Tangeh
Well-Known Member
When Walls Crumble [SU] [R] [Private Fantasy RP]
From the peaceful farmlands of Yloria, to the shrouded forests of Zlelmore. From the scorching deserts of Khusha, to the salty seas of Lochester; four kingdoms sat nestled in this vast terrain. Throughout the ages, the four kingdoms within the realm lived side by side in harmony, if not always in agreement. Zlelmore was filled with folk who valued magic and the powers that came with it; the other realms thought them to be eccentric and odd, but left them be. Khusha's monarchy had interbred with vampires and its harsh borders were infested by dragons; the other kingdoms thought them inhospitable, but left them be. Yloria and Lochester, however, had always thought themselves to be sister nations. Both kingdoms shunned magic and repressed the dangerous races of werewolves and vampires, thinking them too bloodthirsty and vicious to have among the noble human race. Together, they created a majority opinion that kept humans safe from monsters.
Everything remained this way for centuries, until Yloria's people began to question the morality of their actions. Was it really ethical to shun humans who had the misfortune of being bitten by a monster at full moon, or those who were attacked by a vampire without their consent? What of magical humans, who were merely born with abilities outside of their control? Yloria's monarchy questioned this most of all, and slowly began to reform its policies to be more open and inclusive.
Threatened by Yloria's stance, Lochester cut off trade ties with Yloria, and suffered for it. Yloria was rife with rich farmland, and grew the highest quality food in all the realm. Driven by both their hunger and adamant views to protect "true humans" from "monsters", Lochester began to send soldiers over to steal produce (justified in their mind, as it was produce they'd always had access to) and murder any magical races they encountered. Yloria retaliated, and Lochester declared war. Their excuse was they needed greater access to farm land and desired the entire Southern Sea; the reality was they wanted to take control of Yloria and bring order back to the realm. If Yloria was under Lochester control, they would control more than half the realm, and have far greater power to protect their people from the monsters that dwelt among them.
Though certainly not weak, Yloria does not have the capacity to defend against an all out attack on their own. Lochester's military is the most well developed in the realm. The King of Yloria understands this, and though will hold his stalemate for a while, he knows he may be forced to give up a portion of Ylorian land to Lochester. A small price to pay in return for peace.
The Princess of Yloria, however, does not share his sentiments. She knows this war goes deeper than a few acres of farmland, more than redrawing some lines on the map. Yloria could back down, but that would only strengthen Lochester's walls. Walls that held prejudice, ignorance, and flat out racism. Even if Yloria's defenses crumbled, she prayed its welcoming nature never would. And she certainly wasn't trained by the castle's top swordsmen to sit in her palace to wait to see how this all played out.
Without her father's permission, the princess left the safety of the palace, bringing with her a small fleet of her most trusted - if not necessarily strongest - guards to accompany her, and they made their way to the neighbouring Seaside Village, intending to sail over to Lochester.
In hindsight, it wasn't the most well thought-out plan, as she was immediately recognized by a group of Lochesterian soldiers and attacked...
Locations:
Races:
RULES
1. No god-modding / no Mary Sues (no perfect/ invincible characters. You cannot dodge every hit or land every strike!). Characters should be well-balanced, with defined strengths and weaknesses. Follow along with the guidelines provided in the race descriptions above.
2. No powerplaying (“bunnying”) without permission, unless exceptionally minor in order to progress the RP. This in particular includes auto-hitting (do NOT harm another player’s character in your own post. It is up to the RPer themselves to decide 1. IF they are hit by an attack and 2. To what DEGREE the attack affected them)!
3. The character limit is one per RPer.
4. Sign ups are limited to the reserves taken beforehand. Unless we have significant drop-outs, sign ups are closed.
5. Please ask if you have any questions, or wish to suggest something to add to the world.
Sign-up form
Your character does not need to be from Yloria, but needs to have a reason to be in Seaside Village at the start of the RP. In addition, they will be forcibly recruited to travel with Yloria's princess at the start of the RP. Don't make a character who would take issue with this to the point that the princess would decide they aren't worth the trouble.
RPer list:
1. Tangeh - Princess Gwendolyn Esyl Hefina Quince Silverose (Non-magical human Royal Swordswoman)
2. *Jean Grey* - Sylvia Edelstein (Werewolf Death Knight)
3. Cometstarlight - Hazel Cornix (Werewolf Adventurer)
4. Minteh - Lynneth "Lyn" Grier (Non-magical human Scout)
5. Monster Guy - Veronica Lance (Magical human Sorceress)
6. Schade - Brother Genma Valerious Windcaller the Third ("Gen") (Magical human Cleric) [old char] Goran Labolas Sanguine (Non-magical human Dracoknight)
7. Sketchie (reserved)
8. TikTok13 - Zane Crowley (Werewolf Thief)
9. VampirateMace - Dimamire ‘Dimmy’ D. Nightshade (Half-vampire Rogue)
10. Vern - Sullivan Van Daal (Magical human Electromancer)
- When Walls Crumble -
(A Fantasy RP)
[Rated R for violence and language]
*I appreciate your interest, however all reserves have been filled at the time of this posting, and therefore sign-ups are only open to those who have reserved. Thanks.
