Anise du Arlay followed Miriam into an alley tucked between two stone buildings. Darkness shifted as they walked into it, their shadows swallowed entirely by the hungry blackness. The smell of piss, waste and cobblestones stained in cheap wine hit them instantly, an aroma that could not be smelled from the street. The alley seemed to be its own little world within the northern city.
She scanned the narrow strip with tired eyes, seeing the dim splashes of red across the walls and cobblestones. This was no place for a child to die, she lamented. Yet, there little Ophelia du Marge was.
And there.
And also there.
She was everywhere. No man was capable of this, surely. This carnage was surely the result of a beast. A child, she was just a child…
“I am sorry, Anise,” Miriam said, watching the sorceress’ drowsiness morph into an expression so forlorn that she feared the First Enchantress might faint from grief.
“You said there was something else,” she snapped.
Miriam took a few steps deeper into the darkness, turning to face Anise. “There was a message. Look at the wall,” her colleague motioned to a swath of stone undisturbed by blood. A flittering violet light danced between Miriam’s fingertips before tracing the odd symbol across the wall. Anise followed the magical light intently, her grief mounting to confusion. The symbol was foreign to her, almost like a rune, or part of an alphabet she was unfamiliar with. It was sharp, with a body and eight lines that suddenly and wickedly splayed outwards. Confusion descended into disgust as she realised that this was written in the blood of her charge.
“It is unfamiliar to me. I hoped you might know what it is.”
Anise shook her head. “Until we can figure it out, place a glamour over the alley, seal it off from the city. No one enters this place. No one can know, not even the King. We are on our own until we know what we’re dealing with.”
“But Anise, what of Ophelia? We must bury her.”
“What will we bury? Scraps of flesh?”
Miriam struggled for a response, her tongue caught in her teeth.
The First Enchantress turned to leave; she had summons to issue.
Days after, a man wearing the colours of Dumat approaches you with a letter. It is sealed with a sigil that you remember quite well: the illustrious ‘A’ of the Family du Arlay. It reads:
Dear .......................,
It has been a few years since we last spoke. I realise that we may not have departed on the most amicable of terms, but I am in dire need of your help.
A menace has taken root in my city, and with it, our beautiful Ophelia. Ophelia was murdered in cold blood, and with her murder there was a message. I cannot identify the words, let alone the language, only that it was written in her blood, an image that will haunt me for all of eternity. I will spare you the details; I know you loved her too.
I have seen true horror, ........................, but there is something quite disturbing about all of this. Something malign has made its home in Arc Tenès, something that I cannot see, that I cannot touch, that I cannot remove, only feel. There is an uneasiness that haunts the empty streets, and even beyond these walls a chill has settled. It is so quiet, so unnatural, and the nights grow longer even though we are in summer. I may be going mad but, truly, I am afraid, ........................
I have sent for Serathael, who may know how to translate the message. He will be here in a few days hence.
And please, if not for me, for Ophelia.
With love,
Anise du Arlay, Duchess of Darrow
Premise
Ophelia du Marge is brutally murdered in the city of Arc Tenès. At the scene of the bloodbath, there is a symbol etched in red, a message written in an unknown language. You have been summoned to the city of Arc Tenès by Anise du Arlay, the First Enchantress of the Seven Schools and the Duchess of Darrow. You are, or were, a friend, colleague, accomplice, or all three, to both Anise and Ophelia. In her grief and confusion, she has called for your aid, to utilise your talents in various fields - from sorcery and swordsmanship, to legerdemain and persuasion. Why you answer the call depends on you and your character. As does your relationship with Anise and Ophelia, and your motivations for making the trip to Arc Tenès.
Gameplay
This is a fantasy mystery/adventure, interwoven with elements of a darker and grittier world and storyline. Players will remain together through the majority of the story. However, as players delve deeper into the mystery surrounding the murder, quite a lot will be occurring in the background. I will be privately roleplaying with any number of you - sometimes just one person, sometimes all of you together. Whether you discuss what happens in these one-on-one interactions, OOC or IC, is completely up to you. Character depth and development will be important here.
There will be some action, some combat, some intrigue and some mystery. Players may have to make hard decisions, decisions that will impact how you are viewed and how the story plays out. I haven’t planned everything out - I have a vague overview of the major plot points. How we arrive at these plot points falls to how the players interact with the story.
The majority of the roleplay will take place in Arc Tenès. However, as the mystery unfolds, our journey will take us beyond the city’s walls and into the fully-realised kingdom of Dumat.
Character
Your characters arrive in Arc Tenès. Some of you may have travelled together, some of you may have travelled alone.
Summer is at its peak, and as such, many of the city’s denizens have departed for the warmth and luxury of southern Dumat. When you arrive, you are greeted by an escort of sorceresses sent by Madam Anise du Arlay, who guide you through the quiescent streets to the University of Arc Tenès. While the city itself seems pleasant enough, you can’t shake the sense that something is wrong. It is when you walk through the streets that you begin to fathom what Anise spoke of in her letter.
