When it comes to bonds forged and broken in wars, a century is but a minute past.
The Neverending War had been seizing the Five Kingdoms for 72 years and two seasons after - for almost a century, Kings and Queens had been falling and rising, battles had been fought and lost, heirs born and traitors raised.
But then the war ended.
A new dawn had risen, deals had been made and peace was declared. For fifteen years, the world was shaped by agreements and marriages instead of blood and steel, and the kingdoms had lived in peace.
Then as if built of cards, the world began to collapse, the pillars of what once were strong kingdoms shattering down, crowns falling into hands of enemies and truths well-hidden making their way into the light. Old kings fell, new kings rose.
Families were torn apart. Vengeances were sought. For a hundred years, after the death of King Megarus of Barqarnon and his son Daerys' rise to the throne, the world was a silence before the storm. The royal families mourned and thrived and rebuilt their kingdoms, generations changed and deals of immortality and power were made, new inventions slowly appeared and the people learned to live on and forget.
Until now.
Once a myth, in the last century simply the mysterious place where some criminals were sent never to return, and now the biggest threat on the horizon, the Prison is expanding. Its Mists cover the land slowly but unpredictably, shutting down all the magic they encounter and leaving all life hidden from the eyes of anyone who observes from the outside.
Some go in there and return. Others go in to never be seen again.
With the Mists and the fear they bring, there are those just waiting for their moment to act, as well those who have no choice. Once again, after a century of fragile peace that held the Six Kingdoms from destroying each other, times are changing once again - and as summer is approaching, the rumours of new wars are as easily spread as wildfire.
~ The Kingdoms
(in short, but it's still quite a long read)
Spoiler
Barqarnon - Ruled by Daerys Angroth, the equally infamous son of infamous Witch King Megarus Angroth, Barqarnon is set high in cold, dark, snowy mountains and hills of the west. While his enemies see Daerys as the villain of the world, his subjects see him as the king infinitely better than his father. Under its new ruler, the kingdom is rich and powerful, its people remain loyal and content, and his army is fierce and driven, willing to do whatever he pleases. Though food and supplies are shipped into Barqarnon, there are local sources of food, such as livestock (lamb), goat milk, berries, rum/ale/wine. Local sources of wealth are coal, oil, mineral, and jewel mines in the mountains. Nowadays, after the reign of Megarus's frenzied hunts is no more, dragons find home in hills around the castle, and people of Barqarnon are rather accustomed to having them around. Unlike Merillial, Barqarnon doesn't have and isn't intending on having an academy for magic - many people practice it in different forms, and many races coexist, but it is learned in the same way as other crafts; from more experienced practicioners.
Barqarnon's coat of arms is gray and midnight blue, featuring a sword thrust into a heart.
Ask Aria for details.
Merillial - In Merillial, magic is the norm. From a very young age, children of all races are sent to the Royal School of Magic to learn how to use their powers, spells and magical objects. Merillial's army has units that are formed according to the person's type of magic, and not their race. It also has a special unit of the best students from the School called the Crimson Guard. Ruled over by the Meliors - the very same family that has held the crown for centuries - this kingdom's values remain strong and unchanged; beings of all races and backgrounds are welcomed into the kingdom, and the population generally loves the royal family.
Its flag has a red background and black star, and its coat of arms features a black hawk on a crimson background.
Ask @Auxiira for details.
Eajra - Once known for its strict laws prohibiting magic in any part of the country, Eajra is nowadays more open to it, after King Marius Angroth brought an Edict to weave it back into the lives of its people. His reign wasn't long - he stepped aside to let the queen's son and heir take over - but it set the grounds for the country Eajra is now striving to be. It is a small, but wealthy kingdom, covered by golden fields that produces food for not only the citizens, but enough to supply the neighboring kingdoms. The majority of the citizens are still peasants, and it is a peace loving kingdom. The happiness and prosperity of the citizens are valued above everything else. The laws are strict, and always upheld. There are of course fair trials, but if you are convicted the punishments are severe.
Their coat of arms looks like two big, golden, pompous lions, one holding a sword and the other holding a wheat. The lions are dressed in fancy green robes. The background is red. Their flag has a red background as well. On it is a green cross with golden edges.
Ask @Alvarin for details.
Talantera - This kingdom is based on the coast. The capital city is built around a large river mouth that leads out to the sea. The realm itself specializes in its naval armies and ship trading of goods such as seal skins, whale fat, fish, seaweed and other alchemical ingredients. The soil in the area is quite gravelly and is not fit for cultivating crops so the peoples diets consist predominently of seafood and native plants to the area. Both large trees and dangerous and thorny plants are commonly found on the hillsides. The people of Talantera are in general very clean and hygenic as the city is home to many apothecaries and health specialists whom are drawn in by the strange plants. Even though worldviews and the population have somewhat changed, magic that does not involve herbs is stull traditionally frowned upon and anyone found using it, although wouldn't be arrested, could be asked to leave the kingdom. The kingdom is ruled by the emperor and empress from the palace, which is made of glass and marble. Knowledge is power in Talantera and one of the very few welcome uses of magic is in the aid of science. Talantera technologically the most advanced of the kingdoms, prefering to invest in new ideas rather than treasure and reputations.
