PastelPhoenix
How did this even happen?
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- Seen Nov 20, 2022
Other Side of the Wilds
"These woods are deep, and never seem to end
These woods are dark, and monsters hide in the shadows
These woods are sick, and yet they will not die"
These woods are dark, and monsters hide in the shadows
These woods are sick, and yet they will not die"
Minach, the Kingdom of Lakes, exists on the boundary of two worlds. A fertile land with a great expanse of forest in the western half of the nation, the settlers of Minach had little knowledge of the true nature of the forest. The people of Minach lived for over a century under the rule of the Asteran Empire, only occasionally brushing up against their neighbors in the woods.
Everything changed when the fae emerged from the woods and offered their support for Minachian independence. Deals with them brought a new kingdom to power, but ties Minach forever to cooperation with them. The fair folk would always have a spot in the new king's court, and the deepest parts of the forest will be Fae.
However, this alliance has been troubled recently. The fae also brought enemies: cruel and twisted versions of themselves that have no qualms with treating the people of Minach as test subjects or playthings. Amidst fears that the forest is slipping entirely from their hands, the leaders of the fae have ordered the forest to be reclaimed, or else.
With the wrath of the Elder Court over their heads, the fae look for assistance from the mortal side. Cleansing the forest of its illness will require more access to the mortal world than they can currently managed. Champions must be brought to the cause, willing or not.
But what does this have to do with you?
This concerns you because you have already broken their laws, whether you know it or not. The situation in the woods is worsening, and soon the Fae will be forced to accept outside help. They'll look towards collecting on debts owed soon.
The Two Worlds
Minach
The most striking feature of Minach are the two vast lakes in the center of the nation. The lakes and fertility of the Minach region is what initially drove the Asteran Empire to target it early in their conquest of the continent of Akosh. Interest in the Viernette forest began merely as lumber materials, but rumors of odd happenings in the forest lead many of the settlers to fear fully venturing into their depths. Not that it stopped some from trying, but the world behind the forest hides itself from those without Fae blood. Endlessly retracing your steps is a common fate for those who attempt to breach the depths of the forest, at least until you give up and return home.Discontent with Imperial rule over generations reached a boiling point, and a sympathetic local noble rallied the people against Astera. While the rebellion suffered great initial losses, the Fae revealed themselves to the future King Odric to negotiate a deal. The alliance with the fae turned the tides of war, Odric and Minach now forever owing a debt to the fae of the Summer Court. The two separated, the fae returning to the forest and the people to their lives.
It has been 300 years since Minach has gained independence, and the kingdom has become a regional power in its own right. King Odric III now leads Minach in a period of peace, but disappearances from villages near the forest alongside troubling reports of monsters hiding within the trees lead him to fear this peace will not last. The fae have been quiet, his own advisor clueless to the situation in the Glade. With incidents within the forest ever increasing, the king wonders if more drastic action is needed.
Viernette Forest
The largest forest on the continent of Akosh and the majority of the South-West of the Kingdom. Minach claims the entirety of the forest as sovereign territory, but portions of the forest lie in the Asteran Empire and the neighboring nations. Areas of logging before the alliance with the fae leave outer areas of the forest thin, but great amounts of old growth exist just beyond the tree line.The most striking feature of the forest was also its greatest secret. At the heart of the forest, responsible for the sheer size of the forest in the first place, is a tear in reality itself that leads to the fae world of the Eternal Glade. This rift in the reality connects Telorin and the Eternal Glade, allowing the overflowing life energy of the Glade to escape to Telorin, promoting rapid and occasionally strange growth. Passage of living beings between the two worlds via the rift is possible. Travel between the two is managed by the fae themselves, who have formed communities on the Telorin side of the forest to watch for potential intruders across the several mile-long boundary line.
The rift is not easy to guard, largely due to the sheer size of it. The Ward was created to turn away the bulk of intruders. An intruder without fae blood are unable to even reach the Fae communities on the Telorin side; the magic of the Ward disorients and twists the path of potential intruders to make them walk endless circles. The Ward is powerless against other fae and Telorins with fae ancestry, necessitating the need for guards.