A pivotal part of your character is his or her relationship with the other characters and players participating. This includes Anise du Arlay, Ophelia du Marge and Serathael. This is certainly something that I encourage you guys to take time and effort in. Whether this is done in private or by OOC is up to you. Read each other’s character profiles, find similarities, points of difference or contention, things that might connect you or bring you apart. Are you or were you friends? Enemies? Rivals? Figure out what your motivations are for answering Anise, and what your stance on the three characters is, and what your stance on the political happenings of the north are. Your characters have one common event, and that is the Seventh War of the Well, which will be elaborated on below. If you have known each other before the war, or continued to speak after it, then so be it. Take the time to think about this and to discuss it with myself and the other players. However, there may be other things that you might wish to keep to yourself, or between you and another player.
The effort will be worth it.
RELATIONSHIPS An integral part of character creation is establishing your place in the backstory. In other words, your relationships with each other and the NPCs. You are all bonded through your joint ventures during the Seventh War of the Well.
The War of the Well occurred five years before The Darkness of Darrow. Your characters served as part of an alliance between the human nations of Dumat, Lorinth and Maltheria. While your reasons for going to war may vary, your efforts culminated in a year long mission in Diel’athar, an ithuri city used as a stronghold for its military campaign. The party was charged with infiltrating the citadel, sabotaging the ithuri and collecting important documents for the humans to use. The mission concluded with the assassination of General Atharael, and the subsequent set-up of the group by Anise du Arlay.
It is in Diel’athar that our story begins.
Anise du Arlay was always well-versed in the arcane arts. Well-versed, no. An understatement. Anise is one of the most powerful sorceresses to date, rivalling the infamous founder of their art, Eve du Rosèe. She epitomises all that a sorceress should be: cunning, creative and intuitive. Anise is the youngest First Enchantress, and the only sorceress with no familial tie to the Family du Rosèe. Not only is she a capable maegi, but a capable woman and figure in the politics and intrigues of Dumat.
Anise is the last of the Family du Arlay. Her family is infamous for being the victims of the Plot du Varatille, a scheme whereby the Family du Varatille assassinated all of the Family du Arlay, save for Anise and her brother, Charlegne. This act was political suicide for the du Varatille, who violated an ancient law sacred to the noble houses of Dumat. As such, the du Varatille were eradicated, and their lands given to the du Arlay.
After the death of her brother during the Seventh War of the Well, Anise inherited all of her family’s titles, lands and fortunes, in tandem with her position as First Enchantress. Alongside Rosette de Carvay, Anise was chosen by First Enchantress Marienne du Rosèe to accompany her to Diel’athar. Anise brought her charge, the 11-year-old Ophelia du Marge, with her as well.
Marienne was discovered and executed by the ithuri. Her chosen, Rosette de Carvay, immediately took up the mantle as First Enchantress. Anise, who coveted the title, manipulated the entire group into a set-up that resulted in the death of Rosette, the deaths of two others, and the capture of the remaining group. Anise departed, unscathed, and returned to Dumat declaring herself the First Enchantress. It is assumed that some members of the group were tortured during their imprisonment.
Ophelia du Marge is of a different sort to First Enchantress du Arlay. While Ophelia showed magical promise a lot earlier than most children, she lacked the confidence and cunning of her mentor. She was always kind, innocent and gentle-hearted, with a love for flowers and butterflies. While Ophelia did not mirror any of the First Enchantress’ qualities, Anise saw in her the young girl that she once was before the Plot du Varatille.
Ophelia is the only daughter of the Duke du Marge, a southern lord. Her family loved her very much, and when approached by Anise du Arlay, they allowed her to make the decision to go with her or to stay. From then on, Ophelia was the charge of Anise du Arlay, a woman who had already made a name for herself.
The young prodigy proved to be a talented sorceress. Initially, her studies began Lavondrelle, but she proved to be talented in various forms of the Way of the Rose. As such, Anise withdrew her and brought her to the University of Arc Tenès. It was then that Anise was chosen to join the First Enchantress at the Dragonwall. Ophelia was brought too.
In Diel’athar, Ophelia was responsible for maintaining glamours over the various party members. She had studied long and hard all about the ithuri aesthetic and culture, schooling the others in everything they needed to know before sending them out. She developed positive relationships with all involved, and soon they grew to love her, perhaps as a sister, perhaps as a daughter. Ophelia continued her studies her under the watchful eyes of du Arlay. She displayed great aptitude for the creation and maintenance of glamours, which earned her the favour of the First Enchantress. However, Ophelia owed her loyalty to Anise du Arlay, and when Marienne was executed, Anise called upon Ophelia to help her set up Rosette. Ophelia was also captured, but spared any discomfort or pain, for though the ithuri loathed humanity, they were not child-killers.
Ophelia was freed before the others due to her age. She returned to Arc Tenès to continue her studies. It was always assumed that Ophelia had no part in the set-up.