*RP Thread(A Fantasy RP)
[Rated R for violence and language]
*I appreciate your interest, however all reserves have been filled at the time of this posting, and therefore sign-ups are only open to those who have reserved. Thanks.
From the peaceful farmlands of Yloria, to the shrouded forests of Zlelmore. From the scorching deserts of Khusha, to the salty seas of Lochester; four kingdoms sat nestled in this vast terrain. Throughout the ages, the four kingdoms within the realm lived side by side in harmony, if not always in agreement. Zlelmore was filled with folk who valued magic and the powers that came with it; the other realms thought them to be eccentric and odd, but left them be. Khusha's monarchy had interbred with vampires and its harsh borders were infested by dragons; the other kingdoms thought them inhospitable, but left them be. Yloria and Lochester, however, had always thought themselves to be sister nations. Both kingdoms shunned magic and repressed the dangerous races of werewolves and vampires, thinking them too bloodthirsty and vicious to have among the noble human race. Together, they created a majority opinion that kept humans safe from monsters.
Everything remained this way for centuries, until Yloria's people began to question the morality of their actions. Was it really ethical to shun humans who had the misfortune of being bitten by a monster at full moon, or those who were attacked by a vampire without their consent? What of magical humans, who were merely born with abilities outside of their control? Yloria's monarchy questioned this most of all, and slowly began to reform its policies to be more open and inclusive.
Threatened by Yloria's stance, Lochester cut off trade ties with Yloria, and suffered for it. Yloria was rife with rich farmland, and grew the highest quality food in all the realm. Driven by both their hunger and adamant views to protect "true humans" from "monsters", Lochester began to send soldiers over to steal produce (justified in their mind, as it was produce they'd always had access to) and murder any magical races they encountered. Yloria retaliated, and Lochester declared war. Their excuse was they needed greater access to farm land and desired the entire Southern Sea; the reality was they wanted to take control of Yloria and bring order back to the realm. If Yloria was under Lochester control, they would control more than half the realm, and have far greater power to protect their people from the monsters that dwelt among them.
Though certainly not weak, Yloria does not have the capacity to defend against an all out attack on their own. Lochester's military is the most well developed in the realm. The King of Yloria understands this, and though will hold his stalemate for a while, he knows he may be forced to give up a portion of Ylorian land to Lochester. A small price to pay in return for peace.
The Princess of Yloria, however, does not share his sentiments. She knows this war goes deeper than a few acres of farmland, more than redrawing some lines on the map. Yloria could back down, but that would only strengthen Lochester's walls. Walls that held prejudice, ignorance, and flat out racism. Even if Yloria's defenses crumbled, she prayed its welcoming nature never would. And she certainly wasn't trained by the castle's top swordsmen to sit in her palace to wait to see how this all played out.
Without her father's permission, the princess left the safety of the palace, bringing with her a small fleet of her most trusted - if not necessarily strongest - guards to accompany her, and they made their way to the neighbouring Seaside Village, intending to sail over to Lochester.
In hindsight, it wasn't the most well thought-out plan, as she was immediately recognized by a group of Lochesterian soldiers and attacked...
Locations:
Yloria - Located in the southwest quarter of the realm, Yloria is abundant with fertile earth, and the rolling fields to the west of the territory are a constant string of farmland. The abundance of fresh crops have yielded strong, healthy people throughout the kingdom. Fishing is another, though lesser, importance to Yloria’s economy, given they have a portion of the ocean and most of Crystal Lake within their territory.
Yloria prides itself on being accommodating to travellers and its people are notably friendly to strangers. Until recently, Yloria operated on the same principles as Lochester, shunning all but non-magical human races. As desire for the rights of repressed races increased, the laws began to change. Werewolves, vampires, and magical folk have full rights within Yloria, though dark magic is still very much illegal, as is any attack on another human or equivalent. This has caused notable tension between Lochester and Yloria, as Yloria regularly takes in refugees from Lochester and has made it very clear that they disagree with the treatment of lesser races.
Despite the kingdom’s stance, there is still notable fear surrounding magic and non-human races within the population, especially among the older population. It is considered less socially acceptable to voice negative opinions on the minority populations than in other kingdoms, though they are often ignored or gossiped about instead.
Yloria’s Capital: Situated in the heart of the farmland, the Capital of Yloria is an upbeat, friendly city home to a wide variety of people. The monarchy resides in a large, well-protected castle in the heart of the city. King Leonius is the reigning king, with his daughter Princess Gwendolyn next in line to the throne. Unlike Lochester and Khusha, Yloria’s capital is also its military base, with plenty of opportunities to learn to utilize a variety of weapons and fighting techniques. Elemental and white magic is also taught mandatorily to any who possess the ability to utilize it, though some parents instead choose to send their children off to Zlelmore, as the quality of education there is considered higher, though the morals there are also considered questionable to those in Yloria. A soldier of the royal army is considered the most noble occupation to have within the Capital, though farming in the fertile fields outside the city is another popular means of livelihood.
