It is said that all things are on half of one whole; that everything is completed, or opposed, by something else. That is balance, according to men with too much time on their hands to remunerate such matters.
In the world of Arilyth, the curse of undeath has haunted its peoples for thousands of years. Men and women drawn to macabre sorceries make mockery of life and death, raising corpses from their graves and fuelling their power with the souls of the silent dead. It is from the whims of necromancers that a greater menace has taken root in the world, a scourge that cannot be eradicated, a plague that spreads from one to another: the vamphiir. Vamphiirs are a sentient undead creature, unshackled by necromancers, and chained by their inhuman hunger for the vitality of the living. The life of one brought down to a few seconds of utter euphoria, to experience the warmth of life once again, to remember, to feel…
As there is darkness in the world, so is there light to oppose it. In this case, fire – the Order of Cinders.
For three thousand years, men and women have flocked to the Order, pushed by vengeance, hatred and circumstance to endure a lifetime of peril hunting creatures and sorcerers that would otherwise threaten the world. It is a thankless task, and one often appreciated with chagrin, complaint, and in many unfortunate cases, the death of a hunter. Their mission is simple – purge the dark. Yet such a sacred duty, one avowed in blood, is complicated by the nature of their foes and an enemy that they cannot face – the fear of those who do not know any better.
However, the nights grow longer. An unsettling chill has taken hold in the world. The stars dim, and black clouds cage the gaze of the moon. A new menace has made itself known, and for the sake of the world, the Order of Cinders must embark on what may be their last great hunt.
Premise
Welcome to Black Cinders, a story based in the fantastical world of Arilyth.
You are one of the Hunters or Huntresses of the Order of Cinders, an organisation dedicated to the eradication of the undead. Prior to the events of this story, you were on the hunt or preparing for one, but your plans were interrupted by an urgent summons issued by the Huntress-General Valla Dagan. Your characters have been commanded to travel to the port of Isamanca, where you are expected by the Duke and Duchess Chavarra.
Our tale begins in Isamanca, a city of extravagance and indulgence, a hedonist paradise caught in a cultural renaissance.
Gameplay
This is a fantasy adventure, interwoven with elements of a darker and grittier world and storyline. Players will remain together throughout the majority of the RP. Character depth and development will be important here, and more importantly, character interaction.
There will be some action, some combat, some intrigue and some mystery. Players may have to make hard decisions, decisions that will impact how you are viewed and how the story plays out. I haven’t planned everything out - I have a vague overview of the major plot points. How we arrive at these plot points falls to how the players interact with the story. I encourage side-stories, and I encourage players as a collective to work to achieve certain goals and forge a brilliant story together. This is, in my opinion anyway, what makes a great roleplay for all involved.
Black Cinders will begin in Isamanca. However, it will leave the port eventually, and our characters will find themselves caught in a malicious web that will at times divide us.
Character
In this section, I will summarise details about your characters and the Order of Cinders.
The Order of Cinders was founded by a pyromancer named Kal Dagan three thousand years ago in the ruins of an ancient city following the birth (or, rebirth, rather) of the first vamphiir. The influence of Kal Dagan has remained strong throughout the longevity of the organisation, as it has taken the Crowned Wyrm of the Dagan Clan as its crest, and made many of his descendants leaders of the Order. One such example is the current Huntress-General, Valla.
Upon the mountains of northern Sivar Velg is the House of Fire, also known as the Hold of the Hunters, a monolithic bastion of stone the colour of ash. Massive fires burn all day and night, their light a beacon in the intense blizzards native to the region. All Hunters and Huntresses know the House of Fire to be their home. In many cases, it is the place that they were raised. Subsequently, it acts as their headquarters, their armoury, their school and their family.
Most Hunters and Huntresses come to the Order of Cinders as orphans, or those touched by the plight of the dead. Many are traumatised and frightened, but their rigorous training transforms fear and breeds it with hate, creating a lethal fighter out of the most impacted victims. This does not break them though, for all Hunters and Huntresses have already known great pain and loss, and it is their hatred and desire for vengeance that spurs them onward.
Members are referred to as Hunter or Huntress (the capitalisation is an important distinction). Hunters and Huntresses of great skill and experience are promoted to the rank of Hunter/Huntress-Captain. They are the only members of the Order, save the Hunter/Huntress-General, permitted to teach or lead a group of Hunters/Huntresses. As mentioned before, the leader of the Order is the Hunter/Huntress-General.
