials and tribulations. It is a popular tourist attraction, and a place students of Cabochon visit with frequency.
Intaglio, the City of Silver, was formerly a mining colony under the administration of Saint Ember. Once Saint Dawn realized the creative potential of silver, he exerted his influence over the settlement and encouraged artisans to work with the material. Ever since Dawn's intervention, Intaglio has become a nexus of artistry, fusing form and function to create incredible feats of artifice.
The Silver Scorpions The Silver Scorpions are a religious order of healers hailing from Intaglio and spearhead the research and development of medicine in The Jewel. It is said that the founder of this prestigious organization was visited by a silver scorpion while trekking the desert sands, and blessed them with knowledge, leading to their creation of the Silver Scorpions.
The Silver Scorpions produce a drug called Venom. Venom, when administered in the correct dosages, acts as an aenesthetic, however illegal forms of Venom can be found throughout The Jewel. Venom causes insensitivity and hallucinations.
The House of Promises One of the most ambitious projects by Saint Ember. In her old age, when the mines were all established, she turned her eyes to civil engineering and ordered a structure made in pure charity. It was to house the disenfranchised and downtrodden crystal pony population free of charge. Unfortunately, the construction was never finished, and the project was dropped after her passing.
MINOR LOCATIONS Emery: A mining colony, specifically where the Ruby Mines are located. Emery is the source of Red Dust, an illegal psychoactive drug. Miners are currently going on strike due to unsafe working conditions. I.e. "The mines are haunted!" and "There are monsters down there!" Rubellite has yet to address these concerns. Garnet: A mining colony that harvests garnet primarily. Agate: Agate serves as a rest-stop between the capital and Intaglio. There are some amenities there to improve the quality of life for the miners there, too. Feldspar: The prehistoric crash site of a meteoroid containing moonstone, a precious stone that Rubellite seized immediately upon its discovery. Little is known about Feldspar or what goes on there, but crystal ponies appear to be attracted to the area. Lapis: A mining colony dedicated to Saint Tempest. The settlement is known for having a somber atmosphere, and many ponies come here to mourn their dead and pray to the martyred saint. Bezel: Bezel is the historical starting point of The Jewel, before the holy city of Rubellite was constructed. By and large, Bezel is a trading hub, known for its large markets and, of course, the Glyphic Gates which welcome visitors to The Jewel. The Star of Destiny is inlaid within the gate, serving to inspire foreigners to embrace this new culture.
The Dragon Kingdoms
The Dragon Kingdoms are a collection of seven great sovereignties, called dominances, which are governed by one of the seven dragons. Following The Great Rebellion, the dragons have doubled down on their subjects, ensuring a repeat of history is a distant dream.
The Purge Unicorns had always threatened the power of the dragons, The Great Rebellion simply exemplified their destructive potential. Recognizing their error, all seven dominances committed to a unicorn purge, ensuring magic never again poses a challenge to their rule.
Kirin lords Kirins are the hybrid children of the dragons, inheriting their father's authority and responsibility to enforce order. Kirins all possess magic, and are almost all conditioned to be loyal, faithful extensions of the dragon they serve.
Some kirins take on specialized roles- such as Lord of The Forge, or Loremaster- but most serve as governors for their respective demesne.
The Volant Guard The Volant Guard, or simply the Volant, are the defacto police force of the Dragon Kingdoms. The Volant are hippogriffs, a balanced blend between pegasus temperament and the griffon's lethality, bred and trained to guard the dragon's children and their dominances against threats without and within.
The Volant aren't just a military force, they're the military force maintaining peace and order throughout the Dragon Kingdoms.
In the wake of The Great Rebellion, the dragons convened to resolve the issue of dependable peacekeepers. The griffons were either dead or gone, and they had proven too unruly to depend upon as a consistent military force. Fehu recommended their hybrid offspring, the hippogriffs, as a potential candidate, arguing that they represented the ideal mix of traits between pegasus and griffon. With the support of Ansuz and Laguz, the motion was carried out. Every dominance contributes to the training of the Volant in some form or fashion, resulting in an elite hybrid combatant capable of decisive action and creative problem-solving.
