Blitzia Lore Compendium [RP Blitz]

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The kingdom of Blitzia stretches across a continent of nine united regions, each sworn to unification after defeating a common enemy, the Draugr Queen, 300 years ago.

Blitzia's history of monarchs - some good, some bad - have upheld a fragile peace since then, but ruling a kingdom so large is no easy undertaking. Outlying regions like The Reach and Eider Isle have long been known as popular hideouts for outlaws and dissident factions.

Today, in its medieval/renaissance technological era, Blitzia is deep in the throes of a civil war over an apocalyptic prophecy that foretells the coming of an endless winter:

When ice and water overtake,
the world and land to sea will change,
and only for royal exchange
will frozen world avoid seaquake.

As dead and living peer through lake,
divide across a mountain range
will ice unite and overtake,
the world to frozen sea to change.

From fiery lands will ice jailbreak
and journey to our land arrange
with pow'r of water, world derange,
and world itself will it unmake,
if ice and water overtake.

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The prophecy has sparked kingdom-wide unrest. Each person will find themselves aligned to one of the factions that have arisen in its wake:

The Loyalists: Headquarted in Blitzia's capital, Ebony, and supported by King Rhys, The Loyalists are actively trying to prevent the apocalypse. There are many who shun this faction simply because they are passionate in their hatred of Blitzia's corrupt monarchy and see them as one in the same.

The Kindling: Headquarted in Onyx and led by King Rhys' half-sister, Aveline, The Kindling have taken the "royal exchange" piece of the prophecy to heart. The Kindling are single-minded in their quest to encourage the king's demise and place Aveline, his heir, in his place.

The Izhali: Headquartered in Whitehook, The Izhali believe the prophecy foretells an inevitable future that will, in the end, only benefit the world, inviting a new era of prosperity and freedom. Shunning the monarchy in all forms and seeing religious significance in the encroaching frost, they are led by Izahl, a water sorcerer priest who specializes in manipulating ice.

The Skeptics: The Skeptics don't believe the prophecy is legitimate at all; if anything, they believe the fallout from the conflict between the other factions will be its own apocalypse. This faction is much more loosely defined and has no leader. Most members dismiss irrefutable signs of global freezing as completely natural cycles that simply need to be adapted to and pose no insurmountable risk to agriculture and humanity as a whole.

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Blitzia is, as a whole, a low fantasy world. Magic exists, but most people in their day-to-day life will not interact with it in any way. Your roleplay can exist with or without it.

Approximately 0.5% of humans are, at random, born with the ability to control a certain magical element. Once these humans have been identified by the monarchy, they are usually transferred to Vediatha, the magic hub of Blitzia and the nesting ground of the dragons, to be trained and, ultimately, controlled. Young adult sorcerers are then assigned to different regions to assist where their specialty is most needed, and when they're older they sometimes return to Vediatha as professors. This, of course, does not account for sorcerers who were not successfully identified and taken at a young age, or sorcerers who have escaped to forge their own path.

Should you choose to create one of the rare sorcerer characters or feature magic in your story, here's a deeper dive into how magic works in Blitzia:

Spoiler
Elements:

Water: Often used for agriculture and religious ceremonies, these magic users have the ability to control existing bodies of water by manipulating their paths [like directing them towards crops, or controlling them in temples.] These magic users work in the fields, or in religious roles as priests. Magic users could potentially use this to manipulate weather patterns by drawing more water into one spot to create rain, or by pulling water away to create a drought, but this potential has been overlooked by the government-- as far as the public is aware.

Fire: Often used for advanced cooking and baking, these magic users have the ability to control fire temperatures to a minute degree that otherwise would be unachievable without modern appliances like gas or electric ovens/stoves. These magic users work in bakeries and butcher shops around the kingdom, along with working in households as private chefs for the elite or the government. Magic users could potentially use this to engage in advanced warfare, but this potential has been overlooked by the government-- as far as the public is aware.

Light: Often used for lighting government buildings and the houses of the elites, these magic users have the ability to create and manipulate waves of light to artificially light a space without the presence of sunlight or fire. Magic users could potentially use this to artificially create darkness for military attacks, but this potential has been overlooked by the government-- as far as the public is aware.

Rock: Often used for construction, these magic users have the ability to move and carve rock structures to create decorations, and, in more talented examples, houses and buildings. Magic users could potentially use this to create advanced weaponry at speeds faster than any smithy currently operating, but this potential has been overlooked by the government-- as far as the public is aware.

Plant: Often used for crop growth, these magic users have the ability to expedite plant growth and to vaguely affect the direction in which a plant grows, bringing them towards the sun, towards water, away from other crops, etc. These magic users work the fields of fruit trees and grains needed to sustain the kingdom. Magic users could potentially use this to build structures of plants or manipulate plants as a means of transportation, but this potential has been overlooked by the government-- as far as the public is aware.

Soundwave: Often used for long-distance communication, these magic users have the ability to send soundwaves at high and intense speeds without disrupting the quality of the audio. This has been used to create medieval telephone systems, often only used by the extremely rich and powerful to keep in touch between different cities. For most, snail mail is still the way to go. Magic users could also potentially use this to hear or pull soundwaves from long distances away to eavesdrop or spy, but this potential has been overlooked by the government-- as far as the public is aware.

Extent of Powers:

Magic users tire quickly. The system of magic is not built on natural ability [who has more or less magic] amongst magic users, but rather, the exercising of the "magic" muscle. Those who utilize magic in a certain way all the time are REALLY good at using it in that certain way quickly and can do it for a long time without tiring. Even within one magical field, if the user does not regularly use the magic for a specific purpose, it will be hard, take a long time, and they will not be able to do it for long.

For Example: A Soundwave user always uses their magic for long-distance communication, operating telephone systems between two cities. They do it all day every day, so it comes naturally to them and their muscle is built up. This same Soundwave user has never attempted to use their magic for long-distance spying. If they tried, it would be difficult, unnatural, and they would not be able to do it for long unless they wanted to risk "straining" the magic muscle, so to speak. They are totally capable of learning it, but just like physical muscles, it would take a while and some consistent effort!

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The primary religion of Blitzia is Servoir which is followed and loved by many throughout the country. It is composed of a limited major pantheon that serves as the main figureheads for the religion, a more extensive minor pantheon that largely varies by region (similar to saints), a spiritual otherworld known as Nyrmaon beneath the waves, and a host of tales regarding these in addition to the creation of the world.

Important Figures:
Spoiler
Edona: The earthly mother goddess of the physical realm, she is believed to care and watch over the land. Her appearance is described by many as possessing hair as golden as ripe wheat, skin the color of freshly plowed soil, eyes as green as the first blades of grass in spring, and a gown that glistens with all of the colors of the land. Statues often depict her standing with a loving expression upon her face and her arms slightly more forward then at her sides, her palms upturned as if about to receive or embrace something.

Sylon: The quiet fatherly figure of the otherworld, Nyrmaon, that is said lies beneath the waves, it is believed that he is keeper of spirits and souls alike. His appearance is described as having skin a shimmering silver alike to a reflection, eyes a dark blue like the deepest regions of the sea, hair dark like squids ink, and robes that shift with all colors of the water. Statues often depict him with a serene expression, hands crossed over his chest as if keeping something close and protected.

