CURRENTLY ACCEPTING:  - RESERVATIONS WELCOME!  RESERVATIONS THUS FAR
Good evening, RPG! I am Rulaan, though you may call me Ru, and welcome to Grey Dawn.
Grey Dawn is set in a world influenced by high fantasy and real-world medieval history, exhibiting the cold and unforgiving nature of medieval societies and cultures with some of the typical tropes expected in high fantasy. In Dawn, magic is real and it is popular. It is a driving force in the world, where magi have secured places in history and in power. The wonder and the malevolence that defines magic is one of the central themes of Dawn, where most of our characters will be a particularly ill-reputed practitioner of magic known as ‘warlocks’. However, if magic is not your style, then fret not.
For Grey Dawn, I want to focus on character interactions and driving the plot forward through collaboration between players. There will be action, of course, but Dawn will feature intrigue and competition. Power is another major theme, and whether it is physical/arcane power or political power, it is likely to serve as one of your motivations.
The story is set in a world called Cyveth [SHE-veth], in the grim underbelly of Kaydeir [kay-DAIR]. Kaydeir is a large city, glorified by the local ithuri [ith-OO-ry] who live within the ‘The City of Winds’. It has a very long history, and was once the capital city of the ithuri kingdom of the same name during the Dawning Age (very, very long time ago). This being said, the ithuri have a very strong connection to the city and have denied entry to any other race especially humans for fear that the ‘inferior filth’ will defile the sacred metropolis. However, there is an exception unknown even to the ithuri – our characters. Our characters are a part of a renegade group of humans living beneath the city in a large, subterranean gorge called Underhome. We are not locals; we are the displaced peoples of bloody wars in various eastern kingdoms. Finally, this small community of fledgling refugees is governed by a group of warlocks, organised under the Black Court. The story begins when a woman from the east arrives and changes the lives of this community through a process of black magic and violence. All of these aspects are explored in further detail below.
Now, on the topic of world-building: for the most part, this is a complete world. However, in some aspects it is incomplete, and I encourage collaboration in fleshing out the more intricate details of Cyveth. If you have suggestions, or have a very good idea that you believe will contribute to your character, then please do not hesitate to discuss it with me.
Onto everything else!
- There are expectations in Advanced RPs, such as good spelling and grammar, so I am going to assume you all know what they are.
- I expect one post a week; if that isn’t possible then please inform me!
- Collaboration is essential! Be wild, be creative, be a troublemaker! Plot and scheme and plan – please. I am a huge advocate for conflict and drama in-character.
- I don’t expect, or want, walls of text. If your post is significant, consistent with character and opens up interaction with others, then I’m happy.
- I don’t mind profanity so long as it is in-character, or grisly violence, or sexual themes/jokes. However, you can allude to a sexual act, or quip about it, but don’t describe the act itself. Carry that to PMs if you’re that keen.
- If you want to drop out, please tell me ASAP! If it’s an issue I can resolve, great, if not I will use you and your character as fodder for plot. *insert devil*
- Be friendly, and post in the OOC as much as possible! Good relationships outside of the roleplay will contribute immensely to in-character relationships.
- Read all of the posts in the IC to ensure maximum continuity and flow between posts.
- No godmodding, and be believable. Ninja-style acrobatics with a warhammer? No. Fight realistically, interact realistically, act realistically.
- Talk to me. Make the effort, as I will try to frequently chat with you all. Make suggestions, give me feedback, and collaborate with me on side-stories. I want to maintain a good relationship with you all.
- That’s all… maybe. That’s a lot.SETTING
It is the final months of the Year 9421 of the Second Era. Humanity is the predominant race of the world, divided into various nations, tribes and countries all across the great continent of Morathyn. Our story focuses on Kaydeir, a non-human city-state in the heart of the continent.
The past few years has seen great conflict and suffering erupt all across Morathyn. As the entire continent is not relevant to us, I will concentrate primarily on the lands around Kaydeir. It is important to note that the events outlined are pure summary; the intricacies that make a world function will be determined by you through your own character biographies. Furthermore, everything written has occurred over the past five years. The year will be listed for your convenience, and for the benefit of your characters. Some wounds may be fresher than others.