The armor: Specially commissioned by Kaunan in a collaborative effort with Tiwaz, the Volant's barding protects the wearer against attacks both physical and metaphysical. The armor also enhances the wearer's physical attributes, allowing them to move faster and strike harder.
Armaments: The typical loadout for a Volant is a spear capable of ignoring magical barriers.
Discipline: Receiving some of their training in the Central Dominance ensures the Volant are a competent and effective fighting force in the field, capable of operating efficiently in groups -however, are also able to operate indepently if the task demand it.
Education: Part of the Volant's training involves exercising the mind. Fehu shares his knowledge of tactics with the Volant, as well as schooling them in other relevant areas such as physiology, psychology, and mathematics. Volant receive more schooling than the average worker, and it shows.
Philosophy: No education is complete without philosophy. The Poet King, within his gilded halls, inspires minds young and old to think creatively and expand their minds. While not all of his brothers agree with the prospect of "free-thinking" soldiers, the Volant have been shown to come up with unexpected solutions to problems in the past.
Marines: Within De Laguz, Volant are trained to maneuver in the water. While aquatic warfare is unlikely, it never hurts to acquire a new skill.
The Dragon Kingdoms economy The Dragon Kingdoms consists of seven city-states that actively engage in domestic trade, however they also engage in trade with Ophidia, The Jewel of The Desert, and the Caravan. The Jewel relies on The Dragon Kingdoms for building materials and amenities, and in exchange they withhold the destructive power of The Jewel itself. At least, that's what ponies beleive.
The Dragon Kingdoms, being so varied, differ in the availability of certain services and resources. For instance, Laguz controls of the flow of water both inside and outside The Dragon Kingdoms, making him very influential. Kaunan, conversely, is the only kingdom capable of refining metal into useful tools.
The common pony lives with few- if any- worldly comforts. In the absense of grasses, ponies must make do with dusty stone. Depending on the availability of pelts, ponies may not even be afforded a blanket to stay warm under the chilly void of night.
Water is a precious resource, and most ponies would not contaminate what little they are afforded for something as superfluous as a bath.
Slaves are worked to the bone, often without pay. They will never know the comforts of a bath or blanket. They will die hungry, cold, and alone. This is the life of many ponies in The Dragon Kingdoms, but that's not to say worldly comforts are out of reach for every pony.
Ponies of status and wealth- those who inherit it, steal it, or aquire it through service to a kirin lord- may realize a new life. Green is the color of wealth, the color of healthy plants. Wealthy ponies and kirins will erect grandiose gardens in order to flaunt their wealth, or engage in the ceremonial burning of precious materials such as pelts (or plants) to showcase their non-reliance on such things.
However, for those below the wealthy elites, ponies may still display modest wealth through the possession of animal products.
Ponies must be wary not to reach beyond their station. Slaves in possession of valuables- such as jewelry -become targets for harassment and persecution. Ansuz forbid a common pony is found with such a thing, for if a superior were to discover it, they would surely confiscate it. If that pony is fortunate, that is all they will do.
Within the Dragon Kingdoms there is demand for animal products. While not every dragon demands their meals prepared, those that do afford their underlings access to valuable goods. Gries pelts make for excellent blankets, and X bones can be fashioned into tools. Bladders can contain fluids, and sinew is excellent for binding difficult materials.
Fehu regularly supplies the animal products economy with fresh materials, taking only what he needs to sustain himself, and dedicating what he doesn't need to research.
Dagaz prepares for himself and his underlings elaborate feasts, often discarding whatever is not necessary for his culinary artwork. Parchment is produced from the discarded hides.
Education The common pony is uneducated and illiterate, relying on common vernacular and pictographs to communicate. Complex concepts are often lost on them, but ponies that show potential may attract the eye of their Lord, or other more influential ponies.
The Kaunan Dominance prides itself for its Forges, providing weapons, armor, and tools to the other dominances. The tyrant king himself is fiercesely competitive, and encourages his children to grow through trials and conflict.