Vonarel:The eldest child of Sylon and Edona, they act as the link between the physical realm and Nyrmaon. They have a strong connection to water itself as it is both used in the physical realm and Nyrmaon. They are the keeper of portals and usher of the ever flowing cycle of life and death. They pull and push the tides, smooth waves to welcome spirits, and bring rain upon land to give it life. Being as they are both present in the physical realm and Nyrmaon at the same time as a guardian between them, their appearance is described as a reflection which looks shockingly human and an equal mix of both their parents' appearances.

Noor:The second born of Sylon and Edona and twin of Fian, he is calm and has a large presence in the physical realm helping his mother by providing rest to all living things. He is said to watch over everything from the sky at night in the form of the moon then set in the West beneath the sea into Nyrmaon to rest. His appearance is more like that of his father's with silvery skin, bright eyes like the stars, pale hair the warm color of moonlight, and dark robes that shift with the colors of the night sky.

Fian:The last child of Sylon and Edona and twin of Noor, she has a large presence in the physical realm like her twin, helping her mother by giving energy to all living things. She is said to watch over everything from the sky during the day in the form of the sun then set in the West beneath the sea into Nyrmaon to rest. Her appearance is more like that of her mother's with warm golden skin, hair that shines like the rays of the sun, amber eyes like hot embers, and light robes that shift with all the colors of the sky in the day.

Minor Deities: These vary largely depending on region very much like saints. Often times they may be minor deities themselves with history from one of the major deities or even legendary figures immortalized in history within the pantheon. Many heroes of past ages have made it into this minor pantheon and have had their stories and names remembered as children or grandchildren of the great mother goddess, Edona.

The Two Realms:
Spoiler
The Physical Realm:This realm consists of everything physical that can be seen, touched, and experienced. The living reside in their physical forms in this realm until it is their time to pass on which it is then believed they go on to Nyrmaon. The physical realm is cared for by Edona and watched over by the twins, Noor and Fian, who take turns watching over the physical realm then going to rest in Nyrmaon.

Nyrmaon: This realm is believed to be a spiritual otherworld that lies beneath the water, cared for by Sylon. Its appearance is described as a rich world with an ethereal feel, most alike to the calm after a heavy storm where sunlight finds its way though the clouds and everything is at rest, renewed with fresh life. Lakes, rivers, seas, oceans, and even puddles are thought to be gateways, guarded by Vonarel, between the physical world and Nyrmaon. The calmer the surface of these natural bodies of water are, the stronger the gateway is and the easier it is to see past it. Nyrmaon is where the spirits of the dead are said to go to live on and rest once their time in the physical world is done.

Worship Rituals:
Spoiler
Priest-led Ceremonies: When a person with little income does not know what they want to do with their life or a trade to specialize in, priesthood is the likely next option. Open to all regardless of gender, priests lead the monthly celebrations and festivals honoring the holiness of water and its ability to bring life to all. Often taking place by the sea or by lakes or rivers, ceremonies often involve submerging one's lower half in the water and waiting until the ripples disappear. These ceremonies are said to bring a sense of peace and quiet to hectic lives, with large groups of people--sometimes thousands--submerging in the water together and staying in stillness. Any movement in the water after the submersion--whether waves, ripples, or tides--is said to be those in the afterlife touching their loved ones and embracing once more.
Individual Ceremonies: Many citizens, even those who are not extremely religious, keep a bowl of water near their entryway. It is custom for anyone entering the house, visitor or resident, to drop a pebble in the water and wait for the ripples to still before entering the home further. This signals that the ancestors of the residents have blessed their entrance.

Stories and Other Important Details
Spoiler
Creation: (This is a summary that many if not all children of Blitzia hear early on. Even if not religious, it is often treated as a bedtime story.)
It is said that the world truly started when Edona and Sylon met. Their love grew so strong and beautiful that they each created a world to live in together. It was quite lonely in that world with only the two of them, though. What was the purpose of having a beautiful perfect world if they could not share it with others? The world they had made was fit for themselves but not fit for other beings.

Seeing how lonely Edona was, Sylon helped her in creating a place where she could form other beings of life. He pulled back the seas and she formed the land and physical realm above the waves. He gave her water and she formed innate life, plants, to cover the land. He gave her spirit and she created animals and people to move and speak with her. And with these creations she was happy as they were as much hers as they were his. She brought them to show him at the edge of the sea and return the spirits of those who had lived their lives before returning to the original home they had built for themselves in Nyrmaon (as now the world was separated into the two realms, the original Nyrmaon and the physical realm), promising to visit the living beings every day to care for them.

Sylon and Edona were happy, as were the living beings in the physical realm, and eventually Sylon and Edona started a family so that Sylon would not be lonely while Edona was away. The eldest, Vonarel, was both alike to their father and mother equally, taking interest in both Nyrmaon and the physical realm. Sylon noticd this and gave them the job of guardian between the two realms so that none of Edona's creatures would wander into Nyrmaon whilst she was away and perish. Soon, Vonarel noticed the creatures troubles when Edona was away and so the young twins, Fian and Noor, where asked to help their mother and watch over the creatures. They gladly oblidged, loving their mother greatly, and took to taking turns sailing across the sky once per day.

And so the world, as well as night and day were formed.

Winter and Ice: It is believed that the winter is the closing time between the physical ream and Nyrmaon. When ice covers lakes and seas, the physical realm and Nyrmaon are entirely cut off from each other. Just as the twins take turns assisting Edona in watching over all living things, Vonarel too tires from their endless guardianship of the portals. Vonarel is loyal to their duties however and it is said that they work themself to exhaustion and every year, close the portals with a layer of ice in the winter months to guard Nyrmaon while they slumber. In this time, Edona and Sylon are separated from each other without communication. Even though the twins continue to watch over the living beings of the land during this time, the land receives little care from Edona while she sorrows. However, when Vonarel wakes again, she rejoices and paints the land in the bright colors of spring at being able to see her beloved Sylon again.

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EBONY
The official capital of Blitzia--according to the Loyalists--, King Rhys lives and rules here, on the Western side of the mountain range. Ebony operates under an iron fist, with many holding the mindset that if you are not actively helping the cause against the apocalypse, then you are against the kingdom and therefore, a traitor. The distinction between nobility and peasantry is subtler here than in Onyx. While very few starve in the streets openly, there are rumors about whether that signifies financial prosperity, or if the unwanted have simply been hidden or locked away on minor charges. Citizens from all over are constantly entering and exiting Ebony on business and pleasure alike, and if you see a priest from Redwind or Whitehook breaking his vows in Ebony, the general consensus is no, you didn't. A place of business, secrets, and politics.

For more on Ebony, click here.

ONYX
Fighting for the title of capital, Onyx is home to King Rhys' half-sister, Aveline, who heads the Kindling faction of the prophecy interpretations. Built on the interpretation that to avoid the land of ice and water, they must sacrifice King Rhys to the sea and anoint Aveline in his place, Onyx has one of the biggest wealth gaps in the kingdom. The nobles are bejeweled, living in houses with up to dozens of magic workers to create artificial lighting, temperature control, and easy living. The civilians in Onyx barely scrape by, with many relying on the local woods for hunting and gathering. The general consensus in Onyx is that if Aveline were queen, poverty would disappear. No one seems to question why it still exists in Onyx, even though she's the one in charge.

