Isolus
Lady of the Lexicon
The Children of Dawn
High Fantasy | Adventure | Quest
Update: Found all our players; Thanks to everyone who came!
Hi there! I’m looking for 4-5 players who enjoy writing novella style responses (several paragraphs) and exploring lore heavy worlds. I MIGHT be willing to add one more player if an additional person wants to join and has no issue creating a new virtue that would fit this setting. That being said, I don't think we should go over six players in total. Each player will play one main character and any minor characters or NPCs they feel comfortable doing. You don't have to play any other characters beside your main one if you don't want to! I've already up a base world building, but I definitely left it open for everyone to add to the world as they wish!
Slots Open:
✦ Kindness || hannsthemanns (female | child | wood elf | healer)
✦ Valiance || Fred (female | adult | human | knight)
✦ Freedom ||Tlon (male | adult | human | merchant)
✦ Hope || Kittenpom (male | adult | dark elf | sorcerer)
✦ Wisdom || Larry (male | adult | human | writer)
✦ Creativity || Hanarei (TBA)
Premise: The Call to Adventure
In the first dawn of a new world, before mankind was vast across the earth, the mortal races co-existed upon a small landmass known as Ardunia. A beautiful oasis, its first ancestors were blessed by the Crimson Mother, a goddess mankind called Enya. And for generations, the flourishing valley proved protection and nourishment for the people who resided there, watched over by the goddess and her faithful earth spirits.
Yet as time passed, the whims of man overwhelmed their desire to do good. Selfish princes became ruthless kings who oppressed their people. Monks lined their pockets with bribes to lay false blessings upon sinners. Soon, slave markets lined the streets in place of fruit stalls and narcotics flooded underground dens to claim the lives of many. The promised land that was Ardunia had become little more than a den of thieves and murderers. Prayers to the goddess grew less and less. Enya looked upon the valley and seeing what had become of her children, she wept, regretting what she had made for those who no longer followed her. In anger, she planned for a way to wipe them from her sight completely.
But a spirit named Cyphos, a vineyard spirit of mirth, wagers and mischief, stumbled upon five persons whom not even he could justify tampering with - while their mortal natures left them flawed and imperfect, Cyphos found much light within their hearts.
The spirit relayed what he had found to his mistress, naming the persons the five lights and explaining the purity of their hearts. But Enya would not listen. For she believed that humanity by nature is tainted and that any soul regardless of their initial purity would eventually be corrupted. When Cyphos saw she would not spare humanity in its entirty, he offered his goddess a wager - a prospect of a new Dawn. if these five souls could show her the beauty of humanity, then she would spare them and any they saw worthy to live. If they could not, then they would perish with the rest of humanity. Enya, taking favor within her servant, agreed and gave him one year.
As is his nature, Cyphos began his quest with a trick - luring his mistress into a peaceful slumber, he searched through her ancient mind to find memories she still held dear. Stealing five of these memories, Cyphos lay magic upon them and carried them to the mortal world below. Through further mischief, he lured the five lights together and placed each memory upon each soul in the form of a gift:
To one, a silver star that shines even in the darkest nights.
To one, a golden flower that gives healing through sacrifice.
To one, a bestial strength that is untamed and wild in unbridled glory.
To one, a flame that burned at the sight of cruelty and injustice.
To one, a foresight that is heightened by humbleness and cautious pursuits.
The five lights were to use these gifts to pave the path to the new dawn, to a land above the valley and high over the clouds that Cyphos called the Everdawn - a place untainted by wickedness, made for them and any they believed were worth saving. For one year, they have the task of proving the truth worth of humanity.
Rules: Guidelines and General Housekeeping
Be nice to each other! | | Be respectful to everyone here. Joking around is fine, but if someone is clearly uncomfortable then it’s time to lay off. Basically, don’t be racist, sexist, or an all around unpleasant person.