For your own reference, and to hopefully prevent any unnecessary confusion, here is a legend of the various kingdoms and countries that will be mentioned:
- Au Bast: Au Bast, also called the Queendom, is the largest and most powerful country in Morathyn. For two thousand years, it has been ruled by the Bastic Queens. Its capital city is Vel Bastil, and its sovereign is Queen Selegne.
- D’Alessandran Empire: The D’Alessandran Empire was formed a century ago by Tyquin D’Alessandro. The capital city of the D’Alessandran Empire is Leone and it is presently governed by Regent Lord Kalenum, the Emperor’s Bastard.
- Avanti: commonly referred to as the imperial heartland, Avanti rests in the Vale of Avan and is the seat of power for the Regent Lord and the Circle of the Houses. Authority in the empire is centralised within Avanti.
- Engelas: an old kingdom that has developed a tradition of worshipping warlocks and their daemons. Engelas is currently ruled by Cowan Blackwell and is in open revolt against the empire. The capital city of Engelas is Nadrach.
- Baruvad: formed by the Barvauchen (Bardsmoot), Baruvad is the neighbour of Avanti and the first to be subjected to imperial dogma. The Baruvadi constantly resist the empire and are in open revolt. The capital city of Baruvad is Stunnenbor.
- Tulanth: located on the outer fringes of the empire, Tulanth is a land governed by superstition and mysticism. The Tulanthi are deeply religious and praise women born with the ability to see the future (known as seeresses). The capital city of Tulanth is Vod Aragd.
- Vinosca: the oldest kingdom of the First Men’s Domain is Vinosca. Vinosca is a place of vibrant culture, wealth and a vast aristocracy steeped in archaic tradition. Vinosca is ruled by the Veldonn Covenant and is in open revolt. The capital city is Al Cavill.
- Sevusa: ‘the land of the icemen’, Sevusa is a coastal region of folk who celebrate winter the same way other kingdoms glorify summer. Ruled by the Sea Princes, Sevusans are a seafaring people. The capital city of Sevusa is a large ship called The Kraken.
- The Kaldenavs: the Kaldenavs are a range of mountains dividing Engelas and Sevusa. The people of the Kaldenavs, the Kaldes, are a nation of warriors and shaman who keep to themselves. The capital city of the Kaldenavs is Kaldegard.
- Ceridon: Ceridon is the closest kingdom to Kaydeir. It is a land of fertile hills and dense woodlands, where the kind-hearted people of Ceridon tend to their orchards and vineyards gleefully. Their sovereign is King Rhein of House Gilthyrn and its capital city is The Arbour.
- Amynor: Amynor is a city-state north of Kaydeir and Ceridon. It rests on three different rivers, as well as the Velyric Road, making it a primary trading hub in the region. It is home to one million people who are governed by a council of enigmas called the ‘Masked Lords’.
Fool's War & Siege of Vel Bastil
The Fool’s War occurred in Year 9416. The conflict featured the D’Alessandran Empire and the Queendom of Au Bast, and is the first time the Queendom has faced the possibility of defeat in over two thousand years.
Emperor Ciarum Tyquin had recently laid waste to the city of Hagvar in the Vassendor Highlands, purging the mining town of nationalistic rebels. The D’Alessandran Empire was, despite the insurrectionary trend of the Vassendor Highlands, a flourishing power. The dominion secured by his grandfather was stable and life as an emperor was becoming increasingly dull. Ciarum looked to the west, to a power that rivalled his own: the Queendom of Au Bast. For two thousand years, Au Bast had been unmatched and undefeated, its line of queens undisturbed and its people sated by the ample resources provided by the Bastemarch. Scholars described the Queendom as a ‘great power’, even going so far as calling it the ‘cold heart of the world’. Ciarum wanted to change all of this. Ciarum wanted to change history. Ciarum wanted to rape the Queendom.
