✦ the greater the light, the larger the shadow.
in the world monterra, humans have eternally been in a battle for righteousness over the dark. light and dark are omnipresent, omnipotent forces that have gained religious following, akin to deities. while light and dark are locked in magical stalemate with one-another, their champions (knights, mages, warriors, rogues) fight hand-to-hand with one-another on the earthen soil. in an attempt to turn the tide in its favor, light named six champions to fight in its name, to destroy the four horsemen of the darkness and finally bring a calming peace to its creation. will these heroes come together and fight as one united force, or will internal affairs and frustrations shatter the champions of light with darkness?
from the cities of polaris, the young royalty known to many as "beloved" began their training with dual-swords. as sharp with their tongue as they are with a blade, the young royalty was named as the first champion of light. representing the northern star and seven chakras, the swordsman is the archetype of the hero - where there's a will, there's a way. this champion can use their light to reinforce their swords, making them sharper, strike harder, and generally be more resilient to warfare.
trained as a military legend from their conception to warfaring parents, the spartan known to many as "fearful" chooses to pick up a sword and shield in place of the standard spear or crossbow, using their resilience to damage to protect their friends. protecting their allies with as much determination as they have instilled in from birth, the beast of the battlefield was named the second champion of light. representing the constellation orion and the seven deadly sins, the wallmaster is the archetype of the caregiver - love your neighbor as you would yourself. this champion can use their light to be more resilient to the damage they face, protect their friends longer.
having been locked in the tower of mages since they could remember due to incomprehensible amounts of power, the magician uses a tome of magic written in a language unknown to speak to the other planes of existence. escaping from their tower a la fairytale style and taking the ancient tome with them, the magician was named the third champion of light. representing the northern lights and the planes of existence, the magician is the archetype of the magician - i make things happen. this champion can use their light to know the knowledge of the deep ones, communicating with them on all planes of existence.
a mixture of man and machine, the ancient is a one-of-a-kind ancient relic instilled with originally both light and dark to protect the secrets of the dead. using a warhammer as large as their own flesh-machine body, the ancient seemed to rise from their hallowed tomb, walking in the name of light as they were named its fourth champion. representing the dark side of the moon and the "ego", the ancient is the archetype of the sage - the truth will set you free. this champion can use their light to manifest themselves as completely human, making them shorter and appear less machine outside of warfare as to not terrify the locals.
the last remaining member of a clan found only in the darkest forests, the hunter was trained with a bow for as long as they could remember; the talent seemed to be instilled in them from the generations that came before them and the generations that came before them. using the bow to strike swiftly and painlessly, the incognito forest-dweller was named the fifth champion of light. representing the shadows as well as the "id", the hunter is the archetype of the explorer - don't fence me in. this champion can use their light to enchant their arrows, making their strikes silent, swift, and invisible.
a failed paladin and general hand-for-hire from the holy land of la lunas, the executioner wields a broadsword that is as sharp as his hostility to kill those who worship the darkness, believing the light is the only way to greatness. broadsword in hand, their soul was restored and faith in the light found again as he was named the fifth champion. representing the unyielding sun and the representation of corruptness in the light, the paladin is the archetype of the orphan - all men and women are created equal. this champion can use their light to enchant their strikes with holy fire, gifted to them by the light personified.
— world lore —
In the world of Monterra, the Council of Crowns is the highest council and the supreme law of the land. The Council of Crowns is comprised of five rulers and represent the five points on a star. The members are Cain Solaris, head point of the star and king of the Royal City of Sol, Celeste Nightchant, right arm of the star and queen of the Celestial City of Andromeda, Artemis Kilian, left arm of the star, and king-commander of the Military City of Spaar, Sym Spa, right leg of the star and king-elect of the Outcast City of the Ciudad de Parias, and Joshua Fleming, left leg of the star and warrior-king of the Forest City of Lunas.
The Council of Crowns rarely meet, but when they do, there is something about to happen that will change their worlds.