Serathael, like all ithuri, has no surname. He is a typical ithuri by all accounts - intelligent, well-educated, sharp-tongued, personifying grace and sophistication, and annoyingly arrogant. However, unlike his brethren, Serathael does not hate humans. In fact, they intrigue him. Serathael had never seen a human before the Seventh War, only heard tales of their barbarism and stupidity, jokes and jests passed along from ithuri to ithuri for many centuries, stories that might make anyone ill. Yet Serathael was always one for the macabre. He loved humanity.
Serathael has seen almost four centuries. From youth, he was a scholar and an academic, developing a penchant for learning about the world rather than the magic that most ithuri craved to master. He eventually rose to become one of the Sielhar Vylei, a scholar who learned and studied the secrets of the world, history that predated humanity and even the ithuri, knowledge that the old gods of the ithuri and humans left behind. Like all of the Sielhar Vylei, these secrets were bound into his skin through arcane vitali, protected by blood and wiped from memory.
When the Seventh War arrived, Serathael made his way to Diel’athar, hoping for a chance to go to the battlefield and see the feral humans for the first time. He was, however, restricted from going beyond the city’s northern gates and served as an archivist for General Athariel. It is in this position that he met Anise du Arlay, disguised as an ithuri arcanist, and was introduced to the rest of the group. Though they were not the fearsome beasts he had been led to believe, he was still in absolute love with them all. He became an accomplice to their missions, providing them with maps, locations and meetings. Though he was betraying his kind, he found humans to be humbler, kinder and less intolerable. Unlike the ithuri, who treated each other with scorn and strived to be greater than each other, the humans cooperated and listened to each other. Serathael somehow developed a resentment for being an ithuri. He wished he was a human. He went so far as to cut the tips of his ears.
Following the death of Atharael, Serathael’s part in the scheme was discovered. As the ithuri do not believe in killing one another, he was instead sentenced to exile, and the vitali containing the secrets he had learned were spelled with wards so that if he required access to them, he would need to endure incredible pain.
CHARACTER SKELETON
Name: Age: Description: Biography:
Rules
1. Don’t be a dick. 2. I have the last say on any issues. 3. If you’re going to be absent or no longer want to participate, alert us. 4. One post a week is my preference. 5. Communicate with me if you’re having problems. I’m an understanding person. 6. Be realistic, be dark, be gritty, dive into your characters and the story. 7. An active OOC is always appreciated. Keep it active, throw ideas around, discuss the story, encourage, criticise - help maintain a friendly environment. 8. This is high casual, therefore, good grammar, spelling and paragraphing are required.
Setting
The Darkness of Dumat is set on the subcontinent of Veldonn, also referred to as “The North”, “The Northern Kingdoms” or “The Grey Realms”. Veldonn’s geography ranges from tall mountain peaks that descend into rolling hills, open plains, vast woodlands and ancient swamps. Winters are harsh, particularly in the Darrows where snowstorms are commonplace, and snowstorms drown crops and villages in blankets of white. In the North, there are three countries: Dumat, Lorinth and Maltheria. However, prior to the rise of Lorinth, there were seven - Dumat, Lorinth, Maltheria, Cheldaine, Pavellione, Alassia and Baruvad. The latter four were conquered by the Lorintines during a series of wars inspired by religious expansionism: the Charlesian Crusade.
This is the Second Era, preceded by the First Era, the Era of the Children and then the Dawning Age. The roleplay begins in 6782SE.
To the north-west, across the Sea of Musimir and the Channel of Falkir is Sievaria, home to giants, dwarves (known as the dvergr in this world) and various of human clans. Veldonn’s western coasts are constantly assaulted by the raiders of Falkir, Maegul and the Kaldenavs. As such, the eastern ports are busier and safer trade hubs. To the south, the Imyassi Empire is separated by the mountains of the Dragonwall. These mountains have been host to many wars throughout the ages, mostly the Wars of the Well where the Imyassi Empire wages a spiteful war against Maltheria for dominion over At’aine, the Well of the World.
Magic comes in two forms: elder magic and gifted magic. Elder magic has always existed on the world. It is primal and mysterious, a true enigma that scholars of both the human and ithuri races cannot seem to decipher or control. This magic has belonged to the world since it was created, and only the elder races are able to utilise it. Unlike gifted magic, elder magic not bound by bloodlines and therefore its power is limitless. Any of the elder races are able to tap into it. Gifted magic, or the arcane arts, is the magic given to the ithuri and the humans by their creators. This form of magic is tied to blood and fuelled by the world’s infinite source of arcane, or ley, energies: At’aine. Magic and magical ability is tied to one’s physical, emotional and mental strength. However, the Gift of Magic differs between humans and ithuri. The ithuri, who precede the humans, were all gifted magic. Consequently, every ithuri is born a maegi, and their society is dominated by it to a point where the ithuri cannot physically function without the aid of magical marks called vitali.