Honor the Lore We All Decide On | | Everyone’s voice is valued here and it should be a group collaboration on building this world! This isn’t super strict, as the main goal is to have fun here. But whatever lore we all decide on should be honored as much as possible. For example if we decide on a specific system of magic, please try to honor that system. But if you accidentally mess up, no stress!
Please Place Effort Into Your Responses | | Some days may be shorter than others and that’s totally ok - but there should still be an effort made. So to set some sort of grounds work at the very least, let’s have a a five sentence minimum (one full paragraph). Quantity over quality - people will know if you aren’t putting effort in! I generally write anywhere from 1 to 6 paragraphs.
No God-modding or OP characters | | With the exception to deity or monster NPCs (who can be played by anyone at anytime in tasteful moderation), keep elements of your character’s traits and abilities within reason. You can make your character powerful and interesting, but don’t make them unbeatable.
Ask other players before you harm, capture or kill their characters | | Major or minor character, always ask their creator what you had in mind and if it would be alright to do so. Generic NPCs may be an exception to this. This isn’t a largely combat centered role-play, but there will be times where it could happen! Just please be respectful of other’s characters.
Worldbuilding: The lore so far
Behold: The products of my thought process for this world. This can definitely be changed up as we need to, I just thought we could use a base to begin with! Here's some quick themes to remember about this world space:
✦ The world is under threat of destruction because the goddess Enya is disturbed by its growing degradation. Thus, the environment should reflect that through our heroes outstanding virtues as they juxtapose with the rest of the world's wickedness.
✦ The general atmosphere doesn't have to be "Dark Souls" or "Game of Thrones" levels of depravity, but there should at least be a constant, oppressive reminder to our main characters how dark the world can be and what is at risk if they fail.
✦ Each virtue has their own strengths and weaknesses. By the end of the story, they are able to grow in their own strength through learning important lessons from each other. A fellowship feel should hopefully grow over the course of time.
Races: The Four Great Peoples of Ardunia
✦ Humans - The most diverse and adaptable race of the Great Races. They have proven themselves to be resilient, with human populations found in almost ever corner of Ardunia in every shape and size. The largest population can be found in central Ardunia, with Noria holding up as the human capital of the continent.
✦ Elves - The oldest race in Ardunia. Elves are the only race that possesses natural magic.
‣ Dark Elves - southern natives most known of their ebony skin and ivory hair. Like the High Elves, they've established arcana colleges in the south and believe in the balance of light and dark magic.
‣ Snow Elves - pale white in both skin and hair, most accustomed to the colder northern islands. Almost as small as their woodland cousins.
‣ High Elves - golden skin and hair, tallest of the elven races; native to the eastern coasts. Places high values in knowledge and nature, with arcana colleges.
‣ Wood Elves - chestnut skin with auburn or brunette hair, smallest of the elven races. They mostly inhabit the western & central woodlands. They are most known for their uses in natural medicine.
✦ Orcs - The most physically strong of the races. A people almost as old as the Elves, the Orcs often engaged in tremulous relationships with their neighbors.
‣ Gorgons - muscular builds with emerald, soft blue or soft gray skin tones; ebony hair with medium length tusks. Warrior people native to northern Ardunia.
‣ Ogres - largest of the orcs; bulky and strong, dark green or ebony in skintone. Large tusks. Nomadic people, largely wandering between the mountain ranges.
‣ Goblins - smallest orc ethnicity, thin and wirey bodies with emerald, hazel or violet skin tones. Little to no tusks visible. Native to the west, though have migrated all over Ardunia.
✦ Beastfolk - The race most intuned to the earth. However, they are known to be elusive and skittish of their neighbors. They're native to many wilderness regions such as mountains, lakes and forests.
‣ Wolfmen - most common; come in a variety of colors, such as white, gray, sable, fawn, black, brindle, gold and red. They're most native to woodland, plains, mountains and tundra areas; Generally hostile to outsiders.