Seaside Village: The only port city in Yloria – and the only port city in the realm not to be within Lochester – Seaside Village is mainly home to fishermen and sailors. Seaside Village at one point welcomed ships from Lochester, though tension in recent months has made them wary of outsiders. Furthermore, Seaside Village – located to close to the border and the ocean – has become a central haven for refugees of races aside from non-magical humans, with many either stopping to rest or even take up permanent residence knowing that they are protected within its boundaries.
Orchid Town: Situated on the edge of Yloria’s trademark hills, just before the Flatlands begin. Orchid Town is in an ideal location near Crystal River, with the soil being both fertile and a beacon for naturally growing plants, vegetables, and herbs without human help.
Yloria prides itself on being accommodating to travellers and its people are notably friendly to strangers. Until recently, Yloria operated on the same principles as Lochester, shunning all but non-magical human races. As desire for the rights of repressed races increased, the laws began to change. Werewolves, vampires, and magical folk have full rights within Yloria, though dark magic is still very much illegal, as is any attack on another human or equivalent. This has caused notable tension between Lochester and Yloria, as Yloria regularly takes in refugees from Lochester and has made it very clear that they disagree with the treatment of lesser races.
Despite the kingdom’s stance, there is still notable fear surrounding magic and non-human races within the population, especially among the older population. It is considered less socially acceptable to voice negative opinions on the minority populations than in other kingdoms, though they are often ignored or gossiped about instead.
Yloria’s Capital: Situated in the heart of the farmland, the Capital of Yloria is an upbeat, friendly city home to a wide variety of people. The monarchy resides in a large, well-protected castle in the heart of the city. King Leonius is the reigning king, with his daughter Princess Gwendolyn next in line to the throne. Unlike Lochester and Khusha, Yloria’s capital is also its military base, with plenty of opportunities to learn to utilize a variety of weapons and fighting techniques. Elemental and white magic is also taught mandatorily to any who possess the ability to utilize it, though some parents instead choose to send their children off to Zlelmore, as the quality of education there is considered higher, though the morals there are also considered questionable to those in Yloria. A soldier of the royal army is considered the most noble occupation to have within the Capital, though farming in the fertile fields outside the city is another popular means of livelihood.
Seaside Village: The only port city in Yloria – and the only port city in the realm not to be within Lochester – Seaside Village is mainly home to fishermen and sailors. Seaside Village at one point welcomed ships from Lochester, though tension in recent months has made them wary of outsiders. Furthermore, Seaside Village – located to close to the border and the ocean – has become a central haven for refugees of races aside from non-magical humans, with many either stopping to rest or even take up permanent residence knowing that they are protected within its boundaries.
Orchid Town: Situated on the edge of Yloria’s trademark hills, just before the Flatlands begin. Orchid Town is in an ideal location near Crystal River, with the soil being both fertile and a beacon for naturally growing plants, vegetables, and herbs without human help.
Lochester – The largest kingdom in the realm, with territory extending through most of the Southern Sea, more than half of the fertile land, and through the Flamecrest Mountains. The ocean is an extremely important resource for Lochester, as much of its culture and economy is devoted to fishing. Though the land is fertile and suitable for growing crops, the climate does not always agree. Still, crops that are hearty enough to withstand the dry summers are another important export for Lochester.
Lochester and its three main settlements – Swifthaven, Saltwater City, and Basinpoint – each have large ports to make for easy ship access between each other, and to Yloria’s Seaside Village. The entire nation is well cared for by its monarchy and technological advances such as plumbing systems and gunpowder are widespread throughout the nation.
Underneath its bright and fortuitous exterior, Lochester hides a much darker side. The monarchy and its people shun magic, werewolves, and in particular vampires, believing them to be the cause of unnecessary deaths and destruction. Almost all facets of magic are illegal, with use of dark magic on another human punishable by death. Likewise, an attack on another human by a vampire or a werewolf is punishable by public execution. White magic is an exception – it is legal only within hospitals, and only with adequate training and supervision. It is illegal for a werewolf, vampire, or practitioner of dark magic to take up residence in any area of Lochester.
While it is legal for a practitioner of elemental magic or white magic to be a resident, there is still a heavy stigma surrounding magic. Children who show magical potential are often shipped off to Zlelmore for their mandatory training and never seen again. Zlelmore’s opposite opinion on magic has led to an odd adoption program that sends magical children to Zlelmore and non-magical children to Lochester. It is highly controversial even within the two kingdoms, and especially frowned upon by Yloria and Khusha, yet it saves over a thousand children each year from becoming wards of the state.