Members of the Order adorn themselves in supple, flexible black leathers and cloth, depending on where they are of course. The object that distinguishes them as a Hunter or Huntress is a black coat bound by one single brass button. It is important to remember that members are almost always hunting, and that their hunt can take them to all kinds of places. Consequently, they are well-travelled, cultured and quite worldly, and many are bi- or even multilingual. When on a hunt, only Hunter/Huntress-Captains are formally allowed to recruit individuals and bring them to the House of Fire, though individual Hunters and Huntresses are known to make the suggestion to those they see potential in.
The pyromancers of this guild specialise in a particular type of magic called ‘ebon pyromancy’, a sorcery that is unique to the Order. The fires they produce take an unnatural red colour, marred by streaks of black whenever undead are nearby. Whilst any fire is able to kill a vamphiir, ebon pyromancy is doubly effective.
The Order of Cinders’ words are, “by will of fire, darkness becomes cinder.”
As a member of the Order of Cinders, you have taken a blood-oath to the eradication of undeath. You despise anything and everything that does not live, and any individual dabbling in foul sorceries that invoke these unnatural forces. You have walked a road filled with hardship, and now live a life of untold danger. This journey has defined you, perhaps in more ways than you can imagine.
CHARACTER SKELETON Name: [self-explanatory. I hope.] Appearance: [this includes age. Feel free to use a picture, though a description is always appreciated.] Biography: [your backstory. Where you come from, what events have shaped you, when and how did you end up with the Order of Cinders? And as a side-piece, where you were when you received the summons to Isamanca.] Personality: [normally I shy away from this, but your characters will essentially know each other, or are aware of each other, so there are likely to be elements of your character and their behaviour that other members of the Order, and thus other characters, would know about. This isn’t a psychoanalysis. This is a chance for you to express what others will or should know about how your character ticks. I hope this inspires some camaraderie or conflict between our cast.]
Setting
The following is a brief compendium of information relevant to the story and character creation. Isamanca, and the Revosso Peninsula at large, will be written about in length in my first story post.
ESSENTIAL INFORMATION World: Arilyth Year: It is the 831st Year of the Third Era Happenings: In Sivar Velg, the lonely town of Balgath is raided by barbarians under Cherak Gundagir. Balgath, being the heart of most trade in southern Sivar Velg, will likely not recover from this attack. The Sivarans continue to be their own demise. Meanwhile, Sigga, Queen of Maegul, colonises parts of the Thousand Glades and marries Auvil Margeir, Lord of the Freehold of the Glades.
Adrion Meryn is crowned as King of Lorinth. He is expected to marry Annebeth Asere, a union that is likely to consolidate the vassal of Alassia with the power of Lorinth.
The Revosso Peninsula prepares for the autumn solstice, where the people celebrate the culture and prosperity of the peninsula and the cities governing it. The dukes and duchesses of these city-states prepare for their annual meeting in Isamanca to discuss the politics of their cities and the looming threat of Jzarea.
Ibzya receives emissaries from Jzarea, a move that has greatly angered the principalities, whom are already fighting the Jzareans.
The Jade Sea is a graveyard for the fleets of both the principalities and the empire. The Jzareans were not able to overcome the Ashareen Armada, but were able to successfully land in Varazhyr and take Bashra, along with the Gulf of Khelat. Tensions in the south are rising, yet despite the war, the Ashareen economy is thriving. Despite decades of rivalry, the Republic of Paerium has allied with the principalities.
Meanwhile, in Jzarea, it is said that the saviour of the druidai (currently enslaved) has been born.
MAGIC
Magic is the ability to control, to bend and to change. The definition varies between the four types of magic, but they all agree that magic is the essence of change. Some even go far enough to say that magic is the manifestation of chaos in the world. That being said, however, magic is a part of the world. It is a natural force, and as such it exhibits qualities that are both benevolent and malevolent.
In Arilyth, the source of all arcane magic is At’aine, the Well of the World. It is a font of power and the meeting place of the world’s ley-lines, rivers of energy that flow freely beneath the world. The ithuri are connected to the Well of the World (fuelling their belief that they created it, and that they are entitled to it over humanity), and as such all ithuri are born maegi. This is different for humans. In the Dawning Age of Arilyth, 100 men and women were invited to consume its iridescent waters, and through it attained power equivalent to a gods. The first maegi are known as the Primals, or Primal Maegi, and it is from them that all maegi are descended. All human maegi are part of the Bloodlines. However, they do not have the power of their ancestors, as their hallowed blood has been muddied by non-maegi and the natural decline of magic over the course of generations. There are two families that claim to be pure, however, and they are the Vaetharians of Maltheria and the Quelanthans of Ibzya.