However, humanity were given the Gift of Magic differently. Long after the ithuri had magic, At’aine was created as a locus of all arcane power, a way to tie up the ley-lines of the world. 100 men and women of the human race were drawn to At’aine and drank from it, receiving the Gift of Magic. They had the raw power of At’aine, and as such, were akin to gods. Most of them departed to help establish their own dominions over the world, building grandiose cities with arcane fixtures and monuments of such eldritch grandeur that even the ithuri were in awe. The first maegi ushered in the Age of Gods. Five of the first stayed behind, inclined to protect At’aine from the abuse of other humans who had not received the call. They formed The Conclave, and as the other maegi reproduced and more maegi were born, some returned to the mountain to protect the Well. Within five decades of the Gift of Magic, the Conclave numbered at 12. Over time, they shed their mortal shells and ascended into true beings of magic, becoming the first immortals produced by the human race. While generations of maegi saw their powers diminishing, the Conclave maintained the powers given to them at the dawn of the maegi. In 5212SE, the Conclave helped in the establishment of Maltheria and entrusted At’aine to the native people of the Dragonwall, and departed from the world. Angered by their exclusion and the decision of the humans, the Imyassi Empire launched the first of seven military campaigns to take At'aine for themselves.
FACTIONS
The Seven Schools of the Rose
Known as mistresses of magic, the sorceresses of the Seven Schools of the Rose are practitioners of a newly discovered arcane discipline that hones in on the domain of the mind, the senses and the subconscious. This form of magic is known as the Way of the Rose. The Way was first developed by an impoverished wizard named Eve du Rosèe who, in her desperate battle to free herself from her husband, somehow drove him to throw himself from a cliff. Eve continued to hone her newfound powers and discovered that many female maegi in her kingdom were untrained, untaught and trapped in the shackles of marital traditions. Eve extended her hand to many of these women, teaching them and aiding them in liberating themselves and pursuing their own destinies. It is through this that Eve opened the School of Sorcery in Arc Tenès.
Over time, Eve endeavoured to spread the influence of the sorceresses. However, many viewed her and her pupils to be deviants to culture, rebellious women who shunned hundreds of years of culture in Dumat. It was not until the great Defence of Dumat that the sorceresses earned a positive reputation. With an escort of her best students, Eve launched a vicious counterattack against the Lorintines that liberated the city of Triemphante (and subsequently the main path to the capital city of Leiveth). The aristocracy, and many noble families, began investing in the talents of sorceresses and funded the construction of new schools. The Way of the Rose became a powerful choice for any female maegi in Dumat, and for most, it was a form of salvation. Before Eve passed, the Seven Schools had been built.
Each school is overseen by a High Enchantress; each High Enchantress reports to the First Enchantress of Arc Tenès.
The Violet Hand The Violet Hand are an order of sorceresses organised to protect the Seven Schools. They are trained at the Spire of Swords in the College of Dutre Aman, honing their skill with a blade and conjuring swords of arcane energy to protect themselves. They are within themselves a small army, with a duty to protect the colleges and the sorceresses studying there.
The Peyoise du’le Rosè & the Seven Schools The Way of the Rose consists of six disciplines, known as ‘petals’ or peyoise, and each discipline has a corresponding school that specialises in it.
The Seven Schools are:
College of Sirlais, the School of Sleep
College of Dutre Aman, the School of Dominance
College of Leiveth, the School of Imagination
Villes du’le Miroir, the School of Empathy
Theatre du’le Rosèe, the School of Glamour
Lavondrelle, the School of Senses
University of Arc Tenès, the School of the Rose
The Knightly Orders of Lorinth
Formed by the Saints following the Charlesian Crusade to further bolster the power of the kingdom and its faith, the Knightly Orders tend to the spiritual and martial needs of Lorinth. The knights of Avantis are warriors, priests, builders, healers, judges and commanders on the battlefield. Their authority is divine, and their word is considered law.
Familiar with the holy rites of Avantis and the Avantine Church, the knight-priests exercise dominion over matters of law and religion. Unlike the chevaliers of Dumat, the Knightly Orders do not discriminate by class. Anyone can become a knight-priest, male or female, and receive a decent education, combat training, instruction in theology and specialisation in various fields depending on the Order.
The Orders are overseen by the Paladins, who answer to the King of Lorinth and the Arch Vicar of Allathas.
The Order of Saint Merinas represent light. Those given to Saint Merinas pledge to take up the mantle in times of great darkness and guide the lost into the path of light and righteousness. Natural leaders, they serve to inspire and illuminate those who have strayed from a life in service of Lorinth. They are based in the Goldenglass Chapel in Merynnas.
The Order of Saint Davena represent mercy. They take on the burden of execution and giving the gift of salvation to those who are suffering and dying. The Rite of Salvation is viewed as the only way to die before one’s time without their souls being damned. They are required to wear a white cape. They are based in the Abbey of Davena.
The Order of Saint Gallas represent charity. All citizens pay a tithe to this order, which is (for some part, at least) used to feed the hungry and poor, care for refugees of war, maintain orphanages across the kingdom and fund the construction of sanctuaries for the homeless and destitute. They are based in the Manor Royann in Alassia.