Lochester Capital: The Capital of Lochester is the largest settlement in the realm, and the people within it live comfortable, hard working lives. Lochester has excellent medical care, plentiful food, and is overall a very wealthy nation. Lochester is governed by a monarchy that has overseen it for hundreds of years, originating from conquerors of the entire realm after it was first settled before it divided into four kingdoms. Currently it is governed by Queen Eleonora with her son Prince Hendrick second in line for the throne, and her younger son Prince Aldrich third in line. A large extended family make up the rest of the throne’s birthrights. It employs a very large, very well trained army to defend and, more recently, to conquer.
Swifthaven: The culture of Swifthaven is very military-focused, as it is the closest settlement to the borders of the neighbouring kingdoms. It is heavily guarded and its people well trained – perhaps overly so – in case of attack or need for reinforcements. Many of its residents were originally from the Capital and moved to Swifthaven for military assignment.
Saltwater City: As its name implies, Saltwater City is mostly filled with inhabitants who get their livelihood from fishing. The surrounding land is also highly fertile, making it the largest crop exporter in Lochester outside of its Capital.
Basinpoint: The southernmost settlement in the realm, Basinpoints shares many similarities with its sister town, Saltwater City. Its proximity from the capital has allowed illegal races to be more easily hidden. A scandal a few years ago revealed a small coven of vampires seeking refuge in Basinpoint: they were publically executed, along with several humans who had been trying to protect them.
Lochester and its three main settlements – Swifthaven, Saltwater City, and Basinpoint – each have large ports to make for easy ship access between each other, and to Yloria’s Seaside Village. The entire nation is well cared for by its monarchy and technological advances such as plumbing systems and gunpowder are widespread throughout the nation.
Underneath its bright and fortuitous exterior, Lochester hides a much darker side. The monarchy and its people shun magic, werewolves, and in particular vampires, believing them to be the cause of unnecessary deaths and destruction. Almost all facets of magic are illegal, with use of dark magic on another human punishable by death. Likewise, an attack on another human by a vampire or a werewolf is punishable by public execution. White magic is an exception – it is legal only within hospitals, and only with adequate training and supervision. It is illegal for a werewolf, vampire, or practitioner of dark magic to take up residence in any area of Lochester.
While it is legal for a practitioner of elemental magic or white magic to be a resident, there is still a heavy stigma surrounding magic. Children who show magical potential are often shipped off to Zlelmore for their mandatory training and never seen again. Zlelmore’s opposite opinion on magic has led to an odd adoption program that sends magical children to Zlelmore and non-magical children to Lochester. It is highly controversial even within the two kingdoms, and especially frowned upon by Yloria and Khusha, yet it saves over a thousand children each year from becoming wards of the state.
Lochester Capital: The Capital of Lochester is the largest settlement in the realm, and the people within it live comfortable, hard working lives. Lochester has excellent medical care, plentiful food, and is overall a very wealthy nation. Lochester is governed by a monarchy that has overseen it for hundreds of years, originating from conquerors of the entire realm after it was first settled before it divided into four kingdoms. Currently it is governed by Queen Eleonora with her son Prince Hendrick second in line for the throne, and her younger son Prince Aldrich third in line. A large extended family make up the rest of the throne’s birthrights. It employs a very large, very well trained army to defend and, more recently, to conquer.
Swifthaven: The culture of Swifthaven is very military-focused, as it is the closest settlement to the borders of the neighbouring kingdoms. It is heavily guarded and its people well trained – perhaps overly so – in case of attack or need for reinforcements. Many of its residents were originally from the Capital and moved to Swifthaven for military assignment.
Saltwater City: As its name implies, Saltwater City is mostly filled with inhabitants who get their livelihood from fishing. The surrounding land is also highly fertile, making it the largest crop exporter in Lochester outside of its Capital.
Basinpoint: The southernmost settlement in the realm, Basinpoints shares many similarities with its sister town, Saltwater City. Its proximity from the capital has allowed illegal races to be more easily hidden. A scandal a few years ago revealed a small coven of vampires seeking refuge in Basinpoint: they were publically executed, along with several humans who had been trying to protect them.
Khusha – Situated in the northeast area of the realm, most of Khusha’s territory is covered in inhabitable mountains and desert. Further complicating the problem is a large dragon population that makes their home in the Flamecrest Mountains. The mountain range is aptly named, as the dragons use their fiery breath to heat the surrounding territory to keep it at their ideal temperature (which makes the mountains inhospitable to humans). The surrounding area has turned to desert as a result, with the dragons destroying any hope at plant life growing normally. Some citizens of Khusha have opted to put the dragon’s great power to use, and will raise smaller species from eggs and ride them. Dragon riders aren’t uncommon in Khusha armies, and given the species’ reluctance to breed in captivity, this has made dragon egg hunting a very, very dangerous, but highly profitable, source of business.
Despite the artificial desert, plant life can grow under controlled conditions, making the cities within Khusha essential for food production. Still, a good portion of agriculture must be shipped in from the other three kingdoms. In exchange, many in Khusha take up a hazardous career of mining rare ore from the mountain to trade.