Physiologically, magic acts like a muscle. To cast magic, one requires a source to draw from, and a great deal of concentration and focus. Every time one uses magic, he or she strengthens their potential. However, that being said, magic does take its tolls. Physically, over-use can result in tiredness. In extreme cases, it can result in internal damage or even comatose and death. Emotionally and mentally, magic can damage your thinking patterns or severely alter your persona. Both cases apply most definitely to those who dabble in black magic (also known as daemonic magic). Warlocks in particular are prone to corruption of mind and body.
Age is also a factor in magic. The fitter and younger you are, the more potent your power is. That being said, it is possible for energetic elders to also channel powerful magic, but this is often with the aid of a medium such as an orb, a staff or tool, anything to reduce the full impact of the arcane. Another factor is power cap. Every maege is born with a different power cap that generally doesn’t expand. Your power cap determines how strong your magic will become and how much you can channel at one time. Unfortunately, most people with high power caps die very young.
There are four types of magic.
Firstly, there is arcane magic, which is derived entirely from the Well of the World. Pyromancer of any sort is a form of arcane magic. Practitioners of arcane magic who delve too deep into the energy of the Well are able to access the daemonic world of Maexarran and link (either forcefully, or voluntarily) with a daemon. The powers they wield are otherworldly – this is referred to as black, or daemonic, magic. Then, there is blood magic. Blood magic is any kind of spell that the maegi invokes using the power of their own blood, which allows maegi to perform feats of magic impossible with other forms. This includes necromancy.
The final kind of magic is an outlier to the others, in that it is not derived from the Well of the World. In the south, humans and fey mingled, and the result were people capable of commanding the forces of the wild. These includes Jzareans.
The differences between ebon pyromancy and normal pyromancy are few, yet there are key divisions. Ebonfire is an almost unnatural red colour and emits an intense heat that can sometimes be overwhelming. It was developed by pyromancers of the Order, for pyromancers of the Order, and is thus its secrets are maintained by the Order of Cinders’ Keeper of Flames. It is more malleable than natural fire, and is thus used in artifices by the Order, and will also kill undead quicker. A major distinguishing visual is that ebonfire develops streaks of black throughout it when nearing the presence of the undead; these streaks darken as you approach any source of undeath or necromancy.
THE HUMAN FACE OF ARILYTH
Ashara: from a glorious empire to splintered kingdoms governed by tyrants known as the Sword Kings, to now six united principalities. It was a lineage of queens that liberated the golden lands around the Bay of Blades, and helped construct the River of Riches to hasten the flow of trade across Ashara. They are an industrious and mercantile people, with a colourful culture and aesthetic to match. The principalities are Ezaraj, Aminah, Kalabad, Sabasar, Varazhyr and Moqorro. These are the nation of the Ashareen, descendants of the glorious Empire of Habbis. The Ashareen tend to be olive-skinned with manes of brown or black hair, with light eyes (from shades of golden brown to blue and green). Some are darker-skinned. The capital city of the region, and home to the ceremonial queen, is Ezarashe. Their culture is inspired by Persia, India and Arabia.
Ibzya: a large and inhospitable desert dominates this queendom. Ibzya, the Searing West, is nestled at the western part of the subcontinent of Araasyr. It is a land of all manner of peculiarities, of whimsical doodads and zoological oddities, all of which inspire foreigners to visit and trade with the hardy (and often hostile) Ibzyans. Ibzya is ruled by its dervishes, priests of their sun god, who drive them to wage war with the neighbouring gnolls for the underground lakes that their people so desperately require. They are of medium build, with brown skin, dark eyes and adorn themselves in whatever equipment is necessary to ward off the heat and the sand. The capital city of Ibzya is Qaithus. Their culture is inspired by Northern Africa.
Jzarea: the southern super-continent of Jeinei is home to the wild Jzarean Empire. Their might encompasses most of Jeinei, from its lush jungles to its oak forests. They are considered to be a barbaric culture, an assertion made based on their practices in slavery and the ruthlessness with which they have conquered the Jeinei. They worship a snake goddess, to whom they make human sacrifices daily. They are brown of skin and eye, with a vibrant sense of aesthetic, often adorning themselves in stones and piercing their bodies with gold. Their jungle home favour lithe and athletic builds, awarding them flexibility and also dexterity. The capital of Jzarea is Xan Balanque. Their culture is inspired by the Aztecs and Mesoamerica.