The Forges Once managed by legions of unicorns before the Rebellion, Kaunan's famous Forges are now overseen by kirin pyromancers called Lords of The Forge. The Forge is an incredible feat of engineering, capable of mass producing quality equipment with high efficiency.
The Ehwaz dominance is responsible for the breeding and slaughtering of desert fauna, a grim job merrily taken to by the dragon's kirin "butchers." Dragons are massive carnivores, and require a steady diet to stay healthy. Still, the health standards in Ehwaz are... Distressingly loose.
Fehu is a marvel of science and magic, a nexus of knowledge open to the public- for all creatures to peruse. This openness and general air of hospitality has earned Fehu the ennui of his brothers, who would rather hoard this information or use it to exploit others.
The Athenaeum Fehu's fortress, and the single largest repository of information in The Desert, If not all of Eusimare. Each floor can be reached through the use of a magical Nexus, where kirin Loremasters diligently pursue studies in their chosen lore.
The Well of Thought The Well of Thought is a local attraction within Fehu. Its waters induce a trase which allows others to see within their mind.
Patron of hippogriffs Griffons have always been a belligerent and unruly species, and their actions during the Great Rebellion were taken as a sign.
Griffons needed to go.
There was fierce debate over whether their hybrid spawn, the hippogriffs, deserved the same treatment, but Fehu stepped up and vouched for them. Hippogriffs possess most of the traits that made griffons strong, while lacking their disagreeable temperament. With education and discipline, hippogriffs have quickly risen up the ladder as the elites of the Dragon Kingdoms. Swift. Efficient. Intelligent.
The Central Dominance
Ansuz is the single largest city in the Dragon Kingdoms, and home to the militant eldest brother. It is here that the Jewel was housed, and where a nascant revolution ended before it even began.
De Laguz is the single largest body of water in The Desert, and the dragon hoarding this water makes sure that his brothers know that. While She Laguz is indeed rich in resources vital to continued life in The Desert, Laguz leverages this to gain power and influence over the other dominances, raking in exorbitant taxes from his neighbors. De Laguz is also responsible for the transport of food and water between dominances, and punishes the failure to do so- ironically- with drowning.
Most punishments in De Laguz involve drowning. Laguz is infamous for drowning his own children when they become inconvenient.
The Steam Baths of Mirage Springs
Fear and anxiety permeate the atmosphere of Tīwaz. Ponies go missing in the night, and strange things lurk within the shadows. Tīwaz is a place of mystery, a perfect reflection of its arcane master.
The Academy As the patron of magic within the Dragon Kingdoms, it only stands to reason that Tīwaz would instruct his children- and his brother's children- in the ways of sorcery.
Dagaz beholds the Bleeding Sun from its many speculative towers, grasping for inspiration. For true understanding. For meaning in this cruel and indifferent world.
The Poet King Dagaz encourages artistic expression, delighting in the creativity of lesser creatures. So great is his appreciation of art that he crowned himself the king of poets, and acts as a muse from which his subjects may glean some ethemereal inspiration.
Sunreach Sunreach is a marvel of architecture, scraping the very limits of the sky in a futile effort to touch the sun itself.
All that remains of Algiz's once mighty city is ash and rubble. During the exodus of the revolutionaries, Saint Tempest split off from the group, taunting the dragons so as to give her peers a better chance at escape. Algiz pursued her... And he never returned.
To consider that he might have been defeated by a mere pony and her ragtag band of peasants would be unthinkable. No, he abandoned their cause, and thus reaped what he had sown.
Nothing lives in Algiz. Not anymore, and never again.
The West is a vast ocean of golden dunes travelled only by the mysterious Caravans, camels immersed in a Great Journey.
THE THREE KINGDOMS
Colloquially known as The Three Kingdoms is the tainted Churel, the scorched lands of Boscage, and the troubled Alstonia beset upon by haunted, murderous woods, and irate cervine neighbors.
Founded by the legendary Boscage, and recently scorched by the fury of a dragon, is the Kingdom of Boscage. Rolling plains and blackened ruins dot this open landscape.
Legacy of a conquer, folly of a king The history of Boscage is inked in blood; genocide, slavery, and revolutions scar the memory of Boscage, and still today prejudice and animosity can be found in the eyes of earth ponies and unicorns alike.