Though Khusha is generally nervous of races other than the non-magical human, its culture has a deep respect, rather than outright fear, for vampires. This origin of this view stems from Khusha’s monarchy: two hundred years ago, vampires overturned the human monarchy, intending to make Khusha a land that benefitted only vampires. When humans fled the kingdom in terror, the monarchy quickly realized the error of their ways, as humans were a quintessential food source – and kept livestock alive for them to feed off as the only readily available secondary resource. The monarchy changed its policies to have the interests of all races in mind, if only for selfish reasons, and slowly things became peaceful and prosperous once again.
As decades passed, the reasons became less selfish, and more empathetic – after all, the vampire monarchy had begun interbreeding with humans. The current head of state – Prince Alarik – openly admits to being one eighth vampire, though aside from the trademark red eyes his powers are unknown. At only seventeen years of age, he just recently took the title of the throne from his deceased father. The circumstances of his death were kept quiet, though given the king’s vampire heritage and relatively young age, was unlikely to be from natural causes.
Khusha Capital: The Capital of Khusha is nestled at the base of the Flamecrest Mountains, and protected very effectively by the mountains and the desert. It is no easy task making it to Khusha from another kingdom, though the citizens themselves are quite accustomed to it. Most of the trading in the Capital is therefore instead organized from Immost Outpost. Due to the heat, the citizens of Khusha dress in light fabrics, and their homes are designed to protect from the sun. As rain is rare, water is collected from underground wells.
Immost Outpost: Similar to Lochester’s Swifthaven, Immost Outpost serves as the military base for Khusha. It also serves as a central point of trading for Khusha and the other three kingdoms, being in close proximity to all of them.
Sandhold: Located on the cusp of the Khusha and Zlelmore border, Sandhold has a larger non-human population than any other formal settlement in the realm. It is a haven for vampires and werewolves alike, and there is no stigma against either race. Few humans take up residence there, as it is considered a highly dangerous place for them (magical or not).
Despite the artificial desert, plant life can grow under controlled conditions, making the cities within Khusha essential for food production. Still, a good portion of agriculture must be shipped in from the other three kingdoms. In exchange, many in Khusha take up a hazardous career of mining rare ore from the mountain to trade.
Though Khusha is generally nervous of races other than the non-magical human, its culture has a deep respect, rather than outright fear, for vampires. This origin of this view stems from Khusha’s monarchy: two hundred years ago, vampires overturned the human monarchy, intending to make Khusha a land that benefitted only vampires. When humans fled the kingdom in terror, the monarchy quickly realized the error of their ways, as humans were a quintessential food source – and kept livestock alive for them to feed off as the only readily available secondary resource. The monarchy changed its policies to have the interests of all races in mind, if only for selfish reasons, and slowly things became peaceful and prosperous once again.
As decades passed, the reasons became less selfish, and more empathetic – after all, the vampire monarchy had begun interbreeding with humans. The current head of state – Prince Alarik – openly admits to being one eighth vampire, though aside from the trademark red eyes his powers are unknown. At only seventeen years of age, he just recently took the title of the throne from his deceased father. The circumstances of his death were kept quiet, though given the king’s vampire heritage and relatively young age, was unlikely to be from natural causes.
Khusha Capital: The Capital of Khusha is nestled at the base of the Flamecrest Mountains, and protected very effectively by the mountains and the desert. It is no easy task making it to Khusha from another kingdom, though the citizens themselves are quite accustomed to it. Most of the trading in the Capital is therefore instead organized from Immost Outpost. Due to the heat, the citizens of Khusha dress in light fabrics, and their homes are designed to protect from the sun. As rain is rare, water is collected from underground wells.
Immost Outpost: Similar to Lochester’s Swifthaven, Immost Outpost serves as the military base for Khusha. It also serves as a central point of trading for Khusha and the other three kingdoms, being in close proximity to all of them.
Sandhold: Located on the cusp of the Khusha and Zlelmore border, Sandhold has a larger non-human population than any other formal settlement in the realm. It is a haven for vampires and werewolves alike, and there is no stigma against either race. Few humans take up residence there, as it is considered a highly dangerous place for them (magical or not).
Zlelmore - Located in the forests northwest of the realm, Zlelmore’s territory is a natural home to many magical plants and fungi, contributing to the kingdom’s odd and mysterious aura. Zlelmore’s residents are curious about the unnatural, in particular the study of magic. It is home to more werewolves than any other kingdom combined – but they live almost entirely in the thick trees of Lostacre Forest, hidden away from the discriminatory human population. Lycanthropy being one of few things magic can’t fix – or even treat – it is considered a terrifying curse amongst the human population, especially as Lycanthropy exterminates the ability to use magic once contracted. Vampirism gets a similar treatment, though there is more of a natural curiosity toward vampire magic. Some people even dedicate their lives to studying vampire magic.