‣ Foxfolk - smallest and perhaps the most friendly to non-beast folk. The red folkfox resemble red foxes and are native to the central and western woodlands. The northern foxfolk resemble white foxes, smaller than their red cousins. The eastern foxfolk resemble fennecs and are the smallest, with large ears and small snouts - their fur is cream or tan.
‣ Lynxkin - Agile and slender, they make excellent scouts and rogues. They're most elusive of the beastfolk, native to temperate woodlands and riverlands. Their coat colors range from brown, amber, grey and white.
‣ Scalesmen - tallest and most diverse of the beastfolk; they share facial resemblances to dragons, though do not possess wings or fire breathing abilities. They come in a variety of colors from earthy tones to more vibrant displays. Native to marshlands, riverlands or mountainous regions.
Countries: The Realms & Their Demographics
Click on the map for a larger view!
The Northern Realm: The birthplace of the snow elves, the Northern Realm takes up all of the frigid north of Ardunia - its considered a rugged and harsh place by most races, consisting of of snow-capped mountains in the south and windy plains abundant. After a bloody war between the Crown (the Snow Elves and their Human allies) vs the Wildergods (the Gorgons and their Wolfmen allies), the long line of Elven kings were finally deposed by Gorgon warlords and an Orc queen sits the throne.The warlords have again began their conquest in the east, starting with the High Elves.
✦Oakhearth | Population: Approx. 25,000 | Demographics: Snow Elves (40%), Gorgons (35%) Humans, (15%) Wolfmen (10%) | The capital city of the Northern Realm.
‣Daerin | Population: Approx. 10,000 | Port town with the realm's predominant fishing industry.
‣Ogden | Population: Approx. 8,000 | Lumber town.
‣Aubergine | Population: Less than 5,000 | Outpost town; only rangers camp out here in the frozen north to hunt monsters.
The Eastern Realm: Rich with magic, these land carry a cool and calm climate, with rolling hills and temperate forests that meet at the base of the highland mountains.
✦Salodor | Population: Approx. 20,000 | Demographics: High Elves (40%), Scalesmen (20%), Humans (15%), Gorgons, (10%), Dark Elves (10%), Lynxkinn (5%) | The capital city of the Eastern Realm. It's home to a renowned arcana college, The Arcane University, where gifted mages from all over Ardunia come for a chance to study. The college houses largest museum in magical tomes and artifacts in Ardunia, making it a target for thieves guilds and treasure hunters alike. Tensions arises with the fall of the Elven Kings of Meridia, where the Orc invaders have been prowling the eastern coasts seeking war against the High Elves next.
‣Balathein | Population: Approx. 15,000 | Mountain town with mining industry
‣Osmir | Population: Approx. 8,000 |Port town and checkpoint; only safe way to travel to the Isle of Drakes.
The Central Realm: The heartlands of Ardunia. Its mostly covered by large temperate forests and rolling plains, as well as bustling vineyards and farmsteads surrounding the countryside.
✦ Noria | Population approx. 40,000 |Demographics: Humans (45%), Wood Elves (25%), Foxfolk (15%), and Goblins (10%), Ogres (5%) | The capital city of the Central Realm. Thriving in its winery exports and herbal remedies, Noria boasts of fertile soils and bustling vineyards. However, it's more known for its slave market and narcotics rings, where corrupt knights and clergymen line the pockets of the royal family through blood money of slaves. This lead to a near extinction of ogres, having been used as slaves in the mining industries. Having lost the war in the north with siding with the Snow Elves, the human kings have ignored relations with the High Elves in the east with the Gorgon's upcoming conquest.
‣Sangria | Population: Approx. 12,000 |Merchant town with thriving wine industry.
‣Elbern | Population: Approx. 10,000 | Mountain town with checkpoint between borders of Noria and Oakhearth.
The Western Realm: Also known as the Crimson Coasts where the forest hills and the vibrant riverlands bleed red every autumn, turning the coast crimson.
