♂ Grand Keeper Eadbeoth Forletus: Headmaster of The Conclave & Overseer of Studies
♀ Keeper Pythia Heartspire: Priestess of The Conclave, Instructor of Religious Studies ♀ Keeper Thalina Hulevia: Spymaster of The Conclave, Instructor of Intrigue Studies ♂ Keeper Alaric Lothlahr: Marshal of The Conclave, Instructor of Martial Studies ♀ Keeper Saenla Queon: Steward of The Conclave, Instructor of Financial Studies ♂ Keeper Mathis Thornwell: Magus of The Conclave, Instructor of Magical Studies ♂ Keeper Manrel Tromvara: Chancellor of The Conclave, Instructor of Diplomatic Studies
The Province of The Blackwater Vale Separated by the Silverfish Rush, a large bundle of river forks trailing out of the large bay, the people of the western northlands vary vastly to their cousins east of the rush. In the mountainous vale in the west the people who inhabit it are known as the tromani; a noble group of people that moved northbound of their lowland fields and lush forests in search for adventure.
The Province of The Aladori Highlands Separated by the Silverfish Rush, a large bundle of river forks trailing out of the large bay, the people of the eastern northlands vary vastly to their cousins west of the rush. In the mountainous vale in the east the people who inhabit it are known as the aladori; a paranoid sort of fishermen and hunters that survived the dangerous wildlife and rocky environment they were born into despite their smaller size. An environment that would make them master what was around them or become another people devoured to monsters. In the earliest years of their survival, the aladori were fairly well-united despite their lack of complete trust for one another as they believed each individual was out for themselves over sincerely wanting to fight against the beasts of the wilds united with a helping hand. The aladori bonded together out of a need to not because of some misguided idealistic wish, but given what they were up against it benefited them well. After petty kingdoms sprouted up on the rocky hills and skittering monster-infested woodlands, the aladori returned to distrusting each other though oftentimes came to agreements where they would work together to take down enclaves of monsters that were usually cemented by marriage agreements.
The people themselves would become great blacksmiths as they learned how to forge and craft from the Steham who lived in cave-built thaigs. In addition to hunting and fishing it seemed like their calling. Similar to the zkreli’s rangers, the aladori wardens gained a reputation to being hardened trackers, archers, swordsmen, hunters, and warriors in their own right. In fact, it is said that only an elf is better with a bow than an aladori.
The Province of The Tromani Lowlands Along the stretch of lowland forests, rivers, fields, and hills in the western expanse lies the people known as the tromani; a noble people who have always done the best they could by each other. Not as aggressive or tall as their zkreli cousins, the tromani unified under acts of diplomatic and just authorities— years even before Gaea’s intervention to unify humankind did the tromani unite under several great houses and petty kingdoms as they worked together to lead their people proudly and honorably. Perhaps at the center of the ethnic group was the resilience of their hopeful and adventurous idealism. Settled in rolling hills, soft woodlands, and defensible islands the tromani fought well against fringe orcs and goblins that sailed from their peninsula as well as the great beasts and monsters that inhabited their river-entrenched lowlands. To many, the tromani are humanity at their best and brightest albeit most naïve. Outside of the four petty kingdoms of Grameria, Iscarion, Kalcia, Vespira, and Tromania other tromani ventured north into the Blackwater Vale.
Those who did not protect the smallfolk against fringe threats, there were others who were explorers and adventurers— braving wild forests, rough valleys, and old ruins. This adventurous spirit brought a great bounty as the tromani expanded and became the central breadbasket in the west as long stretches of agricultural development that in time would rival those in the east. With the honor of these houses, unrest was rare and focus on protection and idyllic prosperity would be the state of affairs. Not even the cases of disease spread during occasional summer droughts and infestation by insects has not brought the tromani to ruin for they always stick together and have faith going forward.