Zlelmore is unusual in that it has a preference for magical humans above any other race. Non-magical humans are thought of as inferior, though due to the rarity of magical humans they are still the largest population of Zlelmore. If an infant of magical parenthood is discovered to not possess magical powers themselves, they are frequently abandoned. An adoption program set up with Lochester allows many such families to select an unwanted child with magical abilities instead, and though this practice is frowned upon, it is frequently utilized. The government of Zlelmore does not see any issue with the practices. Unlike the other kingdoms, which rely on a monarchy, Zlelmore instead gives its head of state title to the most powerful wizard in the kingdom. This is generally revisited via a magical duel every couple years, with the victor granted dark facial tattoos to signal their leadership – these are permanent until overthrown, and it is illegal to replicate them in the general population.
At the edge of the kingdom sits the Watchtower, a very tall spirally stone building which can see into the territories of all four kingdoms. Military personnel are constantly stationed there, on alert for any sign of conflict.
Zlelmore Capital: The central hold of Zlelmore contains nearly all of its non-werewolf residents, exempting a small population in the northern bogs and a few eccentric types whom instead choose to live a life of seclusion in the forest. The Capital of Zlelmore is home to the finest magical institutions in the entire realm, and much of its culture is centered around magical training. The streets of Zlelmore are home to potion salesmen, the air constantly sparks with elemental spells, and the people are constantly studying to improve their own magical mastery. The current head of state is Sorcerer Glikore, though he has two teenaged protégées; his daughter, Veneas, and the top magical student in the kingdom, Ixrius.
Miredom: A swampy area home to many who prefer to study magic without the bustle of city life. Located on the western side of the Crystal River, the bridge to Miredom is further protected by an artificially planted grove filled with foliage that releases toxins designed to disorient any intruders into leaving. Originally planted to prevent werewolves entering the settlement, it also serves to keep Miredom a secluded location from all outsiders.
Zlelmore is unusual in that it has a preference for magical humans above any other race. Non-magical humans are thought of as inferior, though due to the rarity of magical humans they are still the largest population of Zlelmore. If an infant of magical parenthood is discovered to not possess magical powers themselves, they are frequently abandoned. An adoption program set up with Lochester allows many such families to select an unwanted child with magical abilities instead, and though this practice is frowned upon, it is frequently utilized. The government of Zlelmore does not see any issue with the practices. Unlike the other kingdoms, which rely on a monarchy, Zlelmore instead gives its head of state title to the most powerful wizard in the kingdom. This is generally revisited via a magical duel every couple years, with the victor granted dark facial tattoos to signal their leadership – these are permanent until overthrown, and it is illegal to replicate them in the general population.
At the edge of the kingdom sits the Watchtower, a very tall spirally stone building which can see into the territories of all four kingdoms. Military personnel are constantly stationed there, on alert for any sign of conflict.
Zlelmore Capital: The central hold of Zlelmore contains nearly all of its non-werewolf residents, exempting a small population in the northern bogs and a few eccentric types whom instead choose to live a life of seclusion in the forest. The Capital of Zlelmore is home to the finest magical institutions in the entire realm, and much of its culture is centered around magical training. The streets of Zlelmore are home to potion salesmen, the air constantly sparks with elemental spells, and the people are constantly studying to improve their own magical mastery. The current head of state is Sorcerer Glikore, though he has two teenaged protégées; his daughter, Veneas, and the top magical student in the kingdom, Ixrius.
Miredom: A swampy area home to many who prefer to study magic without the bustle of city life. Located on the western side of the Crystal River, the bridge to Miredom is further protected by an artificially planted grove filled with foliage that releases toxins designed to disorient any intruders into leaving. Originally planted to prevent werewolves entering the settlement, it also serves to keep Miredom a secluded location from all outsiders.
Races:
Non-magical humans: By far the most populous race in the land, naturally making them the dominant race. The strength of a normal human doesn’t come from extraordinary abilities, but rather their increased access to weaponry, education, food, healthcare, and opportunities throughout the entire realm. Non-magical humans are not feared by any kingdom and may take up residence anywhere. Zlelmore is the only kingdom where they are not the preferred race, as magical humans are the favoured race there, though non-magical humans have every standard right in Zlelmore as well.
A non-magical human is considerably more physically apt than their magical counterpart, but without weapons are outmuscled by werewolves and some vampires (depending on their specific powers). Humans tend to rely on weapons for combat – swords, lances, bows and arrows, crossbows, axes, clubs/maces, etc. are widely available to humans, as is the training to properly utilize them.
A non-magical human is considerably more physically apt than their magical counterpart, but without weapons are outmuscled by werewolves and some vampires (depending on their specific powers). Humans tend to rely on weapons for combat – swords, lances, bows and arrows, crossbows, axes, clubs/maces, etc. are widely available to humans, as is the training to properly utilize them.
Magical humans: About 5% of the human population is born with the potential for magical abilities, with some genetic predisposition. This is generally discovered in early childhood and usually first appears during a period of high emotion. In Zlelmore, where magic is coveted, it is considered normal to force an infant into using magic by subjecting them to fearful or even painful situations to discover their abilities or lack thereof. A magical human is considerably frailer and physically weaker than the standard human; strong of mind, weak of body.