Its colours are aquamarine, pearl and silver, and its coat of arms is a finned sea-serpent coiled in a straight line up the middle with an engraving of the marble city across the ocean in the background.
For more info, ask @Blackwood.
Lethe - As the homeland of those who built the Prison, and the kingdom which Prison once shared space with, Lethe used to be a calm, neutral island-kingdom in the east. Its royals were traditionally tied to the Wardens of the Prison, and some of the best scholars used to live on the island. Now, the Prison's Mist surround it completely, keeping it hidden from the world's eyes, and those who ventured closer were never heard of again. Its fate remains unknown to everyone but the Prison itself. Has it been taken over by the Prison? Destroyed? Or is it triving far from eveyone's eyes? Perhaps the world will never know.
The Prison - Surrounded not by walls, but mist that can never be cleared nor affected by any light, and if someone manages to get to it at all, he will get disoriented and find himself back inside no matter which way he goes. On the inside, however, even for them it looks like a normal country, with its towns and whatnot. The people (and other creatures), though prisoners, there live, even have families and everything mentioned above, but they can't leave unless they're let go for some reason, and their strength (mostly magical, since no ordinary humans go there unless they did something REALLY bad) is drained to keep the "mechanisms" behind the Prison in order. Originally it was designed to be a nice place - a place to where the criminals would go to change, to work and eventually return home. As the time passed, however, more and more people needed to stay there and never leave, and so the Prison grew. Eventually, more people were born in it than imprisoned, and as its Warden - the person who was once able to speak to it and keep it under control - worked on finding a way to leave its premises, the Prison was learning how to be its own master. Now, the Prison is controlled by no one but itself, and it's spreading around the world with its Mists as only warning. During the last century, however, this spread has been slow and most of the kingdoms had been allowing themselves to not see it as the biggest threat - now, all of that is about to change.
For info about both Lethe and the Prison, poke Aria as well.
The Plains - Perhaps the most unchanged of all the countries, the Plains is a vast and barren landscape, where the ground is frozen more often than not. To survive on the tundra is difficult, but there are a few nomad tribes that have managed to make it their home. They survive by breeding herds of reindeer, which provide them with both furs, horns, milk, meat and everything else they need. To be able to keep their herds together they tame giant snow tigers that they use as means for transportation, and some of the nomads sleep next to their snow tiger, to help them keep warm at night. They live in tent-like huts, which are easy to transport just like everything else they own.
The different tribes all have different symbols and colours, as they all have their own leaders. The role of the leader is inherited from father to son or from mother to daughter, depending on the tribe. Each tribe also has a shaman, who acts as a negotiator between people and the many gods, as well as the doctor. The only times the tribes get together is during arranged marriages between two tribes, as well as the annual slaughter.
Ask Alvarin for more info!
Scarthia - Once the country of arts and imagination, it was destroyed in the Neverending war and then rebuilt years later by queen Aqui Van Aldarean, who then died at the end of the last century. Now, still, Scarthia is ruled by Brekyr Elgan, once War Chief of Merillial who fell in love with the young queen and inherited her crown upon her death, and under his leadership it's slowly but surely back in its former glory. It's famous for its mysteries, its nine Temples and the Palace, and armies of magical beings who only answer to the rulers they see as rightful. Aqui's only child, half-incubus prince Joaquin Van Aldarean, lives in Barqarnon on King Daerys's court, and currently wants nothing to do with his title or country or the humans living in it.
Also ask Aria for details about the creatures, inheritance and history, as well as @ShadowVyper about its current politics and setting.
Barqarnon's coat of arms is gray and midnight blue, featuring a sword thrust into a heart.
Ask Aria for details.
Merillial - In Merillial, magic is the norm. From a very young age, children of all races are sent to the Royal School of Magic to learn how to use their powers, spells and magical objects. Merillial's army has units that are formed according to the person's type of magic, and not their race. It also has a special unit of the best students from the School called the Crimson Guard. Ruled over by the Meliors - the very same family that has held the crown for centuries - this kingdom's values remain strong and unchanged; beings of all races and backgrounds are welcomed into the kingdom, and the population generally loves the royal family.
Its flag has a red background and black star, and its coat of arms features a black hawk on a crimson background.
Ask @Auxiira for details.
Eajra - Once known for its strict laws prohibiting magic in any part of the country, Eajra is nowadays more open to it, after King Marius Angroth brought an Edict to weave it back into the lives of its people. His reign wasn't long - he stepped aside to let the queen's son and heir take over - but it set the grounds for the country Eajra is now striving to be. It is a small, but wealthy kingdom, covered by golden fields that produces food for not only the citizens, but enough to supply the neighboring kingdoms. The majority of the citizens are still peasants, and it is a peace loving kingdom. The happiness and prosperity of the citizens are valued above everything else. The laws are strict, and always upheld. There are of course fair trials, but if you are convicted the punishments are severe.
Their coat of arms looks like two big, golden, pompous lions, one holding a sword and the other holding a wheat. The lions are dressed in fancy green robes. The background is red. Their flag has a red background as well. On it is a green cross with golden edges.
