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- Male
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- Fantasy, Modern Fantasy, Horror, Light Romance, Sci-Fi Fantasy, Fandoms (Star Wars, Harry Potter, Marvel/DC)
In a land known as Eymia, monsters roam wild, slaughtering their victims as they please. These terrible beings are a new phenomenon to this world, and there is no benevolent god to save the innocent. They must fight for their survival or watch the world around them burn.
The world of Eymia is in chaos. Monsters such as dragons, Cerberus, and even banshees ravage the eight kingdoms, and only the Queen's Hellhounds from Donnwick stand a real chance against them. They are an elite force, defeating one monster at a time. But every time they seem to get closer to eradicating the threat, more monsters appear. No one knows where they have come from or who created them. It is only certain that they are here to utterly destroy everything you hold dear.
You are a member of the most elite company in the Queen's Hellhounds--the Rose Company. Your commander is Crown Princess Artemis Carrow of Donnwick. Although you have the confidence of Eymia, you know that the situation is only getting worse. And recently, the monsters have begun to attack like a well-trained army, where before their movements seemed entirely random. It is up to you and the rest of your company to save Eymia, but you're not entirely sure it's possible...
You are a member of the most elite company in the Queen's Hellhounds--the Rose Company. Your commander is Crown Princess Artemis Carrow of Donnwick. Although you have the confidence of Eymia, you know that the situation is only getting worse. And recently, the monsters have begun to attack like a well-trained army, where before their movements seemed entirely random. It is up to you and the rest of your company to save Eymia, but you're not entirely sure it's possible...
Hello! Welcome to The Queen's Hellhounds, a medieval fantasy roleplay set in the world of Eymia! This is a concept that I've been working on for over a year now, and I'm happy to finally get it off the ground! While there are many sandbox elements to this roleplay, there will be a definitive plot that our characters will follow. However, the decisions of the characters will play a major role in how this all plays out!
First and foremost, allow me to introduce my co-GM, @Joan! She's one of the first people that I dragged to the depths of Iwaku, and I like to think it was a marvelous decision.#JoRu That being said, let me note that if you have any questions about the setting or lore, you're probably better off asking me. While Joan has been with me through the entire creative process, I've come up with basically everything you see here. Some of the information might be bouncing around in my head, but probably not poor Joan's! She's mainly here to help me keep things running smoothly (and to tell me if one of my many ideas is just plain terrible). Please show her respect! Her word is law, as is mine.
Now, without further ado...a shit ton of information that hopefully doesn't kill your interest by the end!
First and foremost, allow me to introduce my co-GM, @Joan! She's one of the first people that I dragged to the depths of Iwaku, and I like to think it was a marvelous decision.
Now, without further ado...a shit ton of information that hopefully doesn't kill your interest by the end!
For the past several decades, a variety of monsters have ravaged the land of Eymia. Some show formidable intelligence, striking their enemies when they are most vulnerable. Others appear to be mindless beasts, destroying and killing whenever they have the chance. In response to these threats, the previous Queen of Donnwick put together an elite military force comprised of the best fighters and sorcerers throughout all of Eymia. Now led by the Crown Princess of Donnwick herself, the Hellhounds have quickly evolved into the mortal realm's one and only fighting chance against the threat of monsters.
- The Queen's Hellhounds
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The Queen's Hellhounds, more commonly known as simply the Hellhounds, are a specially trained and small army of trusted individuals handpicked by Queen Adira herself. They are the only group able to take on the threat of monsters, and nearly all of the soldiers in this army are capable of high forms of magic. Crowned Princess Artemis Carrow leads the Hellhounds herself, and she has gained massive popularity through her efforts as their leader.
Before anyone can hope to join the Hellhounds, they must first be nominated by an upstanding noble from any kingdom or a member of the royal family. After nomination, Queen Adira chooses whether or not to accept them. Should they be accepted, they are then permitted to receive eight weeks of specialized training at the Hellhounds' training center in Cypress District. After training, they are then personally evaluated by Princess Artemis, who then makes the final decision whether they will join the Hellhounds. If they are rejected, they have a final chance to receive supplementary training (lasting four weeks) and a second evaluation by both the princess and Queen Adira. Should they fail the second evaluation, they are no longer permitted within Cypress District and are wholly rejected from the Hellhounds. Originally, there was no supplementary training or second evaluation. However, due to the high demand for able fighters, Princess Artemis decided to implement this "second chance" training for the sake of boosting the ranks of the Hellhounds.
There are slightly over 1500 men and women currently serving in the Hellhounds. Many travel outside of Donnwick to help the kingdom's allies. The ranks of the Hellhounds are as follows:
- Grand Knight - the lowest rank, the equivalent of grunt status (called Grand so as not to confuse with Knights of the formal Queen's Army)
- Paladin - achieved through bravery and commendation by one's direct superior, usually a captain
- Lieutenant - achieved through promotion by a captain or higher, usually serves as the direct second-in-command to a captain
- Captain - achieved through promotion by a marshal or higher, commands a company of 20-30 men
- Marshal - achieved through promotion by the Commander or General, commands five captains and their men
- Grand Marshal - achieved through promotion by the General, commands three marshals and all under them
- Commander - achieved through nomination by the General and promotion by the Queen, second-in-command to the General
- General - highest commander of the Hellhounds, currently Princess Artemis
In formal armies, it would take years for soldiers to climb the ranks. In the case of the Hellhounds, it is quite different. In the first place, each member was chosen for their elite skills, so there is almost no need for them to gain more years of experience. Furthermore, due to the alarming death rates of the Hellhounds, it is necessary for promotions to be given based on achievement rather than time. And there is plenty of opportunity for achievement. As it is, it can take less than five years for a Grand Knight to become a Marshal, if they prove themselves. However, attaining promotions also requires that there be an available slot. To prevent an imbalance of rank, the Hellhounds are currently limited to 60 lieutenants/captains, 12 marshals, and 4 grand marshals.
The Rose Company
Although peasants who join the Hellhounds are not officially allowed to rank above captains, the General can circumvent this, in a manner of speaking, by choosing them to be part of her personal company. Formally called the Rose Company, they are the elite of the elite. They have been chosen by the General for their skill, their dedication, and their achievements. Although they go on the smallest number of missions out of all the companies, they also go on the most dangerous. They have the highest survival rate, as well as the highest success rate. It is here that Princess Artemis truly shines as a leader, as her victories have more often than not been won by her superior strategies. Realistically speaking, the members of the Rose Company have far greater weight in their status than that of even a Grand Marshal. - Monsters
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The exact origin of the monsters that threaten Eymia is not actually known, but the more superstitious speculate that they have been sent here by the gods as divine punishment. Whatever the case may be, most of these creatures possess little to no sentience or independent thought. Those that do still seem to be driven by bloodlust and animalistic instinct, their sole purpose to kill any mortal they come across. They include giants, dragons, cerberus, banshees, sea serpents, and Reapers.
Giants
Giants are perhaps the least intelligent species to ever walk in this world. What they lack in mind, however, they make up in strength. These monsters stand as tall as trees, with long limbs and hands the size of boulders. Their steps shake the earth beneath them, and animals flee from their presence. Thickly coiled muscles only add to the horror of their appearance. They have the twisted face of a man, with large noses and rotting teeth. Thick manes of hair often cover their face, chest, hands, and feet. Their eyes are surprisingly small, but they are able to see their prey with terrifying clarity. It is possible to escape from these monsters on horseback, but even then it would be a narrow escape at best. Only by outwitting these creatures can anyone hope to survive.
Dragons
Dragons have a far greater intelligence than might be expected of a monster, but they are fiercely territorial. Though few in number, they are capable of mass destruction. Small towns seems to dwarf in size when faced with these massive creatures. Because of their sheer size, they are one of the most difficult monsters to kill. Luckily, they rarely ever leave their established territory. Not even the Hellhounds are foolhardy enough to face these monsters unless absolutely necessary. They breathe fire, are equipped with claws and teeth as sharp as swords, and have wings capable of leveling whole towns. Although capable of communicating with mortals, they rarely ever do so in favor of slaughtering whoever dares to challenge them.
Cerberus
The infamous three-headed dog...cerberus are the second rarest of all monsters. With black fur and glowing red eyes, they appear to have been bred in darkness itself. Although intelligent, these creatures are most dangerous for their hunting capabilities. They will choose a single target and hunt that target across the world if necessary. No one knows for sure how they choose their prey, but it is certain that they do as they will ignore all other creatures during their hunt. They are only slightly easier to kill than dragons, as they are smaller in size and only equipped with claws and teeth. What makes them most dangerous is that they are able to quite literally blend into shadows, moving unseen and unheard until they decide to strike. Only powerful magic can force the cerberus out of hiding, so it stands that only powerful sorcerers can hope to defeat these creatures.
Banshees
Banshees are perhaps the smallest of the monsters, but they are still quite deadly. They stand at an average of six feet and are often dressed in strange clothes. They have long, curly hair and grey-tinted skin. The most defining aspect of their looks, however, is their face. Their eyes are completely white, as if the irises have been erased. Their teeth are long and sharp, capable of ripping through skin and bone. Their flesh smells and looks of rot, with their mouths hanging open in an eternal scream. The scream itself can be just as fatal as any other attack, and it is what they are most known for. High-pitched and wailing, banshees can shatter ear drums and drive even the most strong-willed of people insane. Protection against their screams is vital to defeating them, and it is not entirely easy to do so. Although no larger than a man, they are quick and can only be killed by piercing through their open mouth. All other parts of their body will regenerate almost instantly. Even if they lose a leg, a new one will appear in its place.
Sea Serpents
These monsters would be more aptly named giant eels than sea serpents, but the name does not change its monstrous qualities. These creatures are larger than even dragons, able to swallow whole fishing boats. Their long, eel-like bodies are capable of wrapping around and crushing ships and other objects too large for its maw. They see perfectly even in deep waters. Perhaps the most terrifying aspect of sea serpents, however, is their ability to almost perfectly camouflage themselves in the surrounding environment, even despite their size. Only those who live underwater, like merpeople, are able to see a difference. By then, it's already too late. The only fortunate facet of sea serpents is that they are limited to the open sea, and they are weak to the sun. Ships that stay close to shore and sail during the day will most likely come back unharmed. Nevertheless, their presence in open waters has forced the merpeople to flee onto land.
Reapers
The reapers are perhaps the most mysterious and most threatening of all the monsters. Even their appearance is only speculation, and anyone who claims to have seen one is a liar. This is because there has only ever been one encounter with these creatures, and it was a devastating one. Almost half the Kingdom of Kiallan was destroyed by a reaper, and the only reason the land survived at all was because it simply disappeared.