The Province of Zokgrokral / Zkrelia Leading into the marsh-infested woodland peninsula of Zokgrokral lies the ethnic people known as the zkreli; originally wandering nomads along the southern hills and woodlands, the culture was eventually unified under two petty kingdoms— Minhyriath and Lothloryen. Settled in rocky stretches overseeing the woodland swamps that were home to goblins, orcs, wargs, ogres, and similar creatures it soon become clear that the warlike culture of the zkreli would not be changed by adopting feudalism as they found themselves fighting dangerous foes and giant monsters alike; The hunters of “zkrelia” became rangers, the warriors became reavers, and their warlords became nobility.
A popular expression from the humans of this region is “bring a full quiver” which roughly translates to “always be prepared for a fight”. As it is so, the people of these provinces are different than their cousins in the north and east— a fact evident by their pragmatic and warlike perspective that has molded into all depths of their culture. A lord of Lothloryen and Minhyriath have no understanding of people listening to their betters because they are lord due to the fact of the belief that if a lord has no experience in battle they could never understand their people and are nothing better than a milksop. Said people are believed to be weak and disposable.
The Province of Goldheart Peninsula Along the gentle coastline of the Goldheart Peninsula lies the homeland of the forloni; an industrious people who have expanded their realm through tact and brilliance. It is often said that while the tromani expand farther due to their sense of adventure, the true wisdom of utilizing the land and advancing humanity comes from the forloni— a suggestion that is often difficult to debate. Outside of the Imperial Heartlands, it has been the nations of forloni descent that have been at the forefront of the advancement of finance, ships, culture, medicine, agriculture, and alchemy. For it was Forlonia that invented the wine press, the treadwheel crane, oil paint, the astronomical compass, spectacles, and even the construction of the first academy of education in Forlonia in The Guild of Sages. Perhaps this in short is why many forloni nobles have a high opinion of themselves and exude traits of selfishness, pride, greed, and pretension; for in their mind who is right to correct them when the majority of human advancement has been the product of forloni genius?
But yes, although arrogant the sentiment is not misplaced as forloni inventors (as well as aladori ones, but they won’t admit it) brought on a variety of advancements that changed the world. But given it was a forloni who discovered “human magic” the arrogance has little argument against it. However, such arrogance fuels itself into many forloni nobles minds as they treat their people as nothing more as accessories to their existence often forgetting that they descended from herbalists, sailors, and architects. Nobility was forged for the forloni and they have in many forms lost their way; but with coin and achievement comes hubris and hubris leads to sin.
The Province of The Three Sands Leading into the sprawling desert known as The Three Sands lies the ethnic people known as the phoeni, though they are accompanied by non-migrant hulevi whom had not ventured out of the desert and into the Imperial Heartlands like their cousins. Both ethnic groups share a similar cultural upbringing as they were born of the searing heat, relying on oasis locales and tropical coastlines for subsistence. The majority of their beginnings were as traders, jewelcrafts, and smiths; a group of people that didn’t become a paramount importance to those not from the desert when they uncovered large troves of silver and gold in their mountains as well as the southern Steham who occupied these sandstone hills and decided to trade extensively with the tan and dark-skinned humans. It is even said the these steham would go on to help the humans construct their sandstone castles, becoming somewhat of friends to them despite their different values.
The virtues that would define the two ethnic groups would be tenacity, resilience, and honor— surviving the monsters of the desert would be hard enough without a unified and honorable people to dare challenge them.
Avalon Academy is a collaborative story that takes the boarding school setting most often seen in the writings of Frances Hodgson Burnett and turns it on its head by adding medieval fantasy elements and a more insidious backdrop underneath what would otherwise seem to be a simple slice of life tale in a boarding school, which while it has been proven interesting I’d like to do something a little bit different with my own spin of things. The setting itself will be based on one of my pre-designed worlds called Sathis, and while I’ve put a good deal of lore into it as a whole I’ve decided that I could make it more accessible by simplifying it and playing off an era that I never really developed beyond footnotes. The idea is to play princes and princesses sent off to a prestigious academy, not to put people off by pages and page of lore. So with that said, let me describe the general gist of things.
