“Knights and courtiers alike, hear me well: The god of light has not forsaken us — somewhere, the heir of the Royal Rune walks among us, unknowing or unseen. Seek them out, for our kingdom will stand or fall upon the blood in their veins.”
— Lord Steward Geraint, addressing the Great Hall
In the kingdom of Alveria, the ancient royal line has all but vanished. The last king’s death left the throne empty and the legendary Royal Rune without a bearer — until whispers surface of a hidden heir carrying this divine mark. The steward, a powerful noble and distant relative, now rules in name, until the heir can be located. Meanwhile, neighboring lands eye Alveria with growing interest, sensing weakness where once there was unshakable power.
Players take on the role of Knight Commanders — elite warriors once granted Lesser Runes by the crown — tasked with uncovering the heir’s whereabouts. Driven by holy vow, they must navigate courtly intrigues, traverse perilous realms, and confront dangerous foes and monstrous beasts. Yet not everything is so clearly seen. The fate of Alveria—and the balance of power across the realm — now hinges on the bloodline’s survival ... and the choices these Knight Commanders make.
Notable Landmarks
• The Radiant Citadel: A fortified palace complex where the steward currently resides, awaiting the rightful heir.
• Temple of the Dawn: The largest temple dedicated to Solarin, the God of Light. Worshippers gather here daily to offer prayers and seek guidance.
• Royal Academy of Magisters: Court wizards and rune experts train here, researching the mysteries of the Royal Rune and honing magical practices.
Culture & Atmosphere
• Bustling markets full of trade goods from coastal towns and mountain caravans.
• Knight Commanders are highly respected and often seen patrolling or consulting with the steward.
• Smaller shrines to other deities line the city’s avenues—mini sanctuaries for travelers to offer quick devotions.
• The Radiant Citadel: A fortified palace complex where the steward currently resides, awaiting the rightful heir.
• Temple of the Dawn: The largest temple dedicated to Solarin, the God of Light. Worshippers gather here daily to offer prayers and seek guidance.
• Royal Academy of Magisters: Court wizards and rune experts train here, researching the mysteries of the Royal Rune and honing magical practices.
Culture & Atmosphere
• Bustling markets full of trade goods from coastal towns and mountain caravans.
• Knight Commanders are highly respected and often seen patrolling or consulting with the steward.
• Smaller shrines to other deities line the city’s avenues—mini sanctuaries for travelers to offer quick devotions.
Although Solarin (the God of Light) is paramount, the following elemental deities also have followers across Alveria:
• Aeriath (God of Air) — worshipped by aviators, scouts, and travelers seeking clear skies.
• Marina (Goddess of Water) — revered by fishermen, sailors, and those who live along the coasts or rivers.
• Gaiara (Goddess of Earth) — honored by farmers, miners, and builders for fertile land and sturdy foundations.
• Ignis (God of Fire) — both feared and respected; sought after by blacksmiths, warriors, and those seeking passion or destruction.
You’ll find minor shrines to them throughout the kingdom, especially near relevant terrains or trades (e.g., Gaiara shrines in farmsteads, Marina shrines at ports). Shrines of the Goddess of the Dark, Elari, are banned across the kingdom as a whole.
• Aeriath (God of Air) — worshipped by aviators, scouts, and travelers seeking clear skies.
• Marina (Goddess of Water) — revered by fishermen, sailors, and those who live along the coasts or rivers.
• Gaiara (Goddess of Earth) — honored by farmers, miners, and builders for fertile land and sturdy foundations.
• Ignis (God of Fire) — both feared and respected; sought after by blacksmiths, warriors, and those seeking passion or destruction.
You’ll find minor shrines to them throughout the kingdom, especially near relevant terrains or trades (e.g., Gaiara shrines in farmsteads, Marina shrines at ports). Shrines of the Goddess of the Dark, Elari, are banned across the kingdom as a whole.
The western border of Alveria meets the Azure Expanse, a vast ocean known for its rough currents and hidden coves.
Key Features
• Port Towns: Fishing villages and small ports that supply Olenta with seafood and import goods from distant lands.
