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Fantasy Do Not Go Gentle [Standard Lore]

Bang Bang

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S T A N D A R D ✤ L O R E


Lore that applies to all of Aria, or large sections of it. GM created, unless otherwise noted. Any changes made to this after the initiation of the RP shall be announced on the Interest Check and Discord.

For handling the large amount of Lore that comes with this RP, you are advised to:
1) All players must read the 'Mechanics' and 'Structure and Plots' sections of the lore.
2) Skim-read the rest of the lore at first, seeing what catches your eye; read these areas in depth, and create your character accordingly.
3) Come back to the lore when you encounter things in the RP you are unfamiliar with, or when travelling elsewhere, to read up on those areas as you go.

Naturally, players are welcome to read the lore in its entirety from the start, but for those who may have difficulty consuming large amounts of information at once, the above guide may come in handy. If players are struggling with the lore, have questions, or would like to ask for more details, they are welcome to contact the GMs.

Thread Navigation

Mechanics
Plots and Structure
Key Locations
Minor Locations
Societies and Cultures
Playable Species
Religions and Folklore
Key NPCS
Non-Playable Species
Bestiary
Charms and Curses Compendium
Credits
Links
 
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M E C H A N I C S

The over-arching ways in which this RP shall work, from GM interactions to Money and Quests.

  • Players are not only allowed to, but are encouraged to create their own lore. What is detailed in the 'Standard Lore' is that which applies to the world as a whole or to large areas. However, local cultures, other cities/villages/secret temples/caverns etc are totally available for players to create. Create a cult and religion your character practices or perhaps stars in, develop weaponry*, magical practices*, occult conspiracies, or a business empire your character runs across the lands; in short, go wild All Player Created Lore shall be added to the thread under the same name (for link, see the bottom of this thread).

    For all 'bigger' concepts, i.e. ones that apply RP-wide, such as species ideas, Key Figures, or mechanics ideas, you are advised to run the basic idea by the GMs first as these will require heavier screening. See also the 'Species Creation' Tab.

    *Note that, for weapons/magic and so forth, 'basic' forms are advised for player creation. Specialty/Magical weapons and advanced magic will need to be run by the GMs first for approval, in order to prevent OP concepts being accessible to players too early on.
 
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P L O T S ✤ A N D ✤ S T R U C T U R E

Past and Present Plotlines, along with the current plan for the RP's structure (e.g. Chapters). This section shall be updated as the RP goes to aid newcomers.

  • The RP shall be organised into Chapters (idea credit goes to ReverseTex ReverseTex ). Each chapter shall follow an arc in the major plot of the RP, though side/minor plotlines shall shift and change within them as well.

    Planned Chapters:
    Transformation One - The Hunt [This shall serve as the 'introduction' portion of the RP, where characters can get to know one another. It shall follow the initiatory quest of Astara's Queen, which all player characters are advised to engage in in some capacity. For details, see the 'The Hunt' tab.]
    Transformation Two - The Unraveling [In which the consequences of the first chapter shall begin to emerge, and the rest of Aria shall open up as accessible areas (mostly)]

    Notes to Players:
    ✤ All characters, no matter their place of residence or origin MUST start in the Capital of the Kingdom of Astara, Ursuna. The bounty the Queen is offering for her quest has drawn many, many travelers to the city, though other plot-lines or character agendas may draw your characters there also.
    ✤ During the first chapter, only certain areas will be accessible to players. In the locations compendium, they shall be listed as 'sealed off' if they are inaccessible. When Chapter Two begins, please check back to see what has opened up, and what remains cordoned off and why.
 
K E Y ✤ L O C A T I O N S

Key locations across Aria. Note that all player locations will be in the Player Created Lore thread, not here, UNLESS they become relevant to the majority of players.

[For a fully labelled version the Map, click here to access a separate thread for it]
DNGG Labelled1.png


  • Aria is the continent on which this RP takes place. Islands off of the mainland are still classified as being a part of Aria. No other land masses are known in this world, and for the purposes of this RP, all characters hail from somewhere in Aria.

    Two rival civilisations dominate the continent of Aria; The Astara Kingdom and Knights Republic.

    These two civilizations hold the most land and highest populations out of any formal groups, though numerous cults, tribes, matriarchies, clans, and covens exist throughout Aria. Not all those dwelling within Kingdom/Republic territory recognize the land's official rulers. Within the Astra/ Republic Isle, however, infrastructure is better developed than anywhere else, and you will find bustling towns, cities, and villages that follow the law of the land, and thus are easier to navigate than the lawless mysteries of The Wilds.