One thing is for certain. Should a reaper ever decide to make itself known again, it may very well bring the end of the mortal world. - The Five Races
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After the creation of Eymia, there were six mortal races: humans, elves, dwarves, orcs, merpeople, and dryads. Because of war and chaos, the dryads are no more. Hybrids of these different races are few and far between, as it is generally considered a taboo to have relations with the other races. This is in part due to social stigmas but mostly due to the fact that hybrid children generally suffer from deformities and fail to live past adolescence.
Humans
Humans are the typical race found on this world. As such, they have dominated most societies, and Donnwick is no exception. Although Donnwick is known for its diversity, humans still have the upper hand in politics, culture, and general society. They come in all shapes and sizes, from lean to obese. Males are typically 5'9" to 6'2", while females remain smaller in stature at 5'1" to 5'8". There are, of course, those who are shorter or taller than average. Because of the larger discrepancies with the other mortal races, there is no racism between humans themselves.
Human society is known not only for its innovation and ability to adapt but also for its corruption and lust for power. They have the most prominence in the world, and many of them are more than willing to "share" their wealth with the rest of the races. This has led to a history of oppression and, in some cases, outright slavery. In the last several centuries, the oppression has waned to common prejudice, and slavery has been outlawed in all known kingdoms. Human society has become split, with about half calling for the acceptance of most races and the other half believing in man's superiority.
Elves
Elves are the second most common race. For every three humans, there is about one elf. Although most elves live in the Elvish Kingdom of Laeva, mass emigrations centuries ago have led to a more widespread population. Donnwick holds one of the most concentrated populations of elves, with at least one elf for every two humans. As such, they have maintained a fair influence on society and have not received much prejudice, in part due to their ethereal grace and beauty.
Male elves are substantially taller than male humans, with the shortest among them being at least 6'3". Some have reached heights of almost 8", though this is not common. The women are only slightly shorter than the men, with their shortest at around 5'11" and their tallest at a little over 7". They have soft features, lean bodies, and the typical pointed ears. Most elves keep their hair long, although short-haired elves are not uncommon. Notably, many elves will get decorative tattoos on their face as a representation of their magical ability. It is usually considered taboo for non-magical elves to receive these tattoos.
They have the best propensity for magic among the races, especially nature magic, and typically live ten human lifetimes or more. The main reason they are not the dominant race is that most elven women cannot bear more than one child. The most damaging reputation for elves is that they are a detached and somewhat selfish people, quicker to protect their own than the lives of others.
Dwarves
Contrary to popular belief, dwarves are not dim-witted and greedy mountainmen. In fact, they are the most influential scholars in the world. With hoards of knowledge in their mountain keeps, dwarves are shrewdly intelligent creatures. Stout and quite hairy, their status as esteemed scholars saves them from the brunt of prejudice. However, they are not nearly as protected as elves, as they only number about one dwarf for every eight humans.
They are a predominantly isolated people, although some venture out into the human world as diplomats and advisers. The tallest dwarf, according to legend, reached a mighty 5'8", although this has never been confirmed. They have the weakest affinity for magic among the races, but it should be noted that those who do have magic most often prove themselves to be among the powerful. Their illustrious halls attract scholars from all around the world, as they are said to house the greatest wealth of knowledge. Consilium, the largest of these halls, is surprisingly found in Donnwick rather than Mirilind, the Dwarven Lands. It is located ten miles east of Delphos in the Siane Mountains, and most dwarves who guard that knowledge live in Delphos.
Although diplomatic, dwarves should not be mistaken for gentle. Those who do not dedicate their lives to knowledge go on to become fierce warriors, mainly protecting their kin against hostilities. The most notable faults of the dwarven race is that they have a tendency to be arrogant, if not openly condescending.
Merpeople
Throughout history, merpeople were rarely seen by mortals living on land, although they did make appearances. Due to the mysterious nature of their society, some believe (and fear) that merpeople outnumber land-dwellers 10 to 1. This is, of course, outrageously false. While merpeople have a formidable population (almost as numerous as humans, in fact), they are deeply divided by strict hierarchies and warring families. Although they rarely resort to open violence, the perpetuated conflicts of the merpeople have prevented them from becoming a presence on land.
Although merpeople have the ability to take on a "land form" (which basically permits them to walk and breathe on land), they cannot sustain it for more than a few weeks at a time. As such, permanent residency on land has remained mostly impossible. However, with the relatively new presence of monsters in their waters, merpeople have suddenly appeared in droves, often shoved off to Fort Lancer where they have easy access to a large body of water.
When shifting to their land forms, merpeople still retain most of their features, which often includes fins and even scales on their face, arms, and legs. Because of this and other reasons, they have been heavily scorned on land, especially by humans. They are often seen as savages, and the description is not entirely inaccurate. Although merpeople society is entirely complex, they are a relatively primitive race in regards to technology and weaponry. They also tend to be rather volatile and distrusting, which has resulted in several violent encounters in the last several years (although it should be noted that, in most cases, the merpeople involved were not unprovoked). Folklore has only perpetuated the stigmas against merpeople, as old sailor tales paint them as murderous creatures luring innocent men to their deaths.
Orcs
The orcs are the most hated among the mortal races, even among those who have experienced prejudice themselves. If merpeople are seen as savages, orcs are seen as almost the equivalent of monsters. This is mostly due to the infamous Savage War that spanned nearly two centuries. The first major war recorded in history, the Savage War waged when the orc population outnumbered all others. In fact, until the end of the war, orcs had always been the dominant race. It was only due to their intense tribal traditions (akin to merpeople, in that respect) that humans still remained at the top of "civilized" society.
After the war, the orcs only had a few dozen left of each of their tribes. As the years went on, they lost much of their culture. Now, almost all of them have no idea why they divided into tribes, and their ancient traditions are no longer kept simply because no one remembers them. They breed their sons and daughters for a war that may never be fought, and they refuse to accept anyone who is not of their own.
Brutish in both appearance and manner, orcs are even taller than elves. Reaching an upwards of ten feet with thickly muscled bodies, they often decorate themselves with piercings and tribal jewelry that has lost its true meaning. Due to the constant fighting, there is rarely ever an orc that is not scarred. Orcs most commonly have grey or light brown skin, with harshly pointed ears and a tuft of dark hair on their heads. Although orcs do have males and females, it is almost impossible to find the distinction unless one grew up among them.
Orcs who find themselves outside of Griar are usually hated, although they can be legally accepted anywhere. These orcs rarely ever leave their homeland by choice. Instead, they are usually banished for one reason or another--often for defying tradition or refusing to fight a battle. Most have ended up in Donnwick, as it is currently the most diverse of all the kingdoms. They have also heard rumors of a lovely little river town where prejudice and fighting doesn't exist at all.
Dryads
Legend states that dryads used to rule over the natural world, being at one with the very essence of life. They were a peaceful and gentle race, almost never resorting to violence unless it was in defense of their charges (oftentimes a particular forest or group of animals). The other races originally believed the dryads to be immortal, but this was not true. Rather, their life force was irrevocably tied to their charge and its descendants. If they succeeded in protecting it, they could potentially live until the end of days, as their life force would be passed down generation to generation.
It was not meant to be. When Eymia first descended into the chaos of the Savage War, nature was left out of the fighting. But as the war dragged on, the other races--especially humans and orcs--began using vile methods to win victories, burning down whole forests in their warpath and slaughtering animals to feed their armies. As forests burned and animals died, so did the dryads. 200 years ended and so did the war, but the damage was done. Somehow, amidst the chaos, the dryads were no more.
History blames the extinction of this ancient race on the orcs. In reality, it was the fault of all mortal races, except for the elves who understood the importance of nature. Even so, they did little to stop the destruction. As the years went on, nature recuperated despite the loss, and the task of protecting nature was passed onto the elves by an unknowable force. However, even though elves can understand nature, they are not connected to it as the dryads were. It seems that the lesson has been learned. - Miscellaneous
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Currency & Commerce
Commerce throughout Eymia has been stifled in recent years due to the monster threat, but life must go on at some point. Trade routes have been limited to reduce the chance of being attacked by monsters. Donnwick has become the main trader of goods among the kingdoms due to the diverse landscape of its land. They grow staple foods like potatoes and grain, as well as luxury foods like fruit. They are also known for their quality wines. Most importantly, however, they have access to the iron and precious metals in the Siane Mountains, which continues to keep the economy strong and the armory well-stocked.
In recent years, those who can afford to do so have paid quite handsomely for "magical blessings" that supposedly provide some protection from the monsters. It is not proven one or the other if these blessings actually work, but people have become desperate enough to try everything they can to save their own skin.
The currency of Eymia is the same throughout all the kingdoms, although bartering is common in smaller towns that have less coin. Listed below are the conversions for the coinage in Eymia.
One gold bar is equivalent to five gold pieces.
One gold piece is equivalent to twenty-five silver bars.
One silver bar is equivalent to five silver pieces.
One silver piece is equivalent to fifty copper pieces.
To put the currency into perspective, the following is a list of common items and their usual price. Due to the monster threat, common goods have suffered from inflation even in Donnwick. Following the usual price is the current inflated price of these goods.
- One loaf of bread -- ten copper pieces -- fifteen copper pieces
- One sack of potatoes -- fifteen copper pieces -- twenty copper pieces
- Pint of ale (medium quality) -- ten copper pieces -- twenty copper pieces
- Pint of ale (high quality) -- twenty copper pieces -- one silver piece
- Barrel of wine (medium quality) -- two silver pieces -- one silver bar (or five silver pieces)
- Barrel of wine (high quality) -- one silver bar -- two silver bars (or ten silver pieces)
- Sword (low quality) -- one silver bar -- five silver bars (or twenty-five silver pieces)
- Sword (high quality) -- two gold pieces -- one gold bar (or five gold pieces)
- Annual Taxes (lower class) -- one silver bar -- two silver bars (or ten silver pieces)
- Annual Taxes (middle class) -- two silver bars -- three silver bars (or fifteen silver pieces)
- Annual Taxes (upper class) -- three gold bars -- four gold bars (or twenty gold pieces)
- Annual Taxes (nobility) -- five gold bars -- eight gold bars (or forty gold pieces)
Those who fail to pay their taxes will have their property seized by the Queen's Army. If a family does not own property, they do not have to pay annual taxes. Unfortunately, the increase in taxes has resulted in many lower class and even middle class families losing their homes.
Religion
For several centuries, the influence of religion has waned considerably. Although most people believe that the world was created by several gods, very few actively worship these beings, and most only have a vague idea of what "god" really means. The ancient temples of old have long since crumbled to ruins, and those that still actively worship are labeled as fanatics.