The Council of Crowns rarely meet, but when they do, there is something about to happen that will change their worlds.
there will never come a day that the sun sets on the kingdom of sol.
The Royal City of Sol is the largest and most successful city of the five kingdoms. Ruled by the heavenly paladin-king Cain Solaris, thirteenth of the Solaris royal family line, Sol is a city who has used diplomacy, storytelling, and a general peace to keep their empire safe. Because of their willingness to work the other four kingdoms and other minor principalities, countries, and the like, their empire has grown so large that it is said that the sun will never set on the kingdom. The kingdom of Sol is legally referred to as a 'city' because it is a part of the Council of Crowns, but it is noted that Sol is where the Council of Crowns meeting chamber is found, as well as where the meets of the Council of Crowns are held as it is the founding city, two-hundred years ago. Its main export is agriculture and livestock, and is known for having multiple merchants that travel to the Ciudad de Parias to sell their wares and share their fame.
The Royal City of Sol is the largest and most successful city of the five kingdoms. Ruled by the heavenly paladin-king Cain Solaris, thirteenth of the Solaris royal family line, Sol is a city who has used diplomacy, storytelling, and a general peace to keep their empire safe. Because of their willingness to work the other four kingdoms and other minor principalities, countries, and the like, their empire has grown so large that it is said that the sun will never set on the kingdom. The kingdom of Sol is legally referred to as a 'city' because it is a part of the Council of Crowns, but it is noted that Sol is where the Council of Crowns meeting chamber is found, as well as where the meets of the Council of Crowns are held as it is the founding city, two-hundred years ago. Its main export is agriculture and livestock, and is known for having multiple merchants that travel to the Ciudad de Parias to sell their wares and share their fame.
like a phoenix, the queendom of andromeda will rise from the ashes of its past body.
The Celestial City of Andromeda is a country of human-evolved species who have prolonged lives (the oldest are considered immortals by general humans) known to the other kingdoms as zeniths. Andromeda was formed after a giant celestial blast that destroyed the original world, Coup d’Coumain; many were killed in the blast, albeit about one hundred survivors evolved with the supernova into the rare Zenith race, (see Races: Zeniths) naming Celeste their queen after the passing of her parents. The queendom of Andromeda is legally referred to as a 'city' because it is a part of the Council of Crowns, even though it exists in a completely separate space than the others. Andromeda is the only city that cannot be visited without sky/space travel; normally, this can only be done from the Kingdom of Sol, but the queen Celeste is working on conferring with other Crown members to set up transport stations in the other kingdoms.
The Celestial City of Andromeda is a country of human-evolved species who have prolonged lives (the oldest are considered immortals by general humans) known to the other kingdoms as zeniths. Andromeda was formed after a giant celestial blast that destroyed the original world, Coup d’Coumain; many were killed in the blast, albeit about one hundred survivors evolved with the supernova into the rare Zenith race, (see Races: Zeniths) naming Celeste their queen after the passing of her parents. The queendom of Andromeda is legally referred to as a 'city' because it is a part of the Council of Crowns, even though it exists in a completely separate space than the others. Andromeda is the only city that cannot be visited without sky/space travel; normally, this can only be done from the Kingdom of Sol, but the queen Celeste is working on conferring with other Crown members to set up transport stations in the other kingdoms.
the might of the kingdom of spaar is unmatched; named after their ancient predecessors, the fist is their friend.
The Military City of Spaar is a country composed primarily of Avians, humanoid creatures with birdlike features (see Races: Avians) with a knack for warfare. Flocked together under the iron fist of their king-commander, Artemis, the Kingdom of Spaar is used primarily as a city of mercenaries, pledging their men and women to assist their allies and fight against their enemies. The Kingdom of Spaar works, for the most part, under a set honor code that is exclusive knowledge to the citizens of the Military City. If someone is considered a Military Citizen, they will have the knowledge of the code and it is considered a faux pas to share this knowledge with outsiders. The kingdom of Spaar is legally referred to as a 'city' because it is part of the Council of Crowns, although citizens of the kingdom can be found all over the world of Monterra; these citizens are known for their undying loyalty to their king and their ability to recall back to Spaar's capital in a 'migration' if they are called.