✦Rhinefall | Population approx. 20,000 | Demographics: Humans (40%), Wood Elves (30%), Goblins, (15%), Foxkinn (15% | The capital city of the Western Realm. A once peaceful nation, the realm has been thrown into religious chaos between a boy king obsessed with the goddess of death and scheming members of the nobility who exact their power under the guise of performing blood sacrifices in the name of the king. The west is gaining influence from Noria, with a growing demand for slaves and narcotics.
‣Kodaline | Population: Approx. 14,000 |Mountain town focused in lumber and mining.
‣Arcsburg | Population: Approx. 10,000 | Merchant town with furs industry.
‣Hollen | Population: Less than 5,000 | Port town.
The Southern Realm: Possessing the warmer places in Ardunia, this realm expands from the woodlands in the north to softer, tropical grasslands - the furthest south boasts of ivory sands and clear waters that make up the Ivory Sea.
✦Cardeen| Population approx. 30,000 | Demographics: Dark Elves (45%), Humans (25%), Foxkinn (20%) Goblins, (10%) | The capital city of the Southern Realm. Home to the native Dark Elves, the crown has recently come to a new elven queen who seeks the acrane knowledge for a new college in their homeland. With the High Elf nobility of Salodor unwilling to disclose such magic, tensions have arisen in search of such powerful artifacts. With gladiatorial sport on the rise as well, able-bodied slaves are a growing commodity.
‣Avaleen | Population: Approx. 13,000 | Port town and home of the silver ships.
‣Loriel | Population: Approx. 10,000 | Merchant town.
✦Oakhearth | Population: Approx. 25,000 | Demographics: Snow Elves (40%), Gorgons (35%) Humans, (15%) Wolfmen (10%) | The capital city of the Northern Realm.
‣Daerin | Population: Approx. 10,000 | Port town with the realm's predominant fishing industry.
‣Ogden | Population: Approx. 8,000 | Lumber town.
‣Aubergine | Population: Less than 5,000 | Outpost town; only rangers camp out here in the frozen north to hunt monsters.
The Eastern Realm: Rich with magic, these land carry a cool and calm climate, with rolling hills and temperate forests that meet at the base of the highland mountains.
✦Salodor | Population: Approx. 20,000 | Demographics: High Elves (40%), Scalesmen (20%), Humans (15%), Gorgons, (10%), Dark Elves (10%), Lynxkinn (5%) | The capital city of the Eastern Realm. It's home to a renowned arcana college, The Arcane University, where gifted mages from all over Ardunia come for a chance to study. The college houses largest museum in magical tomes and artifacts in Ardunia, making it a target for thieves guilds and treasure hunters alike. Tensions arises with the fall of the Elven Kings of Meridia, where the Orc invaders have been prowling the eastern coasts seeking war against the High Elves next.
‣Balathein | Population: Approx. 15,000 | Mountain town with mining industry
‣Osmir | Population: Approx. 8,000 |Port town and checkpoint; only safe way to travel to the Isle of Drakes.
The Central Realm: The heartlands of Ardunia. Its mostly covered by large temperate forests and rolling plains, as well as bustling vineyards and farmsteads surrounding the countryside.
✦ Noria | Population approx. 40,000 |Demographics: Humans (45%), Wood Elves (25%), Foxfolk (15%), and Goblins (10%), Ogres (5%) | The capital city of the Central Realm. Thriving in its winery exports and herbal remedies, Noria boasts of fertile soils and bustling vineyards. However, it's more known for its slave market and narcotics rings, where corrupt knights and clergymen line the pockets of the royal family through blood money of slaves. This lead to a near extinction of ogres, having been used as slaves in the mining industries. Having lost the war in the north with siding with the Snow Elves, the human kings have ignored relations with the High Elves in the east with the Gorgon's upcoming conquest.
‣Sangria | Population: Approx. 12,000 |Merchant town with thriving wine industry.
‣Elbern | Population: Approx. 10,000 | Mountain town with checkpoint between borders of Noria and Oakhearth.