The Eternal Glade
A world parallel to Telorin, inhabited by the fae. Little is known of the Glade, as the fae guard its access zealously. The few reports about the Glade report it as a land of life unyielding. Strange trees bear exotic fruit, environments bleed from one extreme to the next with little rhyme or reason, and the ever-present threat of Winter hangs overhead. There are areas not even other fae go within the Glade, areas completely claimed by Winter that are taboo to speak about openly, much less to non-fae.The citizens of the Glade arrange themselves in great social structures known as Courts. For the fae, court is everything and affects their philosophy, duties, and even their laws. Fae join a court when they come of age and will often remain for life. Movements between courts during a single life is rare, but not unheard of. Species of fae tend to have a preference in court, but no species is a monolith, and most species can be found among all the courts. Some species have such slight preferences that they are nearly evenly spread in courts.
Some of the most populous species of the fae (further racial descriptions later on): fairy, pixie, naiad, dryad, centaur, faun, hags, sprite, satyr, and countless others.
Courts of the Fae
The Court of Summer:Also known as the Elder Court. Summer is the largest and most powerful Court, tasked with leadership of the Seelie Alliance in entirety. They are the court of Laws, Justice, Fairness, and Knowledge. The court is also known for being diplomatic, just, and compromising, but also unrealistic, secretive, and self-righteous. Fae of Summer are more likely to make (fair) deals with mortals, usually in exchange for new knowledge of any type, and are forgiving of minor breaches in their laws by mortals (usually lecturing the mortal about why it is law). They are unafraid to use force to enforce their laws, however.
The Court of Spring:
Spring is a playful time; the trials of winter have passed, food is aplenty, and life springs anew. They are the court of Beauty, Art, Nurturing, and Instinct. The court is known for being creative, playful, and compassionate, but also mischievous, short-sighted, and arbitrary. Fae of Spring are likely to take an interest in mortals, often without interest in making deals. The deals they make can be one sided, but usually not out of malice, just a trick. Enforcement of their laws is often arbitrary, with inconsistent scales of punishment for most rulings depending on the fae's mood or whims.
The Court of Autumn:
Autumn is the harvest and a celebratory time, but also a time to plan for the future and keep wary of the coming trials of winter. It is the court of Protection, Wisdom, Self-Reliance, and Fraternity. The court is known for being reliable, honest, and capable, but also stubborn, distrusting, and hesitant. Fae of the Autumn Court tend to be isolationist and avoid deals with mortals but will make practical deals when necessary. They uphold their laws fervently, but forgiveness is given for first time minor offenders.
The Court of Winter:
Little is known about this court, the fae are secretive of this court's function and operation. It is spoken of with scorn and fear, but also treated as a natural function of the Glade. They often refer to the court as the "Traitor Court", and confirm the court was once part of the Seelie. Relations with this court appear to have fallen to active hostility between them and other three courts long before their involvement in Minach.
Laws of the Fae
Working with the fae, you have to obey their laws. The circumstances developing will grant you leeway with the minor laws, but some of the major laws the fae will still expect you to follow. Basic laws such as murder and theft remain the same in both worlds.Current list of fae laws is:
- Do not accept a favor or owe a debt to a fae. Do not give gifts that can be taken as an obligation. Just don't give gifts the fae are not expecting.
- Do not consume the food or drink of the Glade.
- Do not enter the Glade unattended, especially at night.
- Show no disrespect to guests.
- One's word is their oath. One's oath is their purpose.
- The destruction of beauty is a paramount crime.
The People of Telorin
There are a great number of people on Telorin, more than can be realistically represented here. The following 6 player choices represent just the races with the most significant presence in Minach especially.Several species call their heritage back to the Lost Ages. This is a period of time of unknown length in Telorin's past where memory of these events just does not exist, even in creatures old enough to live during these times. Most scholars of history agree that major events during the end of the Lost Ages appear to have destroyed the existing civilizations of Telorin and allowed the current races to gain the power they have. What exactly caused this cataclysm or why memories of this event are missing is unknown.
Elves
The origins of elvenkind have been lost with time, stolen alongside all other memories of the Lost Ages. What they did emerge with, however, was a city from which to base an empire in Osiac. Claiming kinship with Essolin, God of Justice and the Sun, elves have been hailed as both arbiters of righteousness and haughty imperialists. The elvish-lead empire of Emdrassin has a troubled history of deciding other nations require their guiding hand, which lead to elves being perceived as haughty and scheming, particularly in the nations of Akosh. Despite this, elves can be found as citizens of all nations, although those with ties to the Church of Dawn are often under close watch. Elves value fairness talent (particularly in the arts and magical pursuits), although elvish perceptions on what's "fair" often go beyond fairness of the individual.Elves are considered of age at 20 but are expected to experience the world and its many sensations in their youth before they settle down. Here the elf explores their talents and find their passions. Most elves settle down around 40-50 and live to 250 on average. Some elves have been known to breach 300 years of life.