The Military City of Spaar is a country composed primarily of Avians, humanoid creatures with birdlike features (see Races: Avians) with a knack for warfare. Flocked together under the iron fist of their king-commander, Artemis, the Kingdom of Spaar is used primarily as a city of mercenaries, pledging their men and women to assist their allies and fight against their enemies. The Kingdom of Spaar works, for the most part, under a set honor code that is exclusive knowledge to the citizens of the Military City. If someone is considered a Military Citizen, they will have the knowledge of the code and it is considered a faux pas to share this knowledge with outsiders. The kingdom of Spaar is legally referred to as a 'city' because it is part of the Council of Crowns, although citizens of the kingdom can be found all over the world of Monterra; these citizens are known for their undying loyalty to their king and their ability to recall back to Spaar's capital in a 'migration' if they are called.
need not know your name nor your past, there is a home for you in the ciudad de parias
The Ciudad de Parias is a country comprised of all races, species, genders, orientations, and the like living together under an umbrella of diversity and inclusivity. Name literally meaning 'city of pariahs', the Ciudad de Parias is home to felons, refugees, homeless, and the unwanted who want to start their life again. Built under the gentle but firm hand of the jester king-elect Sym Spa, the small but firm nation is full of people who wish to would volunteer and take up arms in one breath and pull their neighbor to their feet in the next. If given the proper technology and footing, the Ciudad de Parias would be the most advanced of the five kingdoms, even surpassing the Celestial City of Andromeda. Adding onto this, the diversity of the travelers and citizens prove to have an interesting marketplace, making the Ciudad de Parias the best place for commerce and trade.
The Ciudad de Parias is a country comprised of all races, species, genders, orientations, and the like living together under an umbrella of diversity and inclusivity. Name literally meaning 'city of pariahs', the Ciudad de Parias is home to felons, refugees, homeless, and the unwanted who want to start their life again. Built under the gentle but firm hand of the jester king-elect Sym Spa, the small but firm nation is full of people who wish to would volunteer and take up arms in one breath and pull their neighbor to their feet in the next. If given the proper technology and footing, the Ciudad de Parias would be the most advanced of the five kingdoms, even surpassing the Celestial City of Andromeda. Adding onto this, the diversity of the travelers and citizens prove to have an interesting marketplace, making the Ciudad de Parias the best place for commerce and trade.
if the shadows cast over you in the forest city of lunas, my only advice for you is run.
The Forest City of Lunas is a country comprised of beastlike peoples who cannot or do not want to accept the hand of civility. While the king himself is more humanoid than beastlike, they consider the warrior-king Joshua to be their 'tamer', per se, or valued as an ancient god. Much to the king's disdain, the city of Lunas is used as punishment for criminals; only the worst of the worst get send to the uncivilized, unmanageable outskirts of the city, where the beasts and beastlike citizens are the wardens and the executioners. However, to those that they find worthy enough to keep or their punishment unjust, the citizens of the jungle world bring the criminal into their population where they, too, feel the call of the wild and begin to adapt animalistic traits depending on their personality. For example, someone who is charged with murder may take on the features of a bear or a wolf; someone who is charged with theft may take on the traits of a fox or possum. The king and citizens are not sure as to why this happens; some say it is science, other say it is the curse of a dark and wrathful god. Some say that this god is born again in the current face of their king, and they will be liberated through his hand.