Lorinth: the northern subcontinent of Veldonn is the location of Lorinth, and the former kingdoms of Dumat, Alassia, Cheldaine, Baruvad and Pavellione. Lorintines are devoted to the worship of the Saints, paragons of their kingdom that helped forge it into the kingdom it is today. Their military and their faith are one in the same, as the knight-priests of Lorinth act as the pillars of their civilisation, protecting law and order, repairing buildings, giving alms and protecting the innocent. Despite the governance of Lorinth, its vassals are frequently host to rebellions and defiance, as proud nations pray desperately for liberty and independence. The capital city of Lorinth is Merynnas. Their cultures are inspired by England, France, Germany and the Holy Roman Empire.
Maltheria: the kingdom of stone, its fortresses etched into mighty peaks, linked by the tall, unyielding bridges of the Chain of Olgoroth. Maltheria was established six centuries before our tale by the Conclave of Maegi as a line of defence against the ithuri and anyone else threatening the Well of the World. Their endurance, resilience and propensity for hard labour and battle made them the ideal candidates for this, and it is their duty that has shaped them into the fighters they are known to be today. They tend to be tall and well-built, their muscles toned from years of training and battle, with brown hair and fair complexions. Their strength is unparalleled, and many are left shocked when in the presence of Maltherians working or fighting. The capital city of Maltheria is Aldaran-under-Shadow. Their culture is inspired by Greece, specifically Ancient Sparta.
Paerium: a small, unassuming nation trapped between the Peaks of Paerius. Paerium is minute in population and territory, yet it benefits from the mineral-dense mountains that cage and protect them. One such mineral is targium, a stone of great properties equivalent to gunpowder. The discovery and experimentation of this ore has resulted in Paerium becoming a place of invention and ingenuity, a land of inspiration, where cannons and rifles have been invented and tinkered with. The industrious nature of the Republic of Paerium has earned it quite a reputation, and it now enjoys economic, especially with war on the horizon in the south. The Paeric are a tall and proud race, dark of skin and eyes, and are closely linked to the first humans of the world. The capital city of Paerium is Paerium. Their culture is inspired by Ancient Rome.
Revosso: the Revosso Peninsula, a place of perpetual autumn and spring, is the focus of our tale. The duchies of Revosso are autonomous and rule in their own right, yet maintain a plethora of trade agreements and alliances that serve to significantly bolster their economy. It is the unity and the geography of Revosso that has aided them in usurping the Principalities of Ashara as the trading capital of the world. The culture here is vibrant, centred on food, wine, art, music, and hedonism. Indulgence, extravagance and culture are of great importance to the people here, even establishing a religion around Love & Beauty. The people of this region tend to be of a medium build. Their eyes vary from a muddy brown to a lusty burgundy (an oddity unique to the people of this region), while their hair maintains a subtle scarlet quality to it. An olive complexion, excellent quality of life and diet protects them from the stresses of the world. There is no capital on the Revosso Peninsula, but the centre of their faith is Oras Vedrid. Their culture is inspired by Renaissance Italy and Spain.
Sivar Velg: the roof of the world, a continent all on its lonesome, separated from Veldonn by the Sea of Musinir. It is the birthplace of necromancy, of vamphiirs, and the Order of Cinders, and also the location of the House of Fire. Sivar Velg was once the home of the giants, and following this, a proud nation of humans united under the Horned Bear. Such majesty is a far-cry from the desolation that it has now become. Though many attempts have been made to unite the tribes and peoples of this unforgiving place, all have been unsuccessful. The Sivarans are a warrior people: tall, proud, and strong, with muscular builds and hair of reds and golds and whites, pale skin and piercing blue and grey eyes. There is no capital in Sivar Velg, but the closest thing to it are the city of Roinnvar and the town of Balgath. Their culture is inspired by Viking Scandinavia.
Rules
Don’t be a dickhead. Simple.
If you’re going to be absent or no longer wish to participate, be honest. Tell me.
At least three posts a week please. I will try to post every day, depending on where the story is.
Communicate with me if you have an issue, whether with the story or in real life.
Be realistic, be dark, be gritty, dive into those characters and interact with the story. Don’t hesitate.
An active OOC is always appreciated. Throw ideas around, discuss the story, encourage, etc.
This is high casual, therefore, good grammar, spelling and paragraphing are a requirement.
If there are any questions or queries, feel free to ask!
The faith of the Holy Kingdom of Lorinth mirrors many other faiths in the world, in that its deities are based on real men and women. In their case, it is the 10 Saints.
