Sylph
Fickle
A compendium of important lore.
The Westridge Kingdom
Westridge is a kingdom that has been conquered by humans, but many other races still settle within its borders. Depending on the area, they can live in relative ease among the humans or in their own towns, as there are strict rules in place prohibiting the hunt of sentient creatures and other humanoids.
Types of Guilds
There were once two types of guilds: Common and Official. After the Crown outlawed the former, common guilds were abolished and any remaining adventurers were either left without a job, or found employment with groups like the Guard or the Expeditionary Force. The new rule has led to an increase of so called 'Dark' or outlaw Guilds, particularly among non-humans who weren't accepted into the Expeditionary Force.
Official Guilds range from esteemed Artisan guilds, to Harvest Guilds assigned to protect the fields. They have strict codes of conduct and entry into them is competitive. They are generally sponsored by a Noble House or else sanctioned by the Crown.
The Twelve Houses
There are twelve noble houses that rule Westridge. In depth knowledge of them isn't necessary unless you intend to create a human with ties to one, but there may be mention of them in the RP.
Descendants of previous rulers. The Crown House are the highest ranking Noble Family, and the only ones capable of managing the House of Cards. Nobility are those born or married into the role, and suitors almost always come from other nobility. They deal primarily with internal affairs, leaving foreign matters to the House of Cards. In particular they fund the Guard and Harvest Houses, and sponsor a number of Official Guilds for combat and expeditions.
A cutthroat House made up of the highest classes of nobility. The Council (Known colloquially as the House of Cards) are responsible for assisting the Crown in managing internal affairs and deal with almost all foreign diplomatic issues.
Many noble families within the House of Cards will sponsor an Official Guild.
Many noble families within the House of Cards will sponsor an Official Guild.
The Court upholds the laws, and to a certain extent keeps the Noble Families in check. Any matters of importance are heard in the city of Magistra, where the highest echelons of the Court reside.
The Court originally funded the Apothecary Guild, though the organisation has since grown into a House of its own right. They do have a central family, though it is mainly responsible for the selection of Judges. There is some controversy between the Court and Cloak Houses, as it is rumoured that the former will acquit criminals into service of the latter.
The Court originally funded the Apothecary Guild, though the organisation has since grown into a House of its own right. They do have a central family, though it is mainly responsible for the selection of Judges. There is some controversy between the Court and Cloak Houses, as it is rumoured that the former will acquit criminals into service of the latter.
Before the destruction of Solmar two decades prior, The House of Dawn were responsible for the governance of magic and worship within the kingdom, and provided relief to areas struck by disaster. They funded a number of Official Guilds that specialised in magic, though most of them fell to ruin after it collapsed.
The House of Dawn is peculiar in that it has no noble heritage. It's leaders are selected by the deity Crocus, though it has been nearly two decades since a new Oracle emerged.
The House of Dawn is peculiar in that it has no noble heritage. It's leaders are selected by the deity Crocus, though it has been nearly two decades since a new Oracle emerged.
The Guard are responsible for keeping the peace and responding to threats to from land, sea or sky. All three branches are overseen by the Avatticus family, with the Generals selected by them being the next most powerful. The Guard tend to be the most openly critical of other groups, in particular the Cloak and Arcane Houses, where they see threats to the Kingdom's security, though they are careful not to overstep their authority when it comes to nobility.
Characters associated with this house:
Tyron Avatticus (Played by Chinchia)
Characters associated with this house:
Tyron Avatticus (Played by Chinchia)
The Merchant House are almost as cutthroat as the House of Cards, softened somewhat by the lack of Noble standing among its members. Most Merchant 'nobility' are heads of prior mercenary clans or trading companies. The Merchant is House is loyal to the Crown, but many of its members will hire mercenaries instead of relying on the Guard for protection. The Guard are prone to thinking of this as a security threat.
There is no central family in the Merchant House. Families and companies compete for status through increasing their influence and wealth.
There is no central family in the Merchant House. Families and companies compete for status through increasing their influence and wealth.
The Cloak house are responsible for regulating underground activities and groups, and responding to threats before they become known. Their house is shrouded in secrecy and is often the first to be accused when any foul play comes to light.
The Cloak House are represented by a central family, but many of their members are also said to have less than scrupulous origins.
The Cloak House are represented by a central family, but many of their members are also said to have less than scrupulous origins.
The Arcane house are responsible for the research and development of new technologies, as well as investigating any threats thought to be magic in origin. They are renowned at what they do, but focus more on their research than politics.
The Arcane House have a central family, but renowned magicians and researchers are treated with just as much respect by the nobility.
The Arcane House have a central family, but renowned magicians and researchers are treated with just as much respect by the nobility.
A House to oversee the land granted by the Crown for agriculture. While other Noble Families may have land bestowed upon them by the Crown, the land owned collectively by the Harvest House produces the vast majority of food and raw product used by the kingdom.
The Artisan House is comprised of a number of Guilds dedicated to different areas of craft. Guilds are often sponsored or commissioned by families within the House of Cards, and the Guildmasters are treated much the same as nobility.