VEDIATHA
Despite its proximity to the quarreling cities of Onyx and Ebony, Vediatha is very much its own little world, a haven for young sorcerers to refine their specialties in a sprawling magical academy hugging the foothills. Some say Vediatha is protected by some mystical shield, or perhaps marauders simply keep a wide birth from the dragons roosting in the peaks. For those who have been brought to Vediatha against their will, the walls of the academy feel more like a prison, their professors more like wardens. Of late, all students are enrolled in a class that enforces Loyalist beliefs.

For more on Vediatha, click here.

EIDER ISLE
The only reason why the Blitzia maintains a hold on this island is so that they can continue to mine a resource that isn't found anywhere else in the kingdom: Blue Amber, the fossilized remains of an extinct tree. Highly prized for jewelry and alchemy, the amber is mined by cutting trenches into seaside cliffs and landlocked canyons, extracting frozen blocks of ancient soil which is then thawed and parsed through. The easiest deposits have been long-since scooped clean; now, mining expeditions are sent into increasingly dangerous missions, into the mountains north of Eider Castle and out onto the tundra, teeming with frost wolves and outlaws. As is often the way history goes, the locals work as miners, but it is the elite from the mainland who make the majority of the profit.

REDWIND
A small, quirky city, Redwind is a popular tourist destination and its culture is built on promoting and maintaining artistic forms of expression, including magic using. Here, you'll find permanent ice statues carved by magic users and dance troupes galore. Due to its distance from Ebony and Onyx, along with its relative insignificance in the prophecy factions, Redwind is run by a small government primarily comprised of local people with the occasional representative from Ebony to represent the king. It feels like its own little world, and may feel far away from the politics tearing the kingdom apart. With its closeness to the Northern mountains and freezing climate though, the prophecy is sure to be on the minds of most citizens here.

WHITEHOOK
Blitzia's oldest and most well known port, Whitehook is perched on the Northwest coast, overlooking Nate's Harbor and the Sea of Serpents. Despite its importance in trade, it is somewhat isolated from the rest of Blitzia by both the mountains that back it to the East and the wintry climate, cultivating its reputation as a sleepy ice-fishing town that is disconnected and off in its own little world. However, with rising tensions and the Izhali making this quaint port as their home, it might not stay that way for long.

CLAYMEADOW
Home to nomadic tribes and mysterious ruins from an ancient civilization, Blitzia is dependent on Claymeadow for its animal husbandry. Horse traders travel north toward The Reach to capture and tame wild horses, while down in the arid plains, goat and sheep herds provide dairy products and wool. Generally self-sustaining, inner trade and family feuds are far more important in the day-to-day life of the general civilian here than anything related to the bigger cities. As politics rise between Onyx and Ebony, though, tribes and citizens are frequently being asked to choose sides--especially about the prophecy, and how their community will approach it.

For more on Claymeadow, click here.

THE REACH
The Reach consists of the upper portion of the Southern isle of Blitzia and is rich with green fields. It is much more moist then its drier sister region of Claymeadow, making it the perfect place for wild horses to be found. The city itself lies right on the edge of a large crater lake with a waterfall that plummets off the edge of the surrounding mountains, the only ones in the region. The gorgeous location would make for a lovely vacation spot if not for the crime. Being as it is an outerlying region of Blitzia, outlaws similarly flee to here just as they do Eider Isle, although this seems to be a more popular location as it is not as cold.

NARU
Naru is a city in decline surrounding a tiny oasis. The city is semi-ruined and has a low population due to an on-going drought that is suspected of being magically influenced. The ports nearby are a source of fresh food and water, both of which are transported there as the oasis is not large enough to sustain the entire city. Many people have essentially abandoned the city, though a few remain and don't wish to leave. The city is dying but there are rumors of buried treasure in the area with many people visiting to seek it out.

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A contribution from the Exiles of Ebony team, we provide a CP for King Rhys, as he was left ripe for the taking re: descriptions and details. We needed to develop him for our plot in Ebony (the king's city). Hopefully this helps others if it's relevant to them! Namely, it may help for anything related to Aveline.

KING RHYS SOLOMON

    Name: King Rhys Solomon
    Age: 56
    Gender/Pronouns: Male, he/him
    Faction: Loyalist
    Birthplace: Ebony

    Appearance: The king has lived in the lap of luxury all of his life, but the stress of his reign has aged him significantly. His tawny brown skin is lined with wrinkles, especially where he furrows his brows, and his formerly black hair has gone white. He's of average stature, and though he eats well, a little thin, as paranoia has decreased his appetite more and more in recent years. Though lacking in a physically intimidating presence, he compensates with a severe expression, and his reputation precedes him. That, and he dresses the part: always clean, always polished, and clothed in only the finest robes with a crown he seldom takes off.
    Personality: Rhys has always been described as intense. Focused, and born under the weight of responsibility, he's kept himself chronically busy. His paranoia of kindling plots has only worsened as the years drag on, and it shows in the severity of his rule.
    Relationships: His only indulgence is kept hidden behind closed doors: to the public, he is devoted to his wife, Queen Myrra, and their son, Prince Nolan. His family, servants, and inner court, however, know of his infidelity. He's had many affairs, and kept every bastard child hidden and controlled in the walls of the palace.

    His relationship with his younger half-sister, Aveline, has always been marked by tension and harm. His parents never accepted Aveline as their own (much like his treatment of his own children out of wedlock), and he's always seen her as a stain on their history. He sees her plot to kill him as the result of a petty, long-standing grudge between them since childhood. But in his eyes, she's never been deserving of the crown, not just due to her muddied bloodline, but her overindulgence, selfishness, and immaturity. Needless to say, the king has failed at any meaningful self-reflection.
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Building out the Royal family! Here's the Queen and Prince of Ebony.

The Queen
    Name: Queen Myrra Solomon
    Age: 52
    Gender/Pronouns: Female, she/her
    Faction: Loyalist
    Birthplace: Ebony

    Appearance: Queen Myrra has a soft, round face and ruddy, terra-cotta skin. Deep circles shadow her eyes with hyperpigmentation and her lips are usually pursed in a sour frown. She's put on weight over the years in the royal court (to Rhys's voiced displeasure), giving her a rounder, top-heavy frame. Her boast is her long, dark, thick hair. It pours over her shoulders down to her hips, and she keeps it in perfect condition, always styling it glamorously with braids, beads, and jewelry. She is always seen wearing a classy, colorful dress that lightly touches the floor.
    Personality: Myrra was once a gentle, shy, introverted woman happy to stand at the king's side. Within the royal court, she's grown bitter, conniving, and distrusting. Fully aware that her husband hasn't been faithful, she's become a discontent wife and a controlling mother. She finds her sense of fulfillment in shaping her son, Nolan, since she has little control over anything else. That, and she eagerly collects royal gossip, often meddling in petty affairs. She resents the thought that she's become a stereotypical nagging mother and wife.