The Saints were knights of the old kingdom who fought on behalf of King Adelen Charles and Arch Vicar Maredictus five centuries ago. They led the knights of Lorinth on a crusade against the other nations in Veldonn, invading Baruvad, Pavellione, Dumat, Alassia and Cheldaine. Following the war, and having bared witness to the atrocities of Adelen and Maredictus, the Saints challenged both leaders and exiled them, assuming regentship as a council following their excommunication. The Saints consolidated their rule across the subcontinent, and put in place sweeping reforms for the benefit of the Lorintines (in particular, anyway). They accomplished this by establishing the current knightly orders, giving each their own tasks, and anointing all knights as priests. As such, priests and knights are one in the same, and are referred to as knight-priests. It is their duty to tend to the spiritual and martial needs of Lorinth.
Furthermore, their families became the aristocracy of Lorinth, and shortly after their deaths, they were canonised and the Church of the Silver became the Church of the Saints. The Saints were viewed as paragons in their society, and as some of them were women, women were finally able to ascend rank and status and become knight-priests – a move considered revolutionary at the time.
There is also another deity that they revere, referred to as Avantis, the Silver Star. The Saints, who were followers of Avantis, have however taken the spotlight or worship.
The Knightly Orders are overseen by the Paladins, who in turn answer to the King of Lorinth and the Arch Vicar of New Allathas.
The Knightly Orders are: The Order of Saint Merinas represent light. Those given to Saint Merinas pledge to take up the mantle in times of great darkness and guide the lost into the path of light and righteousness. Natural leaders, they serve to inspire and illuminate those who have strayed from a life in service of Lorinth. They are based in the Chapel of Golden Glass in Merynnas.
The Order of Saint Davena represent mercy. They take on the burden of execution and giving the gift of salvation to those who are suffering and dying. The Rite of Salvation is viewed as the only way to die before one’s time without their souls being damned. They are required to wear a white cape. They are based in the Abbey of Davena in Pavellione.
The Order of Saint Gallas represent charity. All citizens pay a tithe to this order, which is (for some part, at least) used to feed the hungry and poor, care for refugees of war, maintain orphanages across the kingdom and fund the construction of sanctuaries for the homeless and destitute. They are based in the Manor Royann in Alassia.
The Order of Saint Varinas represent sanctuary. They are referred to as the Order of Carpenters, for their duty is to the upkeep of churches and places of significance. They cooperate with the Order of Saint Gallas, constructing sanctuaries and orphanages when needed, and help in the reparation of houses, inns and shops. They are based in the town of Calhad in Lorinth.
The Order of Saint Allaster represent justice. They administer to the legislative and judiciary needs of Lorinth. Synergising the study of law with an iron will and presence, this is the most populous order, having at least one representative in every city, town and major village. They often carry a mace with them. They are based in Geldenbrook Castle in Baruvad.
The Order of Saint Peirvas represent truth. Closely aligned with the Order of Saint Allaster, the Order of Saint Peirvas is one of the three more militant orders. Wielding two-handed hammers, they act as the enforcers of law and the enforcers of the will of the knights of Saint Allaster, and inquisitors bent on revealing the truth. They are also based in Geldenbrook Castle.
The Order of Saint Ormaine represent wrath. Wielding greatswords and the will of the Church, they act as war-marshals and the vanguard of any battle. They are a pivotal part of the kingdom’s army and ensure that troops are well-trained and ready for war when it comes. They are based in Ormaine’s Hand in the city of Amnyn in Cheldaine.
The Order of Saint Rath represent protection. They act as bodyguards, escorts and serve as the guardians of both the King in Merynnas and the Arch Vicar in New Allathas. When the Paladins are called to either one, it is the Shieldsworn of Saint Rath who answer the call. They are rarely seen outside of Merynnas or New Allathas and are based in the Silver Basilica in New Allathas.
The Order of Saint Tarquinas represent deliverance. The final militant order is closely connected to the divine powers of Avantis and the Silver Star. Known as Blazing Priests, the Order of Saint Tarquinas are fierce spellcasters who utilise blessed fire to fight for the Arch Vicar. They are based in the Silver Cathedral of Avantis in New Allathas with the Arch Vicar.
The Order of Saint Cassas represent hope. The Order of Saint Cassas interact closely with the people of Lorinth; fighting for the meek, inspiring hope in the doubtful, leading by example and performing sermons for all the denizens of the north. They closely nurture the spirituality of the people and maintain the churches across Lorinth. They are based nowhere.
And yeah, feel free to post them here if you'd like.