• Lighthouse of Marina: A renowned tower devoted to the Goddess of Water, guiding ships safely to harbor.
Potential Threats
• Pirates that prey on merchant vessels.
• Sea monsters rumored to lurk in the deeper waters.
Key Features
• Port Towns: Fishing villages and small ports that supply Olenta with seafood and import goods from distant lands.
• Lighthouse of Marina: A renowned tower devoted to the Goddess of Water, guiding ships safely to harbor.
Potential Threats
• Pirates that prey on merchant vessels.
• Sea monsters rumored to lurk in the deeper waters.
The southern coastline is warmer and calmer than the west, where white-sand beaches meet rolling dunes.
Key Features
• Summer Bastion: A remote fortress that guards against potential invasion from southern realms or pirates.
• Trading Hubs: Exotic goods and spices sometimes arrive from distant kingdoms across the southern waters.
Atmosphere
• Laid-back, maritime culture and a strong tradition of storytelling about ancient sea gods and lost civilizations beneath the waves.
Key Features
• Summer Bastion: A remote fortress that guards against potential invasion from southern realms or pirates.
• Trading Hubs: Exotic goods and spices sometimes arrive from distant kingdoms across the southern waters.
Atmosphere
• Laid-back, maritime culture and a strong tradition of storytelling about ancient sea gods and lost civilizations beneath the waves.
A formidable range of jagged peaks and treacherous passes, where the climate is harsh and unforgiving.
Key Features
• Skyreach Pass: One of the few traversable routes through the mountains, controlled by a strategic fortress.
• Mining Settlements: Dwarfed by the mountains, small mining communities eke out rare ores and gems.
Dangers
• Harsh Weather: Sudden snowstorms and avalanches.
• Mountain Creatures: Wyverns, trolls, or beasts infused with elemental magic.
Key Features
• Skyreach Pass: One of the few traversable routes through the mountains, controlled by a strategic fortress.
• Mining Settlements: Dwarfed by the mountains, small mining communities eke out rare ores and gems.
Dangers
• Harsh Weather: Sudden snowstorms and avalanches.
• Mountain Creatures: Wyverns, trolls, or beasts infused with elemental magic.
A sprawling, ancient forest shared (and sometimes disputed) with a nearby kingdom. Thick canopies make it dim at ground level, and many paths are uncharted.
Key Features
• Everbranch Border Post: Alveria’s last line of official control, manned by rangers and Knight Commander scouts.
• Lost Ruins: Tales speak of forgotten temples and hidden enclaves where powerful runes or artifacts might be discovered.
Diplomatic Ties
• Neighboring Kingdom of Qozel: Treaties have been shaky in past generations, but with both sharing the forest, there has been a relative peace sought by late King Vanomel.
Key Features
• Everbranch Border Post: Alveria’s last line of official control, manned by rangers and Knight Commander scouts.
• Lost Ruins: Tales speak of forgotten temples and hidden enclaves where powerful runes or artifacts might be discovered.
Diplomatic Ties
• Neighboring Kingdom of Qozel: Treaties have been shaky in past generations, but with both sharing the forest, there has been a relative peace sought by late King Vanomel.
Location: Situated along the western coast, perched on rugged cliffs that overlook the Azure Expanse.
Key Features
• Stormhaven Docks: Bustling piers where fishermen and merchant vessels vie for space amidst unpredictable tides.
• Sea Guardian’s Shrine: A modest temple dedicated to Marina, Goddess of Water, said to protect local sailors from the region’s notorious storms.
• Clifftop Lighthouse: Manned by a small order of watchmen; its beam can be seen from miles offshore.
Atmosphere
Stormhaven is famed for its salt-lashed taverns and hardy seafolk. Tempestuous weather defines daily life—residents have a deep respect for both the ocean’s bounty and its perils.
Key Features
• Stormhaven Docks: Bustling piers where fishermen and merchant vessels vie for space amidst unpredictable tides.