A relatively new house created in an initiative by the Court to oversee the treatment of illness and disease throughout the kingdom. It was brought about after the destruction of Solmar and downfall of the House of Dawn left many regions without support. Their nobility are currently the most learned or renowned physicians in the land.
The Academy is responsible for the education of the populace throughout the kingdom, and will often select students who show promise to graduate straight into the service of other houses. Its curriculum is determined by the Board of Scholars.
Gods and Deities
Gods are rulers of the spirit realm, much like royalty in the physical world. Detailed understanding of them isn't needed unless you intend to create a deity for your character to worship.
The nature of the divine has been a long studied subject by scholars and skeptics. The truth is undeniable—they exist—but the details are widely disagreed upon. Gods come in many different types and forms, but the most widely accepted explanation is that they are rulers of a domain in the spiritual realm. Much like Monarchs in the physical world, they can determine the conditions of entry into their land, and mortals who the deity has connection with may be granted passage into the land after their death.
It is thought that persons not bound to any deity--or refused entry by the patron they worshipped--will be forced to wander the spirit realm until they perish. Some theories go so far as to say that the mortal body is merely a host for the spirit until it matures enough to survive in the spiritual realm. No one really knows if much amounts off this theory seeing as, like most speculations about life after death, it generally requires the host to die before they find out.
It is important to note that rulers of the spirit realm, or gods as they are called by mortals, have limited influence in physical world. Much like how humans have little affect on the spirit realm until they pass into it. They can, however, offer their power to those in the mortal realm. This commonly manifests as a second affinity, and it is not unknown for a person's abilities to change upon finding a new patron deity.
Killing a deity: A deity is nigh impossible to kill within their realm. The easiest known method to kill a god is to tether them to a body in the physical realm. When in that form they can be killed, with some effort, alongside the host.
It is thought that persons not bound to any deity--or refused entry by the patron they worshipped--will be forced to wander the spirit realm until they perish. Some theories go so far as to say that the mortal body is merely a host for the spirit until it matures enough to survive in the spiritual realm. No one really knows if much amounts off this theory seeing as, like most speculations about life after death, it generally requires the host to die before they find out.
It is important to note that rulers of the spirit realm, or gods as they are called by mortals, have limited influence in physical world. Much like how humans have little affect on the spirit realm until they pass into it. They can, however, offer their power to those in the mortal realm. This commonly manifests as a second affinity, and it is not unknown for a person's abilities to change upon finding a new patron deity.
Killing a deity: A deity is nigh impossible to kill within their realm. The easiest known method to kill a god is to tether them to a body in the physical realm. When in that form they can be killed, with some effort, alongside the host.
Immortals
Immortals don't die of old age, but they also don't have afterlives. Important to know if you want a character who is immortal.
An immortal is someone who's spirit has been inextricably attached to their body, to the point that the death of the body would mean the death of the spirit as well. Some immortals occur naturally in races like the Fae, or they can be made artificially through magic such as necromancy. As a result of their spirit dying with their physical bodies, immortals do not have afterlives.
Slimes
Slimes can range from harmless to extremely dangerous depending on their sub-species. If a character encounters one they should be sure to identify what they're up against.
Slimes are one of the world's great mysteries. Where do they come from? Do they have souls? Why is it that they find witch magic so tasty?
Thought to have arrived from a rift in times long forgotten, slimes can range from harmless blobs to unholy abominations depending on where they are found. They can adapt to almost any climate one cares to traverse, and are one of the first threats an adventurer can learn of.
While slimes can consume organic matter in order to increase their mass, what they thrive off is actually the residual energy a soul leaves behind. Their malleability and colour saturation is directly linked to the difference between their size and lifeforce. So small but colourful slimes will move and regenerate faster than their pale, but larger, cousins.
Thought to have arrived from a rift in times long forgotten, slimes can range from harmless blobs to unholy abominations depending on where they are found. They can adapt to almost any climate one cares to traverse, and are one of the first threats an adventurer can learn of.
While slimes can consume organic matter in order to increase their mass, what they thrive off is actually the residual energy a soul leaves behind. Their malleability and colour saturation is directly linked to the difference between their size and lifeforce. So small but colourful slimes will move and regenerate faster than their pale, but larger, cousins.
Green – The most harmless type of slime, feeding mostly off the lifeforce of plants. Their body is mildly acidic, but only causes slight skin irritation in the short term. They make good practice for new adventurers to hone techniques before taking on the more dangerous variants.
Blue – On land these are largely ineffective, and even if you get stuck in one, they’re not acidic. Beware, however; once in the water they become nigh invisible and one of the deadliest types. They wander the oceans and rivers endlessly in search of sealife to consume.
Yellow – These can often be found in petrified form in the desert. When exposed to water they revive to create patches of sinking sand, which is how they catch their prey.
White – This variant is known for leaving crystalline trails of ice wherever it goes. They suck the warmth out of anything they come in contact with, leaving behind a frozen carcass.
Red – Highly acidic, but not as much as its undead cousin. Red slimes have somehow found a way to use heat as a partial fuel source, making them less aggressive towards living things.