    Magic in the Kingdom/Republic is, for the general populous, weaker than out in the Wilds, for civilization seems to suffocate it as if it were a sickening infant. As such, those used to The Wilds tend to loathe the magical numbness of their civilizations, whilst the Kingdom/Republic citizens fear and revere the ancient magic of the Wilds in equal measure.
 
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M I N O R ✤ L O C A T I O N S

Smaller, GM-created relevant locations across Aria.

ASTARA


  • bb8eee970f1a6906c68e9f5fe0a20e20.jpg
    Map Location: 2
    Ruled by: Queen Lucia
    Inhabited by: Mostly travellers spending the night, along with the tavern's staff and a few permanent residents.
    Population: ~20
    Description: One of, if not the most successful tavern in Ursuna, the strange building suspended up a tree was once the hovel of an old madman who claimed to speak directly to God. Now it has been taken over by Andre de Carmine, who despite being from the loathed Knights Republic has charmed the locals so thoroughly that most forget he is not native. This is a good place to spend the night if you do not wish to encounter any wild beasties, and the best place in the city for acquiring local gossip.
    Accessibility: Accessible.


THE BLACK FOREST

  • 75e05c96449e67e68c2966e15bdf9c64.png
    Map Location: 8
    Ruled by: The Wolf Queen
    Inhabited by: None
    Population: 0
    Description: At the very center of The Shade, there is an opening of sunlight. This strange, hidden space where rocks and leaves float and bright lights dance is said to be the birthplace of the Raven Twins in old Astara Folklore. A place more mythical in nature than real, it is foretold that those who dare brave the Shade and find this enigmatic location are able to submerge in its waters. The affect of this changes with every retelling of the legend, from causing you to be reborn a spirit, blessed with precognitive abilities, to curing all ailments. Whatever its powers, it is also rumored to physically move about Aria to come for those in unparalleled strife. Likewise, it is said that the unworthy will never find it, no matter how long and hard they look; but this is perhaps mere moralizing added to teach children.
    Accessibility: Accessible.
 
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S O C I E T I E S ✤ A N D ✤ C U L T U R E S

Generalizations of societies and culture of Aria as a whole. It should be noted that no place or people is composed of a monoculture, and there will be exceptions to all the information below save for the technology information.

  • [Capital City: Ursuna | Ruler: Queen Lucia]

    Astara is ruled by one dynasty, a bloodline that has ruled for over two thousand years; This bloodline takes priority over all and is the backbone of folklore, religion, and the Kingdom's way of life; the ruling individual is considered a God Incarnate, and is often worshiped by residents of the kingdom. Alongside this, there is a very rigid and exclusive aristocracy governed by birthright which cannot be bought into, only married into. Education, information, and training in the sword is often limited to the nobility in its majority, though exceptions exist. The majority of Astara's population is illiterate.

    Though trapped in eternal winter now, the Astara Kingdom was once a fertile, populous, and productive land, teeming with agriculture and a rich culture, characterized by its strong reverence of folklore and religion. When two-hundred years ago the eternal frosts set in, this connection to myth did not weaken, but rather solidified tenfold as desperation and fear drove people to cling onto superstition and faith. Nowadays, you would be hard-pressed to find someone in Astara who does not live a lot of their life by rumors and tales of the occult and local legend. [For reference, see the 'Religions' section, 'Astara Folklore' tab.]

    The majority of Astara's populace is human. Though many other species have come and settled there too over the millennia, they are often treated as 'Other', some species more so than others. The humans native to the region are fairly homogeneous in terms of genetics; they are recognizable by their dark brown skin, dark hair, and sturdy builds.

    With mean weather and meaner luck, the people of Astara are, on the whole, equally tough. Theirs is a land of brutality and little mercy; family bonds are strongly guarded and clan/blood feuds are frequent as people dispute what little fertile land remains. The people here are hard and sturdy, toughened by the harsh conditions and ruled by religion, myth, and stories. You will find no greater (nor more terrifying) storytellers than the people of Astara.