Within a few months, the outer defences of Au Bast fell. Ciarum and his forces had secured a path to Vel Bastil. As her people suffered rape and murder, Queen Selegne sought to plea with the Emperor. She invited him and his generals to her parlour in Vel Bastil, where she begged the Emperor to spare her people, offering him anything he desired. He desired her, as well as all lands east of the capital. Resigned, she was forced to relent for the sake of her people. However Ciarum Tyquin underestimated the sheer cunning of Queen Selegne. Upon her lips she had coated a deadly, slow-working poison, which the Emperor consumed in the midst of his passion. His generals were given similar treatment.
Pleased with himself, Ciarum and his generals returned to their camps. The Emperor, drunk on the idea that he could conquer the Queendom and have the Queen, launched his assault on Vel Bastil. In the midst of the battle, as the gates bowed to the ram, the Emperor fell. Likewise, his generals, coordinating the siege, began falling like flies. The ensuing confusion and panic gripping the imperial armies gave the Basts a chance to retaliate. Reinforcements from the western skirts of the Queendom bolstered their numbers, thwarting the imperial legions and sending them scuttling back to the First Men’s Domain.
Suffice to say, Ciarum pushed all the way to the gates of Vel Bastil. However, Ciarum’s ambitions blinded him to the cunning of Queen Selegne. Unbeknownst to the Emperor, saboteurs of Vel Bastil had poisoned meals of Ciarum and his generals. The poison was one especially brewed for the occasion, and timed to a tee. As the Emperor launched his attack on the capital, the poison was in its final stages and killed him and his advisors at the most crucial moment of the war.
The Lion War
Ciarum did not leave a legitimate son to carry on as emperor. All that was left of the House of Tyquin was Caela, his niece, and Kalenum, his bastard son. The Council of Houses denied both of them the Lion’s Seat; they claimed that no woman, or bastard, would ever rule the greatest empire of humanity. While Kalenum expected this, Caela was enraged. In her eyes, the Council of Houses denied her in the pursuit of their own claims to power. She felt a great deal of humiliation, and felt that the legacy of her uncle and family was in danger. Desperately, she sought an alliance with the Black Court in Engelas.
The Black Court saw potential in a war in the domain. In their own wicked sense of justice, they declared Caela Tyquin to be the Empress of the D’Alessandran Empire. However, they lacked the army to defend this claim. Conveniently, House Blackwell owed its allegiances as warlocks to the Black Court. As a result, the power and prestige of the Blackwells earned the support of Engelas, and Caela had an army.
Skirmishes erupted in the Rhysland between the empire and Engelas in Year 9418. Kalenum assumed control of the White Lions and was instrumental in driving their enemies backwards. For his efforts, Kalenum was chosen by the Council of Houses to act as the Regent Lord of the Empire, an action that greatly infuriated Caela.
Meanwhile, opportunistic lords and the descendents of exiled kings seized on the vulnerabilities of the empire. While the majority of their forces warred in Engelas, the Sons of Baruvad re-emerged from hiding and inspired rebellions in Stunnenbor, Obsidian Reach and Gryffenbor. Imperial symbols and paraphernalia were burnt in great bonfires that lit up the night. The empire’s soldiers were slain and imperial outposts razed to the ground. By 9419, the cities of Barda, Arennbor, Tyrich and Maronhaus were a part of the rebellion. Leaders from each city met in the capital and renewed the Barvauchen, the pact that united the Vassendor Clans into Baruvad.
Meanwhile, whispers travelled across the winds of Vinosca. Lords met in secret, and in Al Tayenn, a great council was held to confirm their allegiance to the empire by Raem Iseldum in 9421. However, the gathering did not go as planned. Ralond Liandelle stood without notice, stood face-to-face with Iseldum, and stabbed him in the gut. He revealed that his legacy had survived, and that his family had nurtured the survivors of the House of Veldonn. He declared that the lords of the old kingdom confirm their allegiance to their true king, and not the leaderless empire. With that, the Covenant of Vinosca was drafted, and Vinosca was no longer an imperial state.