Historical accounts suggest that the universe began with a group of five gods, each with separate tasks in the creation of Eymia. It is widely accepted that one of these gods bestowed magic upon the mortal races. Furthermore, most respectable historians agree that the gods have long since crossed over to the spiritual realm (i.e. the afterlife). The notion that any god still remains within the physical realm is most often dismissed as nonsense. More or less, there is no point in praying or worshiping these gods because they are no longer here.
Crime Syndicates
Every world has a darker side to it, and Eymia is no exception. In recent years, a variety of crime syndicates have risen to power, growing in their greed as chaos continues to ensue throughout the world. These criminal groups are involved in all manner of illicit activities, including thievery, murder, slavery, and dark sorcery.
The syndicates are known for their ruthless tactics and violent rivalries. Extremely territorial, they rarely ever allow members of a rival syndicate to trespass unscathed. Many skirmishes between these criminals has resulted in the deaths of the innocent.
Garas Harbor is the most notorious location for crime, as there are several syndicates who have risen to power there. Unfortunately, the monster threat prevents the Queen's Army from doing much to combat these criminals. For now, they run rampant, unchecked and dangerous.
The ancient queendom of Donnwick serves as the main setting for The Queen's Hellhounds. However, each of the eight nations is of fundamental importance to the plot and setting as a whole. As such, I've provided in-depth information below, although Donnwick will obviously be the most fleshed out. The five human kingdoms (i.e. predominantly ruled by humans) include Donnwick, Kiallan, Eredien, Baemar, and Rynal. Collectively, they are known simply as The Five Kingdoms.
- Kiallan
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General Information
Before the destruction of the Reaper, Kiallan was a prosperous kingdom built upon the strength of its rulers. It was well-known for the mysterious strength of its sorcerers, and Kiallan's famous Wistoria Academy trained the best magic-users in all of Eymia. Sadly, the academy was the first place to be utterly destroyed by the Reaper.
The previous king, killed in the chaos that ensued afterwards, was a shrewd and cunning man who was widely known for his decisive leadership. His son survived but is no more than a figurehead at fourteen years old. His advisers now hold the power, and they are a greedy lot corrupted by fear and self-preservation.
The people have suffered. With half of the kingdom in ruins, those that remain have either left the kingdom entirely or clawed their way through survival. The economy has fallen apart, and crime runs the daily lives of the citizens more than anything else. The only reason that any citizens still remain is because, since the destruction caused by the Reaper, most of the kingdom has remained relatively unaffected by the monsters that run rampant throughout the rest of the land.
Even monsters fear Death itself.
The Puppet King
Forced into the position of king at a young age, King Dorian of Kiallan holds little power, despite what his advisers espouse. Due to the nature of his inexperience, he's been easily manipulated by the officials of his court, and it has been many months since he's been outside his palace. Anyone who attempts to show the young king the reality of the outside world mysteriously disappears. As it is, he is under the strange belief that Kiallan is recovering splendidly. Rumor has it that he's under the influence of magic, but no one can be completely sure.
Oris: The Fallen Capital
Although the capital of Kiallan looks glistening and undamaged from the outside, it has long since lost the grandeur of previous generations. The people barely survive within its illustrious architecture, and even the nobility cannot ignore the constant smell of death and decay. The crumbling military of Kiallan is wholly dedicated to removing the dead from the city--a hopeless effort to prevent disease from spreading. Inexplicably, King Dorian remains blissfully unaware of the suffering that occurs outside his gleaming castle.
Point of Interest: Vedren
Vedren was the once-great "Sorcerer's City." It was home to the infamous Wistoria Academy, where the best of the best trained and graduated to become the greatest sorcerers in all of Eymia. It was also the first place where the Reaper appeared, and the devastation could not be described into words. Now, where the city once stood tall...it's like it never existed. From Vedren, the Reaper continued south, destroying every speck of civilization that it came across. Right before it reached Oris, the crown jewel of Kiallan, the Reaper simply disappeared. No one knows where it went or if it will ever return. - Eredien
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General Information
Throughout its long and illustrious history, Eredien has been known for its rejection of traditional values. Along with Donnwick, it was the first of the Five Kingdoms to outlaw slavery, although the institution of slavery was remarkably uncommon even before it was outlawed. The country is ruled by the Royal Council, made up of three individuals hailing from the Founders.
The Founders consist of three separate families: Eris, Talon, and Vale. The Eris family typically trains the next High General of the Royal Council. The Talon family grooms the next High Sorcerer, and the Vale family produces the next High Governor. Although the positions on the Royal Council are hereditary, the people of Eredien have always retained the right to depose a member by majority vote if they are viewed as unfit. Oddly enough, this has rarely happened in the Royal Council's long history.
Since the monster crisis began, Eredien's economy has suffered due to their reliance on imports from the other kingdoms. However, they have managed to stay somewhat afloat due to their strong alliance with Donnwick. From the beginning, Donnwick agreed to pay any nation willing to send their best fighters and sorcerers to join the Hellhounds. Eredien managed to work this agreement even more to their favor, exchanging their fighters for valuable goods that Donnwick produced. As a consequence, the crime rate has increased all throughout the kingdom, simply because they lack the resources to fight against it.
The Royal Council
High Sorcerer: Beyne Talon
The High Sorcerer in Eredien deals primarily with magical laws, overseeing the academies, and ensuring that any dangerous sorcerer is quickly dealt with. They are the most powerful magic-user in Eredien, usually hailing from the Talon family. The Talon family itself produces sorcerers of great strength and intelligence, hence their tendency to produce the next High Sorcerer.
The current High Sorcerer of Eredien, Beyne Talon, is also the most talented seer that the world has seen for centuries. However, his Sight has inexplicably been blocked ever since the first monster attacked many decades ago. Perhaps most worrisome is the fact that he was unable to predict the threat in the first place.
High General: Zaria Eris
The High General manages the military of Eredien and oversees foreign diplomacy. Military infrastructure, such as forts and training facilities, are also managed by the High General. More often than not, the High General is capable of wielding magic, but it is not a requirement. Rather, they are chosen for their intelligence and leadership capabilities, usually groomed from a long line of war heroes in the Eris family.
Zaria Eris is the current High General of Eredien, and she is a true enigma. Unlike most candidates for High General, she married into the Eris family, being a full-blooded elf born in one of the many Elvish communities scattered throughout the kingdom. She served under the previous High General and climbed her way through the ranks of the Eredien army. When her engagement to a young man in the Eris family was announced, she used her established influence to achieve the position of High General. So far, she has proven herself well enough among the people, although the recent monster crisis has caused her popularity to decrease quite substantially.
High Governor: Maris Talon
The High Governor in Eredien is much like a queen or king but without absolute power. They act as both figurehead and legislator, managing the culture and the everyday laws of the kingdom. Their jurisdiction is perhaps the most direct in the Royal Council, as they usually act as judge and jury for high-profile cases. However, the High Governor holds no power over the army, and magical affairs are left to the High Sorcerer. In particular cases that threaten the stability of the whole kingdom, the Royal Council will make decisions collectively, but rumors suggest that the High Governor holds the most influence.
Maris Talon is the most recent addition to the Royal Council, and she is also the youngest. At the ripe age of 29, she's been forced into the position prematurely due to the mysterious death of the previous High Governor. Nevertheless, she has already accomplished impressive feats in her short time. It was her actions that led to the exchange of fighters and goods between Eredien and Donnwick, practically saving the kingdom's economy in the process. Still, the people begin to lose faith as more and more innocent lives are lost to the monsters that ravage the land.
Bellhorn: The Shining Star
Eredien's capital, Bellhorn, has been affectionately named "The Shining Star" for several centuries, but its reputation has diminished in recent years. The city is flooded with refugees from nearby towns and villages, leading to poverty and overwhelming crime. The army can do little about the chaos, as they have their hands full dealing with monsters in the countryside. However, the worsening conditions are a small price to pay for those who want to escape death, as Bellhorn has managed to evade destruction due to its high walls and substantial defense. As the fighting continues outside the city, however, many are beginning to wonder just how long this fading star can remain lit. - Baemar
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General Information
For several centuries, Baemar has rivaled with Donnwick for the best trading routes and control of the iron and copper mines found in the Siane Mountains. War has broken out between the two kingdoms in the past, but hostile relations have since lessened to an unsteady peace. Due to the outbreak of monsters, Baemar has entered into a temporary alliance with Donnwick--if only for the valuable protection afforded by the Hellhounds. So far, the alliance has remained strong enough to last several decades, but the stubborn will of the king may put this into jeopardy.
Baemar managed to save its economy due to the value of its exports and the sheer size of the royal treasury. For many generations, the rulers of this kingdom have exhibited extreme miser tendencies, resulting in a treasury that overflows with wealth built up over centuries. Because of the crisis, the current king decided to open the treasury enough to keep Baemar afloat, and it has worked so far. As the monster threat continues, however, some are beginning to believe that the "generosity" of the king may not be enough.
The Miser King
Like his ancestors, King Asmar has rightfully earned the title of "The Miser King" in the land of Eymia. It took several years before he finally decided to open his coffers for the sake of his people, and even then it was only just enough. Some paint him as a wise ruler, giving only what is needed and saving the rest for the years to come. However, many view him as selfish, as he allows even his nobility to fall into poverty. Whatever the case may be, he has singlehandedly prevented Baemar's economy from completely collapsing, and only the future will tell if his choices will truly benefit his people.
Arvena: City of Riches
Before the monster crisis began, Arvena stood tall as the richest city throughout all of Eymia. Poverty was practically nonexistent, and even peasants could live comfortably. Merchants and dreamers gathered from all around the world to taste even a small piece of the wealth to be had in Arvena. Unfortunately, most would never find the chance to stay, as every person hoping to live there is forced to go through an intense application process. Only those who prove themselves worth having get the chance. Even the nobility must go through the process--albeit with a monetary advantage that usually helps things along.
Nowadays, this "City of Riches" has fallen from grace. It has suffered from several monster attacks, especially from giants and banshees. Although the damage is not massive, it is enough to cause panic and fear. Some have even decided to leave the capital altogether, despite the grueling process they had to go through to live there in the first place. Furthermore, poverty has now poisoned the streets of Arvena where before it hardly existed at all. Now, it seems to be just like any other major city in Eymia--tainted by crime and corruption. - Rynal
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General Information
Legend states that the first king of Rynal caused the Savage War, but no one can know for sure. Whatever the case may be, the people of this kingdom have maintained their reputation as warmongers for centuries. Their army is well-known to be one of the fiercest, mostly due to the vigorous training. As a consequence, many outsiders view Rynal as violent, comparing their traditions to those of the Orcish tribes.