The Forest City of Lunas is a country comprised of beastlike peoples who cannot or do not want to accept the hand of civility. While the king himself is more humanoid than beastlike, they consider the warrior-king Joshua to be their 'tamer', per se, or valued as an ancient god. Much to the king's disdain, the city of Lunas is used as punishment for criminals; only the worst of the worst get send to the uncivilized, unmanageable outskirts of the city, where the beasts and beastlike citizens are the wardens and the executioners. However, to those that they find worthy enough to keep or their punishment unjust, the citizens of the jungle world bring the criminal into their population where they, too, feel the call of the wild and begin to adapt animalistic traits depending on their personality. For example, someone who is charged with murder may take on the features of a bear or a wolf; someone who is charged with theft may take on the traits of a fox or possum. The king and citizens are not sure as to why this happens; some say it is science, other say it is the curse of a dark and wrathful god. Some say that this god is born again in the current face of their king, and they will be liberated through his hand.
humans
the most common race in the world of monterra and the most populous race in the city of sol. humans have been around for centuries under multiple names: 'two legs', 'man', 'warmonger', etc. they are considered a common and uncivilized race by some and an advanced and diplomatic people by others.
zeniths
the rarest race in the world, rendering only about 100 peoples, and exclusive only to the city of andromeda. they refer to themselves as the burnt, but historians, scholars, and everyday passersby refer to them as zeniths. zeniths are an evolved human species; the supernova that destroyed coup d’coumain unlocked the other 90% of the human brain, allowing zeniths to completely use their potential. because of this, zeniths can use telepathy, mind reading, and are considered ancient scholars/scientists of their worlds.
avians
different from the animasta, the avians are a strictly bird-like race, having acquired their features through their genetics. living in a hivemind under the king artemis, the avians are naturally advanced in warfare and planning, coating their bodies in armor to protect their avian features. avians are humanoid in nature with birdlike features, such as wings sprouting from the back akin to angels (the most common feature), feathers sprouting like a headdress from the head, or even a beak on the face in place of a nose/mouth.
animasta
animasta are, for the most part, cursed. animasta are members of other races (human, zenith, or avian) who have been cast away to the forest city of lunas due to punishment of crime. due to the nature of the forest world, and for some unknown reason, the more time they spend of their own will in the country when indicted of a crime cause them to take on animalistic features focused on their crime. for example, someone convicted of murder would take upon the traits of a bear or lion, whereas someone of theft would take upon the traits of a fox or possum.
the most common race in the world of monterra and the most populous race in the city of sol. humans have been around for centuries under multiple names: 'two legs', 'man', 'warmonger', etc. they are considered a common and uncivilized race by some and an advanced and diplomatic people by others.
zeniths
the rarest race in the world, rendering only about 100 peoples, and exclusive only to the city of andromeda. they refer to themselves as the burnt, but historians, scholars, and everyday passersby refer to them as zeniths. zeniths are an evolved human species; the supernova that destroyed coup d’coumain unlocked the other 90% of the human brain, allowing zeniths to completely use their potential. because of this, zeniths can use telepathy, mind reading, and are considered ancient scholars/scientists of their worlds.
avians
different from the animasta, the avians are a strictly bird-like race, having acquired their features through their genetics. living in a hivemind under the king artemis, the avians are naturally advanced in warfare and planning, coating their bodies in armor to protect their avian features. avians are humanoid in nature with birdlike features, such as wings sprouting from the back akin to angels (the most common feature), feathers sprouting like a headdress from the head, or even a beak on the face in place of a nose/mouth.
animasta
animasta are, for the most part, cursed. animasta are members of other races (human, zenith, or avian) who have been cast away to the forest city of lunas due to punishment of crime. due to the nature of the forest world, and for some unknown reason, the more time they spend of their own will in the country when indicted of a crime cause them to take on animalistic features focused on their crime. for example, someone convicted of murder would take upon the traits of a bear or lion, whereas someone of theft would take upon the traits of a fox or possum.
light and dark are omnipresent, omnipotent forces that have gained religious following, akin to deities. while light and dark are locked in magical stalemate with one-another, their champions (knights, mages, warriors, rogues) fight hand-to-hand with one-another on the earthen soil. in an attempt to turn the tide in its favor, light named six champions to fight in its name, to destroy the four horsemen of the darkness and finally bring a calming peace to its creation.
before light named its six champions, there were four horsemen, champions of dark who fought for their master in heretic, evil ways.