Currently, the war is taking a turn for the worst. On behalf of the empire, Tomaud Vereld has launched a campaign of genocide against the Baruvadi. Two months before Grey Dawn, he besieged the capital of Stunnenbor. Utilising mercenary pyromancers, he set the city aflame. His armies were forced to watch and hear the screams of the city’s people as they burned.
The Lion War has resulted in mass migration, particularly in Baruvad, Engelas and Tulanth.
Wrath of the Rivers - Crisis of the Bastemarch
In the Raining Marches, known as the Bastemarch, torrential rains are commonplace in the winter. However, in 9421, a maelstrom descended upon the region. Rains fell quickly and violently over two weeks, choking the rivers and the swamps and utterly devastating crops and food supplies. Towns were flooded and some were completely destroyed. Along the Chaund River, a massive wall of water smashed into the city of Kind and brought it and its inhabitants down into the river. None had seen a weather event of this magnitude before.
When the rains started to cease, people were soon discovering that their freshwater supplies had been defiled, and that they had no food. Farmlands were unusable, choked by mud and water, and people began to starve. For answers, they looked to Vel Bastil, and their aging queen.
Selegne witnessed great suffering as she went to the more remote corners of the Bastemarch. Pained by the misery in the countryside, she returned to Vel Bastil. Spring would yield very little for the Queendom. However, in Ceridon, there would be ample amounts of food to nourish the people. Desperate to help her people, she called her troops and marched them to Ceridon.
Eturn vi au'Bast: “Long live Au Bast”
Au Bast invaded swiftly. Demands for food and water in the Queendom pressured the country’s generals to move quickly and secure Ceridon within a few weeks. Though the Ceridese resisted somewhat, The Arbour was taken within a month. Immediately, soldiers seized control of farms, orchards and vineyards, inviting farmers made impoverished by the flooding to manage the fertile hills of Ceridon. Most of the foodstuffs produced was to be transported back into the Queendom, depriving the Ceridese of their own needs.
Ceridon lies five leagues east of Kaydeir, and has enjoyed two decades of independence from the Queendom. The Ceridese transformed a life of struggle under the Queendom into one of growth and agricultural prosperity. The kingdom’s esteemed farmers produce some of the world’s most valued fruits and sweet-wines, giving them the ability to trade and thrive on mercantile ventures. Their preference for a simple and quiescent life was, however, their downfall. Without an adequate army, the Ceridese provided a meagre challenge to the Queendom.
With forced seizures of property and the deprivation of the Ceridese as a whole in favour of the Queendom, many of the rural communities have been forced to leave and start again elsewhere. For many, they have found a place in Underhome.
Siege of Amynor
The Siege of Amynor occurred two months before Grey Dawn. The independent city of Amynor was sacked and conquered by Au Bast.
Amynor is a key trading hub in the area. North of Ceridon and Au Bast, Amynor was built on the Velyric Road, connecting it to the Realms of Vulyra and beyond. Over time, the city grew, until it was so large that it stretched over the Marchrivers – the Baste, the Chandon and the Miseryes – and so populated that it houses over one million people. By 9421, Amynor was larger than Kaydeir and Vel Bastil. Catchments were built along the Chandon to filter the fragments of gold and emeralds flowing along it. The nearby mountains also provided opportunities for the Amynoreans to find precious stones and minerals and sell them to foreigners. All of this conspired to make Amynor one of the richest powers in the region.
Au Bast was struggling to repair the damage caused by the floods. Food from Ceridon took weeks to reach the peasants, as roads had been shifted or lost beneath layers of mud. Merchants were reluctant to travel unguided, lest they become lost in the swamps that still remained swollen with water. Au Bast was still suffering, and lacked the finances to help its people. Queen Selegne set her eyes north to Amynor, a flourishing city-state. Amynor would provide the Queendom with the funds it needed to repair roads and help her people.
Amynor was not as easy as Ceridon. Amynor’s walls were thick, and its militia was well-armed and numerous. It took a month to breach the gates, and even then Au Bast faced difficulties. Amynor’s ‘masked lords’, unknown even to the city’s people, worked from the shadows, tirelessly vexing and provoking the soldiers of Au Bast. The siege, if one is to consider it, is still not finished. However, Amynoreans are leaving the city, frustrated with the war of power between the masked lords and the Queendom.