• Sea Guardian’s Shrine: A modest temple dedicated to Marina, Goddess of Water, said to protect local sailors from the region’s notorious storms.
• Clifftop Lighthouse: Manned by a small order of watchmen; its beam can be seen from miles offshore.
Atmosphere
Stormhaven is famed for its salt-lashed taverns and hardy seafolk. Tempestuous weather defines daily life—residents have a deep respect for both the ocean’s bounty and its perils.
Location: Nestled in the heartland between Olenta (the capital) and the southern shores. Wide, rolling plains of golden wheat define the surrounding landscape.
Key Features
• Wheat & Wine Market: Local farmers and vintners converge weekly, selling prized golden wheat, fresh produce, and regionally acclaimed wines.
• Temple of Gaiara: A well-tended shrine to Gaiara, Goddess of Earth, where traveling priests bless the fields each planting season.
• Fort Suncrest: A small military outpost built to keep an eye on trade roads leading to and from the capital.
Atmosphere
A peaceful, agrarian community bustling with trade caravans. Residents are warm and welcoming, though smugglers occasionally exploit the trade routes under cover of night.
Key Features
• Wheat & Wine Market: Local farmers and vintners converge weekly, selling prized golden wheat, fresh produce, and regionally acclaimed wines.
• Temple of Gaiara: A well-tended shrine to Gaiara, Goddess of Earth, where traveling priests bless the fields each planting season.
• Fort Suncrest: A small military outpost built to keep an eye on trade roads leading to and from the capital.
Atmosphere
A peaceful, agrarian community bustling with trade caravans. Residents are warm and welcoming, though smugglers occasionally exploit the trade routes under cover of night.
Location: At the base of the Ironspine Mountains to the north, where frigid winds meet winding passes.
Key Features
• Mountaineers’ Guild: Skilled trackers and climbers offer services as guides and protect caravans from wyverns or trolls that lurk in higher altitudes.
• Mining Networks: A series of tunnels where rare metals are extracted, fueling the kingdom’s smithies and enchanted gear.
• Skyreach Tavern: The last comfortable waypoint before venturing into the mountain passes—famous for hearty stews and tales of hidden treasures.
Atmosphere
Life here is tough and tinged with a gritty determination. Strangers quickly learn to respect local customs, as the mountains’ dangers test even the bravest souls.
Key Features
• Mountaineers’ Guild: Skilled trackers and climbers offer services as guides and protect caravans from wyverns or trolls that lurk in higher altitudes.
• Mining Networks: A series of tunnels where rare metals are extracted, fueling the kingdom’s smithies and enchanted gear.
• Skyreach Tavern: The last comfortable waypoint before venturing into the mountain passes—famous for hearty stews and tales of hidden treasures.
Atmosphere
Life here is tough and tinged with a gritty determination. Strangers quickly learn to respect local customs, as the mountains’ dangers test even the bravest souls.
Location: On the eastern border near the Great Greenwood, where a wide river meanders through dense forests.
Key Features
• Willowford Bridge: A massive stone crossing lined with willow trees on either bank. Rangers and Knight Commander scouts often patrol this vital passage to the neighboring kingdom.
• Forester’s Lodge: A gathering place for woodcutters, hunters, and traveling druids. Some believe hidden druid circles conduct rituals deeper in the Greenwood.
• Market Green: An open-air market that welcomes traders from both Alveria and its eastern neighbor, fostering cautious diplomacy.
Atmosphere
Willowford Crossing thrives on cross-border trade and the mysteries of the surrounding forest. Locals treat the Great Greenwood with reverence; stories of fey creatures and witches (devotees of Elari, perhaps) keep travelers on their guard.
Key Features
• Willowford Bridge: A massive stone crossing lined with willow trees on either bank. Rangers and Knight Commander scouts often patrol this vital passage to the neighboring kingdom.
• Forester’s Lodge: A gathering place for woodcutters, hunters, and traveling druids. Some believe hidden druid circles conduct rituals deeper in the Greenwood.
• Market Green: An open-air market that welcomes traders from both Alveria and its eastern neighbor, fostering cautious diplomacy.