    With winter seemingly immortal, the main occupation and source of income is that of the woodcutter and the export of hardwoods and furniture crafted of it. The Black Forest dwindles further and further with each year; older folklore dictates that bringing about such destruction risks angering the Guardians of the forest, but it has recently been made an act of treason to discuss such matters. With the omnipresent winter, however, most people have little choice.

    Despite the unforgiving circumstances, few citizens migrate to the Knights Republic due to their religious beliefs, the strong sense of loyalty and xenophobia of Astara, and the fear of being followed by that which in the Dark Forest dwells.
 
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P L A Y A B L E ✤ S P E C I ES

Species available for Player Characters​

  • tumblr_os9mn0E4d71up2v31o3_640.jpg
    Average Life Span: 40-80 years
    Sexes: Male, Female, Intersex
    Physical Appearance: Typically between 5 and 6 foot in height, humans look much the same in Aria as they do in real life. Racial traits vary depending on the place of origin for humans. Typically, dark-skinned humans hail from Astara and the West, olive/mid-tone individuals from Republic Isle and the North, pale/fair-skinned individuals from the East, and skin tones that we would consider characteristic of Asian heritage are found with natives of the South.
    Place of Origin: Unknown.
    Typically Found: Throughout Aria, though concentrated in Astara and Knights Republic.
    Species History: Humans were the pitiful prey of most other species many millennia ago due to their physical frailty. However, they are also enormously enduring and difficult to stamp out due to their breeding habits and cunning. When the Wolf Queen took pity on them and guided them to the land of Astara, giving them protection there, they were able to settle and thrive, a change from their nomadic past, which was a necessity due to how widely their species was hunted for meat and easy game. With the formation of a united settlement, their cunning was redirected into technological and cultural advancement. They have since become the dominant race in culture and education, and were the creators of the first universal language and alphabet. They are now feared by most other races for their unrivaled population numbers, and for their reputation for being merciless and vengeful against all other species. This reputation is somewhat abated in the Knights Republic, though it hands over as an ancestral shadow.
    Long-Form Description: Humans are known as the thinkers and creators of Aria. They are innovative and quick as a result of their relatively brief life span, a fact aided by their tendency to be social and to group together.
    Other: -
 
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R E L I G I O N S ✤ A N D ✤ F O L K L O R E

Major Religions, faiths, cults, and local legends to be found across Aria.​


  • Folklore within Knights Republic is a vibrant mix and jumble of all the lore people brought in when they immigrated to the Republic. However, after five hundred years of being established, some more local lore has sprung up, especially surrounding the Floating City.

    682bd61ab7af177150faf429630514bf.jpg
    Roan, Spirit of Fertility
    A place of bounty and plenty, the Floating City is said to be governed over by the local Spirit/God of Fertility, known by the name of Roan/Rhone/Rone (spelling, terminology, lore, etc. varies widely, and players are welcome to make their own interpretations of what is a very loose 'myth'). Roan is envisioned as a shapeshifter, at once all genders, all sexualities, all lovers, and all light; They are said to walk among the people of the Floating City, drifting between parties, orgies, rituals, and quiet scenes, sowing fresh seeds of new life, growth, and plenty. Those who believe will frequently pray to them and their shrines (dotted throughout the city, all constructed within the last century or so) in hopes of gaining childbirth, love, wealth, and pleasure. Worship of Roan is not considered a religion, and is often incorporated into all faiths and practices.

    Roan's symbols are the cornucopia, grapes, the chalice, wine, serpants, the hourglass, grain, and the lotus flower.

    Their most commonly depicted form in artwork is that of a heavy-built, tall, androgynous individual of with long hair who is typically depicted as nude, with stretched ear lobes and a crown of grain/blossoms worn around their head. However, alterations are often made to reflect what specific aspects of Roan the shrines/paintings are dedicated to, e.g. luxurious robes and jewelry is added for wealth shrines, statues to encourage sexual pleasure may exaggerate sexual organs, etc.
 
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K E Y ✤ N P C S

Characters played only by the GMs whom you may wish to have knowledge of. If a player would like to claim an NPC to play for themselves, they are welcome to PM the GMs to discuss ideas. Though the rough sketches of character given below have to be adhered to for the most part, players are welcome to expand on the characters and their backgrounds.