Magic is the ability to control, to bend and to change. The definition varies between the four types of magic, but they all agree that magic is the essence of change. Some even go far enough to say that magic is the manifestation of chaos in the world. That being said, however, magic is a part of the world. It is a natural force, and as such it exhibits qualities that are both benevolent and malevolent.
In Arilyth, the source of all arcane magic is At’aine, the Well of the World. It is a font of power and the meeting place of the world’s ley-lines, rivers of energy that flow freely beneath the world. The ithuri are connected to the Well of the World (fuelling their belief that they created it, and that they are entitled to it over humanity), and as such all ithuri are born maegi. This is different for humans. In the Dawning Age of Arilyth, 100 men and women were invited to consume its iridescent waters, and through it attained power equivalent to a gods. The first maegi are known as the Primals, or Primal Maegi, and it is from them that all maegi are descended. All human maegi are part of the Bloodlines. However, they do not have the power of their ancestors, as their hallowed blood has been muddied by non-maegi and the natural decline of magic over the course of generations. There are two families that claim to be pure, however, and they are the Vaetharians of Maltheria and the Quelanthans of Ibzya.
Physiologically, magic acts like a muscle. To cast magic, one requires a source to draw from, and a great deal of concentration and focus. Every time one uses magic, he or she strengthens their potential. However, that being said, magic does take its tolls. Physically, over-use can result in tiredness. In extreme cases, it can result in internal damage or even comatose and death. Emotionally and mentally, magic can damage your thinking patterns or severely alter your persona. Both cases apply most definitely to those who dabble in black magic (also known as daemonic magic). Warlocks in particular are prone to corruption of mind and body.
Age is also a factor in magic. The fitter and younger you are, the more potent your power is. That being said, it is possible for energetic elders to also channel powerful magic, but this is often with the aid of a medium such as an orb, a staff or tool, anything to reduce the full impact of the arcane. Another factor is power cap. Every maege is born with a different power cap that generally doesn’t expand. Your power cap determines how strong your magic will become and how much you can channel at one time. Unfortunately, most people with high power caps die very young.
There are four types of magic.
Firstly, there is arcane magic, which is derived entirely from the Well of the World. Pyromancer of any sort is a form of arcane magic. Practitioners of arcane magic who delve too deep into the energy of the Well are able to access the daemonic world of Maexarran and link (either forcefully, or voluntarily) with a daemon. The powers they wield are otherworldly – this is referred to as black, or daemonic, magic. Then, there is blood magic. Blood magic is any kind of spell that the maegi invokes using the power of their own blood, which allows maegi to perform feats of magic impossible with other forms. This includes necromancy.
The final kind of magic is an outlier to the others, in that it is not derived from the Well of the World. In the south, humans and fey mingled, and the result were people capable of commanding the forces of the wild. These includes Jzareans.
Now, pyromancy works exactly like any other form of arcane magic. The differences between ebon pyromancy and normal pyromancy are few, but they are that:
Ebonfire is an almost unnatural red colour and emits an intense heat
It is a sorcery exclusively developed by pyromancers of the Order FOR pyromancers of the Order
It kills undead a lot quicker than normal fire
It is more malleable than normal fire, and is used in devices used by the Order
Ebonfire will develop distinct streaks of black when near the presence of undead; these streaks darken the closer you are to any source of undeath or dark magic
@BurningColdThe Baruvadi form one of the three 'nations' of Veldonn. Colloquially, they are known as Bards due to their celebratory view on life, with a culture that values lore, music, dance and community.
Baruvad, formerly a kingdom and now under the yoke of Lorinth, is located in the heart of Veldonn, surrounded by the Ebenwalde, a dark and dense forest that encompasses the entirety of the country. They are a hard-working people who enjoy brewing beer and passing down their history through poetry and song. This is particularly important to them today, as the Bards suffered the most during the crusade that robbed them of their autonomy. They are a stubborn and enduring people, not accustomed to war or violence, but willing to fight to the death for their lands and for their independence. So when King Charles Adelen and the knights of Lorinth navigated their way to the capital of Stunnenbor, they were met with fierce resistance. Baruvad held out for a decade before Adelen surrounded Stunnenbor and trapped its citizens inside it as it burned.
The Baruvadi maintain their tradition of dissent. Despite the looming presence of Lorinth, rebellions are constant, and the inns and taverns are ablaze with passionate cries for their liberty. Their culture is loosely inspired by Germany.