Regardless, the kingdom has remained surprisingly stable since the monsters first began to appear throughout Eymia. Their economy has barely suffered, and their army is self-sufficient enough that the Hellhounds aren't usually needed. In fact, it wasn't until the appearance of dragons and Cerberus that Rynal finally opened its borders to assistance from the Hellhounds. Since then, Rynal has sent some of its fighters to Donnwick, but they are rarely ever considered the best in their armies. In fact, rumor has it that those they send have been dishonorably discharged from service in the King's Army, though this remains just a rumor for now. Despite this, the fighters they send typically find success in the Hellhounds' ranks, mostly due to the nature of their training.
The Warrior King
King Gideon of Rynal has built his reputation around his uncompromising will and ability to command his army. He does not tolerate insubordination, but the people are rewarded with one of the best strategists throughout Eymia. Through his ingenious strategies, the damage caused by the monsters has been minimized for several years. His people live in relative safety in comparison to the rest of the world, due to the strength of Rynal's army and the intelligence of their king. Furthermore, his wife, Queen Camilla, is no small force to be reckoned with. She's rumored to be a skilled warrior and a powerful sorceress, willing to fight alongside her husband.
Mantes: City of Warriors
Built to withstand weeks of invasion, Rynal's capital functions as the center of military activity. The army is given precedence throughout the entire kingdom, but it is especially true in Mantes. Most of the residents are soldiers and their families, and the nobility that live there are required to raise at least one son or daughter to be an officer in the King's Army. Here, the Warrior King and Queen show their dominance, as they lead the army to victory. Or so they claim... - Laeva
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General Information
Ruled by centuries of tradition, the Kingdom of Laeva is perhaps the most static out of all the nations, given that their current rulers have been around for over a millenia. The elders of this kingdom have been alive since before the Savage War, and they are often described as jaded creatures full of distrust for outsiders. Admittedly, their caution is not ill-founded, as they have seen whole civilizations fall to the destruction of mortals. Not much is known about Laeva beyond rumors of a strict hierarchy and an unforgiving king.
Since the monster threat began, they have closed their borders to all the other nations except Donnwick. However, trade routes between Donnwick and Laeva are still heavily monitored, and the elves are not known to be very welcoming to uninvited outsiders. So far, they have refused assistance from the Queen's Hellhounds, despite the rumors that the Elvish people suffer greatly from attacks.
The Volatile King
Rumors have widely circulated as to the nature of Laeva's king and queen. His rule over Laeva has not changed much since the kingdom's inception. King Theodas and Queen Elora have outlived many of their subjects, especially given the destruction of the Savage War. The king is not known for mercy, and rumor has it that he executed his own brother for disobeying a single order. Historical accounts suggest the king to be rather volatile, especially in comparison to other elves. More recently, speculation has arisen that King Theodas defeated a giant on his own, although anyone who has seen a giant will likely doubt such an outrageous story.
The Ethereal Queen
Unlike her husband, Queen Elora has traveled outside Laeva's borders in recent centuries. She advocated for diplomacy between the Elvish kingdom and Donnwick, and it was through her efforts that Fulbridge City came to be. Historical accounts describe the queen as domineering but kind, willing to compromise in most situations. Many think her to be the steady hand of the Elvish monarchy. Where King Theodas may be turbulent and demanding, she remains calm and logical.
The Eternal City
Like many of the towns and villages scattered throughout Laeva, Terrafell is built into the trees of Eridia Forest. The capital's main defense lies in its mystery; it is nearly impossible for any outsider to find and reach the Elvish city. Anyone who tries will be intercepted by the Royal Guard before they come within ten miles of Terrafell. The main problem that the Elvish people face are the monsters that constantly encroach upon their territory. Otherwise, for all intents and purposes, "The Eternal City" could be considered a paradise with low crime rates and a high standard of living. At least, that's what the elves claim. - Mirilind
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General Information
Mirilind is a mountainous region with the largest hoards of knowledge throughout all of Eymia. Great halls filled with ancient texts are built into the mountains themselves, and the dwarves typically live outside in the cold climate. Some say they value books more than their own comfort. Such a statement is not entirely inaccurate. For generations, Mirilind has stood as the nation of pious scholars, as the dwarves crave knowledge more than gold and jewels. They have also produced many fine warriors whose lives are dedicated to protecting the precious knowledge held within their mountain halls.
Unknown to outside nations, the people of Mirilind are dying. Since the monster threat began, something has poisoned this land. Women have been unable to produce children, and young dwarves die without any explanation. It is only by leaving Mirilind that they can hope to survive. But something is barring their way, and the other kingdoms are too wrapped up in their own problems to wonder at the terrible silence coming from the great mountain kingdom.
The Obstinate King
Not much is known about King Dhufal of Mirilind. He is rumored to be stubborn yet wise, but even dwarves living outside of the kingdom are not entirely sure as to the character of the king. Given the disturbing silence of the last few decades, the people of Eymia may never really know.
Dunheim: City of Scholars
Built high in the mountains, Dunheim is connected to the largest of the mountain halls in Mirilind. It serves as the central hub for knowledge seekers and religious fanatics. Astounding legends have led to the strange belief that a god sleeps beneath the city, although no one has ever encountered evidence of these rumors. Regardless, pious dwarves from all over Mirilind have flocked to Dunheim since the sickness began, hoping to receive grace from the sleeping god. - Griar
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General Information
Since the Savage War, the orcs have lost their culture and traditions. They perform rituals without understanding their ancient meaning, and violence seems to be the one anchor for this disavowed race. They do not remember their gods, and they do not remember peace. Instead, they constantly fight with one another, refusing to accept outsiders even in the midst of the new threat of monsters. More than likely, they will destroy themselves before the monsters ever get the chance. Only those orcs that leave Griar have a chance to survive the constant conflict.
The orcs divide themselves into three main tribes: Arkon, Vorgird, and Irgil. The exact meaning of the tribe names has been lost to the generations. It is yet another consequence of the cultural erasure and near-genocide that occurred many centuries ago during the Savage War. Regardless of this fact, the Orcish people have clung to what few rituals and ceremonies have survived, even though their importance is not truly known even by the elders of the tribes. One prime example is the "rite of passage" undergone by every orc in a tribe. Although slightly different between tribes, the ritual remains mostly the same with ceremonial combat and a demonstration of skills. History suggests that these "rites of passage" used to be far more complex and meaningful. Unfortunately, they have since been reduced to a glorified display of fighting and gore, perpetuating the impression that orcs are mere "savages."
Orcish Warlords
Each tribe has their own Warlord. Although the position used to be attained by completing a variety of sacred rituals, an orc now receives the position if they manage to kill the previous Warlord. This has led to intense distrust between the so-called "leader" and the rest of the tribe. The Warlord is the one who decides where the tribe will move to at a given time, since the orcs are a nomadic people first and foremost. He or she also conducts any rituals or ceremonies, although there aren't many left.
Life in the Tribe
Each orc is expected to "pull their own weight" in a tribe. If they prove themselves to be weak or lazy, they are usually banished altogether without mercy. Banished orcs can never find shelter in another tribe, as they would be killed immediately just for being an outsider. Instead, they must leave Griar altogether and seek a new home elsewhere. In recent years, the number of banished orcs has grown exponentially, and no one is entirely sure why. Rumor has it that the monster threat has terrified even the most fierce of orcs, but some think the situation to be more complex than that. No one except the orcs will ever know for sure, as they are not likely to talk about their banishment.
Donnwick has been established for hundreds of generations, evolving from a simple lordship of a long-forgotten region to the thriving queendom that it is today. Through the heavy influence of its strong queens and female propensity for magic, society became heavily matriarchal over the years, with gender equality only being realized after the efforts of a revolutionary queen. Influenced by both heavy tradition and the constant flow of ideas, lifestyles in Donnwick vary from radically new to traditionally ancient.
Nobility within Donnwick ebbs and flows with the generations, so much so that only the Carrow Family has stood against the sands of time. Because of this, they have settled themselves as the rightful heirs to the throne, and no one dares to go against their deep ancestry and deep pockets. Although each ruler is different from the last, they have almost all displayed a sense of power and wit. Carefully trained and bred for queenship, every daughter that does not meet expectations--regardless of birth status--is quickly cast aside to allow chance for someone who would surpass them.
For reasons not yet explained, not a single Queen of Donnwick has been faced without daughters to call heirs. Some owe it to a magical blessing given long ago; others whisper of scandalous affairs and daughters taken from their homes. In reality, the Queens owe their fortune to an eccentric sorceress who lived many centuries ago. Unfortunately, a debacle during the spell meant to bless them with female heirs also prevented the royal family from producing sons. Regardless, Donnwick has thrived not only due to the overall strength of its queens but also the ever-expanding wealth of its resources.
Queen Adira, Donnwick's current ruler, has been considered by many to be a weak ruler in comparison to her ancestors. Faced with the constant fear of monsters and usurpation, Queen Adira has placed her promising but young daughter Artemis in charge of the Hellhounds. In the span of two years, the future queen has proven herself both in battle and politics, aiming to be a formidable foe to anyone who threatens the safety of her subjects. Already, people across the queendom look toward Crowned Princess Artemis rather than the queen, and it cannot be known what poor fortune such favoritism will bring.
Nobility within Donnwick ebbs and flows with the generations, so much so that only the Carrow Family has stood against the sands of time. Because of this, they have settled themselves as the rightful heirs to the throne, and no one dares to go against their deep ancestry and deep pockets. Although each ruler is different from the last, they have almost all displayed a sense of power and wit. Carefully trained and bred for queenship, every daughter that does not meet expectations--regardless of birth status--is quickly cast aside to allow chance for someone who would surpass them.
For reasons not yet explained, not a single Queen of Donnwick has been faced without daughters to call heirs. Some owe it to a magical blessing given long ago; others whisper of scandalous affairs and daughters taken from their homes. In reality, the Queens owe their fortune to an eccentric sorceress who lived many centuries ago. Unfortunately, a debacle during the spell meant to bless them with female heirs also prevented the royal family from producing sons. Regardless, Donnwick has thrived not only due to the overall strength of its queens but also the ever-expanding wealth of its resources.
Queen Adira, Donnwick's current ruler, has been considered by many to be a weak ruler in comparison to her ancestors. Faced with the constant fear of monsters and usurpation, Queen Adira has placed her promising but young daughter Artemis in charge of the Hellhounds. In the span of two years, the future queen has proven herself both in battle and politics, aiming to be a formidable foe to anyone who threatens the safety of her subjects. Already, people across the queendom look toward Crowned Princess Artemis rather than the queen, and it cannot be known what poor fortune such favoritism will bring.