Atmosphere
Willowford Crossing thrives on cross-border trade and the mysteries of the surrounding forest. Locals treat the Great Greenwood with reverence; stories of fey creatures and witches (devotees of Elari, perhaps) keep travelers on their guard.
Runes are said to be a direct gift from Solarin, bestowed during an age when the world needed protectors most. They grant their bearers the ability to cast magic without incantations or gestures—a feat no mortal wizard has been able to fully explain. Ancient Solarin lore claims that these powers spring from “the heart,” suggesting a symbolic rather than strictly logical source. Regardless, predicting the specific abilities a rune might grant remains nearly impossible.
From the time of the first king, a Divine Creed ordained that only the most trusted warriors—the knight commanders—would wield this mysterious gift. Even so, not just anyone can receive a rune, and attempts by later monarchs to bestow runes more broadly were met with limited success. Those rare few deemed worthy by fate or faith invariably went on to shape the course of history, highlighting the selective and sacred nature of Solarin’s gift.
The Royal Rune, associated with the royal bloodline, is a symbol of immense power. Its design is strikingly symmetrical: a circular shape with sharp, angular edges, at the center of which lies a pointed figure—resembling an “A” or a spear—encircled by ornamental leaves and gemstones placed at the four cardinal points. Like the runes granted to knight commanders, the Royal Rune draws from the mystical "heart," though its power is believed to be even greater, given its central role in the kingdom’s legacy and destiny.
From the time of the first king, a Divine Creed ordained that only the most trusted warriors—the knight commanders—would wield this mysterious gift. Even so, not just anyone can receive a rune, and attempts by later monarchs to bestow runes more broadly were met with limited success. Those rare few deemed worthy by fate or faith invariably went on to shape the course of history, highlighting the selective and sacred nature of Solarin’s gift.
The Royal Rune, associated with the royal bloodline, is a symbol of immense power. Its design is strikingly symmetrical: a circular shape with sharp, angular edges, at the center of which lies a pointed figure—resembling an “A” or a spear—encircled by ornamental leaves and gemstones placed at the four cardinal points. Like the runes granted to knight commanders, the Royal Rune draws from the mystical "heart," though its power is believed to be even greater, given its central role in the kingdom’s legacy and destiny.
Wizard magic is a discipline deeply rooted in precise gestures, spoken incantations, and symbolic diagrams. Each spell can be broken down into three fundamental components—effect, element, and shape—each represented by a specific symbol. By combining these symbols in the correct sequence or pattern, a wizard can craft a desired outcome. For instance, to conjure a fireball, a wizard combines the symbols for “explode” (effect), “fire” (element), and “target” (shape).
• Effect – the action the spell performs (e.g., explode, heal, bind).
• Element – the magical essence or energy type (e.g., fire, water, light).
• Shape – how the spell manifests physically (e.g., sphere, beam, mist).
Limitations & Drawbacks
• Complexity & Time: The more intricate the spell, the longer it takes to set up and cast. Quick, simple spells are far more reliable in combat.
• Concentration: A wizard must maintain focus to keep their symbols and incantations precise. Being interrupted or losing focus can fizzle the spell or cause unpredictable results.
• Physical & Mental Strain: Overuse of wizard spells leads to fatigue. Some wizards experience migraines or even magical “burnout” if they attempt too many advanced spells in rapid succession.
• Effect – the action the spell performs (e.g., explode, heal, bind).
• Element – the magical essence or energy type (e.g., fire, water, light).
• Shape – how the spell manifests physically (e.g., sphere, beam, mist).
Limitations & Drawbacks
• Complexity & Time: The more intricate the spell, the longer it takes to set up and cast. Quick, simple spells are far more reliable in combat.
• Concentration: A wizard must maintain focus to keep their symbols and incantations precise. Being interrupted or losing focus can fizzle the spell or cause unpredictable results.
• Physical & Mental Strain: Overuse of wizard spells leads to fatigue. Some wizards experience migraines or even magical “burnout” if they attempt too many advanced spells in rapid succession.