@RedDuskPyromancy, particularly ebon pyromancy, has been found to be the most effective tool against the undead - particularly vamphiirs. Necromancy and blood magic are strictly forbidden, though there have been cases in the past of members using blood magic. Of course, necromancy is studied as much as it can be without one actually dabbling into it, but again, there are some who have taken a more 'fire-with-fire' approach to the hunt, though the penalty for such is death by fire.
In short, pyromancers are capable of studying other kinds of magic, but their studies under the Order have honed in on ebon pyromancy and how to wield it effectively as both a means of offence and defence. So, maybe you were a maegi of some other faction prior to your induction to the Order or what have you.
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If you guys want to post your characters here, that is fine. However, I won't be accepting them until the OOC has been posted as you guys may change your minds about something based on new info presented or what have you.
@The NarratorLooking good thus far! I'll have a more detailed look when I wake up and inbox you. :)
While I am writing up the OOC, as per request, I will be providing the character skeleton for you guys to start tinkering away with your characters. However, expanding on that, I’ll be giving you guys some world information as well to help you guys work out your backstories and to ween you in to the world of Arilyth.
So, first thing is first, the Order of Cinders and where your characters sit within it. To many of the Hunters and Huntresses of the Order, the organisation is all that they have – it is family, it is security and it is stability. Many members of the Order are raised in the House of Fire (their headquarters), and many have grown up together or have met/are aware of each other and who the other Hunters and Huntresses are. This is not because they have been sent there, but because they are linked to the undead in some form, and are compelled by hatred, vengeance or some other motive to endure the rigorous training to become a Hunter/Huntress and then live a life of peril and danger. How your character ended up there, how they are linked to the undead and what their motivations are behind the life they lead is totally up to you. Since you’re all getting along (much to my delight), it might also benefit you guys to discuss where your characters sit with each other. Are you a younger member that admires an older? Were you raised in the Order together? Were you driven to the Order for the same reasons? So many questions that you could all iron out together and possibly connect and bond over before the RP!
Secondly, the world of Arilyth. Since there is a lot of magic involved here (ebon pyromancy and necromancy), it makes sense to explain where magic comes from and the violent history surrounding it.
At the heart of the world, there is At’aine, the Well of the World. At’aine is the source of all arcane magic, and by extension, blood and daemonic magic as well. All ley-lines flow into the Well, and it is from this that maegi derive their power. In our case, the pyromancers of the Order.
For the human maegi, the Well was a gift, from which 100 members of their race were asked to drink. Upon doing so, they attained the power of gods, and with their power they sought to create and destroy. The waters of the Well were effectively a part of them, and was passed on to each successive generation. However, as each generation was born, their powers were weaker. All human maegi are traced back to the original 100, known as the Primal Sorcerers.
Of course, At’aine had to be protected. After they had lived their lives, a dozen of the first maegi formed The Conclave. As time went on, their mortal forms withered away, but their powers remained to protect the Well. Eventually, they established a kingdom for an indigenous clan of humans, helping them construct fortifications necessary to protect it. The men and women of this new nation were bound to protect At’aine, and once ready, the Conclave departed the world.
This kingdom was called Maltheria.
In Arilyth, there are a multitude of nations and kingdoms, most of them human (don’t let this fool you into thinking they are the predominant race however, as the ithuri are en par with their populations). Below are brief overviews of them.
The Kingdom of Maltheria Kingdom of stone, established six centuries before the events our tale by the Conclave. Originally a tribe of humans indigenous to the Mountains of Maltheria and the Dragonwall, this nation of warriors were seen as the ideal candidates to guard At’aine from the Imyassi Empire.
They tend to be tall and well-built, with brown hair and almond-shaped eyes, an olive complexion and physical strength that often astounds other humans. They are raised to be warriors, and are defined by their resilience, their stubbornness and their proficiency in battle.
The Holy Kingdom of Lorinth Lorinth, and its five vassals, occupy the northern subcontinent of Veldonn. Lorintines are reputed for their zeal and their devotion to the worship of the Saints, the canonised men and women who fought to create the kingdom we see today. Their military and their faith are intertwined, as anointed knights also act as the priests of the realm.
There is some diversity in the north. Lorintines tend to be smaller in stature, with pink skin and dark features, while the Baruvadi are fairer, stockier and have stronger statures. Dumatians tend to be tall and lithe, while the folk of the Coven are short, black of hair and grey of eyes.
Note – the five vassals of Lorinth are culturally dissimilar to Lorinth, bound only by a faith forced upon them. If you would like to know more about the vassals – let me know.