Setting off from Alstonia in the days of yore was Boscage, his wives, and his faithful ponies-in-arms. It was his duty to defend the Scholarking, Evergreen, from dangers known and not, and now he has been given a new mission: to bring enlightenment to the unicorns of Caprice to the South.
Boscage dutifully set out to complete his task, however diplomacy with the unicorns proved to be impossible; they were savage beasts, possessed by bloodlust and the mind to rob ponies of their agency in bondage. Boscage could not abide such barbarism and, with the support of his wives and ponies, marched on the bewitched soil of Caprice.
How it started It was discovered, soon after Boscage's declaration of war, that the unicorns were patroned by a dragon. The Lightning King was power defined; cold, regal, and possessing authority over lightning hitherto unseen by any Alstonian pony.
The dragon, before any unicorn, had to be dealt with.
As fortune would have it, Boscage was able to find unlikely allies to the East. A scouting party had returned with news that the land around the Cheval Mountains had been settled by a fearsome tribe of pegasi, pegasi that, when later approached, were more than happy to join the fight against the unicorns if it meant blood would be shed.
Together, with the aid of their Crippled King, Boscage overcame the dragon, and in doing so inspired rebellion in the nomad slaves of Caprice. The unicorns were unstable; fear and shock gripped the hearts of the once-confident sorcerers, leaving them vulnerable in the face of Boscage's coming assault.
In one fell swoop, the unicorn capital was sacked, burned, and its inhabitants killed or enslaved.
The unicorn scourge was no more. Caprice was no more.
So rose the Kingdom of Boscage.
In the aftermath of Boscage's victory, the hero himself awarded the brave nomads with land of their own, South of his core of power. This land would be in tribute to Chapparal, which has taken the place of the former capital. The pegasi who fought beside Boscage returned to their mountain, however if there should ever be the need, Boscage would have their fury and ferocity by his side. They are later instated as his police force and home defense- a station fitting their demeanor.
How it ended The Kingdom of Boscage enjoyed many years of prosperity; the Dunne eagerly offered tribute to their Southern superiors, and the economy flourished. Crime vanished as soon as it arose under the iron hoof of pegasus brutality, and unicorn slaves quietly performed their duties within the houses of wealthy Southerners, and bordellos quite popular with the Dunne.
However... Be Boscage a king now, he was no Evergreen. The stallion was renowned for his military aptitude, but failed to address the growing unrest in the unicorn population- carefully controlled though it may be. In but a moment, public order rapidly declined; fires spread throughout the lands, ponies screamed for help! The unicorns, some lucky few, had broken their shackles. It is said their leader possessed a storm inside her, violet and malicious. The pegasi failed to apprehend them all before they fled into the Westwoods, later becoming their fortress and their sanctuary- the Witchwoods.
Many decades pass in apprehensive silence. The hero, Boscage, passes, and new institutions are erected to pacify the resident unicorns. Witchunters rise, strange corpses are reported exhumed from below the capital, and the Witchwoods remain a foreboding presence in the minds of ponies, an impenetrable darkness that consumes all who dare enter it.
The Kingdom of Boscage is quiet for a time... Then come reports from the South.
Caprice lives again.
Caprice Terror gripped the hearts of the ponies of Boscage as news spread. Caprice lives again? How? What will we do?. Once rich in vegetation, the South lands had been perverted by foul magic, now gray and desolate, and populated with all manner of unnatural horrors. There was a demand to do something about them, before the unicorn scourge begin anew- but this tainted landscape was too much for the armies of Boscage, and the unicorns of the South were oddly inactive.
The Kingdom of Boscage considered attempting diplomacy, but what sane pony would brave the chaotic wastes with no promise of return? Evidently... Perennial "Penny" Daylily, a Dunne baker from a small agricultural town. The crown considered... What would be lost if one lowly baker were to be lost?
She was given the task, and sent off with an escort.
Weeks pass. The brave maiden is presumed dead.
Then she returns, gravid, pale, but successful.