The Prince
    Name: Prince Nolan Solomon
    Age: 26
    Gender/Pronouns: Male, he/him
    Faction: Loyalist
    Birthplace: Ebony

    Appearance: Nolan got the strong jawline of his father, the ruddy, terra-cotta coloring of his mother, his mother's thick black hair, and his father's loose curls. He keeps his hair short and brushed back. He's kept a trim, athletic figure, endeavoring to appear as attractive as possible (something his mother emphasizes a lot as a man not yet married). This means dressing the part with a lot of perfectly tailored suits, waistcoats, and complementary colors. He's on the shorter side (5ft8), like his mom, but built strong and muscular, like his father was in his prime.
    Personality: Nolan is a little too sheltered, but very well-meaning. Though heavily trained to navigate political complexities with grace and poise, he dares to hold his own by holding different convictions than his parents. He regards his father's efforts at control within Ebony as too extreme, and he has ideas of his own on how to prepare for the prophesied winter, most of them grounded in science. Highly intelligent, highly educated, hard working, and filled with a deep love for the people of Ebony and Blitzia, all Nolan really wants is a chance to make things better. He doesn't realize that opportunity is coming sooner than he thinks, and under conditions he would never wish for.
    He is an introvert by nature. He finds solace to recharge with a good book, usually in study/further learning.
    Relationships: He loves his parents and respects them, but he's had a front row seat to all of their deepest flaws, and does not want to repeat the cycles of harm, betrayal, and distrust that they've created in their family, the royal court, and in Ebony.
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EBONY KEEP

Location + Backstory

Ebony Keep is Ebony's highly secure prison set at the base of the mountain range, the Zian Peaks, that separates Ebony and Onyx. It sits on the fringes of Ebony, hidden behind the trees and cloistered by steep cliffs and drop-offs. Access is limited to one route: a steep path that requires a climb through the cliffs to the ground level (Level 2). This path is heavily monitored and guarded at all times.

It is a multi-level fortress fitted into the mountain, and it digs deep into the mountain itself. Shaped with the aid of a rock sorcerer in generations past, Ebony Keep was originally a fortress meant to hide away royalty in times of war. Now, it's used to hide away dissidents in times of peace to keep the peace.

The Layers of Ebony Keep

Ebony Keep is, essentially, one large cylindrical tower half-submerged in the rocks of the mountainside. It has five levels in descending order; levels 1-2 are above-ground, and level 2 is "ground level."

    Level 1: This is where watchmen are positioned at the top of the tower. There is always a fire sorcerer employed to aid in long-distance defense (or offense) with their magic, along with a minimum of six trained marksmen armed with longbows and crossbows.

    Level 2: This is where the barracks are, along with the Warden's Office and Private Quarters. Washrooms and other amenities are available to Keep staff. There are security checkpoints for all staff members at the entryway, the stairwells to go up and down, and the entrance to the Warden's quarters and office. Each checkpoint has two guards.

    Level 3: This is where Samaan, the Soundwave High Sorcerer, is stationed. In-between all levels, Samaan keeps an ever-listening ear out in his quarters, ready to sound the alarm at any given time, or poised to blow an escapee's ears out. Apart from his quarters, this level has supply rooms, the kitchen, the mess hall, and the armory. Guards watch the entry to and out of this level, and also guard the armory, Samaan's quarters, and the supply rooms.

    Level 4: This is where the prisoners are kept. In cells growing increasingly overcrowded, low-profile dissidents are penned in prison cells that offer the bare minimum: buckets for bathrooms, hay mats for sleeping, and minimal blankets to combat the cold of the mountain. Here, the cells have no windows, and the lack of sun is compensated by constant firelight... and constant monitoring. There are at least 10 guards on each shift, walking the prison halls and watching checkpoints at all times.

    Level 5: This is where high-profile prisoners are kept. Here are the likes of rogue sorcerers, Kindling conspirers, political prisoners, confirmed criminals (murderers, thieves, arsonists, etc), and people who know too much. There are a total of 15 highly trained guards who walk the premises, and there are always at least four paired at the entrance to the lower level.

Security Measures / Notable Staff

Level 1

    Fire High Sorcerer: This High Sorcerer, Araya Fates (39, Female, she/her), is a member of the king's High Council. She watches over Ebony Keep from the watchtower, ready use fire combatively if necessary to take out escapees or anyone who thinks they'll be a hero and rescue those within. Skilled at sending bolts and motes of fire at deadly temperatures, Araya is terrifyingly unwavering in her loyalty to the king.

Level 2

    The Warden: Fergus Massian (43, Male, he/him) is a weathered veteran. For years, he served as head of security in the King's Palace before Rhys had him transferred to the Keep. As a competent, ruthless, no-nonsense fighter, Fergus is a fierce face ready to snuff any trouble within the Keep with his greatsword or his fists.

Level 3

    Soundwave High Sorcerer: This High Sorcerer is one of the King's most staunch defenders and a part of his High Council. Samaan Mosi (35, Male, he/him) is an extremely powerful sorcerer capable of hearing things throughout Ebony Keep with ease. He can sound the alarm and call reinforcements from anywhere in the Keep. He can send deafening blasts of soundwaves strong enough to burst eardrums.
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THE KING'S PALACE: The Sterling Palace

The Sterling Palace sits atop a hill across the city from Ebony Keep, its spires spilling high into the sky. The Sterling Palace was once a Magical Academy before the Sorcerers migrated south to their compatriots in Vediatha. The Magical Academy dissolved and was lost to history, the throne taking its place.

The Sterling Palace stands out as the fraternal twin of Ebony Keep, as they are the two buildings that stand out from the skyline. The Sterling Palace is a building built with sharp angles and shapes, contrasting the smooth design of the keep. The base of the palace is a giant diamond of tough volcanic stone and is surrounded by a several-story-tall cobbled wall that has stood the tests of time.

The Palace has several tall spires of hardened blackstone that reach out into the sky. Once observatories and dragon landings, the spires were restructured to be lookouts to the west, using powerful telescopes to keep watch on Onyx, the illegitimate city that claims to be Ebony's sister city. Besides housing a few guards, the spires find themselves largely empty, as the King ordered them to be vacated out of paranoia. While impressively spread out, the Palace is mostly abandoned, with the King ordering more and more levels of the place empty, either through decrees or arresting people he believes to be out of line. Through this somewhat unconventional method, the King has shrunk his inner circle to only the most loyal and obedient of the ranks. The rest have been tucked away in Ebony Keep, never to be heard from again.

Any official business of the Palace happens in the West Wing, which is far larger and more spread out. Balls and banquets are held regularly, offering festivities for officials from across Blitzia. The main hall of the West Wing is encircled by several small rooms that the royalty uses for official business.

The East Wing is smaller and on a cliffside overlooking the plains of lower Ebony. Despite that, the wing is largely vacant, with only the rooms closest to the cliffside occupied by the King and those closest to him. Much of the nobility has left Sterling Palace in the past few years for myriad reasons, but this mass exodus has left the Palace feeling ancient and isolated. There is a stark contrast between the constant extravagance of the West Wing and the empty halls, open rooms, and echoing indistinct murmurs. Nowadays, you'll find more guards occupying the East Wing than anyone who lives there. It is normal to feel uncomfortable in the East Wing, and perhaps that is the King's mindset reverberating within the walls.

Layout
The palace is large. It stretches out far and wide at the edge of Ebony. It has the following:
    - East Wing: Private living for the royal family and the palace servants.
    - West Wing:For hosting business and entertainment.