The Scattered Peoples of Sivar Velg The northernmost continent of the world is Sivar Velg, the birthplace of vamphiirs, necromancy and the Order of Cinders. Also the location of the House of Fire. Once the home of giants, Sivar Velg has fallen into disorganisation and anarchy. Though many attempts have been made to unite the continent, they have all been unsuccessful.
The men and women of Sivar Velg are a warrior people. Sivar Velg is a harsh and hostile environment, where beasts and barbarians roam unchecked. They are shaped by battle and their ferocious instinct to survive. They tend to be blond or redheaded, with stark blue eyes and pale skin.
The Queendom of Ibzya The whimsical lands of the west are full of all manner of bizarre creatures and queer oddities. Mostly a vast and terrible desert, the Ibzyans are a hardy and hostile people, known for isolating themselves from the world and fighting the neighbouring gnolls for resources. The Ibzyans are ruled by a ruthless queen and her council of sun-dervishes.
Ibzyans are olive-skinned, brown-eyed and sport styles that are comfortable in the heat and durable in the desert.
The Republic of Paerium The most unassuming nation in Arilyth is Paerium. Small in territory and population, yet rich in resources, the Paeric have benefited from the discovery of a substance akin to gunpowder, and the subsequent invention of the rifle. Paerium is an industrious republic, made wealthy by their recent discoveries, yet hounded on all fronts by their competitors - the principalities.
The Paeric are tall and dark-skinned, being the closest relatives to the first humans in the world.
The Jzarean Empire The superpower of the world is Jzarea, an empire that encompasses the entirety of the south. Ruthless, unforgiving and merciless in their quest for expansion, the Jzareans have established a reputation as a threat to other nations. They are the only nation in the world to have slaves and revere a snake goddess.
Jzareans are dark-skinned and incredibly vibrant in their dress, even adorning themselves in stone. They tend to be lithe and athletic, and quite flexible thanks to their jungle abodes. Their agility and dexterity has proven to be an asset to them in their imperial campaigns.
The Duchies of the Revosso Peninsula The Revosso Peninsula, the focus of our story. The duchies of Revosso are autonomous and rule in their own right, yet maintain a plethora of trade agreements that have significantly bolstered their economy and helped them usurp the principalities as trade capitals of the world. Indulgence, extravagance and culture define the people of Revosso.
Revossic men and women are of medium height. Their eyes vary from a muddy brown to a lusty burgundy (an oddity unique to the people of this region) while their hair maintains a subtle scarlet quality to it. Their quality of life and diet means that the stresses of the world do not impact them, and they are known for having youthful olive skin.
The Principalities of the Golden Road Following centuries under tyrants, a lineage of queens rose up against men known as the Sword Kings and established the six principalities of the Golden Road. Since then, the principalities of Aminah, Ezaraj, Kalabad, Sabasar, Varazhyr and Moqorro have enjoyed prosperity, constructing the infamous Golden Road and benefiting from the spoils of trade in the region.
The people of this region are known as the Ashareen, and their appearances differ depending on their origin. Ezarites and Varazhyrans are olive-skinned with manes of brown or black hair and light eyes, some even blue or green, while Aminese, Kalabadi, Sabasari and Moqorron are darker, stronger in stature and better suited for hotter climates.
Character Skeleton:
Name: self-explanatory. Appearance: a picture or a description will do. This does include age. Biography: your backstory. Who is your character? Why are they with the Order? Where are they from? I want every juicy detail. And if you do wish to keep it a secret (as some are wont to do) then please at least PM me your biography so that I can look at it and approve it. Personality: normally I shy away from this part of a character’s profile but seeing as your characters know each other or are aware of each other there are probably some, or many, elements of who you are and how you behave and what drives you (this is linked to your biography) that other members of the Order, and therefore other characters, would know about. This isn’t a psycho-analysis of sorts, merely a way for you to convey what you would like others to know about how your character ticks. I’m hoping this might inspire some camaraderie or conflict between characters.
Now, this was all written very haphazardly in my one hour break at university so I apologise if there are any errors in grammar, spelling or syntax, or if any of the descriptions are confusing/lax. I promise you that the OOC will be of a much higher standard, and that my writing in the roleplay (most importantly, of course) will be judged heavily by my perfectionist demons.
If you have any more questions or queries regarding this information, or you want to know more about a certain part of the world or culture or whatever, then please do not hesitate to ask me. :)
@BurningCold I've never played No Man's Sky, but there is quite a story planned. I've got what I refer to as checkpoints for the overall story. How we get to these checkpoints will depend on you guys, as I do encourage side-stories and plots so that it isn't so linear and pre-determined, and it makes it more fun for me as well considering I know where it's all heading.