(N.B. Characters with an * next to their tab title cannot be claimed by players)

W E S T



  • f6b09bbb3c2d194c58c6e716778247bc.jpg
    Full Name: Queen Lucia Lammas Astara
    Role: Queen of Astara
    Species: Human
    Place of Residence: Heavensreach, Ursuna
    Description:
    The Immortal Witch Queen of Astara, Lucia has lived for as long as the eternal winter has been present. Originally hailing from the East, Lucia married into the Astara bloodline, and as they are always prone to do in Astara when discussing outsiders, rumors whisper about her as unfit for the throne, along with tales that the nobility of the Astara bloodline died with her late husband. Feasting on the hearts of dragons to keep herself forever young, she is infamous for her beauty, but also for her cruelty. She appears to be willing to stop at nothing to break the curse of winter, having done everything, from sacrificing the virgin women of the kingdom at alters and rituals too dark to describe here. Now, she has finally placed a bounty on the head of the Wolf Queen in the hopes that destroying the old gods of their kingdom will bring about the death of old customs and curses, allowing her to restart the Astara line. The fact that in all of two-hundred years, she has been unable to produce an heir to the throne, is cause for much gossiping.

    It should be noted that all conversation considered treasonous or unflattering of the Queen can be punished by indefinite imprisonment and/or execution.


N O R T H


  • 6baa4f4423b231c0033ae9006407339d.jpg
    Full Name: Benjamin Descart
    Role: Current Knightor of Knights Republic
    Species: Elf
    Place of Residence: The Floating City
    Description: Benjamin is the epitome of everything the Knights Republic has become in the modern era. Charming, suave, and yet an astute and devious businessman, Benjamin owns and runs almost all of the whorehouses, opium dens, and pleasure gardens in the Floating city. With fingers in too many pies to count, he's an economic powerhouse as a sole individual. With the wealth of the Knights Republic behind him, he fully intends to solidify the Republic's domination of Aria. Equipped with enough ambition for a thousand men, it is no surprise that people believe he intends to bring about war, for a victory would not only secure the Republic's future, but given them near total control over Aria, the Wilds an easy target once Astara has been quelled.

    At present, he is an honored guest in Heavensreach, staying for the duration of negotiations. He is delightfully intrigued by the local folklore and this little quest to hunt the Wolf Queen, and has expressed a desire to stay until the Hunt takes on form and completion.
 
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N O N - P L A Y A B L E ✤ S P E C I E S

Species of characters you may encounter elsewhere, played by the GMs only. If you wish for us to make an exception, you must make a request before making a CS, detailing your intentions for the character.​


  • 748e5be4034c9fbf9e8ab8b2b6704226.jpg
    The Maggots of Folklore are the most tangible part of the Wolf Queen legend. For centuries, they have been perfectly benign. Tree-dwellers, they nurse themselves and fatten within the base of large trees, whilst simultaneously fertilising the forest floor for the slighter flora that struggle to obtain nutrients around such giants.

    Maggots then infect the seeds of their host tree, and thus when new trees grow, they foster new Maggots in their roots. Despite their parasitic nature, Maggots were considered helpful spirits up until about a century or so ago. Before this change, they were similar to their prettier tree-dwelling counterparts, Dryads, and often aided travellers in navigating the forest, or in finding safe nutrients.

    Lately, however, they have been known to attack any and all wanderers. They do so in groups of about six or so, using numbers to overwhelm stronger foes. They are not particularly strong, but once they have latched onto a target it is extremely difficult to shake them, especially since they are capable of rapidly growing their own ‘root’ like extensions from all over their body to bind a victim. They will then drag the body with the back into the earth and speed up the process of decomposition to fertilise the ground.

    Maggots shape is malleable and varied; Some are similar to serpents, though made from woody, knobbled bodies, whilst others walk on all fours in either crab or spider like fashion. They have no visible eyeballs, but rather hollows for eyes. They are capable of rapidly vanishing beneath the ground, and move surprisingly quickly. They do not tend to attack ‘locals’ of the forest, unless said locals seem to be harming the trees. However, more recently, in the last decade or so, they seem to be attacking on sight should they have enough numbers to pose a real threat to the target.
 