- Main Locations
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Evanis
As the capital of Donnwick, Evanis serves as a hub for trade and the elite upper class. Featuring the infamous Devas Square, merchants and artisans from all over the kingdom come to trade and haggle for the best prices. The city itself has three separate districts: Cosmos, Gardenia, Cypress. Cosmos District is barred from peasantry and the like, reserved for wealthy merchants, aristocracy, and the royal family. It includes Blackthorne Castle and the High Court of Donnwick. Gardenia District includes Devas Square in the "center." Many divide the district into Upper and Lower Gardenia, distinguishing between the lower and middle class. Any impoverished citizens live in Lower Gardenia or outside of the city altogether. Cypress District is home to the Hellhounds and can only be accessed by its members, prospects, the royal family, and those with permission from the Queen herself. Overall, wealth circulates through the city, but it suffers from a high crime rate and corrupt officials who take advantage of the monster threat.
Port Vosa
Port Vosa is the smaller of Donnwick's two major ports. Nevertheless, it remains a hub of activity. Sitting on the edge of land and backed by mountains and hills, the simplest way to and from Vosa is by water. With the Orynx Sea to the north and the Jade River to the east and south, the port maintains its wealth and riches. Overflowing with exotic imports, it is known most of all for its open-air markets where demand is high and prices remain relatively low. Poverty certainly exists in this well-known ship harbor, but it makes up for it with some of the lowest crime rates in the queendom. This is mostly due to the efforts of the citizenry and the Vosa Corps, which specializes in deterring crime.
Garas Harbor
Remarkably larger than Port Vosa, Garas Harbor acts as both a center of trade and a fortification. Featuring the second largest castle in the queendom, its sheer strength of appearance is enough to deter pirate ships and even formidable enemies. With the threat of the infamous Fort Siane some thirty miles to the south, Garas Harbor rarely suffers from hostile encounters, despite being one of the most strategic positions in the country. However, the true fears of the citizenry come not from outside but from within. With one of the highest crime rates and the highest monster encounters, Garas Harbor suffers greatly from the constant strife. It is a city that looks far stronger than it actually is, and it is a wonder that it has not suffered even more than it already has.
Fort Siane
Nigh impregnable, well-stocked, and surrounded by the unforgiving peaks of the Siane Mountains. Fort Siane has protected the Eastern borders of Donnwick for at least six generations, if not more. Located at the end of the only (known) navigable path through the mountains, it forces any hostile force to face its well-trained soldiers within--one way or another. None have yet succeeded to breach the walls of this fortress, and that is not likely to change. However, in more recent years, it has doubly served as a secondary headquarters for the infamous Hellhounds, as it places them close to Garas Harbor and other small villages where monsters have shown the most activity. The current commander of Fort Siane is Rolan Griel, an elf who has inspired the confidence of the fortress's 1000 soldiers. He is known for his unforgiving but genius strategies, as well as his willingness to use anyone who has proven themselves--regardless of reputation.
Fort Lancer
Functioning as both fortress and city, Fort Lancer in recent years has become less of a military outpost as it has a place for refugees from both Donnwick and their foreign allies to the west. It suffers from an average crime rate, but the main source of deprivation comes from food shortages, disease, and soldiers too busy with their own problems to deal with those of the refugees. Although much larger in size than Fort Siane, Lancer has become so overpopulated that poverty is the rule rather than the exception. Fortunately, Commander Rhea Griel, sister of Rolan Griel, has recently took up the helm at Fort Lancer. In a matter of months, the situation has drastically improved, although it will take many more months before the fort becomes a true and substantial place for the refugees constantly pouring in. Compassionate and wise, Rhea Griel is most known for her previous position as an advisor to Queen Adira and close friend of Princess Artemis.
Merriton
Merriton is a quaint river town known for its beautiful landscape and diverse inhabitants. Amidst the recent chaos of the world, it almost seems like a slice of paradise with its smiling citizens and pleasant weather. Although not bustling with trade, the town has succeeded in self-sufficiency, to the point where they hardly seem to rely on anyone but themselves. Here people seem to have abandoned prejudice altogether, as dwarves drink with men and elves are merry with orcs. The inhabitants seem to be blissfully unaware of the devastation happening outside their dirt roads and thatch roofs. Visitors often find themselves so enthralled with the peace that they hardly ever want to leave. It's a wonder as to why the town has remained so small despite the constant flow of new residents whistling as they build their own houses. Even nobles have become enamored with the charming town of Merriton, suddenly willing to work for their livelihood despite having never held proper tools in their life. Truly, this bit of heaven shines light on the darkness of the world.
Delphos
Delphos is the bustling home to the majority of dwarves living in Donnwick, although it does have other races scattered about. The town itself is fairly large in size, and it deals in enough tradable goods to house a middle class. Despite being full of dwarves, many nobles and sorcerers-in-training visit the town to seek knowledge. Only a few out of the hundreds coming in and out of Delphos are allowed to visit the Consilium in the Siane Mountains, but anyone who wishes to be considered scholarly vies for such a chance. The most interesting and inexplicable feature of Delphos is that it has not yet seen a single attack from monsters, even though the closest towns have. Because of this, the number of sorcerers visiting town has grown exponentially in the last few years. Rumors suggest the High Court is sending them to spy on the dwarves, suggesting that there could be foul play at work. Nothing has yet been concluded, and the town of Delphos remains an eerie mystery.
The Consilium
The greatest dwarven hall in all of Eymia, the Consilium lies deep within the Siane Mountains, guarded closely by the dwarves that live in Delphos. It only has one entrance, and anyone who tries to go in uninvited will quickly find themselves apprehended by the some of the most powerful dwarven sorcerers in Donnwick. And if that wasn't enough, the hoarded knowledge of the dwarves inside the Consilium cannot be read by just anyone, for everything is enchanted. Only the dwarves know the precise incantation to unlock each specific text, and it's impossible to remove a text from the Consilium without that incantation. Knowledge about history, magic, politics, society...everything one can think of is housed inside this illustrious hall. It is truly an honor to be allowed to venture within the Consilium.
Fulbridge City
Where Delphos caters to a predominantly dwarvish population, Fulbridge City is filled to the brim with elves. Located deep in the mysterious Eridia Forest, it is a prosperous city with buildings built into the massive trees. Although still under Queen Adira's rule, Fulbridge City maintains a sense of autonomy, being governed directly by the Bloodleaf Council. Humans and dwarves alike can visit and conduct trade, but they are never permitted to stay more than a week without permission or special jurisdiction (in the case of the royal family and a select few). As such, unlike Delphos where dwarves still mingle with other races, the elves have an entire city to call their own. It rarely suffers attacks from monsters, though it is not mysteriously immune like Delphos. Giants are the monsters to attack most often, usually about once a month. Despite this, the Bloodleaf Council proudly proclaims Fulbridge City to be the safest place in Donnwick for any elf who wishes to be among their own kind. - The High Court
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The High Court in Donnwick is the leading authority about all matters pertaining to magic, although the Queen can overrule the High Court if she so chooses. However, this does not happen often. The High Court is led by the Chief Sorcerer, who is generally chosen through election by the members of the court. Once elected, the Chief Sorcerer usually keeps their position for life, although they can be removed by majority vote.
By traditional law, the High Court must have at least one sorcerer from every accepted school of magic, and there can never be more than 20 members at one time (not including the Chief Sorcerer). Generally speaking, only the Chief Sorcerer acts as a direct adviser to the Queen, but this has been circumvented before. The High Court directly oversees the activities of all the Lesser Courts. There are currently six Lesser Courts--one for each accepted school of magic. Before dark magic was outlawed, a seventh Lesser Court existed representing dark sorcerers. Rumors have circulated recently that this Dark Court still exists illegally, but the High Court has never found evidence one way or the other.
The High Court also oversees the three magic academies that currently exist in Donnwick: Presyce, Melrose, and Tresora. Located in Evanis, Presyce Academy is the most prestigious of the three. Melrose in Port Vosa and Tresora in Garas Harbor are on about equal terms, although more students have flocked to Melrose in recent years due to the high number of monster encounters at Garas Harbor. - The Queen's Army
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The Queen's Army has existed for several centuries, although the current ranking system is fairly recent as the army's size has dramatically increased in the last century. Traditionally speaking, the Queen's Army has two main tasks: enforcing order in Donnwick and protecting the queendom from outside invasion.
In recent years, the army has become increasingly focused on fighting the monster threat, even despite the efforts of the Hellhounds. As such, the crime rate in Donnwick has increased overall, especially in highly populated areas. Although the threat of outside invasion is not currently an issue due to recent alliances, the Queen's Army would be wholly unprepared if it happened.
The current Queen of Donnwick acts as the formal head of the army, but the task of handling the day-to-day minutia usually falls to the Queen's General. To break things down, the ranks of the Queen's Army are as follows:
- Knight - This is the equivalent of grunt status. Every knight belongs to a squad consisting of 10-20 men and women.
- Sergeant - Acting commander of a squad.
- Lieutenant - Acting second-in-command of a company, personally chosen by the captain.
- Captain - Acting commander of a company, which is normally comprised of around ten squads.
- Commander - Acting commander of a regiment (up to ten companies).
- Lieutenant General - Direct superior to five commanders.
- General - Direct superior of five to eight Lieutenant Generals.
- Queen's General - Acting commander of the entire Queen's Army
Generally speaking, promotion in the Queen's Army occurs after years of service and personal achievement. In special cases, knights in the army may rise more quickly through the ranks if they prove themselves to be exceptionally capable. - Historical Notes
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Timeline
The Ancient Era - Almost no historical accounts exist from the so-called "Ancient Era." The amount of time that this era lasted is also not known, although modern scholars speculate that it lasted for nearly a thousand years. From historical documents that have survived, historians have gleaned that the mortal races received magic as a gift from one of the original gods. Furthermore, Eymia used to be ruled by a single king, although the race of this king is unknown. However, civil war broke out, resulting in the eight kingdoms of today.
The Savage Era - This era began with the year 0 HD (Historical Days). It is widely accepted that the Savage War began in 5 HD after a psychotic blood mage murdered the Orc King. Falsely believing that their king was maliciously assassinated by the Five Kingdoms, the orcs waged war on the humans. Lasting for two hundred years, the war resulted in the near-decimation of all the races. The dryads were completely wiped out from the conflict, while the other races staggered and barely survived. At the end of the war, the kingdoms remained divided and closed off for five centuries. Blamed for the conflict, the orcs were forced to stay within their borders, and any banished orcs were quickly enslaved. The merpeople, who had sided with the orcs in the conflict, received similar treatment.