the horseman of conquest: Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, “Come.” I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer.. The Horseman of Conquest is the first of the four Horsemen, and represents the conquest of minor kingdoms. Conquest rides a white steed, and uses a longsword to instill her fear in those around her. With each minor country conquered, Conquest grows stronger; to conquer these nations, Conquest will either contract War to destroy and pillage the nation or use her abilities of infectious disease or kill the nation from the inside-out. Those who follow Conquest are like servants, following her word like the gospel until they eventually meet their own demise.
the horseman of war: When He broke the second seal, I heard the second living creature saying, “Come.” And another, a red horse, went out; and to him who sat on it, it was granted to take peace from the earth, and that men would slay one another; and a great sword was given to him. The Horseman of War is the second of the four Horsemen, and represents the general bloodshed of War among nations and people. War rides on a red steed, and uses a warhammer ot instill his wrath in those around him. With each conflict, either minor or major, gives him strength. To instill these conflicts, War will either be on the front lines or contract Conquest to spark a diplomatic conflict between two nations, hopefully ending in a bloody war. Those who follow War live like a militia, riding their own steeds into battle behind him when it is necessary.
the horseman of famine: When He broke the third seal, I heard the third living creature saying, “Come.” I looked, and behold, a black horse; and he who sat on it had a pair of scales in his hand. And I heard something like a voice in the center of the four living creatures saying, “A quart of wheat for a denarius, and three quarts of barley for a denarius; but do not damage the oil and the wine. The Horseman of Famine is the third of the four Horsemen, and represents the imbalance of power between the rich and the poor, and the suffering/hunger the poor experience. Famine rides on a black steed and uses a set of daggers to instill the unrest in those around her. With each passing second of unrest and revolt, Famine grows stronger; to grow stronger, Famine will instill thoughts of anarchy and government oppression in her people. Those who follow Famine admire her and consider her a mother who will feed them and pamper them if they follow her word.
the horseman of death: When the Lamb broke the fourth seal, I heard the voice of the fourth living creature saying, “Come.” I looked, and behold, an ashen horse; and he who sat on it had the name Death; and Hades was following with him. Authority was given to them over a fourth of the earth, to kill with sword and with famine and with pestilence and by the wild beasts of the earth. The Horseman of Death is the fourth and final of the four Horsemen and represents the end times, either on a personal level or on a level regarding the races of the world. Death rides on a pale steed and uses a scythe to instill thoughts of death, either caused by her or themselves, in those around him. Death grows stronger with each death he has had a hand in, either directly or indirectly. To grow stronger, he contracts his other Horsemen to assist him in his strength; he is a passive factor in the horsemen until he can take his true form as the Reaper. Those who follow him are a suicidal cult who serve him until he gives them the order to end their own lives; before that order, however, they work in ending the lives of others.
the horseman of conquest: Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, “Come.” I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer.. The Horseman of Conquest is the first of the four Horsemen, and represents the conquest of minor kingdoms. Conquest rides a white steed, and uses a longsword to instill her fear in those around her. With each minor country conquered, Conquest grows stronger; to conquer these nations, Conquest will either contract War to destroy and pillage the nation or use her abilities of infectious disease or kill the nation from the inside-out. Those who follow Conquest are like servants, following her word like the gospel until they eventually meet their own demise.
the horseman of war: When He broke the second seal, I heard the second living creature saying, “Come.” And another, a red horse, went out; and to him who sat on it, it was granted to take peace from the earth, and that men would slay one another; and a great sword was given to him. The Horseman of War is the second of the four Horsemen, and represents the general bloodshed of War among nations and people. War rides on a red steed, and uses a warhammer ot instill his wrath in those around him. With each conflict, either minor or major, gives him strength. To instill these conflicts, War will either be on the front lines or contract Conquest to spark a diplomatic conflict between two nations, hopefully ending in a bloody war. Those who follow War live like a militia, riding their own steeds into battle behind him when it is necessary.