Purple – Found in places of high magic concentration, but rarely elsewhere. They can feed directly off the soul of a living body or the magic in spells, making them one of the most dangerous types.
Black – Found in the underworld. This entity is highly acidic, enough to dissolve the bones of the undead, and to eat through the skin of the living in seconds. On occasion they may appear in dungeons reaching far below the ground.
Crowned Slimes - Rarely a slime will be found with a ‘head’—an item of sort that is suspended in the main body. These entities are known for being more intelligent than others of its kind. The head of a crowned slime must be destroyed before it can be killed. An intact head will always its body, if given enough time.
Player Made Lore
Aestir - The Frigid North"Aestir is an island country located in the far north, covered with ice caps and frozen mountaintops... It is ruled by an oligarchy of nobles, four to be specific, who ensure that the needs of the country and its populace are met. Those four noble houses are collectively known as, "The Four Blades of Aestir" or simply "Blades" for short. They are all known for developing and specializing in a specific fighting style."
The Voland Family: The Voland's are known for their single sword dueling style, specialized in taking down enemies quickly and efficiently, one at a time. The current Grand Maestro of this sword style is Alfyn Voland.
The Degrand Family: The Degrand's are known for their defensive two-handed spear style, specializing in keeping your distance and find the right opportunity to strike. The current Grand Maestro of this spear style is Priscilla Degrand
The Calixte Family: The Calixte's are known for their dual-bladed short sword style, specializing in debilitating the enemy with poison-laced blades or daggers and quickly slashing weak points in the enemies defense. The current Grand Maestro of this dual-blade style is Celes Calixte
The Fusilier Family: The Fusilier's are known for a specific practice of magic based around conjuring weapons, they specialize in tactically thinking about which weapon works best for the given situation. The current Grand Maestro of this magic style is Fredric Fusilier.
-- Original credit to Zufaix, though they are no longer active in the RP.
The Degrand Family: The Degrand's are known for their defensive two-handed spear style, specializing in keeping your distance and find the right opportunity to strike. The current Grand Maestro of this spear style is Priscilla Degrand
The Calixte Family: The Calixte's are known for their dual-bladed short sword style, specializing in debilitating the enemy with poison-laced blades or daggers and quickly slashing weak points in the enemies defense. The current Grand Maestro of this dual-blade style is Celes Calixte
The Fusilier Family: The Fusilier's are known for a specific practice of magic based around conjuring weapons, they specialize in tactically thinking about which weapon works best for the given situation. The current Grand Maestro of this magic style is Fredric Fusilier.
-- Original credit to Zufaix, though they are no longer active in the RP.
Tir Na Nog
"Tír na nÓg is an isolated country of Witches, Druids and many species of Fae. Nature plays a huge role in this isolated country and mana is more than abundant with a mass of leylines flowing through the country almost like rivers would in any other... One should also note that Rathúnas is actually the only city, or village for that matter, in Tír na nÓg. The vast majority of the country is in fact forest and or overgrown grottos/mountain zones. With such an emphasis on protecting the natural order and nature itself, this is actually by design."
-- Original credit to Uasal, though they are no longer active in the RP.
The Pirate Lords and Queen
The Pirate Lords are the strongest of the crews on the ocean. They are known for possessing unique artifacts and nigh unsinkable ships on top of their already formidable powers. Confrontation with any of them is ill-advised, if the bounty on their heads wasn't indication enough.
The Current Pirate Lords and Queen are:
Lord of the Dead: Wyck Allister
Voice of the Sea: Melina Soralis
The Collector: Amelia Avos
Duke of Afflictions: Cynric Arc
Lord of Storms: Alric Sunder
The Queen: Lyra Enren
Credit to Key of Stars - More info TBA
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Maps made by me using Inkarnate.
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Anyone is welcome to add new lore posts. It can be in the form of character sheets for NPCs, general explanations of a place or oganisation, or anything that adds to the world really. Just make sure it follows the rules.
If you're unsure of where a place or person might fit into the lore I am always happy to discuss. Questions are welcome in OOC or private convo.
Have fun creating!
RulesMaps made by me using Inkarnate.
Anyone is welcome to add new lore posts. It can be in the form of character sheets for NPCs, general explanations of a place or oganisation, or anything that adds to the world really. Just make sure it follows the rules.
If you're unsure of where a place or person might fit into the lore I am always happy to discuss. Questions are welcome in OOC or private convo.
Have fun creating!
- RESPECT THE LORE.
- Specifically, the histories and explanations people create throughout the RP.
- If someone is still active try not to change things without first discussing it with them.
- If it's lore created by a former player, creative liberties are allowed in building upon it. - No modern technology, though magic equivalents may be allowed.
- Main characters are to be a part of the Expeditionary Force or otherwise intending to participate (eg as part of another house).
- Cannon fodder enemies / random NPCs are fine.
- Antagonists are allowed for storyline purposes. - Race Limitations
- No fandom characters or historic figures.
- No gods or named beings from religious texts.
- No sci-fi extra-terrestrials. - There is no post order, unless players wish to implement one.
- At least a paragraph per post; no one-liners.
- Common RP courtesies and Nation rules apply.