The Age of Freedom - After over five centuries of silence, Queen Eirlys Carrow made the first step towards diplomacy, starting with the Elvish kingdom of Laeva to the south. Her daughter, Queen Cassia, would later oversee the construction and completion of Fulbridge City in 1050 HD. The next queen, Lorian Carrow, radically overturned the matriarchy culture of Donnwick and was widely considered an unconventional ruler. She personally oversaw the construction and completion of the Consilium in 1080 HD, strengthening diplomacy with the dwarves of Mirilind. It wouldn't be until 1250 HD that slavery would finally be abolished throughout all of Eymia. Enslaved orcs and merpeople were finally freed and allowed to make their own lives outside of their home countries. For the next two hundred years, peace prevailed in Eymia.
The Age of Terror - The first monsters appeared in 1415 HD. Queen Elise Carrow formed the Queen's Hellhounds five years later, committed to combating the unprecedented threat. After her death, her daughter Adira was crowned in 1450, but she quickly proved to be far less capable than her mother. The Reaper first appeared in Kiallan in 1452, and half of the kingdom was decimated within a month. In 1455, a small river town in Donnwick begins to flourish, while distrust towards Queen Adira continues to take root. To save her reputation, the queen placed her promising daughter Artemis in charge of the Hellhounds. The current year is now 1470, and Princess Artemis has proven herself to be a capable leader during her two-year tenure as General.
Bestowed upon the mortal races of Eymia long ago, magic is the primary indication of power throughout all the kingdoms. Those with powerful control over magic usually find themselves in official positions as kings, queens, or well-paid sorcerers. There are several categories (also known as "schools") of known magic, and some of these categories have been outlawed for centuries. It should be noted that the main schools are mutually exclusive, and each sorcerer's magical school is inherent. Basically, they don't choose their school, and they cannot switch schools. There are currently no known cases of any sorcerer being able to use magic from multiple schools. Furthermore, nearly all sorcerers who manage to master their particular school of magic will find that they can use most of their magic "spells" indefinitely, although there are cases where an extremely powerful sorcerer will find themselves limited due to the raw power they possess.
Note: Characters cannot use any form of forbidden magic without prior GM approval. Once you get GM approval, please note as such in your CS.
Note: Characters cannot use any form of forbidden magic without prior GM approval. Once you get GM approval, please note as such in your CS.
- Elementa
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Elemental magic is the most raw and unfettered of all the schools. Casters do not have to perform spells or incantations to control the various elements, although some choose to do so for better control. In most cases, a sorcerer who can tap into the elements will only possess control over one, and they must discipline themselves mentally and physically in order to have complete control.
Elemental magic includes: Fire, Water, Earth, Air/Wind, Light, and Shadow.
In rare cases, a powerful sorcerer can possess control over several elements, although maintaining control over direct opposites is exceedingly rare (i.e. control over both fire and water). Those who are able to do so are usually in high demand for a position in the Queen's Hellhounds. - Vitalis
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Sorcerers of this school have power over life or death, and they primarily use spells and incantations. Life sorcerers are usually dedicated to the art of healing, but only those with real aptitude for the art can heal major wounds. Although rare, some life sorcerers can even bring someone back from the brink of death--or even those who have recently died. It is considered a minor form of necromancy to bring someone back to life when they have recently died. As such, it is illegal in all kingdoms to do so.
Death sorcerers have the ability to inflict pain, both emotional and physical. Only those that are particularly powerful can actually kill another person with a simple incantation, but this ability is considered to be a form of dark magic and has been made illegal. These sorcerers are in high demand for use as interrogators and enforcers. For reasons unknown, no sorcerer with power of death can completely drain the life from a monster, although they are able to weaken it.
It is extremely rare for any sorcerer to have power over both life and death. It is almost always one or the other. - Illusio
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Illusio sorcery bends the fabric of reality, allowing the user to create illusions that go against the physical limits of the world. They can affect a person's perception of sight, taste, smell, hearing, and even touch. The main drawback of illusion sorcery is that anyone with enough mental fortitude can break the illusion, although it should be noted that this can be exceedingly difficult depending on the skill of the illusionist. In rare cases, a sorcerer of this school can also affect a person's perception of pain and fear, similar to a Death sorcerer but without the real effect. - Alchemy
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Usually passed off as a useless magic, the art of alchemy can have surprising benefits. Although most can only perform simple transmutations (transforming the base material of an object into a more valuable material--i.e. lead to gold, copper to iron, etc.), more powerful alchemists can mimic the magic of other schools, including Elementa and Illusio. However, alchemists can only be considered a jack-of-all-trades, so they will never reach the full power of other magics.
The best use for alchemy is the creation of golems, and the strength of these golems will greatly depend on the power of the alchemist. In extremely rare cases, a sorcerer can create a small army of nigh unbreakable golems. For the few that can do this, they are usually paid quite well to work for their monarch's army.
The magic of alchemy functions primarily through the use of runes and other magically-empowered symbols, although spells and incantations can be used as well. Alchemists are usually the sorcerers that provide magical blessings, especially towards an object. Blessed objects are in high demand, especially those that claim to protect a person's family or home. - Natura
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Nature magic is fundamentally misunderstood by other schools. While most nature sorcerers do indeed control plants and speak to animals, there are many other applications that are mistakenly labeled as elemental magic. Powerful nature sorcerers can also control the weather, conjuring storms on a bright and sunny day. While this does seem to overlap with aspects of Elementa magic, it is fundamentally tied to nature and therefore defined as Natura sorcery. Furthermore, nature sorcerers must perform incantations and spells, unlike elemental sorcerers who usually do not. Nature magic also allows the user to control/cause natural diseases. Although this application borders into dark magic for many people, it is not yet outlawed. - Conjuro
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The art of conjuring is one of the most complex and and difficult schools of magic. It is rarely mastered, and those that do master it can be considered extremely dangerous to have as an enemy. Conjuring sorcerers have the primary ability to summon legendary beasts and command them at will. It is impossible for another sorcerer to take control of a beast that they did not summon, although they can "send it back" (in a manner of speaking) if they know the incantation used by the summoning sorcerer.
Beasts can only be conjured by a unique incantation performed by the sorcerer, and the sorcerer must have enough latent magic to conjure successfully. Most sorcerers of this school focus on a particular legendary beast to summon, and that is all they will ever master. In rare cases, a particular sorcerer will have enough magical prowess to summon different beasts and even multiple beasts at once.
Conjured beasts include (but are not limited to): elemental cats (lion-like beasts capable of manipulating a single element), phoenix, unicorns, and giant eagles.
It should be noted that Conjuro sorcerers cannot summon any type of monster, although many have tried (and failed). Most conjured beasts are capable of raw magic. For instance, unicorns are capable of healing magic, and giant eagles are masters over wind magic. However, the magic of these beasts is usually uncontrolled and imprecise, so they are only ever useful for large battles.
No one is entirely sure where these beasts come from, but they have roamed Eymia since the beginning of time. Since the monster threat began, the population of magical beasts has decreased dramatically, even moreso than the mortal races. - Caedis
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Blood magic is one of the most taboo of all forms of magic, and it is considered extremely dangerous. It was made completely illegal after a fanatic sorcerer went on a murder spree and single-handedly caused the Savage War. If not for the High Sorcerer of Eredien at the time, the sorcerer would have continued growing more and more powerful until they were practically invincible.
By definition, blood magic is the art of using blood to enhance spells, runes, etc. It should be understood as a powerful enhancer for a sorcerer of any school. For example, an Elementa sorcerer can use blood magic to enhance their power and, theoretically, allow them control over elements they previously could not use. More often than not, blood magic was used to enhance necromancy (also forbidden) and other forms of dark magic. By nature, blood magic requires sacrifice, and more blood used means more power for the sorcerer. This fact is what causes sorcerers who use blood magic to slip into insanity and resort to murder. - Necromancy
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An extension of the Vitalis school, necromancy is the art of summoning the dead. The main reason that necromancy became forbidden is due to its natural ties to blood magic. Summoning the dead is nearly impossible without the use of blood magic, and it is a generally dangerous art besides this. Those who are brought back from the dead are extremely difficult to control. If a necromancer loses control, the summoned dead will usually go on a violent rampage, as the souls of those who died find themselves driven insane by the process of being ripped away from the spiritual realm. More than once, necromancy has resulted in dead souls committing mass murder before a powerful Vitalis sorcerer was able to send them back to where they belonged. - Umbra
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The term "Umbra" refers to any form of dark magic. Dark magic uses spells and incantations to cause mass destruction. Necromancy and blood magic are both considered forms of "dark magic," but the term applies more specifically to the following:
Curses: This refers to using magic to curse an object, a person, a beast, etc. As implied by the name, curses are the opposite of magical blessings. Common curses include (but are not limited to): premature death, unhealing wounds, and ill fortune. The main reason that curses are so dangerous is that they are only limited by the imagination of the sorcerer, and blood magic is also often involved. Most curses are given by alchemists, as they have the greatest affinity for unique spells and incantations.
Sacrificial Magic: An extension of blood magic, sacrificial magic actually requires a sacrifice to be enacted. Sacrifices can range from small animals to any of the mortal races. First and foremost, it can be used to greatly enhance the effectiveness of a particular spell, but it also has a more deadly application. It is rumored that sacrificial magic was used for the genocide of the dryads. However, this implies that someone specifically targeted the dryads, and many are skeptical of such a claim. Regardless, sacrificial magic can be used to curse an entire family through several generations.
Possession: This is the act of using magic to possess another being, especially those of the same race (as this is usually easier). By nature, possession requires sacrificial magic to be enacted. When a sorcerer possesses another, their body is left in stasis, and particularly powerful sorcerers can place protective spells over their body to keep it safe from outside influence. Anyone who is possessed will not know that they are possessed, and they remain in control of themselves until the sorcerer decides to exert control. When they do so, the possessed believes that they simply blacked out inexplicably. Depending on where/when they wake up, they might figure out that they are possessed, but it is far too late at that point. - Other
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There are many forms of magic that do not fit neatly into the main schools. This includes prophecy/seer magic, potions-making, defense magic, etc. The sky is just above the limit when it comes to magic, but most sorcerers will find themselves placed in one of the common schools. Those who do not fit will find it difficult to find another sorcerer to teach them, as their own magic might be too unique.
Note: If you have a particular idea for a magical ability that doesn't fit into one of the main schools, you must get permission from the GMs prior to posting your character.
This list includes major figures that will play an important role in the story of The Queen's Hellhounds. Keep an eye on this list, as it will be updated as the roleplay goes along.