Innate Understanding
Sorcerers are born with an intuitive grasp of the same symbolic language wizards study, allowing them to learn or improvise new spells without extensive tutelage. While this innate gift seems a blessing, it can be a double-edged sword—sudden surges of power are harder to control, especially without training.
Social Expectations
Society often views sorcerers with a mix of awe and unease. As a result, they are strongly encouraged—if not outright pressured—to enroll in wizard academies or study under established mages. There, sorcerers learn discipline, refine their techniques, and ensure they don’t become a danger to themselves or others. Still, some sorcerers chafe under these expectations, preferring to explore their gifts without the strictures of formal schooling.
Balancing Freedom & Control
• Voluntary vs. Forced Enrollment: While many academies pride themselves on being “open,” rumors persist of families forced by to send their sorcerer children to avoid unauthorized magic - especially as of late.
• Personal Expression: Sorcerers occasionally develop “signature” spells—unique twists on standard incantations—due to their natural affinity and personalized approach to shaping magic.
• Rogue Sorcerers: A handful reject all formal guidance and practice in secret, risking social stigma or even persecution if their powers spiral out of control.
Sorcerers are born with an intuitive grasp of the same symbolic language wizards study, allowing them to learn or improvise new spells without extensive tutelage. While this innate gift seems a blessing, it can be a double-edged sword—sudden surges of power are harder to control, especially without training.
Social Expectations
Society often views sorcerers with a mix of awe and unease. As a result, they are strongly encouraged—if not outright pressured—to enroll in wizard academies or study under established mages. There, sorcerers learn discipline, refine their techniques, and ensure they don’t become a danger to themselves or others. Still, some sorcerers chafe under these expectations, preferring to explore their gifts without the strictures of formal schooling.
Balancing Freedom & Control
• Voluntary vs. Forced Enrollment: While many academies pride themselves on being “open,” rumors persist of families forced by to send their sorcerer children to avoid unauthorized magic - especially as of late.
• Personal Expression: Sorcerers occasionally develop “signature” spells—unique twists on standard incantations—due to their natural affinity and personalized approach to shaping magic.
• Rogue Sorcerers: A handful reject all formal guidance and practice in secret, risking social stigma or even persecution if their powers spiral out of control.
A Legacy of Faith
Long before wizard magic became commonplace, certain individuals wielded a more ancient power rooted in unwavering faith rather than symbolic runes. This so-called Old Magic requires no strict incantation structure or diagrammatical symbols; instead, it demands profound devotion to a deity or ideal. Practitioners channel their faith through prayers, chants, or sacred rites, drawing upon divine or primordial forces.
Clerics and Paladins
Among the most esteemed wielders of Old Magic are clerics and paladins devoted to gods like Solarin—the deity of light—or other revered pantheon figures. These holy warriors are lauded by the common folk for their healing, blessings, and defensive miracles. Their unwavering belief in a higher power shields them from much of the suspicion that accompanies other forms of magic. Crowds gather eagerly to witness a paladin’s radiant aura or a cleric’s miraculous restorations, seeing in them the blessing of the gods themselves.
Druids and Witches
Conversely, druids and witches call upon more primal or “forbidden” forces, earning them the contempt or outright fear of mainstream society. Some worship lesser-known nature spirits, elemental lords, or even darker entities. Though their rituals mirror clerics in form (incantations and prayers), the source of their faith is not always acceptable to the church or monarchy. Consequently, druids & witches may be tolerated in rural communities that respect nature, while others are often labeled heretics if their practices conflict with the church’s teachings or threaten local order.
Risks and Rewards
• High Stakes in Faith: Unlike wizard magic, which can be studied systematically, Old Magic hinges on devotion. A moment of doubt could dampen a spell’s potency or sever a practitioner’s connection entirely.
Moral and Social Consequences: A cleric or paladin serving a revered deity enjoys respect, but those tapping darker or more obscure powers risk being shunned—or worse.
• Potential for Miracles and Curses: Because Old Magic stems from powerful spiritual entities, blessings can manifest as literal miracles, while curses or hexes may carry terrifying consequences if fueled by unholy convictions.