The Black Court
The Black Court is the overarching organisation that presides over the affairs of warlocks. Established by Corawyn the Calamitous following the Black and White Crusades of Year 9279 to 9282, the Black Court was meant to be a body that governs and polices the actions of warlocks. It was to account for all known warlocks and punish those who defied the extensive list of laws written by Corawyn. However, warlocks so very easily slip out of their chains.
Today, the Black Court does not manage the warlocks of the world. Instead, it acts as a significant power in the world, utilising a wicked sense of justice to affirm dubious claims and cause trouble and destruction in the pursuit of political power. Warlocks are free to do as they please unless they are willed not to, in which case defiance means death. The Black Court is a centralised body, where leadership is determined by power. Those with greater power are easily able to kill their superiors and ascend the ever-changing hierarchy of the Black Court. In essence, warlocks are not bound by rules regarding the internal machinations of the Black Court.
Since the Black Court was freed, it has expanded all across the world, having bases in most kingdoms and countries and utilising their voice as a means of influencing politics. The chain of command ends with the Count Maelor or Countess Maelir (maelor [m.] and maelir [f] means ‘being of power’) of Sirai Fel, a city along the Lonely River. The current leader is Count Maelor Septos of the Asch’var Isles. Every chapter of the Black Court has a lesser count or countess. In Underhome, the Black Court is led by Countess Rheina Thorne.
In Underhome, the Black Court is the supreme authority. Children who undergo the ithaeren are sent to the Black Court to become warlocks (or else they face the possibility of death). Laws are maintained, and punishments are limited to death.
From these events, you will develop the biographies of your characters. They will hail from Amynor, Au Bast, Ceridon or one of the D’Alessandran States. The intricate details will be left to you, though it is important that you keep consistent with the fact that your character is a refugee. The cultures, customs and geography of these places have been predetermined, but it is unrealistic to expect everyone to read through and remember all of this information. It is for this reason that I am allowing you guys to re-develop these places and their cultures. I believe that this creative license will lend to better quality characters and, overall, a more believable world and roleplay.
All I require from you guys is this:
I haven't put anything to do with personality on the character sheet. If it helps you, write it down, but don't add it to your character sheet. This is because I like to get to know a character rather than read what he or she is like in a paragraph or less.
I expect that most of you will be warlocks, as the story will mean the most to them. However, I am willing to make some exceptions so long as you are a human residing in Underhome who is somehow connected to the warlocks. Please keep reading for some important information on the world!
Underhome is the term used to describe the community of refugee humans living underneath Kaydeir.
Underhome is effectively split into two, as there is a large gorge beneath Kaydeir. At the bottom of the gorge, the Vayar River flows into darkness. Along both sides of the gorge, there is a maze of makeshift wooden stairs and ramps clinging to the black rock. Homes have been carved into the cliffs, or have been built closer to the river with wood harvested from outside. Merchants from Lond Reval come to Underhome via caverns and set up stalls on either side of the gorge. It is from these merchants that Underhome receives food and other necessary supplies.
The gorge is connected by an ancient bridge made from an alloy of iron and some other metal that the humans do not recognise. On the farthest side of the gorge, there is a doorway made from a similar material, leading into a very large and elaborate hall. The Black Court has made its headquarters here, calling it the Vayar Palace. However, the locals call it the Iron Hall.
A series of caverns links Underhome to various places. One cavern leads to a sealed off doorway, supposedly opening up into a cellar in the city itself. Others go further, leading out into the Raining Marches or Lond Reval, or even upon the Mountain of Winds. However, murelloc scourges are an ever-present danger within these tunnels.
The community thrives somewhat. Murelloc tails, teeth and fur are prized commodities, bringing about a surge of hunters that scour the tunnels for the vermin. Novice warlocks act as police, watching the merchant district and climbing up and down the gorge, scouting for magi and guarding the entrances leading into Underhome.