the horseman of famine: When He broke the third seal, I heard the third living creature saying, “Come.” I looked, and behold, a black horse; and he who sat on it had a pair of scales in his hand. And I heard something like a voice in the center of the four living creatures saying, “A quart of wheat for a denarius, and three quarts of barley for a denarius; but do not damage the oil and the wine. The Horseman of Famine is the third of the four Horsemen, and represents the imbalance of power between the rich and the poor, and the suffering/hunger the poor experience. Famine rides on a black steed and uses a set of daggers to instill the unrest in those around her. With each passing second of unrest and revolt, Famine grows stronger; to grow stronger, Famine will instill thoughts of anarchy and government oppression in her people. Those who follow Famine admire her and consider her a mother who will feed them and pamper them if they follow her word.
the horseman of death: When the Lamb broke the fourth seal, I heard the voice of the fourth living creature saying, “Come.” I looked, and behold, an ashen horse; and he who sat on it had the name Death; and Hades was following with him. Authority was given to them over a fourth of the earth, to kill with sword and with famine and with pestilence and by the wild beasts of the earth. The Horseman of Death is the fourth and final of the four Horsemen and represents the end times, either on a personal level or on a level regarding the races of the world. Death rides on a pale steed and uses a scythe to instill thoughts of death, either caused by her or themselves, in those around him. Death grows stronger with each death he has had a hand in, either directly or indirectly. To grow stronger, he contracts his other Horsemen to assist him in his strength; he is a passive factor in the horsemen until he can take his true form as the Reaper. Those who follow him are a suicidal cult who serve him until he gives them the order to end their own lives; before that order, however, they work in ending the lives of others.
— ooc information —
hello! thank you for looking at heraldine and working with me on such a story. i wasn't completely sure on what information to place here in the ooc as i know that information dumps sometimes turn people away from what they're interested in, so please don't think that this is all the information i have on this world. monterra is close to my heart and i hope it becomes close to yours as well.
my name is motherconjurer, and i am the GM of your game. for the most part, i will be writing a lot of the story and taking the role of many of your side characters and your antagonists and the like. again, thank you for showing interest in my game.
my name is motherconjurer, and i am the GM of your game. for the most part, i will be writing a lot of the story and taking the role of many of your side characters and your antagonists and the like. again, thank you for showing interest in my game.
i. the comfort of our roleplayers precedes any plot point i have! if you are ever rendered uncomfortable by an in-rp event, please private message me and i will address it to the best of my ability.
ii. romance between characters is allowed and encouraged! go on, little birdies, please fall in love! however, if things get not-safe-for-work, take it to your private messages. we don't need mods on our asses.
iii. characters are chosen on a basis of what i believe will be a well-rounded cast and crew for the roleplay! i apologize in advance if your character is not picked, but it is what i believe as the GM will be the best picks! ♥
iv. worldbuilding is my favorite thing. if you have anything to add to this world -- races, powers, lore, anything of the sort, please feel free to private message me with your ideas before incorporating them into your roleplays!
v. general guild rules apply. don't be a prick.
vi. the only role that cannot be applied for in terms of champions of light is the magician, because i as the GM will be playing her! the other six roles can and should be applied for!
vii. if at any point you wish to drop out of the roleplay or application, please inform the GM (motherconjurer) in a private message before announcing it to the other members of the roleplay so that i can successfully kill your character off/reincarnate your character and have it fit to the plot!
note: please apply this character in 'ooc'. chosen character sheets will be announced on december 1st, 2016, and placed in the character sheets tab of the rp.
name: (what is your name?)
alias/nickname: (what do people know you as?)
legend: (which champion are you?)
age: (how old are you?)
race: (what race are you? human, avian, zenith, animasta?)
class: (warrior, knight, mage, civilian, merchant, etc. there are no boundaries for this answer, just describe what you want!)
appearance: (description is preferred, image references are allowed as hyperlinks. please do not image-insert photos.)
personality: (what are you like?)
backstory: (where do you come from? what is your tale?)