+ Wood Elves: A large number of elves have turned away from traditional High Elven society and returned to a simpler way of life. These elves tend to venerate deities of life and the wild alongside nature spirits, many becoming full druid circles in their own right. Wood and High Elves remain close, both seeking to preserve and protect Telorin, but differences in opinion have caused the relationship between the two to turn more towards cold mutual benefit over shared kinship. Wood elves value empathy and wisdom but are far from a pacifistic society and are willing to back threats with action.
Human
Humanity's oldest memories are that of the cruelty of the Frost Giants and the bitterness of eternal winter. While the elves started building the first stages of their empire, humanity was rebelling against the old masters of Akosh to claim theirs. Human ambition is well known, as is their often-fierce individualism (not even the human-lead Astera was able to unite humanity). Humankind is often perceived as brash and naïve, although quick learning.Humans are considered of age at 16 but usually live with family until married or established in their career. Humans typically go off on their own at 23. and live to 85 on average. A particularly old human may live to push 110.
Dwarf
A people long displaced from their home. When the underground Empire of Deephome was conquered, the dwarven diaspora spread to the surface world, the great clans founding a second home in the mountains of Dhor'Rhodaen. Not all are content to return to the old veneration of ancestors, however, and a growing number of dwarves have abandoned clan life to found new societies or integrate into the societies of other species. Dwarves value dedication and innovativeness but are often perceived as stubborn and grudgeful.Dwarves are considered of age at 15 and traditionally look towards apprenticing for several more years. Most have established themselves by 26 and live to 120 on average. Particularly sturdy dwarves have been known to live past 150.
Floren
Also called halflings by many cultures on Telorin. A diminutive race of humanoids who make up for their size with bold personality. Florens tend towards one of two extremes, homeliness and wanderlust, from the meekest of milds to the truly insatiable. Florens tend to put this wanderlust to use through becoming merchants, allowing them to fulfill the need to explore alongside making a profit. Regardless of temperament, florens tend to value cleverness, and either responsibility or the spirit of adventure, but rarely both. Negative views of florens may paint them as foolish, impulsive, or unassertive.Florens are considered of age at 15, although wanderlust can develop well before then. Some Floren may be independent and able to make it on their own from then, but this varies wildly from floren to floren. Florens live to 75 on average, and occasionally pass 100 years of age.
Orc
Either violent or misunderstood, depending on who you ask. Orcs hail from the land of extreme scarcity, the bitter cold North-East of Akosh known as the Iron Thorns. Orcs are a pragmatic sort, survival in the brutal landscape of the Iron Thorns requires nothing more. Spiritual nomads, their society is ruptured between the destructive nature of the Old Orcish Gods and the nurturing of the New. Orcs value practicality regardless of affiliation. Orcs of the Old Faith are more likely to value power and intimidation versus the New Faith's preference towards community and sacrifice. Regardless, orcs are often perceived as violent and savage by outsiders.Orcs are of age by 16 and can live to 100+ if they don't lose their life in the Thorns. Orcs tend to stay within close knit communities their entire life, be them warbands or caravans. Orcs occasionally make it past 120 years of age.
Nyxti
A batlike species, the Nyxti are a secretive people. With the passing of the Lost Ages, the Nyxti were poised to create an empire alongside the elves but instead retreated to operate from the shadows. The true number of Nyxti in the world are unknown, their own communities are hidden away from the prying eyes of outsiders. Nyxti seek to arm themselves with knowledge, be it magical or mundane, making them excellent librarians, researchers, or spies. This furthers their negative view as being secretive and untrustworthy.Nyxti are of age by 20, and usually take to further studies or leave to integrate themselves into outside communities. Nyxti tend to live to be 150, occasionally pushing 200.
Nyxti are roughly 6 feet tall on average (regardless of sex), although some of that height is lost through their slightly stooping stature. They posses a short snout with a flat, heart-shaped pink nose and very large and thin ears with full muscular control over their positioning. Nyxti possess both a set of vestigial wings and human-like arms. The wings are too thick to fly with (and the Nyxti far too heavy to be carried by them), but fold in front of the Nyxti in a cloak-like appearance, often giving Nyxti a "regal" appearance. Nyxti possess fur on their entire body, usually white, brown, or black in color with several hues.