Magic is the ability to control, to bend, to change and to create. The definition varies between the four 'flavours' of magic, but they all agree that magic is the essence of change. Some even go far enough to say that magic is the manifestation of chaos in the world. However, that being said, magic is a part of the world. It is a natural force, and as such it exhibits qualities that are both beneficial and malevolent.
The ability to wield magic is part of a gene. The frequency of this gene occurring within individuals depends on the race. The human race, for example, has a recessive gene that enables them to use magic. In comparison, all ithuri are born with this gene. The gene will determine the type of magic the individual will be better suited with, which will in turn influence personality and the ithaeren (or the realisation of magic). Thus, magic is one of the underpinning aspects of any mage. However, one must note – arcanists and mage-scholars have only ventured so far into the science of magic. The idea of ‘genes’ is vague, though the concept that personality and magic/magic type being linked is widely recognised.
Physiologically, magic acts like a muscle. To utilise magic, one requires a source to draw from, and a great deal of concentration and focus. Every time one uses magic, he or she strengthens their potential. However, magic does take its tolls. Physically, over-use can result in exhaustion. In extreme cases, it can result in internal damage or even comatose and death. Emotionally and mentally, magic can damage your mentality or severely alter your persona. Both cases apply most definitely to those who dabble in black magic. Warlocks (practitioners of black magic) in particular are prone to corruption of mind and body. For some warlocks, power outweighs the risk of mutation and corruption.
Age is also a factor in magic. The fitter and younger you are, the more potent your magic is. It is however possible for energetic elders to also channel powerful magic, but this is often with the aid of a medium such as an orb, a staff or tool to reduce the full impact. Another factor is power cap. Every mage is born with a different power cap that generally does not expand. Your power cap determines how strong your magic will become and how much you can channel at one time. Wild magic users tend to have greater caps than other types. Unfortunately, most people with high power caps die very young.
Glossary of Terms
locus - a portable source of arcane or daemonic power such as a staff, sword, orb, etc.
ithaeren - the revelation of a magically-endowed pubescent individual that he or she has magical power through the manifestation and sudden use of magic
itherel - a magically-endowed individual with an unusually high power cap
wizard - a general term for a practitioner of arcane magic
warlock - a general term for a practitioner of black magic
leystrand - the various strands of ley magic made available to arcane and black magic practitioners, defined by colour
the seven fires - the element of fire is treated differently by various mages and is seen as a source of destruction, life and healing - hellfire, moonfire, sunfire, arcane fire, dragonfire, coldfire and whisperflame
There are four main ‘flavours’ of magic. There are others, though they are much rarer.
Arcane Magic: The purest form of magic is arcane magic, called veridia by scholars. Arcane magic is derived from the rivers of energy flowing beneath the world called 'leylines'; arcane magic is the most versatile flavour, as it can be easily evoked and changed by the individual controlling it. Generally, practitioners of arcane magic are enshrined with the name 'wizard'. However, though applicable to some, there are other chapters of arcane magic users that take different names like 'conjurer' or 'arcanist'. Due to the controlled nature of arcane magic, users tend to be more disciplined and less flippant in their use of magic.
Arcane magic manifests itself during the ithaeren when the desire to protect overwhelms the fear of retaliation. In some cases, veridia can appear out of pure optimistic emotion, the need of guidance or in a state of urgency and panic.
Black Magic: The youngest and arguably the most dangerous flavour of magic is black magic. Black magic, or malefika, came to the world during the Calamity of Malefika. It is a dark and malevolent force taken from the magical aura of daemons, which are usually enslaved by black magic practitioners to bolster their power. The term 'warlock' is given to those invested in black magic, and those who dabble in such nefarious eldritch power are considered to be dangerous and destructive. Yet, this is not always the case. Many warlocks exhibit some form of corruption from overuse of magic, whether physical, emotional or mental. This could range from scars, to psychosis, to hideous mutations.
Black magic takes root deep inside a mage. Somehow, the influence of malefika in the world has added to the ithaeren a prerequisite fitting of black magic. This is usually through the intent to kill or harm a living creature in the pursuit of one’s desires.