The Order of Saint Varinas represent sanctuary. They are referred to as the Order of Carpenters, for their duty is to the upkeep of churches and places of significance. They cooperate with the Order of Saint Gallas, constructing sanctuaries and orphanages when needed, and help in the reparation of houses, inns and shops. They are based in the town of Calhad in Lorinth.
The Order of Saint Allaster represent justice. They administer to the legislative and judiciary needs of Lorinth. Synergising the study of law with an iron will and presence, this is the most populous, having at least one representative in every city, town and major village. They often carry a mace with them. They are based in Geldenbrook Castle in Baruvad.
The Order of Saint Peirvas represent truth. Closely aligned with the Order of Saint Allaster, the Order of Saint Peirvas is one of the three more militant orders. Wielding two-handed hammers, they act as the enforcers of law and the enforcers of the will of the knights of Saint Allaster, and inquisitors bent on revealing the truth. They are also based in Geldenbrook Castle.
The Order of Saint Ormaine represent wrath. Wielding greatswords and the will of Avantis, they act as war-marshals and the vanguard of any battle. They are a pivotal part of the kingdom’s army and ensure that troops are well-trained and ready for war when it comes. They are based in Ormaine’s Hand in the city of Amnyn in Cheldaine.
The Order of Saint Rath represent protection. They act as bodyguards, escorts and serve as the guardians of both the King in Merynnas and the Arch Vicar in Allathas. When the Paladins are called to either one, it is the Shieldsworn of Saint Rath who answer the call. They are rarely seen outside of Merynnas or Allathas and are based in the Silver Basilica in Allathas.
The Order of Saint Tarquinas represent deliverance. The final militant order is closely connected to the divine powers of Avantis and the Silver Star. Known as Blazing Priests, the Order of Saint Tarquinas are fierce spellcasters who utilise blessed fire to fight for the Arch Vicar. They are based in the Silver Cathedral of Avantis in Allathas with the Arch Vicar.
The Order of Saint Cassas represent hope. The Order of Saint Cassas interact closely with the people of Lorinth; fighting for the meek, inspiring hope in the doubtful, leading by example and performing sermons for all the denizens of the north. They closely nurture the spirituality of the people and maintain the churches across Lorinth. They are based nowhere.
The Coven of the Witchwood
The Witchwood, known also as Vurdenvuld or the Widow’s Wood, has always been host to all manner of strange and mystical creatures. Though the passage of time has diminished the oddities of this region, the men and women who inhabit it cling to all manner of bizarre ceremonies. They are the Coven, the First People, the Witchfolk of the Verdant Black; a reclusive and secretive people who tend to keep to their woodlands and stray from the political and social squabbles beyond the safety of the shadows.
When concerning the Coven, very little is known by outsiders, and very little is discussed. The Witchfolk are believed to carry with them bad omens and catastrophes, though there is little to substantiate this claim. The last significant interaction between the Coven and their northern neighbours was during the Charlesian Crusade, where the armies of Lorinth stood in rank before the towering pines with torches in hand, hungry for destruction. A witch named Ilvya is said to have bedded Aleden Charles, solidifying a pact that ensured the protection of the Witchfolk and their continued solitude in exchange for their fealty to the new master of the Northern Kingdoms. Some of the First People venture out of the woods to travel and see the world, though they are few and far between, and considered queer by the standards of the other Witchfolk.
The Coven is further separated from the other northerners in that their society is matriarchal. The women inherit most of the magical power and are able to practice witchcraft in its purest form. They remain in the heart of the woods, raising their children, tending to their sick and elderly, and practicing their craft. When of age, the women move to the forest’s edge, waiting for a man to impregnate her. The result is a child, a bastard by most standards, but not of the Witchfolk. Daughters remain in the care of the other witches, while sons are trained in marksmanship, survival and forest lore. The Witchfolk believe that the men of their clan carry a curse, and as such, their sons are spelled from youth to be infertile. This is a ritual forbidden by most, if not all, magical circles. Another dark ritual the Coven perform on their children is the dominance of their bloodline, ensuring that every child is born a witch. Boys are, for the most part, silenced and have their magical potential castrated in a way, though retain some power. The male witches form the Shadows, wardens of the Witchwood.
The Abjurer's Council
There is no other faction in the world that could possibly rival the influence, the diversity and the presence of the Abjurer’s Council. Formed centuries ago by the ithuri arcanist Corawyn the Calamitious, the Abjurer’s Council remains the only organisation in the world to apply laws to magic, form an army to enforce these laws and include individuals from both the human kingdoms and the Imyassi Empire.
The council consists of those who dabble in defensive arcane magic, studying abjuration, conjuration and evocation. They are aware of the potential for magic to backfire, to corrupt, to damage themselves and others, and as such exercise absolute caution in their studies and display an unprecedented degree of self-discipline when engaging in their spellcasting. For the purity of magic and their supposedly noble intentions for the world and its maegi, they are known as ‘white wizards’.