The King's Court
    Lay Staff
      - Housekeeping, maids, errand boys, cooks, chefs, wine-tasters, butlers
      - Singers, musicians, nannies, tutors
    Inner Circle
      - The king's physician, the Head Butler, the Court Jester (Personal Body Guard), the High Sorcerer, the Queen Myrra, Prince Nolan, Private Secretary, Chancellor

Security
    - Guards on the Grounds: At entryways, walking the grounds, and watching the gate.
    - The King's High Sorcerer: Bea Rackam (female, she/her, 37). Head of security. A rock sorcerer, adept at close combat with self-made weapons, magically thrown at supernatural speeds to swiftly take out threats within the palace.
    - The King's Personal Body Guard: Darim Kee (male, he/him, 28). Doubles (disguised) as the new court jester. Seen accompanying the king at all times.
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THE CITY OF EBONY

Culture
    - Wealth: The wealth gap is perceivably smaller in Ebony, and on the surface, it's because King Rhys (for all his flaws) takes care of his people. Though his personal life is in tatters, he's skilled at managing a city, making smart economic decisions, and preparing for the future. It's what makes being a loyalist so appealing: the city is well taken care of, and there's an assurance based in physical proof that when the prophecy comes to pass, Rhys' leadership will keep the city afloat and practical needs will be met.

    - Education: Ebony values having a literate society, and provides free education in small institutions up to an intermediate ("high-school") level. There are also trade guilds that offer training for different kinds of trade labor, creating fully competent adults in the workforce. Elementary and intermediate-level education, though focused on creating well-rounded individuals, is heavily saturated with Loyalist propaganda, rendering its history and political courses unreliable and biased sources. Any adult entrusted with the instruction of children must first pass a Crown background inquiry, a practice publicly defended as both a moral duty and a wartime necessity. In theory, the checks exist to protect youth from exploitation and dangerous influences. However, in practice, they ensure that children are shaped only by those the crown considers loyal and politically useful.

    - Arts: Ebony considers itself rather high-brow in its arts, and its expressions of music and dance are more formal. Symphonies of classical music are most popular, and structured, partnered ballroom dances are commonplace. They have a reputation for being a bit pretentious in their "high standards" for artistic expression.

    - Social Norms: Despite wealth being reasonably distributed, there is a strong sense of social hierarchy based on proximity to the king. Those with access to the royal court are provided opportunities, promotions, and social favor that others are not. The common culture among those in Ebony is very polite and friendly, but slow to trust. Most people will be nice and helpful, but it's normal to have a lot of aquaintences and only a few people you actually trust. People avoid saying "apocalypse" casually. They instead dance around it, saying "the winter," "the crisis," or "the coming hardship."

Economy
    - Main Exports/Imports: One of Ebony's most abundant natural resources is its minerals. Being situated right next to the Zian Peaks, they're parked right by a literal gold mine, rich in precious metals. It makes them very appealing, and naturally strengthens their development of armor and weapons for their military forces. The main resource Ebony lacks is salt, and that they get imported from Naru.

    - Finances: In Ebony, wealth is measured less by the weight of the coin than by the confidence of its ledgers. Its banks hold noble inheritances, merchant credit, war bands, dowry contracts, mining shares, and crown debts all sealed behind locked vaults. Since the prophecy, finance has become another form of loyalty test for Ebony citizens: they are encouraged to buy bonds for Blitzia's survival, and those who hesitate find their accounts frozen pending investigation. A sword may kill a man quickly, but a ledger in Ebony can erase him before he ever reaches the gallows.

Technology
    - Magic: Magic is highly exclusive, and access is limited to the royal court. The public is not permitted to use magic unless given permission from the crown, and by law it is limited to functional use for the fulfillment of a unique purpose for their trade/job/assignment. Sorcerers must be identified and reported to the crown the moment they are discovered and are required to be sent to Vediatha for education by the age of 16. For their childhood years, they are heavily monitored, and if there is any show of rogue magic use, they are shipped to Vediatha sooner (and separated from family). Sorcerers are only allowed back into the city with special permits, documentation, and supervision. Their freedoms are more limited than the average citizen... due to lack of trust.

Politics
    - Censorship: Under King Rhys, censorship in Ebony is rarely called censorship. It is called preservation, or unity, or moral stewardship. The king's growing paranoia has turned words into contraband, particularly surrounding the written word. Plays are reviewed before performance, printers require crown licenses, letters passing through the capital must be opened for "wartime inspection," and public discussion of the prophecy is permitted only when it supports Loyalist interpretation. As a result, the people of Ebony have grown to speak in implications rather than risk execution.

    - Immigration Policies: Immigration into Ebony is possible, but it's never casual. The city welcomes merchants, artisans, scholars, performers, and refugees across Blitzia, provided they can prove their usefulness and submit themselves to the crown's scrutiny. New residents must register their birthplace, trade, household ties, debts, factional associations, and reason for entering the capital before they are granted lawful residence. Those wishing to remain beyond a temporary permit are required to take the Oath of Civic Thaw, a public vow sworn before crown witnesses, temple officials, and a city registrar. In it, the applicant pledges service to Ebony, obedience to the laws of King Rhys, rejection of sedition, and contribution to the kingdom's survival against the coming winter. Refusing the oath is not always a crime, but it guarantees that your application may get lost somewhere in an endless sea of files.

    - Monarchy / Public Relations in Ebony: The Monarchy is highly respected (and commands respect) from its people, but the King makes rare public appearances. Prince Nolan and Queen Myrra are usually the face of any philanthropic efforts or political campaigns, and King Rhys makes official public statements, only on matters of great importance.

    - Foreign Relations: Things are tense with Onyx. That's a given. That tension is held by a thin thread, in which the king leverages unspoken military might, and his half-sister, Aveline, threatens kidnapping and assassination. That quiet truce won't last forever, and everyone knows it. Ebony works to uphold congenial, mutually beneficial relationships with other cities in the kingdom, but particularly resource-rich cities -- especially Eider Eisle's blue amber, Whitehook's fish, Claymeadow's livestock and animal products, and Naru's salt. Ebony is friendliest with Vediatha, as they've fully embraced Loyalist ideology and practice. Ebony's influence over The Reach, however, is nonexistent. Criminals have overrun it, and Ebony will not expend resources to claim it.
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SOLKILN: Faith & History

Many centuries ago, long before the unification of Blitzia as a kingdom, a holy land called Ignia sprawled across the southeastern reaches of what is now Claymeadow. Back then, most people across the continent practiced an ancient religion that combined the water-centric beliefs and practices of modern-day Servoir with what later became known as Solkiln, a complementary fire-centric set of traditions. A complex city built of sand and stone beneath the rock spires of Claymeadow's coastal desert, Ignia was where all the most important Solkiln ceremonies took place, a mecca for people from all across the land.

Servoir and Solkiln existed hand-in-hand; one completed the other. While Servoir encourages individualistic meditation, peace, and patience, Solkiln's focus is on community. Oftentimes, young people needed to reach inner peace through the rituals of Servoir before they were ready to fulfill their purpose in their village through Solkiln ceremonies. Conversely, certain Solkiln communal traditions later in life prepared an aging person to re-examine their souls before passing into Nyrmaon in death.

Servoir and Solkiln are like yin and yang. They were never meant to be separated.

Cracks between the two halves began to form as the various tribes and manors of Blitzia solidified into kingdoms. At first, shared religion was the one thing that transcended all other differences, giving quarreling groups a common ground where they could meet in peace to discuss treaties. But as centuries of resource wars played out between different factions, traditions became weaponized, and little by little, the once muddy deliniation between Servoir and Solkiln became as clear as Redwind's lake. People picked sides, beginning a drawn-out war of fire vs water where neither half was kind.

In the end, the Servoir alliance drove Solkiln's remaining forces all the way back to Ignia, where at last they were crushed beneath the rubble.