Wild Magic: Esmer, or wild magic, encompasses the ability to use, channel and communicate with the natural forces of the planet. Their power, awarded to them long ago when the Primal Spirits of Nature blessed tribal elders and shamans with the Primal Gift, gives them the inherent permission of nature to bend it and to change it. Their capabilities vary, yet it has been observed that itherel are more commonplace in esmer than in malefika, conceth or veridia.
Wild magic users are categorised as druids. However, many (particularly those in tribes and clans), prefer the term shaman as it is a term closely linked with communicating with Primal Spirits. Esmer is treated differently by the ithaeren, as it does not act on emotion. The power of an individual is claimed by the Primal Spirit that is closest to them and is brought on naturally. For example, the druids of the Dathel Woods in Ceridon receive their power from the forest itself when they turn 10.
Form Magic: Conceth, form magic, is universally feared and condemned. Referred to as weavers, practitioners of control magic dabble in the force of mind and body. Most weavers are oppressors of the mind, commanding illusion, seduction, coercion and domination. However, there are those who push the boundaries. The latter, those who control the body, are collectively known as necromancers. Necromancers utilise their magic to manipulate the undead, whether skeletal or spectral. Weavers and necromancers are often very weak, and use their powers in collaboration with other pursuits, especially crime.
Form magic is born from helplessness and vulnerability, an inability to control their lives or the lives of people around them. The ithaeren of a weaver tends to manifest itself when he or she has no control and requires it in a situation. On the other hand, the ithaeren of a necromancer is usually borne from grief and longing for a departed individual.
Necromancy: Nashe is a very dark art. I mentioned that it was a part of ‘form magic’, but necromancy is a pseudo-magic, you might say. It draws from different sources, and can be considered either black magic, form magic or even wild magic. However, I would prefer that we stayed away from necromancy INITIALLY. I have my own reasons for this, and I don’t want to overwhelm you guys with too much lore!
Please note that time magic, blood magic and teleportation are off-limits. I may add to this list, depending on the situation.
The Calamity of Malefika
Since the Ithaelic Age, wizards have established the ‘science of the arcane’. For centuries, they have been dabbling deeper and deeper into the secrets of the arcane, peeling layer after layer away. In 9274, a group of wizards in Sirai Fel pierced the veil between Cyveth and Maexaraan (world of fire), revealing daemons. These wizards spent a year in Maexaraan, fighting daemons, adapting to the world, and finally enslaving them. When they returned, they had been changed by their time with the daemons. Their enslaved daemons were brought into the world, ushering in an early blood moon. The Calamity of Malefika had occurred.
Soon, curious wizards and powerhungry arcanists flocked to Sirai Fel to learn and bind their own daemons. A lack of control resulted in deaths, and outbursts of power causing destruction at the cost of other people’s lives. As a result, the new magi – known as warlocks – needed to be put down. The Abjurer’s Council of Ker Ithryn, under the ithuri archmage Corawyn, launched a crusade to end them. Instead, causing more harm than good, the Council established the Black Court to contain the warlocks and their nefarious powers.
Daemons are creatures residing in the realm of Maexaraan (world of fire). The daemons were a secret of the arcane until the Calamity of Malefika, where daring wizards delved deeper and deeper into the mysteries of magic and discovered their existence. This was the dawn of the warlocks, and the end of daemonic liberty.
Contrary to the actions of warlocks, daemons are neither good nor evil. The two concepts are too difficult for daemons to comprehend. That being said, daemons can perform evil deeds and good deeds, depending on the nature of the warlock who has enslaved him, her or it. In essence, daemons are creature of magic, and are thus an embodiment of chaos. They are disorganised and often frantic, often struggling to maintain any sense of cohesion or order. It is for this reason that daemon civilisations have never lasted long, and why it is so easy for warlocks to chain them.
Enslaving a daemon is a very troublesome process. A warlock has to find another daemon (usually accomplished by finding a warlock, killing him or her and then stealing the essence of their daemon) and extracting its essence. This is then used to create a maeirran, or 'mirror to hell'. Entering the maeirran, the warlock manifests in Maexaraan, and if he or she survives, returns with a daemon of their choosing.