The Western Realm: Also known as the Crimson Coasts where the forest hills and the vibrant riverlands bleed red every autumn, turning the coast crimson.
✦Rhinefall | Population approx. 20,000 | Demographics: Humans (40%), Wood Elves (30%), Goblins, (15%), Foxkinn (15% | The capital city of the Western Realm. A once peaceful nation, the realm has been thrown into religious chaos between a boy king obsessed with the goddess of death and scheming members of the nobility who exact their power under the guise of performing blood sacrifices in the name of the king. The west is gaining influence from Noria, with a growing demand for slaves and narcotics.
‣Kodaline | Population: Approx. 14,000 |Mountain town focused in lumber and mining.
‣Arcsburg | Population: Approx. 10,000 | Merchant town with furs industry.
‣Hollen | Population: Less than 5,000 | Port town.
The Southern Realm: Possessing the warmer places in Ardunia, this realm expands from the woodlands in the north to softer, tropical grasslands - the furthest south boasts of ivory sands and clear waters that make up the Ivory Sea.
✦Cardeen| Population approx. 30,000 | Demographics: Dark Elves (45%), Humans (25%), Foxkinn (20%) Goblins, (10%) | The capital city of the Southern Realm. Home to the native Dark Elves, the crown has recently come to a new elven queen who seeks the acrane knowledge for a new college in their homeland. With the High Elf nobility of Salodor unwilling to disclose such magic, tensions have arisen in search of such powerful artifacts. With gladiatorial sport on the rise as well, able-bodied slaves are a growing commodity.
‣Avaleen | Population: Approx. 13,000 | Port town and home of the silver ships.
‣Loriel | Population: Approx. 10,000 | Merchant town.
Magic: The Arcane Arts & Other Strange Artifacts
Arana is the primary element of magic used by spellcasters of Ardunia. This can be divided into three different methods.
Natural: Natural Magic is magic that is innately found only within those of Elven blood. Their body and soul serves as a conductor for a limited, replenishable pool of magic energy; while they can cast a spectrum of different spells with their natural arcana, they are best suited for combining it with other means of wielding the magic—both due to its intensified strength, and because depleting their stores will drain their lifeforce. Magic exhaustion is a severe condition that occurs when too much is cast too soon and will result in adverse side effects that may range from a minor annoyance to lethal. Certain bloodlines of mortal races, as well as half-bloods, have been found to carry recessive stores of arcane that can be triggered through certain stimuli. Some individuals are blessed by stronger pools than that of their peers and are seen as being destined for great things—on the opposite end, one can be born without any arcana at all. They are called the withered and face brutal scrutiny from their societies.
Channeled: Channeled Magic is magic that can be harnessed through invented instruments. Advanced methods have been invented within the past two centuries where before the less magically inclined mortal races of Isakar could not wield arcana due to a lack of such a gift. They may now utilize specially crafted tools that allow them to do so. Some of these instruments include: metal wands, enchanted staves carved from specific woods, gemshard necklaces, and various other trinkets and baubles. With decades of study, a human sorcerer may be able to match the skill of an elven wizard. However both are restricted to the limits of their environment and body and will suffer the same injuries if they overreach their boundaries. This is less common in channeled magic performed by the lesser races, as they often lack the backup magic necessary for overloading a spell. The amount of arcana available for usage varies wildly on location.
God-Given: The most devoted to the pantheon of Ardunia’s gods and goddesses are blessed with their power, and are considered to be some of the strongest spellcasters known to mankind. Volatile, terrifying, and ultimately unstable, their magic cannot be consistently relied upon. Where one day a champion might be in the shining favor of their deity, they can be shunned the next and find themselves unable to cast even a single spell. Their strength wanes and grows with that of their chosen god. Very few spellcasters in history have been of this type. Powerful but deadly, magic has its limits and overuse can kill.