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For the above races, all but Nyxti are considered capable of having children together. The child takes after the mother's species, but with traits similar to the father's species. A Human-Elf child could appear to be a normal human with delicate features and a slight point to their ears while an Elf-Dwarf child could appear as a shorter elf with bold features and a penchant for smithing. Fae influence in the bloodlines is trickier, and often more the result of curses, gifts, and fae-mortal entanglements long ago.Magic in Telorin
Magic is exerting your own will on the malleable universe itself, fueled by the primal energy of Change that keep the universe running. The amount of reality you can influence is dependent on your ability to process this energy, which the act of converting to power takes a huge strain on the body (the mind in particular). This strain is great enough that mortal beings are unable to withstand being in the presence of magic in its purest state. Telorin is surrounded by what is known as the Shroud which protects life from the worst of magical exposure. Powered through the will of Melchaizek, the creator of Telorin and God of magic, the Shroud breaks magic into Essence, a lesser form of magic capable of being processed by the inhabitants of Telorin. Essence can be captured and preserved by Telorin as well, stored in the fruit of strange trees or trapped in stone or crystal.How does one cast a spell?
The main roadblock for most spellcasters is learning how to process essence in the first place. Magic is not something that can taught perfectly, it is an instinct that can only be discovered within oneself or created through bonding with a patron who loans you their magical prowess. Most magical awakenings happen via:Scholarship – You studied magic at some point, although it may not have been your greatest passion. This is the most difficult way to learn, as theories on the limitations of magic do little to help with manifesting magic at all. One thing everything clicks for you, however. Like a radical shift in worldview or the final piece of a puzzle sliding into place, it suddenly makes perfect sense to you, although others may not understand how the revelation lead to your power.
Bloodline – Magic is part of your existence, and it being missing would be like missing a sense. Through contact with powerful beings such as angels or powerful fae, exposure to a great source of magic, or just the great magical power of your ancestors has left your very body suited to converting essence.
Patronage – Extremely powerful magical beings are able to divert a portion of their power to another being they've created a magical bond with. Using magic through a patron significantly lessens the physical toll of converting essence, but the patron is also capable of stopping the flow of magic at any time. Those who access magic through a patron often have to abide by a specific set of guidelines set by their patron, whom may not always be honest with their intentions.
The limitations of magic
Although the exact limitations of what is theoretically possible with magic is unknown, the practical limitations of magic are fairly limited comparatively. In general, the difficulty of any feat of magic is proportional to how much change that action will require. Creating a pillar of rock from thin air is a nigh miraculous feat while pulling a pillar of the same size from the earth: creating something from nothing requires more change than moving something somewhere else. Converting essence into raw energy is even easier: expelling a weak blast of concussive power is incredibly easy, while throwing a fireball is more difficult as it requires conversion of energy to heat.I am leaving interpretation of your own characters limits to yourself rather than trying to gamify magic, just try to keep a realistic limitation. The average spellcaster can manipulate physical properties (like speed, weight, and strength) create barriers and minor spectral manifestations, animate objects, manifest elements, heals wound and disease, and even influence emotions and occasionally nudge fate itself. The average mage is dangerous but they are not godlike.
Faith in Telorin
Faith in Telorin is diverse and countless minor gods and spirits invoke worship somewhere. For the sake of not making this intro longer than it already is, I'll avoid a large worldbuilding dump here right now. If there is interest in some of the churches on Telorin I can elaborate more on them in an additional post, or just DM me.Sign Up Sheet
Name:Age:
Heritage (species):
Appearance:
Personality:
History (Brief please, just a general overview of the character's life. We are allowed to keep our secrets.):
Talents and Weaknesses:
Their word is oath, so law they spoke;
They waste away their little lives;
And dread the day the Fifth Court arrives.
Now for the other stuff (Imma speak on rules for a moment):
I am intending for this to be a very plot driven RP. This will unfortunately mean a fair amount of Joint Posts to keep everyone on the same page, and I'll have a discord server for helping to organize that soon. The story is fairly exploration and mystery based, as to what is causing the illness in the forest and the fae themselves. For this purpose, I am not allowing full-Fae characters. If you have an idea and there's not really a species or other outline that fits it, just ask. This is far from comprehensive, as this is a world still very much in development right now.
As for explicit game system, I am leaving most things free flowing and open to interpretation. Just please give a heads up for anything large that would cause a massive effect on the story.
I'm not putting in any time requirements. Just please give heads up for super long (month+) inactivity.
I put the M on there for safety and swear words. Please keep it tasteful, no smut or excessive gore. Don't be that person.
Did I mention communication?
I don't have a set limit. My hopes are 8.
I am requiring fun. Have it.
Also every other PC and RPT rule applies still.
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