Magical education is mandatory for all who are born with the ability, as not being properly educated can lead to stunted magical abilities and dangerous and potentially deadly spurts of immature magic. In Lochester, magic is feared and is outlawed. The kingdoms of Khusha and Yloria also have stigma and fear against magic, but elemental magic is not illegal in either location. In certain parts of both kingdoms (generally surrounding the magical institutions) magic users are accepted and treated no differently from normal humans.
Magic wielders usually gravitate toward a particular branch of elemental magic, and their initial spurts of magic will congregate in this type (wind, earth, lightning, fire, or water/ice). Learning another elemental form besides their natural alignment is considerably more difficult, but mandatory in all magical institutions for proper magical growth. Given proper training, elemental magic wielders can produce a variety of powerful attacks, but most tend to have favoured spells that they are especially talented with.
White (healing) magic is another branch that magic wielders can learn, and is generally easier than learning a second element, making it a popular elective given its more obvious practical uses.
Dark magic is taught only in Zlelmore, as it is illegal in every other kingdom. This branch of magic concentrates around spells that are designed purely to hurt, injure, or torture others. Necromancy is another form of dark magic that can be learned, though is considerably difficult to do perfectly. Learning dark magic involves devoting oneself to inflicting pain on others, and generally requires a sadistic mindset to be appropriately effective, making its wielders potentially highly dangerous. Zlelmore considers it useful for army defense, but widespread misuse and connections with evil minds have rendered it illegal elsewhere.
Magical education is mandatory for all who are born with the ability, as not being properly educated can lead to stunted magical abilities and dangerous and potentially deadly spurts of immature magic. In Lochester, magic is feared and is outlawed. The kingdoms of Khusha and Yloria also have stigma and fear against magic, but elemental magic is not illegal in either location. In certain parts of both kingdoms (generally surrounding the magical institutions) magic users are accepted and treated no differently from normal humans.
Magic wielders usually gravitate toward a particular branch of elemental magic, and their initial spurts of magic will congregate in this type (wind, earth, lightning, fire, or water/ice). Learning another elemental form besides their natural alignment is considerably more difficult, but mandatory in all magical institutions for proper magical growth. Given proper training, elemental magic wielders can produce a variety of powerful attacks, but most tend to have favoured spells that they are especially talented with.
White (healing) magic is another branch that magic wielders can learn, and is generally easier than learning a second element, making it a popular elective given its more obvious practical uses.
Dark magic is taught only in Zlelmore, as it is illegal in every other kingdom. This branch of magic concentrates around spells that are designed purely to hurt, injure, or torture others. Necromancy is another form of dark magic that can be learned, though is considerably difficult to do perfectly. Learning dark magic involves devoting oneself to inflicting pain on others, and generally requires a sadistic mindset to be appropriately effective, making its wielders potentially highly dangerous. Zlelmore considers it useful for army defense, but widespread misuse and connections with evil minds have rendered it illegal elsewhere.
Werewolves: Lycanthropy is a disease spread through werewolf bites to otherwise normal humans (vampires are immune). This curses the affected with forcibly turning into a large half human, half wolf beast that acts purely on the instinct to bite and spread the disease further whenever there is a full moon in the sky. Lycanthropy also disables the ability to use magic in magical humans. Due to this, werewolves are feared throughout every kingdom. Lochester has gone as far as to make it illegal for werewolves to take up residence there. There is no cure for lycanthropy, though the only way the disease can spread is from a werewolf bite inflicted during a full moon.
Outside of the moon’s peak cycle, werewolves can learn to control their shapeshifting abilities to transform from pure human to pure wolf, and anywhere in between. This does take practice to effectively learn, and usually has to be self-taught unless the werewolf in question is a part of a pack. A werewolf’s wolf and partial wolf forms can overpower most humans with enhanced speed and strength capabilities. Werewolves have a aversion and weakness to silver, being particularly weak against silver weapons. This weakness is more pronounced the further into their wolf form they are.
Due to the stigma surrounding werewolves, many have relegated themselves to living in packs outside of towns, with the vast majority residing in Lostacre Forest. Others choose to live their lives entirely in their human form in secret, leaving town or locking themselves into solitude when the full moon arises. These werewolves may therefore have had the opportunity to train with weapons as a normal human would, while other werewolves instead rely on teeth, claws, and brute strength.
Outside of the moon’s peak cycle, werewolves can learn to control their shapeshifting abilities to transform from pure human to pure wolf, and anywhere in between. This does take practice to effectively learn, and usually has to be self-taught unless the werewolf in question is a part of a pack. A werewolf’s wolf and partial wolf forms can overpower most humans with enhanced speed and strength capabilities. Werewolves have a aversion and weakness to silver, being particularly weak against silver weapons. This weakness is more pronounced the further into their wolf form they are.