As Claymeadow healed, and, later, joined forces with the rest of Blitzia against the Draugr Queen, a stubborn pride for Solkiln traditions never went away. Today, every community in Claymeadow follows these traditions in some sense, inasmuch as those traditions survived, while across the rest of Blitzia, a disdain for Solkiln lingers, fueled by fear, ignorance, and the age-old stories of Servoir heroism, painting Solkiln as an evil that needs to be stamped out. In the current age, new seeds of suspicion take root as the Loyalists pin the prophecy's "fiery lands" on Claymeadow.

Lingering Traditions
The following Solkiln practices from ancient times endure in Claymeadow:

    𖢻 Finding prophetic significance in fireflies
    𖢻 Weaving prayers into a wool tapestry, and then burning the tapestry as a way to cement the prayers
    𖢻 Sustaining an eternal flame at the top of a tower in the middle of each village
    𖢻 Recording stories on clay tablets
    𖢻 Using ashes from the cremation of loved ones to create commemorative pottery
John 14:27
Peace I leave with you; my peace I give you.
I do not give to you as the world gives.
Do not let your hearts be troubled
and do not be afraid.

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Dragon Lore

General Information:
    -Intelligence: Dragons are highly intelligent creatures who can learn to perform increasingly complex commands. These commands take time and skill to learn--like training a service dog.

    -Bond: Dragons bond when hatching. They are raised by their riders, who generally are also the ones learning how to train them. A dragon bond creates emotional closeness between a rider and a dragon. While dragons do not have telepathy or the ability to speak using language, they do sense general emotions, especially distress. This connection goes both ways. If a dragon is distressed, the rider will feel it, and if the rider is distressed, the dragon will feel it. Discomfort on one part of the bond means discomfort for both members, which is why it is extremely important that riders learn to control their own emotions and pay close attention to the needs of their dragons.

    -Rarity: The dragon population as a whole is controlled by the government, and houses them in Vediatha for the most part. Wild dragons have all but gone extinct save for small, isolated pockets that the government is not aware of, and dragons in captivity exist solely through the Academy and its graduated riders or the VERY rare black market deal.

Species Specifics:
    -Nature Dragons: Six to seven feet, wingspan of twelve to fourteen, underbelly is colored green and blue like the treetops, their scales are brown and textured like bark, eats woodland game, can manipulate plantlife to an extent -- mostly vines and roots, plant acceleration in small bursts.They are known as being very nurturing compared to the other species', in other words -- "gentle giants". They are some of the only dragons with a primarily herbivore diet, though they do eat small lizards, bugs, and other sources of protein occasionally. They are often trained for agriculture and forest warfare, though if someone saw them in the wild, it would seem quite unnatural, given their passive nature.

    -Water Dragons: These dragons are five to six feet long with a ten to twelve feet wingspan. They're brightly colored in a kaleidoscope of pink, green, yellow, orange, red, or blue. Their diet consists of mostly fish and they can breathe underwater. As such, they're commonly bonded to water magic users as they tend to be the perfect pair. They're often used for naval expeditions or alongside naval warfare. They're often more solitary, only making exceptions for their riders.

    -Poison dragons: These dragons have frills, stand at eight to nine feet, wingspan of sixteen to eighteen, a mix of black and several neon colors (think poison dart frog), prehensile tail, can spit venom up to twelve feet,in limited bursts. They can also unhinge their jaw. These dragons are generally trained for mining purposes to break through rock, and for coordinated attacks. In the wild, they hunted larger prey pack animals in pairs, and are an extremely social species. In this way, they require a lot of attention from their riders because it is actually quite cruel that they have been captured and isolated in the way they have.

    -Flame Dragons: Standing at ten to eleven feet, with a wingspan of seventeen to nineteen, they are among the largest species of dragons in Blitzia. Colors range from dark charcoal to dark obsidian blacks, coppers, and golds. They primarily hunt grazing animals, capable of breathing fire in small bursts. Their fire sacs need time to replenish after repeated bursts, meaning they can't continuously carpet-bomb a battlefield, though they are commonly used by Blitzia's military. Flame dragons are often seen as rugged and asymmetrical-- their horns curve backwards and they often have charred muzzles. Their wings are thick and rubbery, dark along the bones and ember-red along the edges.
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winter can usually be found wherever Leya is = another fun fact ~Leya
Winter you just have a whole cinematic universe in your head ~Wist
winter is the only person who would survive the machine uprising ~Europa




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Vediatha Lore

Culture:

    -Wealth: Vediatha is generally very wealthy. Even those who work average jobs live in nicer conditions, likely due to the overwhelming number of magic users who live here. The more impoverished areas of Vediatha are hidden away on certain streets people know to steer clear of and smaller communities on the outskirts of the city. In this way, Vediatha is an ideal breeding ground for privilege and a mindset that poverty is no longer a real problem.

    -Education: The Academy is at the center of Vediatha's history and culture. School pride, so to speak, runs rampant through the town. Everyone is a little too involved in things like sports, who is promoted to graduate studies as a Dragon Rider, and such--even those who are not connected to the Academy through work or relations. As a result, the general population of Vediatha has higher levels of education on average than other places, but this does not mean they have more critical thinking. The education in Vediatha is HEAVILY monitored by the Crown.

    -Arts: Philosophy and handmade goods run rampant in Vediatha, but art is viewed practically. Those who create handmade goods, magical or non-magical, do so generally for money rather than artistic fulfillment, and the general attitude is that if you cannot make a living or an income off of a form of art, it is not worth pursuing.

    -Social Norms:Magic users are celebrated and revered in the culture, but they are also common enough that there is a certain monotony surrounding them that isn't there in other places. Whereas magic is reserved for the ultra rich in other places, it is far more commonplace here. A lot of students who graduate choose to stay in Vediatha even after they earn the right to leave because they aren't accepted in a lot of other places.

    -Events: Dragon Rider Games -- held every 4 years, a way to incentivize students for graduation and to draw attention to Vediatha as a whole. People from all around Blitzia come to watch -- as it's the only time the Academy allows the public a peek into the Academy's walls, and it's a great source of entertainment for those seeking a thrill.


Economy:

    -City-wide Wealth:The Academy is funded by the Crown and donations from wealthy alumni and magic users. As such, the economy in Vediatha thrives continuously. There are quirky shops with handmade magical and non-magical items, loads of bakeries, and food is generally locally sourced from nearby farmers. In a world where magic users have better chances at jobs and earning a living, Vediatha is thriving--or so it would seem. There are some hints that the economy is not quite what it seems, and that it is falling apart, but leadership has done a good job of hiding it.


Technology:

    -Magic: No technology -- lighting is provided by light magic users who are hired by the rich, and all others resort to candles or oil lamps. Magic as a whole is the more recognized form of technology in Vediatha, as it's the one place in Blitzia where magic is accepted -- and of course-- encouraged. Occasionally, you might find artificial lighting in an average home, but only if a light magic user lives there and has decided it is worth the effort.


Politics:

    -The Monarchy: Vediatha is a melting pot of beliefs because of the Academy, but since lots of classes instill Loyalist beliefs, you'll find most students "publicly" agreeing with King Rhys' movement. Higher education is, of course, a breeding ground for alternative viewpoints, so there are pockets of Kindling here and there, but they keep it quiet, as it can interfere with the ability to graduate, receive a dragon, or even the permission to leave Vediatha.