However, the council has strayed far from the intentions of its legendary founder. The white wizards are infamous for their pretentiousness, arrogance and their outspoken superiority over the various communities of maegi in the world. The term ‘wizard’ is given to any practitioner of arcane magic, and any wizard not part of the Abjurer’s Council are regarded as apostates. Apostates are viewed with utmost disdain and sometimes hunted down and executed for their defiance of the Abjurer’s Council. Despite their flaws, the Abjurer’s Council value order, law and discipline, characteristics they’ve inherited from their ithuri predecessors. The white wizards will endeavour to do anything necessary to achieve this within the pandemonium of the maegi community. This pragmatic approach has earned them the ire of some monarchs and orders, such as the magically-liberal Merthyssian Empire, whose emperor has decreed that the council be expelled from the dominions of Merthys.
Though viewed with scorn, there is a white wizard present in almost every royal court. They act as advisors and ambassadors for the Abjurer’s Council and, one will haughtily proclaim, all maegi. They are seen with high regard by many outside of the magical community, for not only are they talented and disciplined spellcasters who are circumspect in their arcane practices, they are also educated scholars and versed in the ways of politics.
The Abjurer’s Council is based in the wizard-city of Ker Ithryn, a neutral city-state. The city is a testament to the prestige and majesty of the council.
All white wizards rescind their heraldry, their titles and their racial/ethnic ties upon registry with the council. Their loyalty is to the council and to the protection of maegi.
NATIONS
The Kingdom of Dumat
Sovereign: King Armand du Vasse Capital: Leiveth Demonym: Dumatian
Opulence, extravagance and intrigue: three words that summarise the life, society and culture of Dumat. Located at the northernmost fringes of Veldonn, Dumat is the only kingdom to have withstood the onslaught of the Charlesian Crusade. As such, they are the last of the Lineage of Lisè.
Prior to the expansion of Lorinth, Dumat was the largest kingdom on Veldonn. It boasted a superior army, population and trade network, having several trade agreements with the barbarians of Sievaria that allowed them to navigate the Sea of Musinir without trouble. Even after the Charlesian Crusade swept across Veldonn, Dumat remains a significant power in the north. With the coronation of Vormand Meryn in Lorinth, Armand du Vasse has gone to great lengths to reinforce the kingdom’s defenses before he abdicates to his nephew.
Dumatian culture focuses on quality of life. Though a social hierarchy is present, the nobility is amicable with their subjects. Peasants are taxed highly and required to give most of the fruits of their labours to their respective nobles, but are provided with ample housing, food, water, clothing and a voice in their locality through the election of a barrister to represent them. Peasants are also trained in various fields for the purposes of bureaucracy, and work under the supervision of their noble lords. As a result, morale is generally quite high, and work is completed with efficiency. However, there are no laws to protect the peasantry from any form of abuse, and incidents tend to be swept under the carpet and left to fade away. In the past, the lower classes have organised themselves into a militia army without the permission or supervision of their noble superiors. These militia have rallied and joined in the defence of their kingdom, such as during the Charlesian Crusade. In a way, the nobility and peasantry understand and care for each other.
A significant part of Dumatian culture are the customs of the nobility. For example, each family must provide a male from each generation to become a chevalier, the king’s personal army, or the game of intrigues that dominates noble life. In Dumat, charisma, ambiguity and wit are prized attributes, as these are incredibly useful in court. Diplomacy is a necessary skill and one must show the desired ability to negotiate and compromise through conflict. Tensions between families exist, especially when the game of intrigues falls in the favour of one family or another. Sometimes, the veil is broken, and the game becomes one that demands blood. Dumatian nobles are bound by law to never take the life of another noble, and if compromise is not met, then the two parties must agree to a duel. A terms of this duel are bound by a contract signed by both parties, and whoever spills blood first wins the duel. The contract is then sealed in blood and the issue considered finished. Each contract is kept by the king. The Dumatians tend to think of themselves as above other kingdoms, and stray from uncivilised acts of violence or war.
The noble families of Dumat are traced back to the founding of the kingdom, save for the Family du Rosèe (who were elevated after the exploits of Eve du Rosèe). Some of the more notable families include the Family du Vasse, the Family du Jeurnè, the Family du Sienne, the Family du Lamberat and the Family du Rouchè.
Three centuries prior to the events of The Darkness of Dumat, King Adelen Charles issued the Writ of the Sword against the Church of Lisè. Guided by the advice of Arch Vicar Maredictus, Adelen orchestrated a holy crusade against those who worship the winged gods of Lisè. A decade of war saw the fall of Alassia, Cheldaine, Baruvad and Pavellione, and the expansion of both Lorinth and the Avantine Church.
Following the Charlesian Crusade, the military commanders who saw to the destruction of the Lisèic faith turned their eyes to Adelen Charles. Angered by atrocities their king had them commit, they overthrew the King and the Arch Vicar. For a time, they ruled Lorinth jointly, appointing a pacifist to the role of Arch Vicar and forming the Knightly Orders. Their contributions to the Avantine Church and Lorinth, and in cementing relations between the Old Kingdom and its new vassals, earned them immortality in the eyes of the faith. They became the Ten, the Saints of Lorinth, the First Paladins, the blessed servants of Avantis. Over time, the Saints were worshipped as gods.