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B E S T I A R Y

Beasts, monsters, and oddities you may counter in the land of Aria.​
 
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C H A R M S ✤ A N D ✤ C U R S E S ✤ C O M P E N D I U M

All Charms/Curses/Unknowns known thus far, listed A-Z.​


  • Ancient Mariner: You are now the property of She, Life in death. As such, you seem to be unable to die, and all those you meet whom you should wish to communicate with shall be bound to listen until your tale is done.
    ✤ A Tale of Misfortune: Your story so far has been one of ill-tidings. Neutral characters will be pre-disposed to pity you and will treat you more favorably for it.
    Brothers of The Shadows: Rogues such as you face enough trouble from the law and citizens. All other petty criminals shall be inclined to help you and give you opportunities.
    Charitable: Known for aiding your fellow man, people are inclined to trust you. You shall find it easier to befriend neutral characters.
    Dead Parents: As we all know from stories, those with dead parents are destined for greatness. Opportunities for power shall occur more frequently for you.
    Erl King: A creature of the forest, nature is a part of you, and you of it. You will never go hungry nor without shelter when in the woods or forest, and its creatures are naturally drawn to you despite whether or not that may be safe.
    ✤ Laughing in the Face of Wolves: Despite what you were told to believe and do, you defied warnings. Werewolves, who rely on fear, cannot harm you.
    Magic Creation: You are the child of magic, one way or another. All magic casters will be more likely to shelter or befriend you out of curiosity for your tales.
    Maiden: You are a young woman in a land of fairy tales; The magic of The Wilds is predisposed to help you when you are in need.
    Marquise: You are a lady naive to the ways of the world. As such, all mother figures will give you aid when you are in trouble.
    Pious: A creature of faith, you may well be rewarded. Benevolent spirits, sprites, and dryads are more likely to aid you.
    Repentant: For sins of the past you are now attempting to atone. Those who have committed sins they carry guilt for shall find solace in your presence, and random instances shall be inclined to give you opportunities to atone for that which you regret.
    Savior: You once saved many lives. Those who have heard of your tale will often give you something to reward your benevolence.
    Severed Hands: Due to a physical disfigurement you are viewed as having been cursed with bad luck - thus, those around you will supposedly be avoided by the unkind hand of fate. Your companions are always uncommonly lucky.
    Theatrical Childhood: You seem to have endured a tale entirely in your childhood; As such, negative random events are less likely yo befall you, for you have done your time.
    ✤ The Truth of The Forest: Unjustly accused of evil you did not do or intend, you face many grievances for this. However, your moral goodness and purity of intent protect you; Nature seems to be on your side, and when among it, you shall have unusual good luck.
    Titled: Once a person of a great title, now no longer, you are destined to reclaim your former glory; Or, meet a terrible end to mark the end of your descent. Either way, a life of peace is out of the question for you. Random instances will thus occur more frequently for you.
    Vengeance Bearer: You carry the craving for revenge of your blood. This is a strong bond, which simultaneously drives you to rages, but also grants you power when facing your natural enemies; In this case, men of the species of your father.
    Wolf Alice: Slowly, you are becoming human in some way. As such, should you choose, you can aid those with 'liminal' status or those who are 'beastly' to transcend their curses, though it is rarely obvious how this may be done. Your evolution is valued by these individuals, and they are more likely to befriend and aid you for your value.
    Wolf Heart: Though you may not always look as one, you have the heart or soul of a wolf. As such, wolves shall always be inclined to aid you in times of trouble, lick your wounds and shelter you when you are near them. If you befriend them, you can even have them run errands or assist you in matters.

 
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F A C T I O N S

Factions across Aria that players may encounter, wish to join, or take up arms against, etc.​


  • skbks_shadowmark4.png
    Base of Operations: Hallowed Hall, Ursuna
    Role: Mercenary Guild
    Description: One of the few remaining legal mercenary guilds in Astara. Despite this, thanks to tough times the Hallows Guild has been rumored to be encroaching on criminal operations and becoming a competitor to the Thieves Guild.
    Status: Open to player characters
 
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C R E D I T S

Media, concepts, etc that were major sources of information/inspiration for this RP

Atmosphere and Concept Inspiration - The Bloody Chamber by Angela Carter, Snow White and the Hunstman (film starring Kristen Steward, Chris Hemsworth, and Charlize Theron)
Charms and Curses Sources - Transformations by Anne Sexton, The Bloody Chamber by Angela Carter, Grimm's Fairy Tales, Myths + Legends Podcast, All of Shakespeare's Work, Aristotle on Tragedy, Greek Myth, among many, many others
Cats With Hands - Cat With Hands by Robert Morgan
Werewolves mechanics - The Bloody Chamber by Angela Carter
Elvish Dynamics - A Long Way to a Small Angry Planet by Rebecca Chambers


 
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