    -Residency: While many magic users move to Vediatha, excited to pursue magical studies, there is a steady population of those who were stolen from their homes when their magical abilities were discovered. For some who were young enough to not fully remember, they've been brainwashed into the necessity of this. For those who were older, they may not be so easily swayed. Leaving Vediatha is also an issue. Dragon riders guard exits for "protection," and trading licenses or vacation licenses are generally required to explain a reason for departure. If a citizen wishes to move permanently outside of Vediatha, there is a long and tedious process.


Religion:

    -Servoir: Religion is heavy in Vediatha, and the Academy encourages the celebration and practice of Servoir almost as much as magic. The Academy itself is architecturally inspired by the Servoir pantheon and its stories. Students have days off for scheduled priest-led ceremonies in the nearby lakes and rivers, and every classroom has a water bowl next to a pile of stones that students use for entry. Common religious stories are spoken of as factual history, and even those who would say they are not "religious" are highly spiritual by outside standards. Given how integrated magic is into the Servoir religion, it is pushed heavily in classrooms and the community as a whole.

    -Solkiln: Solkiln is EXTREMELY discouraged and seen as anti-monarchy. As such, there are a few spare Kindlings who lean into it, but they must be extremely careful to not be discovered.

Other Notable Aspects:

    -Curriculum: Curriculum within the Academy is highly regulated by the Crown and its Council.

    -Layout: The academy takes up most of Vediatha, except for the small, wealthy town next to the crater. It has almost every amenity for students since being recently updated by the Crown due to the success of the previous years' Dragon Games.

    -Academia: Scholars from other areas of Blitzia, along with Historians, will often come to the Academy and Vediatha as a whole to study dragons and magic culture.

    -Dragon Roost: Dragons are homed among the Golden Crater, where they raise hatchlings and rest without their Riders. The Academy regulates all eggs and notices when one goes missing, so there's 24/7 security around their nests.
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winter can usually be found wherever Leya is = another fun fact ~Leya
Winter you just have a whole cinematic universe in your head ~Wist
winter is the only person who would survive the machine uprising ~Europa




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Timekeeping in Blitzia
Because I'm that sicko who asks what day it is no matter what world I'm in, fictional or not, I've decided to make a fictional Calendar inspired by the world's religions because that feels like the best basis.

Days of the Week
It's a seven-day week. Here are the in-world equivalents. The only naming convention I used is that they all end in "a."

    Monday - Vinda
    Tues - Enda
    Weds - Nola
    Thurs - Syra
    Fri - Sina
    Sat - Sola
    Sun - Fina

Time of Day
The days in Blitzia last twenty-four hours in total, split into two halves of twelve hours each. The first half running from midnight to noon is referred to as "dawnside", while the second half running from noon to midnight is "duskside". These terms are used to avoid confusion between like-numbered hours, much like their Earth-like counterparts of "AM" and "PM".

Months of the Year
There are four "months" that are just seasons. Each season has 90 days in it. Each season has been ascribed to a different god, goddess, or otherworldly figure based on said figure's power and associations.

    Spring: Vonar
    Summer: Fianor
    Autumn: Edonar
    Winter: Syllor
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CLAYMEADOW: Setting & Landmarks

𖢻 Climate: Arid and cold. Used to be arid and sunny; is now just dry and gray.

𖢻 Geology: Claymeadow is essentially one biiig meadow in the center of a basin. There are mountain ranges/hills surrounding it. The southern range morphs into hoodoos, which is where Ignia is buried.

𖢻 Port Radix: The largest port connecting Claymeadow with the rest of Blitzia, situated on the eastern coast. A couple inns and warehouses service the traders passing through.

𖢻 Meadow: Even before the climate change kicked in, Claymeadow wasn't your typical lush green meadow. Its grass is hardy and can survive on very little rain, and the soil is rocky. With how resilient this grass is, it's managed to survive the climate change so far. The toughest native breeds of goats and other wild grazers can survive on this grass. Horses and other domesticated species that have been brought in, not so much.

𖢻 Farmlands: The crops grown at Claymeadow are crops that thrive in sunny, dry environments: millet, agave, beans, sorghum, pomegranate. These crops tend to be hardy and resistant to drought, but they DO need lots of sunlight, and so most of these crops are dying of starvation.

𖢻 Forest: Surrounding the meadow is a thin forest of old twisted pine trees, mesquite, and pinyon pine.

𖢻 Blood Canyon: Dry canyon that cuts through the middle of the meadow. Used to be a river and so the areas surrounding the canyon are extra fertile.

𖢻 Architecture: Most houses are built of clay/mud/stone with thatched roofs. Colorful tarps create shaded areas, which are less needed, now - a lot of them have been converted into clothes and blankets to keep warm. Art and culture is alive here - or, at least, was when these buildings were constructed. Important structures are built of the same simple materials but crafted into unique shapes with creative engineering (like, the community hall has two twisting towers that evoke goat horns).
John 14:27
Peace I leave with you; my peace I give you.
I do not give to you as the world gives.
Do not let your hearts be troubled
and do not be afraid.

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Here's several characters to add the compendium!

King Rhys' Royal Physcian (And Lover)
Name: Sheryn Tobar
Age: 37
Gender/Pronouns: Female, she/her
Faction: Loyalist
Birthplace: Whitehook
Role: King Rhys' Royal Physician

Appearance: Sheryn has a curvy figure and she knows it. She dresses to emphasize it as a "professional" degree, and is the kind of person who never leaves the house without dolling herself up entirely. Her long, straight dark brown hair is always carefully manicured in medieval times' closest equivalent to a blowout, and she always stains her lips to look cherry red. Her pale skin tends to freckle if she's outside, so she tries very hard to limit overexposure to sunshine to avoid "blemishing." Though she's pushing 40, she's determined not to look it and emphasizes her big eyes for their youthful appearance as much as she can by curling her lashes and adding a shimmer around her eyeline.
Personality: Sheryn is known for her warm bedside manner and her chatty nature. She has a friendly demeanor and a big smile, but it hides a mischievous side to her that rarely gets a face in her line of work. In her youth, she was considered "popular," and inwardly still clings to that title like a trophy. She quietly expects everyone to look up to her even when they don't, which was why she pursued medicine. It's easy to be admired when you're saving lives. Getting a job at the palace only boosted her ego. It's good that, despite her narcissism, she is at least excellent at her job.
Connections: Sheryn was born in Whitehook, but did everything she could to get away. She hated it there. The cold, the culture, her family. She studied medicine and took the first caravan to Ebony the moment she got enough money and a chance, when she was only 20. When her career took flight in Ebony, she was elated to serve in the palace, and even more delighted than she should have been when the 50+ king Rhys took an interest in her. She regrets getting pregnant with one of his many illegitimate children, as she never wanted to be a mother, and especially regrets the year she had to spend in hiding while pregnant to avoid public speculation. When the boy was born, she was happy to hand him off to the king, who handed him off to the queen. She would personally like to act like Luca was never born and continue with her life as if the child never happened. Which means being more careful next time... if the king is still interested.