Each player character is a Princess or Prince of one of the many kingdoms underneath The Imperium of Gaealia and has been sent to The Citadel of Avalon to study underneath the best mentors, guardians, and educators that nobility can afford. However, as this is a boarding school this takes said princes and princesses away from their home and for many is seen more of a prison rather than a second home— but for one reason or another, even if these children are not heirs to their respective thrones are where they are now for probably the rest of their youth. Characters can be diverse in personality as their parentage and home life prior could vary. Some Kings are honorable, others deceitful, some kind, some cruel, others absent, others too present. Whichever the case, you got sent away to a glorified academic prison to be raised among your peers and away from your homeland.
[ ♚ ] B R I E F H I S T O R Y & S E T T I N G
The Imperium of Gaealia was founded around twelve centuries ago by the Petty King of the Hulevian Expanse, Theodoric I Hulevia; though it was really the goddess of humanity, Gaea, who founded the imperial dominion by speaking out to her creations to unify under King Theodoric to stop the warring states period and be virtuous towards one another rather than sinful— for it was Gaea’s wish that her creations would prove themselves to be tenacious, resilient, and above all good. Unsurprisingly, none rejected when the word of god willed such a thing to be so. As a result, the rule of House Hulevia was uncontested and due to Gaea’s wish there would be no imposement upon its vassals and laws would be loose for the betterment of their culture and society. The resulting empire has been a long-standing achievement of mankind’s unity, ambition, and diligence as was wished. The Kingdoms that fall underneath it all supposedly descend from the first men to rise from the goddess’ divine grace and have worked with their brothers and sisters to prove that their goddess was right to believe they could be the best of all species.
However, the unity and love amongst humankind is not universal and the kingdoms have in recent gears gotten more brash and cynical as the word of the goddess herself has been silent for nearly two centuries to even the most devout of the faith— and without the goddess’ words some believe divinity has abandoned Gaealia. With the recent death of Patriarch Theodoric IV leading the rule of the imperial throne to be in question various kingdoms wonder if they should try to reach for more independent ambitions whilst others stick to their honor without question.
Beyond the above the world as known to humankind is pretty minimal— the recent colonial expansion on the northern continent of Dracos is less than a century old and the races there such as the fae, elvas have only briefly interacted with whilst the dragonkin that roam the world have often been mistaken for monsters on the rare chance of interaction. Within Humas, the central continent, the only consistent interaction humankind has had with non-humans have been the steham (derogatory slang being “dwarves”), furfolk (who are generally peaceful) and the people of Zogrokral such as orcs, goblins, ogres, gnolls, and wargs.
[ ♚ ] M A G I C
Magic was discovered by Mathis Thornwell (arcane) and Orland Tromvara (holy).
The Arcane Stream was a discovery initiated in 539 AR after several decades of study by Mathis Thornwell alongside other races such as the pacifist orcs, isolationist elves, and playful fae. These races evidently born with magical gifts and humans as not made Mathis look for answers until he learned that magical energy was a natural occurrence that only required a conduit to utilize. Mathis’ studies continued with the study of magical creatures of low intelligence as well as curious friends made during his travels. Eventually his theories became truth and he began writing book after book upon returning to Forlonia and founded the archive known as Thornwell’s Hand. Some years later he was approached by The Conclave’s chancellor about adding magic to the curriculum under his guidance.
The Divine Pool was a discovery that happened by chance— a giant “dragonwell” was discovered inside a cavern near the capital of Tromania by Orland Tromvara after miners were unsure how to progress called him in. Initial studies of the well to be of unknown origin outside of dragon-like etchings. Eventually, Orland vowed with a test of faith and dove into the well to which he was infused with extreme amounts of holy magic and when he awoke tumbling out of the well he could use it like he was a holy conduit. He returned to his oldest brother, the lord of Tromania to report his findings. Later on he would found the knightly order known as Knights of the Silver Dragon, a clerical knight order devoted to heal and protect the weak.