- Queen Adira Carrow II
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Crowned at the age of 28, Queen Adira possessed neither the cunning nor the magical talent of her mother. In fact, she possessed no magic at all, a rarity in the Carrow family. In the midst of carnage caused by horrific monsters, she is forced to make decisions that she does not have the proper skills to make. As such, it has not taken long for rumors to spread about her inability to rule.
To save her failing reputation, Queen Adira placed her talented first daughter, Artemis Carrow, in charge of the now-infamous Hellhounds. Within two years, Artemis transformed the elite army into an even more powerful fighting force. Furthermore, she personally leads the most elite group of Hellhounds: The Rose Company. As her popularity with the people wildly increases, the jealousy of the Queen begins to brew. - Avior Hallis
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Traditional and unyielding. Avior Hallis has been the Chief Sorcerer of the High Court for the past thirty years--since before Queen Adira's rule began. He is a powerful alchemist who is known for being able to make swords unbreakable and mimic practically every type of magic. More impressive, he is known to be capable of creating over a hundred nearly indestructible golems at once.
In recent years, popular opinion of his position as Chief Sorcerer has decreased. This is, in part, due to the continuing monster crisis (and his failure to solve the problem). Mostly, however, it is due to the rise of a talented young sorceress named Vania Florell. She's captured popular opinion rather quickly, and rumor has it that Princess Artemis supports her as the next Chief Sorcerer. - Vania Florell
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Born to the noble Florell family, Vania remained a relatively unknown figure until 18 months ago when she almost single-handedly prevented a giant from rampaging upon Evanis. Her feat was performed in front of hundreds of ordinary citizens who were trying to flee. She is an extremely powerful elemental sorceress, able to command control over four of the six elements: light, shadow, fire, and air. After defeating the giant, her low-profile career was now over. She was asked to join the High Court and act as adviser to the queen herself, even though that position is usually only reserved for the Chief Sorcerer. The rivalry between her and Avior Hallis is no small matter, and some are beginning to see division in Evanis due to the supporters of each.
Vania is known for her skill in strategy and diplomacy, as most children of the Florell family are trained to become diplomats and ambassadors. In fact, her skill in magic is rather surprising, given that her family is not known for producing powerful sorcerers. Regardless, she has provided expert advice on how to deal with the monster threat during her eighteen months in the High Court. As a result, many influential sorcerers are beginning to look to her as opposed to Avior. - Luther Hallis
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Younger brother to Avior Hallis, General Luther has been the acting Queen's General for the past fifteen years. He is known first and foremost for his uncompromising will and distinct lack of diplomatic skill. He has always been one to advocate for war over peace, leading to his unpopularity among the more pacifist nobility such as the Florell family. Despite this, he has earned great respect from the knights in his army, as he is always willing to recognize a person's skills. Furthermore, he is a master strategist on the battlefield, and he is well-known for several battles where the casualties were at a minimum.
Surprisingly, his popularity has only increased since the monster threat began, as he has personally led several victories in recent years. Additionally, he acted as the personal mentor to Princess Artemis since her childhood, and she credits her abilities to his ability as a teacher. - Rolan Griel
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Born and raised in Fulbridge City, Rolan Griel left his Elvish home with his twin sister Rhea shortly after their parents both died from a monster attack. Around 16 at the time, they sought out work and landed themselves in the Queen's Army. The pay was barely enough to live, but it was more than they expected to get elsewhere. Rolan quickly rose in the ranks, proving himself to be a masterful tactician and a born leader. His sister, Rhea, was slower to rise in the ranks, but she found other connections by befriending the Crown Princess herself.
Around 12 months ago, Rolan was promoted to Commander of Fort Siane, and he has since continued to prove himself there. Recent visitors to the fort have noted that the efficiency and camaraderie of the soldiers has increased rather dramatically. It is in no small part due to the efforts of the fort's Commander, Rolan Griel. - Rhea Griel
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Like her brother, Rhea Griel left her home in Fulbridge City after her parents were killed. Although she also joined the Queen's Army, her skills quickly proved more useful from a strategic rather than fighting standpoint, although she was a skilled warrior in her own right with her propensity for nature magic. She joined several other strategic officers in Evanis, personally advising the Commanders of the Army on several occasions.
Through pure chance, she met Princess Artemis, and the princess saw her worth beyond just a strategic officer in the Queen's Army. She was quickly promoted and chosen to be among the advisers to the queen herself, and it was hard not to notice how young she really was. At first, she encountered a great deal of prejudice due to her youth. However, she proved herself worthy of her position quickly. During this time, she developed a personal friendship with Princess Artemis.
After hearing about the worsening conditions at Fort Lancer, Rhea requested to be transferred there to act as an adviser to the Commander. Unexpectedly, the queen chose to not just send her there as an adviser but to actually promote her to Commander over the entire fort. Since then, the conditions at Lancer have drastically improved, although there is much work left to be done. - The Illusionist
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Not much is currently known about the dark illusionist that attacked Princess Artemis and murdered the Lady of Garas Harbor. She is certainly not alone, backed by an army of crazed blood mages driven mad by their own power. However, she seems to have maintained her sanity despite the likelihood that she uses blood magic as well, making it highly probable that she is directly connected to the outlawed Umbra Court.
Whatever the case may be, she can be considered extremely dangerous. Furthermore, she appears to have a personal vendetta against the royal family, although it is unclear what her motives are. - Light and Shadow
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The first of the four figures that appeared before Artemis and Tamsyn. Assumed to be feminine, her intentions are currently unknown. Regardless, she convinced Artemis to spare Tamsyn's life after an act of treason, and her appearance (along with the other three) saved Artemis from apparent destruction. For now, it seems that she is a benevolent being. It is unknown if she is one of the old gods written about in history...or something else entirely. - The Shifting Creature
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The second of the four figures that appeared before Artemis and Tamsyn. It is unknown whether this "god" is feminine or masculine. Like the other three figures, they emanated a powerful but unidentifiable aura. Their appearance was constantly shifting and animalistic with a variety of colors and textures. - The Immortal Moral
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The third of the four figures that appeared before Artemis and Tamsyn. The "god" appeared to be masculine and almost human-like, but it is clear that he is far more than human. Along with the other figures, he commanded Artemis to make haste to Arvena, imploring her to restore the "Balance" that had been destroyed by "Chaos." The exact meaning of these statements is not yet known. - The Living Flame
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The Living Flame
The fourth of the four figures that appeared before Artemis and Tamsyn. The gender of this "god" is unknown, but their aura was unmistakably magical. Their existence brings into question the nature of magic itself--and whether or not they are its creator. - The Malignant Voice
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The exact identity of this "voice" is currently unknown, but it can be assumed that they are the "Chaos" referred to by the four figures. Currently, Artemis is the only one who has actually heard the voice. Furthermore, they seem to the be one behind it all, pulling the strings towards an unknown endgame. Whoever they are, their intentions are clearly malicious. They crave destruction. Even more worrisome, they seem to be taking a personal interest in the members of the Rose Company--unbeknownst to them all.
Are you still interested? Fantastic! Please take a few more moments to read through the rules regarding character creation, roleplaying expectations, etc.!
- Roleplay Rules
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1. Don't be rude to other players. Simple, yeah?
2. Put effort into your characters, your ideas, and your posts. I don't have a set "minimum," although it would be great if we could stay within 2+ paragraphs. Just give us something to work with, and it's all good.
3. Fade to black whenever necessary. Feel free to take it to PMs as you wish, but keep in mind that smexy times between underage users and adults users isn't allowed, period.
4. Respect your GMs, which is currently my lovely friend Joan and myself. If we ask you to change something, please do it. We will do our best to explain our reasons.
5. For any questions about the lore, setting, plot, etc...please ask me through PM or on the Discord server. While Joan has all the information, I'm probably better suited to answer your questions since I came up with most of it.
6. If you have a character concept that you want to get the OK on before posting, PM both GMs. One or both of us will tell you if you're good to go or not.
7. Try to post at least once a week, with the absolute max time being two weeks between your posts. I understand that life gets crazy, so just communicate with your GMs if you're going to be absent for more than a week. Note: If we get a dedicated group of slow posters, that's perfectly fine! I'm a slow poster myself, so the one-week rule probably won't be super enforced. Just try not to leave us hanging for several weeks without notice!
8. Your characters do not have invincible plot armor. Depending on the decisions your characters make, they have the potential to die tragically. Just keep that in mind. Note: No character will be killed without the owner's express permission, unless the owner has disappeared from the roleplay entirely.
9. You can have as many characters as you like as long as they are all equally fleshed out. This means that, if I notice that your nth character is not nearly as detailed as your other characters, I will probably not accept them.
10. Have fun! Seriously, if you're not having fun, let your GMs know how we can improve! We'd hate to see anyone leave due to lost interest alone.
11. Finally, please let your GMs know if you're going to be dropping the roleplay. You aren't obligated to give your reasons, but I ask that you at least tell us before disappearing. There won't be any hard feelings, I promise! We understand that life gets too crazy, or sometimes people just lost interest! :) - Character Creation
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Please visit this link for sign-ups and the character sheet! Below are the rules specific to character creation. Please read them thoroughly! Any violation of these rules will communicate to me that you didn't read them.
1. Your character can be one of the following races: Human, Elf, Dwarf, or Orc. Hybrids are not allowed due to the nature of their existence in this world. However, relationships between races are definitely okay! Just keep in mind that it's a huge stigma, and that will reflect on others' perception of your character.
2. Please follow the prescribed magic system when describing your character's magical ability. If you have any questions, feel free to ask!
3. Your character must be 21 years or older, and they probably wouldn't be older than mid-40s.
4. Please do not use real-life or anime faceclaims; use realistic art instead! At minimum, you need to have a good description of your character. I do prefer a faceclaim in addition to a description, simply because I'm a visual person by nature. However, this is not required.
5. Feel free to make your character sheets pretty with BBcode! However, it must be mobile-friendly. If it is not mobile-friendly, I will ask you to fix it or abandon the BBcode altogether.
6. Keep in mind that your character is going to be a member of the Rose Company--the elite of the Hellhounds, essentially. This means that you can make your character ridiculously powerful (within reason, of course)! Just remember that we'll be fighting dragons and other monsters, so they'll still be getting quite a challenge.
7. I do not care about gender ratios, so do not feel obligated to keep it balanced!
8. Our characters are not going to be newbies to the monster fight, so you are free to determine relationships with other characters. However, this is not required!
9. Have fun! :) - Links
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Below I've listed all relevant links, including the link to the Discord. Although we do have a forum OOC, most chatting will occur in Discord.