Royal Physician's Brother
Name: Fabian Tobar
Age: 40
Gender/Pronouns: Male, he/him
Faction: Izhali
Birthplace: Whitehook
Role: Izhali Agent

Appearance: Fabian would be handsome if he took care of his appearance, but he cannot be bothered to put in the effort. His hair is long and shaggy around his shoulders, and he lets his beard go free except to make sure it doesn't get longer than his neck -- only to keep it out of the way. Though he has a permanent slouch in his shoulders, he still stands a few inches taller than the average man, standing out more than he'd like. He's gained a lot of muscle in the last few years as he's taken up fighting for Izhali's cause, but he doesn't dress to show it off. If anything, he's dressed to unimpress: his armor-tunic situation had potential to be cool, but he drowned it in the world's largest fur cloak. Now, he mostly looks scary, intimidating, and maybe a little like he smells. Just as he'd prefer it.
Personality: Fabian has two sides to him. He is tolerable to those he likes, and intolerable to everyone else. He has a pretty icy exterior, hates small-talk, only knows how to talk business, and would rather spend a night alone than in any company. He's never understood the need of having friends outside of the two he's had his whole life: his favorite smithy, Archer Penn, and the Izhali priest, Enid Gherra. He is in complete denial about having any romantic feelings for her ever or at all. Those aren't real and you're lying. He only respects her a normal amount and would do anything for her, even die, if necessary, because that's a totally normal thing friends do for each other. Now shut up and stop asking about it.
Connections: Fabian hates his little sister more than he loves her, and by "more," he means a good 90% hate and maybe 10% love. Sheryn was a thorn in his side through their entire childhood and he was happy to help her leave. Hell, he funded her adventure. "Get out of Whitehook, no one likes you here anyway." The fact that Sheryn has reached out to him about a child she's had with none other than King Rhys isn't just inconvenient, it's infuriating. Once again, Fabian has to step in as the responsible elder sibling. And don't get him wrong: he will step in and take ownership of this child, because this boy will be raised right. But he will not be happy about it. Not one bit.

Izhali Priestess
Name: Enid Gherra
Age: 46
Gender/Pronouns: Female, she/her
Faction: Izhali
Birthplace: Whitehook
Role: Izhali Priestess

Appearance: Enid has one of those faces that blends in the background. Neither remarkable or unremarkable, she is fine to look at, but forgettable. She has warm, light brown skin and fine, black hair that she always keeps in a bun, aware of how stringy it looks when left down. Her thin lips form a crooked grin most of the time, even when she's unaware, and she doesn't know that it's a little offputting to some. She's of average height, and carries more weight in her stomach and thighs. Trying to avoid notice, she tends to wear warm, large, flowing robes that disguise her figure and make her look more like a blanket, that maybe has a human underneath.
Personality: Enid is painfully shy. The only thing she will talk at length about is anything related to Izhali. She cannot carry a conversation about much else on her own, but she will be polite and cordial with everyone she meets, happy to help at the base amount of human decency. She is keenly devoted to the cause and will do whatever is asked of her without question, probably to the point of self harm - though thankfully that's never been asked of her.
Connections: Enid has one real friend, and it's Fabian. Fabian comes by every day to say hello, and their conversations could almost always follow a script of greetings, brief mentions of the weather, and Fabian asking her about Izhali. She will then monologue about any new developments regarding their faithful leader and Water Sorcerer before falling into silence, after which, Fabian will leave, and they will both forget to say goodbye. It would be funny if it wasn't true.

Local Blacksmith
Name: Archer Penn
Age: 41
Gender/Pronouns: Male, he/him
Faction: Skeptic
Birthplace: Whitehook
Role: Local Blacksmith

Appearance: Archer has been a blacksmith since he could hold a hammer. His broad body is hardened from a lifetime of physical labor, and his hands are calloused like sandpaper. He has tawny brown skin, thinning black hair, and a big mustache over his full lips. His eyes are a cloudy grey, framed by long, full lashes envied by the women around him. He's always dressed like a tradesman, but often overheats from years spent by a furnace, so he's usually dresses lighter than most people in Whitehook would tolerate.
Personality: Archer has a soft heart and a hard head. He's very, very patient, and not very quick to change his mind, but is very certain when he does. He wishes people would get their heads out of the clouds with the prophecy and just start caring for the people around them. In his mind, the best way to prepare for disaster is to love the people in front of you well, and do the best you can with what you have. He's been irked by how complicated the political landscape has become, and how everyone around him seems to get caught up in it. Feels like no one's grounded in reality anymore. All Archer really wants is to live a simple life, work with his hands, and help the people who cross his path. Unfortunately, one of those people has always been Fabian.
Connections: He is "friends" with Fabian, but they grew apart a long time ago. They don't share anything in common anymore, especially not values. Archer still puts up with Fabian, but he isn't sure why at this point. Obligation? They have far too much history for him to ever turn Fabian away, but he can't say he likes the person Fabian has become... or rather, the person Fabian was stunted short of becoming.
Archer settled down with his wife Rhea Penn back in his 20's. He has five kids now, all girls ages 16, 14, 12, 8, and 7. Right now the youngest three's favorite game to play is "baby brother," in which they pretend to have a baby brother (who is a doll), and beg their parents to have a boy. Unfortunately they don't understand it doesn't quite work that way. Archer and Rhea love their daughters, though, and are trying to keep them out of all this Izhali business.

Zuri's Party Member
Name: Wren Salbatore (formerly Delfan)
Age: 24
Gender/Pronouns: Female
Faction: Skeptic, former Loyalist
Birthplace: Whitehook

Appearance: Dark brown hair, grey eyes, dark skin (a few shades darker than Zuri's but close enough to pass for siblings if you squint). She's a bit shorter than Zuri, standing at about 5'5ish and has a slim, attractive build. Wren dresses in soft fabrics in similiar shades to Zuri (dark grey and black with white and silver accents). She carries a staff that's taller than she is made of dark brown, nearly black wood.
Personality: Wren is a kind-hearted soul and prefers not to fight. She's a plant sorcerer and loves plants and animals of all kinds. Wren is a little torn between what she learned at Vediatha and what she's learned from Zuri and the world after he saved her a few years ago. She decided to she owed it to him for saving her when all her fellows died during an attempt to grow plants on the edge of the cursed desert near Naru backfired and killed them. She was lucky he was passing by when he was and has carried a little bit of a crush on him ever since. She's sad that Zuri doesn't return her feelings in the same way, but she'll stand by him until she repays her debt. She was injured pretty badly during their last job and feels bad that she couldn't help more.
Connections: Born in Whitehook, taken to Vediatha at a young age. Defected when she met Zuri a few years ago. Has been hiding as his "sister" ever since. Zuri saved her life once. She knows a few people from the Tower of Ice and has gone there to recover after being injurted on their last job.

The Cargo
Name: Luca Tobar
Age: 4
Gender/Pronouns: Male, he/him
Faction: N/A (he's 4, what do you expect?)
Birthplace: Ebony
Role: The Cargo

Appearance: He's about three feet tall, a little chubby with light skin scattered with freckles, dark curly hair and big brown eyes. Usually dressed in fine fabrics with cute little boots.
Personality: Curious little thing, always asking questions and getting into things he probably shouldn't be getting into. Maybe too many questions. Has a love of soft, fluffy things and likes to chase birds of all kinds. Luca oftens gets into trouble and will not be stopped by closed doors or high places. Or locks.
Connections: Father is King Rhys, mother is the Royal Physician, Sheryn. Has an Uncle in Whitehook who's an Izhali follower.
"With friends like you, who needs a medical license?"
- Paimon, Aether's Heart


“It's easier to ask forgiveness than it is to get permission.”
- Grace Hopper.



I'm a fledgling potato bird that lives in a nest in the rp forums
— Ley