[ ♚ ] T H E A C A D E M Y
A few hundred years ago, the construction of an imperial barony responsible for the highest form of education for the nobility was finished during the reign of Patriarch Guidahn II, though it had been long in construction at the time of its completion. Guidahn installed his younger sister, Ariande, as its keeper. This barony would become known in time as The Conclave; a name that would become both inspiring and unnerving to many young members of the higher and lesser nobility within the imperium. Thus it was the job of the Grand Keeper (Lady Ariande, originally) to organize the members and servants to prepare heirs and non-heirs with the knowledge and safety they needed to become suitable members of their role as well as protect their interests. However, whilst it became so that The Conclave would be the highest and best archive as well as academy of knowledge many young nobles through the ages began to paint The Conclave as a sentence no different than priesthood even if their woes were the results of teenaged angst and melodrama, a reputation of being sent off by a loving parent instead of actively being raised by their family became a criticism that many voiced; a voice that was likely ignored.
The Conclave’s academic categorization is organized into six central categories: diplomacy, faith, martial, magic, intrigue, and stewardship. Various sub-classifications (etiquette, archery, lore, politics, etc.) persist and specializations can be learned through time. Most students have to be admitted to one area as their area of focus with a secondary before admittance (think of it as major/minor).
Headmaster: ♂Grand Keeper Eadbeoth Forletus — 51. A distant cousin of House Forletus who studied under Mathis Thornwell and countless other scholars, including many at the imperial capital. He was elected to succeed the former Grand Keeper ten years ago and has been organizing the academy since.
Chancellor: ♂Keeper Manrel Tromvara — 40. The distant relative of House Tromvara; a former ambassador of Tromania that in his youth used his natural charisma to convince many (including women) to believe him at his word with whispered promises and intellectual circumnavigation. He serves as the highest ranked keeper of diplomacy at The Conclave.
Priestess: ♀Keeper Pythia Heartspire — 27. A former student of The Oracle, and a skilled priestess who has somehow been gifted the divine gifts of healing. She is the youngest educator among the council, and a key keeper of religious studies.
Marshal: ♂Keeper Alaric Lothlahr — 39. A former ranger and older brother to the current Lord of Lothloryen. Alaric is a veteran combatant who has faced off against orcs, goblins, wargs, monsters, and ogres— he was recommended for a “scholarly position” by his brother following a devastating maiming four years ago that made him unfit to inherit lordship. He serves as a highly ranked keeper of combat at The Conclave.
Archon: ♂Keeper Mathis Thornwell — 72. The “Godfather of Magic” and founder of Thornwell’s Hand, a grand archive of magical texts located in the lordship of Forlonia, he is lesser nobility in origin as his family descends from counts. However, the discovery of magic has elevated his family in prestige and reputation. He serves as the highest ranked keeper of magical studies at The Conclave where he intends to pass on his passion and gift to the next generation.
Spymaster: ♀Keeper Thalina Hulevia — 39. Perhaps due to her position as sister to the late emperor, Thaera seems to know everything about everyone; especially those that are wards of The Conclave. She is the highest ranked keeper of intrigue studies.
Steward: ♀Keeper Saenla Queon — 47. The distant relative to the Lord of Phoenis, Saenla has always been good with finance and mathematics. The paramour of several “merchant princes” in her youth, Saenla has always known how to get the most out of coin and by extension… people. She is one of the highest ranking keepers of stewardship.
The assortment of studies available at The Conclave are diverse and extensive— as should be expected from the most prestigious imperial academy in the entire realm. Some of the best instructors employed by the imperium are among some of the most experienced and skilled practitioners of their craft and include everyone from alchemists, knights, wizards, priests, scholars, scribes, stewards, and others. There are even a small minority of members of non-human races who work as instructors of the academy itself including steham, furfolk, and elves.
Some of the categories offered by The Conclave:
Art Studies – Ranging from expressionism of painting, bardic poetry, music, theatre, and crafting; the study of the arts is a dedicated classification for those who need not practical skills and would like to comprehend their inner expression beyond wielding a sword or tome.
Faith Studies – The study of theology and the history of holy orders throughout the realm is possibly the least eclectic of the categories provided.
Magical Studies – The research, study, and application of the magical sciences is relatively new to The Conclave with the most dedicated developments being headlined in the last ten and nine years by Mathis Thornwell and Tiberius Thornwell.