Ask @Alvarin for details.
Talantera - This kingdom is based on the coast. The capital city is built around a large river mouth that leads out to the sea. The realm itself specializes in its naval armies and ship trading of goods such as seal skins, whale fat, fish, seaweed and other alchemical ingredients. The soil in the area is quite gravelly and is not fit for cultivating crops so the peoples diets consist predominently of seafood and native plants to the area. Both large trees and dangerous and thorny plants are commonly found on the hillsides. The people of Talantera are in general very clean and hygenic as the city is home to many apothecaries and health specialists whom are drawn in by the strange plants. Even though worldviews and the population have somewhat changed, magic that does not involve herbs is stull traditionally frowned upon and anyone found using it, although wouldn't be arrested, could be asked to leave the kingdom. The kingdom is ruled by the emperor and empress from the palace, which is made of glass and marble. Knowledge is power in Talantera and one of the very few welcome uses of magic is in the aid of science. Talantera technologically the most advanced of the kingdoms, prefering to invest in new ideas rather than treasure and reputations.
Its colours are aquamarine, pearl and silver, and its coat of arms is a finned sea-serpent coiled in a straight line up the middle with an engraving of the marble city across the ocean in the background.
For more info, ask @Blackwood.
Lethe - As the homeland of those who built the Prison, and the kingdom which Prison once shared space with, Lethe used to be a calm, neutral island-kingdom in the east. Its royals were traditionally tied to the Wardens of the Prison, and some of the best scholars used to live on the island. Now, the Prison's Mist surround it completely, keeping it hidden from the world's eyes, and those who ventured closer were never heard of again. Its fate remains unknown to everyone but the Prison itself. Has it been taken over by the Prison? Destroyed? Or is it triving far from eveyone's eyes? Perhaps the world will never know.
The Prison - Surrounded not by walls, but mist that can never be cleared nor affected by any light, and if someone manages to get to it at all, he will get disoriented and find himself back inside no matter which way he goes. On the inside, however, even for them it looks like a normal country, with its towns and whatnot. The people (and other creatures), though prisoners, there live, even have families and everything mentioned above, but they can't leave unless they're let go for some reason, and their strength (mostly magical, since no ordinary humans go there unless they did something REALLY bad) is drained to keep the "mechanisms" behind the Prison in order. Originally it was designed to be a nice place - a place to where the criminals would go to change, to work and eventually return home. As the time passed, however, more and more people needed to stay there and never leave, and so the Prison grew. Eventually, more people were born in it than imprisoned, and as its Warden - the person who was once able to speak to it and keep it under control - worked on finding a way to leave its premises, the Prison was learning how to be its own master. Now, the Prison is controlled by no one but itself, and it's spreading around the world with its Mists as only warning. During the last century, however, this spread has been slow and most of the kingdoms had been allowing themselves to not see it as the biggest threat - now, all of that is about to change.
For info about both Lethe and the Prison, poke Aria as well.
The Plains - Perhaps the most unchanged of all the countries, the Plains is a vast and barren landscape, where the ground is frozen more often than not. To survive on the tundra is difficult, but there are a few nomad tribes that have managed to make it their home. They survive by breeding herds of reindeer, which provide them with both furs, horns, milk, meat and everything else they need. To be able to keep their herds together they tame giant snow tigers that they use as means for transportation, and some of the nomads sleep next to their snow tiger, to help them keep warm at night. They live in tent-like huts, which are easy to transport just like everything else they own.
The different tribes all have different symbols and colours, as they all have their own leaders. The role of the leader is inherited from father to son or from mother to daughter, depending on the tribe. Each tribe also has a shaman, who acts as a negotiator between people and the many gods, as well as the doctor. The only times the tribes get together is during arranged marriages between two tribes, as well as the annual slaughter.
Ask Alvarin for more info!
Scarthia - Once the country of arts and imagination, it was destroyed in the Neverending war and then rebuilt years later by queen Aqui Van Aldarean, who then died at the end of the last century. Now, still, Scarthia is ruled by Brekyr Elgan, once War Chief of Merillial who fell in love with the young queen and inherited her crown upon her death, and under his leadership it's slowly but surely back in its former glory. It's famous for its mysteries, its nine Temples and the Palace, and armies of magical beings who only answer to the rulers they see as rightful. Aqui's only child, half-incubus prince Joaquin Van Aldarean, lives in Barqarnon on King Daerys's court, and currently wants nothing to do with his title or country or the humans living in it.
Also ask Aria for details about the creatures, inheritance and history, as well as @ShadowVyper about its current politics and setting.
~ Character Template
- Code
[b]Gender:[/b]
[b]Age:[/b]
[b]Role:[b]
[b]Kingdom:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]Race:[/b]
[b]Abilities:[/b]
[b]Connections to other characters:[/b]
[b]Other:[/b]
For all things other than actual in-character posts, refer to the DT. If you have any questions, ask there. Complaints, comments and so on, same thing. If you understand everything and just want to submit a character, go ahead, but I'd suggest to let me know in the DT anyway so I can actually see it right away.