Sign-Ups
In-Character
Discord
Forum OOC - FAQ
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I've listed any questions asked by interested members. Please look at these before you ask us; your question might already be answered!
Can my character be a noble?
Absolutely! Just make sure to read up on the kingdom that you want your character to from, as a noble would be more involved in politics (probably). The only three exceptions would be Mirilind, Griar, and Kiallan. No character can be from Mirilind since it's currently off-limits. Griar doesn't have nobility. Kiallan's nobility are not in a position to leave, and they likely wouldn't want to.
How do you want [x] magic to function?
This is largely up to you! The only restriction is that, except for elemental magic, you must use spells or incantations (or runes, in the case of alchemy). Other than that, you're free to be creative! Just be sure to give a detailed description of what you have in mind on your character sheet, then I will let you know if there's something specific that you need to change.
Are sorcerers able to learn from multiple schools?
Nope! Just one! The "Other" section of magic applies to all magic that doesn't fit neatly into any of the main schools, but it doesn't allow characters to have magic from multiple schools.
Would a Death sorcerer be able to target specific areas of the body? Would the targeted limb be impaired?
Depending on their latent ability, yes to both! For our purposes, sorcerers that would be part of the Hellhounds (and the Rose Company) would be plenty powerful enough to be able to do this.
Would a banished orc have a particular word to describe their status?
I'm still working on this one (creativityyyy), but I'll let you all know when I've come up with something! But yes, there will be a word!
Would a banished orc have allegiance to Griar or wherever he's made his home?
You can note that they were born in Griar, but their allegiance would be to their new home.
Are there such things as enchanted weapons?
Yes! They would be "magically blessed" by alchemists and characterized by runes!
What rank can my character be?
Any rank below Commander! Just note that this rank would no longer be active, and they would have obtained it before being promoted into the Rose Company.
How many members make up the Rose Company?
This is entirely determined by how many characters we end up with, given that I don't plan on having NPCs in the Rose Company.
For an elf, what age would be equivalent to a human's mid-thirties?
Think in terms of human years but multiply by 10. So around 350 would be mid-thirties in elf years. Although, one difference is that elves are considered "full grown" once they reach 100 years of age.
Would a Laevan elf be accepted into the Hellhounds and, by extension, the Rose Company?
Yes! The members of the Rose Company can be from any nation with the exception of Mirilind, due to the fact that no one can enter or leave Mirilind at this time.
Are there ranks within the Rose Company itself?
Besides the General and Commander acting as the equivalent Captain and Lieutenant, there are no official ranks within the Rose Company, although more experienced members will have more sway than others.
Would Air magic allow you to fly?
Yes! Duration/height/etc. would greatly depend on the strength of the sorcerer!
Can we create our own small towns?
Yes!
Would two people be able to summon the same creature?
Two people can summon the same type of creature, but they would not be able to summon the same exact creature. That would be strange.
Is Wistoria Academy inside Oris (the capital of Kiallan)?
No, Wistoria Academy is currently destroyed! It was in a separate city altogether, and the Reaper first appeared in the same city as the academy. All the sorcerers who were there at the time died, unfortunately. They were some of the most powerful sorcerers in all of Eymia.
How long has the Rose Company been around?
The Rose Company has been around ever since the Hellhounds began, but it was originally just the elite company. It was Princess Artemis who decided to take personal control over it as its direct commander. How long people are in the Hellhounds before they end up in the Rose Company greatly depends on a number of factors. First, how powerful they are in the first place. Second, how many successful missions they've been on. Third, whether or not they know the General or Commander personally (if you want to go this route, you'll have to get GM approval). It can take several years before someone becomes notable enough to be promoted to the Rose Company. But in other cases, it might only take a year or even less. Once you're in the Company, however, shit just gets that much harder. You go from fighting banshees to fighting dragons and cerberus.
If and when our characters are accepted, should we start working out who knows who and general relationships and whatnot?
You are completely free to work those out prior to the start of the roleplay (if you're accepted, of course). However, as I know that there are many people who like to figure out character interactions IC, this is not a requirement--even if your character has been in the Rose Company for some time!
Can nature magic affect animals bones and fur?
Theoretically, nature magic could affect animal bones and fur, but I would say that anything that causes immediate death or brings back to life would be considered forbidden.
Can nature magic be used on clothing?
Yes, it can.
What's the current year?
The current year is 1470 HD.
How long ago was Kiallan destroyed?
Eighteen years ago, in 1452 HD.
Are banshees capable of using magic?
They are not capable of explicitly using magic, no. However, their screams could be considered "magical" as they require magical protection. Otherwise, you're basically going to die. Also, the fact that they can instantly regenerate any part of their body is an inherently "magical" trait. As a reminder, banshees can only be killed by piercing them through their open mouths, which is extremely difficult.
Can I use dryad remains for anything?
Everything that was connected to the dryads was destroyed back in the Savage War, centuries ago. Dryad bones do exist, but there's not really a conceivable way your character would know what they were.
How long have the Hellhounds been around?
For 50 years. They were formed in 1420.
Is it odd to have someone serve 10+ years before promotion to the Rose Company?
Not necessarily. Keep in mind Artemis has only been in charge of the Rose Company for two years, and the structure of the Rose Company has drastically changed in that time.
Is the Rose Company centralized somewhere under Artemis?
The Rose Company is basically a separate unit that reports directly to Artemis and Eriana (the General and Commander of the Hellhounds as a whole).
Are there Hellhounds at Fort Siane? Could my character have been promoted to a Hellhound and stayed at the fort?
Yes on both counts. Fort Siane acts a secondary headquarters for the Hellhounds, but there are soldiers from the Queen's Army stationed there as well.
How many players are you wanting to have in the RP?
Our current limit is 12 players excluding GMs.
Is there any indicator somebody is using spells, such as a glow or runes?
Runes are only used by alchemists, and they do glow. While runes can be associated with incantations, they don't necessarily have to be. For spells, there's no real indication other than the fact that the person is speaking. Being able to cast silent spells is extremely difficult but not entirely impossible.
Does the power of a spell correspond with the volume?
No.
Who can use blood magic?
Everybody can use blood magic, regardless of their school. Blood magic is based around making sacrifices for greater power, and can be considered an enhancer.
Is there a maximum on backstory?
Nope, no maximums!
When will we find out if we were accepted?
We will announce acceptances after the deadline.
How will you decide who to accept?
The GMs will discuss the applications privately and decide which ones are the best fit for the roleplay.
Should we worry about racial and gender ratios?
Nope! Even ratios are nice, but not necessary at all.
Wait, so if someone is born with Umbra magic, they aren't allowed to use it because its outlawed? That's...very ethically complicated.
Dark magic collectively refers to any magic that is outlawed, and this includes blood magic and necromancy. However, it more specifically refers to curses, sacrificial magic, and possession. Necromancy is an extension of Vitalis, so it is not a school in itself. Curses and possessions are usually performed by alchemists (typically speaking), and sacrificial magic can be considered blood magic's twisted cousin. All of these can theoretically be used by a sorcerer of any school. But, typically, alchemists are the most inclined towards dark (i.e. "forbidden") magic given the versatility of their magic. The illegal "Umbra Court" is basically comprised of a variety of sorcerers from different schools that like to specialize in these forbidden forms of magic, and they explore the deeper possibilities of "dark magic" that haven't even been expressly forbidden by law. But they aren't anything to worry about right now.
How common/uncommon is it for someone to have some magical abilities? How about great magical abilities?
In this world, Magic is inherently tied to the very nature of matter. Theoretically, everyone could have the power to wield magic because everyone is technically a "magical being." However, this is not actually the case because only about 25% of the total population can use magic, although the percentage varies between races. As mentioned, elves are more inclined towards magic, so they get numbers closer to 40%. However, dwarves have very little propensity for magic, so they come out to about 5%. When it comes to great magical abilities, only a small fraction of sorcerers have abilities that could be considered noteworthy. These are the people who usually end up in positions of power.
Do you prefer measurements in English standard or in metric?
Regarding measurements, I have no preference myself. But for consistency, let's stick with English standard. If you'd like, you can put both for those who are used to the metric system.
Would a sect of people who are anti magic be a thing?
There would definitely be people who are disgruntled about the imbalance of power between sorcerers and non-sorcerers. However, there are still non-sorcerers in high positions—the Queen's General being a prime example (that isn't hated like the queen herself). There isn't any organized "sect" of people who are anti-magic, and this is partially due to the fact that sorcerers are the best equipped to handle monsters.
Can I have a character without magic?
Yes, but please PM the concept to the GMs first, and keep in mind that not having magic will be a huge disadvantage for your character and adjust their strengths to account for it. We don't want your character to end up underpowered.
Other than the Hellhounds, are there any other organizations that have formed to hunt/kill Monsters at all? Would it be an odd thing for someone to hunt monsters on their own at all? Like if someone hired them to track one down, they'd go hunt it and such?
Originally, the various kingdoms did try to create similar organizations, but Queen Elise (the previous queen and the creator of the Hellhounds) convinced Donnwick's allies that a single group used internationally would be the most efficient. It was a power play on her part, but Donnwick had the resources and the people to support her plans. At first, there was resistance, especially from Rynal and Baemar, but it quickly became clear that the Hellhounds was the most well-equipped out of all the groups. With one exception...Rynal's army still manages for the most part due to its massive size and impressive training. But they've still agreed to send some of their fighters to the Hellhounds for the sake of diplomacy and other reasons.
And on that note, the various armies of each kingdom do still play a part in fighting the monsters, but that isn't their original role. The Hellhounds are unique in that their sole purpose is to fight monsters. When an ally of Donnwick can't handle a particular monster, they ask for the help of the Hellhounds. Except for particularly stubborn nations like Griar, Laeva, and Rynal. And Mirilind, but that's because they can't exactly get a message out at the moment.
There might be small-time mercenary groups who get paid to fight monsters, though! They'd probably be the types to go after banshees and giants, since they are the least dangerous (relatively speaking).
If our characters are declined are we allowed to ask why (in private) so we know where we need to improve in the future?
Yes, you are allowed to do that. Although, it might not be a simple "you needed to do this and this." It might just be that the other sheets were more along the lines of what we were looking for specifically.
Are giants capable of riding a cerberus into battle?
Unfortunately no. Cerberi are smaller than giants...they would be crushed!
What all can Alchemy imitate?
Alchemy is super open-ended, so most things should be fine. However, when imitating other schools, it will not reach the same level of power as normal spells from that school.
Would you prefer it if we kept the birth place of our characters with in Donnwick or can we pull from the more thought out kingdoms as well?
Your characters may be from anywhere except Mirilind.