Martial Studies – Ranging from studies of military history, monster lore, strategic applications, weapon arts ranging from spear to sword to bow, and practical experience through mock battles or duels; the study of martial science is one of the most developed classifications at The Conclave.
Scholarly Studies – The studies of a scholar and sage are rich with varieties settled in writing, mathematics, cultural history, dating & notations, general history, and development of civilization. The original sole category of The Conclave serves mostly as the centerpiece in contemporary times.
Social Studies – The studies of manners, language, etiquette, political history, intrigue, diplomacy, mercantile science, and laws.
Technical Studies – The studies of practical science is broad ranging education about the history of innovations to teaching students applicable skills such as architecture, logistics, herbology, alchemy, and advanced sciences. It is after science the newest category and possibly the most challenging to grasp in full.
[ ♚ ] G R E A T H O U S E S // R E G I O N S
The realm is divided into kingdoms within their own regions— the north, the west, the east, and the south. The imperium has held these kingdoms for over a thousand years and gives a lot of autonomy to their functions, only recently imposing stricter laws that interact with how the kingdoms act out of fear that with Gaea’s absence the Kingdoms would plot against one another and destroy the unity of the realm.
Ethnic group key: Aladori — Light-skinned, Black & Brown Hairs, Short (5’0” – 5’6”) Forloni — Light-skinned, Amber & Red Hairs, Short (5’1” – 5’7”) Hulevi — Tan-skinned, Black Hair, Medium (5’6” – 6’0”) Phoeni — Dark-skinned, Black Hair, Medium (5’6” – 6’0”) Tromani — Light-skinned, Blonde & Brown Hairs, Medium (5’4” – 5’10”) Zkreli — Light-skinned, Blonde & Brown Hairs, Tall (6’0” – 6’6”)
The North Notable houses include:
House Blackwater, The Kingdom of Skyhaven, Lordship of The Skyheart. "Don't Look Down"
House Fel, The Kingdom of Aladore, Lordship of Ebonheart Keep. "Believe in Nothing"
House Primrose, The Kingdom of Ironthorn, Lordship of The Rosehall. "Virtue through Compassion"
House Swiftwind, The Kingdom of Northwatch, Lordship of Switftwind Keep. "Ride for Glory"
House Taake, The Kingdom of Darkthrone, Lordship of Darkthrone Keep. "Nothing Ever Dies"
House Vauxdvihl, The Kingdom of Karadore, Lordship of Solitude "Tranquility is Defiance"
The West Notable houses include:
House Heartspire, The Kingdom of Iscarion, Lordship of Heart's Spire "Born to Fly"
House Hawkhart, The Kingdom of Kalcia, Lordship of Hawk's Rest "Fly Free"
House Lothlahr, The Kingdom of Lothloryen, Lordship of Lakeisle Keep. "Witness Our Might"
House Minhyr, The Kingdom of Minhyriath, Lordship of Spiderstone. "We Shall Not Yield"
House Pridedane, The Kingdom of Vespira, Lordship of Pridehold. "Ever Diligent"
House Tromvara, The Kingdom of Tromania, Lordship of Silverhall Keep. "We Shield the Weak"
House Thorne, The Kingdom of Grameria, Lordship of Rivervale Keep "Heeding the Call"
The East Notable houses include:
House Forletus, The Kingdom of Forlonia, Lordship of Forletian Keep. "Strength through Knowledge"
House Halectus, The Kingdom of Imperia, Lordship of Oldcliffe "Masked & Guarded"
House Marlowe, The Kingdom of Sikth, Lordship of Ravenhook. "Quake with Fear"
House Porlanis, The Kingdom of Lanelia, Lordship of The Mantiswood. "Into the Storm"
House Turanis, The Kingdom of Xahria, Lordship of Xahr Keep. "No Compromise"
House Warwic, The Kingdom of Ralneria, Lordship of Riverholm. "Never Forget"
The South Notable houses include:
House Avion, The Kingdom of Ohanior, Lordship of Sandstone. "From Broken Vessels"
House Hahra, The Kingdom of Faeron, Lordship of The Goldtooth. "Fields of Hope"
[GM ONLY] House Hulevia, The Imperium of Gaealia, Lordship of Gaea's Gift. "Strength in Unity"
House Maurin, The Kingdom of Olthonis, Lordship of Heaven's Gate. "Hammer of Justice"
House Queon, The Kingdom of Phoenis, Lordship of Sand's Sanctum. "Free the Fire"
House Wyrm, The Kingdom of Riyahi, Lordship of Wyrm Keep. "Dawn Within"
[ ♚ ] E T I Q U E T T E
Honestly, I feel like it is a bit superfluous going over an established rules section; but I guess this might be a bit necessary to go over for the RP’s sake. Let me be clear, I believe I am a fair GM albeit a bit of one with a serious disposition— but if you respect me and your fellow players, I respect you. Don’t… and well, I turn into a shark. Let’s not turn this into a shark movie, we have enough of those don’cha think? With that said, here are some brief guidelines to note so we can have a fun time and not a shitty time.