Magic Exhaustion: A renowned debilitation, exhaustion can befall any caster, no matter how weak or strong they are. Responsibility with spells must be practiced, lest tragedy strike when the energy of life is used in place of depleted reserves. The following symptoms can be observed in a victim suffering from magic exhaustion: Migraines, Lethargy, Malaise, Nausea, Amnesia, Paralysis, Coma, Death
Through practice and determination, the typical arcane element can be transmuted into one of the four natural elements of earth, fire, wind, and water, as well as their different subcategories. Mages who use this type of magic are referred to as elementalists, and are typically highly skilled casters that sought to specialize further in their preferred spells. Certain magic is best suited for these elemental groups, such as destruction with fire and healing with earth or water; these conjurations are intensified by their environment, and attempting to cast one in an unsuitable location is likely to fail. A water spell will not work in an area that is dry and barren, and a fire spell is prone to error in a frigid, wet domain.
Hidden from the populace and viewed as barbaric taboo, the arts of necromancy and blood magic have been lost to the world, save for a select few.
Religion: The Pantheon & their Servants
Gods and Goddesses
✦ Enya (Queen of all the Immortals)
‣ Goddess of the Day, Fire (symbol of rebirth) & Healing.
‣ Worship & Offerings include burnt incense or rose incense, often around candlelight.
‣ Sacred symbols include the phoenix (rebirth), the crimson dragon (righteous anger), and hibiscus (healing)
✦ Eiria (Foil of Enya)
‣ Goddess of the Night, Water (symbol of chance) & Death.
‣ Worship & Offerings include holy water, nightly prayer mediations or animal sacrifice.
‣ Sacred symbols include the turtle (steadfastness), the ivory moth (illness), and the lavender flower (slumber)
✦ Alissya
‣ Goddess of Love, Beauty and Children
‣ Worship & Offerings include the reading of beads or floral sacrifices
‣ Sacred animals include the hound (companionship), the robin (spiritedness) and the primrose (youth/innocence)
✦ Dovacrae
‣ God of Time, Wind (symbol of change) and Knowledge
‣ Worship & Offerings include outdoors meditations and study of the ancient texts (a sacrifice of one's time).
‣ Sacred symbols include the spider (time), the unicorn (ancient knowledge) and the oak tree (longevity)
✦ Ilyius
‣ God of the Harvest, Earth (symbol of longevity) and the Hunt
‣ Worship & Offerings include harvest sacrifices or burnt animal offering.
‣ Sacred animals include the oxen (duty), the sparrow (community) and the golden apple (prosperity)
✦ Eoden
‣ God of War, Passion and Strategy
‣ Worship & Offerings include blood sacrifices (?)
‣ Sacred animals include the fox (cunning), the black stallion (conflict/war) and the rose (passion)
Spirits
✦ Cyphos (A summer spirit and servant to Enya)
‣ Spirit of mirth, wagers & mischief
‣ Enjoys meddling in the affairs of god and men alike
‣ Lingers among vineyards, taverns and other places of mirth
‣ Favors those of clever mind and tongue
‣ Offerings usually involve wine, grapes or gold coins
✦ Meraki (A spring spirit and servant to Alissya)
‣ Spirit of stories, art & music
‣ Can be bought a favor through an inspiring story or song
‣ Rewards those of imaginative mind.
‣ Offerings include songs and stories.
✦ Eunoia (a winter spirit and a servant to Dovacrea)
‣ Spirit of oracles, knowledge & dreams
‣ Foresaw the folly of man before the gods did
‣ Can learn the desires and fears of mortal minds through their dreams
‣ Wanders through space and time in search of hidden knowledge
How to Join:
Please comment on this thread with your character (profile or description is fine) and which virtue you'd think they'd fit. You can use the below template or simple describe what you had in mind.
✦ Character Name | Age (#) | Gender | Occupation or Class
‣ Virtue: which slot you want to take
‣ Race: self explanatory;
‣ Description: character profile link, picture or written description; any are fine!
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