Since the acquisition of the four kingdoms, Lorinth has been divided in two: the Old Kingdom and the New Kingdom. Both are subject to different laws, for example, the Old Kingdom was emancipated under the rule of the Saints. Consequently, the lower classes in Lorinth have steadily climbed the social ladder on the backs of the peasants of the New Kingdom. Furthermore, Lorinth has become quite wealthy, and host the only available ports in the north. As such, Lorintines live a multi-faceted life, balancing social and religious obligations with financial gain and educational pursuits.
Meanwhile, the New Kingdoms have struggled under Lorinth. Proud nations were brought to their knees when Adelen Charles’ crusade swept through them. Their armies were disbanded into militias led by knight-priests, their leaders exiled or forced to pledge fealty while the noble houses of Lorinth re-established themselves in the dominions, and most of their food and taxes funnelled into the continued development of the Old Kingdom. Understandably, there is resentment, and as abuses continue, hatreds grow. For the people of the New Kingdom, they have not forgotten the Charlesian Crusade. In Baruvad particularly, where the city of Stunnenbor was sealed off and then set aflame, deviance and rebellion has become commonplace.
Notable Cities & Places in Lorinth
Allathas, City of the Saints
Carvan’s Crossing
Abbey of Davena
Charlesian Coast
The Witchwood
Pavellione Peaks of Pavellione Glastellon, Nym Sala, Nym Dael, Nym Fharal, Nym Myssa, Nym Rossaro
Alassia Sel Rivere, Kravengarde, Valagarde, Tristier, Navarre, Brigedac
The Kingdom of Maltheria
Sovereign: King Daerion Revandon Capital: Aldaran-under-Shadow Demonym: Maltherian
The Mountains of Maltheria, and by extension the Dragonwall, are home to a resilient breed of warriors. Formerly occupied by the Merthyssian Empire, the people of the Dragonwall were given their independence at the conclusion of the Council of Seven Kings. With the aid of the Seven Kings and the first maegi, the men and women who call the mountains home established a prominent kingdom. This they named after the mountains of their ancestors - Maltheria.
Maltherians are unique by human standards. Like the dvergr, Maltherians have sculpted great cities from the mountains, halls that stretch deep into the bowels of the earth, their peaks carressed by tall walls. The Maltherians built their cities from the foundations of imperial settlements, expanding their fortifications and erected a network of fortresses across the Dragonwall. Each city is hard to reach and difficult to enter, a testament to their defensibility. They are linked by the Chain of Olgoroth, a series of bridges that tower over the vales and valleys, cutting across the peaks and connecting each fortress. Maltherians are raised from birth to be warriors, schooled in the anatomy of their mountain homes and prepared for the wars against the ithuri that they have become so accustomed too. Combat is the way of life for these mountain-dwellers.
Since the formation of Maltheria, it has been the victim of constant war. In fact, their entire lives are spent preparing and mitigating war, constantly expanding upon their defenses and patrolling the Chain of Olgoroth. Most Maltherians remain in their fortresses or on the Lorintine/Maltherian border, however those who opt to venture beyond and into the ithuri dominion are known as the Broken, warriors who willingly give their lives to the protection of the Well. Skirmishes take place almost daily in the rocky foothills, as ithuri swordsmen attempt to shift their position closer to At’aine. These encounters have become fewer lately, however, as Maltheria now has control of the ithuri city of Diel’athar.
Maltherians do not abide by a caste system and have no nobility, but rather rank. At the head is the King of Revandon, the only role determined by blood, followed by the Lords of Stone who rule each fortress; the Generals who oversee the craftsmen, soldiers and farmers, and finally the Warriors, who along with their work as soldiers, are often multi-skilled and pursue other fields.
Description: André is a man who stands about six feet. His body shows that he is a fit individual with a build comparable to current day light Olympic. His body is scarred from head to toe thanks to profession. His face is rather soft considering the experiences he has gone through. He has a long scar that follows his left eye in a vertical direction the stretches from his forehead down to his cheek. Those who look at his face however, would that his most defining feature were his green eyes. Many feel as is his eyes are rather mesmerizing and one could easily get lost in them if they weren't careful. His hair is a blonde mess that hangs down to his shoulders. He doesn't attempt to straighten it or keep it neat. His voice is also considered to be strange. It manages to somehow sound soothing and calm but demanding and intimidating.