Every single person should be aware that we will respect and obey RPG’s rules. Mahz and his staff are really reasonable and have designed a site where we can have fun without too much hassle. So let’s not contradict those guidelines and rules.
The GM staff should be respected at all times, but not just them. Your fellow players should not be belittled, condescended, or felt unwelcome. Even if you are frustrated you should make sure you are not antagonizing your peers. This is not to say you have to “handhold” them or “sugarcoat” yourself— but you need to follow rules of civility. There is no question about that.
Don’t powergame! You should know what is and isn’t okay. We’ve all been (assumingly) RPing for a long time but we know what meta-gaming, power-playing, god-modding, and the other variations of the “don’ts” of RPing are. Don’t do them.
This is a collaborative RP! But we shouldn’t focus on collabing every other day on unfair schedules. Not everyone is from the eastern side of the United States— I want potential players to feel like they are involved as well as try to keep a good rhythm going for the story. This means I will try not to time-skip or scene shift unless it is the right time.
Players who drop should not be surprised to see their characters become brief NPC’s for a time. I will find a way to write them out, but if you quit in the middle of a battle there will be consequences to that. This is not be taking over your characters but keeping consistency of the RP cohesive and not allowing a “dead stop”.
It is the PLAYER's RESPONSIBILITY to keep up with the IC. It is not the GM's or others to mention, ping, or otherwise inform you that you should be posting.
Character applications will be posted in the OOC, Accepted applications will be posted in the Characters tab.
Novels are a different format, in all fairness. But yes, I agree that superfluous images are distracting but sometimes a little flair does not bother me in the slightest; only excessive bits do.
How much of a hand could we have in shaping the culture and whatnot of these kingdoms?
For my prince, I was thinking of something like a border-kingdom at the eastern edge of the Imperium. A long history of fending off foreign invasions and dealing with influxes of nomads and immigrants.
Well, I have to try to keep it into continuity, but given these nations are not as large as some of them become in the future there are a lot more of them in this timeline— so kingdom/house creation seems definitely plausible and for a kingdom to fending off orcs, goblins, monsters, gnolls, and cursed beasts is within the framework of the world. As weird as it sounds humanity is pretty unified right now, though things are slightly changing in that regard due to the fact the god who interacted with them has sort of gone silent. Some think Gaea has abandoned them, others think someone has taken her from them, and there are people who think they have betrayed her in some way. The people of the faith in the imperium are at loss because they have not been able to hear her for a few hundred years and things are starting to cause waves.
I've been roleplaying since I was, oh, maybe 13 years old and I am now twice that age! I started on Gaia, but am looking for games with a bit more spice and variety to them. I'm really in to high fantasy and adventure games, serious(ly fun) character creation and development and making friends.
I look forward to playing with you all!
I’ve been doing it since I was 12 so I can really relate to you here. I didn’t start on Gaiaonline but eventually found myself there around 2004-2005 (an introduction that lasted up until 2009 when I sort of faded out). Welcome to RPG!