The Matriarchy of Churel would take no part in Boscage affairs. The unicorns took a stalwart stance of neutrality, and were never heard from again, until much later. Penny passed a year later after giving birth to a unicorn foal with startling yellow eyes.
The Three Legendary Dragons of Caprice In the days of yore, three dragons claimed dominion over the bewitched forest of Caprice. These dragons wielded authority over the unicorn population, terrorizing them, devouring them, and instilling in them an awe of the divine.
The Lighting King was the greatest amongst the sibling trio, with a voice like thunder and a smoldering glare. The King ruled the unicorns of Caprice, but was slain by Boscage during the war. The color yellow is associated with power and regality, and is exclusive to royalty.
The Fulgur was a menace to the unicorns of Caprice, a sadistic creature that took pleasure in toying with their minds. The Fulgur was so fond of games, in fact, that he failed to see the trap laid before him when he was presented with the enslaved Dunne. The unicorns of Caprice decided to play a game, and this time they were the winners. The Fulgur was caught and swiftly executed, putting an end to his games once and for all.
Although much of unicorn culture was lost in their eventual enslavement, tales of The Fulgur remain active in their collective memory, and the memory of Boscage. The color blue, hence, is associated with cunning, cruelty, and swift & decisive action.
The Cripple once fed upon the unicorns of Caprice, but was gravely injured in her gluttonous pursuits. Fleeing to the mountains, she hid, and she slept... Until the pegasi arrived. The Cripple was unearthed sometime before the coming of Boscage, and resumed her carnage with the ferocity of an animal. Many heroes took on the challenge of slaying The Cripple, but only one prevailed. The King.
With his wings in tatters, and blood oozing from a hundred wounds, The Crippled King announced his victory, and he has been honored ever since. Modern pegasi "cripple" themselves in blood red cloth binding their wings, however this makes them no less an imposing to confront.
The color red is associated with blood, violence, and feral things.
Nauthiz, the Enduring was an ancient and powerful dragon, infuriated by the death of her children at the hooves of ponies. It was her power that nearly brought an end to the Kingdom of Boscage, and it is her violet image that lingers in the minds of ponies today.
Violet is the color of chaos and destruction. The color of unendurable wrath.
Exotic energy: Exotic energy is the magical energy that lingers in the domains once belonging to the dragons of Caprice. Prolonged exposure to these energies often leads to sickness, and even death- however, some ponies... Ponies born near these domains... Develop strange powers. Their eyes glow red or blue, and powers only seen in history books are exercised by their hooves. These are called Stormborn, and are regarded with equal parts fear and awe.
Southern culture Southerners are distinguished by dark spots on their body, a trait possessed by all ponies with Noria blood. Although a minority, Southerners take on administrative roles in Boscage society, being tutored from a young age in the arts of math, history, and all manner of social skills vital to their higher station.
The Dunne Formerly enslaved to the unicorns of Caprice, the Ponies of Dun, or the Dunne, take on the role of Boscage peasantry; the Dunne are merchants and laborers, easily identified by their markings, and although they make up the large majority, the Dunne are more than happy to offer up tribute to their Southern superiors.
The Dunne are divided into two distinct groups, the progressive Vintage, and the traditional Vino.
Given their own land, the Vintage have made great progress in creating a thriving economy. Using their native knowledge on flora, Vintage ponies grow vast fields of crops and, most famously of all, produce wine. Vintage is known for its liquor the land over, and any Boscage pony worth their salt will have a Vintage bottle stored away for a rainy day... Or a house party.
High proof ponies
Auspicious names One of the few old traditions kept by the Dunne of Vintage, the ponies of this land are named by their parents after places or things that they consider lucky, a ward against misfortune and a blessing. Vintage names can be metaphorical, and are rarely literal, such as River Dream, or Field of Flowers.
Unlike the Vintage who are content to let their roots wither and die, the Vino keep their nomadic traditions alive, ferrying goods and offering their services to the settlements they come across.
Vino take on the role of travelling merchants within Boscage, and each family has their own secret travelling routes, passed on down the generations. Occasionally, outsiders will accompany them to other settlements, but the 'service' usually costs.