Biography: André de Chauvigny was born in a poor family in The Kingdom of Dumat. While his family didn't have much, the nobles treated them well. André was born a few years before having a sister. He was 5 years old when she was born. Though he didn't have much, his family was all he needed. When André was eight years old his family was caught in an incident. The sad thing was that there weren't any laws to protect peasants from abuse and that was exactly what his family had to deal with. One night, his mother and father were murdered for reasons unknown to him and his sister. André refused to be taken to an orphanage. He knew there would be a good chance of being separated from his sister and they needed each now more than ever. André had to find a way to provide for his sister. He approached and entered a pub one night and asked if there was any work he could to get something to eat as he didn't have anything to pay. They excepted his offer and it was a task that André would continue to do for several weeks. However, one day of the staff noticed that André continued to get thinner. when they asked him why he simply said not to worry. That night, the owner followed André to find out he was giving a majority to his four year old sister. He was slowly starving himself without his sister knowing because he didn't want her to be burdened. He simply told her that he had already eaten. The owner revealed himself and asked what their story was. After hearing it, the owner adopted them and gave them a new home under his parent-ship. André continued to work for eight more years. He learned quite a lot about people and learned a great deal social skills. When he was twenty years old, he would face another incident. One late night, a drunk man was trying to make uncomfortable advances on Andrés sister. André immediately stood between them and told the man she wasn't interested. The man (being drunk at the time) didn't approve of this and immediately tried to start a fight. It wasn't difficult for André to win as the other man didn't have much balance or coordination at the point. When the man was on the ground and André was no longer paying attention, he pulled out a knife and lunged at André. His sister saw the attempt and moved in the way to save her brother and was mortally wounded. André went into a fit of rage. The last thing in his world that he had to live for was taken away from him. He savagely beat the man, almost killing him in the process. His adoptive father was able to stop him saying that the man would face court and would likely never see light again. A few days later André approached his father and told him he couldn't stay. That this place became a wretched memory he couldnt stand to see anymore. When the man asked André what his next intentions were. André said he had always heard stories about the wild adventures that people have gone on and he believed it was the best way to get his mind off of his sisters passing. His father knew that this was Andrés next step. He gave André some old equipment the man used to have back in his adventuring days and saw André off. André traveled the world for years looking for a calling. In time he had found that calling. André took a notice that he was quite good at hunting and animals weren't the only thing he took to hunting. André would also hunt people and maegi. He became rather skilled at. His reckless nature due to not really caring about his own life was ultimately lead to his victory as it would shock other maegi. Most were used to people being extremely careful and having a long drawn out fight because of it. André however did not function in a rational way which has almost gotten him killed plenty of times. He earned a horrible reputation among the other maegi. André was finding out ways to exploit the weaknesses of magic and made equipment that was resilient against it. He was learning to read movements on castings of spells and was getting rather dangerous at it. He was captured by the schools one day and was brought directly to the fist enchantress. André was asked why he took to such a violent and reckless profession. He simply stated that he didnt have much to live for and that hunting them down would certainly end in his death. However, he found that more he fought, the more he lived, the more his muscles began to react to the magic he was exposed to, that he found himself learning more weakness. He was offered a deal. That he could die where he stood or help the school overcome and rid them of these weakness. He agreed and began to tell them what he had learned. Maegi hearing their weaknesses from one that hunted them was terrifying but helpful. His knowledge would play a vital role in the War of the Well. He formed a group that hunted and exploited the magic that the Ithuri utilized.
Name: Ignace Rohes Age: 38 Description: Ignace Rohes is getting along in his age, edging nearer and nearer to 40 as small gray hairs begin to pepper his hair and goatee. Years of hard work have left Ignace fit even after his years a soldier. The sun has been kind to Ignace leaving him with an attractive complexion even as he approaches the middle of his life. Biography: Ignace Rohes was born in east of Dumat,where the winters are bitter and summers are blistering. Perched on a prime piece of land was the Farm de Rohes, a medium size farm and ranch that distributed a portion of meats and crops to surrounding areas. The Rohes family, not low class or nobility, sat as the bourgeoisie and were happy to be there. Ignace's father, not wanting his son to develop the attitudes of the spoiled set him, as well of his host of brothers, Seth, Adrien, Franco, Horace, and Jacob, to work along side laborers. As it came time to choose a profession Ignace leaned away from the family business and more toward the army. Ignace's father, pleased with the choice of a reputable career bought him his first sword. The first week was hell, but it rooted out the weak. The instructors beat out any disobiedience leaving only the ones that knew how to follow orders. Week by week went as each soldier learned how to fight with sword and bow and to survive warfare. During one week members of the King's private army came through to teach the masses more refined sword fighting. The chevaliers were arrogant pricks, however they did know a thing or two about sword fighting. They taught a particularly useful feint that one day saved Rohes' life. As the 15 years went on Ignace sharpened his skills to a fine point. With hard work comes recognition and Ignace was promoted to a clandestine branch of the Dumatian military involved in surveillance of the Ithuri. Before the Seventh War of the Well began Rohes was already well into the mix sabotaging Ithuri camps. When the war finally started Rohes and the rest of the group struck out as a stiletto between ribs then fell back into the shadows. Within the last year of the war the stronghold of Diel’athar was infiltrated and General Atharael was assassinated. However before the assassination there were compilations. Marienne, the First Enchantress, was killed by the Ithuri. The subsequent set up by Anise left the entire group, including Ophelia who Ignace did love her dearly as a child. Ignace wasn't sure how long he was in captivity. Most assumed the group was tortured, but it could barely be called that. Perhaps
I just need to finish up a bit. I'm posting to show that somebody else is here.