Due to the stigma surrounding werewolves, many have relegated themselves to living in packs outside of towns, with the vast majority residing in Lostacre Forest. Others choose to live their lives entirely in their human form in secret, leaving town or locking themselves into solitude when the full moon arises. These werewolves may therefore have had the opportunity to train with weapons as a normal human would, while other werewolves instead rely on teeth, claws, and brute strength.
Vampires: The least human of all races as the DNA itself is affected, vampires are obviously distinguished from humans up close as they have deathly pale, inhuman coloured skin, blood red eyes, and two long sharp incisors that often stick out of the mouth. A pure vampire will subsist exclusively off blood, with a preference (but not necessity) for human blood. With the exception of Khusha, vampires are feared throughout the realm for this reason. Vampires also have an intense sensitivity to sunlight, with pure vampires burning to dust after several minutes of direct exposure.
In exchange, vampires – though not immortal – live very long lives, and are not susceptible to human illnesses. While unable to learn elemental or white magic, they are blessed with a particular subset of vampiric magic which is designed to enable them to more easily catch prey. This magic is unique to each vampire, and can include increased speed and/or strength, increased sensory abilities, specific dark magic spells, etc.
Vampires can be created through bites which inject venom to the victim, though the instinct to bite for the point of procreation has been long evolved out of the species, as outside of Khusha humans historically have treated this much as they’d treat a crime of murder, and was (and in Lochester, still is) punishable by death. Vampires can also propagate the traditional way, and can interbreed with humans to create vampire hybrids. Unlike werewolves and magical humans, the way DNA is affected in vampires enables partial vampires to exist. They have less of the vampire drawbacks (can eat food as well as blood, more tolerant of sunlight, etc), but also less powerful abilities.
In exchange, vampires – though not immortal – live very long lives, and are not susceptible to human illnesses. While unable to learn elemental or white magic, they are blessed with a particular subset of vampiric magic which is designed to enable them to more easily catch prey. This magic is unique to each vampire, and can include increased speed and/or strength, increased sensory abilities, specific dark magic spells, etc.
Vampires can be created through bites which inject venom to the victim, though the instinct to bite for the point of procreation has been long evolved out of the species, as outside of Khusha humans historically have treated this much as they’d treat a crime of murder, and was (and in Lochester, still is) punishable by death. Vampires can also propagate the traditional way, and can interbreed with humans to create vampire hybrids. Unlike werewolves and magical humans, the way DNA is affected in vampires enables partial vampires to exist. They have less of the vampire drawbacks (can eat food as well as blood, more tolerant of sunlight, etc), but also less powerful abilities.
RULES
1. No god-modding / no Mary Sues (no perfect/ invincible characters. You cannot dodge every hit or land every strike!). Characters should be well-balanced, with defined strengths and weaknesses. Follow along with the guidelines provided in the race descriptions above.
2. No powerplaying (“bunnying”) without permission, unless exceptionally minor in order to progress the RP. This in particular includes auto-hitting (do NOT harm another player’s character in your own post. It is up to the RPer themselves to decide 1. IF they are hit by an attack and 2. To what DEGREE the attack affected them)!
3. The character limit is one per RPer.
4. Sign ups are limited to the reserves taken beforehand. Unless we have significant drop-outs, sign ups are closed.
5. Please ask if you have any questions, or wish to suggest something to add to the world.
Sign-up form
Your character does not need to be from Yloria, but needs to have a reason to be in Seaside Village at the start of the RP. In addition, they will be forcibly recruited to travel with Yloria's princess at the start of the RP. Don't make a character who would take issue with this to the point that the princess would decide they aren't worth the trouble.
PHP:
[B]Name:
Gender:[/B] (you are welcome to list sexuality here if you wish)
[B]Age:[/B] (18+)
[B]Race
Class:[/B] (basically just sum up their fighting style from the skills you list below)
[B]Skills and abilities:[/B]
[B]Appearance:[/B] (at least 100 words)
[B]Personality:[/B] (at least 100 words)
[B]History:[/B] (at least 100 words)
RPer list:
1. Tangeh - Princess Gwendolyn Esyl Hefina Quince Silverose (Non-magical human Royal Swordswoman)
2. *Jean Grey* - Sylvia Edelstein (Werewolf Death Knight)
3. Cometstarlight - Hazel Cornix (Werewolf Adventurer)
4. Minteh - Lynneth "Lyn" Grier (Non-magical human Scout)
5. Monster Guy - Veronica Lance (Magical human Sorceress)
6. Schade - Brother Genma Valerious Windcaller the Third ("Gen") (Magical human Cleric) [old char] Goran Labolas Sanguine (Non-magical human Dracoknight)
7. Sketchie (reserved)
8. TikTok13 - Zane Crowley (Werewolf Thief)
9. VampirateMace - Dimamire ‘Dimmy’ D. Nightshade (Half-vampire Rogue)
10. Vern - Sullivan Van Daal (Magical human Electromancer)
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