A warlock binds his or her minion through the mae'vakkar, a ritual that requires a sacrifice, usually another living being. The warlock can either bind the daemon to him or herself, an object or a location. Many warlocks have used daemons to guard their treasures, their homes or ancient relics.
Through the mae'vakkar, a warlock is able to draw power from the daemon, bolstering his or her own. A more practiced warlock is able to temporarily force a daemon to possess them, providing their malevolent abilities with a lethal edge. An even greater warlock is able to transfer his or her own physical wounds to their daemon, sometimes killing the daemon, but allowing the warlock to live. It is important to note that warlocks are not strong enough to bind multiple daemons and can only have one at a time, although there have been exceptions. Another important thing to note is that daemons can be imprisoned within a warlock's locus as a means of enhancing power, or hiding them from the outside world.
The use of daemons can severely damage the physical, mental and emotional state of a warlock. Psychosis, bipolar disorder, schizophrenia, paranoia, and other such anomalies are likely to appear. Mutations, like scarring, blindness, deformities, are also common. Warlocks generally sacrifice a lot for power.
- Warlocks are able to create a maeirran, or a mirror to hell, in order to enter Maexaraan. This requires the essence of another daemon.
- Warlocks are able to traverse Maexaraan with ease, and are feared by daemons.
- Warlocks are able to enslave a daemon of their choosing through the mae’vakkar.
- Warlocks are able to draw power from their daemons.
- Warlocks are able to force their daemon to possess them for more power.
The Raining Marches
The Raining Marches, also known as the Bastemarch, is a very large region east of the Mountain of Winds and Kaydeir. The region receives its name from the torrential rains that batter the landscape during its winters. The Marchrivers splinter into hundreds of tributaries here, forming swamps and wetlands that often swell during winter, causing widespread flooding.
Bastemarch is the dominion of the Queendom of Au Bast, whose denizens have resided in the area since the Great Human Migration of the Dawning Age. It is a land that provides its people ample resources to live from. A great example of this is the Chandon River, where fragments of gold and emeralds flow from the Griffynpeaks to be caught by the Queendom. There is no regulation on this, so the poor are able to utilise the Chandon River as a means of finding currency to pay for food.
The Griffynpeaks are the mountains behind Kaydeir. They are home to the only population of griffyn’s (this is the ithuri spelling; griffon, gryphon and griffin are acceptable too), which are animals sacred to both the ithuri and the human clans residing in the mountains. As such, efforts are made to protect their nests and kill poachers. The Mountain of Winds, one of the tallest peaks, is home to the rare golden-wing griffyn.
“Lonely River”, or Lond Reval, is a wide strip of land to the west of Kaydeir. The Lonely River flows from the Feyghrot Mountains and into the Bay of Iary, many leagues south of Kaydeir.
Realms of Vulyra
The Realms of Vulyra are the three powers within the Ivory Woods. Three city-states – Ker Ithryn, Ceanth Andora and Roinnvar – co-exist here alongside local ‘wildmen’ tribes who migrate through the wilderness.
The Velyric Road links the Realms of Vulyra to cities of Amynor and Mise in Au Bast.
I will add to this as the roleplay progresses!
Xar’mael – xar’mael, also called ‘daemonsglass’, is a particularly sinister form of glass created from the blood of daemons. Xar’mael is utilised by warlocks to create loci, like daggers and orbs, as it acts as a stable container for daemons and daemonic energy.
Murelloc – murellocs are a species of rat. They are larger than sewer rats and feast on smaller rats and critters. They are very hostile and do consume manflesh. They tend to congregate in groups called ‘scourges’ and live in the caves beneath the Griffynpeaks.
Griffyn – or griffon, griffin, gryphon, is a majestic creature with a feline body and a bird’s head and talons. Griffyn’s are passive creature, only violent when provoked, and are generally respected and hunted for their feathers. Griffyn’s are large creatures that live in nests high up in the mountains.
Okay, well, that ended up being a lot more than I anticipated. I hope it doesn't discourage anyone! If you have any questions or suggestions, just post here or inbox me. I won't bite! Look forward to it!