In essence, Old Magic is a double-edged sword of faith and social perception: beloved when aligned with benevolent gods and reviled when it springs from hidden or ominous forces. Despite the emergence of wizard magic and runic arts, Old Magic remains an enduring legacy of Alveria—whispering of ancient covenants and the divine wrath (or favor) that can shape destinies.
Long before wizard magic became commonplace, certain individuals wielded a more ancient power rooted in unwavering faith rather than symbolic runes. This so-called Old Magic requires no strict incantation structure or diagrammatical symbols; instead, it demands profound devotion to a deity or ideal. Practitioners channel their faith through prayers, chants, or sacred rites, drawing upon divine or primordial forces.
Clerics and Paladins
Among the most esteemed wielders of Old Magic are clerics and paladins devoted to gods like Solarin—the deity of light—or other revered pantheon figures. These holy warriors are lauded by the common folk for their healing, blessings, and defensive miracles. Their unwavering belief in a higher power shields them from much of the suspicion that accompanies other forms of magic. Crowds gather eagerly to witness a paladin’s radiant aura or a cleric’s miraculous restorations, seeing in them the blessing of the gods themselves.
Druids and Witches
Conversely, druids and witches call upon more primal or “forbidden” forces, earning them the contempt or outright fear of mainstream society. Some worship lesser-known nature spirits, elemental lords, or even darker entities. Though their rituals mirror clerics in form (incantations and prayers), the source of their faith is not always acceptable to the church or monarchy. Consequently, druids & witches may be tolerated in rural communities that respect nature, while others are often labeled heretics if their practices conflict with the church’s teachings or threaten local order.
Risks and Rewards
• High Stakes in Faith: Unlike wizard magic, which can be studied systematically, Old Magic hinges on devotion. A moment of doubt could dampen a spell’s potency or sever a practitioner’s connection entirely.
Moral and Social Consequences: A cleric or paladin serving a revered deity enjoys respect, but those tapping darker or more obscure powers risk being shunned—or worse.
• Potential for Miracles and Curses: Because Old Magic stems from powerful spiritual entities, blessings can manifest as literal miracles, while curses or hexes may carry terrifying consequences if fueled by unholy convictions.
In essence, Old Magic is a double-edged sword of faith and social perception: beloved when aligned with benevolent gods and reviled when it springs from hidden or ominous forces. Despite the emergence of wizard magic and runic arts, Old Magic remains an enduring legacy of Alveria—whispering of ancient covenants and the divine wrath (or favor) that can shape destinies.
[center][h2]Character Name[/h2][/center]
[b]Nickname/Titles:[/b]
(If any, e.g., "The Crimson Blade," "Knight Commander of the East," etc.)
[b]Rank / Profession:[/b] (E.g. Knight, Knight Commander, Druid, Wizard, etc.)
[b]Age:[/b]
(Keep in mind typical age range for Knight Commanders, unless you have a special backstory or are applying for something else.)
[b]Gender:[/b]
[b]Appearance:[/b]
[center][img]Direct Image Link (if any)[/img][/center]
(Alternatively, describe your character’s physique, clothing style, facial features, etc.)
[b]Height:[/b]
[b]Eye Color:[/b]
[b]Hair Color:[/b]
[b]Personality:[/b]
[hider=Personality Details]
(Describe your character’s temperament, quirks, ideals, and fears. How do they interact with allies and enemies?)
[/hider]
[b]Background:[/b]
[hider=Backstory]
(Where are they from? How did they become a Knight Commander—or end up in their current role? What pivotal events shaped their life?)
[/hider]
[b]Rune Affinity (if applicable):[/b]
(Do they bear a Lesser Rune or will bear one? What type of magic or benefit does it grant?)
[b]Skills & Abilities:[/b]
(Combat prowess, leadership qualities, magical talents beyond runes, etc.)
[b]Additional Details:[/b]
(Any extra trivia—likes/dislikes, relationships with other characters, personal goals, etc.)