Vitiate culture The Vitiate- also called Mares of The Mountain, or Mountain Mares- are the belligerent, perpetually angry enforcers of law in Boscage. Although they ritualistically bind their wings, they are no less capable than any earth pony when it comes to violence- in fact, they excel in it.
Why are they called Mountain Mares, you might be asking? Most active Vitiate witnessed by the public eye are mares. Although they revere their Crippled King of yore, the established hierarchy very much leans towards female control.
Blood Names A Vitiate colt or filly must first acquire their 'Mark' before they become an adult. To do this, they must overcome trials, and so seek out those trials wherever they may find them, usually through conflict. Your Blood Name reflects the Mark you have won, and the trial you overcame to earn it.
Once you have earned your Blood Name, you discard your old name and that identity, embracing the future.
Migration The Vitiate migrated from beyond the mountains and settled the land they now call x. The unicorns of Caprice had attempted to uproot them in the past, but were shocked by the brutality of the pegasi, and decided it best to leave them be.
The Pegasus Militia Military service is mandatory in Vitiate society. All pegasi undergo military training at a young age, but are not required to remain with the Pegasus Militia once their Trials are complete. Those who refuse service, or desert, are branded as cowards and exiled.
The Trials are an assortment of standardized challenges designed to assist young Vitiate in earning their blood mark. Under ordinary circumstances, outsiders are forbidden from participating, but acceptions have been made in the past.
Unicorn culture A common sight in Southern households, unicorns rank the lowest in the Boscage caste, relegated to simple servants, and often mistreated and abused. Once, unicorns ruled Caprice and the Dunne, now they scrub floors and raise the children of their former nemeses.
Unicorns- despite new laws granting them limited rights- remain in bondage as willing servants. What pony will hire a unicorn out there in the real world? What pony would risk their reputation by adding them to their staff? It is safer- if not necessarily preferred- to remain where they are at least wanted.
Stigma Relegated to domestic slavery for the most part, unicorns have a
Bondage Common laws prohibit the use of magic within civilized settings, and these laws are enforced through the use of lead rings that prevent the conjuration of magic. Unicorns found without these rings are labelled as dissidents and witches, and sentenced harshly.
Preserved within the enchanted Witchwoods are those unicorns who broke their shackles and reclaimed their freedom. Generations have passed, and symbols that once stood for oppression now serve to inspire unicorns. There are many things that could be said of the witches of the Witchwoods, but one trait that stands out about them to the common Dunne and Southerner is their profound sensuality.
Population control, and the rise of sexual freedom:After the sacking of Caprice, and the eventual transformation of the unicorn woods into the Kingdom of Boscage, unicorns experienced a horrific purge. Those who remained lived under the charge of lords and ladies, reduced to simple servants and objects of pleasure. Their population was kept under strict control, and many mares- knocked up by careless caretakers- were forced to give up for foal, If they were not simply disposed of after the act was done.
In this new age of freedom, unicorns may experience the touch of another without fear, and do so with considerable passion.Lust. A primary concern of the witches of the Witchwoods is repopulation. A fear of extinction lingers in the minds and hearts of witches, that the thorns and magic that keep them safe may not preserve them from all dangers. For this reason, sexual taboos are almost non-existent within the Witchwoods. Indeed, one may witness the passionate lovemaking of an entire herd
PROMINENT LOCATIONS Boscage is divided into three core regions: Chapparal, Vintage, and x
The Witchwoods are often considered to be an autonomous extension of Capparal, but the witches claim independence from Boscage.
Unofficially founded by unicorns during The Witchunts, the Witchwoods are home to those descended from witches, outcasts and criminals who defied the power of Boscage and made it out alive. In modern times, the Witchwoods are a neutral territory, governed by secretive unicorn elders. After The Day of Rolling Thunder, the Witchwoods were granted sovereignty, but border disputes continue to this day.
Chaparral is the largest region of the three, and is the core of Southern power.
The Wives In many ways, the mare Chapparal fought just as many battles as Boscage himself did, only she did her fighting on another battlefield. Nicknamed the Queen of The Court, Chapparal made sure Boscage had a kingdom to rule when he finished his campaign.